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from bpy.types import (
    Operator,
    OperatorFileListElement,
    Panel
)
from bpy.props import (
    StringProperty,
    CollectionProperty
)
from bpy_extras.io_utils import ImportHelper
import bpy
import pickle
from os.path import splitext, join, basename

bl_info = {
    "name": "PyBulletSimImporter",
    "author": "Huy Ha <[email protected]>",
    "version": (0, 0, 1),
    "blender": (2, 92, 0),
    "location": "3D View > Toolbox > Animation tab > PyBullet Simulation Importer",
    "description": "Imports PyBullet Simulation Results",
    "warning": "",
    "category": "Animation",
}


class ANIM_OT_import_pybullet_sim(Operator, ImportHelper):
    bl_label = "Import simulation"
    bl_idname = "pybulletsim.import"
    bl_description = "Imports a PyBullet Simulation"
    bl_options = {'REGISTER', 'UNDO'}
    files: CollectionProperty(
        name="Simulation files",
        type=OperatorFileListElement,
    )
    directory: StringProperty(subtype='DIR_PATH')
    filename_ext = ".pkl"
    filter_glob: StringProperty(
        default='*.pkl',
        options={'HIDDEN'})
    skip_frames:  bpy.props.IntProperty(
        name="Skip Frames", default=10, min=1, max=100)
    max_frames:  bpy.props.IntProperty(
        name="Max Frames", default=-1, min=-1, max=100000)

    def execute(self, context):
        for file in self.files:
            filepath = join(self.directory, file.name)
            print(f'Processing {filepath}')
            with open(filepath, 'rb') as pickle_file:
                data = pickle.load(pickle_file)
                collection_name = splitext(basename(filepath))[0]
                collection = bpy.data.collections.new(collection_name)
                bpy.context.scene.collection.children.link(collection)
                context.view_layer.active_layer_collection = \
                    context.view_layer.layer_collection.children[-1]

                for obj_key in data:
                    pybullet_obj = data[obj_key]
                    # Load mesh of each link
                    # register material


                    if pybullet_obj['type'] == 'mesh':
                        extension = pybullet_obj['mesh_path'].split(
                            ".")[-1].lower()
                        # Handle different mesh formats
                        if 'obj' in extension:
                            bpy.ops.import_scene.obj(
                                filepath=pybullet_obj['mesh_path'],
                                axis_forward='Y', axis_up='Z')
                        elif 'dae' in extension:
                            bpy.ops.wm.collada_import(
                                filepath=pybullet_obj['mesh_path'])
                        elif 'stl' in extension:
                            bpy.ops.import_mesh.stl(
                                filepath=pybullet_obj['mesh_path'])
                        else:
                            print("Unsupported File Format:{}".format(extension))
                            pass
                    elif pybullet_obj['type'] == 'cube':
                        bpy.ops.mesh.primitive_cube_add()
                    elif pybullet_obj['type'] == "sphere":
                        bpy.ops.mesh.primitive_uv_sphere_add() # radius=pybullet_obj['mesh_scale'][0]
                    elif pybullet_obj['type'] ==  "cylinder":
                        bpy.ops.mesh.primitive_cylinder_add() # radius=pybullet_obj['mesh_scale'][0], length=pybullet_obj['mesh_scale'][-1]

                    # Delete lights and camera
                    parts = 0
                    final_objs = []
                    for import_obj in context.selected_objects:
                        bpy.ops.object.select_all(action='DESELECT')
                        import_obj.select_set(True)
                        if 'Camera' in import_obj.name \
                                or 'Light' in import_obj.name\
                                or 'Lamp' in import_obj.name:
                            bpy.ops.object.delete(use_global=True)
                        else:
                            scale = pybullet_obj['mesh_scale']
                            if scale is not None:
                                # if type(scale) is list:
                                import_obj.scale.x = scale[0]
                                import_obj.scale.y = scale[1]
                                import_obj.scale.z = scale[2]

                            final_objs.append(import_obj)
                            parts += 1

                    bpy.ops.object.select_all(action='DESELECT')
                    for obj in final_objs:
                        if obj.type == 'MESH':
                            obj.select_set(True)
                    if len(context.selected_objects):
                        context.view_layer.objects.active =\
                            context.selected_objects[0]
                        # join them
                        bpy.ops.object.join()
                    blender_obj = context.view_layer.objects.active
                    blender_obj.name = obj_key

                    if pybullet_obj['mesh_material_name'] is not None:
                        # register material
                        material_name = pybullet_obj['mesh_material_name']
                        material_color = pybullet_obj['mesh_material_color']

                        print("registering material:", material_name)
                        mat = bpy.data.materials.new(name=material_name)
                        mat.use_nodes = True
                        nodes = mat.node_tree.nodes
                        links = mat.node_tree.links
                        for node in nodes:
                            nodes.remove(node)
                        mat_node = nodes.new(type='ShaderNodeBsdfPrincipled')
                        mat_node.inputs["Base Color"].default_value = material_color
                        mat_node_output = mat_node.outputs['BSDF']
                        output_node = nodes.new(type='ShaderNodeOutputMaterial')
                        links.new(output_node.inputs['Surface'], mat_node_output)

                        # attach material
                        # obj.data.materials[0] = bpy.data.materials[material_name]
                        if obj.data.materials:
                            obj.data.materials[0] = bpy.data.materials[material_name]
                        else:
                            obj.data.materials.append(bpy.data.materials[material_name])

                    # Keyframe motion of imported object
                    for frame_count, frame_data in enumerate(
                            pybullet_obj['frames']):
                        if frame_count % self.skip_frames != 0:
                            continue
                        if self.max_frames > 1 and frame_count > self.max_frames:
                            print('Exceed max frame count')
                            break
                        percentage_done = frame_count / \
                            len(pybullet_obj['frames'])
                        print(f'\r[{percentage_done*100:.01f}% | {obj_key}]',
                              '#' * int(60*percentage_done), end='')
                        pos = frame_data['position']
                        orn = frame_data['orientation']
                        context.scene.frame_set(
                            frame_count // self.skip_frames)
                        # Apply position and rotation
                        blender_obj.location.x = pos[0]
                        blender_obj.location.y = pos[1]
                        blender_obj.location.z = pos[2]
                        blender_obj.rotation_mode = 'QUATERNION'
                        blender_obj.rotation_quaternion.x = orn[0]
                        blender_obj.rotation_quaternion.y = orn[1]
                        blender_obj.rotation_quaternion.z = orn[2]
                        blender_obj.rotation_quaternion.w = orn[3]
                        bpy.ops.anim.keyframe_insert_menu(
                            type='Rotation')
                        bpy.ops.anim.keyframe_insert_menu(
                            type='Location')
        return {'FINISHED'}


class VIEW3D_PT_pybullet_recorder(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Animation"
    bl_label = 'PyBulletSimImporter'

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("pybulletsim.import")


def register():
    bpy.utils.register_class(VIEW3D_PT_pybullet_recorder)
    bpy.utils.register_class(ANIM_OT_import_pybullet_sim)


def unregister():
    bpy.utils.unregister_class(VIEW3D_PT_pybullet_recorder)
    bpy.utils.unregister_class(ANIM_OT_import_pybullet_sim)


if __name__ == "__main__":
    register()