blender/source/gameengine/PyDoc/VideoTexture.py
Benoit Bolsee a8a99a628f BGE: add audio/video synchronization capability to VideoTexture
Add optional parameter to VideoTexture.Texture refresh() method
to specify timestamp (in seconds from start of movie) of the frame
to be loaded. This value is passed down to image source and for
VideoFFmpeg source, it is used instead of current time to load
the frame from the video file.

When combined with an audio actuator, it can be used to synchronize
the sound and the image: specify the same video file in the sound
actuator and use the KX_SoundActuator time attribute as timestamp
to refresh: the frame corresponding to the sound will be loaded:

GameLogic.video.refresh(True, soundAct.time)
2010-02-07 19:18:00 +00:00

194 lines
4.6 KiB
Python

# $Id$
"""
The VideoTexture module allows you to manipulate textures during the game.
Several sources for texture are possible: video files, image files,
video capture, memory buffer, camera render or a mix of that.
The video and image files can be loaded from the internet using an URL
instead of a file name. In addition, you can apply filters on the images
before sending them to the GPU, allowing video effect: blue screen,
color band, gray, normal map.
VideoTexture uses FFmpeg to load images and videos. All the formats and codecs
that FFmpeg supports are supported by VideoTexture, including but not limited to:
* AVI
* Ogg
* Xvid
* Theora
* dv1394 camera
* video4linux capture card (this includes many webcams)
* videoForWindows capture card (this includes many webcams)
* JPG
The principle is simple: first you identify a texture on an existing object using
the L{materialID} function, then you create a new texture with dynamic content
and swap the two textures in the GPU.
The GE is not aware of the substitution and continues to display the object as always,
except that you are now in control of the texture. At the end, the new texture is
deleted and the old texture restored.
Example:
import VideoTexture
import GameLogic
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
# the creation of the texture must be done once: save the
# texture object in an attribute of GameLogic module makes it persistent
if not hasattr(GameLogic, 'video'):
# identify a static texture by name
matID = VideoTexture.materialID(obj, 'IMvideo.png')
# create a dynamic texture that will replace the static texture
GameLogic.video = VideoTexture.Texture(obj, matID)
# define a source of image for the texture, here a movie
movie = GameLogic.expandPath('//trailer_400p.ogg')
GameLogic.video.source = VideoTexture.VideoFFmpeg(movie)
GameLogic.video.source.scale = True
# quick off the movie, but it wont play in the background
GameLogic.video.source.play()
# you need to call this function every frame to ensure update of the texture.
GameLogic.video.refresh(True)
"""
def getLastError():
"""
Returns the description of the last error that occured in a VideoTexture function.
@rtype: string
"""
def imageToArray(image):
"""
Returns a string corresponding to the current image stored in a texture source object
@param image: Image source object.
@type image: object of type L{VideoFFmpeg}, L{ImageFFmpeg}, L{ImageBuff}, L{ImageMix}, L{ImageRender}, L{ImageMirror} or L{ImageViewport}
@rtype: string representing the image, 4 bytes per pixel in the RGBA order, line per line, starting from the bottom of the image.
"""
def materialID(object,name):
"""
Returns a numeric value that can be used in L{Texture} to create a dynamic texture.
The value corresponds to an internal material number that uses the texture identified
by name. name is a string representing a texture name with IM prefix if you want to
identify the texture directly. This method works for basic tex face and for material,
provided the material has a texture channel using that particular texture in first
position of the texture stack. name can also have MA prefix if you want to identify
the texture by material. In that case the material must have a texture channel in first
position.
If the object has no material that matches name, it generates a runtime error. Use try/catch to catch the exception.
Ex: VideoTexture.materialID(obj, 'IMvideo.png')
@param object: the game object that uses the texture you want to make dynamic
@type object: game object
@param name: name of the texture/material you want to make dynamic.
@type name: string
@rtype: integer
"""
def setLogFile():
"""
Does something
@rtype:
"""
def FilterBGR24():
"""
Does something
@rtype:
"""
def FilterBlueScreen():
"""
Does something
@rtype:
"""
def FilterColor():
"""
Does something
@rtype:
"""
def FilterGray():
"""
Does something
@rtype:
"""
def FilterLevel():
"""
Does something
@rtype:
"""
def FilterNormal():
"""
Does something
@rtype:
"""
def FilterRGB24():
"""
Does something
@rtype:
"""
def FilterRGBA32():
"""
Does something
@rtype:
"""
def ImageBuff():
"""
Does something
@rtype:
"""
def ImageFFmpeg():
"""
Does something
@rtype:
"""
def ImageMirror():
"""
Does something
@rtype:
"""
def ImageMix():
"""
Does something
@rtype:
"""
def ImageRender():
"""
Does something
@rtype:
"""
def ImageViewport():
"""
Does something
@rtype:
"""
def Texture():
"""
Does something
@rtype:
"""
def VideoFFmpeg():
"""
Does something
@rtype:
"""