Poodletooth-iLand/panda/direct/actor/Actor.py
2015-03-03 17:10:12 -05:00

2560 lines
104 KiB
Python

"""Actor module: contains the Actor class"""
__all__ = ['Actor']
from pandac.PandaModules import *
from direct.showbase.DirectObject import DirectObject
from pandac.PandaModules import LODNode
import types, copy
class Actor(DirectObject, NodePath):
"""
Actor class: Contains methods for creating, manipulating
and playing animations on characters
"""
notify = directNotify.newCategory("Actor")
partPrefix = "__Actor_"
modelLoaderOptions = LoaderOptions(LoaderOptions.LFSearch |
LoaderOptions.LFReportErrors |
LoaderOptions.LFConvertSkeleton)
animLoaderOptions = LoaderOptions(LoaderOptions.LFSearch |
LoaderOptions.LFReportErrors |
LoaderOptions.LFConvertAnim)
validateSubparts = ConfigVariableBool('validate-subparts', True)
class PartDef:
"""Instances of this class are stored within the
PartBundleDict to track all of the individual PartBundles
associated with the Actor. In general, each separately loaded
model file is a different PartBundle. This can include the
multiple different LOD's, as well as the multiple different
pieces of a multipart Actor. """
def __init__(self, partBundleNP, partBundleHandle, partModel):
# We also save the ModelRoot node along with the
# PartBundle, so that the reference count in the ModelPool
# will be accurate.
self.partBundleNP = partBundleNP
self.partBundleHandle = partBundleHandle
self.partModel = partModel
def getBundle(self):
return self.partBundleHandle.getBundle()
def __repr__(self):
return 'Actor.PartDef(%s, %s)' % (repr(self.partBundleNP), repr(self.partModel))
class AnimDef:
"""Instances of this class are stored within the
AnimControlDict to track all of the animations associated with
the Actor. This includes animations that have already been
bound (these have a valid AnimControl) as well as those that
have not yet been bound (for these, self.animControl is None).
There is a different AnimDef for each different part or
sub-part, times each different animation in the AnimDict. """
def __init__(self, filename = None, animBundle = None):
self.filename = filename
self.animBundle = None
self.animControl = None
def makeCopy(self):
return Actor.AnimDef(self.filename, self.animBundle)
def __repr__(self):
return 'Actor.AnimDef(%s)' % (repr(self.filename))
class SubpartDef:
"""Instances of this class are stored within the SubpartDict
to track the existance of arbitrary sub-parts. These are
designed to appear to the user to be identical to true "part"
of a multi-part Actor, but in fact each subpart represents a
subset of the joints of an existing part (which is accessible
via a different name). """
def __init__(self, truePartName, subset = PartSubset()):
self.truePartName = truePartName
self.subset = subset
def makeCopy(self):
return Actor.SubpartDef(self.truePartName, PartSubset(self.subset))
def __repr__(self):
return 'Actor.SubpartDef(%s, %s)' % (repr(self.truePartName), repr(self.subset))
def __init__(self, models=None, anims=None, other=None, copy=True,
lodNode = None, flattenable = True, setFinal = False,
mergeLODBundles = None, allowAsyncBind = None,
okMissing = None):
"""__init__(self, string | string:string{}, string:string{} |
string:(string:string{}){}, Actor=None)
Actor constructor: can be used to create single or multipart
actors. If another Actor is supplied as an argument this
method acts like a copy constructor. Single part actors are
created by calling with a model and animation dictionary
(animName:animPath{}) as follows:
a = Actor("panda-3k.egg", {"walk":"panda-walk.egg" \
"run":"panda-run.egg"})
This could be displayed and animated as such:
a.reparentTo(render)
a.loop("walk")
a.stop()
Multipart actors expect a dictionary of parts and a dictionary
of animation dictionaries (partName:(animName:animPath{}){}) as
below:
a = Actor(
# part dictionary
{"head":"char/dogMM/dogMM_Shorts-head-mod", \
"torso":"char/dogMM/dogMM_Shorts-torso-mod", \
"legs":"char/dogMM/dogMM_Shorts-legs-mod"}, \
# dictionary of anim dictionaries
{"head":{"walk":"char/dogMM/dogMM_Shorts-head-walk", \
"run":"char/dogMM/dogMM_Shorts-head-run"}, \
"torso":{"walk":"char/dogMM/dogMM_Shorts-torso-walk", \
"run":"char/dogMM/dogMM_Shorts-torso-run"}, \
"legs":{"walk":"char/dogMM/dogMM_Shorts-legs-walk", \
"run":"char/dogMM/dogMM_Shorts-legs-run"} \
})
In addition multipart actor parts need to be connected together
in a meaningful fashion:
a.attach("head", "torso", "joint-head")
a.attach("torso", "legs", "joint-hips")
#
# ADD LOD COMMENT HERE!
#
Other useful Actor class functions:
#fix actor eye rendering
a.drawInFront("joint-pupil?", "eyes*")
#fix bounding volumes - this must be done after drawing
#the actor for a few frames, otherwise it has no effect
a.fixBounds()
"""
try:
self.Actor_initialized
return
except:
self.Actor_initialized = 1
# initialize our NodePath essence
NodePath.__init__(self)
# Set the mergeLODBundles flag. If this is true, all
# different LOD's will be merged into a single common bundle
# (joint hierarchy). All LOD's will thereafter share the same
# skeleton, even though they may have been loaded from
# different egg files. If this is false, LOD's will be kept
# completely isolated, and each LOD will have its own
# skeleton.
# When this flag is true, __animControlDict has only one key,
# ['common']; when it is false, __animControlDict has one key
# per each LOD name.
if mergeLODBundles == None:
# If this isn't specified, it comes from the Config.prc
# file.
self.mergeLODBundles = base.config.GetBool('merge-lod-bundles', True)
else:
self.mergeLODBundles = mergeLODBundles
# Set the allowAsyncBind flag. If this is true, it enables
# asynchronous animation binding. This requires that you have
# run "egg-optchar -preload" on your animation and models to
# generate the appropriate AnimPreloadTable.
if allowAsyncBind == None:
self.allowAsyncBind = base.config.GetBool('allow-async-bind', True)
else:
self.allowAsyncBind = allowAsyncBind
# create data structures
self.__commonBundleHandles = {}
self.__partBundleDict = {}
self.__subpartDict = {}
self.__sortedLODNames = []
self.__animControlDict = {}
self.__subpartsComplete = False
self.__LODNode = None
self.__LODAnimation = None
self.__LODCenter = Point3(0, 0, 0)
self.switches = None
if (other == None):
# act like a normal constructor
# create base hierarchy
self.gotName = 0
if flattenable:
# If we want a flattenable Actor, don't create all
# those ModelNodes, and the GeomNode is the same as
# the root.
root = PandaNode('actor')
self.assign(NodePath(root))
self.setGeomNode(NodePath(self))
else:
# A standard Actor has a ModelNode at the root, and
# another ModelNode to protect the GeomNode.
root = ModelNode('actor')
root.setPreserveTransform(1)
self.assign(NodePath(root))
self.setGeomNode(self.attachNewNode(ModelNode('actorGeom')))
self.__hasLOD = 0
# load models
#
# four cases:
#
# models, anims{} = single part actor
# models{}, anims{} = single part actor w/ LOD
# models{}, anims{}{} = multi-part actor
# models{}{}, anims{}{} = multi-part actor w/ LOD
#
# make sure we have models
if (models):
# do we have a dictionary of models?
if (type(models)==type({})):
# if this is a dictionary of dictionaries
if (type(models[models.keys()[0]]) == type({})):
# then it must be a multipart actor w/LOD
self.setLODNode(node = lodNode)
# preserve numerical order for lod's
# this will make it easier to set ranges
sortedKeys = models.keys()
sortedKeys.sort()
for lodName in sortedKeys:
# make a node under the LOD switch
# for each lod (just because!)
self.addLOD(str(lodName))
# iterate over both dicts
for modelName in models[lodName].keys():
self.loadModel(models[lodName][modelName],
modelName, lodName, copy = copy,
okMissing = okMissing)
# then if there is a dictionary of dictionaries of anims
elif (type(anims[anims.keys()[0]])==type({})):
# then this is a multipart actor w/o LOD
for partName in models.keys():
# pass in each part
self.loadModel(models[partName], partName,
copy = copy, okMissing = okMissing)
else:
# it is a single part actor w/LOD
self.setLODNode(node = lodNode)
# preserve order of LOD's
sortedKeys = models.keys()
sortedKeys.sort()
for lodName in sortedKeys:
self.addLOD(str(lodName))
# pass in dictionary of parts
self.loadModel(models[lodName], lodName=lodName,
copy = copy, okMissing = okMissing)
else:
# else it is a single part actor
self.loadModel(models, copy = copy, okMissing = okMissing)
# load anims
# make sure the actor has animations
if (anims):
if (len(anims) >= 1):
# if so, does it have a dictionary of dictionaries?
if (type(anims[anims.keys()[0]])==type({})):
# are the models a dict of dicts too?
if (type(models)==type({})):
if (type(models[models.keys()[0]]) == type({})):
# then we have a multi-part w/ LOD
sortedKeys = models.keys()
sortedKeys.sort()
for lodName in sortedKeys:
# iterate over both dicts
for partName in anims.keys():
self.loadAnims(
anims[partName], partName, lodName)
else:
# then it must be multi-part w/o LOD
for partName in anims.keys():
self.loadAnims(anims[partName], partName)
elif (type(models)==type({})):
# then we have single-part w/ LOD
sortedKeys = models.keys()
sortedKeys.sort()
for lodName in sortedKeys:
self.loadAnims(anims, lodName=lodName)
else:
# else it is single-part w/o LOD
self.loadAnims(anims)
else:
self.copyActor(other, True) # overwrite everything
if setFinal:
# If setFinal is true, the Actor will set its top bounding
# volume to be the "final" bounding volume: the bounding
# volumes below the top volume will not be tested. If a
# cull test passes the top bounding volume, the whole
# Actor is rendered.
# We do this partly because an Actor is likely to be a
# fairly small object relative to the scene, and is pretty
# much going to be all onscreen or all offscreen anyway;
# and partly because of the Character bug that doesn't
# update the bounding volume for pieces that animate away
# from their original position. It's disturbing to see
# someone's hands disappear; better to cull the whole
# object or none of it.
self.__geomNode.node().setFinal(1)
def delete(self):
try:
self.Actor_deleted
return
except:
self.Actor_deleted = 1
self.cleanup()
def copyActor(self, other, overwrite=False):
# act like a copy constructor
self.gotName = other.gotName
# copy the scene graph elements of other
if (overwrite):
otherCopy = other.copyTo(NodePath())
otherCopy.detachNode()
# assign these elements to ourselve (overwrite)
self.assign(otherCopy)
else:
# just copy these to ourselves
otherCopy = other.copyTo(self)
# masad: check if otherCopy has a geomNode as its first child
# if actor is initialized with flattenable, then otherCopy, not
# its first child, is the geom node; check __init__, for reference
if other.getGeomNode().getName() == other.getName():
self.setGeomNode(otherCopy)
else:
self.setGeomNode(otherCopy.getChild(0))
# copy the switches for lods
self.switches = other.switches
self.__LODNode = self.find('**/+LODNode')
self.__hasLOD = 0
if (not self.__LODNode.isEmpty()):
self.__hasLOD = 1
# copy the part dictionary from other
self.__copyPartBundles(other)
self.__copySubpartDict(other)
self.__subpartsComplete = other.__subpartsComplete
# copy the anim dictionary from other
self.__copyAnimControls(other)
def __cmp__(self, other):
# Actor inherits from NodePath, which inherits a definition of
# __cmp__ from FFIExternalObject that uses the NodePath's
# compareTo() method to compare different NodePaths. But we
# don't want this behavior for Actors; Actors should only be
# compared pointerwise. A NodePath that happens to reference
# the same node is still different from the Actor.
if self is other:
return 0
else:
return 1
def __str__(self):
"""
Actor print function
"""
return "Actor %s, parts = %s, LODs = %s, anims = %s" % \
(self.getName(), self.getPartNames(), self.getLODNames(), self.getAnimNames())
def listJoints(self, partName="modelRoot", lodName="lodRoot"):
"""Handy utility function to list the joint hierarchy of the
actor. """
if self.mergeLODBundles:
partBundleDict = self.__commonBundleHandles
else:
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.error("no lod named: %s" % (lodName))
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef == None:
Actor.notify.error("no part named: %s" % (partName))
self.__doListJoints(0, partDef.getBundle(),
subpartDef.subset.isIncludeEmpty(), subpartDef.subset)
def __doListJoints(self, indentLevel, part, isIncluded, subset):
name = part.getName()
if subset.matchesInclude(name):
isIncluded = True
elif subset.matchesExclude(name):
isIncluded = False
if isIncluded:
value = ''
if hasattr(part, 'outputValue'):
lineStream = LineStream()
part.outputValue(lineStream)
value = lineStream.getLine()
print ' ' * indentLevel, part.getName(), value
for i in range(part.getNumChildren()):
self.__doListJoints(indentLevel + 2, part.getChild(i),
isIncluded, subset)
def getActorInfo(self):
"""
Utility function to create a list of information about an actor.
Useful for iterating over details of an actor.
"""
lodInfo = []
for lodName, partDict in self.__animControlDict.items():
if self.mergeLODBundles:
lodName = self.__sortedLODNames[0]
partInfo = []
for partName in partDict.keys():
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partBundleDict = self.__partBundleDict.get(lodName)
partDef = partBundleDict.get(subpartDef.truePartName)
partBundle = partDef.getBundle()
animDict = partDict[partName]
animInfo = []
for animName in animDict.keys():
file = animDict[animName].filename
animControl = animDict[animName].animControl
animInfo.append([animName, file, animControl])
partInfo.append([partName, partBundle, animInfo])
lodInfo.append([lodName, partInfo])
return lodInfo
def getAnimNames(self):
animNames = []
for lodName, lodInfo in self.getActorInfo():
for partName, bundle, animInfo in lodInfo:
for animName, file, animControl in animInfo:
if animName not in animNames:
animNames.append(animName)
return animNames
def pprint(self):
"""
Pretty print actor's details
"""
for lodName, lodInfo in self.getActorInfo():
print 'LOD:', lodName
for partName, bundle, animInfo in lodInfo:
print ' Part:', partName
print ' Bundle:', repr(bundle)
for animName, file, animControl in animInfo:
print ' Anim:', animName
print ' File:', file
if animControl == None:
print ' (not loaded)'
else:
print (' NumFrames: %d PlayRate: %0.2f' %
(animControl.getNumFrames(),
animControl.getPlayRate()))
def cleanup(self):
"""
Actor cleanup function
"""
self.stop(None)
self.clearPythonData()
self.flush()
if(self.__geomNode):
self.__geomNode.removeNode()
self.__geomNode = None
if not self.isEmpty():
self.removeNode()
def removeNode(self):
if self.__geomNode and (self.__geomNode.getNumChildren() > 0):
assert self.notify.warning("called actor.removeNode() on %s without calling cleanup()" % self.getName())
NodePath.removeNode(self)
def clearPythonData(self):
self.__commonBundleHandles = {}
self.__partBundleDict = {}
self.__subpartDict = {}
self.__sortedLODNames = []
self.__animControlDict = {}
def flush(self):
"""
Actor flush function
"""
self.clearPythonData()
if self.__LODNode and (not self.__LODNode.isEmpty()):
self.__LODNode.removeNode()
self.__LODNode = None
# remove all its children
if(self.__geomNode):
self.__geomNode.removeChildren()
self.__hasLOD = 0
# accessing
def getAnimControlDict(self):
return self.__animControlDict
def removeAnimControlDict(self):
self.__animControlDict = {}
def getPartBundleDict(self):
return self.__partBundleDict
def getPartBundles(self, partName = None):
""" Returns a list of PartBundle objects for the entire Actor,
or for the indicated part only. """
bundles = []
for lodName, partBundleDict in self.__partBundleDict.items():
if partName == None:
for partDef in partBundleDict.values():
bundles.append(partDef.getBundle())
else:
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef != None:
bundles.append(partDef.getBundle())
else:
Actor.notify.warning("Couldn't find part: %s" % (partName))
return bundles
def __updateSortedLODNames(self):
# Cache the sorted LOD names so we don't have to grab them
# and sort them every time somebody asks for the list
self.__sortedLODNames = self.__partBundleDict.keys()
# Reverse sort the doing a string->int
def sortKey(x):
if not str(x).isdigit():
smap = {'h':3,
'm':2,
'l':1,
'f':0}
"""
sx = smap.get(x[0], None)
if sx is None:
self.notify.error('Invalid lodName: %s' % x)
"""
return smap[x[0]]
else:
return int(x)
self.__sortedLODNames.sort(key=sortKey, reverse=True)
def getLODNames(self):
"""
Return list of Actor LOD names. If not an LOD actor,
returns 'lodRoot'
Caution - this returns a reference to the list - not your own copy
"""
return self.__sortedLODNames
def getPartNames(self):
"""
Return list of Actor part names. If not an multipart actor,
returns 'modelRoot' NOTE: returns parts of arbitrary LOD
"""
partNames = []
if self.__partBundleDict:
partNames = self.__partBundleDict.values()[0].keys()
return partNames + self.__subpartDict.keys()
def getGeomNode(self):
"""
Return the node that contains all actor geometry
"""
return self.__geomNode
def setGeomNode(self, node):
"""
Set the node that contains all actor geometry
"""
self.__geomNode = node
def getLODNode(self):
"""
Return the node that switches actor geometry in and out"""
return self.__LODNode.node()
def setLODNode(self, node=None):
"""
Set the node that switches actor geometry in and out.
If one is not supplied as an argument, make one
"""
if (node == None):
node = LODNode.makeDefaultLod("lod")
if self.__LODNode:
self.__LODNode = node
else:
self.__LODNode = self.__geomNode.attachNewNode(node)
self.__hasLOD = 1
self.switches = {}
def useLOD(self, lodName):
"""
Make the Actor ONLY display the given LOD
"""
# make sure we don't call this twice in a row
# and pollute the the switches dictionary
## sortedKeys = self.switches.keys()
## sortedKeys.sort()
child = self.__LODNode.find(str(lodName))
index = self.__LODNode.node().findChild(child.node())
self.__LODNode.node().forceSwitch(index)
def printLOD(self):
## sortedKeys = self.switches.keys()
## sortedKeys.sort()
sortedKeys = self.__sortedLODNames
for eachLod in sortedKeys:
print "python switches for %s: in: %d, out %d" % (eachLod,
self.switches[eachLod][0],
self.switches[eachLod][1])
switchNum = self.__LODNode.node().getNumSwitches()
for eachSwitch in range(0, switchNum):
print "c++ switches for %d: in: %d, out: %d" % (eachSwitch,
self.__LODNode.node().getIn(eachSwitch),
self.__LODNode.node().getOut(eachSwitch))
def resetLOD(self):
"""
Restore all switch distance info (usually after a useLOD call)"""
self.__LODNode.node().clearForceSwitch()
## sortedKeys = self.switches.keys()
## sortedKeys.sort()
## for eachLod in sortedKeys:
## index = sortedKeys.index(eachLod)
## self.__LODNode.node().setSwitch(index, self.switches[eachLod][0],
## self.switches[eachLod][1])
def addLOD(self, lodName, inDist=0, outDist=0, center=None):
"""addLOD(self, string)
Add a named node under the LODNode to parent all geometry
of a specific LOD under.
"""
self.__LODNode.attachNewNode(str(lodName))
# save the switch distance info
self.switches[lodName] = [inDist, outDist]
# add the switch distance info
self.__LODNode.node().addSwitch(inDist, outDist)
if center != None:
self.setCenter(center)
def setLOD(self, lodName, inDist=0, outDist=0):
"""setLOD(self, string)
Set the switch distance for given LOD
"""
# save the switch distance info
self.switches[lodName] = [inDist, outDist]
# add the switch distance info
## sortedKeys = self.switches.keys()
## sortedKeys.sort()
self.__LODNode.node().setSwitch(self.getLODIndex(lodName), inDist, outDist)
def getLODIndex(self, lodName):
"""getLODIndex(self)
safe method (but expensive) for retrieving the child index
"""
return list(self.__LODNode.getChildren()).index(self.getLOD(lodName))
def getLOD(self, lodName):
"""getLOD(self, string)
Get the named node under the LOD to which we parent all LOD
specific geometry to. Returns 'None' if not found
"""
if self.__LODNode:
lod = self.__LODNode.find(str(lodName))
if lod.isEmpty():
return None
else:
return lod
else:
return None
def hasLOD(self):
"""
Return 1 if the actor has LODs, 0 otherwise
"""
return self.__hasLOD
def setCenter(self, center):
if center == None:
center = Point3(0, 0, 0)
self.__LODCenter = center
if self.__LODNode:
self.__LODNode.node().setCenter(self.__LODCenter)
if self.__LODAnimation:
self.setLODAnimation(*self.__LODAnimation)
def setLODAnimation(self, farDistance, nearDistance, delayFactor):
""" Activates a special mode in which the Actor animates less
frequently as it gets further from the camera. This is
intended as a simple optimization to minimize the effort of
computing animation for lots of characters that may not
necessarily be very important to animate every frame.
If the character is closer to the camera than near_distance,
then it is animated its normal rate, every frame. If the
character is exactly far_distance away, it is animated only
every delay_factor seconds (which should be a number greater
than 0). If the character is between near_distance and
far_distance, its animation rate is linearly interpolated
according to its distance between the two. The interpolation
function continues beyond far_distance, so that the character
is animated increasingly less frequently as it gets farther
away. """
self.__LODAnimation = (farDistance, nearDistance, delayFactor)
for lodData in self.__partBundleDict.values():
for partData in lodData.values():
char = partData.partBundleNP
char.node().setLodAnimation(self.__LODCenter, farDistance, nearDistance, delayFactor)
def clearLODAnimation(self):
""" Description: Undoes the effect of a recent call to
set_lod_animation(). Henceforth, the character will animate
every frame, regardless of its distance from the camera.
"""
self.__LODAnimation = None
for lodData in self.__partBundleDict.values():
for partData in lodData.values():
char = partData.partBundleNP
char.node().clearLodAnimation()
def update(self, lod=0, partName=None, lodName=None, force=False):
""" Updates all of the Actor's joints in the indicated LOD.
The LOD may be specified by name, or by number, where 0 is the
highest level of detail, 1 is the next highest, and so on.
If force is True, this will update every joint, even if we
don't believe it's necessary.
Returns True if any joint has changed as a result of this,
False otherwise. """
if lodName == None:
lodNames = self.getLODNames()
else:
lodNames = [lodName]
anyChanged = False
if lod < len(lodNames):
lodName = lodNames[lod]
if partName == None:
partBundleDict = self.__partBundleDict[lodName]
partNames = partBundleDict.keys()
else:
partNames = [partName]
for partName in partNames:
partBundle = self.getPartBundle(partName, lodNames[lod])
if force:
if partBundle.forceUpdate():
anyChanged = True
else:
if partBundle.update():
anyChanged = True
else:
self.notify.warning('update() - no lod: %d' % lod)
return anyChanged
def getFrameRate(self, animName=None, partName=None):
"""getFrameRate(self, string, string=None)
Return actual frame rate of given anim name and given part.
If no anim specified, use the currently playing anim.
If no part specified, return anim durations of first part.
NOTE: returns info only for an arbitrary LOD
"""
lodName = self.__animControlDict.keys()[0]
controls = self.getAnimControls(animName, partName)
if len(controls) == 0:
return None
return controls[0].getFrameRate()
def getBaseFrameRate(self, animName=None, partName=None):
"""getBaseFrameRate(self, string, string=None)
Return frame rate of given anim name and given part, unmodified
by any play rate in effect.
"""
lodName = self.__animControlDict.keys()[0]
controls = self.getAnimControls(animName, partName)
if len(controls) == 0:
return None
return controls[0].getAnim().getBaseFrameRate()
def getPlayRate(self, animName=None, partName=None):
"""
Return the play rate of given anim for a given part.
If no part is given, assume first part in dictionary.
If no anim is given, find the current anim for the part.
NOTE: Returns info only for an arbitrary LOD
"""
if self.__animControlDict:
# use the first lod
lodName = self.__animControlDict.keys()[0]
controls = self.getAnimControls(animName, partName)
if controls:
return controls[0].getPlayRate()
return None
def setPlayRate(self, rate, animName, partName=None):
"""setPlayRate(self, float, string, string=None)
Set the play rate of given anim for a given part.
If no part is given, set for all parts in dictionary.
It used to be legal to let the animName default to the
currently-playing anim, but this was confusing and could lead
to the wrong anim's play rate getting set. Better to insist
on this parameter.
NOTE: sets play rate on all LODs"""
for control in self.getAnimControls(animName, partName):
control.setPlayRate(rate)
def getDuration(self, animName=None, partName=None,
fromFrame=None, toFrame=None):
"""
Return duration of given anim name and given part.
If no anim specified, use the currently playing anim.
If no part specified, return anim duration of first part.
NOTE: returns info for arbitrary LOD
"""
lodName = self.__animControlDict.keys()[0]
controls = self.getAnimControls(animName, partName)
if len(controls) == 0:
return None
animControl = controls[0]
if fromFrame is None:
fromFrame = 0
if toFrame is None:
toFrame = animControl.getNumFrames()-1
return ((toFrame+1)-fromFrame) / animControl.getFrameRate()
def getNumFrames(self, animName=None, partName=None):
lodName = self.__animControlDict.keys()[0]
controls = self.getAnimControls(animName, partName)
if len(controls) == 0:
return None
return controls[0].getNumFrames()
def getFrameTime(self, anim, frame, partName=None):
numFrames = self.getNumFrames(anim,partName)
animTime = self.getDuration(anim,partName)
frameTime = animTime * float(frame) / numFrames
return frameTime
def getCurrentAnim(self, partName=None):
"""
Return the anim currently playing on the actor. If part not
specified return current anim of an arbitrary part in dictionary.
NOTE: only returns info for an arbitrary LOD
"""
if len(self.__animControlDict.items()) == 0:
return
lodName, animControlDict = self.__animControlDict.items()[0]
if partName == None:
partName, animDict = animControlDict.items()[0]
else:
animDict = animControlDict.get(partName)
if animDict == None:
# part was not present
Actor.notify.warning("couldn't find part: %s" % (partName))
return None
# loop through all anims for named part and find if any are playing
for animName, anim in animDict.items():
if anim.animControl and anim.animControl.isPlaying():
return animName
# we must have found none, or gotten an error
return None
def getCurrentFrame(self, animName=None, partName=None):
"""
Return the current frame number of the named anim, or if no
anim is specified, then the anim current playing on the
actor. If part not specified return current anim of first part
in dictionary. NOTE: only returns info for an arbitrary LOD
"""
lodName, animControlDict = self.__animControlDict.items()[0]
if partName == None:
partName, animDict = animControlDict.items()[0]
else:
animDict = animControlDict.get(partName)
if animDict == None:
# part was not present
Actor.notify.warning("couldn't find part: %s" % (partName))
return None
if animName:
anim = animDict.get(animName)
if not anim:
Actor.notify.warning("couldn't find anim: %s" % (animName))
elif anim.animControl:
return anim.animControl.getFrame()
else:
# loop through all anims for named part and find if any are playing
for animName, anim in animDict.items():
if anim.animControl and anim.animControl.isPlaying():
return anim.animControl.getFrame()
# we must have found none, or gotten an error
return None
# arranging
def getPart(self, partName, lodName="lodRoot"):
"""
Find the named part in the optional named lod and return it, or
return None if not present
"""
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef != None:
return partDef.partBundleNP
return None
def getPartBundle(self, partName, lodName="lodRoot"):
"""
Find the named part in the optional named lod and return its
associated PartBundle, or return None if not present
"""
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef != None:
return partDef.getBundle()
return None
def removePart(self, partName, lodName="lodRoot"):
"""
Remove the geometry and animations of the named part of the
optional named lod if present.
NOTE: this will remove child geometry also!
"""
# find the corresponding part bundle dict
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return
# remove the part
if (partName in partBundleDict):
partBundleDict[partName].partBundleNP.removeNode()
del(partBundleDict[partName])
# find the corresponding anim control dict
if self.mergeLODBundles:
lodName = 'common'
partDict = self.__animControlDict.get(lodName)
if not partDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return
# remove the animations
if (partName in partDict):
del(partDict[partName])
# remove the bundle handle, in case this part is ever
# loaded again in the future
if partName in self.__commonBundleHandles:
del self.__commonBundleHandles[partName]
def hidePart(self, partName, lodName="lodRoot"):
"""
Make the given part of the optionally given lod not render,
even though still in the tree.
NOTE: this will affect child geometry
"""
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return
partDef = partBundleDict.get(partName)
if partDef:
partDef.partBundleNP.hide()
else:
Actor.notify.warning("no part named %s!" % (partName))
def showPart(self, partName, lodName="lodRoot"):
"""
Make the given part render while in the tree.
NOTE: this will affect child geometry
"""
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return
partDef = partBundleDict.get(partName)
if partDef:
partDef.partBundleNP.show()
else:
Actor.notify.warning("no part named %s!" % (partName))
def showAllParts(self, partName, lodName="lodRoot"):
"""
Make the given part and all its children render while in the tree.
NOTE: this will affect child geometry
"""
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return
partDef = partBundleDict.get(partName)
if partDef:
partDef.partBundleNP.show()
partDef.partBundleNP.getChildren().show()
else:
Actor.notify.warning("no part named %s!" % (partName))
def exposeJoint(self, node, partName, jointName, lodName="lodRoot",
localTransform = 0):
"""exposeJoint(self, NodePath, string, string, key="lodRoot")
Starts the joint animating the indicated node. As the joint
animates, it will transform the node by the corresponding
amount. This will replace whatever matrix is on the node each
frame. The default is to expose the net transform from the root,
but if localTransform is true, only the node's local transform
from its parent is exposed."""
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef:
bundle = partDef.getBundle()
else:
Actor.notify.warning("no part named %s!" % (partName))
return None
# Get a handle to the joint.
joint = bundle.findChild(jointName)
if node == None:
node = self.attachNewNode(jointName)
if (joint):
if localTransform:
joint.addLocalTransform(node.node())
else:
joint.addNetTransform(node.node())
else:
Actor.notify.warning("no joint named %s!" % (jointName))
return node
def stopJoint(self, partName, jointName, lodName="lodRoot"):
"""stopJoint(self, string, string, key="lodRoot")
Stops the joint from animating external nodes. If the joint
is animating a transform on a node, this will permanently stop
it. However, this does not affect vertex animations."""
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef:
bundle = partDef.getBundle()
else:
Actor.notify.warning("no part named %s!" % (partName))
return None
# Get a handle to the joint.
joint = bundle.findChild(jointName)
if (joint):
joint.clearNetTransforms()
joint.clearLocalTransforms()
else:
Actor.notify.warning("no joint named %s!" % (jointName))
def getJoints(self, partName = None, jointName = '*', lodName = None):
""" Returns the list of all joints, from the named part or
from all parts, that match the indicated jointName. The
jointName may include pattern characters like *. """
joints=[]
pattern = GlobPattern(jointName)
if lodName == None and self.mergeLODBundles:
# Get the common bundle.
partBundleDicts = [self.__commonBundleHandles]
elif lodName == None:
# Get all LOD's.
partBundleDicts = self.__partBundleDict.values()
else:
# Get one LOD.
partBundleDict = self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("couldn't find lod: %s" % (lodName))
return []
partBundleDicts = [partBundleDict]
for partBundleDict in partBundleDicts:
parts = []
if partName:
subpartDef = self.__subpartDict.get(partName, None)
if not subpartDef:
# Whole part
subset = None
partDef = partBundleDict.get(partName)
else:
# Sub-part
subset = subpartDef.subset
partDef = partBundleDict.get(subpartDef.truePartName)
if not partDef:
Actor.notify.warning("no part named %s!" % (partName))
return []
parts = [partDef]
else:
subset = None
parts = partBundleDict.values()
for partData in parts:
partBundle = partData.getBundle()
if not pattern.hasGlobCharacters() and not subset:
# The simple case.
joint = partBundle.findChild(jointName)
if joint:
joints.append(joint)
else:
# The more complex case.
isIncluded = True
if subset:
isIncluded = subset.isIncludeEmpty()
self.__getPartJoints(joints, pattern, partBundle, subset, isIncluded)
return joints
def getOverlappingJoints(self, partNameA, partNameB, jointName = '*', lodName = None):
""" Returns the set of joints, matching jointName, that are
shared between partNameA and partNameB. """
jointsA = set(self.getJoints(partName = partNameA, jointName = jointName, lodName = lodName))
jointsB = set(self.getJoints(partName = partNameB, jointName = jointName, lodName = lodName))
return jointsA & jointsB
def __getPartJoints(self, joints, pattern, partNode, subset, isIncluded):
""" Recursively walks the joint hierarchy to look for matching
joint names, implementing getJoints(). """
name = partNode.getName()
if subset:
# Constrain the traversal just to the named subset.
if subset.matchesInclude(name):
isIncluded = True
elif subset.matchesExclude(name):
isIncluded = False
if isIncluded and pattern.matches(name) and isinstance(partNode, MovingPartBase):
joints.append(partNode)
for child in partNode.getChildren():
self.__getPartJoints(joints, pattern, child, subset, isIncluded)
def getJointTransform(self, partName, jointName, lodName='lodRoot'):
partBundleDict=self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef:
bundle = partDef.getBundle()
else:
Actor.notify.warning("no part named %s!" % (partName))
return None
joint = bundle.findChild(jointName)
if joint == None:
Actor.notify.warning("no joint named %s!" % (jointName))
return None
return joint.getDefaultValue()
def getJointTransformState(self, partName, jointName, lodName='lodRoot'):
partBundleDict=self.__partBundleDict.get(lodName)
if not partBundleDict:
Actor.notify.warning("no lod named: %s" % (lodName))
return None
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef:
bundle = partDef.getBundle()
else:
Actor.notify.warning("no part named %s!" % (partName))
return None
joint = bundle.findChild(jointName)
if joint == None:
Actor.notify.warning("no joint named %s!" % (jointName))
return None
return joint.getTransformState()
def controlJoint(self, node, partName, jointName, lodName="lodRoot"):
"""The converse of exposeJoint: this associates the joint with
the indicated node, so that the joint transform will be copied
from the node to the joint each frame. This can be used for
programmer animation of a particular joint at runtime.
The parameter node should be the NodePath for the node whose
transform will animate the joint. If node is None, a new node
will automatically be created and loaded with the joint's
initial transform. In either case, the node used will be
returned.
It used to be necessary to call this before any animations
have been loaded and bound, but that is no longer so.
"""
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
trueName = subpartDef.truePartName
anyGood = False
for bundleDict in self.__partBundleDict.values():
bundle = bundleDict[trueName].getBundle()
if node == None:
node = self.attachNewNode(ModelNode(jointName))
joint = bundle.findChild(jointName)
if joint and isinstance(joint, MovingPartMatrix):
node.setMat(joint.getDefaultValue())
if bundle.controlJoint(jointName, node.node()):
anyGood = True
if not anyGood:
self.notify.warning("Cannot control joint %s" % (jointName))
return node
def freezeJoint(self, partName, jointName, transform = None,
pos=Vec3(0,0,0), hpr=Vec3(0,0,0), scale=Vec3(1,1,1)):
"""Similar to controlJoint, but the transform assigned is
static, and may not be animated at runtime (without another
subsequent call to freezeJoint). This is slightly more
optimal than controlJoint() for cases in which the transform
is not intended to be animated during the lifetime of the
Actor. """
if transform == None:
transform = TransformState.makePosHprScale(pos, hpr, scale)
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
trueName = subpartDef.truePartName
anyGood = False
for bundleDict in self.__partBundleDict.values():
if bundleDict[trueName].getBundle().freezeJoint(jointName, transform):
anyGood = True
if not anyGood:
self.notify.warning("Cannot freeze joint %s" % (jointName))
def releaseJoint(self, partName, jointName):
"""Undoes a previous call to controlJoint() or freezeJoint()
and restores the named joint to its normal animation. """
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
trueName = subpartDef.truePartName
for bundleDict in self.__partBundleDict.values():
bundleDict[trueName].getBundle().releaseJoint(jointName)
def instance(self, path, partName, jointName, lodName="lodRoot"):
"""instance(self, NodePath, string, string, key="lodRoot")
Instance a nodePath to an actor part at a joint called jointName"""
partBundleDict = self.__partBundleDict.get(lodName)
if partBundleDict:
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef:
joint = partDef.partBundleNP.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!" % (partName))
else:
Actor.notify.warning("no lod named %s!" % (lodName))
def attach(self, partName, anotherPartName, jointName, lodName="lodRoot"):
"""attach(self, string, string, string, key="lodRoot")
Attach one actor part to another at a joint called jointName"""
partBundleDict = self.__partBundleDict.get(lodName)
if partBundleDict:
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDef = partBundleDict.get(subpartDef.truePartName)
if partDef:
anotherPartDef = partBundleDict.get(anotherPartName)
if anotherPartDef:
joint = anotherPartDef.partBundleNP.find("**/" + jointName)
if (joint.isEmpty()):
Actor.notify.warning("%s not found!" % (jointName))
else:
partDef.partBundleNP.reparentTo(joint)
else:
Actor.notify.warning("no part named %s!" % (anotherPartName))
else:
Actor.notify.warning("no part named %s!" % (partName))
else:
Actor.notify.warning("no lod named %s!" % (lodName))
def drawInFront(self, frontPartName, backPartName, mode,
root=None, lodName=None):
"""drawInFront(self, string, int, string=None, key=None)
Arrange geometry so the frontPart(s) are drawn in front of
backPart.
If mode == -1, the geometry is simply arranged to be drawn in
the correct order, assuming it is already under a
direct-render scene graph (like the DirectGui system). That
is, frontPart is reparented to backPart, and backPart is
reordered to appear first among its siblings.
If mode == -2, the geometry is arranged to be drawn in the
correct order, and depth test/write is turned off for
frontPart.
If mode == -3, frontPart is drawn as a decal onto backPart.
This assumes that frontPart is mostly coplanar with and does
not extend beyond backPart, and that backPart is mostly flat
(not self-occluding).
If mode > 0, the frontPart geometry is placed in the 'fixed'
bin, with the indicated drawing order. This will cause it to
be drawn after almost all other geometry. In this case, the
backPartName is actually unused.
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.__LODNode.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
frontParts = root.findAllMatches("**/" + frontPartName)
if mode > 0:
# Use the 'fixed' bin instead of reordering the scene
# graph.
numFrontParts = frontParts.getNumPaths()
for partNum in range(0, numFrontParts):
frontParts[partNum].setBin('fixed', mode)
return
if mode == -2:
# Turn off depth test/write on the frontParts.
numFrontParts = frontParts.getNumPaths()
for partNum in range(0, numFrontParts):
frontParts[partNum].setDepthWrite(0)
frontParts[partNum].setDepthTest(0)
# Find the back part.
backPart = root.find("**/" + backPartName)
if (backPart.isEmpty()):
Actor.notify.warning("no part named %s!" % (backPartName))
return
if mode == -3:
# Draw as a decal.
backPart.node().setEffect(DecalEffect.make())
else:
# Reorder the backPart to be the first of its siblings.
backPart.reparentTo(backPart.getParent(), -1)
#reparent all the front parts to the back part
frontParts.reparentTo(backPart)
def fixBounds(self, partName = None):
if(partName == None):
#iterate through everything
for lodData in self.__partBundleDict.values():
for partData in lodData.values():
char = partData.partBundleNP
char.node().update()
geomNodes = char.findAllMatches("**/+GeomNode")
numGeomNodes = geomNodes.getNumPaths()
for nodeNum in xrange(numGeomNodes):
thisGeomNode = geomNodes.getPath(nodeNum)
numGeoms = thisGeomNode.node().getNumGeoms()
for geomNum in xrange(numGeoms):
thisGeom = thisGeomNode.node().getGeom(geomNum)
thisGeom.markBoundsStale()
thisGeomNode.node().markInternalBoundsStale()
else:
#iterate through for a specific part
for lodData in self.__partBundleDict.values():
partData = lodData.get(partName)
if(partData):
char = partData.partBundleNP
char.node().update()
geomNodes = char.findAllMatches("**/+GeomNode")
numGeomNodes = geomNodes.getNumPaths()
for nodeNum in xrange(numGeomNodes):
thisGeomNode = geomNodes.getPath(nodeNum)
numGeoms = thisGeomNode.node().getNumGeoms()
for geomNum in xrange(numGeoms):
thisGeom = thisGeomNode.node().getGeom(geomNum)
thisGeom.markBoundsStale()
thisGeomNode.node().markInternalBoundsStale()
def fixBounds_old(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.markBoundsStale()
assert Actor.notify.debug("fixing bounds for node %s, geom %s" % \
(nodeNum, geomNum))
thisGeomNode.node().markInternalBoundsStale()
def showAllBounds(self):
"""
Show the bounds of all actor geoms
"""
geomNodes = self.__geomNode.findAllMatches("**/+GeomNode")
numGeomNodes = geomNodes.getNumPaths()
for nodeNum in range(0, numGeomNodes):
geomNodes.getPath(nodeNum).showBounds()
def hideAllBounds(self):
"""
Hide the bounds of all actor geoms
"""
geomNodes = self.__geomNode.findAllMatches("**/+GeomNode")
numGeomNodes = geomNodes.getNumPaths()
for nodeNum in range(0, numGeomNodes):
geomNodes.getPath(nodeNum).hideBounds()
# actions
def animPanel(self):
from direct.showbase import TkGlobal
from direct.tkpanels import AnimPanel
return AnimPanel.AnimPanel(self)
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 control in self.getAnimControls(animName, partName):
control.stop()
def play(self, animName, partName=None, fromFrame=None, toFrame=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"""
if fromFrame == None:
for control in self.getAnimControls(animName, partName):
control.play()
else:
for control in self.getAnimControls(animName, partName):
if toFrame == None:
control.play(fromFrame, control.getNumFrames() - 1)
else:
control.play(fromFrame, toFrame)
def loop(self, animName, restart=1, partName=None,
fromFrame=None, toFrame=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
"""
if fromFrame == None:
for control in self.getAnimControls(animName, partName):
control.loop(restart)
else:
for control in self.getAnimControls(animName, partName):
if toFrame == None:
control.loop(restart, fromFrame, control.getNumFrames() - 1)
else:
control.loop(restart, fromFrame, toFrame)
def pingpong(self, animName, restart=1, partName=None,
fromFrame=None, toFrame=None):
"""pingpong(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"""
if fromFrame == None:
fromFrame = 0
for control in self.getAnimControls(animName, partName):
if toFrame == None:
control.pingpong(restart, fromFrame, control.getNumFrames() - 1)
else:
control.pingpong(restart, fromFrame, toFrame)
def pose(self, animName, frame, partName=None, lodName=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."""
for control in self.getAnimControls(animName, partName, lodName):
control.pose(frame)
def setBlend(self, animBlend = None, frameBlend = None,
blendType = None, partName = None):
"""
Changes the way the Actor handles blending of multiple
different animations, and/or interpolation between consecutive
frames.
The animBlend and frameBlend parameters are boolean flags.
You may set either or both to True or False. If you do not
specify them, they do not change from the previous value.
When animBlend is True, multiple different animations may
simultaneously be playing on the Actor. This means you may
call play(), loop(), or pose() on multiple animations and have
all of them contribute to the final pose each frame.
In this mode (that is, when animBlend is True), starting a
particular animation with play(), loop(), or pose() does not
implicitly make the animation visible; you must also call
setControlEffect() for each animation you wish to use to
indicate how much each animation contributes to the final
pose.
The frameBlend flag is unrelated to playing multiple
animations. It controls whether the Actor smoothly
interpolates between consecutive frames of its animation (when
the flag is True) or holds each frame until the next one is
ready (when the flag is False). The default value of
frameBlend is controlled by the interpolate-frames Config.prc
variable.
In either case, you may also specify blendType, which controls
the precise algorithm used to blend two or more different
matrix values into a final result. Different skeleton
hierarchies may benefit from different algorithms. The
default blendType is controlled by the anim-blend-type
Config.prc variable.
"""
for bundle in self.getPartBundles(partName = partName):
if blendType != None:
bundle.setBlendType(blendType)
if animBlend != None:
bundle.setAnimBlendFlag(animBlend)
if frameBlend != None:
bundle.setFrameBlendFlag(frameBlend)
def enableBlend(self, blendType = PartBundle.BTNormalizedLinear, partName = None):
"""
Enables blending of multiple animations simultaneously.
After this is called, you may call play(), loop(), or pose()
on multiple animations and have all of them contribute to the
final pose each frame.
With blending in effect, starting a particular animation with
play(), loop(), or pose() does not implicitly make the
animation visible; you must also call setControlEffect() for
each animation you wish to use to indicate how much each
animation contributes to the final pose.
This method is deprecated. You should use setBlend() instead.
"""
self.setBlend(animBlend = True, blendType = blendType, partName = partName)
def disableBlend(self, partName = None):
"""
Restores normal one-animation-at-a-time operation after a
previous call to enableBlend().
This method is deprecated. You should use setBlend() instead.
"""
self.setBlend(animBlend = False, partName = partName)
def setControlEffect(self, animName, effect,
partName = None, lodName = None):
"""
Sets the amount by which the named animation contributes to
the overall pose. This controls blending of multiple
animations; it only makes sense to call this after a previous
call to setBlend(animBlend = True).
"""
for control in self.getAnimControls(animName, partName, lodName):
control.getPart().setControlEffect(control, effect)
def getAnimFilename(self, animName, partName='modelRoot'):
"""
getAnimFilename(self, animName)
return the animFilename given the animName
"""
if self.mergeLODBundles:
lodName = 'common'
elif self.switches:
lodName = str(self.switches.keys()[0])
else:
lodName = 'lodRoot'
try:
return self.__animControlDict[lodName][partName][animName].filename
except:
return None
def getAnimControl(self, animName, partName=None, lodName=None,
allowAsyncBind = True):
"""
getAnimControl(self, string, string, string="lodRoot")
Search the animControl dictionary indicated by lodName for
a given anim and part. If none specified, try the first part and lod.
Return the animControl if present, or None otherwise.
"""
if not partName:
partName = 'modelRoot'
if self.mergeLODBundles:
lodName = 'common'
elif not lodName:
if self.switches:
lodName = str(self.switches.keys()[0])
else:
lodName = 'lodRoot'
partDict = self.__animControlDict.get(lodName)
# if this assertion fails, named lod was not present
assert partDict != None
animDict = partDict.get(partName)
if animDict == None:
# part was not present
Actor.notify.warning("couldn't find part: %s" % (partName))
else:
anim = animDict.get(animName)
if anim == None:
# anim was not present
assert Actor.notify.debug("couldn't find anim: %s" % (animName))
pass
else:
# bind the animation first if we need to
if not anim.animControl:
self.__bindAnimToPart(animName, partName, lodName,
allowAsyncBind = allowAsyncBind)
elif not allowAsyncBind:
anim.animControl.waitPending()
return anim.animControl
return None
def getAnimControls(self, animName=None, partName=None, lodName=None,
allowAsyncBind = True):
"""getAnimControls(self, string, string=None, string=None)
Returns a list of the AnimControls that represent the given
animation for the given part and the given lod.
If animName is None or omitted, the currently-playing
animation (or all currently-playing animations) is returned.
If animName is True, all animations are returned. If animName
is a single string name, that particular animation is
returned. If animName is a list of string names, all of the
names animations are returned.
If partName is None or omitted, all parts are returned (or
possibly the one overall Actor part, according to the
subpartsComplete flag).
If lodName is None or omitted, all LOD's are returned.
"""
if partName == None and self.__subpartsComplete:
# If we have the __subpartsComplete flag, and no partName
# is specified, it really means to play the animation on
# all subparts, not on the overall Actor.
partName = self.__subpartDict.keys()
controls = []
# build list of lodNames and corresponding animControlDicts
# requested.
if lodName == None or self.mergeLODBundles:
# Get all LOD's
animControlDictItems = self.__animControlDict.items()
else:
partDict = self.__animControlDict.get(lodName)
if partDict == None:
Actor.notify.warning("couldn't find lod: %s" % (lodName))
animControlDictItems = []
else:
animControlDictItems = [(lodName, partDict)]
for lodName, partDict in animControlDictItems:
# Now, build the list of partNames and the corresponding
# animDicts.
if partName == None:
# Get all main parts, but not sub-parts.
animDictItems = []
for thisPart, animDict in partDict.items():
if thisPart not in self.__subpartDict:
animDictItems.append((thisPart, animDict))
else:
# Get exactly the named part or parts.
if isinstance(partName, types.StringTypes):
partNameList = [partName]
else:
partNameList = partName
animDictItems = []
for pName in partNameList:
animDict = partDict.get(pName)
if animDict == None:
# Maybe it's a subpart that hasn't been bound yet.
subpartDef = self.__subpartDict.get(pName)
if subpartDef:
animDict = {}
partDict[pName] = animDict
if animDict == None:
# part was not present
Actor.notify.warning("couldn't find part: %s" % (pName))
else:
animDictItems.append((pName, animDict))
if animName is None:
# get all playing animations
for thisPart, animDict in animDictItems:
for anim in animDict.values():
if anim.animControl and anim.animControl.isPlaying():
controls.append(anim.animControl)
else:
# get the named animation(s) only.
if isinstance(animName, types.StringTypes):
# A single animName
animNameList = [animName]
else:
# A list of animNames, or True to indicate all anims.
animNameList = animName
for thisPart, animDict in animDictItems:
names = animNameList
if animNameList is True:
names = animDict.keys()
for animName in names:
anim = animDict.get(animName)
if anim == None and partName != None:
for pName in partNameList:
# Maybe it's a subpart that hasn't been bound yet.
subpartDef = self.__subpartDict.get(pName)
if subpartDef:
truePartName = subpartDef.truePartName
anim = partDict[truePartName].get(animName)
if anim:
anim = anim.makeCopy()
animDict[animName] = anim
if anim == None:
# anim was not present
assert Actor.notify.debug("couldn't find anim: %s" % (animName))
pass
else:
# bind the animation first if we need to
animControl = anim.animControl
if animControl == None:
animControl = self.__bindAnimToPart(
animName, thisPart, lodName,
allowAsyncBind = allowAsyncBind)
elif not allowAsyncBind:
# Force the animation to load if it's
# not already loaded.
animControl.waitPending()
if animControl:
controls.append(animControl)
return controls
def loadModel(self, modelPath, partName="modelRoot", lodName="lodRoot",
copy = True, okMissing = None, autoBindAnims = True):
"""Actor model loader. Takes a model name (ie file path), a part
name(defaults to "modelRoot") and an lod name(defaults to "lodRoot").
"""
assert partName not in self.__subpartDict
assert Actor.notify.debug("in loadModel: %s, part: %s, lod: %s, copy: %s" % \
(modelPath, partName, lodName, copy))
if isinstance(modelPath, NodePath):
# If we got a NodePath instead of a string, use *that* as
# the model directly.
if (copy):
model = modelPath.copyTo(NodePath())
else:
model = modelPath
else:
# otherwise, we got the name of the model to load.
loaderOptions = self.modelLoaderOptions
if not copy:
# If copy = 0, then we should always hit the disk.
loaderOptions = LoaderOptions(loaderOptions)
loaderOptions.setFlags(loaderOptions.getFlags() & ~LoaderOptions.LFNoRamCache)
# Pass loaderOptions to specify that we want to
# get the skeleton model. This only matters to model
# files (like .mb) for which we can choose to extract
# either the skeleton or animation, or neither.
model = loader.loadModel(modelPath, loaderOptions = loaderOptions, okMissing = okMissing)
if (model == None):
raise StandardError, "Could not load Actor model %s" % (modelPath)
if (model.node().isOfType(Character.getClassType())):
bundleNP = model
else:
bundleNP = model.find("**/+Character")
if (bundleNP.isEmpty()):
Actor.notify.warning("%s is not a character!" % (modelPath))
model.reparentTo(self.__geomNode)
else:
# Maybe the model file also included some animations. If
# so, try to bind them immediately and put them into the
# animControlDict.
if autoBindAnims:
acc = AnimControlCollection()
autoBind(model.node(), acc, ~0)
numAnims = acc.getNumAnims()
else:
numAnims = 0
# Now extract out the Character and integrate it with
# the Actor.
if (lodName!="lodRoot"):
# parent to appropriate node under LOD switch
bundleNP.reparentTo(self.__LODNode.find(str(lodName)))
else:
bundleNP.reparentTo(self.__geomNode)
self.__prepareBundle(bundleNP, model.node(), partName, lodName)
# we rename this node to make Actor copying easier
bundleNP.node().setName("%s%s"%(Actor.partPrefix,partName))
if numAnims != 0:
# If the model had some animations, store them in the
# dict so they can be played.
Actor.notify.info("model contains %s animations." % (numAnims))
# make sure this lod is in anim control dict
if self.mergeLODBundles:
lodName = 'common'
self.__animControlDict.setdefault(lodName, {})
self.__animControlDict[lodName].setdefault(partName, {})
for i in range(numAnims):
animControl = acc.getAnim(i)
animName = acc.getAnimName(i)
animDef = Actor.AnimDef()
animDef.animControl = animControl
self.__animControlDict[lodName][partName][animName] = animDef
def __prepareBundle(self, bundleNP, partModel,
partName="modelRoot", lodName="lodRoot"):
assert partName not in self.__subpartDict
# Rename the node at the top of the hierarchy, if we
# haven't already, to make it easier to identify this
# actor in the scene graph.
if not self.gotName:
self.node().setName(bundleNP.node().getName())
self.gotName = 1
bundleDict = self.__partBundleDict.get(lodName, None)
if bundleDict == None:
# make a dictionary to store these parts in
bundleDict = {}
self.__partBundleDict[lodName] = bundleDict
self.__updateSortedLODNames()
node = bundleNP.node()
# A model loaded from disk will always have just one bundle.
assert(node.getNumBundles() == 1)
bundleHandle = node.getBundleHandle(0)
if self.mergeLODBundles:
loadedBundleHandle = self.__commonBundleHandles.get(partName, None)
if loadedBundleHandle:
# We've already got a bundle for this part; merge it.
node.mergeBundles(bundleHandle, loadedBundleHandle)
bundleHandle = loadedBundleHandle
else:
# We haven't already got a bundle for this part; store it.
self.__commonBundleHandles[partName] = bundleHandle
bundleDict[partName] = Actor.PartDef(bundleNP, bundleHandle, partModel)
def makeSubpart(self, partName, includeJoints, excludeJoints = [],
parent="modelRoot", overlapping = False):
"""Defines a new "part" of the Actor that corresponds to the
same geometry as the named parent part, but animates only a
certain subset of the joints. This can be used for
partial-body animations, for instance to animate a hand waving
while the rest of the body continues to play its walking
animation.
includeJoints is a list of joint names that are to be animated
by the subpart. Each name can include globbing characters
like '?' or '*', which will match one or any number of
characters, respectively. Including a joint by naming it in
includeJoints implicitly includes all of the descendents of
that joint as well, except for excludeJoints, below.
excludeJoints is a list of joint names that are *not* to be
animated by the subpart. As in includeJoints, each name can
include globbing characters. If a joint is named by
excludeJoints, it will not be included (and neither will any
of its descendents), even if a parent joint was named by
includeJoints.
if overlapping is False, an error is raised (in the dev build)
if this subpart shares joints with any other subparts. If
overlapping is True, no such error is raised.
parent is the actual partName that this subpart is based
on."""
assert partName not in self.__subpartDict
subpartDef = self.__subpartDict.get(parent, Actor.SubpartDef(''))
subset = PartSubset(subpartDef.subset)
for name in includeJoints:
subset.addIncludeJoint(GlobPattern(name))
for name in excludeJoints:
subset.addExcludeJoint(GlobPattern(name))
self.__subpartDict[partName] = Actor.SubpartDef(parent, subset)
if __dev__ and not overlapping and self.validateSubparts.getValue():
# Without the overlapping flag True, we're not allowed to
# define overlapping sub-parts. Verify that we haven't.
for otherPartName, otherPartDef in self.__subpartDict.items():
if otherPartName != partName and otherPartDef.truePartName == parent:
joints = self.getOverlappingJoints(partName, otherPartName)
if joints:
raise StandardError, 'Overlapping joints: %s and %s' % (partName, otherPartName)
def setSubpartsComplete(self, flag):
"""Sets the subpartsComplete flag. This affects the behavior
of play(), loop(), stop(), etc., when no explicit parts are
specified.
When this flag is False (the default), play() with no parts
means to play the animation on the overall Actor, which is a
separate part that overlaps each of the subparts. If you then
play a different animation on a subpart, it may stop the
overall animation (in non-blend mode) or blend with it (in
blend mode).
When this flag is True, play() with no parts means to play the
animation on each of the subparts--instead of on the overall
Actor. In this case, you may then play a different animation
on a subpart, which replaces only that subpart's animation.
It makes sense to set this True when the union of all of your
subparts completely defines the entire Actor.
"""
self.__subpartsComplete = flag
if __dev__ and self.__subpartsComplete and self.validateSubparts.getValue():
# If we've specified any parts at all so far, make sure we've
# specified all of them.
if self.__subpartDict:
self.verifySubpartsComplete()
def getSubpartsComplete(self):
"""See setSubpartsComplete()."""
return self.__subpartsComplete
def verifySubpartsComplete(self, partName = None, lodName = None):
""" Ensures that each joint is defined by at least one
subPart. Prints a warning if this is not the case. """
if partName:
assert partName not in self.__subpartDict
partNames = [partName]
else:
if lodName:
partNames = self.__partBundleDict[lodName].keys()
else:
partNames = self.__partBundleDict.values()[0].keys()
for partName in partNames:
subJoints = set()
for subPartName, subPartDef in self.__subpartDict.items():
if subPartName != partName and subPartDef.truePartName == partName:
subJoints |= set(self.getJoints(partName = subPartName, lodName = lodName))
allJoints = set(self.getJoints(partName = partName, lodName = lodName))
diff = allJoints.difference(subJoints)
if diff:
self.notify.warning('Uncovered joints: %s' % (list(diff)))
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{}
"""
reload = True
if self.mergeLODBundles:
lodNames = ['common']
elif lodName == 'all':
reload = False
lodNames = self.switches.keys()
lodNames.sort()
for i in range(0,len(lodNames)):
lodNames[i] = str(lodNames[i])
else:
lodNames = [lodName]
assert Actor.notify.debug("in loadAnims: %s, part: %s, lod: %s" %
(anims, partName, lodNames[0]))
firstLoad = True
if not reload:
try:
self.__animControlDict[lodNames[0]][partName]
firstLoad = False
except:
pass
for lName in lodNames:
if firstLoad:
self.__animControlDict.setdefault(lName, {})
self.__animControlDict[lName].setdefault(partName, {})
for animName, filename in anims.items():
# make sure this lod is in anim control dict
for lName in lodNames:
if firstLoad:
self.__animControlDict[lName][partName][animName] = Actor.AnimDef()
if isinstance(filename, NodePath):
# We were given a pre-load anim bundle, not a filename.
assert not filename.isEmpty()
if filename.node().isOfType(AnimBundleNode.getClassType()):
animBundleNP = filename
else:
animBundleNP = filename.find('**/+AnimBundleNode')
assert not animBundleNP.isEmpty()
self.__animControlDict[lName][partName][animName].animBundle = animBundleNP.node().getBundle()
else:
# We were given a filename that must be loaded.
# Store the filename only; we will load and bind
# it (and produce an AnimControl) when it is
# played.
self.__animControlDict[lName][partName][animName].filename = filename
def initAnimsOnAllLODs(self,partNames):
if self.mergeLODBundles:
lodNames = ['common']
else:
lodNames = self.__partBundleDict.keys()
for lod in lodNames:
for part in partNames:
self.__animControlDict.setdefault(lod,{})
self.__animControlDict[lod].setdefault(part, {})
#for animName, filename in anims.items():
# # make sure this lod is in anim control dict
# for lod in self.__partBundleDict.keys():
# # store the file path only; we will bind it (and produce
# # an AnimControl) when it is played
#
# self.__animControlDict[lod][partName][animName] = Actor.AnimDef(filename)
def loadAnimsOnAllLODs(self, anims,partName="modelRoot"):
"""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{}
"""
if self.mergeLODBundles:
lodNames = ['common']
else:
lodNames = self.__partBundleDict.keys()
for animName, filename in anims.items():
# make sure this lod is in anim control dict
for lod in lodNames:
# store the file path only; we will bind it (and produce
# an AnimControl) when it is played
self.__animControlDict[lod][partName][animName]= Actor.AnimDef(filename)
def postFlatten(self):
"""Call this after performing an aggressive flatten operation,
such as flattenStrong(), that involves the Actor. This is
especially necessary when mergeLODBundles is true, since this
kind of actor may be broken after a flatten operation; this
method should restore proper Actor functionality. """
if self.mergeLODBundles:
# Re-merge all bundles, and restore the common bundle map.
self.__commonBundleHandles = {}
for lodName, bundleDict in self.__partBundleDict.items():
for partName, partDef in bundleDict.items():
loadedBundleHandle = self.__commonBundleHandles.get(partName, None)
node = partDef.partBundleNP.node()
if loadedBundleHandle:
node.mergeBundles(partDef.partBundleHandle, loadedBundleHandle)
partDef.partBundleHandle = loadedBundleHandle
else:
self.__commonBundleHandles[partName] = partDef.partBundleHandle
# Since we may have merged together some bundles, all of
# our anims are now suspect. Force them to reload.
self.unloadAnims()
def unloadAnims(self, anims=None, partName=None, lodName=None):
"""unloadAnims(self, string:string{}, string='modelRoot',
string='lodRoot')
Actor anim unloader. Takes an optional partName (defaults to
'modelRoot' for non-multipart actors) and lodName (defaults to
'lodRoot' for non-LOD actors) and list of animation
names. Deletes the anim control for the given animation and
parts/lods.
If any parameter is None or omitted, it means all of them.
"""
assert Actor.notify.debug("in unloadAnims: %s, part: %s, lod: %s" %
(anims, partName, lodName))
if lodName == None or self.mergeLODBundles:
lodNames = self.__animControlDict.keys()
else:
lodNames = [lodName]
if (partName == None):
if len(lodNames) > 0:
partNames = self.__animControlDict[lodNames[0]].keys()
else:
partNames = []
else:
partNames = [partName]
if (anims==None):
for lodName in lodNames:
for partName in partNames:
for animDef in self.__animControlDict[lodName][partName].values():
if animDef.animControl != None:
# Try to clear any control effects before we let
# our handle on them go. This is especially
# important if the anim control was blending
# animations.
animDef.animControl.getPart().clearControlEffects()
animDef.animControl = None
else:
for lodName in lodNames:
for partName in partNames:
for anim in anims:
animDef = self.__animControlDict[lodName][partName].get(anim)
if animDef and animDef.animControl != None:
# Try to clear any control effects before we let
# our handle on them go. This is especially
# important if the anim control was blending
# animations.
animDef.animControl.getPart().clearControlEffects()
animDef.animControl = None
def bindAnim(self, animName, partName = None, lodName = None,
allowAsyncBind = False):
"""
Binds the named animation to the named part and/or lod. If
allowAsyncBind is False, this guarantees that the animation is
bound immediately--the animation is never bound in a
sub-thread; it will be loaded and bound in the main thread, so
it will be available by the time this method returns.
The parameters are the same as that for getAnimControls(). In
fact, this method is a thin wrapper around that other method.
Use this method if you need to ensure that an animation is
available before you start to play it, and you don't mind
holding up the render for a frame or two until the animation
is available.
"""
self.getAnimControls(animName = animName, partName = partName,
lodName = lodName,
allowAsyncBind = allowAsyncBind)
def bindAllAnims(self, allowAsyncBind = False):
"""Loads and binds all animations that have been defined for
the Actor. """
self.getAnimControls(animName = True, allowAsyncBind = allowAsyncBind)
def waitPending(self, partName = None):
"""Blocks until all asynchronously pending animations (that
are currently playing) have been loaded and bound the the
Actor. Call this after calling play() if you are using
asynchronous binds, but you need this particular animation
to be loaded immediately. """
for bundle in self.getPartBundles(partName = partName):
bundle.waitPending()
def __bindAnimToPart(self, animName, partName, lodName,
allowAsyncBind = True):
"""
Binds the named animation to the named part/lod and returns
the associated animControl. The animation is loaded and bound
in a sub-thread, if allowAsyncBind is True,
self.allowAsyncBind is True, threading is enabled, and the
animation has a preload table generated for it (e.g. via
"egg-optchar -preload"). Even though the animation may or may
not be yet bound at the time this function returns, a usable
animControl is returned, or None if the animation could not be
bound.
"""
# make sure this anim is in the dict
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
partDict = self.__animControlDict[lodName]
animDict = partDict.get(partName)
if animDict == None:
# It must be a subpart that hasn't been bound yet.
animDict = {}
partDict[partName] = animDict
anim = animDict.get(animName)
if anim == None:
# It must be a subpart that hasn't been bound yet.
anim = partDict[subpartDef.truePartName].get(animName)
anim = anim.makeCopy()
animDict[animName] = anim
if anim == None:
Actor.notify.error("actor has no animation %s", animName)
# only bind if not already bound!
if anim.animControl:
return anim.animControl
if self.mergeLODBundles:
bundle = self.__commonBundleHandles[subpartDef.truePartName].getBundle()
else:
bundle = self.__partBundleDict[lodName][subpartDef.truePartName].getBundle()
if anim.animBundle:
# We already have a bundle; just bind it.
animControl = bundle.bindAnim(anim.animBundle, -1, subpartDef.subset)
else:
# Load and bind the anim. This might be an asynchronous
# operation that will complete in the background, but if so it
# will still return a usable AnimControl.
animControl = bundle.loadBindAnim(
loader.loader, Filename(anim.filename), -1,
subpartDef.subset, allowAsyncBind and self.allowAsyncBind)
if not animControl:
# Couldn't bind. (This implies the binding operation was
# not attempted asynchronously.)
return None
# store the animControl
anim.animControl = animControl
assert Actor.notify.debug("binding anim: %s to part: %s, lod: %s" %
(animName, partName, lodName))
return animControl
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 lodName in other.__partBundleDict.keys():
# find the lod Asad
if lodName == 'lodRoot':
partLod = self
else:
partLod = self.__LODNode.find(str(lodName))
if partLod.isEmpty():
Actor.notify.warning("no lod named: %s" % (lodName))
return None
for partName, partDef in other.__partBundleDict[lodName].items():
# We can really only copy from a non-flattened avatar.
assert partDef.partBundleNP.node().getNumBundles() == 1
# find the part in our tree
bundleNP = partLod.find("**/%s%s"%(Actor.partPrefix,partName))
if (bundleNP != None):
# store the part bundle
self.__prepareBundle(bundleNP, partDef.partModel,
partName, lodName)
else:
Actor.notify.error("lod: %s has no matching part: %s" %
(lodName, partName))
def __copySubpartDict(self, other):
"""Copies the subpartDict from another as this instance's own.
This makes a deep copy of the map and all of the names and
PartSubset objects within it. We can't use copy.deepcopy()
because of the included C++ PartSubset objects."""
self.__subpartDict = {}
for partName, subpartDef in other.__subpartDict.items():
subpartDefCopy = subpartDef
if subpartDef:
subpartDef = subpartDef.makeCopy()
self.__subpartDict[partName] = subpartDef
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"""
assert(other.mergeLODBundles == self.mergeLODBundles)
for lodName in other.__animControlDict.keys():
self.__animControlDict[lodName] = {}
for partName in other.__animControlDict[lodName].keys():
self.__animControlDict[lodName][partName] = {}
for animName in other.__animControlDict[lodName][partName].keys():
anim = other.__animControlDict[lodName][partName][animName]
anim = anim.makeCopy()
self.__animControlDict[lodName][partName][animName] = anim
def actorInterval(self, *args, **kw):
from direct.interval import ActorInterval
return ActorInterval.ActorInterval(self, *args, **kw)
def getAnimBlends(self, animName=None, partName=None, lodName=None):
""" Returns a list of the form:
[ (lodName, [(animName, [(partName, effect), (partName, effect), ...]),
(animName, [(partName, effect), (partName, effect), ...]),
...]),
(lodName, [(animName, [(partName, effect), (partName, effect), ...]),
(animName, [(partName, effect), (partName, effect), ...]),
...]),
... ]
This list reports the non-zero control effects for each
partName within a particular animation and LOD. """
result = []
if animName is None:
animNames = self.getAnimNames()
else:
animNames = [animName]
if lodName is None:
lodNames = self.getLODNames()
if self.mergeLODBundles:
lodNames = lodNames[:1]
else:
lodNames = [lodName]
if partName == None and self.__subpartsComplete:
partNames = self.__subpartDict.keys()
else:
partNames = [partName]
for lodName in lodNames:
animList = []
for animName in animNames:
blendList = []
for partName in partNames:
control = self.getAnimControl(animName, partName, lodName)
if control:
part = control.getPart()
effect = part.getControlEffect(control)
if effect > 0.:
blendList.append((partName, effect))
if blendList:
animList.append((animName, blendList))
if animList:
result.append((lodName, animList))
return result
def printAnimBlends(self, animName=None, partName=None, lodName=None):
for lodName, animList in self.getAnimBlends(animName, partName, lodName):
print 'LOD %s:' % (lodName)
for animName, blendList in animList:
list = []
for partName, effect in blendList:
list.append('%s:%.3f' % (partName, effect))
print ' %s: %s' % (animName, ', '.join(list))
def osdAnimBlends(self, animName=None, partName=None, lodName=None):
if not onScreenDebug.enabled:
return
# puts anim blending info into the on-screen debug panel
if animName is None:
animNames = self.getAnimNames()
else:
animNames = [animName]
for animName in animNames:
if animName is 'nothing':
continue
thisAnim = ''
totalEffect = 0.
controls = self.getAnimControls(animName, partName, lodName)
for control in controls:
part = control.getPart()
name = part.getName()
effect = part.getControlEffect(control)
if effect > 0.:
totalEffect += effect
thisAnim += ('%s:%.3f, ' % (name, effect))
thisAnim += "\n"
for control in controls:
part = control.getPart()
name = part.getName()
rate = control.getPlayRate()
thisAnim += ('%s:%.1f, ' % (name, rate))
# don't display anything if this animation is not being played
itemName = 'anim %s' % animName
if totalEffect > 0.:
onScreenDebug.add(itemName, thisAnim)
else:
if onScreenDebug.has(itemName):
onScreenDebug.remove(itemName)
# these functions compensate for actors that are modeled facing the viewer but need
# to face away from the camera in the game
def faceAwayFromViewer(self):
self.getGeomNode().setH(180)
def faceTowardsViewer(self):
self.getGeomNode().setH(0)
def renamePartBundles(self, partName, newBundleName):
subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
for partBundleDict in self.__partBundleDict.values():
partDef=partBundleDict.get(subpartDef.truePartName)
partDef.getBundle().setName(newBundleName)