Python 3 Scripting
Supported Use Case
The Dynamics Script Extension (Python 3)Â allows you to use the Python 3 programming language to modify the behaviour of dynamic elements of your simulation while it is running.
For example, if a mechanism consists of two parts that are constrained by a hinge, adding tension to that mechanism will not cause the hinge to break. However, a simple script that reads the tension and disables the constraint if it reaches a certain threshold will accurately simulate breaking the hinge.
A Dynamics Script is part of your content. The extension can be added to either a scene, mechanism or assembly document.
Basic Concepts
Python Interpreter Support
The Dynamics Script extension makes it easy to work with a Python 3 interpreter installed on your system. Vortex Studio comes bundled with a default interpreter but if you want to use third party packages or a different Python distribution you should point your Vortex application
towards an external interpreter that you previously installed.
The only restriction is that the supported Python version is Python 3.8. The default interpreter currently bundled with Vortex Studio is 3.8.6.
Workflow
- (Optional) Setting the Python Interpreter
- Adding a Dynamics Script extension to your content
- Adding Fields
- Writing a Dynamics Script's Code
Setting the Python Interpreter
Refer to the following documentation for additional information on a Vortex application's setup file and how to modify it.
Vortex provides a default Python Interpreter. If you need your own, you can specify it at the root level of a setup document, under the container Python 3.
See Python 3 Scripting - Python Usage and Environment Configuration
Adding a Dynamics Script extension to your content
Prerequisites: If you need to use another Python 3 interpreter than the one bundled with Vortex Studio, follow the steps labelled Setting the Python Interpreter above.
- Launch the Vortex Studio Editor.
- Open your content file or create a new assembly, mechanism or scene.
- In the Toolbox panel, under the Scripting category, add a Dynamics Script extension.
- In the Properties panel, set the path to the script you want to use to the parameter Script Path.
Your script will be automatically analyzed and any syntax error will be reported to you as warnings on the extension.
Every time, you edit and save your script in your code editor, it will be reimported into Vortex.
Adding Fields
The most direct way to communicate between Vortex and your Python script is to use fields (inputs, outputs and parameters) on the Dynamics Script extension. Both the Vortex application and the Python script can access those fields.
But before accessing fields you must first add them to the extension.
Using the Vortex Studio Editor
Right click on the dynamics script extension and select "Edit"
In the window that appears you can add inputs, outputs and parameters to your script.
There are 3 field containers on each scripts,
- Inputs
- Outputs
- Parameters
in Python access the fields using the syntax
"extension.inputs.field_name"
"extension.outputs.field_name"
"extension.parameters.field_name"
See code below as an example accessing fields created earlier.
def pre_step(extension): # The boolean input field in the screenshot above is named "boolean input" # Notice that spaces are replaced by underscores my_field = extension.inputs.boolean_input # my_field is a boolean input, you can read its value like so bool_value_of_my_field = my_field.value if bool_value_of_my_field: extension.outputs.an_output_double.value = 3.1415 else: parameter_number = extension.parameters.number.value extension.outputs.an_output_double.value = parameter_number
Using Python Code only
Fields can be created directly from Python code if you prefer
import Vortex def on_simulation_start(extension): # Creating an input of type boolean if extension.getInput("boolean input") is None: extension.addInput("boolean input", Vortex.Types.Type_Bool) # Creating an output of type double if extension.getOutput("an output double") is None: extension.addOutput("an output double", Vortex.Types.Type_Double) # Creating a parameter of type double if extension.getParameter("number") is None: extension.addParameter("number", Vortex.Types.Type_Double) def pre_step(extension): # The boolean input field we created on simulation start is named "boolean input" # Notice that spaces are replaced by underscores my_field = extension.inputs.boolean_input # my_field is a boolean input, you can read its value like so bool_value_of_my_field = my_field.value if bool_value_of_my_field: extension.outputs.an_output_double.value = 3.14159265359 else: parameter_number = extension.parameters.number.value extension.outputs.an_output_double.value = parameter_number
Writing a Dynamics Script's Code
The Dynamics Script extension supports the Python 3 programming language and gives the user access to all the rich features of this language.
Available Callbacks
Function | Description | Parameters |
---|---|---|
on_simulation_start(extension) | Called when the application mode changes from editing to simulating. | extension: The DynamicsScript extension referring to this script. |
on_simulation_stop(extension) | Called when the application mode changes from simulating to editing. | extension: The DynamicsScript extension referring to this script. |
pre_step(extension) | Equivalent to IDynamics::preStep. Called before the collision detection and the dynamic solver. | extension: The DynamicsScript extension referring to this script. |
post_step(extension) | Equivalent to IDynamics::postStep. Called after the collision detection and after the dynamic solver. | extension: The DynamicsScript extension referring to this script. |
paused_update(extension) | Equivalent to IDynamics::pausedUpdate. Called at every update in editing mode and when the simulation is paused. | extension: The DynamicsScript extension referring to this script. |
on_keyframe_save(extension, data) | Equivalent to IExtension::onStateSave. |
|
on_keyframe_restore(extension, data) | Equivalent to IExtension::onStateRestore. |
|
Available helper functions to write scripts
The Application Context
To get information relative to the application context, use getApplicationContext(). The method is available via the extension in dynamics Python scripts extension. Application context API is relatively simple and can be used for time/frame based related logic.
extension.getApplicationContext().getSimulationFrameRate() # Frame rate e.g., 60 means 60 fps extension.getApplicationContext().getSimulationTimeStep() # Time of a step. Is the inverse of frame rate e.g., Frame Rate = 60, Time Step = 1/60 = 0.016666 extension.getApplicationContext().getSimulationTime() # Current Time of the simulation. Time increases by Time step every frame. extension.getApplicationContext().getFrame() # Current Frame of the simulation extension.getApplicationContext().getApplicationMode() # Current Simulation mode i.e., kModeEditing, kModeSimulating or kModePlayingBack extension.getApplicationContext().isPaused() # Indicates if the simulation is paused extension.getApplicationContext().isSimulationRunning() # Indicates if the Simulation is running i.e., ApplicationMode is kModeSimulating And isPaused == False
VxMath::Transformation
A series of global helpers exists at the VxSim
 level to simplify matrix computation. They are the equivalent of the C++ Global helpers in namespace VxMath::Transformation
.
# Scale, Rotation and Translation Matrix Constructor m = Vortex.createScale(x,y,z) # Create a scale matrix. m = Vortex.createScale(scale) # Create a scale matrix from VxVector3. m = Vortex.createRotation(rx, ry, rz) # Creates a rotation matrix. rx, ry and rz are Euler angles given in radian, using the default Euler order m = Vortex.createRotation(axis, angle) # Creates a rotation matrix from an axis (VxVector3) and angle (radian). m = Vortex.createRotation(quat) # Creates a rotation matrix from a quaternion m = Vortex.createRotationFromOuterProduct(v, w) # Creates a rotation matrix from the outer product of two 3 dimensions vectors. m = Vortex.createTranslation(tx, ty, tz) # Creates a translation matrix. m = Vortex.createTranslation(translation) # Creates a translation matrix from VxVector3. # Creates a transform matrix with a position sets to the eye and oriented to the center. # The first component of the matrix is the forward vector, the second one is the side vector and the third is the up. m = Vortex.createObjectLookAt(eye, center, up) # The first component of the matrix is the side-way vector, the second one is the up vector and the third is pointing backward to the center. m = Vortex.createCameraLookAt(eye, center, up) # Creates an orthographic projection matrix. m = Vortex.createOrthographic(left, right, bottom, top, zNear, zFar) # Creates a non-regular projection frustum. m = Vortex.createFrustum(left, right, bottom, top, zNear, zFar) # Creates a regular perspective projection frustum. m = Vortex.createPerspective(fovy, aspectRatio, zNear, zFar) # Extraction helpers s = Vortex.getScale(m) # Get Scale VxVector3 from Matrix44 r = Vortex.getRotation(m) # Get Rotation VxVector3 from Matrix44 t = Vortex.getTranslation(m) # Get Translation VxVector3 from Matrix44 # Checks whether this matrix includes a perspective projection. b = Vortex.isPerspectiveProjection(m) # Affine Matrix operation mt = Vortex.translateTo(m, translation) # Sets translation VxVector3 on m mr = Vortex.rotateTo(m, rotation) # Sets rotation VxVector3 on m ms = Vortex.scaleTo(m, scale) # Sets scale VxVector3 on m m = Vortex.compose(scale, rotation, translation, flip) # Creates a matrix by composition with a VxVector3 scaling, then a VxVector3 rotation and a VxVector3 translation. scale, rotation, translation, flip = Vortex.decompose(m) # Decomposes the affine matrix m into a scale, rotation and translation matrix. Rotation are given in the range [-pi, pi] for x, [-pi/2, pi/2] for y, [-pi, pi] for z.
Accessing Contact DataÂ
With Python 3, contacts generated during the simulation can now be accessed in a Dynamics Script Extension. By calling the function getDynamicsContacts() as shown below, the DynamicsContactCollection is returned. This structure has two useful member functions, __len__(), which returns the number of contacts, and __iter__() which implements a Python iterator on the collection. This can be used as shown below to examine various properties of each contact that has been generated.
import Vortex def pre_step(extension): dynamicsContacts = extension.getInput("part").toDynamicPart().getInterface().getDynamicsContacts() for contact in dynamicsContacts: # retrieve contact information here
Two sets of get functions are available, the first set returns information relevant to the contact interaction, allowing examination of the position and normal direction, as well as the primary and secondary friction directions at the contact point.
pos = contact.getPosition() normal = contact.getNormal() primary = contact.getPrimaryDirection() secondary = contact.getSecondaryDirection()
The second set returns information for each part involved in the contact interaction, allowing examination of the contact force and torque on each part. These functions take a partID as an argument, which is just an integer labeling each part involved.
contact_force_part0 = contact.getForce(0) contact_torque_part0 = contact.getTorque(0)
Getting the full Vortex.py documentation
If you wish to see more of the Vortex API you can generate the pydoc. Simply open a command line tool in the bin folder of your vortex installation and run the following command:
python -m pydoc -w Vortex Vortex.html
The file Vortex.html will be generated in the bin folder and you can browse an up to date list of all the functions available in the Vortex API.
Using the Python Output Window
In the editor, a new window was added to help you see what is happening in your Python scripts
The Python Output panel is a text box where the output of all of your scripts is written. Any print statement in your script will print in this window and any error in execution will also show.
Make sure that you turn on the listening mode:
Now if you introduce an error in your code
If you want to know which script is the culprit for the error, you can click the error message and then the "bulls-eye"Â to locate the extension with the error in the explorer tree, or click the open source script icon to open the text file directly.
You can also use the print statement:
def on_simulation_start(extension): print("A very helpful message")
Example: Writing a simple script to automatically change the gears of a car
For convenience, this example starts with the sample file that you can find in this location: C:\CM Labs\Vortex Studio Content <version>\Samples\Vehicles\Car - Sedan\Car - Sedan.vxmechanism
Add a Dynamics Script to the mechanism
- Next to the mechanism file, create an empty text file and name it control.py
- In the toolbox, locate the Dynamics Script extension and add it to the mechanismÂ
- In the properties panel, set the Script Path to the empty script you created at step 1.Â
- Now to add inputs and outputs to the script extension. Find the extension in the explorer tab, right click it → edit
- Add an input
- rpm - double
- Add 3 outputs,
- engine - boolean
- throttle - double
- gear - int
- Add a parameter
- redline - double
- Add an input
- You should have something like this:
- Press Ok to confirm your fields
Now, your script extension should appear as follow:
Writing the code to start the car
- Open the file control.py, that you created, with any code editor of your choice
Start by adding code that will be run when we start the simulationÂ
- control.py
# First we import Vortex import Vortex def on_simulation_start(extension): # Turn on the engine by default extension.outputs.engine.value = True # Set the throttle to 1.0 at the start, 1 represents the pedal pressed all the way in, we want to go as fast as possible extension.outputs.throttle.value = 1.0 # Switch to first gear right at the start extension.outputs.gear.value = 1
Run the simulation, see the output fields values change
- Nothing happens to the car!
- We have to connect the outputs of the script to the vehicle interface
- Add a connection container
- connect all the fields of the dynamics script to the corresponding fields of the vehicle interface
Run the simulation again, the car moves and starts driving forward but it doesn't change gear, see the rpm maxed out at 6500:
Changing gears at runtime whenever we hit the our rpm redline
- Set the dynamics script redline parameter value to 6000
We will add the pre_step method, this callback is called every before every physics update of the simulation
control.py... def pre_step(extension): # Check if we hit our redline if extension.inputs.rpm.value >= extension.parameters.redline.value: # Gear up! extension.outputs.gear.value += 1
 Press play and look at what happens
We gear up a lot as soon as we hit 6000rpm, the pre_step method is called 60 times per second by default, sometimes its too quick for our needs. Something needs to be corrected so we don't shift up more than once before the rpm drops.
We want to add two things, first our car has only 6 gears, we should never gear up above this, second, we want to add a minimum time delay between each gear change
control.pydef on_simulation_start(extension): ... ## We can store variables in the extension object for use later on # Gear up at maximum once per second extension.gear_up_time_delay = 1.0 # Store a timestamp of the last gear change extension.last_gear_change = extension.getApplicationContext().getSimulationTime() def pre_step(extension): # Check that we have not already hit max gear if extension.outputs.gear.value < 6 and extension.inputs.rpm.value >= extension.parameters.redline.value: simulation_time = extension.getApplicationContext().getSimulationTime() # Check if it makes more than the gear_up_time_delay from the last time we did a gear change if simulation_time - extension.last_gear_change > extension.gear_up_time_delay: extension.last_gear_change = simulation_time # Gear up! extension.outputs.gear.value += 1
The final script should look like this:
control.py# First we import Vortex import Vortex def on_simulation_start(extension): # Turn on the engine by default extension.outputs.engine.value = True # Set the throttle to 1.0 at the start, 1 represents the pedal pressed all the way in, we want to go as fast as possible extension.outputs.throttle.value = 1.0 # Switch to first gear right at the start extension.outputs.gear.value = 1 ## We can store variables in the extension object for use later on # Gear up at maximum once per second extension.gear_up_time_delay = 1.0 # Store a timestamp of the last gear change extension.last_gear_change = extension.getApplicationContext().getSimulationTime() # This will be executed repeatedly every step of the simulation def pre_step(extension): # Check that we have not already hit max gear and we have hit our redline if extension.outputs.gear.value < 6 and extension.inputs.rpm.value >= extension.parameters.redline.value: simulation_time = extension.getApplicationContext().getSimulationTime() # Check if it makes more than the gear_up_time_delay from the last time we did a gear change if simulation_time - extension.last_gear_change > extension.gear_up_time_delay: extension.last_gear_change = simulation_time # Gear up! extension.outputs.gear.value += 1
Now, if you play the simulation, you will have a car that accelerates and gears up gradually, also you will find out that this sedan is very very fast easily reaching over 300km/h!
Converting Python 2 scripts to Python 3 Dynamics Script
If you had existing Python 2 scripts in your content you can easily convert it to a Dynamics Script in a few steps.
Convert the extension to Dynamics Script
The first thing you will want to do is use the "Convert to Dynamics Script" action in the editor.
To do so, right click on the desired script:
The convert action will change the extension type of the Python 2 script to the Python 3 dynamics script extension.
Doing this will keep all the fields, connections and references of the extension.
The Convert to Dynamics Script action will have created a duplicate version of your script file with the suffix _DynamicsScript or, if the script was embedded there will be a new .py file in the folder next to the current document.
Converting Python 2 code to Python 3
Here is an example code conversion which covers most cases for Vortex scripts, all changes are highlighted
Python 2 script | Python 3 conversion |
---|---|
import VxSim import math def on_add_to_universe(self, universe):   print "Initializing my script"   self.rotation_angle = 0 def on_remove_from_universe(self, universe):   print "Simulation Stopping" def pre_step(self):   self.rotation_angle += 1 def post_step(self):   self.outputs.rotation_transform.value = (     VxSim.createRotation(0, 0, math.radians(self.rotation_angle))) def on_state_save(self, data):   if hasattr(self, "rotation_angle"):     data["rotation_angle"] = self.rotation_angle   else:     data["rotation_angle"] = 0 def on_state_restore(self, data):   self.rotation_angle = data["rotation_angle"] | import Vortex import math def on_simulation_start(extension):   print("Initializing my script") # requires parentheses   extension.rotation_angle = 0 def on_simulation_stop(extension):   print("Simulation Stopping") # requires parentheses def pre_step(extension):   extension.rotation_angle += 1 def post_step(extension):   extension.outputs.rotation_transform.value = (     Vortex.createRotation(0, 0, math.radians(extension.rotation_angle))) def on_keyframe_save(extension, data):   if hasattr(extension, "rotation_angle"):     data["rotation_angle"] = extension.rotation_angle   else:     data["rotation_angle"] = 0 def on_keyframe_restore(extension, data):   extension.rotation_angle = data["rotation_angle"] |
Converting Vortex script code
- Change import VxSim to import Vortex
- Change all uses of VxSim in the code to Vortex
- Change the callbacks to their new names
def on_add_to_universe(self, universe):Â Â Â -->Â def on_simulation_start(extension):
def on_remove_from_universe(self, universe): -->Â def on_simulation_stop(extension):
def on_state_save(self, data):Â Â Â Â Â Â Â Â -->Â def on_keyframe_save(extension, data):
def on_state_restore(self, data):Â Â Â Â Â Â -->Â def on_keyframe_restore(extension, data):
- (optional) Replace the
self
identifier withextension
We recommend changing self
to extension
, because self refers to the current instance of a class. However, in the case of Vortex scripts, what you receive in each callback is really the Vortex extension.
We also recommend not using global variables. It is generally bad practice and might not be supported in future versions. Instead you should store all data in the extension that is given as a parameter in each callback.
This means replacing all uses of "global my_var" to "extension.my_var".
Note that we removed access to the "universe" parameter in the new script callbacks. This parameter was only used for rare cases such as creation of Intersection Sensors and Sensor Triggers. In the Python 3 API, the universe is no longer required in this case. For more information and python code examples refer to the Sensors documentation.
Converting generic Python code
This part is trickier, it depends on the complexity of your code, if your scripts are not too complex you probably do not require any code changes.
Here are two simple examples that you might see in your code:
- The print statement requires parentheses in Python 3.
print "A message" # Python 2
print("A message") # Python 3
- Integer division returns a float in Python 3, whereas it would always return an integer in Python 2
- 3/2 = 1 in Python 2
- 3/2 = 1.5 in Python 3
There are more differences between Python 2 and Python 3, but there are better resources online for this information.
Reference Information
See https://www.python.org/ for help getting started if you are new to Python.
See Vortex Studio 2020b SDK - Python 3 Scripting for more documentation about scripting with Vortex