diff --git a/direct/src/actor/Actor.py b/direct/src/actor/Actor.py index b75b50bfde..e55dbdc0b5 100644 --- a/direct/src/actor/Actor.py +++ b/direct/src/actor/Actor.py @@ -5,7 +5,7 @@ __all__ = ['Actor'] from pandac.PandaModules import * from direct.showbase.DirectObject import DirectObject from pandac.PandaModules import LODNode -import types, copy +import types class Actor(DirectObject, NodePath): """ @@ -442,7 +442,6 @@ class Actor(DirectObject, NodePath): Actor cleanup function """ self.stop(None) - self.__frozenJoints = {} self.flush() self.__geomNode.removeNode() self.__geomNode = None @@ -1000,27 +999,6 @@ class Actor(DirectObject, NodePath): else: Actor.notify.warning("no joint named %s!" % (jointName)) - def getJointTransform(self,partName, jointName, lodName='lodRoot'): - partBundleDict=self.__partBundleDict.get(lodName) - if not partBundleDict: - Actor.notify.warning("no lod named: %s" % (lodName)) - return None - - subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName)) - partDef = partBundleDict.get(subpartDef.truePartName) - if partDef: - bundle = partDef.partBundle - else: - Actor.notify.warning("no part named %s!" % (partName)) - return None - - joint = bundle.findChild(jointName) - if joint == None: - Actor.notify.warning("no joint named %s!" % (jointName)) - return None - return joint.getInitialValue() - - def controlJoint(self, node, partName, jointName, lodName="lodRoot"): """controlJoint(self, NodePath, string, string, key="lodRoot") @@ -1033,8 +1011,7 @@ class Actor(DirectObject, NodePath): animation has been loaded and bound to the character, it will be too late to add a new control during that animation. """ - partBundleDict=self.__partBundleDict.get(lodName) - + partBundleDict = self.__partBundleDict.get(lodName) if not partBundleDict: Actor.notify.warning("no lod named: %s" % (lodName)) return None @@ -1069,14 +1046,32 @@ class Actor(DirectObject, NodePath): #This is an alternate method to control joints, which can be copied #This function is optimal in a non control jointed actor - def freezeJoint(self, partName, jointName, pos=Vec3(0,0,0), hpr=Vec3(0,0,0), scale=Vec3(1,1,1)): - transform=Mat4(TransformState.makePosHprScale(pos,hpr,scale).getMat()) - trueName = self.__subpartDict[partName].truePartName - for bundleDict in self.__partBundleDict.values(): - bundleDict[trueName].partBundle.freezeJoint(jointName,transform) - -# self.__frozenJoints[bundle.this][jointName] = transform - + def freezeJoint(self, partName, jointName, lodName="lodRoot", pos=Vec3(0,0,0), hpr=Vec3(0,0,0), scale=Vec3(1,1,1)): + mat=Mat4(TransformState.makePosHprScale(pos,hpr,scale).getMat()) + + partBundleDict = self.__partBundleDict.get(lodName) + if not partBundleDict: + Actor.notify.warning("no lod named: %s" % (lodName)) + return None + + subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName)) + partDef = partBundleDict.get(subpartDef.truePartName) + if partDef: + bundle = partDef.partBundle + else: + Actor.notify.warning("no part named %s!" % (partName)) + return None + + joint = bundle.findChild(jointName) + if joint == None: + Actor.notify.warning("no joint named %s!" % (jointName)) + return None + + + if self.__frozenJoints.has_key(bundle.this): + self.__frozenJoints[bundle.this][jointName] = mat + else: + self.__frozenJoints[bundle.this] = { jointName: mat } def instance(self, path, partName, jointName, lodName="lodRoot"): """instance(self, NodePath, string, string, key="lodRoot") @@ -1681,7 +1676,7 @@ class Actor(DirectObject, NodePath): # A model loaded from disk will always have just one bundle. assert(node.getNumBundles() == 1) bundle = node.getBundle(0) - self.__frozenJoints[bundle.this]={} + if (needsDict): bundleDict[partName] = Actor.PartDef(bundleNP, bundle, model.node()) self.__partBundleDict[lodName] = bundleDict @@ -1800,39 +1795,6 @@ class Actor(DirectObject, NodePath): else: self.__animControlDict[lName][partName][animName] = Actor.AnimDef(filename) - def initAnimsOnAllLODs(self,partNames): - - for lod in self.__partBundleDict.keys(): - for part in partNames: - self.__animControlDict.setdefault(lod,{}) - self.__animControlDict[lod].setdefault(part, {}) - - #for animName, filename in anims.items(): - # # make sure this lod is in anim control dict - # for lod in self.__partBundleDict.keys(): - # # store the file path only; we will bind it (and produce - # # an AnimControl) when it is played - # - # self.__animControlDict[lod][partName][animName] = Actor.AnimDef(filename) - - def loadAnimsOnAllLODs(self, anims,partName="modelRoot"): - """loadAnims(self, string:string{}, string='modelRoot', - string='lodRoot') - Actor anim loader. Takes an optional partName (defaults to - 'modelRoot' for non-multipart actors) and lodName (defaults - to 'lodRoot' for non-LOD actors) and dict of corresponding - anims in the form animName:animPath{} - """ - - for animName, filename in anims.items(): - # make sure this lod is in anim control dict - for lod in self.__partBundleDict.keys(): - # store the file path only; we will bind it (and produce - # an AnimControl) when it is played - - self.__animControlDict[lod][partName][animName]= Actor.AnimDef(filename) - - def unloadAnims(self, anims, partName="modelRoot", lodName="lodRoot"): """unloadAnims(self, string:string{}, string='modelRoot', string='lodRoot') @@ -1945,19 +1907,15 @@ class Actor(DirectObject, NodePath): bundle = self.__partBundleDict[lodName][subpartDef.truePartName].partBundle - #NOTE: this is up here until we can guarantee anim bundle copying at a lower level - # Before we apply any control joints, we have to make a - # copy of the bundle hierarchy, so we don't modify other - # Actors that share the same bundle. - animBundle = animBundle.copyBundle() - - # Are there any controls requested for joints in this bundle? # If so, apply them. assert Actor.notify.debug('actor bundle %s, %s'% (bundle,bundle.this)) controlDict = self.__controlJoints.get(bundle.this, None) - if controlDict: + # Before we apply any control joints, we have to make a + # copy of the bundle hierarchy, so we don't modify other + # Actors that share the same bundle. + animBundle = animBundle.copyBundle() for jointName, node in controlDict.items(): if node: joint = animBundle.makeChildDynamic(jointName) @@ -1966,6 +1924,21 @@ class Actor(DirectObject, NodePath): else: Actor.notify.error("controlled joint %s is not present" % jointName) + #fix any other joints in place + fixDict = self.__frozenJoints.get(bundle.this, None) + if fixDict: + # Before we apply any control joints, we have to make a + # copy of the bundle hierarchy, so we don't modify other + # Actors that share the same bundle. + + animBundle = animBundle.copyBundle() + for jointName,mat in fixDict.items(): + joint = animBundle.makeChildDynamic(jointName) + if joint: + joint.setValue(mat) + else: + Actor.notify.error("controlled joint %s is not present" % jointName) + # bind anim animControl = bundle.bindAnim(animBundle, -1, subpartDef.subset) @@ -2008,8 +1981,8 @@ class Actor(DirectObject, NodePath): assert bundleNP.node().getNumBundles() == 1 bundle = bundleNP.node().getBundle(0) otherFixed=other.__frozenJoints.get(partDef.partBundle.this,None) - if(otherFixed is not None): - self.__frozenJoints[bundle.this]=copy.copy(otherFixed) + if(otherFixed): + self.__frozenJoints[bundle.this]=otherFixed self.__partBundleDict[lodName][partName] = Actor.PartDef(bundleNP, bundle, model) else: Actor.notify.error("lod: %s has no matching part: %s" %