Files
appRobotRender/render_robot_v01a.py
2026-05-28 09:08:08 +02:00

581 lines
19 KiB
Python

import bpy
import math
import mathutils
import json
from pathlib import Path
from typing import Any, Dict, Iterable, List, Optional, Tuple, Union
# ============================================================
# PATHS
# ============================================================
ROBOT_JSON_FILE = r"C:\Users\kech\SynologyDrive\2026-AppServer-AppRobot\appRobotRendering\robot.json"
OUTPUT_FILE = r"C:\Users\kech\SynologyDrive\2026-AppServer-AppRobot\appRobotRendering\render.png"
RENDER_WIDTH = 1200
RENDER_HEIGHT = 800
# ============================================================
# FALLBACK DEFAULT MATERIALS (placeholders)
# ============================================================
DEFAULT_MATERIALS = {
"wood": {
"baseColor": (0.72, 0.52, 0.33, 1.0),
"roughness": 0.85,
"metallic": 0.0,
},
"plaWhite": {
"baseColor": (0.95, 0.95, 0.95, 1.0),
"roughness": 0.45,
"metallic": 0.0,
},
"steel": {
"baseColor": (0.72, 0.72, 0.75, 1.0),
"roughness": 0.25,
"metallic": 1.0,
},
"powderCoatBlue": {
"baseColor": (0.15, 0.25, 0.70, 1.0),
"roughness": 0.55,
"metallic": 0.0,
},
"marbleStone": {
"baseColor": (0.85, 0.85, 0.87, 1.0),
"roughness": 0.95,
"metallic": 0.0,
},
"defaultPlastic": {
"baseColor": (0.95, 0.95, 0.95, 1.0),
"roughness": 0.40,
"metallic": 0.0,
},
}
STATE_KEYS = ["x", "y", "z", "a", "b", "c", "e"]
# ============================================================
# JSON LOADING
# ============================================================
robot: Dict[str, Any] = {}
if Path(ROBOT_JSON_FILE).exists():
with open(ROBOT_JSON_FILE, "r", encoding="utf-8") as f:
robot = json.load(f)
else:
# Minimal fallback so the script can still run during development.
robot = {
"renderingInfo": {
"cameraPosition": [-500, -1100, 900],
"cameraTarget": [0, 0, 200],
"cameraUpVector": [0, 0, 1],
"lightPosition": [-1000, -1000, 2000],
"lightTarget": [0, 0, 0],
"lightUpVector": [0, 0, 1],
"metric": "mm",
"materials": {},
},
"defaultPosition": {k: 0 for k in STATE_KEYS},
"recognized": {k: None for k in STATE_KEYS},
"movements": {k: None for k in STATE_KEYS},
"links": {},
}
rendering_info = robot.get("renderingInfo", {})
metric = rendering_info.get("metric", "mm")
scale_factor = 0.001 if metric == "mm" else 1.0
# Merge current state from multiple places.
# Priority: movements -> recognized -> defaultPosition -> 0
state: Dict[str, float] = {k: 0.0 for k in STATE_KEYS}
for source_name in ("defaultPosition", "recognized", "movements"):
source = robot.get(source_name, {}) or {}
for k in STATE_KEYS:
v = source.get(k, None)
if v is not None:
state[k] = float(v)
# ============================================================
# HELPERS
# ============================================================
def mm_to_m(value: float) -> float:
return value * scale_factor
def resolve_scalar(value: Any, state_map: Dict[str, float]) -> float:
"""Resolve numbers or symbolic placeholders like 'x'/'a'."""
if value is None:
return 0.0
if isinstance(value, (int, float)):
return float(value)
if isinstance(value, str):
key = value.strip().lower()
if key in state_map:
return float(state_map[key])
try:
return float(key)
except ValueError:
return 0.0
return 0.0
def resolve_vector(value: Any, state_map: Dict[str, float], default_len: int = 3) -> Tuple[float, ...]:
if value is None:
return tuple(0.0 for _ in range(default_len))
if isinstance(value, (int, float, str)):
return (resolve_scalar(value, state_map),)
if isinstance(value, (list, tuple)):
resolved = [resolve_scalar(v, state_map) for v in value]
if len(resolved) < default_len:
resolved.extend([0.0] * (default_len - len(resolved)))
return tuple(resolved[:default_len])
return tuple(0.0 for _ in range(default_len))
def resolve_vec3_m(value: Any, state_map: Dict[str, float]) -> Tuple[float, float, float]:
x, y, z = resolve_vector(value, state_map, default_len=3)
return mm_to_m(x), mm_to_m(y), mm_to_m(z)
def normalize_axis(axis: Iterable[Any]) -> mathutils.Vector:
ax = mathutils.Vector((float(axis[0]), float(axis[1]), float(axis[2])))
if ax.length == 0:
return mathutils.Vector((1.0, 0.0, 0.0))
return ax.normalized()
def create_or_get_material(name: str, fallback: str = "defaultPlastic") -> bpy.types.Material:
if name in bpy.data.materials:
return bpy.data.materials[name]
info = (robot.get("renderingInfo", {}) or {}).get("materials", {}) or {}
spec = None
# Support both dict-style and old list-style material definitions.
if isinstance(info, dict):
spec = info.get(name)
elif isinstance(info, list):
for entry in info:
if isinstance(entry, dict) and name in entry:
spec = entry[name]
break
if not isinstance(spec, dict):
spec = DEFAULT_MATERIALS.get(name, DEFAULT_MATERIALS[fallback])
else:
# Accept partial specs from JSON.
base = DEFAULT_MATERIALS.get(name, DEFAULT_MATERIALS[fallback]).copy()
if "baseColor" in spec:
color = tuple(spec["baseColor"])
base["baseColor"] = (*color[:3], 1.0) if len(color) == 3 else tuple(color[:4])
if "roughness" in spec:
base["roughness"] = float(spec["roughness"])
if "metallic" in spec:
base["metallic"] = float(spec["metallic"])
spec = base
mat = bpy.data.materials.new(name=name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf is not None:
bsdf.inputs["Base Color"].default_value = spec["baseColor"]
bsdf.inputs["Roughness"].default_value = spec["roughness"]
bsdf.inputs["Metallic"].default_value = spec["metallic"]
return mat
def import_stl(filepath: str):
filepath = str(Path(filepath).resolve())
if not Path(filepath).exists():
raise FileNotFoundError(
f"STL file not found:\\n{filepath}"
)
before = set(bpy.data.objects)
bpy.ops.wm.stl_import(filepath=filepath)
after = [
obj for obj in bpy.data.objects
if obj not in before
]
return after
def link_object(obj: bpy.types.Object):
if obj.name not in bpy.context.collection.objects:
bpy.context.collection.objects.link(obj)
def create_empty(name: str, location=(0, 0, 0), rotation=(0, 0, 0)) -> bpy.types.Object:
empty = bpy.data.objects.new(name, None)
bpy.context.collection.objects.link(empty)
empty.location = location
empty.rotation_euler = rotation
return empty
def euler_deg_xyz(values: Any) -> Tuple[float, float, float]:
x, y, z = resolve_vector(values, state, default_len=3)
return math.radians(x), math.radians(y), math.radians(z)
def safe_parent(child: bpy.types.Object, parent: Optional[bpy.types.Object]):
if parent is not None:
child.parent = parent
# Keep current world transform visually stable after parenting.
child.matrix_parent_inverse = parent.matrix_world.inverted()
# ============================================================
# CLEAN SCENE
# ============================================================
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete(use_global=False)
# ============================================================
# UNITS / WORLD
# ============================================================
scene = bpy.context.scene
scene.unit_settings.system = "METRIC"
scene.unit_settings.length_unit = "MILLIMETERS"
scene.unit_settings.scale_length = scale_factor
world = scene.world
if world is None:
world = bpy.data.worlds.new("World")
scene.world = world
world.use_nodes = True
bg = world.node_tree.nodes["Background"]
bg.inputs[0].default_value = (0.70, 0.85, 1.0, 1.0) # light blue sky
bg.inputs[1].default_value = 0.2
# ============================================================
# RENDER SETTINGS
# ============================================================
scene.render.engine = "CYCLES"
scene.view_settings.exposure = -1.5
scene.cycles.samples = 64
scene.cycles.preview_samples = 32
scene.render.resolution_x = RENDER_WIDTH
scene.render.resolution_y = RENDER_HEIGHT
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = "PNG"
scene.render.filepath = OUTPUT_FILE
scene.render.film_transparent = False
# ============================================================
# FLOOR / CHECKERBOARD
# ============================================================
# 2m x 2m floor, centered at origin.
bpy.ops.mesh.primitive_plane_add(size=2.0, location=(0, 0, mm_to_m(-28.0)))
floor = bpy.context.active_object
checker_mat = bpy.data.materials.new(name="Checkerboard")
checker_mat.use_nodes = True
nodes = checker_mat.node_tree.nodes
links = checker_mat.node_tree.links
nodes.clear()
output_node = nodes.new(type="ShaderNodeOutputMaterial")
bsdf_node = nodes.new(type="ShaderNodeBsdfPrincipled")
checker_node = nodes.new(type="ShaderNodeTexChecker")
mapping_node = nodes.new(type="ShaderNodeMapping")
texcoord_node = nodes.new(type="ShaderNodeTexCoord")
checker_node.inputs["Color1"].default_value = (0.82, 0.82, 0.82, 1.0)
checker_node.inputs["Color2"].default_value = (0.18, 0.18, 0.18, 1.0)
# 100mm checker squares across a 2m x 2m floor => 20 tiles each direction.
mapping_node.inputs["Scale"].default_value = (20.0, 20.0, 20.0)
links.new(texcoord_node.outputs["UV"], mapping_node.inputs["Vector"])
links.new(mapping_node.outputs["Vector"], checker_node.inputs["Vector"])
links.new(checker_node.outputs["Color"], bsdf_node.inputs["Base Color"])
links.new(bsdf_node.outputs["BSDF"], output_node.inputs["Surface"])
floor.data.materials.append(checker_mat)
# ============================================================
# CAMERA
# ============================================================
cam_data = bpy.data.cameras.new("Camera")
cam_obj = bpy.data.objects.new("Camera", cam_data)
bpy.context.collection.objects.link(cam_obj)
cam_pos = resolve_vec3_m(rendering_info.get("cameraPosition", [-500, -1100, 900]), state)
cam_target = resolve_vec3_m(rendering_info.get("cameraTarget", [0, 0, 0]), state)
cam_obj.location = cam_pos
cam_data.lens = 50
cam_vec = mathutils.Vector(cam_target) - mathutils.Vector(cam_pos)
if cam_vec.length == 0:
cam_vec = mathutils.Vector((1, 0, 0))
cam_obj.rotation_euler = cam_vec.to_track_quat("-Z", "Y").to_euler()
scene.camera = cam_obj
# ============================================================
# LIGHTS
# ============================================================
sun_data = bpy.data.lights.new(name="Sun", type="SUN")
sun_obj = bpy.data.objects.new(name="Sun", object_data=sun_data)
bpy.context.collection.objects.link(sun_obj)
sun_pos = resolve_vec3_m(rendering_info.get("lightPosition", [-1000, -1000, 2000]), state)
light_target = resolve_vec3_m(rendering_info.get("lightTarget", [0, 0, 0]), state)
sun_obj.location = sun_pos
light_vec = mathutils.Vector(light_target) - mathutils.Vector(sun_pos)
if light_vec.length == 0:
light_vec = mathutils.Vector((1, 0, -1))
sun_obj.rotation_euler = light_vec.to_track_quat("-Z", "Y").to_euler()
sun_data.energy = 1.0
area_data = bpy.data.lights.new(name="AreaLight", type="AREA")
area_obj = bpy.data.objects.new(name="AreaLight", object_data=area_data)
bpy.context.collection.objects.link(area_obj)
area_obj.location = (mm_to_m(-800), mm_to_m(-1200), mm_to_m(1500))
area_obj.rotation_euler = (math.radians(60), 0.0, math.radians(-20))
area_data.energy = 300
area_data.size = 2.0
# ============================================================
# ROBOT BUILDING
# ============================================================
links_def = robot.get("links")
if links_def is None:
# Backward compatibility with older name.
links_def = robot.get("ElementInfos", {})
created_nodes: Dict[str, bpy.types.Object] = {}
# Create all link containers first.
for link_name in links_def.keys():
created_nodes[link_name] = create_empty(f"{link_name}_link")
# Parent/position link containers.
for link_name, link_info in links_def.items():
parent_name = link_info.get("parent")
parent_obj = created_nodes.get(parent_name) if parent_name else None
link_obj = created_nodes[link_name]
safe_parent(link_obj, parent_obj)
# Static mounting transform relative to parent.
# Keep the extra info, but rename it to mountRotation in your JSON.
mount_pos = link_info.get("mountPosition", link_info.get("originInParentCoordinates", [0, 0, 0]))
mount_rot = link_info.get("mountRotation", link_info.get("rotationInParentCoordinates", [0, 0, 0]))
link_obj.location = resolve_vec3_m(mount_pos, state)
link_obj.rotation_euler = euler_deg_xyz(mount_rot)
# Joint transform (child-owned).
joint = link_info.get("jointToParent") or link_info.get("joint")
if isinstance(joint, dict):
joint_origin = joint.get("origin", [0, 0, 0])
joint_rot = joint.get("rotation", [0, 0, 0])
joint_type = joint.get("type", "fixed")
control_var = str(joint.get("variable", joint.get("control", ""))).lower()
axis = joint.get("axis", [1, 0, 0])
joint_offset = create_empty(f"{link_name}_joint")
safe_parent(joint_offset, link_obj)
joint_offset.location = resolve_vec3_m(joint_origin, state)
joint_offset.rotation_euler = euler_deg_xyz(joint_rot)
# Motion node under the joint offset.
motion_node = create_empty(f"{link_name}_motion")
safe_parent(motion_node, joint_offset)
if joint_type == "linear":
# Linear joint moves along its local axis by the control value.
move_val_mm = state.get(control_var, 0.0) if control_var else 0.0
axis_v = normalize_axis(axis)
motion_node.location = axis_v * mm_to_m(move_val_mm)
elif joint_type == "revolute":
# Revolute joint rotates around its local axis by the control value.
angle_deg = state.get(control_var, 0.0) if control_var else 0.0
axis_v = normalize_axis(axis)
# Convert axis-angle to Euler in local space by using rotation_difference.
quat = mathutils.Quaternion(axis_v, math.radians(angle_deg))
motion_node.rotation_euler = quat.to_euler()
else:
# fixed / unknown => no motion
pass
# The link container sits under the motion node.
safe_parent(link_obj, motion_node)
# Import and attach all meshes for every link.
for link_name, link_info in links_def.items():
link_obj = created_nodes[link_name]
model_list = link_info.get("model", [])
if not isinstance(model_list, list):
model_list = []
# Optional single-file shorthand.
if "stlFile" in link_info:
model_list = model_list + [{"stlFile": link_info["stlFile"]}]
for idx, model_def in enumerate(model_list):
stl_file = model_def.get("stlFile")
if not stl_file:
continue
base_dir = Path(ROBOT_JSON_FILE).parent if Path(ROBOT_JSON_FILE).exists() else Path.cwd()
stl_path = (base_dir / stl_file).resolve()
if not stl_path.exists():
# Try the file as given.
stl_path = Path(stl_file).resolve()
imported = import_stl(str(stl_path))
# Create a mesh container for each imported STL so a link can have many surfaces.
mesh_container = create_empty(f"{link_name}_mesh_{idx}")
safe_parent(mesh_container, link_obj)
origin_of_model = model_def.get("originOfModel", [0, 0, 0])
rot_of_model = model_def.get("rotationOfModelDegree", [0, 0, 0])
mesh_container.location = resolve_vec3_m(origin_of_model, state)
mesh_container.rotation_euler = euler_deg_xyz(rot_of_model)
material_name = model_def.get("material", "defaultPlastic")
material = create_or_get_material(material_name)
for obj in imported:
if obj.type != "MESH":
continue
safe_parent(obj, mesh_container)
# Keep STL imports at their own local origin; only scale to meters.
obj.scale = (scale_factor, scale_factor, scale_factor)
if len(obj.data.materials) == 0:
obj.data.materials.append(material)
else:
obj.data.materials[0] = material
# ============================================================
# DEBUG WORLD AXES
# ============================================================
def create_axis_arrow(
name,
direction,
color,
length_mm=200,
radius_mm=2,
cone_radius_mm=5,
cone_length_mm=20
):
length = mm_to_m(length_mm)
radius = mm_to_m(radius_mm)
cone_radius = mm_to_m(cone_radius_mm)
cone_length = mm_to_m(cone_length_mm)
dir_vec = mathutils.Vector(direction).normalized()
# --------------------------------------------------------
# CYLINDER
# --------------------------------------------------------
bpy.ops.mesh.primitive_cylinder_add(
radius=radius,
depth=length - cone_length
)
cyl = bpy.context.active_object
cyl.name = f"{name}_shaft"
# Blender cylinder points along Z by default
cyl.rotation_mode = 'QUATERNION'
cyl.rotation_quaternion = (
mathutils.Vector((0, 0, 1))
.rotation_difference(dir_vec)
)
cyl.location = dir_vec * ((length - cone_length) * 0.5)
# --------------------------------------------------------
# CONE
# --------------------------------------------------------
bpy.ops.mesh.primitive_cone_add(
radius1=cone_radius,
depth=cone_length
)
cone = bpy.context.active_object
cone.name = f"{name}_tip"
cone.rotation_mode = 'QUATERNION'
cone.rotation_quaternion = (
mathutils.Vector((0, 0, 1))
.rotation_difference(dir_vec)
)
cone.location = dir_vec * (length - cone_length * 0.5)
# --------------------------------------------------------
# MATERIAL
# --------------------------------------------------------
mat = bpy.data.materials.new(name=f"{name}_material")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (
color[0],
color[1],
color[2],
1.0
)
bsdf.inputs["Roughness"].default_value = 0.3
bsdf.inputs["Metallic"].default_value = 0.0
cyl.data.materials.append(mat)
cone.data.materials.append(mat)
# ------------------------------------------------------------
# CREATE XYZ AXES
# ------------------------------------------------------------
# X = red
create_axis_arrow(
"AxisX",
(1, 0, 0),
(1, 0, 0)
)
# Y = green
create_axis_arrow(
"AxisY",
(0, 1, 0),
(0, 1, 0)
)
# Z = blue
create_axis_arrow(
"AxisZ",
(0, 0, 1),
(0, 0, 1)
)
# ============================================================
# FINAL RENDER
# ============================================================
bpy.ops.render.render(write_still=True)
print("Finished rendering:", OUTPUT_FILE)