mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-29 06:32:40 -06:00
737 lines
28 KiB
Python
Executable file
737 lines
28 KiB
Python
Executable file
"""DIRECT Animation Control Panel"""
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__all__ = ['AnimPanel', 'ActorControl']
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### SEE END OF FILE FOR EXAMPLE USEAGE ###
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# Import Tkinter, Pmw, and the floater code from this directory tree.
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from direct.tkwidgets.AppShell import *
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from direct.showbase.TkGlobal import *
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from tkSimpleDialog import askfloat
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from Tkinter import *
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import Pmw, string, math, types
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from direct.task import Task
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FRAMES = 0
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SECONDS = 1
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class AnimPanel(AppShell):
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# Override class variables
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appname = 'Anim Panel'
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frameWidth = 675
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frameHeight = 250
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usecommandarea = 0
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usestatusarea = 0
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index = 0
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def __init__(self, aList = [], parent = None, session = None, **kw):
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INITOPT = Pmw.INITOPT
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if ((type(aList) == types.ListType) or
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(type(aList) == types.TupleType)):
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kw['actorList'] = aList
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else:
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kw['actorList'] = [aList]
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optiondefs = (
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('title', self.appname, None),
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('actorList', [], None),
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('Actor_label_width', 12, None),
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)
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self.defineoptions(kw, optiondefs)
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# direct session that spawned me, if any, used
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# for certain interactions with the session such
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# as being able to see selected objects/actors
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self.session = session
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self.frameHeight = 60 + (50 * len(self['actorList']))
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self.playList = []
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self.id = 'AnimPanel_%d' % AnimPanel.index
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AnimPanel.index += 1
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# current index used for creating new actor controls
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self.actorControlIndex = 0
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# Initialize the superclass
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AppShell.__init__(self)
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# Execute option callbacks
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self.initialiseoptions(AnimPanel)
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# We need to know when AnimPanel is closed
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self.destroyCallBack = None
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def createInterface(self):
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# Handle to the toplevels interior
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interior = self.interior()
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menuBar = self.menuBar
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menuBar.addmenu('AnimPanel', 'Anim Panel Operations')
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# Actor control status
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menuBar.addcascademenu('AnimPanel', 'Control Status',
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'Enable/disable actor control panels')
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menuBar.addmenuitem('Control Status', 'command',
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'Enable all actor controls',
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label = 'Enable all',
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command = self.enableActorControls)
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menuBar.addmenuitem('Control Status', 'command',
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'Disable all actor controls',
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label = 'Disable all',
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command = self.disableActorControls)
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# Frame Slider units
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menuBar.addcascademenu('AnimPanel', 'Display Units',
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'Select display units')
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menuBar.addmenuitem('Display Units', 'command',
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'Display frame counts', label = 'Frame count',
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command = self.displayFrameCounts)
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menuBar.addmenuitem('Display Units', 'command',
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'Display seconds', label = 'Seconds',
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command = self.displaySeconds)
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# Reset all actor controls
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menuBar.addmenuitem('AnimPanel', 'command',
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'Set actor controls to t = 0.0',
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label = 'Jump all to zero',
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command = self.resetAllToZero)
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menuBar.addmenuitem('AnimPanel', 'command',
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'Set Actor controls to end time',
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label = 'Jump all to end time',
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command = self.resetAllToEnd)
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# Add some buttons to update all Actor Controls
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self.fToggleAll = 1
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b = self.createcomponent(
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'toggleEnableButton', (), None,
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Button, (self.menuFrame,),
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text = 'Toggle Enable',
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command = self.toggleAllControls)
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b.pack(side = RIGHT, expand = 0)
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b = self.createcomponent(
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'showSecondsButton', (), None,
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Button, (self.menuFrame,),
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text = 'Show Seconds',
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command = self.displaySeconds)
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b.pack(side = RIGHT, expand = 0)
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b = self.createcomponent(
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'showFramesButton', (), None,
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Button, (self.menuFrame,),
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text = 'Show Frames',
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command = self.displayFrameCounts)
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b.pack(side = RIGHT, expand = 0)
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self.actorFrame = None
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self.createActorControls()
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# Create a frame to hold the playback controls
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controlFrame = Frame(interior)
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self.toStartButton = self.createcomponent(
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'toStart', (), None,
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Button, (controlFrame,),
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text = '<<',
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width = 4,
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command = self.resetAllToZero)
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self.toStartButton.pack(side = LEFT, expand = 1, fill = X)
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self.toPreviousFrameButton = self.createcomponent(
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'toPreviousFrame', (), None,
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Button, (controlFrame,),
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text = '<',
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width = 4,
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command = self.previousFrame)
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self.toPreviousFrameButton.pack(side = LEFT, expand = 1, fill = X)
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self.playButton = self.createcomponent(
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'playButton', (), None,
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Button, (controlFrame,),
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text = 'Play', width = 8,
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command = self.playActorControls)
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self.playButton.pack(side = LEFT, expand = 1, fill = X)
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self.stopButton = self.createcomponent(
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'stopButton', (), None,
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Button, (controlFrame,),
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text = 'Stop', width = 8,
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command = self.stopActorControls)
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self.stopButton.pack(side = LEFT, expand = 1, fill = X)
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self.toNextFrameButton = self.createcomponent(
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'toNextFrame', (), None,
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Button, (controlFrame,),
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text = '>',
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width = 4,
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command = self.nextFrame)
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self.toNextFrameButton.pack(side = LEFT, expand = 1, fill = X)
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self.toEndButton = self.createcomponent(
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'toEnd', (), None,
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Button, (controlFrame,),
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text = '>>',
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width = 4,
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command = self.resetAllToEnd)
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self.toEndButton.pack(side = LEFT, expand = 1, fill = X)
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self.loopVar = IntVar()
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self.loopVar.set(0)
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self.loopButton = self.createcomponent(
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'loopButton', (), None,
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Checkbutton, (controlFrame,),
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text = 'Loop', width = 8,
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variable = self.loopVar)
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self.loopButton.pack(side = LEFT, expand = 1, fill = X)
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# add actors and animations, only allowed if a direct
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# session has been specified since these currently require
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# interaction with selected objects
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if (self.session):
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menuBar.addmenuitem('File', 'command',
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'Set currently selected group of objects as actors to animate.',
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label = 'Set Actors',
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command = self.setActors)
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menuBar.addmenuitem('File', 'command',
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'Load animation file',
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label = 'Load Anim',
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command = self.loadAnim)
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controlFrame.pack(fill = X)
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def createActorControls(self):
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# Create a frame to hold all the actor controls
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self.actorFrame = Frame(self.interior())
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# Create a control for each actor
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self.actorControlList = []
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for actor in self['actorList']:
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anims = actor.getAnimNames()
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print "actor animnames: %s"%anims
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topAnims = []
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if 'neutral' in anims:
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i = anims.index('neutral')
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del(anims[i])
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topAnims.append('neutral')
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if 'walk' in anims:
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i = anims.index('walk')
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del(anims[i])
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topAnims.append('walk')
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if 'run' in anims:
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i = anims.index('run')
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del(anims[i])
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topAnims.append('run')
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anims.sort()
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anims = topAnims + anims
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if (len(anims)== 0):
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# no animations set for this actor, don't
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# display the control panel
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continue
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# currComponents = self.components()
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# if ('actorControl%d' % index in currComponents):
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# self.destroycomponent('actorControl%d' % index)
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# ac = self.component('actorControl%d' % index)
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# if (ac == None):
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ac = self.createcomponent(
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'actorControl%d' % self.actorControlIndex, (), 'Actor',
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ActorControl, (self.actorFrame,),
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animPanel = self,
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text = actor.getName(),
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animList = anims,
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actor = actor)
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ac.pack(expand = 1, fill = X)
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self.actorControlList.append(ac)
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self.actorControlIndex = self.actorControlIndex + 1
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# Now pack the actor frame
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self.actorFrame.pack(expand = 1, fill = BOTH)
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def clearActorControls(self):
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if (self.actorFrame):
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self.actorFrame.forget()
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self.actorFrame.destroy()
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self.actorFrame = None
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def setActors(self):
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self.stopActorControls()
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actors = self.session.getSelectedActors()
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# make sure selected objects are actors, if not don't
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# use?
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aList = []
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for currActor in actors:
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aList.append(currActor)
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self['actorList'] = aList
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self.clearActorControls()
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self.createActorControls()
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def loadAnim(self):
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# bring up file open box to allow selection of an
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# animation file
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animFilename = askopenfilename(
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defaultextension = '.mb',
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filetypes = (('Maya Models', '*.mb'),
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('All files', '*')),
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initialdir = '/i/beta',
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title = 'Load Animation',
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parent = self.component('hull')
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)
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if (animFilename == ''):
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# no file selected, canceled
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return
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# add directory where animation was loaded from to the
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# current model path so any further searches for the file
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# can find it
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fileDirName = os.path.dirname(animFilename)
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fileBaseName = os.path.basename(animFilename)
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fileBaseNameBase = os.path.splitext(fileBaseName)[0]
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fileDirNameFN = Filename(fileDirName)
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fileDirNameFN.makeCanonical()
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getModelPath().prependDirectory(fileDirNameFN)
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for currActor in self['actorList']:
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# replace all currently loaded anims with specified one
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# currActor.unloadAnims(None, None, None)
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currActor.loadAnims({fileBaseNameBase:fileBaseNameBase})
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self.clearActorControls()
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self.createActorControls()
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def playActorControls(self):
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self.stopActorControls()
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self.lastT = globalClock.getFrameTime()
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self.playList = self.actorControlList[:]
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taskMgr.add(self.play, self.id + '_UpdateTask')
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def play(self, task):
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if not self.playList:
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return Task.done
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fLoop = self.loopVar.get()
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currT = globalClock.getFrameTime()
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deltaT = currT - self.lastT
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self.lastT = currT
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for actorControl in self.playList:
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# scale time by play rate value
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actorControl.play(deltaT * actorControl.playRate, fLoop)
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return Task.cont
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def stopActorControls(self):
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taskMgr.remove(self.id + '_UpdateTask')
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def getActorControlAt(self, index):
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return self.actorControlList[index]
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def enableActorControlAt(self, index):
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self.getActorControlAt(index).enableControl()
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def toggleAllControls(self):
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if self.fToggleAll:
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self.disableActorControls()
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else:
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self.enableActorControls()
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self.fToggleAll = 1 - self.fToggleAll
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def enableActorControls(self):
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for actorControl in self.actorControlList:
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actorControl.enableControl()
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def disableActorControls(self):
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for actorControl in self.actorControlList:
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actorControl.disableControl()
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def disableActorControlAt(self, index):
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self.getActorControlAt(index).disableControl()
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def displayFrameCounts(self):
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for actorControl in self.actorControlList:
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actorControl.displayFrameCounts()
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def displaySeconds(self):
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for actorControl in self.actorControlList:
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actorControl.displaySeconds()
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def resetAllToZero(self):
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for actorControl in self.actorControlList:
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actorControl.resetToZero()
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def resetAllToEnd(self):
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for actorControl in self.actorControlList:
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actorControl.resetToEnd()
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def nextFrame(self):
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for actorControl in self.actorControlList:
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actorControl.nextFrame()
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def previousFrame(self):
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for actorControl in self.actorControlList:
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actorControl.previousFrame()
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def setDestroyCallBack(self, callBack):
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self.destroyCallBack = callBack
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def destroy(self):
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# First clean up
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taskMgr.remove(self.id + '_UpdateTask')
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self.destroyCallBack()
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self.destroyCallBack = None
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AppShell.destroy(self)
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class ActorControl(Pmw.MegaWidget):
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def __init__(self, parent = None, **kw):
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INITOPT = Pmw.INITOPT
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DEFAULT_FONT = (('MS', 'Sans', 'Serif'), 12, 'bold')
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DEFAULT_ANIMS = ('neutral', 'run', 'walk')
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animList = kw.get('animList', DEFAULT_ANIMS)
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if len(animList) > 0:
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initActive = animList[0]
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else:
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initActive = DEFAULT_ANIMS[0]
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optiondefs = (
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('text', 'Actor', self._updateLabelText),
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('animPanel', None, None),
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('actor', None, None),
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('animList', DEFAULT_ANIMS, None),
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('active', initActive, None),
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('sLabel_width', 5, None),
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('sLabel_font', DEFAULT_FONT, None),
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)
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self.defineoptions(kw, optiondefs)
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# Initialize the superclass
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Pmw.MegaWidget.__init__(self, parent)
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# Handle to the toplevels hull
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interior = self.interior()
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interior.configure(relief = RAISED, bd = 2)
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# Instance variables
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self.fps = 24
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self.offset = 0.0
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self.maxSeconds = 1.0
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self.currT = 0.0
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self.fScaleCommand = 0
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self.fOneShot = 0
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# Create component widgets
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self._label = self.createcomponent(
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'label', (), None,
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Menubutton, (interior,),
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font=('MSSansSerif', 14, 'bold'),
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relief = RAISED, bd = 1,
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activebackground = '#909090',
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text = self['text'])
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# Top level menu
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labelMenu = Menu(self._label, tearoff = 0)
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# Menu to select display mode
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self.unitsVar = IntVar()
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self.unitsVar.set(FRAMES)
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displayMenu = Menu(labelMenu, tearoff = 0)
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displayMenu.add_radiobutton(label = 'Frame count',
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value = FRAMES,
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variable = self.unitsVar,
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command = self.updateDisplay)
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displayMenu.add_radiobutton(label = 'Seconds',
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value = SECONDS,
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variable = self.unitsVar,
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command = self.updateDisplay)
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# Items for top level menu
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labelMenu.add_cascade(label = 'Display Units', menu = displayMenu)
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# labelMenu.add_command(label = 'Set Offset', command = self.setOffset)
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labelMenu.add_command(label = 'Jump To Zero',
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command = self.resetToZero)
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labelMenu.add_command(label = 'Jump To End Time',
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command = self.resetToEnd)
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# Now associate menu with menubutton
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self._label['menu'] = labelMenu
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self._label.pack(side = LEFT, fill = X)
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# Combo box to select current animation
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self.animMenu = self.createcomponent(
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'animMenu', (), None,
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Pmw.ComboBox, (interior,),
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labelpos = W, label_text = 'Anim:',
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entry_width = 12, selectioncommand = self.selectAnimNamed,
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scrolledlist_items = self['animList'])
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self.animMenu.selectitem(self['active'])
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self.animMenu.pack(side = 'left', padx = 5, expand = 0)
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# Combo box to select frame rate
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playRateList = ['1/24.0', '0.1', '0.5', '1.0', '2.0', '5.0', '10.0']
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playRate = '%0.1f' % self['actor'].getPlayRate(self['active'])
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if playRate not in playRateList:
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def strCmp(a, b):
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return cmp(eval(a), eval(b))
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playRateList.append(playRate)
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playRateList.sort(strCmp)
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playRateMenu = self.createcomponent(
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'playRateMenu', (), None,
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Pmw.ComboBox, (interior,),
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labelpos = W, label_text = 'Play Rate:',
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entry_width = 4, selectioncommand = self.setPlayRate,
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scrolledlist_items = playRateList)
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playRateMenu.selectitem(playRate)
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playRateMenu.pack(side = LEFT, padx = 5, expand = 0)
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# Scale to control animation
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frameFrame = Frame(interior, relief = SUNKEN, bd = 1)
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self.minLabel = self.createcomponent(
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'minLabel', (), 'sLabel',
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Label, (frameFrame,),
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text = 0)
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self.minLabel.pack(side = LEFT)
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self.frameControl = self.createcomponent(
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'scale', (), None,
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Scale, (frameFrame,),
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from_ = 0, to = 24, resolution = 1.0,
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command = self.goTo,
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orient = HORIZONTAL, showvalue = 1)
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self.frameControl.pack(side = LEFT, expand = 1)
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self.frameControl.bind('<Button-1>', self.__onPress)
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self.frameControl.bind('<ButtonRelease-1>', self.__onRelease)
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self.maxLabel = self.createcomponent(
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'maxLabel', (), 'sLabel',
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Label, (frameFrame,),
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text = 24)
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self.maxLabel.pack(side = LEFT)
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frameFrame.pack(side = LEFT, expand = 1, fill = X)
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# Checkbutton to enable/disable control
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self.frameActiveVar = IntVar()
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self.frameActiveVar.set(1)
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frameActive = self.createcomponent(
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'checkbutton', (), None,
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Checkbutton, (interior,),
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variable = self.frameActiveVar)
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frameActive.pack(side = LEFT, expand = 1)
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# Execute option callbacks
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self.initialiseoptions(ActorControl)
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self.playRate = 1.0
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self.updateDisplay()
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def _updateLabelText(self):
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self._label['text'] = self['text']
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def updateDisplay(self):
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actor = self['actor']
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active = self['active']
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self.fps = actor.getFrameRate(active)
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if (self.fps == None):
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|
# there was probably a problem loading the
|
|
# active animation, set default anim properties
|
|
print "unable to get animation fps, zeroing out animation info"
|
|
self.fps = 24
|
|
self.duration = 0
|
|
self.maxFrame = 0
|
|
self.maxSeconds = 0
|
|
else:
|
|
self.duration = actor.getDuration(active)
|
|
self.maxFrame = actor.getNumFrames(active) - 1
|
|
self.maxSeconds = self.offset + self.duration
|
|
# switch between showing frame counts and seconds
|
|
if self.unitsVar.get() == FRAMES:
|
|
# these are approximate due to discrete frame size
|
|
fromFrame = 0
|
|
toFrame = self.maxFrame
|
|
self.minLabel['text'] = fromFrame
|
|
self.maxLabel['text'] = toFrame
|
|
self.frameControl.configure(from_ = fromFrame,
|
|
to = toFrame,
|
|
resolution = 1.0)
|
|
else:
|
|
self.minLabel['text'] = '0.0'
|
|
self.maxLabel['text'] = "%.2f" % self.duration
|
|
self.frameControl.configure(from_ = 0.0,
|
|
to = self.duration,
|
|
resolution = 0.01)
|
|
|
|
def __onPress(self, event):
|
|
# Enable slider command
|
|
self.fScaleCommand = 1
|
|
|
|
def __onRelease(self, event):
|
|
# Disable slider command
|
|
self.fScaleCommand = 0
|
|
|
|
def selectAnimNamed(self, name):
|
|
# Update active anim
|
|
self['active'] = name
|
|
# Reset play rate
|
|
self.component('playRateMenu').selectitem('1.0')
|
|
self.setPlayRate('1.0')
|
|
# Move slider to zero
|
|
self.resetToZero()
|
|
|
|
def setPlayRate(self, rate):
|
|
# set play rate on the actor, although for the AnimPanel
|
|
# purpose we don't use the actor's play rate, but rather
|
|
# the self.playRate value since we drive the animation
|
|
# playback ourselves
|
|
self['actor'].setPlayRate(eval(rate), self['active'])
|
|
self.playRate = eval(rate)
|
|
self.updateDisplay()
|
|
|
|
def setOffset(self):
|
|
newOffset = askfloat(parent = self.interior(),
|
|
title = self['text'],
|
|
prompt = 'Start offset (seconds):')
|
|
if newOffset != None:
|
|
self.offset = newOffset
|
|
self.updateDisplay()
|
|
|
|
def enableControl(self):
|
|
self.frameActiveVar.set(1)
|
|
|
|
def disableControl(self):
|
|
self.frameActiveVar.set(0)
|
|
|
|
def displayFrameCounts(self):
|
|
self.unitsVar.set(FRAMES)
|
|
self.updateDisplay()
|
|
|
|
def displaySeconds(self):
|
|
self.unitsVar.set(SECONDS)
|
|
self.updateDisplay()
|
|
|
|
def play(self, deltaT, fLoop):
|
|
if self.frameActiveVar.get():
|
|
# Compute new time
|
|
self.currT = self.currT + deltaT
|
|
if fLoop and self.duration:
|
|
# If its looping compute modulo
|
|
loopT = self.currT % self.duration
|
|
self.goToT(loopT)
|
|
else:
|
|
if (self.currT > self.maxSeconds):
|
|
# Clear this actor control from play list
|
|
self['animPanel'].playList.remove(self)
|
|
else:
|
|
self.goToT(self.currT)
|
|
else:
|
|
# Clear this actor control from play list
|
|
self['animPanel'].playList.remove(self)
|
|
|
|
def goToF(self, f):
|
|
if self.unitsVar.get() == FRAMES:
|
|
self.frameControl.set(f)
|
|
else:
|
|
self.frameControl.set(f/self.fps)
|
|
|
|
def goToT(self, t):
|
|
if self.unitsVar.get() == FRAMES:
|
|
self.frameControl.set(t * self.fps)
|
|
else:
|
|
self.frameControl.set(t)
|
|
|
|
def goTo(self, t):
|
|
# Convert scale value to float
|
|
t = string.atof(t)
|
|
# Now convert t to seconds for offset calculations
|
|
if self.unitsVar.get() == FRAMES:
|
|
t = t / self.fps
|
|
# Update currT
|
|
if self.fScaleCommand or self.fOneShot:
|
|
self.currT = t
|
|
self.fOneShot = 0
|
|
# Now update actor (pose specifed as frame count)
|
|
self['actor'].pose(self['active'],
|
|
min(self.maxFrame, int(t * self.fps)))
|
|
|
|
def resetToZero(self):
|
|
# This flag forces self.currT to be updated to new value
|
|
self.fOneShot = 1
|
|
self.goToT(0)
|
|
|
|
def resetToEnd(self):
|
|
# This flag forces self.currT to be updated to new value
|
|
self.fOneShot = 1
|
|
self.goToT(self.duration)
|
|
|
|
def nextFrame(self):
|
|
"""
|
|
There needed to be a better way to select an exact frame number
|
|
as the control slider doesn't have the desired resolution
|
|
"""
|
|
self.fOneShot = 1
|
|
self.goToT((self.currT+(1/self.fps))%self.duration)
|
|
|
|
def previousFrame(self):
|
|
"""
|
|
There needed to be a better way to select an exact frame number
|
|
as the control slider doesn't have the desired resolution
|
|
"""
|
|
self.fOneShot = 1
|
|
self.goToT((self.currT-(1/self.fps))%self.duration)
|
|
|
|
"""
|
|
# EXAMPLE CODE
|
|
from direct.actor import Actor
|
|
import AnimPanel
|
|
|
|
a = Actor.Actor({250:{"head":"phase_3/models/char/dogMM_Shorts-head-250",
|
|
"torso":"phase_3/models/char/dogMM_Shorts-torso-250",
|
|
"legs":"phase_3/models/char/dogMM_Shorts-legs-250"},
|
|
500:{"head":"phase_3/models/char/dogMM_Shorts-head-500",
|
|
"torso":"phase_3/models/char/dogMM_Shorts-torso-500",
|
|
"legs":"phase_3/models/char/dogMM_Shorts-legs-500"},
|
|
1000:{"head":"phase_3/models/char/dogMM_Shorts-head-1000",
|
|
"torso":"phase_3/models/char/dogMM_Shorts-torso-1000",
|
|
"legs":"phase_3/models/char/dogMM_Shorts-legs-1000"}},
|
|
{"head":{"walk":"phase_3/models/char/dogMM_Shorts-head-walk", \
|
|
"run":"phase_3/models/char/dogMM_Shorts-head-run"}, \
|
|
"torso":{"walk":"phase_3/models/char/dogMM_Shorts-torso-walk", \
|
|
"run":"phase_3/models/char/dogMM_Shorts-torso-run"}, \
|
|
"legs":{"walk":"phase_3/models/char/dogMM_Shorts-legs-walk", \
|
|
"run":"phase_3/models/char/dogMM_Shorts-legs-run"}})
|
|
a.attach("head", "torso", "joint-head", 250)
|
|
a.attach("torso", "legs", "joint-hips", 250)
|
|
a.attach("head", "torso", "joint-head", 500)
|
|
a.attach("torso", "legs", "joint-hips", 500)
|
|
a.attach("head", "torso", "joint-head", 1000)
|
|
a.attach("torso", "legs", "joint-hips", 1000)
|
|
a.drawInFront("joint-pupil?", "eyes*", -1, lodName=250)
|
|
a.drawInFront("joint-pupil?", "eyes*", -1, lodName=500)
|
|
a.drawInFront("joint-pupil?", "eyes*", -1, lodName=1000)
|
|
a.setLOD(250, 250, 75)
|
|
a.setLOD(500, 75, 15)
|
|
a.setLOD(1000, 15, 1)
|
|
a.fixBounds()
|
|
a.reparentTo(render)
|
|
|
|
|
|
a2 = Actor.Actor({250:{"head":"phase_3/models/char/dogMM_Shorts-head-250",
|
|
"torso":"phase_3/models/char/dogMM_Shorts-torso-250",
|
|
"legs":"phase_3/models/char/dogMM_Shorts-legs-250"},
|
|
500:{"head":"phase_3/models/char/dogMM_Shorts-head-500",
|
|
"torso":"phase_3/models/char/dogMM_Shorts-torso-500",
|
|
"legs":"phase_3/models/char/dogMM_Shorts-legs-500"},
|
|
1000:{"head":"phase_3/models/char/dogMM_Shorts-head-1000",
|
|
"torso":"phase_3/models/char/dogMM_Shorts-torso-1000",
|
|
"legs":"phase_3/models/char/dogMM_Shorts-legs-1000"}},
|
|
{"head":{"walk":"phase_3/models/char/dogMM_Shorts-head-walk", \
|
|
"run":"phase_3/models/char/dogMM_Shorts-head-run"}, \
|
|
"torso":{"walk":"phase_3/models/char/dogMM_Shorts-torso-walk", \
|
|
"run":"phase_3/models/char/dogMM_Shorts-torso-run"}, \
|
|
"legs":{"walk":"phase_3/models/char/dogMM_Shorts-legs-walk", \
|
|
"run":"phase_3/models/char/dogMM_Shorts-legs-run"}})
|
|
a2.attach("head", "torso", "joint-head", 250)
|
|
a2.attach("torso", "legs", "joint-hips", 250)
|
|
a2.attach("head", "torso", "joint-head", 500)
|
|
a2.attach("torso", "legs", "joint-hips", 500)
|
|
a2.attach("head", "torso", "joint-head", 1000)
|
|
a2.attach("torso", "legs", "joint-hips", 1000)
|
|
a2.drawInFront("joint-pupil?", "eyes*", -1, lodName=250)
|
|
a2.drawInFront("joint-pupil?", "eyes*", -1, lodName=500)
|
|
a2.drawInFront("joint-pupil?", "eyes*", -1, lodName=1000)
|
|
a2.setLOD(250, 250, 75)
|
|
a2.setLOD(500, 75, 15)
|
|
a2.setLOD(1000, 15, 1)
|
|
a2.fixBounds()
|
|
a2.reparentTo(render)
|
|
|
|
ap = AnimPanel.AnimPanel([a, a2])
|
|
|
|
# Alternately
|
|
ap = a.animPanel()
|
|
ap2 = a2.animPanel()
|
|
|
|
"""
|