blender Package

billboard Module

display(contr)[source]

Toggle showing or hiding of component

reset_rotation(contr)[source]

Cancell the global rotation of the object

This will make it remain still, as a “billboard”, with respect to the user controlled camera

calling Module

actuator_action(contr)[source]

Call the ‘action’ method of the correct actuator.

component_action(contr)[source]

Call the ‘action’ method of the correct component.

robot_action(contr)[source]

Call the ‘action’ method of the correct robot.

sensor_action(contr)[source]

Call the ‘action’ method of the correct sensor.

hud_text Module

change_text(contr)[source]

Set the desired text in the HUD

lights Module

change_light_energy()[source]

main Module

add_modifiers()[source]

Read the configuration script (inside the .blend file) and assign the correct data modifiers to each component.

check_dictionaries()[source]

Print the contents of the robot and component dictionaries.

close_all(contr)[source]

Close the open communication channels from middlewares Call the destructors of all component instances. This should also call the methods to close middlewares

create_dictionaries()[source]

Creation of a list of all the robots and components in the scene. Uses the properties of the objects to determine what they are.

finish(contr)[source]

Normal exit from the Game Engine, when pressing ESC key

get_components_of_type(classname)[source]
get_datastream_of_type(classname)[source]
init(contr)[source]

General initialization of MORSE

Here, all components, modifiers and middlewares are initialized.

init_logging()[source]
init_multinode()[source]

Initializes the MORSE node in a Multinode configuration.

init_supervision_services()[source]

This method first loads the socket service manager, map the virtual ‘simulation’ component to it, loads any other request manager mapped to the ‘simulation’ component and register all simulation management services declared in morse.core.supervision_services

Read the configuration script (inside the .blend file) and assign the correct datastream and options to each component.

Read the configuration script (inside the .blend file) and assign the correct service handlers and options to each component.

load_overlays()[source]

Read and initialize overlays from the configuration script.

morse_excepthook(*args, **kwargs)[source]
no_op()[source]
quit(contr)[source]

Exit graciously from the simulation

reset_objects(contr)[source]

Place all objects in the initial position

Restore the position and rotation of objects and robots to their original state, during the simulation.

restart(contr)[source]

Call the Game Engine restart funcionality * DOES NOT WORK *

simulation_main(contr)[source]

This method is called at every simulation step.

We do here all homeworks to manage the simulation at whole.

switch_camera(contr)[source]

Cycle through the cameras in the scene during the game.

mocap_human_control Module

grabbing(contr)[source]

Mark an object as selected by the user

head_control(contr)[source]

Move the target of the head and camera

Use the movement of the mouse to determine the rotation for the human head and camera.

mouse_move(human, mouse, width, height)[source]

Get the movement of the mouse as an X, Y coordinate.

move(contr)[source]

Read the keys for specific combinations that will make the camera move in 3D space.

near_object(contr)[source]

Store the object that is near the hand

This script is called from the logic bricks of Hand_Grab.R

read_pose(contr)[source]

Test function to access the bone rotation data

reset_view(contr)[source]

Make the human model look forward

view_camera Module

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