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https://github.com/panda3d/panda3d.git
synced 2025-10-04 10:54:24 -04:00
new lower level joint freeze function
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1f9f4b654e
commit
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@ -5,7 +5,7 @@ __all__ = ['Actor']
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from pandac.PandaModules import *
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from pandac.PandaModules import *
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from direct.showbase.DirectObject import DirectObject
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from direct.showbase.DirectObject import DirectObject
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from pandac.PandaModules import LODNode
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from pandac.PandaModules import LODNode
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import types
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import types, copy
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class Actor(DirectObject, NodePath):
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class Actor(DirectObject, NodePath):
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"""
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"""
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@ -442,6 +442,7 @@ class Actor(DirectObject, NodePath):
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Actor cleanup function
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Actor cleanup function
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"""
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"""
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self.stop(None)
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self.stop(None)
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self.__frozenJoints = {}
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self.flush()
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self.flush()
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self.__geomNode.removeNode()
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self.__geomNode.removeNode()
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self.__geomNode = None
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self.__geomNode = None
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@ -999,6 +1000,27 @@ class Actor(DirectObject, NodePath):
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else:
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else:
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Actor.notify.warning("no joint named %s!" % (jointName))
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Actor.notify.warning("no joint named %s!" % (jointName))
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def getJointTransform(self,partName, jointName, lodName='lodRoot'):
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partBundleDict=self.__partBundleDict.get(lodName)
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if not partBundleDict:
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Actor.notify.warning("no lod named: %s" % (lodName))
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return None
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subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
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partDef = partBundleDict.get(subpartDef.truePartName)
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if partDef:
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bundle = partDef.partBundle
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else:
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Actor.notify.warning("no part named %s!" % (partName))
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return None
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joint = bundle.findChild(jointName)
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if joint == None:
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Actor.notify.warning("no joint named %s!" % (jointName))
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return None
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return joint.getInitialValue()
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def controlJoint(self, node, partName, jointName, lodName="lodRoot"):
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def controlJoint(self, node, partName, jointName, lodName="lodRoot"):
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"""controlJoint(self, NodePath, string, string, key="lodRoot")
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"""controlJoint(self, NodePath, string, string, key="lodRoot")
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@ -1011,7 +1033,8 @@ class Actor(DirectObject, NodePath):
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animation has been loaded and bound to the character, it will
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animation has been loaded and bound to the character, it will
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be too late to add a new control during that animation.
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be too late to add a new control during that animation.
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"""
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"""
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partBundleDict = self.__partBundleDict.get(lodName)
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partBundleDict=self.__partBundleDict.get(lodName)
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if not partBundleDict:
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if not partBundleDict:
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Actor.notify.warning("no lod named: %s" % (lodName))
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Actor.notify.warning("no lod named: %s" % (lodName))
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return None
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return None
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@ -1046,32 +1069,14 @@ class Actor(DirectObject, NodePath):
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#This is an alternate method to control joints, which can be copied
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#This is an alternate method to control joints, which can be copied
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#This function is optimal in a non control jointed actor
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#This function is optimal in a non control jointed actor
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def freezeJoint(self, partName, jointName, lodName="lodRoot", pos=Vec3(0,0,0), hpr=Vec3(0,0,0), scale=Vec3(1,1,1)):
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def freezeJoint(self, partName, jointName, pos=Vec3(0,0,0), hpr=Vec3(0,0,0), scale=Vec3(1,1,1)):
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mat=Mat4(TransformState.makePosHprScale(pos,hpr,scale).getMat())
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transform=Mat4(TransformState.makePosHprScale(pos,hpr,scale).getMat())
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trueName = self.__subpartDict[partName].truePartName
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for bundleDict in self.__partBundleDict.values():
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bundleDict[trueName].partBundle.freezeJoint(jointName,transform)
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partBundleDict = self.__partBundleDict.get(lodName)
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# self.__frozenJoints[bundle.this][jointName] = transform
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if not partBundleDict:
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Actor.notify.warning("no lod named: %s" % (lodName))
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return None
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subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
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partDef = partBundleDict.get(subpartDef.truePartName)
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if partDef:
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bundle = partDef.partBundle
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else:
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Actor.notify.warning("no part named %s!" % (partName))
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return None
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joint = bundle.findChild(jointName)
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if joint == None:
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Actor.notify.warning("no joint named %s!" % (jointName))
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return None
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if self.__frozenJoints.has_key(bundle.this):
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self.__frozenJoints[bundle.this][jointName] = mat
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else:
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self.__frozenJoints[bundle.this] = { jointName: mat }
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def instance(self, path, partName, jointName, lodName="lodRoot"):
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def instance(self, path, partName, jointName, lodName="lodRoot"):
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"""instance(self, NodePath, string, string, key="lodRoot")
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"""instance(self, NodePath, string, string, key="lodRoot")
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@ -1676,7 +1681,7 @@ class Actor(DirectObject, NodePath):
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# A model loaded from disk will always have just one bundle.
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# A model loaded from disk will always have just one bundle.
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assert(node.getNumBundles() == 1)
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assert(node.getNumBundles() == 1)
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bundle = node.getBundle(0)
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bundle = node.getBundle(0)
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self.__frozenJoints[bundle.this]={}
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if (needsDict):
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if (needsDict):
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bundleDict[partName] = Actor.PartDef(bundleNP, bundle, model.node())
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bundleDict[partName] = Actor.PartDef(bundleNP, bundle, model.node())
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self.__partBundleDict[lodName] = bundleDict
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self.__partBundleDict[lodName] = bundleDict
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@ -1795,6 +1800,39 @@ class Actor(DirectObject, NodePath):
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else:
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else:
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self.__animControlDict[lName][partName][animName] = Actor.AnimDef(filename)
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self.__animControlDict[lName][partName][animName] = Actor.AnimDef(filename)
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def initAnimsOnAllLODs(self,partNames):
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for lod in self.__partBundleDict.keys():
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for part in partNames:
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self.__animControlDict.setdefault(lod,{})
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self.__animControlDict[lod].setdefault(part, {})
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#for animName, filename in anims.items():
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# # make sure this lod is in anim control dict
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# for lod in self.__partBundleDict.keys():
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# # store the file path only; we will bind it (and produce
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# # an AnimControl) when it is played
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#
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# self.__animControlDict[lod][partName][animName] = Actor.AnimDef(filename)
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def loadAnimsOnAllLODs(self, anims,partName="modelRoot"):
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"""loadAnims(self, string:string{}, string='modelRoot',
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string='lodRoot')
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Actor anim loader. Takes an optional partName (defaults to
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'modelRoot' for non-multipart actors) and lodName (defaults
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to 'lodRoot' for non-LOD actors) and dict of corresponding
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anims in the form animName:animPath{}
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"""
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for animName, filename in anims.items():
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# make sure this lod is in anim control dict
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for lod in self.__partBundleDict.keys():
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# store the file path only; we will bind it (and produce
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# an AnimControl) when it is played
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self.__animControlDict[lod][partName][animName]= Actor.AnimDef(filename)
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def unloadAnims(self, anims, partName="modelRoot", lodName="lodRoot"):
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def unloadAnims(self, anims, partName="modelRoot", lodName="lodRoot"):
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"""unloadAnims(self, string:string{}, string='modelRoot',
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"""unloadAnims(self, string:string{}, string='modelRoot',
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string='lodRoot')
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string='lodRoot')
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@ -1907,15 +1945,19 @@ class Actor(DirectObject, NodePath):
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bundle = self.__partBundleDict[lodName][subpartDef.truePartName].partBundle
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bundle = self.__partBundleDict[lodName][subpartDef.truePartName].partBundle
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# Are there any controls requested for joints in this bundle?
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#NOTE: this is up here until we can guarantee anim bundle copying at a lower level
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# If so, apply them.
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assert Actor.notify.debug('actor bundle %s, %s'% (bundle,bundle.this))
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controlDict = self.__controlJoints.get(bundle.this, None)
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if controlDict:
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# Before we apply any control joints, we have to make a
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# Before we apply any control joints, we have to make a
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# copy of the bundle hierarchy, so we don't modify other
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# copy of the bundle hierarchy, so we don't modify other
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# Actors that share the same bundle.
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# Actors that share the same bundle.
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animBundle = animBundle.copyBundle()
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animBundle = animBundle.copyBundle()
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# Are there any controls requested for joints in this bundle?
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# If so, apply them.
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assert Actor.notify.debug('actor bundle %s, %s'% (bundle,bundle.this))
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controlDict = self.__controlJoints.get(bundle.this, None)
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if controlDict:
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for jointName, node in controlDict.items():
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for jointName, node in controlDict.items():
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if node:
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if node:
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joint = animBundle.makeChildDynamic(jointName)
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joint = animBundle.makeChildDynamic(jointName)
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@ -1924,21 +1966,6 @@ class Actor(DirectObject, NodePath):
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else:
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else:
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Actor.notify.error("controlled joint %s is not present" % jointName)
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Actor.notify.error("controlled joint %s is not present" % jointName)
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#fix any other joints in place
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fixDict = self.__frozenJoints.get(bundle.this, None)
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if fixDict:
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# Before we apply any control joints, we have to make a
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# copy of the bundle hierarchy, so we don't modify other
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# Actors that share the same bundle.
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animBundle = animBundle.copyBundle()
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for jointName,mat in fixDict.items():
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joint = animBundle.makeChildDynamic(jointName)
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if joint:
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joint.setValue(mat)
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else:
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Actor.notify.error("controlled joint %s is not present" % jointName)
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# bind anim
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# bind anim
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animControl = bundle.bindAnim(animBundle, -1, subpartDef.subset)
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animControl = bundle.bindAnim(animBundle, -1, subpartDef.subset)
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@ -1981,8 +2008,8 @@ class Actor(DirectObject, NodePath):
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assert bundleNP.node().getNumBundles() == 1
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assert bundleNP.node().getNumBundles() == 1
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bundle = bundleNP.node().getBundle(0)
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bundle = bundleNP.node().getBundle(0)
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otherFixed=other.__frozenJoints.get(partDef.partBundle.this,None)
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otherFixed=other.__frozenJoints.get(partDef.partBundle.this,None)
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if(otherFixed):
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if(otherFixed is not None):
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self.__frozenJoints[bundle.this]=otherFixed
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self.__frozenJoints[bundle.this]=copy.copy(otherFixed)
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self.__partBundleDict[lodName][partName] = Actor.PartDef(bundleNP, bundle, model)
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self.__partBundleDict[lodName][partName] = Actor.PartDef(bundleNP, bundle, model)
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else:
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else:
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Actor.notify.error("lod: %s has no matching part: %s" %
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Actor.notify.error("lod: %s has no matching part: %s" %
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