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#--- ### Header
bl_info = {
"name": "MORSE scene as Python API (.py)",
"author": "Gilberto Echeverria",
"version": (1, 0, 0),
"blender": (2, 5, 9),
"api": 36147,
"location": "File>Import-Export",
"category": "Import-Export",
"description": "Save a MORSE scene as a Python description",
"warning": "",
"wiki_url": "",
"tracker_url": "https://softs.laas.fr/bugzilla/"
}
import os
import bpy
import json
import re
from morse.builder.data import *
from bpy.utils import register_module, unregister_module
"""
Morse API to save scene files
To test this module you can open this file inside a Text panel in Blender,
then run the script.
This will generate a python file in the same directory where Blender was first executed.
"""
morse_types = {
"robots": "Robot",
"sensors": "Sensor",
"actuators": "Actuator",
"middleware": "Middleware",
"modifiers": "Modifier",
}
def save_translation(obj, obj_name):
# Set its position
position_string = ''
text_buffer = ''
component_position = obj.location
if component_position[0] != 0:
position_string += 'x=%.4f' % component_position[0]
if component_position[1] != 0:
if position_string != '':
position_string += ', '
position_string += 'y=%.4f' % component_position[1]
if component_position[2] != 0:
if position_string != '':
position_string += ', '
position_string += 'z=%.4f' % component_position[2]
# Register a translation only if necessary
if position_string != '':
text_buffer += "%s.translate(%s)\n" % (obj_name, position_string)
return (text_buffer)
def save_rotation(obj, obj_name):
# Set its rotation
rotation_string = ''
text_buffer = ''
component_rotation = obj.rotation_euler
if component_rotation[0] != 0:
rotation_string += 'x=%.4f' % component_rotation[0]
if component_rotation[1] != 0:
if rotation_string != '':
rotation_string += ', '
rotation_string += 'y=%.4f' % component_rotation[1]
if component_rotation[2] != 0:
if rotation_string != '':
rotation_string += ', '
rotation_string += 'z=%.4f' % component_rotation[2]
# Register a translation only if necessary
if rotation_string != '':
text_buffer += "%s.rotate(%s)\n" % (obj_name, rotation_string)
return (text_buffer)
def save_properties(obj, obj_name):
text_buffer = ''
# Store the properties of the component
for key,prop in obj.game.properties.items():
if key not in ['Robot_Tag', 'Component_Tag', 'Middleware_Tag', 'Modifier_Tag', 'Class', 'Path']:
if prop.value != '':
if prop.type == 'STRING':
text_buffer += "%s.properties(%s = '%s')\n" % (obj_name, key, prop.value)
elif prop.type == 'FLOAT' or prop.type == 'TIMER':
text_buffer += "%s.properties(%s = %.4f)\n" % (obj_name, key, prop.value)
else:
text_buffer += "%s.properties(%s = %s)\n" % (obj_name, key, prop.value)
return (text_buffer)
def scan_scene (file_out):
""" Read all the MORSE components from a Blender file
Create lists of robots and components to save them as a text file
"""
file_out.write("from morse.builder import *\n\n")
robot_text = ''
component_text = ''
for obj in bpy.data.objects:
try:
component_path = obj.game.properties['Path'].value
# Exit if the object is not a MORSE component
except KeyError as detail:
continue
# Ignore middleware and modifier empties.
# These will be added dinamically by the builder
if 'middleware' in component_path or 'modifiers' in component_path:
continue
# Read what type of component this is,
# from the source of its python file
path_elements = component_path.split('/')
component_type = path_elements[-2]
component_name = path_elements[-1]
builder_type = morse_types[component_type]
# Swap dots for underscores in object names
obj_name = re.sub('\.', '_', obj.name)
# Create the object instance
if component_type == 'robots':
robot_text += "%s = %s('%s')\n" % (obj_name, builder_type, component_name)
robot_text += save_translation(obj, obj_name)
robot_text += save_rotation(obj, obj_name)
robot_text += save_properties(obj, obj_name)
robot_text += "\n"
# Assign component to the parent
if component_type == 'sensors' or component_type == 'actuators':
component_text += "%s = %s('%s')\n" % (obj_name, builder_type, component_name)
component_text += save_translation(obj, obj_name)
component_text += save_rotation(obj, obj_name)
parent_name = re.sub('\.', '_', obj.parent.name)
component_text += "%s.append(%s)\n" % (parent_name, obj_name)
component_text += save_properties(obj, obj_name)
component_text += "\n"
# Write the buffers to the text file
file_out.write("# Robots\n")
file_out.write(robot_text)
file_out.write("# Components\n")
file_out.write(component_text)
def scan_config(file_out):
""" Parse the contents of 'component_config.py'
Produce a configuration file that 'morsebuilder' can use to
configure the robot/middleware bindings in a scene.
"""
import component_config
file_out.write("# Scene configuration\n")
for key,value in component_config.component_datastream.items():
component = re.sub('\.', '_', key)
# If the 'value' variable contains only strings, use that string
# as the name of the middleware.
# This is done for backwards compatibility with the previous
# syntax that allowed only one middleware per component
if isinstance (value[0], str):
mw = value[0]
mw = mw.lower()
file_out.write("%s.add_stream('%s', %s)\n" % (component, mw, value))
# If using the new syntax that allows more than one middleware
# per component
else:
for item in value:
mw = item[0]
mw = mw.lower()
file_out.write("%s.add_stream('%s', %s)\n" % (component, mw, item))
try:
component_config.component_service
file_out.write("\n")
for key,value in component_config.component_service.items():
component = re.sub('\.', '_', key)
mw = re.search('(\w+)_request_manager', value[0])
file_out.write("%s.add_service('%s')\n" % (component, mw.group(1)))
except AttributeError as detail:
print ("\tNo services configured")
try:
component_config.component_modifier
file_out.write("\n")
for key,value in component_config.component_modifier.items():
component = re.sub('\.', '_', key)
mod = value[0]
file_out.write("%s.alter(%s)\n" % (component, mod))
except AttributeError as detail:
print ("\tNo modifiers configured")
def get_environment():
try:
ssh = bpy.data.objects['Scene_Script_Holder']
environment_file = ssh.game.properties['environment_file'].value
except KeyError as detail:
environment_file = 'indoors-1/indoor-1'
print ("No environment file specified in 'Scene_Script_Holder'\nUsing '%s' as default" % environment_file)
return environment_file
def save_scene():
print ("\nRunning from %s" % bpy.data.filepath)
filename = bpy.path.display_name_from_filepath(bpy.data.filepath) + ".py"
file_out = open(filename, "w")
print ("Saving scene robot configuration to file '%s'" % filename)
scan_scene(file_out)
scan_config(file_out)
env_name = get_environment()
file_out.write("\nenv = Environment('%s')" % env_name)
file_out.write("\nenv.create()")
file_out.close()
print ("Configuration saved")
#--- ### Operator
class MorseExporter(bpy.types.Operator):
''' Convert a MORSE scene configuration to a python script '''
bl_idname = "export_scene.morse"
bl_label = "Save MORSE scene"
bl_description = "Convert a MORSE scene configuration to a python script"
#--- Blender interface methods
#@classmethod
#def poll(cls,context):
#return (context.mode == 'OBJECT')
def execute(self,context):
save_scene()
return ('FINISHED')
def menu_draw(self, context):
self.layout.operator_context = 'INVOKE_REGION_WIN'
self.layout.operator(MorseExporter.bl_idname, "Save MORSE scene (.py)")
#--- ### Register
def register():
register_module(__name__)
bpy.types.INFO_MT_file_export.prepend(menu_draw)
def unregister():
bpy.types.INFO_MT_file_export.remove(menu_draw)
unregister_module(__name__)
#--- ### Main code
if __name__ == '__main__':
register()
#save_scene()
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