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https://github.com/panda3d/panda3d.git
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@ -1,14 +1,16 @@
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"""Actor module: contains the Actor class"""
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from PandaObject import *
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import LODNode
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class Actor(PandaObject, NodePath):
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"""Actor class: Contains methods for creating, manipulating
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and playing animations on characters"""
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#create the Actor class DirectNotify category
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#create the Actor class globals (ewww!)
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notify = directNotify.newCategory("Actor")
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partPrefix = "__Actor_"
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#special methods
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@ -56,8 +58,11 @@ class Actor(PandaObject, NodePath):
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a.attach("head", "torso", "joint-head")
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a.attach("torso", "legs", "joint-hips")
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#
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# ADD LOD COMMENT HERE!
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#
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Other useful Acotr class functions:
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Other useful Actor class functions:
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#fix actor eye rendering
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a.drawInFront("joint-pupil?", "eyes*")
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@ -68,64 +73,117 @@ class Actor(PandaObject, NodePath):
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"""
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try:
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self.Actor_initialized
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except:
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self.Actor_initialized = 1
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# initial our NodePath essence
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NodePath.__init__(self)
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# initialize our NodePath essence
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NodePath.__init__(self)
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# create data structures
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self.__partBundleDict = {}
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self.__animControlDict = {}
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if (other == None):
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# act like a normal contructor
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# create base hierarchy
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self.assign(hidden.attachNewNode('actor'))
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self.setGeomNode(self.attachNewNode('actorGeom'))
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self.__LODNode = None
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self.__hasLOD = 0
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# create data structures
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self.__partBundleDict = {}
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self.__animControlDict = {}
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if (other == None):
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# act like a normal contructor
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# create base hierarchy
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self.assign(hidden.attachNewNode('actor'))
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self.setGeomNode(self.attachNewNode('actorGeom'))
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# load models
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# make sure we have models
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if (models):
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# if this is a dictionary
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if (type(models)==type({})):
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# then it must be multipart actor
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# load models
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#
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# four cases:
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#
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# models, anims{} = single part actor
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# models{}, anims{} = single part actor w/ LOD
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# models{}, anims{}{} = multi-part actor
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# models{}{}, anims{}{} = multi-part actor w/ LOD
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#
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# make sure we have models
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if (models):
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# do we have a dictionary of models?
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if (type(models)==type({})):
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# if this is a dictionary of dictionaries
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if (type(models[models.keys()[0]]) == type({})):
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# then it must be a multipart actor w/LOD
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self.setLODNode()
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# preserve numerical order for lod's
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# this will make it easier to set ranges
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sortedKeys = models.keys()
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sortedKeys.sort()
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for lodName in sortedKeys:
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# make a node under the LOD switch
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# for each lod (just because!)
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self.addLOD(str(lodName))
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# iterate over both dicts
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for modelName in models[lodName].keys():
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self.loadModel(models[lodName][modelName],
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modelName, lodName)
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# then if there is a dictionary of dictionaries of anims
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elif (type(anims[anims.keys()[0]])==type({})):
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# then this is a multipart actor w/o LOD
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for partName in models.keys():
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# pass in each part
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self.loadModel(models[partName], partName)
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else:
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# else it is a single part actor
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self.loadModel(models)
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# it is a single part actor w/LOD
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self.setLODNode()
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# preserve order of LOD's
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sortedKeys = models.keys()
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sortedKeys.sort()
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for lodName in sortedKeys:
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self.addLOD(str(lodName))
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# pass in dictionary of parts
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self.loadModel(models[lodName], lodName=lodName)
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else:
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# else it is a single part actor
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self.loadModel(models)
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# load anims
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# make sure the actor has animations
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if (anims):
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if (len(anims) >= 1):
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# if so, does it have a dictionary of dictionaries
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if (type(anims[anims.keys()[0]])==type({})):
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# then it must be multipart
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for partName in anims.keys():
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self.loadAnims(anims[partName], partName)
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else:
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# else it is not multipart
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self.loadAnims(anims)
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# load anims
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# make sure the actor has animations
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if (anims):
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if (len(anims) >= 1):
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# if so, does it have a dictionary of dictionaries?
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if (type(anims[anims.keys()[0]])==type({})):
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# are the models a dict of dicts too?
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if (type(models)==type({})):
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if (type(models[models.keys()[0]]) == type({})):
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# then we have a multi-part w/ LOD
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sortedKeys = models.keys()
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sortedKeys.sort()
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for lodName in sortedKeys:
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# iterate over both dicts
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for partName in anims.keys():
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self.loadAnims(
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anims[partName], partName, lodName)
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else:
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# then it must be multi-part w/o LOD
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for partName in anims.keys():
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self.loadAnims(anims[partName], partName)
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elif (type(models)==type({})):
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# then we have single-part w/ LOD
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sortedKeys = models.keys()
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sortedKeys.sort()
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for lodName in sortedKeys:
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self.loadAnims(anims, lodName=lodName)
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else:
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# else it is single-part w/o LOD
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self.loadAnims(anims)
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else:
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# act like a copy constructor
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# copy the scene graph elements of other
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otherCopy = other.copyTo(hidden)
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# assign these elements to ourselve
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self.assign(otherCopy)
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self.setGeomNode(otherCopy.getChild(0))
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# copy the part dictionary from other
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self.__copyPartBundles(other)
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# copy the anim dictionary from other
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self.__copyAnimControls(other)
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return None
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else:
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# act like a copy constructor
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# copy the scene graph elements of other
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otherCopy = other.copyTo(hidden)
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# assign these elements to ourselve
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self.assign(otherCopy)
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self.setGeomNode(otherCopy.getChild(0))
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# copy the part dictionary from other
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self.__copyPartBundles(other)
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# copy the anim dictionary from other
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self.__copyAnimControls(other)
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def __str__(self):
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"""__str__(self)
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@ -136,11 +194,17 @@ class Actor(PandaObject, NodePath):
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# accessing
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def getLODNames(self):
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"""getLODNames(self):
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Return list of Actor LOD names. If not an LOD actor,
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returns 'lodRoot'"""
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return self.__partBundleDict.keys()
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def getPartNames(self):
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"""getPartNames(self):
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Return list of Actor part names. If not multipart,
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returns modelRoot"""
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return self.__partBundleDict.keys()
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Return list of Actor part names. If not an multipart actor,
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returns 'modelRoot' NOTE: returns parts of first LOD"""
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return self.__partBundleDict[0].keys()
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def getGeomNode(self):
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"""getGeomNode(self)
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@ -152,19 +216,115 @@ class Actor(PandaObject, NodePath):
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Set the node that contains all actor geometry"""
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self.__geomNode = node
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def getLODNode(self):
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"""getLODNode(self)
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Return the node that switches actor geometry in and out"""
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return self.__LODNode.node()
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def setLODNode(self, node=None):
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"""setLODNode(self, LODNode=None)
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Set the node that switches actor geometry in and out.
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If one is not supplied as an argument, make one"""
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if (node == None):
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lod = LODNode.LODNode("lod")
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self.__LODNode = self.__geomNode.attachNewNode(lod)
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else:
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self.__LODNode = self.__geomNode.attachNewNode(node)
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self.__hasLOD = 1
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self.switches = {}
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def useLOD(self, lodName):
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"""useLOD(self, string)
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Make the Actor ONLY display the given LOD"""
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# make sure we don't call this twice in a row
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# and pollute the the switches dictionary
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self.resetLOD()
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# store the data in the switches for later use
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sortedKeys = self.switches.keys()
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sortedKeys.sort()
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for eachLod in sortedKeys:
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index = sortedKeys.index(eachLod)
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# set the switches to not display ever
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self.__LODNode.node().setSwitch(index, 0, 10000)
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# turn the given LOD on 'always'
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index = sortedKeys.index(lodName)
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self.__LODNode.node().setSwitch(index, 10000, 0)
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def printLOD(self):
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sortedKeys = self.switches.keys()
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sortedKeys.sort()
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for eachLod in sortedKeys:
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print "python switches for %s: in: %d, out %d" % (eachLod,
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self.switches[eachLod][0],
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self.switches[eachLod][1])
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switchNum = self.__LODNode.node().getNumSwitches()
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for eachSwitch in range(0, switchNum):
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print "c++ switches for %d: in: %d, out: %d" % (eachSwitch,
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self.__LODNode.node().getIn(eachSwitch),
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self.__LODNode.node().getOut(eachSwitch))
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def resetLOD(self):
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"""resetLOD(self)
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Restore all switch distance info (usually after a useLOD call)"""
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sortedKeys = self.switches.keys()
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sortedKeys.sort()
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for eachLod in sortedKeys:
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index = sortedKeys.index(eachLod)
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self.__LODNode.node().setSwitch(index, self.switches[eachLod][0],
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self.switches[eachLod][1])
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def addLOD(self, lodName, inDist=0, outDist=0):
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"""addLOD(self, string)
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Add a named node under the LODNode to parent all geometry
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of a specific LOD under."""
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self.__LODNode.attachNewNode(str(lodName))
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# save the switch distance info
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self.switches[lodName] = [inDist, outDist]
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# add the switch distance info
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self.__LODNode.node().addSwitch(inDist, outDist)
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def setLOD(self, lodName, inDist=0, outDist=0):
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"""setLOD(self, string)
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Set the switch distance for given LOD"""
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# save the switch distance info
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self.switches[lodName] = [inDist, outDist]
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# add the switch distance info
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sortedKeys = self.switches.keys()
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sortedKeys.sort()
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index = sortedKeys.index(lodName)
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self.__LODNode.node().setSwitch(index, inDist, outDist)
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def getLOD(self, lodName):
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"""getLOD(self, string)
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Get the named node under the LOD to which we parent all LOD
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specific geometry to. Returns 'None' if not found"""
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lod = self.__LODNode.find("**/" + str(lodName))
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if lod.isEmpty():
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return None
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else:
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return lod
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def hasLOD(self):
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"""hasLOD(self)
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Return 1 if the actor has LODs, 0 otherwise"""
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return self.__hasLOD
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def getFrameRate(self, animName=None, partName=None):
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"""getFrameRate(self, string, string=None)
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Return duration of given anim name and given part.
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If no anim specified, use the currently playing anim.
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If no part specified, return anim durations of first part"""
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If no part specified, return anim durations of first part.
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NOTE: returns info only for the first LOD"""
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if (partName == None):
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partName = self.__animControlDict.keys()[0]
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partName = self.__animControlDict[0].keys()[0]
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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# get duration for named part only
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if (self.__animControlDict.has_key(partName)):
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if (self.__animControlDict[0].has_key(partName)):
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animControl = self.__getAnimControl(animName, partName)
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if (animControl != None):
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return animControl.getFrameRate()
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@ -177,9 +337,10 @@ class Actor(PandaObject, NodePath):
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"""getPlayRate(self, string=None, string=None)
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Return the play rate of given anim for a given part.
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If no part is given, assume first part in dictionary.
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If no anim is given, find the current anim for the part"""
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If no anim is given, find the current anim for the part.
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NOTE: Returns info only for the first LOD"""
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if (partName==None):
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partName = self.__animControlDict.keys()[0]
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partName = self.__animControlDict[0].keys()[0]
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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@ -194,35 +355,39 @@ class Actor(PandaObject, NodePath):
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"""getPlayRate(self, float, string=None, string=None)
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Set the play rate of given anim for a given part.
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If no part is given, set for all parts in dictionary.
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If no anim is given, find the current anim for the part"""
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If no anim is given, find the current anim for the part.
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NOTE: sets play rate on all LODs"""
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# make a list of partNames for loop below
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if (partName==None):
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partNames = self.__animControlDict.keys()
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else:
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partNames = []
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partNames.append(partName)
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for lodName in self.__animControlDict.keys():
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animControlDict = self.__animControlDict[lodName]
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if (partName==None):
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partNames = animControlDict.keys()
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else:
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partNames = []
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partNames.append(partName)
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# for each part in list, set play rate on given or current anim
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for partName in partNames:
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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animControl = self.__getAnimControl(animName, partName)
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if (animControl != None):
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animControl.setPlayRate(rate)
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# for each part in list, set play rate on given or current anim
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for partName in partNames:
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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animControl = self.__getAnimControl(animName, partName)
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if (animControl != None):
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animControl.setPlayRate(rate)
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def getDuration(self, animName=None, partName=None):
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"""getDuration(self, string, string=None)
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Return duration of given anim name and given part.
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If no anim specified, use the currently playing anim.
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If no part specified, return anim duration of first part"""
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If no part specified, return anim duration of first part.
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NOTE: returns info for first LOD only"""
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if (partName == None):
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partName = self.__animControlDict.keys()[0]
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partName = self.__animControlDict[0].keys()[0]
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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# get duration for named part only
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if (self.__animControlDict.has_key(partName)):
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if (self.__animControlDict[0].has_key(partName)):
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animControl = self.__getAnimControl(animName, partName)
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if (animControl != None):
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return (animControl.getNumFrames() / \
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@ -235,12 +400,13 @@ class Actor(PandaObject, NodePath):
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def getCurrentAnim(self, partName=None):
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"""getCurrentAnim(self, string=None)
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Return the anim current playing on the actor. If part not
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specified return current anim of first part in dictionary"""
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specified return current anim of first part in dictionary.
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NOTE: only returns info for the first LOD"""
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if (partName==None):
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partName = self.__animControlDict.keys()[0]
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partName = self.__animControlDict[0].keys()[0]
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# loop through all anims for named part and find if any are playing
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if (self.__animControlDict.has_key(partName)):
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if (self.__animControlDict[0].has_key(partName)):
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for animName in self.__animControlDict[partName].keys():
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if (self.__getAnimControl(animName, partName).isPlaying()):
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return animName
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@ -251,102 +417,156 @@ class Actor(PandaObject, NodePath):
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return None
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# arranging
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def getPart(self, partName):
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"""getPart(self, string)
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Find the named part in the partBundleDict and return it, or
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def getPart(self, partName, lodName="lodRoot"):
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"""getPart(self, string, key="lodRoot")
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Find the named part in the optional named lod and return it, or
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return None if not present"""
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if (self.__partBundleDict.has_key(partName)):
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return self.__partBundleDict[partName]
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if (self.__partBundleDict.has_key(lodName)):
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partBundleDict = self.__partBundleDict[lodName]
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else:
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Actor.notify.warning("no lod named: %s" % (lodName))
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return None
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if (partBundleDict.has_key(partName)):
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return partBundleDict[partName]
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else:
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return None
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def removePart(self, partName):
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"""removePart(Self, string)
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Remove the geometry and animations of the named part if present
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NOTE: this will remove parented geometry also!"""
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# remove the geometry
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if (self.__partBundleDict.has_key(partName)):
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self.__partBundleDict[partName].removeNode()
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del(self.__partBundleDict[partName])
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def removePart(self, partName, lodName="lodRoot"):
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"""removePart(self, string, key="lodRoot")
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Remove the geometry and animations of the named part of the
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optional named lod if present.
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NOTE: this will remove child geometry also!"""
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# 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)
|
||||
|
Loading…
x
Reference in New Issue
Block a user