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@@ -1,14 +1,16 @@
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"""Actor module: contains the Actor class"""
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from PandaObject import *
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+import LODNode
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class Actor(PandaObject, NodePath):
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"""Actor class: Contains methods for creating, manipulating
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and playing animations on characters"""
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- #create the Actor class DirectNotify category
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+ #create the Actor class globals (ewww!)
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notify = directNotify.newCategory("Actor")
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partPrefix = "__Actor_"
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+
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#special methods
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@@ -56,8 +58,11 @@ class Actor(PandaObject, NodePath):
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a.attach("head", "torso", "joint-head")
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a.attach("torso", "legs", "joint-hips")
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+ #
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+ # ADD LOD COMMENT HERE!
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+ #
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- Other useful Acotr class functions:
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+ Other useful Actor class functions:
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#fix actor eye rendering
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a.drawInFront("joint-pupil?", "eyes*")
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@@ -68,64 +73,117 @@ class Actor(PandaObject, NodePath):
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"""
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- try:
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- self.Actor_initialized
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- except:
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- self.Actor_initialized = 1
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- # initial our NodePath essence
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- NodePath.__init__(self)
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-
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- # create data structures
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- self.__partBundleDict = {}
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- self.__animControlDict = {}
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+ # initialize our NodePath essence
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+ NodePath.__init__(self)
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+
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+ # create data structures
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+ self.__partBundleDict = {}
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+ self.__animControlDict = {}
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+
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+ if (other == None):
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+ # act like a normal contructor
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+
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+ # create base hierarchy
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+ self.assign(hidden.attachNewNode('actor'))
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+ self.setGeomNode(self.attachNewNode('actorGeom'))
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+ self.__LODNode = None
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+ self.__hasLOD = 0
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- if (other == None):
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- # act like a normal contructor
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-
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- # create base hierarchy
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- self.assign(hidden.attachNewNode('actor'))
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- self.setGeomNode(self.attachNewNode('actorGeom'))
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-
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- # load models
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- # make sure we have models
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- if (models):
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- # if this is a dictionary
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- if (type(models)==type({})):
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- # then it must be multipart actor
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+ # load models
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+ #
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+ # four cases:
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+ #
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+ # models, anims{} = single part actor
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+ # models{}, anims{} = single part actor w/ LOD
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+ # models{}, anims{}{} = multi-part actor
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+ # models{}{}, anims{}{} = multi-part actor w/ LOD
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+ #
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+ # make sure we have models
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+ if (models):
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+ # do we have a dictionary of models?
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+ if (type(models)==type({})):
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+ # if this is a dictionary of dictionaries
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+ if (type(models[models.keys()[0]]) == type({})):
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+ # then it must be a multipart actor w/LOD
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+ self.setLODNode()
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+ # preserve numerical order for lod's
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+ # this will make it easier to set ranges
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+ sortedKeys = models.keys()
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+ sortedKeys.sort()
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+ for lodName in sortedKeys:
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+ # make a node under the LOD switch
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+ # for each lod (just because!)
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+ self.addLOD(str(lodName))
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+ # iterate over both dicts
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+ for modelName in models[lodName].keys():
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+ self.loadModel(models[lodName][modelName],
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+ modelName, lodName)
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+ # then if there is a dictionary of dictionaries of anims
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+ elif (type(anims[anims.keys()[0]])==type({})):
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+ # then this is a multipart actor w/o LOD
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for partName in models.keys():
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+ # pass in each part
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self.loadModel(models[partName], partName)
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else:
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- # else it is a single part actor
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- self.loadModel(models)
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-
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- # load anims
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- # make sure the actor has animations
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- if (anims):
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- if (len(anims) >= 1):
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- # if so, does it have a dictionary of dictionaries
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- if (type(anims[anims.keys()[0]])==type({})):
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- # then it must be multipart
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- for partName in anims.keys():
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- self.loadAnims(anims[partName], partName)
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- else:
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- # else it is not multipart
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- self.loadAnims(anims)
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+ # it is a single part actor w/LOD
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+ self.setLODNode()
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+ # preserve order of LOD's
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+ sortedKeys = models.keys()
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+ sortedKeys.sort()
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+ for lodName in sortedKeys:
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+ self.addLOD(str(lodName))
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+ # pass in dictionary of parts
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+ self.loadModel(models[lodName], lodName=lodName)
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+ else:
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+ # else it is a single part actor
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+ self.loadModel(models)
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+
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+ # load anims
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+ # make sure the actor has animations
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+ if (anims):
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+ if (len(anims) >= 1):
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+ # if so, does it have a dictionary of dictionaries?
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+ if (type(anims[anims.keys()[0]])==type({})):
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+ # are the models a dict of dicts too?
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+ if (type(models)==type({})):
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+ if (type(models[models.keys()[0]]) == type({})):
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+ # then we have a multi-part w/ LOD
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+ sortedKeys = models.keys()
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+ sortedKeys.sort()
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+ for lodName in sortedKeys:
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+ # iterate over both dicts
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+ for partName in anims.keys():
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+ self.loadAnims(
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+ anims[partName], partName, lodName)
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+ else:
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+ # then it must be multi-part w/o LOD
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+ for partName in anims.keys():
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+ self.loadAnims(anims[partName], partName)
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+ elif (type(models)==type({})):
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+ # then we have single-part w/ LOD
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+ sortedKeys = models.keys()
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+ sortedKeys.sort()
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+ for lodName in sortedKeys:
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+ self.loadAnims(anims, lodName=lodName)
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+ else:
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+ # else it is single-part w/o LOD
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+ self.loadAnims(anims)
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- else:
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- # act like a copy constructor
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-
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- # copy the scene graph elements of other
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- otherCopy = other.copyTo(hidden)
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- # assign these elements to ourselve
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- self.assign(otherCopy)
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- self.setGeomNode(otherCopy.getChild(0))
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-
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- # copy the part dictionary from other
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- self.__copyPartBundles(other)
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-
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- # copy the anim dictionary from other
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- self.__copyAnimControls(other)
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- return None
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+ else:
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+ # act like a copy constructor
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+
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+ # copy the scene graph elements of other
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+ otherCopy = other.copyTo(hidden)
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+ # assign these elements to ourselve
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+ self.assign(otherCopy)
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+ self.setGeomNode(otherCopy.getChild(0))
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+
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+ # copy the part dictionary from other
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+ self.__copyPartBundles(other)
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+
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+ # copy the anim dictionary from other
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+ self.__copyAnimControls(other)
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+
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def __str__(self):
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"""__str__(self)
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@@ -136,11 +194,17 @@ class Actor(PandaObject, NodePath):
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# accessing
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+ def getLODNames(self):
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+ """getLODNames(self):
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+ Return list of Actor LOD names. If not an LOD actor,
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+ returns 'lodRoot'"""
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+ return self.__partBundleDict.keys()
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+
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def getPartNames(self):
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"""getPartNames(self):
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- Return list of Actor part names. If not multipart,
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- returns modelRoot"""
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- return self.__partBundleDict.keys()
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+ Return list of Actor part names. If not an multipart actor,
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+ returns 'modelRoot' NOTE: returns parts of first LOD"""
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+ return self.__partBundleDict[0].keys()
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def getGeomNode(self):
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"""getGeomNode(self)
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@@ -152,19 +216,115 @@ class Actor(PandaObject, NodePath):
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Set the node that contains all actor geometry"""
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self.__geomNode = node
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+ def getLODNode(self):
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+ """getLODNode(self)
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+ Return the node that switches actor geometry in and out"""
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+ return self.__LODNode.node()
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+
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+ def setLODNode(self, node=None):
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+ """setLODNode(self, LODNode=None)
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+ Set the node that switches actor geometry in and out.
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+ If one is not supplied as an argument, make one"""
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+ if (node == None):
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+ lod = LODNode.LODNode("lod")
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+ self.__LODNode = self.__geomNode.attachNewNode(lod)
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+ else:
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+ self.__LODNode = self.__geomNode.attachNewNode(node)
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+ self.__hasLOD = 1
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+ self.switches = {}
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+
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+ def useLOD(self, lodName):
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+ """useLOD(self, string)
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+ Make the Actor ONLY display the given LOD"""
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+ # make sure we don't call this twice in a row
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+ # and pollute the the switches dictionary
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+ self.resetLOD()
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+ # store the data in the switches for later use
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+ sortedKeys = self.switches.keys()
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+ sortedKeys.sort()
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+ for eachLod in sortedKeys:
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+ index = sortedKeys.index(eachLod)
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+ # set the switches to not display ever
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+ self.__LODNode.node().setSwitch(index, 0, 10000)
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+ # turn the given LOD on 'always'
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+ index = sortedKeys.index(lodName)
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+ self.__LODNode.node().setSwitch(index, 10000, 0)
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+
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+ def printLOD(self):
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+ sortedKeys = self.switches.keys()
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+ sortedKeys.sort()
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+ for eachLod in sortedKeys:
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+ print "python switches for %s: in: %d, out %d" % (eachLod,
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+ self.switches[eachLod][0],
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+ self.switches[eachLod][1])
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+
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+ switchNum = self.__LODNode.node().getNumSwitches()
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+ for eachSwitch in range(0, switchNum):
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+ print "c++ switches for %d: in: %d, out: %d" % (eachSwitch,
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+ self.__LODNode.node().getIn(eachSwitch),
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+ self.__LODNode.node().getOut(eachSwitch))
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+
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+
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+ def resetLOD(self):
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+ """resetLOD(self)
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+ Restore all switch distance info (usually after a useLOD call)"""
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+ sortedKeys = self.switches.keys()
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+ sortedKeys.sort()
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+ for eachLod in sortedKeys:
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+ index = sortedKeys.index(eachLod)
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+ self.__LODNode.node().setSwitch(index, self.switches[eachLod][0],
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+ self.switches[eachLod][1])
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+
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+ def addLOD(self, lodName, inDist=0, outDist=0):
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+ """addLOD(self, string)
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+ Add a named node under the LODNode to parent all geometry
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+ of a specific LOD under."""
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+ self.__LODNode.attachNewNode(str(lodName))
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+ # save the switch distance info
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+ self.switches[lodName] = [inDist, outDist]
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+ # add the switch distance info
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+ self.__LODNode.node().addSwitch(inDist, outDist)
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+
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+ def setLOD(self, lodName, inDist=0, outDist=0):
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+ """setLOD(self, string)
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+ Set the switch distance for given LOD"""
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+ # save the switch distance info
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+ self.switches[lodName] = [inDist, outDist]
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+ # add the switch distance info
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+ sortedKeys = self.switches.keys()
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+ sortedKeys.sort()
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+ index = sortedKeys.index(lodName)
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+ self.__LODNode.node().setSwitch(index, inDist, outDist)
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+
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+ def getLOD(self, lodName):
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+ """getLOD(self, string)
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+ Get the named node under the LOD to which we parent all LOD
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+ specific geometry to. Returns 'None' if not found"""
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+ lod = self.__LODNode.find("**/" + str(lodName))
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+ if lod.isEmpty():
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+ return None
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+ else:
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+ return lod
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+
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+ def hasLOD(self):
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+ """hasLOD(self)
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+ Return 1 if the actor has LODs, 0 otherwise"""
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+ return self.__hasLOD
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+
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def getFrameRate(self, animName=None, partName=None):
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"""getFrameRate(self, string, string=None)
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Return duration of given anim name and given part.
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If no anim specified, use the currently playing anim.
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- If no part specified, return anim durations of first part"""
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+ If no part specified, return anim durations of first part.
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+ NOTE: returns info only for the first LOD"""
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if (partName == None):
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- partName = self.__animControlDict.keys()[0]
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+ partName = self.__animControlDict[0].keys()[0]
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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# get duration for named part only
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- if (self.__animControlDict.has_key(partName)):
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+ if (self.__animControlDict[0].has_key(partName)):
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animControl = self.__getAnimControl(animName, partName)
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if (animControl != None):
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return animControl.getFrameRate()
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@@ -177,9 +337,10 @@ class Actor(PandaObject, NodePath):
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"""getPlayRate(self, string=None, string=None)
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Return the play rate of given anim for a given part.
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If no part is given, assume first part in dictionary.
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- If no anim is given, find the current anim for the part"""
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+ If no anim is given, find the current anim for the part.
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+ NOTE: Returns info only for the first LOD"""
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if (partName==None):
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- partName = self.__animControlDict.keys()[0]
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+ partName = self.__animControlDict[0].keys()[0]
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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@@ -194,35 +355,39 @@ class Actor(PandaObject, NodePath):
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"""getPlayRate(self, float, string=None, string=None)
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Set the play rate of given anim for a given part.
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If no part is given, set for all parts in dictionary.
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- If no anim is given, find the current anim for the part"""
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+ If no anim is given, find the current anim for the part.
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+ NOTE: sets play rate on all LODs"""
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# make a list of partNames for loop below
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- if (partName==None):
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- partNames = self.__animControlDict.keys()
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- else:
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- partNames = []
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- partNames.append(partName)
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+ for lodName in self.__animControlDict.keys():
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+ animControlDict = self.__animControlDict[lodName]
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+ if (partName==None):
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+ partNames = animControlDict.keys()
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+ else:
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+ partNames = []
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+ partNames.append(partName)
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- # for each part in list, set play rate on given or current anim
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- for partName in partNames:
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- if (animName==None):
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- animName = self.getCurrentAnim(partName)
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- animControl = self.__getAnimControl(animName, partName)
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- if (animControl != None):
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- animControl.setPlayRate(rate)
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+ # for each part in list, set play rate on given or current anim
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+ for partName in partNames:
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+ if (animName==None):
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+ animName = self.getCurrentAnim(partName)
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+ animControl = self.__getAnimControl(animName, partName)
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+ if (animControl != None):
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+ animControl.setPlayRate(rate)
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def getDuration(self, animName=None, partName=None):
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"""getDuration(self, string, string=None)
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Return duration of given anim name and given part.
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If no anim specified, use the currently playing anim.
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- If no part specified, return anim duration of first part"""
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+ If no part specified, return anim duration of first part.
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+ NOTE: returns info for first LOD only"""
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if (partName == None):
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- partName = self.__animControlDict.keys()[0]
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+ partName = self.__animControlDict[0].keys()[0]
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if (animName==None):
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animName = self.getCurrentAnim(partName)
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# get duration for named part only
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- if (self.__animControlDict.has_key(partName)):
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+ if (self.__animControlDict[0].has_key(partName)):
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animControl = self.__getAnimControl(animName, partName)
|
|
|
if (animControl != None):
|
|
|
return (animControl.getNumFrames() / \
|
|
|
@@ -235,12 +400,13 @@ class Actor(PandaObject, NodePath):
|
|
|
def getCurrentAnim(self, partName=None):
|
|
|
"""getCurrentAnim(self, string=None)
|
|
|
Return the anim current playing on the actor. If part not
|
|
|
- specified return current anim of first part in dictionary"""
|
|
|
+ specified return current anim of first part in dictionary.
|
|
|
+ NOTE: only returns info for the first LOD"""
|
|
|
if (partName==None):
|
|
|
- partName = self.__animControlDict.keys()[0]
|
|
|
+ partName = self.__animControlDict[0].keys()[0]
|
|
|
|
|
|
# loop through all anims for named part and find if any are playing
|
|
|
- if (self.__animControlDict.has_key(partName)):
|
|
|
+ if (self.__animControlDict[0].has_key(partName)):
|
|
|
for animName in self.__animControlDict[partName].keys():
|
|
|
if (self.__getAnimControl(animName, partName).isPlaying()):
|
|
|
return animName
|
|
|
@@ -251,102 +417,156 @@ class Actor(PandaObject, NodePath):
|
|
|
return None
|
|
|
|
|
|
|
|
|
-
|
|
|
# arranging
|
|
|
|
|
|
- def getPart(self, partName):
|
|
|
- """getPart(self, string)
|
|
|
- Find the named part in the partBundleDict and return it, or
|
|
|
+ def getPart(self, partName, lodName="lodRoot"):
|
|
|
+ """getPart(self, string, key="lodRoot")
|
|
|
+ Find the named part in the optional named lod and return it, or
|
|
|
return None if not present"""
|
|
|
- if (self.__partBundleDict.has_key(partName)):
|
|
|
- return self.__partBundleDict[partName]
|
|
|
+ if (self.__partBundleDict.has_key(lodName)):
|
|
|
+ partBundleDict = self.__partBundleDict[lodName]
|
|
|
+ else:
|
|
|
+ Actor.notify.warning("no lod named: %s" % (lodName))
|
|
|
+ return None
|
|
|
+
|
|
|
+ if (partBundleDict.has_key(partName)):
|
|
|
+ return partBundleDict[partName]
|
|
|
else:
|
|
|
return None
|
|
|
|
|
|
- def removePart(self, partName):
|
|
|
- """removePart(Self, string)
|
|
|
- Remove the geometry and animations of the named part if present
|
|
|
- NOTE: this will remove parented geometry also!"""
|
|
|
- # remove the geometry
|
|
|
- if (self.__partBundleDict.has_key(partName)):
|
|
|
- self.__partBundleDict[partName].removeNode()
|
|
|
- del(self.__partBundleDict[partName])
|
|
|
- # remove the animations
|
|
|
- if (self.__animControlDict.has_key(partName)):
|
|
|
- del(self.__animControlDict[partName])
|
|
|
+ def removePart(self, partName, lodName="lodRoot"):
|
|
|
+ """removePart(self, string, key="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
|
|
|
+ if (self.__partBundleDict.has_key(lodName)):
|
|
|
+ partBundleDict = self.__partBundleDict[lodName]
|
|
|
+ else:
|
|
|
+ Actor.notify.warning("no lod named: %s" % (lodName))
|
|
|
+ return None
|
|
|
+
|
|
|
+ # find the corresponding anim control dict
|
|
|
+ if (self.__animControlDict.has_key(lodName)):
|
|
|
+ animControlDict = self.__animControlDict[lodName]
|
|
|
+ else:
|
|
|
+ Actor.notify.warning("no lod named: %s" % (lodName))
|
|
|
+ return None
|
|
|
|
|
|
+ # remove the part
|
|
|
+ if (partBundleDict.has_key(partName)):
|
|
|
+ partBundleDict[partName].removeNode()
|
|
|
+ del(partBundleDict[partName])
|
|
|
+
|
|
|
+ # remove the animations
|
|
|
+ if (animControlDict.has_key(partName)):
|
|
|
+ del(animControlDict[partName])
|
|
|
|
|
|
- def hidePart(self, partName):
|
|
|
- """hidePart(self, string)
|
|
|
- Make the given part not render, even though still in the tree.
|
|
|
- NOTE: this functionality will be effected by the 'attach' method"""
|
|
|
- if (self.__partBundleDict.has_key(partName)):
|
|
|
- self.__partBundleDict[partName].hide()
|
|
|
+ def hidePart(self, partName, lodName="lodName"):
|
|
|
+ """hidePart(self, string, key="lodName")
|
|
|
+ Make the given part of the optional given lod not render,
|
|
|
+ even though still in the tree.
|
|
|
+ NOTE: this will affect child geometry"""
|
|
|
+ if (self.__partBundleDict.has_key(lodName)):
|
|
|
+ partBundleDict = self.__partBundleDict[lodName]
|
|
|
+ else:
|
|
|
+ Actor.notify.warning("no lod named: %s" % (lodName))
|
|
|
+ return None
|
|
|
+
|
|
|
+ if (partBundleDict.has_key(partName)):
|
|
|
+ partBundleDict[partName].hide()
|
|
|
else:
|
|
|
Actor.notify.warning("no part named %s!" % (partName))
|
|
|
|
|
|
- def showPart(self, partName):
|
|
|
- """showPart(self, string)
|
|
|
+ def showPart(self, partName, lodName="lodRoot"):
|
|
|
+ """showPart(self, string, key="lodRoot")
|
|
|
Make the given part render while in the tree.
|
|
|
- NOTE: this functionality will be effected by the 'attach' method"""
|
|
|
- if (self.__partBundleDict.has_key(partName)):
|
|
|
- self.__partBundleDict[partName].show()
|
|
|
+ NOTE: this will affect child geometry"""
|
|
|
+ if (self.__partBundleDict.has_key(lodName)):
|
|
|
+ partBundleDict = self.__partBundleDict[lodName]
|
|
|
+ else:
|
|
|
+ Actor.notify.warning("no lod named: %s" % (lodName))
|
|
|
+ return None
|
|
|
+
|
|
|
+ if (partBundleDict.has_key(partName)):
|
|
|
+ partBundleDict[partName].show()
|
|
|
else:
|
|
|
Actor.notify.warning("no part named %s!" % (partName))
|
|
|
|
|
|
- def instance(self, partName, anotherPart, jointName):
|
|
|
- """instance(self, string, string, string)
|
|
|
+ def instance(self, partName, anotherPart, jointName, lodName="lodRoot"):
|
|
|
+ """instance(self, string, string, string, key="lodRoot")
|
|
|
Instance one actor part to another at a joint called jointName"""
|
|
|
- if (self.__partBundleDict.has_key(partName)):
|
|
|
- if (self.__partBundleDict.has_key(anotherPart)):
|
|
|
- joint = NodePath(self.__partBundleDict[anotherPart], \
|
|
|
- "**/" + jointName)
|
|
|
- if (joint.isEmpty()):
|
|
|
- Actor.notify.warning("%s not found!" % (jointName))
|
|
|
+ if (self.__partBundleDict.has_key(lodName)):
|
|
|
+ partBundleDict = self.__partBundleDict[lodName]
|
|
|
+ if (partBundleDict.has_key(partName)):
|
|
|
+ if (partBundleDict.has_key(anotherPart)):
|
|
|
+ joint = NodePath(partBundleDict[anotherPart],
|
|
|
+ "**/" + jointName)
|
|
|
+ if (joint.isEmpty()):
|
|
|
+ Actor.notify.warning("%s not found!" % (jointName))
|
|
|
+ else:
|
|
|
+ return partBundleDict[partName].instanceTo(joint)
|
|
|
else:
|
|
|
- return self.__partBundleDict[partName].instanceTo(joint)
|
|
|
+ Actor.notify.warning("no part named %s!" % (anotherPart))
|
|
|
else:
|
|
|
- Actor.notify.warning("no part named %s!" % (anotherPart))
|
|
|
+ Actor.notify.warning("no part named %s!" % (partName))
|
|
|
else:
|
|
|
- Actor.notify.warning("no part named %s!" % (partName))
|
|
|
+ Actor.notify.warning("no lod named %s!" % (lodName))
|
|
|
|
|
|
-
|
|
|
- def attach(self, partName, anotherPart, jointName):
|
|
|
- """attach(self, string, string, string)
|
|
|
+ def attach(self, partName, anotherPart, jointName, lodName="lodRoot"):
|
|
|
+ """attach(self, string, string, string, key="lodRoot")
|
|
|
Attach one actor part to another at a joint called jointName"""
|
|
|
- if (self.__partBundleDict.has_key(partName)):
|
|
|
- if (self.__partBundleDict.has_key(anotherPart)):
|
|
|
- joint = NodePath(self.__partBundleDict[anotherPart], \
|
|
|
+ if (self.__partBundleDict.has_key(lodName)):
|
|
|
+ partBundleDict = self.__partBundleDict[lodName]
|
|
|
+ if (partBundleDict.has_key(partName)):
|
|
|
+ if (partBundleDict.has_key(anotherPart)):
|
|
|
+ joint = NodePath(partBundleDict[anotherPart],
|
|
|
"**/" + jointName)
|
|
|
- if (joint.isEmpty()):
|
|
|
- Actor.notify.warning("%s not found!" % (jointName))
|
|
|
+ if (joint.isEmpty()):
|
|
|
+ Actor.notify.warning("%s not found!" % (jointName))
|
|
|
+ else:
|
|
|
+ partBundleDict[partName].reparentTo(joint)
|
|
|
else:
|
|
|
- self.__partBundleDict[partName].reparentTo(joint)
|
|
|
+ Actor.notify.warning("no part named %s!" % (anotherPart))
|
|
|
else:
|
|
|
- Actor.notify.warning("no part named %s!" % (anotherPart))
|
|
|
+ Actor.notify.warning("no part named %s!" % (partName))
|
|
|
else:
|
|
|
- Actor.notify.warning("no part named %s!" % (partName))
|
|
|
+ Actor.notify.warning("no lod named %s!" % (lodName))
|
|
|
|
|
|
|
|
|
- def drawInFront(self, frontPartName, backPartName, root=None):
|
|
|
- """drawInFront(self, string, string=None)
|
|
|
+ def drawInFront(self, frontPartName, backPartName, root=None,
|
|
|
+ lodName=None):
|
|
|
+ """drawInFront(self, string, string=None, key=None)
|
|
|
Arrange geometry so the frontPart is drawn properly wrt backPart.
|
|
|
Takes an optional argument root as the start of the search for the
|
|
|
- given parts"""
|
|
|
+ given parts. Also takes optional lod name to refine search for the
|
|
|
+ named parts. If root and lod are defined, we search for the given
|
|
|
+ root under the given lod."""
|
|
|
+
|
|
|
+ # check to see if we are working within an lod
|
|
|
+ if (lodName != None):
|
|
|
+ # find the named lod node
|
|
|
+ lodRoot = self.find("**/" + str(lodName))
|
|
|
+ if (root == None):
|
|
|
+ # no need to look further
|
|
|
+ root = lodRoot
|
|
|
+ else:
|
|
|
+ # look for root under lod
|
|
|
+ root = lodRoot.find("**/" + root)
|
|
|
+ else:
|
|
|
+ # start search from self if no root and no lod given
|
|
|
+ if (root == None):
|
|
|
+ root = self
|
|
|
|
|
|
- # start search from self if no root given
|
|
|
- if (root==None):
|
|
|
- root = self
|
|
|
-
|
|
|
# make the back part have the proper transition
|
|
|
- backPart = NodePath(root, "**/"+backPartName)
|
|
|
+ backPart = NodePath(root, "**/" + backPartName)
|
|
|
if (backPart.isEmpty()):
|
|
|
Actor.notify.warning("no part named %s!" % (backPartName))
|
|
|
else:
|
|
|
(backPart.getBottomArc()).setTransition(DirectRenderTransition())
|
|
|
|
|
|
- #reparent the front parts to the back parts
|
|
|
- frontParts = self.findAllMatches( "**/"+frontPartName)
|
|
|
+ #reparent the front parts to the back part
|
|
|
+ frontParts = root.findAllMatches( "**/" + frontPartName)
|
|
|
numFrontParts = frontParts.getNumPaths()
|
|
|
for partNum in range(0, numFrontParts):
|
|
|
(frontParts.getPath(partNum)).reparentTo(backPart)
|
|
|
@@ -406,140 +626,198 @@ class Actor(PandaObject, NodePath):
|
|
|
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"""
|
|
|
- if (animName == None):
|
|
|
- #loop and stop ALL anims
|
|
|
- for animControl in self.__animControlDict[partName].keys():
|
|
|
- self.__animControlDict[partName][animControl].stop()
|
|
|
- else:
|
|
|
- #stop the specified anim
|
|
|
- animControl = self.__getAnimControl(animName, partName)
|
|
|
- if (animControl != None):
|
|
|
- animControl.stop()
|
|
|
+ If no name specified then stop all animations on the actor.
|
|
|
+ NOTE: stops all LODs"""
|
|
|
+ for lodName in self.__animControlDict.keys():
|
|
|
+ animControlDict = self.__animControlDict[lodName]
|
|
|
+ if (animName == None):
|
|
|
+ # loop and stop all anims
|
|
|
+ if (partName == None):
|
|
|
+ # loop over all parts
|
|
|
+ for thisPart in animControlDict.keys():
|
|
|
+ for thisAnim in animControlDict[thisPart].keys():
|
|
|
+ animControlDict[thisPart][thisAnim].stop()
|
|
|
+ else:
|
|
|
+ # stop just this part
|
|
|
+ for thisAnim in animControlDict[partName].keys():
|
|
|
+ animControlDict[partName][thisAnim].stop()
|
|
|
+ else:
|
|
|
+ # stop the specified anim
|
|
|
+ if (partName == None):
|
|
|
+ # loop over all parts
|
|
|
+ for thisPart in animControlDict.keys():
|
|
|
+ animControlDict[thisPart][animName].stop()
|
|
|
+ else:
|
|
|
+ animControlDict[partName][animName].stop()
|
|
|
+
|
|
|
|
|
|
def play(self, animName, partName=None):
|
|
|
"""play(self, string, string=None)
|
|
|
Play the given animation on the given part of the actor.
|
|
|
- If no part is specified, try to play on all parts"""
|
|
|
- if (partName == None):
|
|
|
- # loop all parts
|
|
|
- for partName in self.__animControlDict.keys():
|
|
|
- animControl = self.__getAnimControl(animName, partName)
|
|
|
+ If no part is specified, try to play on all parts. NOTE:
|
|
|
+ plays over ALL LODs"""
|
|
|
+ for lodName in self.__animControlDict.keys():
|
|
|
+ animControlDict = self.__animControlDict[lodName]
|
|
|
+ if (partName == None):
|
|
|
+ # loop all parts
|
|
|
+ for thisPart in animControlDict.keys():
|
|
|
+ animControl = self.__getAnimControl(animName, thisPart,
|
|
|
+ lodName)
|
|
|
+ if (animControl != None):
|
|
|
+ animControl.play()
|
|
|
+
|
|
|
+ else:
|
|
|
+ animControl = self.__getAnimControl(animName, partName,
|
|
|
+ lodName)
|
|
|
if (animControl != None):
|
|
|
animControl.play()
|
|
|
- else:
|
|
|
- animControl = self.__getAnimControl(animName, partName)
|
|
|
- if (animControl != None):
|
|
|
- animControl.play()
|
|
|
|
|
|
|
|
|
def loop(self, animName, restart=1, partName=None):
|
|
|
"""loop(self, string, int=1, string=None)
|
|
|
Loop the given animation on the given part of the actor,
|
|
|
restarting at zero frame if requested. If no part name
|
|
|
- is given then try to loop on all parts"""
|
|
|
- if (partName == None):
|
|
|
- # loop all parts
|
|
|
- for partName in self.__animControlDict.keys():
|
|
|
- animControl = self.__getAnimControl(animName, partName)
|
|
|
+ is given then try to loop on all parts. NOTE: loops on
|
|
|
+ all LOD's"""
|
|
|
+ for lodName in self.__animControlDict.keys():
|
|
|
+ animControlDict = self.__animControlDict[lodName]
|
|
|
+ if (partName == None):
|
|
|
+ # loop all parts
|
|
|
+ for thisPart in animControlDict.keys():
|
|
|
+ animControl = self.__getAnimControl(animName, thisPart,
|
|
|
+ lodName)
|
|
|
+ if (animControl != None):
|
|
|
+ animControl.loop(restart)
|
|
|
+ else:
|
|
|
+ # loop a specific part
|
|
|
+ animControl = self.__getAnimControl(animName, partName,
|
|
|
+ lodName)
|
|
|
if (animControl != None):
|
|
|
animControl.loop(restart)
|
|
|
- else:
|
|
|
- # loop a specific part
|
|
|
- animControl = self.__getAnimControl(animName, partName)
|
|
|
- if (animControl != None):
|
|
|
- animControl.loop(restart)
|
|
|
|
|
|
def pose(self, animName, frame, partName=None):
|
|
|
"""pose(self, string, int, string=None)
|
|
|
Pose the actor in position found at given frame in the specified
|
|
|
animation for the specified part. If no part is specified attempt
|
|
|
- to apply pose to all parts"""
|
|
|
- if (partName==None):
|
|
|
- # pose all parts
|
|
|
- for partName in self.__animControlDict.keys():
|
|
|
- animControl = self.__getAnimControl(animName, partName)
|
|
|
+ to apply pose to all parts. NOTE: poses all LODs"""
|
|
|
+ for lodName in self.__animControlDict.keys():
|
|
|
+ animControlDict = self.__animControlDict[lodName]
|
|
|
+ if (partName==None):
|
|
|
+ # pose all parts
|
|
|
+ for thisPart in animControlDict.keys():
|
|
|
+ animControl = self.__getAnimControl(animName, thisPart,
|
|
|
+ lodName)
|
|
|
+ if (animControl != None):
|
|
|
+ animControl.pose(frame)
|
|
|
+ else:
|
|
|
+ # pose a specific part
|
|
|
+ animControl = self.__getAnimControl(animName, partName,
|
|
|
+ lodName)
|
|
|
if (animControl != None):
|
|
|
animControl.pose(frame)
|
|
|
- else:
|
|
|
- # pose a specific part
|
|
|
- animControl = self.__getAnimControl(animName, partName)
|
|
|
- if (animControl != None):
|
|
|
- animControl.pose(frame)
|
|
|
|
|
|
-
|
|
|
#private
|
|
|
|
|
|
- def __getAnimControl(self, animName, partName):
|
|
|
- """__getAnimControl(self, string, string)
|
|
|
- Search the animControl dictionary for given anim and part.
|
|
|
- Return the animControl if present, or None otherwise"""
|
|
|
- if (self.__animControlDict.has_key(partName)):
|
|
|
- if (self.__animControlDict[partName].has_key(animName)):
|
|
|
- return self.__animControlDict[partName][animName]
|
|
|
+ def __getAnimControl(self, animName, partName, lodName="lodRoot"):
|
|
|
+ """__getAnimControl(self, string, string, string="lodRoot")
|
|
|
+ Search the animControl dictionary indicated by lodName for
|
|
|
+ a given anim and part. Return the animControl if present,
|
|
|
+ or None otherwise
|
|
|
+ """
|
|
|
+ if (self.__animControlDict.has_key(lodName)):
|
|
|
+ animControlDict = self.__animControlDict[lodName]
|
|
|
+ if (animControlDict.has_key(partName)):
|
|
|
+ if (animControlDict[partName].has_key(animName)):
|
|
|
+ return animControlDict[partName][animName]
|
|
|
+ else:
|
|
|
+ # anim was not present
|
|
|
+ Actor.notify.warning("couldn't find anim: %s" % (animName))
|
|
|
else:
|
|
|
- # anim was not present
|
|
|
- Actor.notify.warning("couldn't find anim: %s" % (animName))
|
|
|
+ # part was not present
|
|
|
+ Actor.notify.warning("couldn't find part: %s" % (partName))
|
|
|
else:
|
|
|
- # part was not present
|
|
|
- Actor.notify.warning("couldn't find part: %s" % (partName))
|
|
|
-
|
|
|
+ # lod was not present
|
|
|
+ Actor.notify.warning("couldn't find lod: %s" % (lodName))
|
|
|
+
|
|
|
return None
|
|
|
|
|
|
|
|
|
- def loadModel(self, modelPath, partName="modelRoot"):
|
|
|
- """loadModel(self, string, string="modelRoot")
|
|
|
- Actor model loader. Takes a model name (ie file path) and
|
|
|
- a partName (defaults to "modelRoot")"""
|
|
|
-
|
|
|
- Actor.notify.info("in loadModel: %s , part: %s" % \
|
|
|
- (modelPath, partName))
|
|
|
+ def loadModel(self, modelPath, partName="modelRoot", lodName="lodRoot"):
|
|
|
+ """loadModel(self, string, string="modelRoot", string="base")
|
|
|
+ Actor model loader. Takes a model name (ie file path), a part
|
|
|
+ name(defaults to "modelRoot") and an lod name(defaults to "lodRoot").
|
|
|
+ """
|
|
|
+ Actor.notify.warning("in loadModel: %s , part: %s, lod: %s" % \
|
|
|
+ (modelPath, partName, lodName))
|
|
|
|
|
|
# load the model and extract its part bundle
|
|
|
model = loader.loadModelCopy(modelPath)
|
|
|
-
|
|
|
-
|
|
|
bundle = NodePath(model, "**/+PartBundleNode")
|
|
|
if (bundle.isEmpty()):
|
|
|
Actor.notify.warning("%s is not a character!" % (modelPath))
|
|
|
else:
|
|
|
# we rename this node to make Actor copying easier
|
|
|
bundle.node().setName(Actor.partPrefix + partName)
|
|
|
- bundle.reparentTo(self.__geomNode)
|
|
|
+
|
|
|
+ if (self.__partBundleDict.has_key(lodName) == 0):
|
|
|
+ # make a dictionary to store these parts in
|
|
|
+ needsDict = 1
|
|
|
+ bundleDict = {}
|
|
|
+ else:
|
|
|
+ needsDict = 0
|
|
|
+
|
|
|
+ if (lodName!="lodRoot"):
|
|
|
+ # reparent to appropriate node under LOD switch
|
|
|
+ bundle.reparentTo(self.__LODNode.find("**/" + str(lodName)))
|
|
|
+ else:
|
|
|
+ bundle.reparentTo(self.__geomNode)
|
|
|
+
|
|
|
+ if (needsDict):
|
|
|
+ bundleDict[partName] = bundle
|
|
|
+ self.__partBundleDict[lodName] = bundleDict
|
|
|
+ else:
|
|
|
+ self.__partBundleDict[lodName][partName] = bundle
|
|
|
+
|
|
|
model.removeNode()
|
|
|
|
|
|
- #make this mimic mutli-part by giving it a default part anme
|
|
|
- self.__partBundleDict[partName] = bundle
|
|
|
-
|
|
|
|
|
|
- def loadAnims(self, anims, partName="modelRoot"):
|
|
|
- """loadAnims(self, string:string{}, string="modelRoot")
|
|
|
+ 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 dict of corresponding
|
|
|
+ 'modelRoot' for non-multipart actors) and lodName (defaults
|
|
|
+ to 'lodRoot' for non-LOD actors) and dict of corresponding
|
|
|
anims in the form animName:animPath{}"""
|
|
|
|
|
|
- Actor.notify.info("in loadAnims: %s, part: %s" % (anims, partName))
|
|
|
+ Actor.notify.warning("in loadAnims: %s, part: %s, lod: %s" %
|
|
|
+ (anims, partName, lodName))
|
|
|
|
|
|
animDict = {}
|
|
|
|
|
|
for animName in anims.keys():
|
|
|
|
|
|
- #load the anim and get its anim bundle
|
|
|
- anim = loader.loadModelCopy(anims[animName])
|
|
|
+ # load the anim and get its anim bundle
|
|
|
+ anim = loader.loadModelOnce(anims[animName])
|
|
|
animBundle = \
|
|
|
(NodePath(anim, "**/+AnimBundleNode").node()).getBundle()
|
|
|
|
|
|
- #bind anim
|
|
|
- bundleNode = (self.__partBundleDict[partName]).node()
|
|
|
+ # bind anim
|
|
|
+ bundleNode = (
|
|
|
+ self.__partBundleDict[lodName][partName]).node()
|
|
|
+
|
|
|
animControl = (bundleNode.getBundle()).bindAnim(animBundle, -1)
|
|
|
if (animControl == None):
|
|
|
Actor.notify.error("Null AnimControl: %s" % (animName))
|
|
|
else:
|
|
|
animDict[animName] = animControl
|
|
|
|
|
|
- # add this part's dictionary to animation dictionary
|
|
|
- self.__animControlDict[partName] = animDict
|
|
|
-
|
|
|
+ # add this part's dictionary to animation dictionary
|
|
|
+ if not (self.__animControlDict.has_key(lodName)):
|
|
|
+ lodDict = {}
|
|
|
+ self.__animControlDict[lodName] = lodDict
|
|
|
+
|
|
|
+ self.__animControlDict[lodName][partName] = animDict
|
|
|
+
|
|
|
|
|
|
def __copyPartBundles(self, other):
|
|
|
"""__copyPartBundles(self, Actor)
|