Browse Source

new lower level joint freeze function

Zachary Pavlov 18 years ago
parent
commit
2c85e350ee
1 changed files with 77 additions and 50 deletions
  1. 77 50
      direct/src/actor/Actor.py

+ 77 - 50
direct/src/actor/Actor.py

@@ -5,7 +5,7 @@ __all__ = ['Actor']
 from pandac.PandaModules import *
 from direct.showbase.DirectObject import DirectObject
 from pandac.PandaModules import LODNode
-import types
+import types, copy
 
 class Actor(DirectObject, NodePath):
     """
@@ -442,6 +442,7 @@ class Actor(DirectObject, NodePath):
         Actor cleanup function
         """
         self.stop(None)
+        self.__frozenJoints = {}
         self.flush()
         self.__geomNode.removeNode()
         self.__geomNode = None
@@ -999,6 +1000,27 @@ class Actor(DirectObject, NodePath):
         else:
             Actor.notify.warning("no joint named %s!" % (jointName))
 
+    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.partBundle
+        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.getInitialValue()
+
+
     def controlJoint(self, node, partName, jointName, lodName="lodRoot"):
         """controlJoint(self, NodePath, string, string, key="lodRoot")
 
@@ -1011,7 +1033,8 @@ class Actor(DirectObject, NodePath):
         animation has been loaded and bound to the character, it will
         be too late to add a new control during that animation.
         """
-        partBundleDict = self.__partBundleDict.get(lodName)
+        partBundleDict=self.__partBundleDict.get(lodName)
+
         if not partBundleDict:
             Actor.notify.warning("no lod named: %s" % (lodName))
             return None
@@ -1046,32 +1069,14 @@ class Actor(DirectObject, NodePath):
 
     #This is an alternate method to control joints, which can be copied
     #This function is optimal in a non control jointed actor 
-    def freezeJoint(self, partName, jointName, lodName="lodRoot", pos=Vec3(0,0,0), hpr=Vec3(0,0,0), scale=Vec3(1,1,1)):
-        mat=Mat4(TransformState.makePosHprScale(pos,hpr,scale).getMat())
-        
-        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.partBundle
-        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
-
-
-        if self.__frozenJoints.has_key(bundle.this):
-            self.__frozenJoints[bundle.this][jointName] = mat
-        else:
-            self.__frozenJoints[bundle.this] = { jointName: mat }
+    def freezeJoint(self, partName, jointName, pos=Vec3(0,0,0), hpr=Vec3(0,0,0), scale=Vec3(1,1,1)):
+        transform=Mat4(TransformState.makePosHprScale(pos,hpr,scale).getMat())
+        trueName = self.__subpartDict[partName].truePartName
+        for bundleDict in self.__partBundleDict.values():     
+            bundleDict[trueName].partBundle.freezeJoint(jointName,transform)
+            
+#            self.__frozenJoints[bundle.this][jointName] = transform
+            
 
     def instance(self, path, partName, jointName, lodName="lodRoot"):
         """instance(self, NodePath, string, string, key="lodRoot")
@@ -1676,7 +1681,7 @@ class Actor(DirectObject, NodePath):
         # A model loaded from disk will always have just one bundle.
         assert(node.getNumBundles() == 1)
         bundle = node.getBundle(0)
-
+        self.__frozenJoints[bundle.this]={}
         if (needsDict):
             bundleDict[partName] = Actor.PartDef(bundleNP, bundle, model.node())
             self.__partBundleDict[lodName] = bundleDict
@@ -1795,6 +1800,39 @@ class Actor(DirectObject, NodePath):
                 else:
                     self.__animControlDict[lName][partName][animName] = Actor.AnimDef(filename)
 
+    def initAnimsOnAllLODs(self,partNames):
+        
+        for lod in self.__partBundleDict.keys():
+            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{}
+        """
+            
+        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 unloadAnims(self, anims, partName="modelRoot", lodName="lodRoot"):
         """unloadAnims(self, string:string{}, string='modelRoot',
         string='lodRoot')
@@ -1907,15 +1945,19 @@ class Actor(DirectObject, NodePath):
 
         bundle = self.__partBundleDict[lodName][subpartDef.truePartName].partBundle
 
+        #NOTE: this is up here until we can guarantee anim bundle copying at a lower level
+        # Before we apply any control joints, we have to make a
+        # copy of the bundle hierarchy, so we don't modify other
+        # Actors that share the same bundle.
+        animBundle = animBundle.copyBundle()
+
+
         # Are there any controls requested for joints in this bundle?
         # If so, apply them.
         assert Actor.notify.debug('actor bundle %s, %s'% (bundle,bundle.this))
         controlDict = self.__controlJoints.get(bundle.this, None)
+
         if controlDict:
-            # Before we apply any control joints, we have to make a
-            # copy of the bundle hierarchy, so we don't modify other
-            # Actors that share the same bundle.
-            animBundle = animBundle.copyBundle()
             for jointName, node in controlDict.items():
                 if node:
                     joint = animBundle.makeChildDynamic(jointName)
@@ -1924,21 +1966,6 @@ class Actor(DirectObject, NodePath):
                     else:
                         Actor.notify.error("controlled joint %s is not present" % jointName)
 
-        #fix any other joints in place
-        fixDict = self.__frozenJoints.get(bundle.this, None)
-        if fixDict:
-            # Before we apply any control joints, we have to make a
-            # copy of the bundle hierarchy, so we don't modify other
-            # Actors that share the same bundle.
-
-            animBundle = animBundle.copyBundle()
-            for jointName,mat in fixDict.items():
-                joint = animBundle.makeChildDynamic(jointName)
-                if joint:
-                    joint.setValue(mat)
-                else:
-                    Actor.notify.error("controlled joint %s is not present" % jointName)
-
         # bind anim
         animControl = bundle.bindAnim(animBundle, -1, subpartDef.subset)
 
@@ -1981,8 +2008,8 @@ class Actor(DirectObject, NodePath):
                     assert bundleNP.node().getNumBundles() == 1
                     bundle = bundleNP.node().getBundle(0)
                     otherFixed=other.__frozenJoints.get(partDef.partBundle.this,None)
-                    if(otherFixed):
-                        self.__frozenJoints[bundle.this]=otherFixed
+                    if(otherFixed is not None):
+                        self.__frozenJoints[bundle.this]=copy.copy(otherFixed)
                     self.__partBundleDict[lodName][partName] = Actor.PartDef(bundleNP, bundle, model)
                 else:
                     Actor.notify.error("lod: %s has no matching part: %s" %