mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
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146 lines
6.8 KiB
Python
146 lines
6.8 KiB
Python
#!/usr/bin/env python
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# Author: Shao Zhang and Phil Saltzman
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# Models and Textures by: Shaun Budhram, Will Houng, and David Tucker
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# Last Updated: 2015-03-13
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#
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# This tutorial will cover exposing joints and manipulating them. Specifically,
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# we will take control of the neck joint of a humanoid character and rotate that
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# joint to always face the mouse cursor. This will in turn make the head of the
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# character "look" at the mouse cursor. We will also expose the hand joint and
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# use it as a point to "attach" objects that the character can hold. By
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# parenting an object to a hand joint, the object will stay in the character's
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# hand even if the hand is moving through an animation.
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from direct.showbase.ShowBase import ShowBase
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from panda3d.core import AmbientLight, DirectionalLight
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from panda3d.core import TextNode, NodePath, LightAttrib
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from panda3d.core import LVector3
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from direct.actor.Actor import Actor
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from direct.task.Task import Task
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from direct.gui.OnscreenText import OnscreenText
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from direct.showbase.DirectObject import DirectObject
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import sys
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# A simple function to make sure a value is in a given range, -1 to 1 by
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# default
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def clamp(i, mn=-1, mx=1):
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return min(max(i, mn), mx)
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# Macro-like function used to reduce the amount to code needed to create the
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# on screen instructions
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def genLabelText(text, i):
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return OnscreenText(text=text, parent=base.a2dTopLeft, scale=.06,
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pos=(0.06, -.08 * i), fg=(1, 1, 1, 1),
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shadow=(0, 0, 0, .5), align=TextNode.ALeft)
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class LookingGrippingDemo(ShowBase):
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def __init__(self):
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# Initialize the ShowBase class from which we inherit, which will
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# create a window and set up everything we need for rendering into it.
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ShowBase.__init__(self)
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# This code puts the standard title and instruction text on screen
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self.title = OnscreenText(text="Panda3D: Tutorial - Joint Manipulation",
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fg=(1, 1, 1, 1), parent=base.a2dBottomRight,
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align=TextNode.ARight, pos=(-0.1, 0.1),
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shadow=(0, 0, 0, .5), scale=.08)
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self.onekeyText = genLabelText("ESC: Quit", 1)
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self.onekeyText = genLabelText("[1]: Teapot", 2)
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self.twokeyText = genLabelText("[2]: Candy cane", 3)
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self.threekeyText = genLabelText("[3]: Banana", 4)
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self.fourkeyText = genLabelText("[4]: Sword", 5)
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# Set up key input
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self.accept('escape', sys.exit)
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self.accept('1', self.switchObject, [0])
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self.accept('2', self.switchObject, [1])
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self.accept('3', self.switchObject, [2])
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self.accept('4', self.switchObject, [3])
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base.disableMouse() # Disable mouse-based camera-control
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camera.setPos(0, -15, 2) # Position the camera
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self.eve = Actor("models/eve", # Load our animated charachter
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{'walk': "models/eve_walk"})
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self.eve.reparentTo(render) # Put it in the scene
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# Now we use controlJoint to get a NodePath that's in control of her neck
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# This must be done before any animations are played
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self.eveNeck = self.eve.controlJoint(None, 'modelRoot', 'Neck')
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# We now play an animation. An animation must be played, or at least posed
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# for the nodepath we just got from controlJoint to actually effect the
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# model
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self.eve.actorInterval("walk", playRate=2).loop()
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# Now we add a task that will take care of turning the head
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taskMgr.add(self.turnHead, "turnHead")
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# Now we will expose the joint the hand joint. ExposeJoint allows us to
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# get the position of a joint while it is animating. This is different than
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# controlJonit which stops that joint from animating but lets us move it.
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# This is particularly usefull for putting an object (like a weapon) in an
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# actor's hand
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self.rightHand = self.eve.exposeJoint(None, 'modelRoot', 'RightHand')
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# This is a table with models, positions, rotations, and scales of objects to
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# be attached to our exposed joint. These are stock models and so they needed
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# to be repositioned to look right.
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positions = [("teapot", (0, -.66, -.95), (90, 0, 90), .4),
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("models/candycane", (.15, -.99, -.22), (90, 0, 90), 1),
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("models/banana", (.08, -.1, .09), (0, -90, 0), 1.75),
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("models/sword", (.11, .19, .06), (0, 0, 90), 1)]
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self.models = [] # A list that will store our models objects
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for row in positions:
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np = loader.loadModel(row[0]) # Load the model
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np.setPos(row[1][0], row[1][1], row[1][2]) # Position it
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np.setHpr(row[2][0], row[2][1], row[2][2]) # Rotate it
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np.setScale(row[3]) # Scale it
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# Reparent the model to the exposed joint. That way when the joint moves,
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# the model we just loaded will move with it.
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np.reparentTo(self.rightHand)
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self.models.append(np) # Add it to our models list
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self.switchObject(0) # Make object 0 the first shown
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self.setupLights() # Put in some default lighting
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# This is what we use to change which object it being held. It just hides all of
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# the objects and then unhides the one that was selected
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def switchObject(self, i):
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for np in self.models:
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np.hide()
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self.models[i].show()
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# This task gets the position of mouse each frame, and rotates the neck based
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# on it.
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def turnHead(self, task):
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# Check to make sure the mouse is readable
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if base.mouseWatcherNode.hasMouse():
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# get the mouse position as a LVector2. The values for each axis are from -1 to
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# 1. The top-left is (-1,-1), the bottom right is (1,1)
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mpos = base.mouseWatcherNode.getMouse()
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# Here we multiply the values to get the amount of degrees to turn
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# Restrain is used to make sure the values returned by getMouse are in the
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# valid range. If this particular model were to turn more than this,
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# significant tearing would be visable
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self.eveNeck.setP(clamp(mpos.getX()) * 50)
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self.eveNeck.setH(clamp(mpos.getY()) * 20)
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return Task.cont # Task continues infinitely
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def setupLights(self): # Sets up some default lighting
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ambientLight = AmbientLight("ambientLight")
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ambientLight.setColor((.4, .4, .35, 1))
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directionalLight = DirectionalLight("directionalLight")
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directionalLight.setDirection(LVector3(0, 8, -2.5))
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directionalLight.setColor((0.9, 0.8, 0.9, 1))
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render.setLight(render.attachNewNode(directionalLight))
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render.setLight(render.attachNewNode(ambientLight))
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demo = LookingGrippingDemo() # Create an instance of our class
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demo.run() # Run the simulation
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