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bodylib.py
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# --------------------------------------------------------------------------
# Blendyn -- file bodylib.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 bpy.types import Operator, Panel
from bpy.props import *
from .utilslib import *
# Parses body entry in the .log file (see section E.2.8 of input manual for details)
def parse_body(rw, ed):
ret_val = True
try:
el = ed['body_' + str(rw[1])]
eldbmsg({'PARSE_ELEM'}, "BLENDYN::parse_body()", el)
eldbmsg({'FOUND_DICT'}, "BLENDYN::parse_body()", el)
el.nodes[0].int_label = int(rw[2])
el.magnitude = float(rw[3]) # mass
el.offsets[0].value = Vector(( float(rw[4]), float(rw[5]), float(rw[6]) ))
# FIXME this is the inertia matrix... And this is a (dirty) trick
el.offsets[1].value = Vector(( float(rw[7]), float(rw[8]), float(rw[9]) ))
el.offsets[2].value = Vector(( float(rw[10]), float(rw[11]), float(rw[12]) ))
el.offsets[3].value = Vector(( float(rw[13]), float(rw[14]), float(rw[15]) ))
# FIXME: this is here to enhance backwards compatibility.
# Should disappear in future versions
el.mbclass = 'elem.body'
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.body'
el.type = 'body'
el.int_label = int(rw[1])
eldbmsg({'PARSE_ELEM'}, "BLENDYN::parse_body()", el)
eldbmsg({'NOTFOUND_DICT'}, "BLENDYN::parse_body()", el)
el.nodes.add()
el.nodes[0].int_label = int(rw[2])
el.magnitude = float(rw[3])
el.offsets.add()
el.offsets[0].value = Vector(( float(rw[4]), float(rw[5]), float(rw[6]) ))
# FIXME this is the inertia matrix... And this is a (dirty) trick
el.offsets.add()
el.offsets[1].value = Vector(( float(rw[7]), float(rw[8]), float(rw[9]) ))
el.offsets.add()
el.offsets[2].value = Vector(( float(rw[10]), float(rw[11]), float(rw[12]) ))
el.offsets.add()
el.offsets[3].value = Vector(( float(rw[13]), float(rw[14]), float(rw[15]) ))
el.import_function = "blendyn.import_body"
el.info_draw = "body_info_draw"
el.name = el.type + "_" + str(el.int_label)
el.is_imported = True
ret_val = False
return ret_val
# -----------------------------------------------------------
# end of parse_body(rw, ed) function
## Spawns a Blender object representing a body element (CG representation)
def spawn_body_element(elem, context):
""" Draws a body 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 {'CANCELLED'}
try:
n1 = nd['node_' + str(elem.nodes[0].int_label)].blender_object
except KeyError:
return {'NODE1_NOTFOUND'}
# node object
n1OBJ = bpy.data.objects[n1]
try:
set_active_collection('bodies')
elcol = bpy.data.collections.new(name = elem.name)
bpy.data.collections['bodies'].children.link(elcol)
set_active_collection(elcol.name)
# load the wireframe body object from the library
bpy.ops.wm.append(directory = os.path.join(mbs.addon_path,\
'library', 'other.blend', 'Object'), filename = 'cg')
# the append operator leaves just the imported object selected
bodyOBJ = bpy.context.selected_objects[0]
bodyOBJ.name = elem.name
# automatic scaling
s = n1OBJ.scale.magnitude*(1./sqrt(3.))
print("body node scale")
print(n1OBJ.scale.magnitude)
bodyOBJ.scale = Vector(( s, s, s ))
# element offset with respect to nodes
f1 = elem.offsets[0].value
# project offsets in global frame
R1 = n1OBJ.rotation_quaternion.to_matrix()
p1 = n1OBJ.location + R1@Vector(( f1[0], f1[1], f1[2] ))
# place the body object in the position defined relative to node 1
bodyOBJ.location = p1
bodyOBJ.rotation_mode = 'QUATERNION'
# set mbdyn props of object
bodyOBJ.mbdyn.dkey = elem.name
bodyOBJ.mbdyn.type = 'element'
# set parenting of wireframe obj
parenting(bodyOBJ, n1OBJ)
elem.blender_object = bodyOBJ.name
# set collections
elcol.objects.link(n1OBJ)
set_active_collection('Master Collection')
return {'FINISHED'}
except FileNotFoundError:
return {'LIBRARY_ERROR'}
except KeyError:
return {'COLLECTION_ERROR'}
# -----------------------------------------------------------
# end of spawn_body_elem(elem, layout) function
# Imports a Body in the scene
class BLENDYN_OT_import_body(bpy.types.Operator):
bl_idname = "blendyn.import_body"
bl_label = "Imports a body"
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['body_' + str(self.int_label)]
retval = spawn_body_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 == {'LIBRARY_ERROR'}:
eldbmsg(retval, type(self).__name__ + '::execute()', elem)
return {'CANCELLED'}
elif retval == {'COLLECTION_ERROR'}:
eldbmsf(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_body class
# Displays body element info in the tools panel
def body_info_draw(elem, layout):
nd = bpy.context.scene.mbdyn.nodes
col = layout.column(align = True)
col.prop(elem, "magnitude", text = "mass")
row = layout.row()
col = layout.column(align = True)
for node in nd:
if node.int_label == elem.nodes[0].int_label:
# Display node 1 info
col.prop(node, "int_label", text = "Node ID ")
col.prop(node, "string_label", text = "Node label ")
col.prop(node, "blender_object", text = "Node Object: ")
col.enabled = False
# Display offset from node 1
row = layout.row()
row.label(text = "CG offset in Node " + node.string_label + " R.F.")
col = layout.column(align = True)
col.prop(elem.offsets[0], "value", text = "", slider = False)
row = layout.row()
row.label(text = "Inertia tensor")
box = layout.box()
row = box.row()
row.prop(elem.offsets[1], 'value', text = "")
row = box.row()
row.prop(elem.offsets[2], 'value', text = "")
row = box.row()
row.prop(elem.offsets[3], 'value', text = "")
# split = box.split(.33)
# column = split.column()
# column.row().prop(elem.offsets[1], 'value', index = 0, text = 'Jxx')
# column.row().prop(elem.offsets[2], 'value', index = 0, text = 'Jyx')
# column.row().prop(elem.offsets[3], 'value', index = 0, text = 'Jzx')
# column = split.column()
# column.row().prop(elem.offsets[1], 'value', index = 1, text = 'Jxy')
# column.row().prop(elem.offsets[2], 'value', index = 1, text = 'Jyy')
# column.row().prop(elem.offsets[3], 'value', index = 1, text = 'Jzy')
# column = split.column()
# column.row().prop(elem.offsets[1], 'value', index = 2, text = 'Jxz')
# column.row().prop(elem.offsets[2], 'value', index = 2, text = 'Jyz')
# column.row().prop(elem.offsets[3], 'value', index = 2, text = 'Jzz')
pass
# -----------------------------------------------------------
# end of body_info_draw(elem, layout) function