import logging; logger = logging.getLogger("morsebuilder." + __name__)
import os
import json
import copy
from morse.builder import bpymorse
from morse.builder.data import *
from morse.helpers.loading import load_module_attribute
[docs]class Configuration(object):
datastream = {}
modifier = {}
service = {}
overlay = {}
[docs] def link_datastream(component, datastream_cfg):
Configuration.datastream.setdefault(component.name, []).append(datastream_cfg)
def _update_name(old_name, new_name, dict):
""" Updated components name after renaming.
TODO: since we update the dict 'inplace' we will run into
trouble if an 'old' name matches a 'new' name...
"""
try:
dict[new_name] = dict.pop(old_name)
except KeyError:
pass
[docs] def update_name(old_name, new_name):
Configuration._update_name(old_name, new_name, Configuration.datastream)
Configuration._update_name(old_name, new_name, Configuration.modifier)
Configuration._update_name(old_name, new_name, Configuration.service)
for k,v in Configuration.overlay.items():
Configuration._update_name(old_name, new_name, v)
[docs] def link_service(component, service_cfg):
# Special case here for the pseudo component 'simulation' that
# covers the simulator management services.
if component == "simulation":
Configuration.service.setdefault(component, []).append(service_cfg)
else:
Configuration.service.setdefault(component.name, []).append(service_cfg)
[docs] def link_modifier(component, modifier_cfg):
Configuration.modifier.setdefault(component.name, []).append(modifier_cfg)
[docs] def link_overlay(component, manager, overlay_cfg, kwargs):
Configuration.overlay.setdefault(manager, {})[component.name] = [overlay_cfg, kwargs]
[docs] def write_config():
""" Write the 'component_config.py' file with the supplied settings """
if not 'component_config.py' in bpymorse.get_texts().keys():
bpymorse.new_text()
bpymorse.get_last_text().name = 'component_config.py'
cfg = bpymorse.get_text('component_config.py')
cfg.clear()
cfg.write('component_datastream = ' + json.dumps(Configuration.datastream, indent=1) )
cfg.write('\n')
cfg.write('component_modifier = ' + json.dumps(Configuration.modifier, indent=1) )
cfg.write('\n')
cfg.write('component_service = ' + json.dumps(Configuration.service, indent=1) )
cfg.write('\n')
cfg.write('overlays = ' + json.dumps(Configuration.overlay, indent=1) )
cfg.write('\n')
[docs]class AbstractComponent(object):
components = [] # set of all created components
def __init__(self, obj=None, filename='', category=''):
self.set_blender_object(obj)
self._blender_filename = filename # filename for datastream configuration
self._category = category # for morseable
self.basename = None
self.children = []
AbstractComponent.components.append(self)
[docs] def set_blender_object(self, obj):
if obj: # Force matrix_parent_inverse to identity #139
obj.matrix_parent_inverse.identity()
# make sure the object is visible in the viewport
# otherwise it can prevent from updating its properties
obj.hide = False
self._bpy_object = obj # bpy object
[docs] def append(self, obj, level=1):
""" Add a child to the current object
Add the object given as an argument as a child of this object. The
argument is an instance to another component. This method is generally
used to add components to a robot.
*e.g.*, : robot.append(sensor), will set the robot parent of the sensor.
"""
obj._bpy_object.matrix_parent_inverse.identity()
obj._bpy_object.parent = self._bpy_object
obj.parent = self
self.children.append(obj)
#TODO: replace by sys._getframes() ??
import inspect
try:
frame = inspect.currentframe()
builderscript_frame = inspect.getouterframes(frame)[level][0] # parent frame
cmpts = builderscript_frame.f_locals
if "self" in cmpts: #some silly guy decided to write a class to describe a silly robot
tmp = copy.copy(cmpts["self"].__dict__)
tmp.update(cmpts)
cmpts = tmp
for name, component in cmpts.items():
if component == obj:
if not component.basename: # do automatic renaming only if a name is not already manually set
component.basename = name
finally:
del builderscript_frame
del frame
@property
def name(self):
return self._bpy_object.name
@name.setter
[docs] def name(self, value):
if value:
if '.' in value:
raise SyntaxError("Invalid component name: <%s>. Dots are not allowed." % value)
self.basename = value
self._bpy_object.name = value
@property
def location(self):
return self._bpy_object.location
@location.setter
[docs] def location(self, xyz):
self._bpy_object.location = xyz
@property
def scale(self):
return self._bpy_object.scale
@scale.setter
[docs] def scale(self, xyz):
self._bpy_object.scale = xyz
@property
def rotation_euler(self):
return self._bpy_object.rotation_euler
@rotation_euler.setter
[docs] def rotation_euler(self, xyz):
self._bpy_object.rotation_euler = xyz
[docs] def translate(self, x=0.0, y=0.0, z=0.0):
""" Translate the current object
The translation will add (x, y, z) to the current object location.
default: x=0, y=0, z=0, unit: meter
"""
old = self._bpy_object.location
self._bpy_object.location = (old[0]+x, old[1]+y, old[2]+z)
[docs] def rotate(self, x=0.0, y=0.0, z=0.0):
""" Rotate the current object
The rotation is an euler rotation relative to the object's center.
default: x=0, y=0, z=0, unit: radian
"""
old = self._bpy_object.rotation_euler
self._bpy_object.rotation_euler = (old[0]+x, old[1]+y, old[2]+z)
[docs] def property_value(self, name):
try:
return self._bpy_object.game.properties[name].value
except KeyError:
return None
[docs] def properties(self, **kwargs):
""" Add/modify the game properties of the Blender object
Usage example:
.. code-block:: python
self.properties(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
self.properties(my_clock = timer(5.0), my_speed = int(5/2))
"""
prop = self._bpy_object.game.properties
for key in kwargs.keys():
if key in prop.keys():
self._property_set(key, kwargs[key])
else:
self._property_new(key, kwargs[key])
def _property_new(self, 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)
"""
self.select()
bpymorse.new_game_property()
prop = self._bpy_object.game.properties
# select the last property in the list (which is the one we just added)
prop[-1].name = name
return self._property_set(-1, value, ptype)
def _property_set(self, pid, value, ptype=None):
""" Really set the property for the property referenced by pid
:param pid: the index of property
:param value: the property value
:param ptype: property type (enum in ['BOOL', 'INT', 'FLOAT', 'STRING', 'TIMER'],
optional, auto-detect, default=None)
"""
prop = self._bpy_object.game.properties
if ptype == 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'
prop[pid].type = ptype
prop[pid].value = value
return prop[pid]
[docs] def select(self):
bpymorse.select_only(self._bpy_object)
[docs] def get_child(self, name, objects=None):
""" get_child returns the child named :param name: """
if not objects:
objects = self._bpy_object.children
for obj in objects:
if obj.name == name:
return obj
# fix Blender shorten the name
# ie. 'torso_lift_armature' -> 'torso_lift_armatu.000'
test_prefix = name[:17] + '.'
# look for candidates
candidates = [obj for obj in objects \
if obj.name.startswith(test_prefix)]
if len(candidates) > 0:
if len(candidates) > 1:
logger.warning(test_prefix + ": more than 1 candidate: " + \
str(candidates))
return candidates[0]
else:
logger.warning(test_prefix + ": no candidate in " + str(objects))
return None
[docs] def add_stream(self, datastream, method=None, path=None, classpath=None, **kwargs):
""" Add a data stream interface to the component
Do the binding between a component and the method to export/import its
data. This must be used in general by sensors and actuators. A single
component can make several calls to this function to add bindings with
more than one middleware.
:param datastream: enum in ['ros', 'socket', 'yarp', 'text', 'pocolibs']
:param classpath: if set, force to use the configuration of the given
component, instead of our own (default=None).
You can pass other argument to this method, they will be added as a map
to the configuration.
.. code-block:: python
component.add_stream('ros', topic='/myrobots/data')
"""
if not classpath:
classpath = self.property_value("classpath")
level = self.property_value("abstraction_level") or "default"
config = []
# Configure the datastream for this component
if not method:
if not classpath in MORSE_DATASTREAM_DICT:
logger.error("%s: no interfaces available for this component!"
"Check builder/data.py." % classpath)
return
interfaces = MORSE_DATASTREAM_DICT[classpath]
if not level in interfaces:
if level == "default": # we need to look for the default level
module_name, class_name = classpath.rsplit('.', 1)
klass = load_module_attribute(module_name, class_name)
if not hasattr(klass, "_levels"):
logger.error("Component <%s> does not declare any "
"default interface. You must call "
"`add_stream` with an explicit method "
"and Python module." % str(classpath))
return
# iterate over levels to find the one with the default flag
for key, value in klass._levels.items():
if value[2] == True:
level = key
# set the right default level
self.properties(abstraction_level = level)
logger.info("Using default level <%s> for "
"component <%s>" % (level, classpath))
break
if level == "default":
logger.error("Component <%s> does not declare any"
"default interface, and none of its "
"abstraction levels is marked as the "
"default one. You must call `add_stream`"
" with an explicit method and Python "
"module." % str(classpath))
return
if not level in interfaces:
logger.error("%s: no interfaces defined for this "
"component for abstraction level <%s>!"
"Check builder/data.py." %
(classpath, level))
return
else:
logger.error("%s: no interfaces defined for this component"
"for abstraction level <%s>! Check "
"builder/data.py." %
(classpath, level))
interfaces = interfaces[level]
if not datastream in interfaces:
logger.error("%s: no %s interface defined for this component "
"for abstraction level <%s>! "
"Check builder/data.py." %
(classpath, datastream, level))
return
config = interfaces[datastream]
if isinstance(config, list):
config = config[0]
if config == INTERFACE_DEFAULT_OUT:
config = INTERFACE_DEFAULT_OUT[datastream]
if config == INTERFACE_DEFAULT_IN:
config = INTERFACE_DEFAULT_IN[datastream]
if isinstance(config, str):
config = [config]
elif not path:
config = [method]
else:
config = [method, path]
if datastream in MORSE_DATASTREAM_MODULE:
datastream_classpath = MORSE_DATASTREAM_MODULE[datastream]
else:
datastream_classpath = datastream
config.insert(0, datastream_classpath)
config.append(kwargs) # append additional configuration (eg. topic name)
Configuration.link_datastream(self, config)
[docs] def add_service(self, interface, component=None, config=None):
""" Add a service interface to the component
Similar to the previous function. Its argument is the name of the
interface to be used.
"""
if not component:
component = self
if not config:
config = MORSE_SERVICE_DICT[interface]
Configuration.link_service(component, config)
[docs] def add_interface(self, interface, **kwargs):
""" Add a service and stream interface to the component
Its argument is the name of the interface to be used.
"""
self.add_service(interface)
self.add_stream(interface, **kwargs)
[docs] def alter(self, modifier_name, config=None, **kwargs):
""" Add a modifier specified by its first argument to the component """
# Configure the modifier for this component
if not config:
config = MORSE_MODIFIER_DICT[modifier_name][self._blender_filename]
config.append(kwargs)
Configuration.link_modifier(self, config)
[docs] def add_overlay(self, datastream, overlay, config=None, **kwargs):
""" Add a service overlay for a specific service manager to the component
Similar to the add_stream function. Its argument is the name of the
datastream to be used.
"""
if not config:
config = MORSE_SERVICE_DICT[datastream]
Configuration.link_overlay(self, config, overlay, kwargs)
[docs] def level(self, level):
""" Set the 'realism level' of the component.
Some components define several abstraction level that impact what data
are exported.
See each component documentation for the list of available levels.
"""
self.properties(abstraction_level = level)
[docs] def frequency(self, frequency=None, delay=0):
""" Set the frequency delay for the call of the Python module
:param frequency: (int) Desired frequency,
0 < frequency < logic tics
:param delay: (int) Delay between repeated pulses
(in logic tics, 0 = no delay)
if frequency is set, delay is obtained by fps / frequency.
"""
if frequency:
delay = max(0, bpymorse.get_fps() // frequency - 1)
sensors = [s for s in self._bpy_object.game.sensors if s.type == 'ALWAYS']
# New MORSE_LOGIC sensor, see AbstractComponent.morseable() bellow
morselogic = [s for s in sensors if s.name.startswith('MORSE_LOGIC')]
if len(morselogic) > 1:
logger.warning(self.name + " has too many MORSE_LOGIC sensors to "+\
"tune its frequency, change it through Blender")
elif len(morselogic) > 0:
morselogic[0].frequency = delay
# Backward compatible (some actuators got special logic)
elif len(sensors) > 1:
logger.warning(self.name + " has too many Game Logic sensors to "+\
"tune its frequency, change it through Blender")
elif len(sensors) > 0:
sensors[0].frequency = delay
else:
logger.warning(self.name + " has no 'ALWAYS' Game Logic sensor. "+\
"Unable to tune its frequency.")
[docs] def is_morseable(self):
for sensor in self._bpy_object.game.sensors:
if sensor.type == 'ALWAYS':
for controller in sensor.controllers:
if controller.type == 'PYTHON' and \
controller.module.startswith("calling."):
return True
return False
[docs] def morseable(self, calling_module=None):
""" Make this component simulable in MORSE
:param calling_module: Module called each simulation cycle.
enum in ['calling.sensor_action',
'calling.actuator_action',
'calling.robot_action']
"""
if not calling_module:
calling_module = 'calling.'+self._category[:-1]+'_action'
# add default class to this component
if calling_module == 'calling.robot_action':
self.properties(Robot_Tag = True, classpath = 'morse.core.robot.Robot')
elif calling_module == 'calling.sensor_action':
self.properties(Component_Tag = True, classpath = 'morse.core.sensor.Sensor')
elif calling_module == 'calling.actuator_action':
self.properties(Component_Tag = True, classpath = 'morse.core.actuator.Actuator')
else:
logger.warning(self.name + ": unknown category: " + calling_module)
# add Game Logic sensor and controller to simulate the component
# Sensor: Always --- Controller: Python: module = 'calling.XXX_action'
self.select()
bpymorse.add_sensor(type='ALWAYS', name='MORSE_LOGIC')
sensor = self._bpy_object.game.sensors[-1]
sensor.use_pulse_true_level = True
bpymorse.add_controller(type='PYTHON')
controller = self._bpy_object.game.controllers[-1]
controller.mode = 'MODULE'
controller.module = calling_module
controller.link(sensor = sensor)
[docs] def append_meshes(self, objects=None, component=None, prefix=None):
""" Append the objects to the scene
The ``objects`` are located either in:
MORSE_COMPONENTS/``self._category``/``component``.blend/Object/
or in: MORSE_RESOURCE_PATH/``component``/Object/
:param objects: list of the objects names to append
:param component: component in which the objects are located
:param prefix: filter the objects names to append (used by PassiveObject)
:return: list of the imported (selected) Blender objects
"""
if not component:
component = self._blender_filename
if component.endswith('.blend'):
filepath = os.path.abspath(component) # external blend file
else:
filepath = os.path.join(MORSE_COMPONENTS, self._category, \
component + '.blend')
if not os.path.exists(filepath):
# Search for some blend file in different paths
filepath = None
resource_path = MORSE_RESOURCE_PATH.split(':')
for path in resource_path:
tmp = os.path.join(path, component)
if os.path.exists(tmp):
filepath = tmp
break
# Check if we got a match
if not filepath:
logger.error("Blender file '%s' for external asset import can" \
"not be found.\nEither provide an absolute path," \
" or a path relative to MORSE assets directory\n" \
"(typically $PREFIX/share/morse/data)"%component)
return
if not objects: # link_append all objects from blend file
objects = bpymorse.get_objects_in_blend(filepath)
if prefix: # filter (used by PassiveObject)
objects = [obj for obj in objects if obj.startswith(prefix)]
# Format the objects list for link_append
objlist = [{'name':obj} for obj in objects]
bpymorse.deselect_all()
# Append the objects to the scene, and (auto)select them
bpymorse.link_append(directory=filepath + '/Object/', link=False,
autoselect=True, files=objlist)
return bpymorse.get_selected_objects()
[docs] def append_collada(self, component=None):
""" Append Collada objects to the scene
:param component: component in which the objects are located
:return: list of the imported Blender objects
"""
if not component:
component = self._blender_filename
if component.endswith('.dae'):
filepath = os.path.abspath(component) # external blend file
else:
filepath = os.path.join(MORSE_COMPONENTS, self._category, \
component + '.dae')
if not os.path.exists(filepath):
logger.error("Collada file %s for external asset import can" \
"not be found.\nEither provide an absolute path, or" \
"a path relative to MORSE assets directory (typically"\
"$PREFIX/share/morse/data)" % (filepath))
return
# Save a list of objects names before importing Collada
objects_names = [obj.name for obj in bpymorse.get_objects()]
# Import Collada from filepath
bpymorse.collada_import(filepath=filepath)
# Get a list of the imported objects
imported_objects = [obj for obj in bpymorse.get_objects() \
if obj.name not in objects_names]
return imported_objects
[docs] def profile(self):
""" Watch the average time used during the simulation.
Display the profile of the component on the viewport in percent.
As Blender would for framerate and other debug-properties.
"""
if self._category is not 'sensors':
logger.warning("profile currently supports only sensors (%s)"%self)
for key in ["profile", "profile_action", "profile_modifiers",
"profile_datastreams"]:
prop = self._property_new(key, "0")
prop.show_debug = True
bpymorse.get_context_scene().game_settings.show_debug_properties = True
def __str__(self):
return self.name
[docs]class timer(float):
__doc__ = "this class extends float for the game properties configuration"