/// <summary> /// Adjusts roboy pose for all parts with the values from the simulation. /// </summary> /// <param name="msg">JSON msg containing the roboy pose.</param> void adjustPose(string name, RoboyPoseMsg msg) { m_RoboyPoseMessage = msg; Dictionary <string, float> xPositionsDictionary = m_RoboyPoseMessage.XDic; Dictionary <string, float> yPositionsDictionary = m_RoboyPoseMessage.YDic; Dictionary <string, float> zPositionsDictionary = m_RoboyPoseMessage.ZDic; Dictionary <string, float> qxRotationsDictionary = m_RoboyPoseMessage.QxDic; Dictionary <string, float> qyRotationsDictionary = m_RoboyPoseMessage.QyDic; Dictionary <string, float> qzRotationsDictionary = m_RoboyPoseMessage.QzDic; Dictionary <string, float> qwRotationsDictionary = m_RoboyPoseMessage.QwDic; Debug.Log(name); foreach (KeyValuePair <string, RoboyPart> roboyPart in m_RoboyPartsList[name]) { Debug.Log(roboyPart.Key); Debug.Log(roboyPart.Value); string index = roboyPart.Key; Vector3 originPosition = new Vector3(xPositionsDictionary[index], yPositionsDictionary[index], zPositionsDictionary[index]); Quaternion originRotation = new Quaternion(qxRotationsDictionary[index], qyRotationsDictionary[index], qzRotationsDictionary[index], qwRotationsDictionary[index]); roboyPart.Value.transform.localPosition = GazeboUtility.GazeboPositionToUnity(originPosition); roboyPart.Value.transform.localRotation = GazeboUtility.GazeboRotationToUnity(originRotation); } }
/// <summary> /// List of all points for this tendon /// </summary> /// <returns></returns> public Vector3[] GetWirepoints() { Vector3[] result = new Vector3[_wirepoints.Count]; for (int i = 0; i < _wirepoints.Count; i++) { result[i] = GazeboUtility.GazeboPositionToUnity(_wirepoints[i]); } return(_wirepoints.ToArray()); }
/// <summary> /// Creates prefabs for every model which were downloaded. /// </summary> public void CreatePrefab() { foreach (string modelName in m_ModelNames) { string pathToSDFFile = UpdaterUtility.ProjectFolder + @"/temp" + modelName + "SDFs.txt"; if (!File.Exists(pathToSDFFile)) { Debug.LogWarning("Scan file not found! Check whether it exists or if python script is working!"); return; } // get file content of format title:url string[] sdfContent = File.ReadAllLines(pathToSDFFile); File.Delete(pathToSDFFile); List <string[]> linkList = new List <string[]>(); foreach (string line in sdfContent) { string[] SDFline = line.Split(';'); linkList.Add(SDFline); } GameObject modelParent = null; string absoluteModelPath = UpdaterUtility.ProjectFolder + @"/SimulationModels/" + modelName + "/OriginModels"; for (int i = 0; i < linkList.Count; i++) //foreach (string[] line in linkList) { if (linkList[i][0] == "model_name") { //Create GameObject where everything will be attached modelParent = new GameObject(linkList[i][1]); linkList.Remove(linkList[i]); //continue; } } //List for all downloaded visuals List <string> visMeshList = new List <string>(); if (absoluteModelPath != "") { visMeshList = UpdaterUtility.getFilePathsFBX(absoluteModelPath + @"/visual"); } //List for all downloaded colliders List <string> colMeshList = new List <string>(); if (absoluteModelPath != "") { colMeshList = UpdaterUtility.getFilePathsFBX(absoluteModelPath + @"/collision"); } foreach (string name in visMeshList) { string[] currentLine = null; foreach (string[] line in linkList) { for (int j = 0; j < line.Length; j++) { string name1 = name.Replace(".fbx", ""); Debug.Log(name1 + " : " + name); if (line[j].Contains(name1)) { currentLine = line; Debug.Log(currentLine.Length); } } } string[] pose = null; string[] VIS_scale = null; //string[] COL_scale = null; for (int i = 0; i < currentLine.Length; i++) { if (currentLine[i].Contains("link_pose")) { pose = currentLine[i + 1].Split(' '); } if (currentLine[i].Contains("VIS_mesh_scale")) { VIS_scale = currentLine[i + 1].Split(' '); } //if (currentLine[i].Contains("COL_mesh_scale")) //{ // COL_scale = currentLine[i + 1].Split(' '); //} } GameObject meshPrefab = null; string relativeModelPath = "Assets/SimulationModels/" + modelName + "/OriginModels/"; // import Mesh meshPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(relativeModelPath + @"visual/" + name, typeof(UnityEngine.Object)); //StartCoroutine(importModelCoroutine(path, (result) => { meshPrefab = result; })); if (meshPrefab == null) { Debug.Log("Could not import model!"); continue; } GameObject meshCopy = Instantiate(meshPrefab); Debug.Log(pose.Length); meshCopy.tag = "RoboyPart"; meshCopy.transform.position = GazeboUtility.GazeboPositionToUnity(new Vector3(float.Parse(pose[0], CultureInfo.InvariantCulture.NumberFormat), float.Parse(pose[1], CultureInfo.InvariantCulture.NumberFormat), float.Parse(pose[2], CultureInfo.InvariantCulture.NumberFormat))); meshCopy.transform.eulerAngles = GazeboUtility.GazeboPositionToUnity(new Vector3(Mathf.Rad2Deg * float.Parse(pose[3], CultureInfo.InvariantCulture.NumberFormat), Mathf.Rad2Deg * float.Parse(pose[4], CultureInfo.InvariantCulture.NumberFormat), Mathf.Rad2Deg * float.Parse(pose[5], CultureInfo.InvariantCulture.NumberFormat))); if (VIS_scale != null) { meshCopy.transform.localScale = GazeboUtility.GazeboPositionToUnity(new Vector3(100 * float.Parse(VIS_scale[0], CultureInfo.InvariantCulture.NumberFormat), 100 * float.Parse(VIS_scale[1], CultureInfo.InvariantCulture.NumberFormat), 100 * float.Parse(VIS_scale[2], CultureInfo.InvariantCulture.NumberFormat))); } UpdaterUtility.attachCollider(meshCopy, relativeModelPath, name); var regex1 = new Regex(Regex.Escape("(Clone)")); meshCopy.name = regex1.Replace(meshCopy.name, "", 1); var regex2 = new Regex(Regex.Escape("VIS_")); meshCopy.name = regex2.Replace(meshCopy.name, "", 1); SelectableObject selectableObjectComponent = meshCopy.AddComponent <SelectableObject>(); selectableObjectComponent.TargetedMaterial = Resources.Load("RoboyMaterials/TargetedMaterial") as Material; selectableObjectComponent.SelectedMaterial = Resources.Load("RoboyMaterials/SelectedMaterial") as Material; meshCopy.AddComponent <RoboyPart>(); // Attach Model with mesh to parent GO meshCopy.transform.parent = modelParent.transform; } modelParent.tag = "Roboy"; //Create Prefab of existing GO UnityEngine.Object prefab = PrefabUtility.CreateEmptyPrefab("Assets/SimulationModels/" + modelName + "/" + modelName + ".prefab"); PrefabUtility.ReplacePrefab(modelParent, prefab, ReplacePrefabOptions.ConnectToPrefab); //Destroy GO after prefab is created DestroyImmediate(modelParent); } m_ModelNames.Clear(); }
/// <summary> /// Downloads models given in the .world files and saves their pose in a struct. /// </summary> public void Magic() { List <KeyValuePair <string, bool> > tempURLList = WorldChoiceDictionary.Where(entry => entry.Value == true).ToList(); foreach (var urlEntry in tempURLList) { if (File.Exists(UpdaterUtility.ProjectFolder + @"/SimulationWorlds/" + urlEntry.Key + @"/" + urlEntry.Key + ".world")) { Debug.Log(".world file found!"); // read .world file string[] argumentsSDFreader = { "python \"" + UpdaterUtility.PathToWorldReader + "\" \"" + UpdaterUtility.ProjectFolder + @"/SimulationWorlds/" + urlEntry.Key + @"/" + urlEntry.Key + ".world\"" }; CommandlineUtility.RunCommandLine(argumentsSDFreader); } else { Debug.LogWarning(".world file not found!"); } string pathToWorldFile = UpdaterUtility.ProjectFolder + @"/temp" + urlEntry.Key + @"World.txt"; if (!File.Exists(pathToWorldFile)) { Debug.LogWarning("Scan file not found! Check whether it exists or if python script is working!"); return; } //save content of temp file string[] WorldContent = File.ReadAllLines(pathToWorldFile); //delete temp file File.Delete(pathToWorldFile); List <string[]> modelList = new List <string[]>(); foreach (string line in WorldContent) { //each line contains of a model link with pose, scale, model_link string[] SDFline = line.Split(';'); modelList.Add(SDFline); } string worldName = null; for (int i = 0; i < modelList.Count; i++) { if (modelList[i][0] == "world_name") { //get world name worldName = modelList[i][1]; modelList.Remove(modelList[i]); } } foreach (string[] line in modelList) { //each model will be saved in a struct, so we can apply pose and scale later on ModelTransformation testModel = new ModelTransformation(); testModel.worldname = worldName; //check which attributes are set by the .world file and set them in the struct for (int j = 0; j < line.Length; j++) { testModel.link = new LinkTransformation(); string[] pose = null; if (line[j] == "model_pose") { //saving model_pose pose = line[j + 1].Split(' '); testModel.position = GazeboUtility.GazeboPositionToUnity(new Vector3(float.Parse(pose[0], CultureInfo.InvariantCulture.NumberFormat), float.Parse(pose[1], CultureInfo.InvariantCulture.NumberFormat), float.Parse(pose[2], CultureInfo.InvariantCulture.NumberFormat))); testModel.rotation = GazeboUtility.GazeboPositionToUnity(new Vector3(Mathf.Rad2Deg * float.Parse(pose[3], CultureInfo.InvariantCulture.NumberFormat), Mathf.Rad2Deg * float.Parse(pose[4], CultureInfo.InvariantCulture.NumberFormat), Mathf.Rad2Deg * float.Parse(pose[5], CultureInfo.InvariantCulture.NumberFormat))); } if (line[j] == "model_link") { //saving model_link name testModel.link.name = line[j + 1]; } if (line[j] == "VIS_mesh_uri") { // saving VIS_mesh_link and model.name testModel.link.VIS_meshName = line[j + 1]; string name1 = Regex.Replace(line[j + 1], ".*?//", ""); string name2 = Regex.Replace(name1, "/.*", ""); testModel.name = name2; Debug.Log(testModel.link.VIS_meshName); } //saving COL_mesh_link if (line[j] == "COL_mesh_uri") { testModel.link.COL_meshName = line[j + 1]; } string[] VIS_Scale = null; if (line[j] == "VIS_mesh_scale") { //saving model scale VIS_Scale = line[j + 1].Split(' '); } if (VIS_Scale != null) { //converting model scale testModel.link.VIS_scale = GazeboUtility.GazeboPositionToUnity(new Vector3(100 * float.Parse(VIS_Scale[0], CultureInfo.InvariantCulture.NumberFormat), 100 * float.Parse(VIS_Scale[1], CultureInfo.InvariantCulture.NumberFormat), 100 * float.Parse(VIS_Scale[2], CultureInfo.InvariantCulture.NumberFormat))); } string[] linkpose = null; if (line[j] == "link_pose") { pose = line[j + 1].Split(' '); } if (linkpose != null) { testModel.position = GazeboUtility.GazeboPositionToUnity(new Vector3(float.Parse(linkpose[0], CultureInfo.InvariantCulture.NumberFormat), float.Parse(linkpose[1], CultureInfo.InvariantCulture.NumberFormat), float.Parse(linkpose[2], CultureInfo.InvariantCulture.NumberFormat))); testModel.rotation = GazeboUtility.GazeboPositionToUnity(new Vector3(Mathf.Rad2Deg * float.Parse(linkpose[3], CultureInfo.InvariantCulture.NumberFormat), Mathf.Rad2Deg * float.Parse(linkpose[4], CultureInfo.InvariantCulture.NumberFormat), Mathf.Rad2Deg * float.Parse(linkpose[5], CultureInfo.InvariantCulture.NumberFormat))); } } modellist.Add(testModel); //} } WorldsCurrentState = UpdaterUtility.State.Downloaded; } List <string> names = new List <string>(); foreach (ModelTransformation model in modellist) { if (!names.Contains(model.name)) { names.Add(model.name); //Debug.Log(model.name); } } foreach (string name in names) { //replace "tree" with "raw" in URL var regex = new Regex(Regex.Escape("tree")); m_PathToModelsFolder = regex.Replace(m_PathToModelsFolder, "raw", 1); //start modeldownloader.py for visual string[] updateArgumentsWorld = { "start \"\" \"" + UpdaterUtility.PathToBlender + "\" -P", UpdaterUtility.PathToDownloadScript, m_PathToModelsFolder + @"/" + name + @"/meshes/", UpdaterUtility.ProjectFolder + @"/SimulationWorlds/Models/" + name + "/meshes", "" }; CommandlineUtility.RunCommandLine(updateArgumentsWorld); } }