编程开源技术交流,分享技术与知识

网站首页 > 开源技术 正文

AfterEffect插件-常规功能开发-命令行渲染-js脚本开发-AE插件

wxchong 2024-07-16 10:15:51 开源技术 9 ℃ 0 评论

AfterEffect(AE)插件是Adobe公司开发的特效制作软件,稳定快速的功能和特效,在视频制作领域使用非常广泛,本文向大家介绍如何在项目里进行命令行渲染功能。源代码如下所示:

// Command line renderer for After Effects.

// This function constructs an AECommandLineRenderer object.
// One and only one of these will be created to perform rendering tasks
// at the end of this file.
//
// The constructor has 3 sections:
// [1] define all the variable-type attributes used by this class;
// [2] define all the functions used by this class;
// [3] assign all the functions to be method-type attributes.
// 
function AECommandLineRenderer()
{
	// [1] define all the variable-type attributes used by this class
	//
	// Input before parsing
	//
	this.inArgs = null;
	//
	// Input after parsing
	//
	this.in_project_path		= null;
	this.in_teamproject_name	= null;
	this.in_comp_name			= null;
	this.in_rq_index			= null;
	this.in_RStemplate			= null;
	this.in_OMtemplate			= null;
	this.in_output_path			= null;
	this.in_logfile_path		= null;
	this.in_start_frame			= null;
	this.in_end_frame			= null;
	this.in_increment			= null;
	this.in_image_cache_percent	= null;
	this.in_max_mem_percent		= null;
	this.in_verbose_flag		= null;
	this.in_close_flag			= null;
	this.in_sound_flag			= null;
	this.in_port_address		= null;
	this.in_stop_on_missing_frame = true;
	//
	// Exit codes:
	//
	this.EXIT_OK								= 0;
	this.EXIT_FAILURE_CODE_FROM_APP				= 1;
	this.EXIT_SHOW_USAGE						= 2;
	this.EXIT_SYNTAX_ERROR						= 3;
	this.EXIT_SYNTAX_ERROR_USER_LOG				= 4;
	this.EXIT_OTHER_SCRIPTING_ERROR				= 5;
	this.EXIT_OTHER_SCRIPTING_ERROR_USER_LOG	= 6;
	this.EXIT_AERENDER_RUNTIME					= 7;
	this.EXIT_AERENDER_RUNTIME_USER_LOG			= 8;
	this.EXIT_AE_RUNTIME						= 9;
	this.EXIT_AE_RUNTIME_USER_LOG				= 10;
	this.EXIT_CANNOT_OPEN_SOCKET				= 11;
	this.EXIT_CODE_NO_LONGER_IN_USE				= 12;
	//
	// Exit code message prefixes:
	//
	this.EXIT_MSG_PREFIX = new Array(
		"",					// EXIT_OK
		"ERROR: ",			// EXIT_FAILURE_CODE_FROM_APP
		"USAGE: ",			// EXIT_SHOW_USAGE
		"SYNTAX ERROR: ",	// EXIT_SYNTAX_ERROR
		"SYNTAX ERROR: ",	// EXIT_SYNTAX_ERROR_USER_LOG
		"ERROR: ",			// EXIT_OTHER_SCRIPTING_ERROR
		"ERROR: ",			// EXIT_OTHER_SCRIPTING_ERROR_USER_LOG
		"ERROR: ",			// EXIT_AERENDER_ERROR
		"ERROR: ",			// EXIT_AERENDER_ERROR_USER_LOG
		"ERROR: ",			// EXIT_AE_RUNTIME
		"ERROR: ",			// EXIT_AE_RUNTIME_USER_LOG
		"ERROR: ",			// EXIT_CANNOT_OPEN_SOCKET
		"",					// EXIT_CODE_NO_LONGER_IN_USE
		);
	//
	// Messages:
	//
	this.MSG_NONE						= "";
	this.MSG_NOT_HANDLED_HERE			= "reported by another script or AE runtime.";
	this.MSG_SHOW_USAGE					= "";
	this.MSG_TRIED_TO_PARSE_UNDEFINED	= "aerender tried to parse an undefined argument.";
	this.MSG_UNDEFINED_VALUE_FOR_FLAG	= "no value given for flag: "; 
	this.MSG_BAD_FLAG					= "Illegal argument flag: ";
	this.MSG_NO_PROJECT					= "No project provided and no project open.";
	this.MSG_BAD_VERBOSE_FLAG			= "Bad value for -verbose.";
	this.MSG_BAD_CLOSE_FLAG				= "Bad value for -close.";
	this.MSG_BAD_SOUND_FLAG				= "Bad value for -sound.";
	this.MSG_BAD_INCREMENT				= "Bad value for -increment. Must be between 1 and 100, inclusive.";
	this.MSG_COMP_NOT_FOUND				= "No comp was found with the given name.";
	this.MSG_RQINDEX_NOT_FOUND			= "No render queue item was found with the given index.";
	this.MSG_AE_RUNTIME					= "Runtime error in After Effects.";
	this.MSG_ADDING_TO_RQ				= "PROGRESS: Adding specified comp to Render Queue";
	this.MSG_NEEDS_OUTPUT				= "Specified render queue item needs output file but none provided.";
	this.MSG_RS_TEMPLATE_NOT_FOUND		= "No render settings template was found with the given name.";
	this.MSG_OM_TEMPLATE_NOT_FOUND		= "No output module template was found with the given name.";
	this.MSG_CAN_NOT_OPEN_SOCKET		= "Can not open socket.";
	this.MSG_NO_COMP_YES_TEMPLATE		= "WARNING: -RStemplate argument ignored since no -comp or -rqindex provided.";
	this.MSG_NO_COMP_YES_OMTEMPLATE		= "WARNING: -OMtemplate argument ignored since no -comp  or -rqindex provided.";
	this.MSG_NO_COMP_YES_OUTPUT			= "WARNING: -output argument ignored since no -comp  or -rqindex provided.";
	this.MSG_NO_COMP_YES_START_OR_END	= "WARNING: -s and/or -e arguments ignored since no -comp  or -rqindex provided.";
	this.MSG_NO_COMP_YES_INCREMENT		= "WARNING: -i argument ignored since no -comp  or -rqindex provided.";
	this.MSG_SKIPPING_WILL_CONTINUE		= "INFO: Skipping render queue item with correct comp name but marked to continue from a partly complete render.";
	this.MSG_RENDER_ABORTED				= "INFO: Render aborted.";
	
	// These three don't get the prefix printed since they are not exit messages
	this.MSG_LOG_DIR_NO_EXISTS			= "aerender ERROR: Directory specified for log file does not exist: ";
	this.MSG_LOG_DIR_NOT_A_DIR			= "aerender ERROR: Directory specified for log file is a file, not a directory: ";
	this.MSG_LOG_CAN_NOT_OPEN			= "aerender ERROR: Can not open log file. Try checking write protection of directory: ";
	//
	// Variables for rendering
	//
	this.log_file				= null;
	this.has_user_log_file		= false;
	this.is_verbose_mode		= true;
	this.saved_sound_setting	= null;
	this.my_sound_setting		= null;
	
	// [2] define all the functions used by this class
	//
	// Report an error. This writes errors to the log file, if present.
	// This is called from the context of the application, so we
	// need to precede variable names with gAECommandLineRenderer
	// 
    function checkParentDied()
    {
        var result = false;
        if(gAECommandLineRenderer.log_file instanceof Socket) {
            if(! gAECommandLineRenderer.log_file.connected) {
                   app.project.renderQueue.stopRendering();  
                    result = true;
            }
        }      
        return result;
    }
    
	function my_onError(error_string, severity_string)
	{
		// This method is called with a variety of types of messages.
		// The severity_string tells us what kind.
		// Choices are:
		// NAKED, INFO, WARNING, PROBLEM, FATAL, PROGRESS, and DEBUG
		
		// Two of these, PROBLEM and FATAL, are errors that should cause us to change
		// the exit code:
        checkParentDied();
		if (severity_string == "PROBLEM" || severity_string == "FATAL") {
			// These two errors cause us to change the exit code.
			// We don't write an error or throw here, because we got here as part of a thrown 
			// error already, and the message will be printed as part of the catch.
			gAECommandLineRenderer.SetExitCode(gAECommandLineRenderer.EXIT_AE_RUNTIME);
		} else {
			// PROBLEM and FATAL will throw exceptions, and so will be logged to the file
			// when we catch the exception.
			// All other errors (NAKED, INFO, WARNING, PROGRESS, and DEBUG) will not 
			// throw exceptions.  So we log them to the file right here:
			if (gAECommandLineRenderer.is_verbose_mode) {
				if (gAECommandLineRenderer.log_file != null) {
					if (severity_string == "NAKED") {
						// everybody is confused by this category.  Just use INFO instead.
						gAECommandLineRenderer.log_file.writeln("INFO:" + error_string);
					} else {
						gAECommandLineRenderer.log_file.writeln(severity_string + ":" + error_string);
					}
				}
			}
		}
		// call the error handler that was in place before we started rendering.
		if (gAECommandLineRenderer.oldErrorHandler) {
			gAECommandLineRenderer.oldErrorHandler(error_string,severity_string);
		}
	}
	
	// Report an error and throw an exception.
	// Causes the script to exit.
	function my_SetExitCodeAndThrowException(code, message)
	{
		this.SetExitCode(code);
		throw (this.EXIT_MSG_PREFIX[code] + message);
	}
	
	// Report an error. This establishes exitCodes for reporting errors from AfterFX.
	function my_SetExitCode(code)
	{
		// Some codes are set differently depending on whether we have a custom user 
		// log file.  Check for these and use the alternate if appropriate.
		var real_code = code;
		if (gAECommandLineRenderer.has_user_log_file) {
			switch (real_code) {
			case gAECommandLineRenderer.EXIT_SYNTAX_ERROR:
				real_code = gAECommandLineRenderer.EXIT_SYNTAX_ERROR_USER_LOG;
				break;
			case gAECommandLineRenderer.EXIT_OTHER_SCRIPTING_ERROR:
				real_code = gAECommandLineRenderer.EXIT_OTHER_SCRIPTING_ERROR_USER_LOG;
				break;
			case gAECommandLineRenderer.EXIT_AERENDER_RUNTIME:
				real_code = gAECommandLineRenderer.EXIT_AERENDER_RUNTIME_USER_LOG;
				break;
			case gAECommandLineRenderer.EXIT_AE_RUNTIME:
				real_code = gAECommandLineRenderer.EXIT_AE_RUNTIME_USER_LOG;
				break;
			}
		}
		
		// Always keep the first error. So only set if the exitCode is still EXIT_OK.
		if (app.exitCode == gAECommandLineRenderer.EXIT_OK) {
			app.exitCode = real_code;
		}
	}
	
	// Arguments may be enclosed in quotes.  This 
	// will remove them and return the result.
	function my_StripAnyEnclosingQuotes(inString)
	{
		var result = inString;
		if (inString && 
			inString.charAt(0) == '"' && 
			inString.charAt(inString.length-1) == '"') {
				result = inString.substring(1,inString.length-1);
		}
		return result;
	}
	
	// Make sure the value is there, and returns it, stripping away any enclosing quotes.
	//
	function my_GetValueForFlag(arg_num, the_flag)
	{
		if (!this.inArgs[arg_num]) {
			this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, (this.MSG_UNDEFINED_VALUE_FOR_FLAG + the_flag));
		}
		return this.StripAnyEnclosingQuotes(this.inArgs[arg_num]);
	}
	
	// Parse the parameter.
	// Return the number of arguments used in parsing the parameter.
	function my_ParseParamStartingAt(arg_num)
	{
		if (!this.inArgs[arg_num]) {
			this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_TRIED_TO_PARSE_UNDEFINED);
		}
		
		var num_args_parsed = 0;
		
		// Check for a valid flag:
		var my_flag = this.inArgs[arg_num];
		if (my_flag == "-port") {
			// -port is used by aerender to specify a port address for a socket.
			//
			// Note: this value is sought/parsed earlier, in the SetupDefaultLog method.
			// We can just ignore here.
			var dummy  = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-project") {
			this.in_project_path   = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-teamproject") {
			this.in_teamproject_name   = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-comp") {
			this.in_comp_name   = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-rqindex") {
			this.in_rq_index   = parseInt(this.GetValueForFlag(arg_num+1,my_flag));
			num_args_parsed = 2;
		}
		if (my_flag == "-RStemplate") {
			this.in_RStemplate   = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-OMtemplate") {
			this.in_OMtemplate   = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-output") {
			this.in_output_path = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-log") {
			this.in_logfile_path = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-s") {
			this.in_start_frame = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-e") {
			this.in_end_frame = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-i") {
			this.in_increment = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-mem_usage") {
			this.in_image_cache_percent	= this.GetValueForFlag(arg_num+1,my_flag);
			this.in_max_mem_percent		= this.GetValueForFlag(arg_num+2,my_flag);
			num_args_parsed = 3;
		}
		if (my_flag == "-v") {
			this.in_verbose_flag = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-close") {
			this.in_close_flag = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-sound") {
			this.in_sound_flag = this.GetValueForFlag(arg_num+1,my_flag);
			num_args_parsed = 2;
		}
		if (my_flag == "-doSavePrefsOnQuit") {
			// The effect of this flag will be taken into account when we
			// exit the app. See comment in the "finally" block.
			// All we do here is increment the num_args_parsed count.
			num_args_parsed = 1;
		}
		if (my_flag == "-continueOnMissingFootage") {
			this.in_stop_on_missing_frame = false;
			num_args_parsed = 1;
		}
		
		if (num_args_parsed == 0) {
			this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, (this.MSG_BAD_FLAG + my_flag));
		}
		
		return num_args_parsed;
	}
	
	// This parses the inArgs array.  Assumes
	// the array has already been filled.
	function my_ParseInArgs()
	{
		// First, undefine all the inputs we're potentially looking for
		this.in_project_path		= null;
		this.in_teamproject_name	= null;
		this.in_comp_name			= null;
		this.in_rq_index			= null;
		this.in_RStemplate			= null;
		this.in_OMtemplate			= null;
		this.in_output_path			= null;
		this.in_logfile_path		= null;
		this.in_start_frame			= null;
		this.in_end_frame			= null;
		this.in_increment			= null;
		this.in_image_cache_percent	= null;
		this.in_max_mem_percent		= null;
		this.in_verbose_flag		= null;
		this.in_close_flag			= null;
		this.in_sound_flag			= null;
		
		// Special case: check if any argument is "-help"
		for (var i = 0; i < this.inArgs.length; i++) {
			if (this.inArgs[i] == "-help") {
				this.SetExitCodeAndThrowException(this.EXIT_SHOW_USAGE, this.MSG_SHOW_USAGE);
			}
		}
		
		var arg_num = 0; 
		while (arg_num < this.inArgs.length) {
			// ParseParamStartingAt returns the number of arguments used up parsing the param.
			arg_num += this.ParseParamStartingAt(arg_num);
		}
	}
	
	// This arg is treated differently than others because it's extra important
	// that we exit properly in the face of anything that might go wrong even
	// during initialization. So we don't parse the standard way, we check this
	// before exit...
	function my_IsSavePrefsArgGiven(arglist)
	{
		return this.IsInArray("-doSavePrefsOnQuit", arglist);
	}
	
	// Returns true if the item equals an item in the array, false if otherwise.
	function my_IsInArray(needle, haystack)
	{
		result = false;
		for (var i = 0; i < haystack.length; i++) {
			if (needle == haystack[i]) {
				result = true;
				break;
			}
		}
		return result;
	}
	
	function my_SetupDefaultLog(arg_list)
	{
		this.has_user_log_file = false;
		
		// Clean up after a potentially bad exit last time:
		if (this.log_file && this.log_file != null) {
			this.log_file.close();
			this.log_file = null;
		}
		
		// Open the socket.
		// It is used:
		// [a] to log errors if there is no user-specified log file (specified with a "-log" arg)
		// [b] to log errors encountered while opening any user-specified log file.
		
		// See if a -port argument was passed:
		this.log_file = null;
		for (var i = 0; i < arg_list.length; i++) {
			if (arg_list[i] == "-port") {
				if (arg_list.length > i+1) {
					// The argument value is the port address
					this.in_port_address = arg_list[i+1];
					// Yes, the log_file variable is being used to hold a socket.
					this.log_file = new Socket();
					
					// cprosser [26961]
					// could possibly use ISO-8856-1 for non japanese systems,
					// but I am going for small changes now.
					// and again cprosser 8/8/2005 [33884]
					// CP_OEMCP means use the OEM code page, the default
					// for the console.
					// alas, it doens't understand that so we are hardcoding
					// codepage 850. Not the default on windows for US systems
					// but should be the default on european systems and will
					// get the high ascii correct.
					// Search for chcp at microsoft for info on changing
					// the console.
					// on the mac, leave as binary
					var encoding_string = "binary";
					
					if (system.osName.search("Windows") != -1) {
						encoding_string = "WINDOWS-850";
						//encoding_string = "CP_OEMCP";
					}
					
					if (app.language == Language.JAPANESE) {
						encoding_string = "Shift-JIS";	
					}
					if (app.isoLanguage == "ko_KR") {
						encoding_string = "EUC-KR";						
					}
					if (!this.log_file.open(this.in_port_address,encoding_string)) {
						this.log_file = null;
						this.SetExitCodeAndThrowException(this.EXIT_CANNOT_OPEN_SOCKET, 
														this.MSG_CAN_NOT_OPEN_SOCKET);
					}
				}
			}
		}
		this.is_verbose_mode   = true;
	}
	
	function my_CleanupDefaultLog()
	{
		// Close the log file
		if (this.log_file != null) {
			this.log_file.close();
			this.log_file = null;
		}
	}
	
	// This is the external entry point.
	// Bat files or executables may call this method.
	//
	// This function assumes that it has been passed all the arguments.
	// It parses the arguments and then renders.
	function my_Render() 
	{
		app.beginSuppressDialogs();

		if(checkParentDied()) {
                return;
         }
        
		try {
			this.SetupDefaultLog(my_Render.arguments);
			
			// start by assuming successful execution, exit code 0.
			app.exitCode = 0;
			
			// Check number of arguments
			if (!my_Render.arguments || my_Render.arguments.length == 0) {
				this.SetExitCodeAndThrowException(this.EXIT_SHOW_USAGE, this.MSG_SHOW_USAGE);
			}
			
			var numArgs = my_Render.arguments.length;
			// Allocate the array of arguments:
			this.inArgs = new Array(numArgs);
			
			// Load the input arguments into the inArgs array.
			for (var i = 0; i < numArgs; i++) {
				this.inArgs[i] = my_Render.arguments[i];
			}
			
			// Parse the arguments, and render
			this.ParseInArgs();
            
             if(checkParentDied()) {
                    return;
             }
            
			this.ReallyRender();
		} catch(error) {
			// Add any errors to the log file.
			if (this.log_file != null) {
				this.log_file.writeln("aerender " + error.toString());
			}
			this.SetExitCode(this.EXIT_AE_RUNTIME);
		} finally {
			// This arg is treated differently than others because it's extra important
			// that we exit properly in the face of anything that might go wrong even
			// during initialization. So we don't parse the standard way, we check this
			// before exit...
			app.setSavePreferencesOnQuit(this.IsSavePrefsArgGiven(my_Render.arguments));
			
			this.CleanupDefaultLog();
			app.endSuppressDialogs(false);
			app.reportErrorOnMissingFrame = false;
		}
	}
	
	function my_ReallyRender()
	{
		this.saved_sound_setting = null;
		app.reportErrorOnMissingFrame = 	this.in_stop_on_missing_frame;
		
		try {
			// While rendering we'll report errors to the log file.
			if (app.onError == this.onError) {
				// If the previous error handler is just this one, don't store it. 
				// That can happen in extreme cases where this script does not get a
				// chance to clean up and put back the oldErrorHandler when it's done.
				this.oldErrorHandler = null;
			} else {
				this.oldErrorHandler = app.onError;
			}
			app.onError = this.onError;
			// Open the user log file, if specified, and use it instead of the socket.
			if (this.in_logfile_path) {
				// Keep the socket open; errors we encounter while opening the
				// user log file will be logged to the socket.
				var user_log_file = new File(this.in_logfile_path);
				var parent_dir = user_log_file.parent;
				if (!parent_dir.exists) {
					if (this.log_file) {
						this.log_file.writeln(this.MSG_LOG_DIR_NO_EXISTS + this.in_logfile_path);
					}
					this.SetExitCodeAndThrowException(this.EXIT_AE_RUNTIME, this.MSG_AE_RUNTIME);
				}
				var test_folder = Folder(parent_dir);
				if (!(test_folder instanceof Folder)) {
					if (this.log_file) {
						this.log_file.writeln(this.MSG_LOG_DIR_NOT_A_DIR + this.in_logfile_path);
					}
					this.SetExitCodeAndThrowException(this.EXIT_AE_RUNTIME, this.MSG_AE_RUNTIME);
				}
				if (!user_log_file.open("w",'TEXT','ttxt')) {
					if (this.log_file) {
						this.log_file.writeln(this.MSG_LOG_CAN_NOT_OPEN + this.in_logfile_path);
					}
					this.SetExitCodeAndThrowException(this.EXIT_AE_RUNTIME, this.MSG_AE_RUNTIME);
				}
				
				// no errors were encountered opening the file.
				// Close the socket and use this one instead.
				if (this.log_file != null) {
					this.log_file.close();
				}
				this.log_file = user_log_file; // which is still open
				this.has_user_log_file = true;
			}
			
			if (this.in_verbose_flag) {
				if (this.in_verbose_flag == "ERRORS") {
					this.is_verbose_mode   = false;
				} else if (this.in_verbose_flag == "ERRORS_AND_PROGRESS") {
					this.is_verbose_mode   = true;
				} else {
					this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, this.MSG_BAD_VERBOSE_FLAG);
				}
			}
			if (this.in_close_flag) {
				if (this.in_close_flag != "DO_NOT_CLOSE" &&
					this.in_close_flag != "DO_NOT_SAVE_CHANGES" &&
					this.in_close_flag != "SAVE_CHANGES") {
					this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, this.MSG_BAD_CLOSE_FLAG);
				}
			}
			if (this.in_sound_flag) {
				if (this.in_sound_flag != "ON" &&
					this.in_sound_flag != "OFF" &&
					this.in_sound_flag != "on" &&
					this.in_sound_flag != "off") {
					this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, this.MSG_BAD_SOUND_FLAG);
				}
			}
			
			// Set the memory usage, if specified as an argument.
			if (this.in_image_cache_percent && this.in_max_mem_percent) {
				app.setMemoryUsageLimits(this.in_image_cache_percent, this.in_max_mem_percent);
			}
			
			// If the user provided a project, close the current project and open the project specified.
			// Else, leave the current project open.
			if (this.in_project_path) {
				// Close the current project
				if (app.project != null) {
					app.project.close(CloseOptions.DO_NOT_SAVE_CHANGES);
				}
				
				// Open the specified project:
				var proj_file = new File(this.in_project_path);
				app.openFast(proj_file);
			}
			if (!app.project) {
				this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_NO_PROJECT);
			}
			
			// If the user provided a teamproject, close the current project and open the teamproject specified.
			// Else, leave the current project open.
			if (this.in_teamproject_name) {
				// Close the current project
				if (app.project != null) {
					app.project.close(CloseOptions.DO_NOT_SAVE_CHANGES);
				}
				
				// Open the specified team project:
				app.openTeamProject(this.in_teamproject_name);
			}
			if (!app.project) {
				this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_NO_PROJECT);
			}
			
			// Get the RenderQueueItem for the specified comp, if specified.
			var rqi = null;
			if (this.in_comp_name) {
				rqi = this.GetFirstQueuedRQItemWithName(this.in_comp_name);
			} else if (this.in_rq_index != null) {
				this.log_file.writeln("rqindex " + this.in_rq_index+ "num " + app.project.renderQueue.numItems);
				if (this.in_rq_index >= 1 && this.in_rq_index <= app.project.renderQueue.numItems) {
					rqi = app.project.renderQueue.item(this.in_rq_index);
				} else {
					this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_RQINDEX_NOT_FOUND);
				}
			}
			if (this.in_comp_name && !rqi) {
				// Try to find the comp in the project and add to the render queue:
				rqi = this.AddCompToRenderQueue(this.in_comp_name);
				if (rqi) {
					if (this.log_file != null) {
						this.log_file.writeln(this.MSG_ADDING_TO_RQ);
					}
				} else {
					this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_COMP_NOT_FOUND);
				}
			}
			
			// Apply the templates, if provided
			if (this.in_RStemplate) {
				if (!rqi) {
					if (this.log_file != null) {
						this.log_file.writeln(this.MSG_NO_COMP_YES_TEMPLATE);
					}
				} else {
					if (!this.IsInArray(this.in_RStemplate, rqi.templates)) {
						this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_RS_TEMPLATE_NOT_FOUND);
					}
					rqi.applyTemplate(this.in_RStemplate);
				}
			}
			if (this.in_OMtemplate) {
				if (!rqi) {
					if (this.log_file != null) {
						this.log_file.writeln(this.MSG_NO_COMP_YES_OMTEMPLATE);
					}
				} else {
					if (!this.IsInArray(this.in_OMtemplate, rqi.outputModule(1).templates)) {
						this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_OM_TEMPLATE_NOT_FOUND);
					}
					rqi.outputModule(1).applyTemplate(this.in_OMtemplate);
				}
			}
			
			// If a comp was specified, make it the only one to render.
			// If none was provided, leave everything alone so render queue renders as is.
			if (rqi) {
				this.EstablishAsOnlyQueuedItem(rqi);
			}

			if (rqi) {
				// If the user provided a path, set the output path on rqi's OutputModule
				if (rqi.status == RQItemStatus.NEEDS_OUTPUT && !this.in_output_path) {
					this.SetExitCodeAndThrowException(this.EXIT_AERENDER_RUNTIME, this.MSG_NEEDS_OUTPUT);
				}
				if (this.in_output_path) {
					var om = rqi.outputModule(1);
					om.file = new File(this.in_output_path);
				}
			} else {
				if (this.in_output_path) {
					if (this.log_file != null) {
						this.log_file.writeln(this.MSG_NO_COMP_YES_OUTPUT);
					}
				}
			}
			
			// Set the start and end frames.
			if (this.in_start_frame || this.in_end_frame) {
				if (!rqi) {
					if (this.log_file != null) {
						this.log_file.writeln(this.MSG_NO_COMP_YES_START_OR_END);
					}
				} else {
					// Render times are stored as timeSpanStart and timeSpanDuration.
					// Setting only the timeSpanStart will not change the timeSpanDuration and 
					// so will move the end time, but we want the end time unchanged if 
					// it was not specified.
					// So we must calculate both start_time and end_time, 
					// then set both timeSpanStart and timeSpanDuration.
					// Note: frameDuration is stored in the comp.
					var start_time = rqi.timeSpanStart;
					var end_time   = rqi.timeSpanStart + rqi.timeSpanDuration;
					if (this.in_start_frame) {
						start_time = -rqi.comp.displayStartTime + ((parseInt(this.in_start_frame,10) - app.project.displayStartFrame) * rqi.comp.frameDuration);
					}
					if (this.in_end_frame) {
						// The way AE works, final frame is not included.
						// But aerender wants final frame included.
						// So, just add 1 to end frame right here before setting
						// duration for AE:
						// Note: must call parseInt() here, or the 1 will be added as if it
						// were a string. For example, 35 would become 351, not 36. Hoo boy!
						var end_frame_plus_one = parseInt(this.in_end_frame,10) + 1.0 - app.project.displayStartFrame;
						end_time = -rqi.comp.displayStartTime + (end_frame_plus_one * rqi.comp.frameDuration);
					}
					rqi.timeSpanStart = start_time;
					rqi.timeSpanDuration = end_time - start_time;
				}
			}
			
			// Set the skipFrames (based on increment).
			if (this.in_increment) {
				if (this.in_increment < 1 || this.in_increment > 100) {
					this.SetExitCodeAndThrowException(this.EXIT_SYNTAX_ERROR, this.MSG_BAD_INCREMENT);
				}
				if (!rqi) {
					if (this.log_file != null) {
						this.log_file.writeln(this.MSG_NO_COMP_YES_INCREMENT);
					}
				} else {
					// Set the skipFrames based on the increment.
					//
					// Increment as defined here is one greater then the
					// the render queue item's skipFrames.
					// skipFrames 0 is the same as increment of 1.
					// 
					rqi.skipFrames = (this.in_increment - 1);
				}
			}
			
			// If we are in verbose mode, set the log type to ERRORS_AND_PER_FRAME_INFO 
			// for all RQ items we are about to render.
			if (this.is_verbose_mode) {
				this.SetLogPerFrameInfoInRQ();
			}
			
			this.SaveAndSetRenderSoundSetting();
			
			// Render!
			// true skips the recursive check for footage files
			// and will only check the one's used

              if(checkParentDied()) {
                    return;
              }
              app.project.renderQueue.render(true);
		} catch(error) {
			// Add any errors to the log file.
			if (this.log_file != null) {
				this.log_file.writeln("aerender " + error.toString());
			}
			
			// It's possible that errors were encountered while trying to render.
			// Stop the render if in progress for a clean exit from the application.
			if (app.project && app.project.renderQueue && app.project.renderQueue.rendering) {
				// This will prevent the message "render stopped by user" from showing up...
				app.onError = null;
				app.project.renderQueue.stopRendering();
				// This will print a better message:
				if (this.log_file != null) {
					this.log_file.writeln(this.MSG_RENDER_ABORTED);
				}
				app.onError = this.onError;
			}
			
			this.SetExitCode(this.EXIT_AE_RUNTIME);
		} finally {
			// Close the project.
			this.CloseProjectIfDesired();
			
			// Put back the old error handler
			app.onError = this.oldErrorHandler;
			
			// Restore the setting for hearing the render-done sound.
			this.RestoreRenderSoundSetting()
		}
	}
	
	// Returns the first item on the render queue that:
	// [a] contains a comp named comp_name
	// [b] has a render status of QUEUED or UNQUEUED or NEEDS_OUTPUT
	//     Note that if the status is NEEDS_OUTPUT, one better be provided or
	//     an error will result.
	//
	// If not found, returns null.
	//
	function my_GetFirstQueuedRQItemWithName(comp_name)
	{
		var result = null;
		
		var rq = app.project.renderQueue;
		if (rq &&  rq.numItems > 0) {
			var cur_item;
			// the items are indexed from 1 to numItems.
			for (var i = 1; i <= rq.numItems; i++) {
				cur_item = rq.item(i);
				if (cur_item.comp.name == comp_name && 
				    cur_item.status == RQItemStatus.WILL_CONTINUE) {
					if (this.log_file != null) {
						this.log_file.writeln(this.MSG_SKIPPING_WILL_CONTINUE);
					}
				}
				if (cur_item.comp.name == comp_name && 
				    (cur_item.status == RQItemStatus.QUEUED ||
					 // pmi 9/24/03 -- do not render unqueued items. Let a new
					 // one be added instead.
					 // cur_item.status == RQItemStatus.UNQUEUED ||
					 cur_item.status == RQItemStatus.NEEDS_OUTPUT)) {
					// We found it!
					result = cur_item;
					break;
				}
			}
		}
		
		return result;
	}
	
	// Find a comp with the given name, and adds it to the render queue.
	// Returns the newly added render queue item
	//
	// If not found, returns null.
	//
	function my_AddCompToRenderQueue(comp_name)
	{
		var result = null;
		
		// Get the comp with the name we are after
		var cur_item;
		var desired_comp = null;
		// the items in the project are indexed from 1 to numItems
		for (var i = 1; i <= app.project.numItems; i++) {
			cur_item = app.project.item(i);
			if (cur_item instanceof CompItem && cur_item.name == comp_name) {
				desired_comp = cur_item;
				break;
			}
		}
		
		// Add the desired_comp to the render queue.  The add() method
		// returns the new render queue item.
		if (desired_comp) {
			result = app.project.renderQueue.items.add(desired_comp);
		}
		
		return result;
	}
	
	// Sets the render flag on all RenderQueueItems other than rqi to false,
	//
	function my_EstablishAsOnlyQueuedItem(rqi)
	{
		var rq = app.project.renderQueue;
		if (rq &&  rq.numItems > 0) {
			var cur_item;
			// the items are indexed from 1 to numItems.
			for (var i = 1; i <= rq.numItems; i++) {
				cur_item = rq.item(i);
				if (cur_item == rqi) {
					cur_item.render = true;
				} else {
					// You can only change the render flag when these are the current status value:
					if (cur_item.status == RQItemStatus.QUEUED || 
						cur_item.status == RQItemStatus.UNQUEUED || 
						cur_item.status == RQItemStatus.NEEDS_OUTPUT || 
						cur_item.status == RQItemStatus.WILL_CONTINUE) {
						cur_item.render = false;
					}
				}
			}
		}
	}
	
	// Sets the log type to be ERRORS_AND_PER_FRAME_INFO for all items that are going to render.
	//
	function my_SetLogPerFrameInfoInRQ()
	{
		var rq = app.project.renderQueue;
		if (rq &&  rq.numItems > 0) {
			var cur_item;
			// the items are indexed from 1 to numItems.
			for (var i = 1; i <= rq.numItems; i++) {
				cur_item = rq.item(i);
				if (cur_item.render == true) {
					if (cur_item.status != RQItemStatus.USER_STOPPED &&
						cur_item.status != RQItemStatus.ERR_STOPPED &&
						cur_item.status != RQItemStatus.RENDERING &&
						cur_item.status != RQItemStatus.DONE) {
						cur_item.logType = LogType.ERRORS_AND_PER_FRAME_INFO;
					}
				}
			}
		}
	}
	
	// Closes the project if the close flag specifies to do so
	//
	function my_CloseProjectIfDesired()
	{
		if (app.project) {
			// Close the project we just used, if desired
			if (!this.in_close_flag || this.in_close_flag == "DO_NOT_SAVE_CHANGES") {
				// If no flag provided, this is the default.
				app.project.close(CloseOptions.DO_NOT_SAVE_CHANGES);
			} else {
				if (this.in_close_flag == "SAVE_CHANGES") {
					app.project.close(CloseOptions.SAVE_CHANGES);
				}
				// otherwise, flag is DO_NOT_CLOSE, so we do nothing.
			}
		}
	}
	
	function my_SaveAndSetRenderSoundSetting()
	{
		// Save the current setting for hearing the render-done sound, we'll restore it later.
		if (app.preferences.havePref("Misc Section",
									  "Play sound when render finishes", PREFType.PREF_Type_MACHINE_INDEPENDENT)) {
			// Get the current value if the pref exists.
			this.saved_sound_setting = app.preferences.getPrefAsLong("Misc Section",
										  "Play sound when render finishes", PREFType.PREF_Type_MACHINE_INDEPENDENT);
		} else {
			// default is to play the sound, value of 1.
			// Use this if the pref does not yet exist.
			this.saved_sound_setting = 1;
		}
		
		// Set the setting for hearing the render-done sound, based on the input, default is off.
		this.my_sound_setting = 0;  // 0 is off
		if (this.in_sound_flag && (this.in_sound_flag == "ON" || this.in_sound_flag == "on")) {
			this.my_sound_setting = 1;  // 1 is on
		}
		
		app.preferences.savePrefAsLong("Misc Section",
									  "Play sound when render finishes",
									  this.my_sound_setting, PREFType.PREF_Type_MACHINE_INDEPENDENT);
	}
	
	function my_RestoreRenderSoundSetting()
	{
		if (this.saved_sound_setting) {
			app.preferences.savePrefAsLong("Misc Section",
										  "Play sound when render finishes",
										  this.saved_sound_setting, PREFType.PREF_Type_MACHINE_INDEPENDENT);
		}
	}
	
	// [3] assign all the functions to be method-type attributes.
	//
	this.onError						= my_onError;
	this.SetExitCodeAndThrowException	= my_SetExitCodeAndThrowException;
	this.SetExitCode					= my_SetExitCode;
	this.StripAnyEnclosingQuotes		= my_StripAnyEnclosingQuotes;
	this.GetValueForFlag				= my_GetValueForFlag;
	this.ParseParamStartingAt			= my_ParseParamStartingAt;
	this.ParseInArgs					= my_ParseInArgs;
	this.IsInArray						= my_IsInArray;
	this.SetupDefaultLog				= my_SetupDefaultLog;
	this.CleanupDefaultLog				= my_CleanupDefaultLog;
	this.Render							= my_Render;
	this.ReallyRender					= my_ReallyRender;
	this.GetFirstQueuedRQItemWithName	= my_GetFirstQueuedRQItemWithName;
	this.AddCompToRenderQueue			= my_AddCompToRenderQueue;
	this.EstablishAsOnlyQueuedItem		= my_EstablishAsOnlyQueuedItem;
	this.SetLogPerFrameInfoInRQ			= my_SetLogPerFrameInfoInRQ;
	this.CloseProjectIfDesired			= my_CloseProjectIfDesired;
	this.SaveAndSetRenderSoundSetting	= my_SaveAndSetRenderSoundSetting;
	this.RestoreRenderSoundSetting		= my_RestoreRenderSoundSetting;
	this.IsSavePrefsArgGiven			= my_IsSavePrefsArgGiven;
}

var gAECommandLineRenderer = new AECommandLineRenderer();

Tags:

本文暂时没有评论,来添加一个吧(●'◡'●)

欢迎 发表评论:

最近发表
标签列表