Source code for morse.builder.morsebuilder

import logging; logger = logging.getLogger("morsebuilder." + __name__)
import sys
import math
from morse.builder.blenderobjects import Cube
from morse.builder import bpymorse
from morse.builder.abstractcomponent import AbstractComponent
from morse.core.exceptions import *

"""
Morse Builder API

To test this module you can c/p the following code in Blender Python console::

.. code-block:: python

    import sys
    sys.path.append("/usr/local/lib/python3/dist-packages")
    from morse.builder import *
    atrv=ATRV()

The string passed to the differents Components Classes must be an existing
.blend file-name, ie. for ``ATRV()`` the file ``atrv.blend`` must exists
in the folder ``MORSE_COMPONENTS/robots/``.
"""

# Override the default Python exception handler
[docs]def morse_excepthook(*args, **kwargs): logger.error("[ERROR][MORSE] Uncaught exception, quit Blender.", exc_info = tuple(args)) # call default python exception hook # on Ubuntu/Python3.4 sys.excepthook is overriden by `apport_excepthook` sys.__excepthook__(*args, **kwargs) import os os._exit(-1)
# Uncaught exception quit Blender sys.excepthook = morse_excepthook # workaround avoid numpy.core.multiarray missmatch ( see #630 ) sys.path.insert(0, '%s/lib/python%i.%i/site-packages'%(sys.prefix, sys.version_info.major, sys.version_info.minor))
[docs]class PassiveObject(AbstractComponent): """ Allows to import any Blender object to the scene. """ def __init__(self, filename="props/objects", prefix=None, keep_pose=False): """ Initialize a PassiveObject :param filename: The Blender file to load. Path can be absolute or if no extension relative to MORSE assets' installation path (typically, $PREFIX/share/morse/data) :param prefix: (optional) the prefix of the objects to load in the Blender file. If not set, all objects present in the file are loaded. If set, all objects **prefixed** by this name are imported. :param keep_pose: If set, the object pose (translation and rotation) in the Blender file is kept. Else, the object own center is placed at origin and all rotation are reset. :return: a new AbstractComponent instance. """ AbstractComponent.__init__(self, filename=filename) logger.info("Importing the following passive object(s): %s" % prefix) imported_objects = self.append_meshes(prefix=prefix) # Here we use the fact that after appending, Blender select the objects # and the root (parent) object first ( [0] ) self.set_blender_object(imported_objects[0]) if not keep_pose: self.location = (0.0, 0.0, 0.0) self.rotation_euler = (0.0, 0.0, 0.0)
[docs] def setgraspable(self): """ Makes an object graspable to the human avatar by adding a NEAR collision sensor to the object. This function also set the object to be an active game object (property 'Object' set to true), and set the object label to the Blender object name (if not already set). """ obj = self._bpy_object if not "Label" in obj.game.properties: self.properties(Object = True, Graspable = True, Label = obj.name) else: self.properties(Object = True, Graspable = True) # Add collision sensor for object placement if not 'Collision' in obj.game.sensors: bpymorse.add_sensor(type = 'NEAR') sens = obj.game.sensors[-1] sens.name = 'Collision' sens.distance = 0.05 sens.reset_distance = 0.075 bpymorse.add_controller() contr = obj.game.controllers[-1] contr.link(sensor = sens)
[docs]class Zone(Cube): def __init__(self, type): Cube.__init__(self, 'xxx') # Need to create a new material before calling make_transparent self._bpy_object.active_material = bpymorse.create_new_material() self._make_transparent(self._bpy_object, 1e-6) self.properties(Zone_Tag = True, Type = type) @property def size(self): return self._bpy_object.scale @size.setter def size(self, value): self._bpy_object.scale = value
[docs] def rotate(self, x=0.0, y=0.0, z=0.0): logger.warning("rotate is not supported for Zone")
[docs]class Component(AbstractComponent): """ Append a morse-component to the scene cf. `bpy.ops.wm.link_append` and `bpy.data.libraries.load` """ def __init__(self, category='', filename='',blender_object_name=None, make_morseable=True): """ Initialize a MORSE component :param category: The category of the component (folder in MORSE_COMPONENTS) :param filename: The name of the component (file in MORSE_COMPONENTS/category/name.blend) If ends with '.blend', append the objects from the Blender file. :param blender_object_name: If set, use the given Blender object as 'root' for this component. Otherwise, select the first available Blender object (the top parent in case of a hierarchy of objects). :param make_morseable: If the component has no property for the simulation, append default Morse ones. See self.morseable() """ AbstractComponent.__init__(self, filename=filename, category=category) if blender_object_name is None: imported_objects = self.append_meshes() else: imported_objects = self.append_meshes(objects=[blender_object_name]) if not imported_objects: raise MorseBuilderNoComponentError("No object named <%s> in %s" % (blender_object_name, filename)) # Here we use the fact that after appending, Blender select the objects # and the root (parent) object first ( [0] ) self.set_blender_object(imported_objects[0]) # If the object has no MORSE logic, add default one if make_morseable and category in ['sensors', 'actuators', 'robots'] \ and not self.is_morseable(): self.morseable()
[docs]class Robot(Component): def __init__(self, filename='', name=None, blender_object_name=None): """ Initialize a MORSE robot :param filename: The name of the component (file in MORSE_COMPONENTS/category/name.blend) If ends with '.blend', append the objects from the Blender file. :param name: Name of the resulting robot in the simulation, default to 'robot'. :param blender_object_name: If set, use the given Blender object in 'filename' as 'root' for this robot. Otherwise, select the first available Blender object (the top parent in case of a hierarchy of objects). """ Component.__init__(self, 'robots', filename, blender_object_name=blender_object_name) self.properties(Robot_Tag = True) self.default_interface = None if name: self.name = name
[docs] def set_friction(self, friction=0.0): """ Set Coulomb friction coefficient :param friction: [0, 100], default 0.0 :type friction: float """ for slot in self._bpy_object.material_slots: # ['TireMat'] slot.material.physics.friction = friction
[docs] def set_mass(self, mass): """ Set component's mass :param mass: The component's mass :type mass: float .. note:: The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0. """ self._bpy_object.game.mass = mass
[docs] def add_default_interface(self, stream): """ Add a service and stream interface to all components of the robot .. note:: If add_stream or add_service is used explicitly for some components and the specified interface is the same it will be added twice. """ self.default_interface = stream
[docs] def make_external(self): self._bpy_object.game.properties['Robot_Tag'].name = 'External_Robot_Tag'
[docs] def make_ghost(self, alpha=0.3): """ Make this robot a ghost The robot is made transparent, with no collision. .. note:: A ghost robot has no influence on other simulated robots (no collision, invisible to laser sensors) except for video sensors. :param alpha: Transparency alpha coefficient (0 for invisible, 1 for opaque, default is 0.3) """ self._make_transparent(self._bpy_object, alpha)
[docs] def set_rigid_body(self): """ Configure this robot to use rigid_body physics """ self._bpy_object.game.use_actor = True self._bpy_object.game.physics_type = 'RIGID_BODY' self._bpy_object.game.use_sleep = True
[docs] def set_no_collision(self): """ Configure this robot to not use physics at all """ self._bpy_object.game.physics_type = 'NO_COLLISION'
[docs] def set_physics_type(self, physics_type='STATIC'): """ Configure this robot physics type """ self._bpy_object.game.physics_type = physics_type
[docs] def set_use_record_animation(self, use_record_animation=True): """ Record animation objects without physics """ self._bpy_object.game.use_record_animation = use_record_animation
[docs] def set_dynamic(self): self._bpy_object.game.physics_type = 'DYNAMIC' self._bpy_object.game.use_actor = True self._bpy_object.game.use_sleep = True
[docs] def set_collision_bounds(self): self._bpy_object.game.use_collision_bounds = True self._bpy_object.game.collision_bounds_type = 'CONVEX_HULL' self._bpy_object.game.use_collision_compound = True
[docs] def make_grasper(self, obj_name): obj = bpymorse.get_object(obj_name) bpymorse.select_only(obj) bpymorse.add_sensor(type = 'NEAR') sens = obj.game.sensors[-1] sens.name = 'Near' sens.distance = 5.0 sens.reset_distance = 0.075 sens.property = "Graspable" bpymorse.add_controller() contr = obj.game.controllers[-1] contr.link(sensor = sens)
[docs]class GroundRobot(Robot): def __init__(self, filename, name, blender_object_name=None): Robot.__init__(self, filename, name, blender_object_name=blender_object_name) self.properties(GroundRobot = True)
[docs]class WheeledRobot(GroundRobot): def __init__(self, filename, name, blender_object_name=None): Robot.__init__(self, filename, name, blender_object_name=blender_object_name)
[docs] def unparent_wheels(self): """ Make the wheels orphans, but keep the transformation applied to the parent robot """ # Force Blender to update the transformation matrices of objects bpymorse.get_context_scene().update() keys = ['WheelFLName', 'WheelFRName', 'WheelRLName', 'WheelRRName', 'CasterWheelName'] properties = bpymorse.get_properties(self._bpy_object) for key in keys: expected_wheel = properties.get(key, None) if expected_wheel: wheel = self.get_child(expected_wheel) if wheel: # Make a copy of the current transformation matrix transformation = wheel.matrix_world.copy() wheel.parent = None wheel.matrix_world = transformation else: logger.error('Wheel %s is required but not found' % expected_wheel)
[docs] def after_renaming(self): self.unparent_wheels()