Source code for morse.builder.robots.human
import logging; logger = logging.getLogger("morserobots." + __name__)
from morse.builder import bpymorse
from morse.builder import Armature, Robot
[docs]class Human(Robot):
""" Append a human model to the scene.
The human model currently available in MORSE comes with its
own subjective camera and several features for object manipulation.
It also exposes a :doc:`human posture component <../sensors/human_posture>`
that can be accessed by the ``armature`` member.
Usage example:
.. code-block:: python
#! /usr/bin/env morseexec
from morse.builder import *
human = Human()
human.translate(x=5.5, y=-3.2, z=0.0)
human.rotate(z=-3.0)
human.armature.add_stream('pocolibs')
Currently, only one human per simulation is supported.
"""
def __init__(self, filename='human'):
""" The 'style' parameter is only to switch to the mocap_human file.
:param filename: 'human' (default) or 'mocap_human'
"""
Robot.__init__(self, filename)
self.suffix = self.name[-4:] if self.name[-4] == "." else ""
self.armature = None
if filename == 'mocap_human':
self.properties(classpath="morse.robots.mocap_human.MocapHumanClass")
else:
self.properties(classpath="morse.robots.human.HumanClass")
try:
self.armature = Armature("HumanArmature", "human_posture")
# new way of loading class (drop 'Class' and 'Path' properties)
self.armature.properties(classpath="morse.sensors.human_posture.HumanPosture")
self.append(self.armature)
except KeyError:
logger.error("Could not find the human armature! (I was looking " +\
"for an object called 'HumanArmature' in the human" +\
" children). I won't be able to export the human pose" +\
" to any middleware.")
# fix for Blender 2.6 Animations
armature_object = self.get_child(self.armature.name)
if armature_object:
hips = self.get_child("Hips_Empty")
# IK human has no object called Hips_Empty, so avoid this step
if hips:
for i, actuator in enumerate(hips.game.actuators):
actuator.layer = i
for i, actuator in enumerate(armature_object.game.actuators):
actuator.layer = i
[docs] def after_renaming(self):
if self._blender_filename == 'mocap_human':
# no need for mocap
return
# Store the human real name (ie, after renaming) in its link 'POS_EMPTY' and 'Human_Camera' object, for later control.
pos_empty = bpymorse.get_object("POS_EMPTY" + self.suffix)
bpymorse.select_only(pos_empty)
bpymorse.new_game_property()
prop = pos_empty.game.properties
# select the last property in the list (which is the one we just added)
prop[-1].name = "human_name"
prop[-1].type = "STRING"
prop[-1].value = self.name
human_camera = bpymorse.get_object("Human_Camera" + self.suffix)
bpymorse.select_only(human_camera)
bpymorse.new_game_property()
prop = human_camera.game.properties
# select the last property in the list (which is the one we just added)
prop[-1].name = "human_name"
prop[-1].type = "STRING"
prop[-1].value = self.name
[docs] def use_world_camera(self):
self.properties(WorldCamera = True)
[docs] def disable_keyboard_control(self):
self.properties(disable_keyboard_control = True)