new lower level joint freeze function

This commit is contained in:
Zachary Pavlov 2007-06-02 00:31:21 +00:00
parent 1f9f4b654e
commit 2c85e350ee

View File

@ -5,7 +5,7 @@ __all__ = ['Actor']
from pandac.PandaModules import *
from direct.showbase.DirectObject import DirectObject
from pandac.PandaModules import LODNode
import types
import types, copy
class Actor(DirectObject, NodePath):
"""
@ -442,6 +442,7 @@ class Actor(DirectObject, NodePath):
Actor cleanup function
"""
self.stop(None)
self.__frozenJoints = {}
self.flush()
self.__geomNode.removeNode()
self.__geomNode = None
@ -999,6 +1000,27 @@ 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")
@ -1011,7 +1033,8 @@ 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
@ -1046,32 +1069,14 @@ 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, 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 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 instance(self, path, partName, jointName, lodName="lodRoot"):
"""instance(self, NodePath, string, string, key="lodRoot")
@ -1676,7 +1681,7 @@ 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
@ -1795,6 +1800,39 @@ 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')
@ -1907,15 +1945,19 @@ 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)
@ -1924,21 +1966,6 @@ 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)
@ -1981,8 +2008,8 @@ class Actor(DirectObject, NodePath):
assert bundleNP.node().getNumBundles() == 1
bundle = bundleNP.node().getBundle(0)
otherFixed=other.__frozenJoints.get(partDef.partBundle.this,None)
if(otherFixed):
self.__frozenJoints[bundle.this]=otherFixed
if(otherFixed is not None):
self.__frozenJoints[bundle.this]=copy.copy(otherFixed)
self.__partBundleDict[lodName][partName] = Actor.PartDef(bundleNP, bundle, model)
else:
Actor.notify.error("lod: %s has no matching part: %s" %