"""Generate managed static CineCamera actors around BP_CameraTrajectory. Run this file with Unreal Engine's Python interpreter while the target level is open in the editor. Only actors named ``CineCamera_`` are replaced. Other CineCamera actors are never deleted. """ from __future__ import annotations import argparse import hashlib import math import random import re import unreal CONFIG_ACTOR_LABEL = "BP_CameraTrajectory" MANAGED_CAMERA_PATTERN = re.compile(r"^CineCamera_\d+$") def parse_args() -> argparse.Namespace: parser = argparse.ArgumentParser(description="Generate PhysInOne static cameras.") parser.add_argument("--focal", type=float, default=18.0, help="Focal length in mm.") parser.add_argument("--aperture", type=float, default=10.0) parser.add_argument("--radius", type=float, default=100.0, help="Base radius in cm.") parser.add_argument("--min-latitude", type=float, default=30.0) parser.add_argument("--max-latitude", type=float, default=60.0) parser.add_argument( "--deterministic", action="store_true", help="Disable the stable level-specific longitude offset.", ) return parser.parse_known_args()[0] def find_config_actor(): for actor in unreal.EditorLevelLibrary.get_all_level_actors(): if actor.get_actor_label() == CONFIG_ACTOR_LABEL: return actor return None def validate_config(config_actor, minimum_latitude: float, maximum_latitude: float) -> None: if not 0 <= minimum_latitude < maximum_latitude <= 90: raise ValueError("Latitude limits must satisfy 0 <= min < max <= 90.") scale = config_actor.get_actor_scale3d() rotation = config_actor.get_actor_rotation() tolerance = 1e-4 if max(abs(rotation.roll), abs(rotation.pitch), abs(rotation.yaw)) > tolerance: raise ValueError("BP_CameraTrajectory rotation must be zero.") if max(abs(scale.x - scale.y), abs(scale.x - scale.z)) > tolerance: raise ValueError("BP_CameraTrajectory XYZ scale must be uniform.") if min(scale.x, scale.y, scale.z) <= 0: raise ValueError("BP_CameraTrajectory scale must be positive.") def stable_seed(text: str) -> int: return int.from_bytes(hashlib.sha256(text.encode("utf-8")).digest()[:8], "big") def remove_managed_static_cameras() -> int: removed = 0 for actor in unreal.EditorLevelLibrary.get_all_level_actors(): if isinstance(actor, unreal.CineCameraActor) and MANAGED_CAMERA_PATTERN.fullmatch( actor.get_actor_label() ): unreal.EditorLevelLibrary.destroy_actor(actor) removed += 1 return removed def configure_camera(camera_actor, focal: float, aperture: float) -> None: component = camera_actor.get_cine_camera_component() component.set_editor_property("current_focal_length", focal) component.set_editor_property("current_aperture", aperture) filmback = component.get_editor_property("filmback") filmback.sensor_width = 23.76 filmback.sensor_height = 23.76 component.set_editor_property("filmback", filmback) def generate(args: argparse.Namespace) -> int: config_actor = find_config_actor() if config_actor is None: raise RuntimeError(f"Actor {CONFIG_ACTOR_LABEL!r} was not found in the current level.") validate_config(config_actor, args.min_latitude, args.max_latitude) count = int(config_actor.get_editor_property("Num")) if count < 1: raise ValueError("BP_CameraTrajectory.Num must be at least 1.") world = unreal.EditorLevelLibrary.get_editor_world() level_name = world.get_name() rng = random.Random(stable_seed(level_name)) longitude_offset = 0.0 if args.deterministic else rng.uniform(0.0, 2.0 * math.pi) random_hemisphere = bool(config_actor.get_editor_property("RandomHemisphere")) upper_hemisphere = bool(config_actor.get_editor_property("UpperHemisphere")) if random_hemisphere: upper_hemisphere = rng.choice([True, False]) removed = remove_managed_static_cameras() unreal.log(f"Removed {removed} managed static camera(s).") center = config_actor.get_actor_location() scale = config_actor.get_actor_scale3d() editor = unreal.EditorLevelLibrary() phi_min = math.radians(90.0 - args.max_latitude) phi_max = math.radians(90.0 - args.min_latitude) cos_min = math.cos(phi_min) cos_max = math.cos(phi_max) for index in range(count): fraction = (index + 0.5) / count phi = math.acos(cos_min + (cos_max - cos_min) * fraction) theta = math.pi * (1.0 + math.sqrt(5.0)) * (index + 0.5) + longitude_offset z_sign = 1.0 if upper_hemisphere else -1.0 x = args.radius * math.sin(phi) * math.cos(theta) * scale.x y = args.radius * math.sin(phi) * math.sin(theta) * scale.y z = z_sign * args.radius * math.cos(phi) * scale.z location = unreal.Vector(center.x + x, center.y + y, center.z + z) direction = center - location rotation = unreal.MathLibrary.make_rot_from_x(unreal.MathLibrary.normal(direction)) rotation.roll = 0.0 camera = editor.spawn_actor_from_class(unreal.CineCameraActor, location, rotation) camera.set_actor_label(f"CineCamera_{index}") configure_camera(camera, args.focal, args.aperture) camera.attach_to_actor( config_actor, socket_name=unreal.Name(""), location_rule=unreal.AttachmentRule.KEEP_WORLD, rotation_rule=unreal.AttachmentRule.KEEP_WORLD, scale_rule=unreal.AttachmentRule.KEEP_WORLD, weld_simulated_bodies=True, ) unreal.log( f"Generated {count} static camera(s) for {level_name}; " f"hemisphere={'upper' if upper_hemisphere else 'lower'}." ) return count if __name__ == "__main__": try: generate(parse_args()) except Exception as exc: unreal.log_error(f"Static camera generation failed: {exc}") raise