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903 lines
37 KiB
Python
903 lines
37 KiB
Python
"""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 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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def __init__(self, models=None, anims=None, other=None):
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"""__init__(self, string | string:string{}, string:string{} |
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string:(string:string{}){}, Actor=None)
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Actor constructor: can be used to create single or multipart
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actors. If another Actor is supplied as an argument this
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method acts like a copy constructor. Single part actors are
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created by calling with a model and animation dictionary
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(animName:animPath{}) as follows:
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a = Actor("panda-3k.egg", {"walk":"panda-walk.egg" \
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"run":"panda-run.egg"})
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This could be displayed and animated as such:
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a.reparentTo(render)
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a.loop("walk")
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a.stop()
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Multipart actors expect a dictionary of parts and a dictionary
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of animation dictionaries (partName:(animName:animPath{}){}) as
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below:
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a = Actor(
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# part dictionary
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{"head":"char/dogMM/dogMM_Shorts-head-mod", \
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"torso":"char/dogMM/dogMM_Shorts-torso-mod", \
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"legs":"char/dogMM/dogMM_Shorts-legs-mod"} , \
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# dictionary of anim dictionaries
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{"head":{"walk":"char/dogMM/dogMM_Shorts-head-walk", \
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"run":"char/dogMM/dogMM_Shorts-head-run"}, \
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"torso":{"walk":"char/dogMM/dogMM_Shorts-torso-walk", \
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"run":"char/dogMM/dogMM_Shorts-torso-run"}, \
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"legs":{"walk":"char/dogMM/dogMM_Shorts-legs-walk", \
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"run":"char/dogMM/dogMM_Shorts-legs-run"} \
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})
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In addition multipart actor parts need to be connected together
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in a meaningful fashion:
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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 Actor class functions:
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#fix actor eye rendering
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a.drawInFront("joint-pupil?", "eyes*")
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#fix bounding volumes - this must be done after drawing
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#the actor for a few frames, otherwise it has no effect
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a.fixBounds()
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"""
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try:
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self.__initialized
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return
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except:
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self.__initialized = 1
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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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# 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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# 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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# 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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def __str__(self):
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"""__str__(self)
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Actor print function"""
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return "Actor: partBundleDict = %s,\n animControlDict = %s" % \
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(self.__partBundleDict, self.__animControlDict)
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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 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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Return the node that contains all actor geometry"""
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return self.__geomNode
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def setGeomNode(self, node):
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"""setGeomNode(self, node)
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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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NOTE: returns info only for the first LOD"""
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# use the first LOD
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lodName = self.__animControlDict.keys()[0]
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if (partName == None):
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partName = self.__animControlDict[lodName].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[lodName].has_key(partName)):
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animControl = self.__getAnimControl(animName, partName, lodName)
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if (animControl != None):
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return animControl.getFrameRate()
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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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def getPlayRate(self, animName=None, partName=None):
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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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NOTE: Returns info only for the first LOD"""
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# use the first lod
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lodName = self.__animControlDict.keys()[0]
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if (partName==None):
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partName = self.__animControlDict[lodName].keys()[0]
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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animControl = self.__getAnimControl(animName, partName, lodName)
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if (animControl != None):
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return animControl.getPlayRate()
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else:
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return None
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def setPlayRate(self, rate, animName=None, partName=None):
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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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NOTE: sets play rate on all LODs"""
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# make a list of partNames for loop below
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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, lodName)
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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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NOTE: returns info for first LOD only"""
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lodName = self.__animControlDict.keys()[0]
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if (partName == None):
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partName = self.__animControlDict[lodName].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[lodName].has_key(partName)):
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animControl = self.__getAnimControl(animName, partName, lodName)
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if (animControl != None):
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return (animControl.getNumFrames() / \
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animControl.getFrameRate())
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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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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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NOTE: only returns info for the first LOD"""
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lodName = self.__animControlDict.keys()[0]
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if (partName==None):
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partName = self.__animControlDict[lodName].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[lodName].has_key(partName)):
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for animName in self.__animControlDict[lodName][partName].keys():
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if (self.__getAnimControl(animName, partName, lodName).isPlaying()):
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return animName
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else:
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Actor.notify.warning("no part named %s" % (partName))
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# we must have found none, or gotten an error
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return None
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# arranging
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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(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, 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
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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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# find the corresponding anim control dict
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if (self.__animControlDict.has_key(lodName)):
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animControlDict = self.__animControlDict[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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# remove the part
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if (partBundleDict.has_key(partName)):
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partBundleDict[partName].removeNode()
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del(partBundleDict[partName])
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# remove the animations
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if (animControlDict.has_key(partName)):
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del(animControlDict[partName])
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def hidePart(self, partName, lodName="lodRoot"):
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"""hidePart(self, string, key="lodName")
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Make the given part of the optionally given lod not render,
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even though still in the tree.
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NOTE: this will affect child geometry"""
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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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partBundleDict[partName].hide()
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else:
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Actor.notify.warning("no part named %s!" % (partName))
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def showPart(self, partName, lodName="lodRoot"):
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"""showPart(self, string, key="lodRoot")
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Make the given part render while in the tree.
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NOTE: this will affect child geometry"""
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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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|
partBundleDict[partName].show()
|
|
else:
|
|
Actor.notify.warning("no part named %s!" % (partName))
|
|
|
|
def showAllParts(self, partName, lodName="lodRoot"):
|
|
"""showAllParts(self, string, key="lodRoot")
|
|
Make the given part and all its children render while 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].show()
|
|
children = partBundleDict[partName].getChildren()
|
|
numChildren = children.getNumPaths()
|
|
for childNum in range(0, numChildren):
|
|
(children.getPath(childNum)).show()
|
|
else:
|
|
Actor.notify.warning("no part named %s!" % (partName))
|
|
|
|
def instance(self, path, part, jointName, lodName="lodRoot"):
|
|
"""instance(self, NodePath, string, string, key="lodRoot")
|
|
Instance a nodePath to an actor part at a joint called jointName"""
|
|
if (self.__partBundleDict.has_key(lodName)):
|
|
partBundleDict = self.__partBundleDict[lodName]
|
|
if (partBundleDict.has_key(part)):
|
|
joint = partBundleDict[part].find("**/" + jointName)
|
|
if (joint.isEmpty()):
|
|
Actor.notify.warning("%s not found!" % (jointName))
|
|
else:
|
|
return path.instanceTo(joint)
|
|
else:
|
|
Actor.notify.warning("no part named %s!" % (part))
|
|
else:
|
|
Actor.notify.warning("no lod named %s!" % (lodName))
|
|
|
|
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(lodName)):
|
|
partBundleDict = self.__partBundleDict[lodName]
|
|
if (partBundleDict.has_key(partName)):
|
|
if (partBundleDict.has_key(anotherPart)):
|
|
joint = partBundleDict[anotherPart].find("**/" + jointName)
|
|
if (joint.isEmpty()):
|
|
Actor.notify.warning("%s not found!" % (jointName))
|
|
else:
|
|
partBundleDict[partName].reparentTo(joint)
|
|
else:
|
|
Actor.notify.warning("no part named %s!" % (anotherPart))
|
|
else:
|
|
Actor.notify.warning("no part named %s!" % (partName))
|
|
else:
|
|
Actor.notify.warning("no lod named %s!" % (lodName))
|
|
|
|
|
|
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. 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
|
|
|
|
# make the back part have the proper transition
|
|
backPart = root.find("**/" + backPartName)
|
|
if (backPart.isEmpty()):
|
|
Actor.notify.warning("no part named %s!" % (backPartName))
|
|
else:
|
|
(backPart.getBottomArc()).setTransition(DirectRenderTransition())
|
|
|
|
#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)
|
|
|
|
|
|
def fixBounds(self, part=None):
|
|
"""fixBounds(self, nodePath=None)
|
|
Force recomputation of bounding spheres for all geoms
|
|
in a given part. If no part specified, fix all geoms
|
|
in this actor"""
|
|
|
|
# if no part name specified fix all parts
|
|
if (part==None):
|
|
part = self
|
|
|
|
# update all characters first
|
|
charNodes = part.findAllMatches("**/+Character")
|
|
numCharNodes = charNodes.getNumPaths()
|
|
for charNum in range(0, numCharNodes):
|
|
(charNodes.getPath(charNum)).node().update()
|
|
|
|
# for each geomNode, iterate through all geoms and force update
|
|
# of bounding spheres by marking current bounds as stale
|
|
geomNodes = part.findAllMatches("**/+GeomNode")
|
|
numGeomNodes = geomNodes.getNumPaths()
|
|
for nodeNum in range(0, numGeomNodes):
|
|
thisGeomNode = geomNodes.getPath(nodeNum)
|
|
numGeoms = thisGeomNode.node().getNumGeoms()
|
|
for geomNum in range(0, numGeoms):
|
|
thisGeom = thisGeomNode.node().getGeom(geomNum)
|
|
thisGeom.markBoundStale()
|
|
Actor.notify.info("fixing bounds for node %s, geom %s" % \
|
|
(nodeNum, geomNum))
|
|
thisGeomNode.node().markBoundStale()
|
|
|
|
def showBounds(self):
|
|
"""showBounds(self)
|
|
Show the bounds of all actor geoms"""
|
|
geomNodes = self.findAllMatches("**/+GeomNode")
|
|
numGeomNodes = geomNodes.getNumPaths()
|
|
|
|
for nodeNum in range(0, numGeomNodes):
|
|
geomNodes.getPath(nodeNum).showBounds()
|
|
|
|
def hideBounds(self):
|
|
"""hideBounds(self)
|
|
Hide the bounds of all actor geoms"""
|
|
geomNodes = self.findAllMatches("**/+GeomNode")
|
|
numGeomNodes = geomNodes.getNumPaths()
|
|
|
|
for nodeNum in range(0, numGeomNodes):
|
|
geomNodes.getPath(nodeNum).hideBounds()
|
|
|
|
|
|
# actions
|
|
|
|
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.
|
|
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. 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()
|
|
|
|
|
|
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. 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)
|
|
|
|
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. 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)
|
|
|
|
#private
|
|
|
|
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:
|
|
# part was not present
|
|
Actor.notify.warning("couldn't find part: %s" % (partName))
|
|
else:
|
|
# lod was not present
|
|
Actor.notify.warning("couldn't find lod: %s" % (lodName))
|
|
assert(0)
|
|
|
|
return None
|
|
|
|
|
|
def loadModel(self, modelPath, partName="modelRoot", lodName="lodRoot",
|
|
copy = 1):
|
|
"""loadModel(self, string, string="modelRoot", string="lodRoot",
|
|
bool = 0)
|
|
Actor model loader. Takes a model name (ie file path), a part
|
|
name(defaults to "modelRoot") and an lod name(defaults to "lodRoot").
|
|
If copy is set to 0, do a lodModelOnce instead of a loadModelCopy.
|
|
"""
|
|
Actor.notify.info("in loadModel: %s , part: %s, lod: %s, copy: %s" % \
|
|
(modelPath, partName, lodName, copy))
|
|
|
|
# load the model and extract its part bundle
|
|
if (copy):
|
|
model = loader.loadModelCopy(modelPath)
|
|
else:
|
|
model = loader.loadModelOnce(modelPath)
|
|
|
|
if (model == None):
|
|
print "model = None!!!"
|
|
|
|
bundle = model.find("**/+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)
|
|
|
|
if (self.__partBundleDict.has_key(lodName) == 0):
|
|
# make a dictionary to store these parts in
|
|
needsDict = 1
|
|
bundleDict = {}
|
|
else:
|
|
needsDict = 0
|
|
|
|
if (lodName!="lodRoot"):
|
|
# instance to appropriate node under LOD switch
|
|
bundle = bundle.instanceTo(
|
|
self.__LODNode.find("**/" + str(lodName)))
|
|
else:
|
|
bundle = bundle.instanceTo(self.__geomNode)
|
|
|
|
if (needsDict):
|
|
bundleDict[partName] = bundle
|
|
self.__partBundleDict[lodName] = bundleDict
|
|
else:
|
|
self.__partBundleDict[lodName][partName] = bundle
|
|
|
|
model.removeNode()
|
|
|
|
|
|
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 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, lod: %s" %
|
|
(anims, partName, lodName))
|
|
|
|
animDict = {}
|
|
|
|
for animName in anims.keys():
|
|
|
|
# load the anim and get its anim bundle
|
|
anim = loader.loadModelOnce(anims[animName])
|
|
animBundle = \
|
|
(anim.find("**/+AnimBundleNode").node()).getBundle()
|
|
|
|
# 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
|
|
if not (self.__animControlDict.has_key(lodName)):
|
|
lodDict = {}
|
|
self.__animControlDict[lodName] = lodDict
|
|
|
|
self.__animControlDict[lodName][partName] = animDict
|
|
|
|
|
|
def __copyPartBundles(self, other):
|
|
"""__copyPartBundles(self, Actor)
|
|
Copy the part bundle dictionary from another actor as this
|
|
instance's own. NOTE: this method does not actually copy geometry"""
|
|
for partName in other.__partBundleDict.keys():
|
|
print("copyPart: copying part named = %s" % (partName))
|
|
# find the part in our tree
|
|
partBundle = self.find("**/" + Actor.partPrefix + partName)
|
|
if (partBundle != None):
|
|
# store the part bundle
|
|
self.__partBundleDict[partName] = partBundle
|
|
else:
|
|
Actor.notify.error("couldn't find matching part: %s" % \
|
|
partName)
|
|
|
|
|
|
def __copyAnimControls(self, other):
|
|
"""__copyAnimControls(self, Actor)
|
|
Get the anims from the anim control's in the anim control
|
|
dictionary of another actor. Bind these anim's to the part
|
|
bundles in our part bundle dict that have matching names, and
|
|
store the resulting anim controls in our own part bundle dict"""
|
|
for partName in other.__animControlDict.keys():
|
|
print("copyAnim: partName = %s" % (partName))
|
|
self.__animControlDict[partName] = {}
|
|
for animName in other.__animControlDict[partName].keys():
|
|
print(" anim: %s" % (animName))
|
|
# get the anim
|
|
animBundle = \
|
|
other.__animControlDict[partName][animName].getAnim()
|
|
# get the part
|
|
partBundleNode = (self.__partBundleDict[partName].node())
|
|
# bind the anim
|
|
animControl = \
|
|
(partBundleNode.getBundle().bindAnim(animBundle, -1))
|
|
if (animControl == None):
|
|
Actor.notify.error("Null animControl: %s" % (animName))
|
|
else:
|
|
# store the anim control
|
|
self.__animControlDict[partName][animName] = animControl
|
|
|