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

bpy = None

try:
    import bpy
except ImportError:
    print("ATTENTION: 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 collada_import = empty_method add_object = empty_method add_empty = empty_method new_mesh = empty_method new_object = empty_method apply_transform = 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 link_append = bpy.ops.wm.link_append collada_import = bpy.ops.wm.collada_import add_object = bpy.ops.object.add if bpy.app.version >= (2, 65, 0): 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
[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(): """Add MORSE Component Empty object which hlods MORSE logic""" if bpy.app.version >= (2, 65, 0): add_empty(type='ARROWS') else: add_object(type='EMPTY')
[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 select_only(obj): if bpy: deselect_all() obj.select = True bpy.context.scene.objects.active = obj
[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
[docs]def get_objects_in_blend(filepath): if not bpy: return [] objects = [] try: with bpy.data.libraries.load(filepath) as (src, _): try: objects = [obj for obj in src.objects] 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 save(filepath=None, check_existing=False): """ Save .blend file :param filepath: (string, (optional, default: current file)) File Path :param check_existing: (boolean, (optional, default: False)) Check and warn on overwriting existing files """ if not bpy: return if not filepath: filepath = bpy.data.filepath bpy.ops.wm.save_mainfile(filepath=filepath, check_existing=check_existing)
[docs]def set_speed(fps=0, logic_step_max=0, physics_step_max=0): """ 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: int in [1, 250], default 0 :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: int in [1, 5], default 0 :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: int in [1, 5], default 0 usage:: bpymorse.set_speed(120, 5, 5) .. warning:: This method must be called at the top of your Builder script, before creating any component. """ 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