Source code for morse.builder.bpymorse

""" This module wraps the calls to the Blender Python API. This is intended
for all the cases we need to run MORSE code outside Blender (mostly for
documentation generation purposes).
"""
from morse.core.exceptions import MorseBuilderNoComponentError
import logging

logger = logging.getLogger('morse')

bpy = None

try:
    import bpy
except ImportError:
    print("WARNING: MORSE is running outside Blender! (no bpy)")

[docs]def empty_method(*args, **kwargs): print(args, kwargs)
select_all = empty_method add_mesh_monkey = empty_method add_mesh_plane = empty_method add_mesh_cube = empty_method add_mesh_uv_sphere = empty_method add_mesh_ico_sphere = empty_method add_mesh_cylinder = empty_method add_mesh_cone = empty_method add_mesh_torus = empty_method add_lamp = empty_method add_camera = empty_method new_material = empty_method new_text = empty_method new_game_property = empty_method add_sensor = empty_method add_controller = empty_method add_actuator = empty_method link_append = empty_method link = empty_method # 2.71.6 append = empty_method # 2.71.6 collada_import = empty_method add_object = empty_method add_empty = empty_method new_mesh = empty_method new_object = empty_method apply_transform = empty_method open_sound = empty_method new_scene = empty_method del_scene = empty_method armatures = empty_method make_links_scene = empty_method if bpy: select_all = bpy.ops.object.select_all add_mesh_monkey = bpy.ops.mesh.primitive_monkey_add add_mesh_plane = bpy.ops.mesh.primitive_plane_add add_mesh_cube = bpy.ops.mesh.primitive_cube_add add_mesh_uv_sphere = bpy.ops.mesh.primitive_uv_sphere_add add_mesh_ico_sphere = bpy.ops.mesh.primitive_ico_sphere_add add_mesh_cylinder = bpy.ops.mesh.primitive_cylinder_add add_mesh_cone = bpy.ops.mesh.primitive_cone_add add_mesh_torus = bpy.ops.mesh.primitive_torus_add add_lamp = bpy.ops.object.lamp_add add_camera = bpy.ops.object.camera_add new_material = bpy.ops.material.new new_text = bpy.ops.text.new new_game_property = bpy.ops.object.game_property_new add_sensor = bpy.ops.logic.sensor_add add_controller = bpy.ops.logic.controller_add add_actuator = bpy.ops.logic.actuator_add if bpy.app.version >= (2, 71, 6): link = bpy.ops.wm.link append = bpy.ops.wm.append else: # link_append dropped in 2.71.6 link_append = bpy.ops.wm.link_append collada_import = bpy.ops.wm.collada_import add_object = bpy.ops.object.add add_empty = bpy.ops.object.empty_add new_mesh = bpy.data.meshes.new new_object = bpy.data.objects.new apply_transform = bpy.ops.object.transform_apply open_sound = bpy.ops.sound.open new_scene = bpy.ops.scene.new del_scene = bpy.ops.scene.delete armatures = bpy.data.armatures make_links_scene = bpy.ops.object.make_links_scene
[docs]def version(): if bpy: return bpy.app.version else: return 0,0,0
[docs]def create_new_material(): all_materials = get_materials().keys() new_material() material_name = [name for name in get_materials().keys() \ if name not in all_materials].pop() return get_material(material_name)
[docs]def add_morse_empty(shape = 'ARROWS'): """Add MORSE Component Empty object which hlods MORSE logic""" add_empty(type = shape)
[docs]def deselect_all(): select_all(action='DESELECT')
[docs]def get_first_selected_object(): if bpy and bpy.context.selected_objects: return bpy.context.selected_objects[0] else: return None
[docs]def get_selected_objects(): if bpy: return bpy.context.selected_objects else: return []
[docs]def get_lamps(): if bpy: return bpy.data.lamps else: return []
[docs]def get_lamp(name_or_id): if bpy and bpy.data.lamps: return bpy.data.lamps[name_or_id] else: return None
[docs]def get_last_lamp(): return get_lamp(-1)
[docs]def get_materials(): if bpy: return bpy.data.materials else: return []
[docs]def get_material(name_or_id): if bpy and bpy.data.materials: return bpy.data.materials[name_or_id] else: return None
[docs]def get_last_material(): return get_material(-1)
[docs]def get_texts(): if bpy: return bpy.data.texts else: return []
[docs]def get_text(name_or_id): if bpy and bpy.data.texts: return bpy.data.texts[name_or_id] else: return None
[docs]def get_last_text(): return get_text(-1)
[docs]def get_sounds(): if bpy: return bpy.data.sounds else: return []
[docs]def get_sound(name_or_id): if bpy and bpy.data.sounds: return bpy.data.sounds[name_or_id] else: return None
[docs]def get_last_sound(): return get_sound(-1)
[docs]def get_scenes(): if bpy: return bpy.data.scenes else: return []
[docs]def get_scene(name_or_id): if bpy and bpy.data.scenes: return bpy.data.scenes[name_or_id] else: return None
[docs]def set_active_scene(name_or_id): if bpy: scene = get_scene(name_or_id) if scene: bpy.data.screens['Default'].scene = scene bpy.context.screen.scene = scene return scene else: return None else: return None
[docs]def get_last_scene(): return get_scene(-1)
[docs]def select_only(obj): if bpy: deselect_all() obj.select = True bpy.context.scene.objects.active = obj
[docs]def delete(objects): if not bpy: return if not isinstance(objects, list): objects = [objects] for obj in objects: if isinstance(obj, str): obj = bpy.data.objects[obj] select_only(obj) bpy.ops.object.delete()
[docs]def get_objects(): if bpy: return bpy.data.objects else: return []
[docs]def get_object(name_or_id): if bpy and bpy.data.objects: return bpy.data.objects[name_or_id] else: return None
[docs]def get_fps(): if bpy: return bpy.context.scene.game_settings.fps else: return -1
[docs]def get_context_object(): if bpy: return bpy.context.object else: return None
[docs]def get_context_scene(): if bpy: return bpy.context.scene else: return None
[docs]def get_context_window(): if bpy: return bpy.context.window else: return None
[docs]def set_debug(debug=True): bpy.app.debug = debug
def _get_xxx_in_blend(filepath, kind): if not bpy: return [] objects = [] try: with bpy.data.libraries.load(filepath) as (src, _): try: objects = [obj for obj in getattr(src, kind)] except UnicodeDecodeError as detail: logger.error("Unable to open file '%s'. Exception: %s" % \ (filepath, detail)) except IOError as detail: logger.error(detail) raise MorseBuilderNoComponentError("Component not found") return objects
[docs]def get_objects_in_blend(filepath): return _get_xxx_in_blend(filepath, 'objects')
[docs]def get_scenes_in_blend(filepath): return _get_xxx_in_blend(filepath, 'scenes')
[docs]def save(filepath=None, check_existing=False, compress=True): """ Save .blend file :param filepath: File Path :type filepath: string, (optional, default: current file) :param check_existing: Check and warn on overwriting existing files :type check_existing: boolean, (optional, default: False) :param compress: Compress, Write compressed .blend file :type compress: boolean, (optional, default: True) """ if not bpy: return if not filepath: filepath = bpy.data.filepath bpy.ops.wm.save_mainfile(filepath=filepath, check_existing=check_existing, compress=compress)
[docs]def set_speed(fps=60, logic_step_max=20, physics_step_max=20): """ Tune the speed of the simulation :param fps: Nominal number of game frames per second (physics fixed timestep = 1/fps, independently of actual frame rate) :type fps: default 60 :param logic_step_max: Maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics :type logic_step_max: default value : 20 :param physics_step_max: Maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime :type physics_step_max: default value : 20 usage:: bpymorse.set_speed(120, 5, 5) .. note:: It is recommended to use the same value for logic_step_max | physics_step_max .. warning:: This method must be called at the top of your Builder script, before creating any component. """ logger.warning("`bpymorse.set_speed` is deprecated, " "use `Environment.simulator_frequency` instead") get_context_scene().game_settings.fps = fps get_context_scene().game_settings.logic_step_max = logic_step_max get_context_scene().game_settings.physics_step_max = physics_step_max
[docs]def get_properties(obj): return {n: p.value for n,p in obj.game.properties.items()}
[docs]def properties(obj, **kwargs): """ Add/modify the game properties of the Blender object Usage example: .. code-block:: python properties(obj, capturing = True, classpath='module.Class', speed = 5.0) will create and/or set the 3 game properties Component_Tag, classpath, and speed at the value True (boolean), 'module.Class' (string), 5.0 (float). In Python the type of numeric value is 'int', if you want to force it to float, use the following: float(5) or 5.0 Same if you want to force to integer, use: int(a/b) For the TIMER type, see the class timer(float) defined in this module: .. code-block:: python properties(obj, my_clock = timer(5.0), my_speed = int(5/2)) """ for key in kwargs.keys(): if key in obj.game.properties.keys(): _property_set(obj, key, kwargs[key]) else: _property_new(obj, key, kwargs[key])
def _property_new(obj, name, value, ptype=None): """ Add a new game property for the Blender object :param name: property name (string) :param value: property value :param ptype: property type (enum in ['BOOL', 'INT', 'FLOAT', 'STRING', 'TIMER'], optional, auto-detect, default=None) """ select_only(obj) new_game_property() # select the last property in the list (which is the one we just added) obj.game.properties[-1].name = name return _property_set(obj, -1, value, ptype) def _property_set(obj, name_or_id, value, ptype=None): """ Really set the property for the property referenced by name_or_id :param name_or_id: the index or name of property (OrderedDict) :param value: the property value :param ptype: property type (enum in ['BOOL', 'INT', 'FLOAT', 'STRING', 'TIMER'], optional, auto-detect, default=None) """ if ptype is None: # Detect the type (class name upper case) ptype = value.__class__.__name__.upper() if ptype == 'STR': # Blender property string are called 'STRING' (and not 'str' as in Python) ptype = 'STRING' obj.game.properties[name_or_id].type = ptype obj.game.properties[name_or_id].value = value return obj.game.properties[name_or_id]
[docs]def set_viewport(viewport_shade='WIREFRAME', clip_end=1000): """ Set the default view mode :param viewport_shade: enum in ['BOUNDBOX', 'WIREFRAME', 'SOLID', 'TEXTURED'], default 'WIREFRAME' """ for area in bpy.context.window.screen.areas: if area.type == 'VIEW_3D': for space in area.spaces: if space.type == 'VIEW_3D': space.viewport_shade = viewport_shade space.clip_end = clip_end
[docs]def set_viewport_perspective(perspective='CAMERA'): """ Set the default view view_perspective Equivalent to ``bpy.ops.view3d.viewnumpad`` with good context. :param perspective: View, Preset viewpoint to use :type perspective: enum in ['FRONT', 'BACK', 'LEFT', 'RIGHT', 'TOP', 'BOTTOM', 'CAMERA'], default 'CAMERA' """ for area in bpy.context.window.screen.areas: if area.type == 'VIEW_3D': for space in area.spaces: if space.type == 'VIEW_3D': space.region_3d.view_perspective = perspective
[docs]def fullscreen(fullscreen=True, desktop=True): """ Run the simulation fullscreen :param fullscreen: Start player in a new fullscreen display :type fullscreen: Boolean, default: True :param desktop: Use the current desktop resolution in fullscreen mode :type desktop: Boolean, default: True """ if not bpy: return bpy.context.scene.game_settings.show_fullscreen = fullscreen bpy.context.scene.game_settings.use_desktop = desktop