-
Notifications
You must be signed in to change notification settings - Fork 8
/
prismjlib.py
272 lines (227 loc) · 9.69 KB
/
prismjlib.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
# --------------------------------------------------------------------------
# Blendyn -- file prismjlib.py
# Copyright (C) 2015 -- 2021 Andrea Zanoni -- [email protected]
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This file is part of Blendyn, add-on script for Blender.
#
# Blendyn is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Blendyn is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Blendyn. If not, see <http://www.gnu.org/licenses/>.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import bpy
import os
from mathutils import *
from math import *
from .utilslib import *
# helper function to parse prismatic joints
def parse_prismatic(rw, ed):
ret_val = True
try:
el = ed['prismatic_' + str(rw[1])]
eldbmsg({'PARSE_ELEM'}, "BLENDYN::parse_prismatic()", el)
eldbmsg({'FOUND_DICT'}, "BLENDYN::parse_prismatic()", el)
el.nodes[0].int_label = int(rw[2])
el.nodes[1].int_label = int(rw[15])
R1 = Matrix().to_3x3()
parse_rotmat(rw, 6, R1)
el.rotoffsets[0].value = R1.to_quaternion();
R2 = Matrix().to_3x3()
parse_rotmat(rw, 19, R2)
el.rotoffsets[1].value = R2.to_quaternion();
# FIXME: this is here to enhance backwards compatibility.
# Should disappear in future versions
el.mbclass = 'elem.joint'
if el.name in bpy.data.objects.keys():
el.blender_object = el.name
el.is_imported = True
pass
except KeyError:
el = ed.add()
el.mbclass = 'elem.joint'
el.type = 'prismatic'
el.int_label = int(rw[1])
eldbmsg({'PARSE_ELEM'}, "BLENDYN::parse_prismatic()", el)
eldbmsg({'NOTFOUND_DICT'}, "BLENDYN::parse_prismatic()", el)
el.nodes.add()
el.nodes[0].int_label = int(rw[2])
el.nodes.add()
el.nodes[1].int_label = int(rw[15])
el.rotoffsets.add()
R1 = Matrix().to_3x3()
parse_rotmat(rw, 6, R1)
el.rotoffsets[0].value = R1.to_quaternion();
el.rotoffsets.add()
R2 = Matrix().to_3x3()
parse_rotmat(rw, 19, R2)
el.rotoffsets[1].value = R2.to_quaternion();
el.import_function = "blendyn.import_prismatic"
el.info_draw = "prism_info_draw"
el.name = el.type + "_" + str(el.int_label)
el.is_imported = True
ret_val = False
pass
return ret_val
# --------------------------------------------------------------------------
# end of parse_prismatic(rw, ed) function
# function that displays prism info in panel -- [ optional ]
def prism_info_draw(elem, layout):
nd = bpy.context.scene.mbdyn.nodes
row = layout.row()
col = layout.column(align=True)
try:
node = nd['node_' + str(elem.nodes[0].int_label)]
# Display node 1 info
col.prop(node, "int_label", text = "Node 1 ID ")
col.prop(node, "string_label", text = "Node 1 label ")
col.prop(node, "blender_object", text = "Node 1 Object: ")
col.enabled = False
# Display orientation offset from node 1 info
row = layout.row()
row.label(text = "orientation offset from Node 1")
col = layout.column(align = True)
col.prop(elem.rotoffsets[0], "value", text = "", slider = False)
node = nd['node_' + str(elem.nodes[1].int_label)]
# Display node 2 info
col = layout.column()
col.prop(node, "int_label", text = "Node 2 ID ")
col.prop(node, "string_label", text = "Node 2 label ")
col.prop(node, "blender_object", text = "Node 2 Object: ")
col.enabled = False
# Display orientation offset from node 2 info
row = layout.row()
row.label(text = "orientation offset from Node 2")
col = layout.column(align = True)
col.prop(elem.rotoffsets[1], "value", text = "", slider = False)
layout.separator()
return {'FINISHED'}
except KeyError:
return {'NODE_NOTFOUND'}
# -----------------------------------------------------------
# end of prism_info_draw(elem, layout) function
# Creates the object representing a prismatic joint element
def spawn_prismatic_element(elem, context):
""" Draws a prismatic joint element, loading a wireframe
object from the addon library """
mbs = context.scene.mbdyn
nd = mbs.nodes
if any(obj == elem.blender_object for obj in context.scene.objects.keys()):
return {'OBJECT_EXISTS'}
try:
n1 = nd['node_' + str(elem.nodes[0].int_label)].blender_object
except KeyError:
return {'NODE1_NOTFOUND'}
try:
n2 = nd['node_' + str(elem.nodes[1].int_label)].blender_object
except KeyError:
return {'NODE2_NOTFOUND'}
# nodes' objects
n1OBJ = bpy.data.objects[n1]
n2OBJ = bpy.data.objects[n2]
try:
set_active_collection('joints')
elcol = bpy.data.collections.new(name = elem.name)
bpy.data.collections['joints'].children.link(elcol)
set_active_collection(elcol.name)
# load the wireframe prismatic joint object from the library
bpy.ops.wm.append(directory = os.path.join(mbs.addon_path,\
'library', 'joints.blend', 'Object'), filename = 'prismatic')
# the append operator leaves just the imported object selected
prismjOBJ = bpy.context.selected_objects[0]
prismjOBJ.name = elem.name
# automatic scaling
s = (.5/sqrt(3.))*(n1OBJ.scale.magnitude + \
n2OBJ.scale.magnitude)
prismjOBJ.scale = Vector(( s, s, s ))
# joint offsets with respect to nodes
f1 = Vector(( 0.0, 0.0, 0.0 ))
f2 = Vector(( 0.0, 0.0, 0.0 ))
q1 = Quaternion(( elem.rotoffsets[0].value[0:] ))
q2 = Quaternion(( elem.rotoffsets[1].value[0:] ))
# project offsets in global frame
R1 = n1OBJ.rotation_quaternion.to_matrix()
R2 = n2OBJ.rotation_quaternion.to_matrix()
p1 = n1OBJ.location + R1@f1
p2 = n2OBJ.location + R2@f2
# place the joint object in the position defined relative to node 2
prismjOBJ.location = p1
prismjOBJ.rotation_mode = 'QUATERNION'
prismjOBJ.rotation_quaternion = [email protected]_quaternion
# create an object representing the second RF used by the joint
# for model debugging
bpy.ops.object.empty_add(type = 'ARROWS', location = p2)
RF2 = bpy.context.selected_objects[0]
RF2.rotation_mode = 'QUATERNION'
RF2.rotation_quaternion = [email protected]_quaternion
RF2.scale = .33*prismjOBJ.scale
RF2.name = prismjOBJ.name + '_RF2'
parenting(RF2, prismjOBJ)
RF2.hide_set(state = True)
# set parenting of wireframe obj
parenting(prismjOBJ, n1OBJ)
prismjOBJ.mbdyn.dkey = elem.name
prismjOBJ.mbdyn.type = 'element'
elem.blender_object = prismjOBJ.name
# link objects to element collection
elcol.objects.link(n1OBJ)
elcol.objects.link(n2OBJ)
set_active_collection('Master Collection')
return {'FINISHED'}
except FileNotFoundError:
return {'LIBRARY_ERROR'}
except KeyError:
return {'COLLECTION_ERROR'}
# -----------------------------------------------------------
# end of spawn_prismatic_element(elem, context) function
# Imports a Prismatic Joint in the scene
class BLENDYN_OT_import_prismatic(bpy.types.Operator):
bl_idname = "blendyn.import_prismatic"
bl_label = "MBDyn prismatic joint element importer"
int_label: bpy.props.IntProperty()
def draw(self, context):
layout = self.layout
layout.alignment = 'LEFT'
def execute(self, context):
ed = bpy.context.scene.mbdyn.elems
nd = bpy.context.scene.mbdyn.nodes
try:
elem = ed['prismatic_' + str(self.int_label)]
retval = spawn_prismatic_element(elem, context)
if retval == {'OBJECT_EXISTS'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'NODE1_NOTFOUND'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'NODE2_NOTFOUND'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'COLLECTION_ERROR'}:
eldbmsf(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'LIBRARY_ERROR'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'FINISHED'}:
eldbmsg({'IMPORT_SUCCESS'}, type(self).__name__ + '::execute()', elem)
return retval
else:
# Should not be reached
return retval
except KeyError:
eldbmsg({'DICT_ERROR'}, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
# -----------------------------------------------------------
# end of BLENDYN_OT_import_prismatic class.