*** empty log message ***

This commit is contained in:
gregw 2000-11-10 05:21:51 +00:00
parent f13329602f
commit 8109a44405

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@ -1,14 +1,16 @@
"""Actor module: contains the Actor class"""
from PandaObject import *
import LODNode
class Actor(PandaObject, NodePath):
"""Actor class: Contains methods for creating, manipulating
and playing animations on characters"""
#create the Actor class DirectNotify category
#create the Actor class globals (ewww!)
notify = directNotify.newCategory("Actor")
partPrefix = "__Actor_"
#special methods
@ -56,8 +58,11 @@ class Actor(PandaObject, NodePath):
a.attach("head", "torso", "joint-head")
a.attach("torso", "legs", "joint-hips")
#
# ADD LOD COMMENT HERE!
#
Other useful Acotr class functions:
Other useful Actor class functions:
#fix actor eye rendering
a.drawInFront("joint-pupil?", "eyes*")
@ -68,64 +73,117 @@ class Actor(PandaObject, NodePath):
"""
try:
self.Actor_initialized
except:
self.Actor_initialized = 1
# initial our NodePath essence
NodePath.__init__(self)
# initialize our NodePath essence
NodePath.__init__(self)
# create data structures
self.__partBundleDict = {}
self.__animControlDict = {}
if (other == None):
# act like a normal contructor
# create base hierarchy
self.assign(hidden.attachNewNode('actor'))
self.setGeomNode(self.attachNewNode('actorGeom'))
self.__LODNode = None
self.__hasLOD = 0
# create data structures
self.__partBundleDict = {}
self.__animControlDict = {}
if (other == None):
# act like a normal contructor
# create base hierarchy
self.assign(hidden.attachNewNode('actor'))
self.setGeomNode(self.attachNewNode('actorGeom'))
# load models
# make sure we have models
if (models):
# if this is a dictionary
if (type(models)==type({})):
# then it must be multipart actor
# load models
#
# four cases:
#
# models, anims{} = single part actor
# models{}, anims{} = single part actor w/ LOD
# models{}, anims{}{} = multi-part actor
# models{}{}, anims{}{} = multi-part actor w/ LOD
#
# make sure we have models
if (models):
# do we have a dictionary of models?
if (type(models)==type({})):
# if this is a dictionary of dictionaries
if (type(models[models.keys()[0]]) == type({})):
# then it must be a multipart actor w/LOD
self.setLODNode()
# preserve numerical order for lod's
# this will make it easier to set ranges
sortedKeys = models.keys()
sortedKeys.sort()
for lodName in sortedKeys:
# make a node under the LOD switch
# for each lod (just because!)
self.addLOD(str(lodName))
# iterate over both dicts
for modelName in models[lodName].keys():
self.loadModel(models[lodName][modelName],
modelName, lodName)
# then if there is a dictionary of dictionaries of anims
elif (type(anims[anims.keys()[0]])==type({})):
# then this is a multipart actor w/o LOD
for partName in models.keys():
# pass in each part
self.loadModel(models[partName], partName)
else:
# else it is a single part actor
self.loadModel(models)
# it is a single part actor w/LOD
self.setLODNode()
# preserve order of LOD's
sortedKeys = models.keys()
sortedKeys.sort()
for lodName in sortedKeys:
self.addLOD(str(lodName))
# pass in dictionary of parts
self.loadModel(models[lodName], lodName=lodName)
else:
# else it is a single part actor
self.loadModel(models)
# load anims
# make sure the actor has animations
if (anims):
if (len(anims) >= 1):
# if so, does it have a dictionary of dictionaries
if (type(anims[anims.keys()[0]])==type({})):
# then it must be multipart
for partName in anims.keys():
self.loadAnims(anims[partName], partName)
else:
# else it is not multipart
self.loadAnims(anims)
# load anims
# make sure the actor has animations
if (anims):
if (len(anims) >= 1):
# if so, does it have a dictionary of dictionaries?
if (type(anims[anims.keys()[0]])==type({})):
# are the models a dict of dicts too?
if (type(models)==type({})):
if (type(models[models.keys()[0]]) == type({})):
# then we have a multi-part w/ LOD
sortedKeys = models.keys()
sortedKeys.sort()
for lodName in sortedKeys:
# iterate over both dicts
for partName in anims.keys():
self.loadAnims(
anims[partName], partName, lodName)
else:
# then it must be multi-part w/o LOD
for partName in anims.keys():
self.loadAnims(anims[partName], partName)
elif (type(models)==type({})):
# then we have single-part w/ LOD
sortedKeys = models.keys()
sortedKeys.sort()
for lodName in sortedKeys:
self.loadAnims(anims, lodName=lodName)
else:
# else it is single-part w/o LOD
self.loadAnims(anims)
else:
# act like a copy constructor
# copy the scene graph elements of other
otherCopy = other.copyTo(hidden)
# assign these elements to ourselve
self.assign(otherCopy)
self.setGeomNode(otherCopy.getChild(0))
# copy the part dictionary from other
self.__copyPartBundles(other)
# copy the anim dictionary from other
self.__copyAnimControls(other)
return None
else:
# act like a copy constructor
# copy the scene graph elements of other
otherCopy = other.copyTo(hidden)
# assign these elements to ourselve
self.assign(otherCopy)
self.setGeomNode(otherCopy.getChild(0))
# copy the part dictionary from other
self.__copyPartBundles(other)
# copy the anim dictionary from other
self.__copyAnimControls(other)
def __str__(self):
"""__str__(self)
@ -136,11 +194,17 @@ class Actor(PandaObject, NodePath):
# accessing
def getLODNames(self):
"""getLODNames(self):
Return list of Actor LOD names. If not an LOD actor,
returns 'lodRoot'"""
return self.__partBundleDict.keys()
def getPartNames(self):
"""getPartNames(self):
Return list of Actor part names. If not multipart,
returns modelRoot"""
return self.__partBundleDict.keys()
Return list of Actor part names. If not an multipart actor,
returns 'modelRoot' NOTE: returns parts of first LOD"""
return self.__partBundleDict[0].keys()
def getGeomNode(self):
"""getGeomNode(self)
@ -152,19 +216,115 @@ class Actor(PandaObject, NodePath):
Set the node that contains all actor geometry"""
self.__geomNode = node
def getLODNode(self):
"""getLODNode(self)
Return the node that switches actor geometry in and out"""
return self.__LODNode.node()
def setLODNode(self, node=None):
"""setLODNode(self, LODNode=None)
Set the node that switches actor geometry in and out.
If one is not supplied as an argument, make one"""
if (node == None):
lod = LODNode.LODNode("lod")
self.__LODNode = self.__geomNode.attachNewNode(lod)
else:
self.__LODNode = self.__geomNode.attachNewNode(node)
self.__hasLOD = 1
self.switches = {}
def useLOD(self, lodName):
"""useLOD(self, string)
Make the Actor ONLY display the given LOD"""
# make sure we don't call this twice in a row
# and pollute the the switches dictionary
self.resetLOD()
# store the data in the switches for later use
sortedKeys = self.switches.keys()
sortedKeys.sort()
for eachLod in sortedKeys:
index = sortedKeys.index(eachLod)
# set the switches to not display ever
self.__LODNode.node().setSwitch(index, 0, 10000)
# turn the given LOD on 'always'
index = sortedKeys.index(lodName)
self.__LODNode.node().setSwitch(index, 10000, 0)
def printLOD(self):
sortedKeys = self.switches.keys()
sortedKeys.sort()
for eachLod in sortedKeys:
print "python switches for %s: in: %d, out %d" % (eachLod,
self.switches[eachLod][0],
self.switches[eachLod][1])
switchNum = self.__LODNode.node().getNumSwitches()
for eachSwitch in range(0, switchNum):
print "c++ switches for %d: in: %d, out: %d" % (eachSwitch,
self.__LODNode.node().getIn(eachSwitch),
self.__LODNode.node().getOut(eachSwitch))
def resetLOD(self):
"""resetLOD(self)
Restore all switch distance info (usually after a useLOD call)"""
sortedKeys = self.switches.keys()
sortedKeys.sort()
for eachLod in sortedKeys:
index = sortedKeys.index(eachLod)
self.__LODNode.node().setSwitch(index, self.switches[eachLod][0],
self.switches[eachLod][1])
def addLOD(self, lodName, inDist=0, outDist=0):
"""addLOD(self, string)
Add a named node under the LODNode to parent all geometry
of a specific LOD under."""
self.__LODNode.attachNewNode(str(lodName))
# save the switch distance info
self.switches[lodName] = [inDist, outDist]
# add the switch distance info
self.__LODNode.node().addSwitch(inDist, outDist)
def setLOD(self, lodName, inDist=0, outDist=0):
"""setLOD(self, string)
Set the switch distance for given LOD"""
# save the switch distance info
self.switches[lodName] = [inDist, outDist]
# add the switch distance info
sortedKeys = self.switches.keys()
sortedKeys.sort()
index = sortedKeys.index(lodName)
self.__LODNode.node().setSwitch(index, inDist, outDist)
def getLOD(self, lodName):
"""getLOD(self, string)
Get the named node under the LOD to which we parent all LOD
specific geometry to. Returns 'None' if not found"""
lod = self.__LODNode.find("**/" + str(lodName))
if lod.isEmpty():
return None
else:
return lod
def hasLOD(self):
"""hasLOD(self)
Return 1 if the actor has LODs, 0 otherwise"""
return self.__hasLOD
def getFrameRate(self, animName=None, partName=None):
"""getFrameRate(self, string, string=None)
Return duration of given anim name and given part.
If no anim specified, use the currently playing anim.
If no part specified, return anim durations of first part"""
If no part specified, return anim durations of first part.
NOTE: returns info only for the first LOD"""
if (partName == None):
partName = self.__animControlDict.keys()[0]
partName = self.__animControlDict[0].keys()[0]
if (animName==None):
animName = self.getCurrentAnim(partName)
# get duration for named part only
if (self.__animControlDict.has_key(partName)):
if (self.__animControlDict[0].has_key(partName)):
animControl = self.__getAnimControl(animName, partName)
if (animControl != None):
return animControl.getFrameRate()
@ -177,9 +337,10 @@ class Actor(PandaObject, NodePath):
"""getPlayRate(self, string=None, string=None)
Return the play rate of given anim for a given part.
If no part is given, assume first part in dictionary.
If no anim is given, find the current anim for the part"""
If no anim is given, find the current anim for the part.
NOTE: Returns info only for the first LOD"""
if (partName==None):
partName = self.__animControlDict.keys()[0]
partName = self.__animControlDict[0].keys()[0]
if (animName==None):
animName = self.getCurrentAnim(partName)
@ -194,35 +355,39 @@ class Actor(PandaObject, NodePath):
"""getPlayRate(self, float, string=None, string=None)
Set the play rate of given anim for a given part.
If no part is given, set for all parts in dictionary.
If no anim is given, find the current anim for the part"""
If no anim is given, find the current anim for the part.
NOTE: sets play rate on all LODs"""
# make a list of partNames for loop below
if (partName==None):
partNames = self.__animControlDict.keys()
else:
partNames = []
partNames.append(partName)
for lodName in self.__animControlDict.keys():
animControlDict = self.__animControlDict[lodName]
if (partName==None):
partNames = animControlDict.keys()
else:
partNames = []
partNames.append(partName)
# for each part in list, set play rate on given or current anim
for partName in partNames:
if (animName==None):
animName = self.getCurrentAnim(partName)
animControl = self.__getAnimControl(animName, partName)
if (animControl != None):
animControl.setPlayRate(rate)
# for each part in list, set play rate on given or current anim
for partName in partNames:
if (animName==None):
animName = self.getCurrentAnim(partName)
animControl = self.__getAnimControl(animName, partName)
if (animControl != None):
animControl.setPlayRate(rate)
def getDuration(self, animName=None, partName=None):
"""getDuration(self, string, string=None)
Return duration of given anim name and given part.
If no anim specified, use the currently playing anim.
If no part specified, return anim duration of first part"""
If no part specified, return anim duration of first part.
NOTE: returns info for first LOD only"""
if (partName == None):
partName = self.__animControlDict.keys()[0]
partName = self.__animControlDict[0].keys()[0]
if (animName==None):
animName = self.getCurrentAnim(partName)
# get duration for named part only
if (self.__animControlDict.has_key(partName)):
if (self.__animControlDict[0].has_key(partName)):
animControl = self.__getAnimControl(animName, partName)
if (animControl != None):
return (animControl.getNumFrames() / \
@ -235,12 +400,13 @@ class Actor(PandaObject, NodePath):
def getCurrentAnim(self, partName=None):
"""getCurrentAnim(self, string=None)
Return the anim current playing on the actor. If part not
specified return current anim of first part in dictionary"""
specified return current anim of first part in dictionary.
NOTE: only returns info for the first LOD"""
if (partName==None):
partName = self.__animControlDict.keys()[0]
partName = self.__animControlDict[0].keys()[0]
# loop through all anims for named part and find if any are playing
if (self.__animControlDict.has_key(partName)):
if (self.__animControlDict[0].has_key(partName)):
for animName in self.__animControlDict[partName].keys():
if (self.__getAnimControl(animName, partName).isPlaying()):
return animName
@ -251,102 +417,156 @@ class Actor(PandaObject, NodePath):
return None
# arranging
def getPart(self, partName):
"""getPart(self, string)
Find the named part in the partBundleDict and return it, or
def getPart(self, partName, lodName="lodRoot"):
"""getPart(self, string, key="lodRoot")
Find the named part in the optional named lod and return it, or
return None if not present"""
if (self.__partBundleDict.has_key(partName)):
return self.__partBundleDict[partName]
if (self.__partBundleDict.has_key(lodName)):
partBundleDict = self.__partBundleDict[lodName]
else:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
if (partBundleDict.has_key(partName)):
return partBundleDict[partName]
else:
return None
def removePart(self, partName):
"""removePart(Self, string)
Remove the geometry and animations of the named part if present
NOTE: this will remove parented geometry also!"""
# remove the geometry
if (self.__partBundleDict.has_key(partName)):
self.__partBundleDict[partName].removeNode()
del(self.__partBundleDict[partName])
def removePart(self, partName, lodName="lodRoot"):
"""removePart(self, string, key="lodRoot")
Remove the geometry and animations of the named part of the
optional named lod if present.
NOTE: this will remove child geometry also!"""
# find the corresponding part bundle dict
if (self.__partBundleDict.has_key(lodName)):
partBundleDict = self.__partBundleDict[lodName]
else:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
# find the corresponding anim control dict
if (self.__animControlDict.has_key(lodName)):
animControlDict = self.__animControlDict[lodName]
else:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
# remove the part
if (partBundleDict.has_key(partName)):
partBundleDict[partName].removeNode()
del(partBundleDict[partName])
# remove the animations
if (self.__animControlDict.has_key(partName)):
del(self.__animControlDict[partName])
if (animControlDict.has_key(partName)):
del(animControlDict[partName])
def hidePart(self, partName):
"""hidePart(self, string)
Make the given part not render, even though still in the tree.
NOTE: this functionality will be effected by the 'attach' method"""
if (self.__partBundleDict.has_key(partName)):
self.__partBundleDict[partName].hide()
def hidePart(self, partName, lodName="lodName"):
"""hidePart(self, string, key="lodName")
Make the given part of the optional given lod not render,
even though still in the tree.
NOTE: this will affect child geometry"""
if (self.__partBundleDict.has_key(lodName)):
partBundleDict = self.__partBundleDict[lodName]
else:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
if (partBundleDict.has_key(partName)):
partBundleDict[partName].hide()
else:
Actor.notify.warning("no part named %s!" % (partName))
def showPart(self, partName):
"""showPart(self, string)
def showPart(self, partName, lodName="lodRoot"):
"""showPart(self, string, key="lodRoot")
Make the given part render while in the tree.
NOTE: this functionality will be effected by the 'attach' method"""
if (self.__partBundleDict.has_key(partName)):
self.__partBundleDict[partName].show()
NOTE: this will affect child geometry"""
if (self.__partBundleDict.has_key(lodName)):
partBundleDict = self.__partBundleDict[lodName]
else:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
if (partBundleDict.has_key(partName)):
partBundleDict[partName].show()
else:
Actor.notify.warning("no part named %s!" % (partName))
def instance(self, partName, anotherPart, jointName):
"""instance(self, string, string, string)
def instance(self, partName, anotherPart, jointName, lodName="lodRoot"):
"""instance(self, string, string, string, key="lodRoot")
Instance one actor part to another at a joint called jointName"""
if (self.__partBundleDict.has_key(partName)):
if (self.__partBundleDict.has_key(anotherPart)):
joint = NodePath(self.__partBundleDict[anotherPart], \
"**/" + jointName)
if (joint.isEmpty()):
Actor.notify.warning("%s not found!" % (jointName))
if (self.__partBundleDict.has_key(lodName)):
partBundleDict = self.__partBundleDict[lodName]
if (partBundleDict.has_key(partName)):
if (partBundleDict.has_key(anotherPart)):
joint = NodePath(partBundleDict[anotherPart],
"**/" + jointName)
if (joint.isEmpty()):
Actor.notify.warning("%s not found!" % (jointName))
else:
return partBundleDict[partName].instanceTo(joint)
else:
return self.__partBundleDict[partName].instanceTo(joint)
Actor.notify.warning("no part named %s!" % (anotherPart))
else:
Actor.notify.warning("no part named %s!" % (anotherPart))
Actor.notify.warning("no part named %s!" % (partName))
else:
Actor.notify.warning("no part named %s!" % (partName))
Actor.notify.warning("no lod named %s!" % (lodName))
def attach(self, partName, anotherPart, jointName):
"""attach(self, string, string, string)
def attach(self, partName, anotherPart, jointName, lodName="lodRoot"):
"""attach(self, string, string, string, key="lodRoot")
Attach one actor part to another at a joint called jointName"""
if (self.__partBundleDict.has_key(partName)):
if (self.__partBundleDict.has_key(anotherPart)):
joint = NodePath(self.__partBundleDict[anotherPart], \
if (self.__partBundleDict.has_key(lodName)):
partBundleDict = self.__partBundleDict[lodName]
if (partBundleDict.has_key(partName)):
if (partBundleDict.has_key(anotherPart)):
joint = NodePath(partBundleDict[anotherPart],
"**/" + jointName)
if (joint.isEmpty()):
Actor.notify.warning("%s not found!" % (jointName))
if (joint.isEmpty()):
Actor.notify.warning("%s not found!" % (jointName))
else:
partBundleDict[partName].reparentTo(joint)
else:
self.__partBundleDict[partName].reparentTo(joint)
Actor.notify.warning("no part named %s!" % (anotherPart))
else:
Actor.notify.warning("no part named %s!" % (anotherPart))
Actor.notify.warning("no part named %s!" % (partName))
else:
Actor.notify.warning("no part named %s!" % (partName))
Actor.notify.warning("no lod named %s!" % (lodName))
def drawInFront(self, frontPartName, backPartName, root=None):
"""drawInFront(self, string, string=None)
def drawInFront(self, frontPartName, backPartName, root=None,
lodName=None):
"""drawInFront(self, string, string=None, key=None)
Arrange geometry so the frontPart is drawn properly wrt backPart.
Takes an optional argument root as the start of the search for the
given parts"""
given parts. Also takes optional lod name to refine search for the
named parts. If root and lod are defined, we search for the given
root under the given lod."""
# check to see if we are working within an lod
if (lodName != None):
# find the named lod node
lodRoot = self.find("**/" + str(lodName))
if (root == None):
# no need to look further
root = lodRoot
else:
# look for root under lod
root = lodRoot.find("**/" + root)
else:
# start search from self if no root and no lod given
if (root == None):
root = self
# start search from self if no root given
if (root==None):
root = self
# make the back part have the proper transition
backPart = NodePath(root, "**/"+backPartName)
backPart = NodePath(root, "**/" + backPartName)
if (backPart.isEmpty()):
Actor.notify.warning("no part named %s!" % (backPartName))
else:
(backPart.getBottomArc()).setTransition(DirectRenderTransition())
#reparent the front parts to the back parts
frontParts = self.findAllMatches( "**/"+frontPartName)
#reparent the front parts to the back part
frontParts = root.findAllMatches( "**/" + frontPartName)
numFrontParts = frontParts.getNumPaths()
for partNum in range(0, numFrontParts):
(frontParts.getPath(partNum)).reparentTo(backPart)
@ -406,140 +626,198 @@ class Actor(PandaObject, NodePath):
def stop(self, animName=None, partName=None):
"""stop(self, string=None, string=None)
Stop named animation on the given part of the actor.
If no name specified then stop all animations on the actor"""
if (animName == None):
#loop and stop ALL anims
for animControl in self.__animControlDict[partName].keys():
self.__animControlDict[partName][animControl].stop()
else:
#stop the specified anim
animControl = self.__getAnimControl(animName, partName)
if (animControl != None):
animControl.stop()
If no name specified then stop all animations on the actor.
NOTE: stops all LODs"""
for lodName in self.__animControlDict.keys():
animControlDict = self.__animControlDict[lodName]
if (animName == None):
# loop and stop all anims
if (partName == None):
# loop over all parts
for thisPart in animControlDict.keys():
for thisAnim in animControlDict[thisPart].keys():
animControlDict[thisPart][thisAnim].stop()
else:
# stop just this part
for thisAnim in animControlDict[partName].keys():
animControlDict[partName][thisAnim].stop()
else:
# stop the specified anim
if (partName == None):
# loop over all parts
for thisPart in animControlDict.keys():
animControlDict[thisPart][animName].stop()
else:
animControlDict[partName][animName].stop()
def play(self, animName, partName=None):
"""play(self, string, string=None)
Play the given animation on the given part of the actor.
If no part is specified, try to play on all parts"""
if (partName == None):
# loop all parts
for partName in self.__animControlDict.keys():
animControl = self.__getAnimControl(animName, partName)
If no part is specified, try to play on all parts. NOTE:
plays over ALL LODs"""
for lodName in self.__animControlDict.keys():
animControlDict = self.__animControlDict[lodName]
if (partName == None):
# loop all parts
for thisPart in animControlDict.keys():
animControl = self.__getAnimControl(animName, thisPart,
lodName)
if (animControl != None):
animControl.play()
else:
animControl = self.__getAnimControl(animName, partName,
lodName)
if (animControl != None):
animControl.play()
else:
animControl = self.__getAnimControl(animName, partName)
if (animControl != None):
animControl.play()
def loop(self, animName, restart=1, partName=None):
"""loop(self, string, int=1, string=None)
Loop the given animation on the given part of the actor,
restarting at zero frame if requested. If no part name
is given then try to loop on all parts"""
if (partName == None):
# loop all parts
for partName in self.__animControlDict.keys():
animControl = self.__getAnimControl(animName, partName)
is given then try to loop on all parts. NOTE: loops on
all LOD's"""
for lodName in self.__animControlDict.keys():
animControlDict = self.__animControlDict[lodName]
if (partName == None):
# loop all parts
for thisPart in animControlDict.keys():
animControl = self.__getAnimControl(animName, thisPart,
lodName)
if (animControl != None):
animControl.loop(restart)
else:
# loop a specific part
animControl = self.__getAnimControl(animName, partName,
lodName)
if (animControl != None):
animControl.loop(restart)
else:
# loop a specific part
animControl = self.__getAnimControl(animName, partName)
if (animControl != None):
animControl.loop(restart)
def pose(self, animName, frame, partName=None):
"""pose(self, string, int, string=None)
Pose the actor in position found at given frame in the specified
animation for the specified part. If no part is specified attempt
to apply pose to all parts"""
if (partName==None):
# pose all parts
for partName in self.__animControlDict.keys():
animControl = self.__getAnimControl(animName, partName)
to apply pose to all parts. NOTE: poses all LODs"""
for lodName in self.__animControlDict.keys():
animControlDict = self.__animControlDict[lodName]
if (partName==None):
# pose all parts
for thisPart in animControlDict.keys():
animControl = self.__getAnimControl(animName, thisPart,
lodName)
if (animControl != None):
animControl.pose(frame)
else:
# pose a specific part
animControl = self.__getAnimControl(animName, partName,
lodName)
if (animControl != None):
animControl.pose(frame)
else:
# pose a specific part
animControl = self.__getAnimControl(animName, partName)
if (animControl != None):
animControl.pose(frame)
#private
def __getAnimControl(self, animName, partName):
"""__getAnimControl(self, string, string)
Search the animControl dictionary for given anim and part.
Return the animControl if present, or None otherwise"""
if (self.__animControlDict.has_key(partName)):
if (self.__animControlDict[partName].has_key(animName)):
return self.__animControlDict[partName][animName]
def __getAnimControl(self, animName, partName, lodName="lodRoot"):
"""__getAnimControl(self, string, string, string="lodRoot")
Search the animControl dictionary indicated by lodName for
a given anim and part. Return the animControl if present,
or None otherwise
"""
if (self.__animControlDict.has_key(lodName)):
animControlDict = self.__animControlDict[lodName]
if (animControlDict.has_key(partName)):
if (animControlDict[partName].has_key(animName)):
return animControlDict[partName][animName]
else:
# anim was not present
Actor.notify.warning("couldn't find anim: %s" % (animName))
else:
# anim was not present
Actor.notify.warning("couldn't find anim: %s" % (animName))
# part was not present
Actor.notify.warning("couldn't find part: %s" % (partName))
else:
# part was not present
Actor.notify.warning("couldn't find part: %s" % (partName))
# lod was not present
Actor.notify.warning("couldn't find lod: %s" % (lodName))
return None
def loadModel(self, modelPath, partName="modelRoot"):
"""loadModel(self, string, string="modelRoot")
Actor model loader. Takes a model name (ie file path) and
a partName (defaults to "modelRoot")"""
Actor.notify.info("in loadModel: %s , part: %s" % \
(modelPath, partName))
def loadModel(self, modelPath, partName="modelRoot", lodName="lodRoot"):
"""loadModel(self, string, string="modelRoot", string="base")
Actor model loader. Takes a model name (ie file path), a part
name(defaults to "modelRoot") and an lod name(defaults to "lodRoot").
"""
Actor.notify.warning("in loadModel: %s , part: %s, lod: %s" % \
(modelPath, partName, lodName))
# load the model and extract its part bundle
model = loader.loadModelCopy(modelPath)
bundle = NodePath(model, "**/+PartBundleNode")
if (bundle.isEmpty()):
Actor.notify.warning("%s is not a character!" % (modelPath))
else:
# we rename this node to make Actor copying easier
bundle.node().setName(Actor.partPrefix + partName)
bundle.reparentTo(self.__geomNode)
if (self.__partBundleDict.has_key(lodName) == 0):
# make a dictionary to store these parts in
needsDict = 1
bundleDict = {}
else:
needsDict = 0
if (lodName!="lodRoot"):
# reparent to appropriate node under LOD switch
bundle.reparentTo(self.__LODNode.find("**/" + str(lodName)))
else:
bundle.reparentTo(self.__geomNode)
if (needsDict):
bundleDict[partName] = bundle
self.__partBundleDict[lodName] = bundleDict
else:
self.__partBundleDict[lodName][partName] = bundle
model.removeNode()
#make this mimic mutli-part by giving it a default part anme
self.__partBundleDict[partName] = bundle
def loadAnims(self, anims, partName="modelRoot"):
"""loadAnims(self, string:string{}, string="modelRoot")
def loadAnims(self, anims, partName="modelRoot", lodName="lodRoot"):
"""loadAnims(self, string:string{}, string='modelRoot',
string='lodRoot')
Actor anim loader. Takes an optional partName (defaults to
'modelRoot' for non-multipart actors) and dict of corresponding
'modelRoot' for non-multipart actors) and lodName (defaults
to 'lodRoot' for non-LOD actors) and dict of corresponding
anims in the form animName:animPath{}"""
Actor.notify.info("in loadAnims: %s, part: %s" % (anims, partName))
Actor.notify.warning("in loadAnims: %s, part: %s, lod: %s" %
(anims, partName, lodName))
animDict = {}
for animName in anims.keys():
#load the anim and get its anim bundle
anim = loader.loadModelCopy(anims[animName])
# load the anim and get its anim bundle
anim = loader.loadModelOnce(anims[animName])
animBundle = \
(NodePath(anim, "**/+AnimBundleNode").node()).getBundle()
#bind anim
bundleNode = (self.__partBundleDict[partName]).node()
# bind anim
bundleNode = (
self.__partBundleDict[lodName][partName]).node()
animControl = (bundleNode.getBundle()).bindAnim(animBundle, -1)
if (animControl == None):
Actor.notify.error("Null AnimControl: %s" % (animName))
else:
animDict[animName] = animControl
# add this part's dictionary to animation dictionary
self.__animControlDict[partName] = animDict
# add this part's dictionary to animation dictionary
if not (self.__animControlDict.has_key(lodName)):
lodDict = {}
self.__animControlDict[lodName] = lodDict
self.__animControlDict[lodName][partName] = animDict
def __copyPartBundles(self, other):
"""__copyPartBundles(self, Actor)