def __init__(self, cname, category, filename=''): """ ComponentCreator constructor This class allow to create Python component for MORSE. It consists of an Empty object, to which you can then add meshs of your choice. It adds automaticaly the logic (Always sensor link to a Python controller). And set the default physics_type to 'NO_COLLISION'. :param cname: (string) component name (Empty object in Blender scene) :param category: (string) in ['actuators', 'sensors', 'robots'] :param filename: (string, optional) used for the datastream configuration name of the Blender file in MORSE_COMPONENTS/category/filename.blend see morse.builder.data.MORSE_DATASTREAM_DICT (default: None) :return: a new AbstractComponent instance. """ AbstractComponent.__init__(self, filename=filename, category=category) bpymorse.deselect_all() bpymorse.add_morse_empty() obj = bpymorse.get_first_selected_object() if cname: obj.name = cname self.basename = cname # no collision by default for components obj.game.physics_type = 'NO_COLLISION' self.set_blender_object(obj) # Add MORSE logic self.morseable()
def __init__(self, name, category, action = APPEND_EMPTY, blendfile = "", blendobject = None, make_morseable = True): """ ComponentCreator constructor This class allow to create simulation components from MORSE builder scripts. It initially consists in an Empty object, to which you can then add meshs of your choice. It adds automaticaly the logic (Always sensor link to a Python controller). And set the default physics_type to 'NO_COLLISION'. :param name: (string) component name (used as Blender object name) :param category: (string) one of ['actuators', 'sensors', 'robots'] :param action: indicate what to do with the `blendfile` and `blendobject` parameters. Must be one of [APPEND_EMPTY, USE_BLEND, LINK_EXISTING_OBJECT]. - If APPEND_EMPTY (default), a new Blender `Empty` is created and `blendfile` and `blendobject` are ignored. - If USE_BLEND, `blendfile` is treated as the path to a Blender file, and if `blendobject` is also specified, the given object is selected (otherwise, the last object selected in the Blender file is returned). - If LINK_EXISTING_OBJECT, `blendfile` is ignored and `blendobject` is treated as the name of a Blender object which is already present in the scene. :param blendfile: (string, default:"") path to a Blender file (.blend) containing meshes for the component. Must be in MORSE_RESOURCE_PATH. :param blendobject: (string, default:None) Name of the Blender object to use (cf above for details). :param make_morseable: (boolean) Add Morse logic. Make it false if you add some blend file which already contains the necessary logic (default: True). """ AbstractComponent.__init__(self, filename=blendfile, category=category) bpymorse.deselect_all() if action == ComponentCreator.APPEND_EMPTY: bpymorse.add_morse_empty() elif action == ComponentCreator.USE_BLEND: self.append_meshes() if blendobject: bpymorse.select_only(bpymorse.get_object(blendobject)) elif action == ComponentCreator.LINK_EXISTING_OBJECT: bpymorse.select_only(bpymorse.get_object(blendobject)) obj = bpymorse.get_first_selected_object() if name: obj.name = name self.basename = name # no collision by default for components obj.game.physics_type = 'NO_COLLISION' self.set_blender_object(obj) # Add MORSE logic if make_morseable: self.morseable() self.properties(Component_Tag = True, classpath = self.__class__._classpath)
def __init__(self, name): AbstractComponent.__init__(self) bpymorse.deselect_all() self.mesh_primitive_add() obj = bpymorse.get_first_selected_object() obj.name = name # no collision by default for components obj.game.physics_type = 'NO_COLLISION' self.set_blender_object(obj)
def __init__(self, name): AbstractComponent.__init__(self) bpymorse.deselect_all() self.mesh_primitive_add() obj = bpymorse.get_first_selected_object() obj.name = name obj.empty_draw_type = 'ARROWS' obj.empty_draw_size = 0.1 self.set_blender_object(obj)
def __init__(self, name): AbstractComponent.__init__(self) bpymorse.deselect_all() bpymorse.add_camera() obj = bpymorse.get_first_selected_object() obj.name = name # no collision by default for components obj.game.physics_type = 'NO_COLLISION' self.set_blender_object(obj) # Camera look in +Z self.rotate(y=math.pi)
def __init__(self, name): AbstractComponent.__init__(self) bpymorse.deselect_all() bpymorse.add_camera() obj = bpymorse.get_first_selected_object() obj.name = name # no collision by default for components obj.game.physics_type = 'NO_COLLISION' self.set_blender_object(obj) # Camera look in +Z self.rotate(y=math.pi, z=math.pi)
def __init__(self, name, lamp_type='SPOT'): AbstractComponent.__init__(self) bpymorse.deselect_all() bpymorse.add_lamp(type=lamp_type) obj = bpymorse.get_first_selected_object() obj.name = name # no collision by default for components obj.game.physics_type = 'NO_COLLISION' self.set_blender_object(obj) # Emit in +X self.rotate(y=-math.pi/2) if lamp_type is 'SPOT': spot = bpymorse.get_last_lamp() spot.spot_size = math.pi / 2 spot.distance = 10
def __init__(self, name, lamp_type='SPOT'): AbstractComponent.__init__(self) bpymorse.deselect_all() bpymorse.add_lamp(type=lamp_type) obj = bpymorse.get_first_selected_object() obj.name = name # no collision by default for components obj.game.physics_type = 'NO_COLLISION' self.set_blender_object(obj) # Emit in +X self.rotate(y=-math.pi / 2) if lamp_type is 'SPOT': spot = bpymorse.get_last_lamp() spot.spot_size = math.pi / 2 spot.distance = 10
def append_collada(self, component=None): """ Append Collada objects to this component Overloads :py:meth:`morse.builder.abstractcomponent.AbstractComponent.append_collada` :param component: component in which the objects are located :return: list of the imported Blender objects """ imported_objects = AbstractComponent.append_collada(self, component) self.parent_root(imported_objects) return imported_objects
def append_meshes(self, objects=None, component=None, prefix=None): """ Append the objects to this component Overloads :py:meth:`morse.builder.abstractcomponent.AbstractComponent.append_meshes` :param objects: list of the objects names to append :param component: component in which the objects are located :return: list of the imported Blender objects """ imported_objects = AbstractComponent.append_meshes(self, objects, component, prefix) self.parent_root(imported_objects) return imported_objects
def append_collada(self, component=None): """ Append Collada objects to this component The objects are located in: MORSE_COMPONENTS/`self._category`/`component`.dae :param component: component in which the objects are located :return: list of the imported Blender objects """ imported_objects = AbstractComponent.append_collada(self, component) self.parent_root(imported_objects) return imported_objects
def append_meshes(self, objects=None, component=None, prefix=None): """ Append the objects to this component Overloads :py:meth:`morse.builder.abstractcomponent.AbstractComponent.append_meshes` :param objects: list of the objects names to append :param component: component in which the objects are located :return: list of the imported Blender objects """ imported_objects = AbstractComponent.append_meshes( self, objects, component, prefix) self.parent_root(imported_objects) return imported_objects
def append_meshes(self, objects=None, component=None, prefix=None): """ Append the objects to this component The `objects` are located in: MORSE_COMPONENTS/`self._category`/`component`.blend/Object/ :param objects: list of the objects names to append :param component: component in which the objects are located :return: list of the imported Blender objects """ imported_objects = AbstractComponent.append_meshes(self, objects, \ component, prefix) self.parent_root(imported_objects) return imported_objects
def __init__(self, name, category, action=APPEND_EMPTY, blendfile="", blendobject=None, make_morseable=True): """ ComponentCreator constructor This class allow to create simulation components from MORSE builder scripts. It initially consists in an Empty object, to which you can then add meshs of your choice. It adds automaticaly the logic (Always sensor link to a Python controller). And set the default physics_type to 'NO_COLLISION'. :param name: (string) component name (used as Blender object name) :param category: (string) one of ['actuators', 'sensors', 'robots'] :param action: indicate what to do with the `blendfile` and `blendobject` parameters. Must be one of [APPEND_EMPTY, USE_BLEND, LINK_EXISTING_OBJECT]. - If APPEND_EMPTY (default), a new Blender `Empty` is created and `blendfile` and `blendobject` are ignored. - If USE_BLEND, `blendfile` is treated as the path to a Blender file, and if `blendobject` is also specified, the given object is selected (otherwise, the last object selected in the Blender file is returned). - If LINK_EXISTING_OBJECT, `blendfile` is ignored and `blendobject` is treated as the name of a Blender object which is already present in the scene. :param blendfile: (string, default:"") path to a Blender file (.blend) containing meshes for the component. Must be in MORSE_RESOURCE_PATH. :param blendobject: (string, default:None) Name of the Blender object to use (cf above for details). :param make_morseable: (boolean) Add Morse logic. Make it false if you add some blend file which already contains the necessary logic (default: True). """ AbstractComponent.__init__(self, filename=blendfile, category=category) bpymorse.deselect_all() if action == ComponentCreator.APPEND_EMPTY: bpymorse.add_morse_empty() elif action == ComponentCreator.USE_BLEND: self.append_meshes() if blendobject: bpymorse.select_only(bpymorse.get_object(blendobject)) elif action == ComponentCreator.LINK_EXISTING_OBJECT: bpymorse.select_only(bpymorse.get_object(blendobject)) obj = bpymorse.get_first_selected_object() if name: obj.name = name self.basename = name # no collision by default for components obj.game.physics_type = 'NO_COLLISION' self.set_blender_object(obj) # Add MORSE logic if make_morseable: self.morseable() self.properties(Component_Tag=True, classpath=self.__class__._classpath)