def create_laser_arc(self): """ Create an arc for use with the laserscanner sensor The arc is created using the parameters in the laserscanner Empty. 'resolution and 'scan_window' are used to determine how many points will be added to the arc. """ scene = bpymorse.get_context_scene() laserscanner_obj = self._bpy_object # Delete previously created arc for child in laserscanner_obj.children: if child.name.startswith("Arc_"): scene.objects.unlink( child ) # Read the parameters to create the arc properties = laserscanner_obj.game.properties resolution = properties['resolution'].value window = properties['scan_window'].value # Parameters for multi layer sensors try: layers = properties['layers'].value layer_separation = properties['layer_separation'].value layer_offset = properties['layer_offset'].value except KeyError as detail: layers = 1 layer_separation = 0.0 layer_offset = 0.0 logger.debug ("Creating %d arc(s) of %.2f degrees, resolution %.2f" % \ (layers, window, resolution)) mesh = bpymorse.new_mesh( "ArcMesh" ) # Add the center vertex to the list of vertices verts = [ [0.0, 0.0, 0.0] ] faces = [] vertex_index = 0 # Set the vertical angle, in case of multiple layers if layers > 1: v_angle = layer_separation * (layers-1) / 2.0 else: v_angle = 0.0 # Initialise the parameters for every layer for layer_index in range(layers): start_angle = -window / 2.0 end_angle = window / 2.0 # Offset the consecutive layers if (layer_index % 2) == 0: start_angle += layer_offset end_angle += layer_offset logger.debug ("Arc from %.2f to %.2f" % (start_angle, end_angle)) logger.debug ("Vertical angle: %.2f" % v_angle) arc_angle = start_angle # Create all the vertices and faces in a layer while arc_angle <= end_angle: # Compute the coordinates of the new vertex new_vertex = [ math.cos(math.radians(arc_angle)), math.sin(math.radians(arc_angle)), math.sin(math.radians(v_angle)) ] verts.append(new_vertex) vertex_index += 1 # Add the faces after inserting the 2nd vertex if arc_angle > start_angle: faces.append([0, vertex_index-1, vertex_index]) # Increment the angle by the resolution arc_angle = arc_angle + resolution v_angle -= layer_separation mesh.from_pydata( verts, [], faces ) mesh.update() # Compose the name of the arc arc_name = "Arc_%d" % window arc = bpymorse.new_object( arc_name, mesh ) arc.data = mesh # Remove collision detection for the object arc.game.physics_type = 'NO_COLLISION' arc.hide_render = True # Link the new object in the scene scene.objects.link( arc ) # Set the parent to be the laserscanner Empty arc.parent = laserscanner_obj # Set the material of the arc arc.active_material = self.get_ray_material() return arc
def create_laser_arc(self): """ Create an arc for use with the laserscanner sensor The arc is created using the parameters in the laserscanner Empty. 'resolution and 'scan_window' are used to determine how many points will be added to the arc. """ scene = bpymorse.get_context_scene() laserscanner_obj = self._bpy_object # Delete previously created arc for child in laserscanner_obj.children: if child.name.startswith("Arc_"): scene.objects.unlink(child) # Read the parameters to create the arc properties = laserscanner_obj.game.properties resolution = properties['resolution'].value window = properties['scan_window'].value # Parameters for multi layer sensors try: layers = properties['layers'].value layer_separation = properties['layer_separation'].value layer_offset = properties['layer_offset'].value except KeyError as detail: layers = 1 layer_separation = 0.0 layer_offset = 0.0 logger.debug ("Creating %d arc(s) of %.2f degrees, resolution %.2f" % \ (layers, window, resolution)) mesh = bpymorse.new_mesh("ArcMesh") # Add the center vertex to the list of vertices verts = [[0.0, 0.0, 0.0]] faces = [] vertex_index = 0 # Set the vertical angle, in case of multiple layers if layers > 1: v_angle = layer_separation * (layers - 1) / 2.0 else: v_angle = 0.0 # Initialise the parameters for every layer for layer_index in range(layers): start_angle = -window / 2.0 end_angle = window / 2.0 # Offset the consecutive layers if (layer_index % 2) == 0: start_angle += layer_offset end_angle += layer_offset logger.debug("Arc from %.2f to %.2f" % (start_angle, end_angle)) logger.debug("Vertical angle: %.2f" % v_angle) arc_angle = start_angle # Create all the vertices and faces in a layer while arc_angle <= end_angle: # Compute the coordinates of the new vertex new_vertex = [ math.cos(math.radians(arc_angle)), \ math.sin(math.radians(arc_angle)), \ math.sin(math.radians(v_angle)) ] verts.append(new_vertex) vertex_index = vertex_index + 1 # Add the faces after inserting the 2nd vertex if arc_angle > start_angle: faces.append([0, vertex_index - 1, vertex_index]) # Increment the angle by the resolution arc_angle = arc_angle + resolution v_angle -= layer_separation mesh.from_pydata(verts, [], faces) mesh.update() # Compose the name of the arc arc_name = "Arc_%d" % window arc = bpymorse.new_object(arc_name, mesh) arc.data = mesh # Remove collision detection for the object arc.game.physics_type = 'NO_COLLISION' # Link the new object in the scene scene.objects.link(arc) # Set the parent to be the laserscanner Empty arc.parent = laserscanner_obj # Set the material of the arc arc.active_material = self.get_ray_material() return arc