def __init__(self, joint_name, radius, animation_src, scene_object, visualize=True, density=PRIMITIVE_BODY_DENSITY): ComponentBase.__init__(self, scene_object) visualize = True if visualize: material = materials.red self.mesh = Mesh.build_sphere(20, 20, radius * 2, material) else: self.mesh = None self.joint_name = joint_name kinematic = True self.src_controller = self.scene_object._components[animation_src] self.skeleton = self.src_controller.skeleton print("create collision boundy") name = str(scene_object.node_id) + "_body" orientation = [1, 0, 0, 0] position = scene_object.getPosition() self.transformation = np.eye(4) self.scene = self.scene_object.scene self.sim = self.scene_object.scene.sim self.body = self.sim.create_sphere_body(name, position, orientation, radius, kinematic, density) self.body_id = self.body.get_id() self.active = True
def __init__(self, radius, length, animation_src, scene_object, visualize=True, density=PRIMITIVE_BODY_DENSITY): ComponentBase.__init__(self, scene_object) direction = "y" if visualize: material = materials.red self.mesh = Mesh.build_capsule(20, 20, radius * 2, length, direction, material) else: self.mesh = None kinematic = True self.src_controller = self.scene_object._components[animation_src] name = str(scene_object.node_id) + "_body" capsule_dir = ODE_DIRECTION_MAP[direction] orientation = [1, 0, 0, 0] position = scene_object.getPosition() self.transformation = np.eye(4) self.y_offset = length / 2 self.sim = self.scene_object.scene.sim self.body = self.sim.create_cylinder_body(name, position, orientation, length, radius, capsule_dir, True, kinematic, density) self.body_id = self.body.get_id() self.active = True
def __init__(self, scene_object, color=(0, 0, 1)): ComponentBase.__init__(self, scene_object) AnimationController.__init__(self) self.loadedCorrectly = False self.hasVisualization = False self.name = "" self._visualization = SkeletonVisualization(self.scene_object, color) self.track = AnimationBlendNode() self.n_neighbors = 5 self.current_parameter = None self.markers = dict()
def __init__(self, scene_object, anim_controller, joint_name): ComponentBase.__init__(self, scene_object) self.anim_controller = anim_controller self.joint_name = joint_name self.skeleton = self.anim_controller.get_skeleton() self.edit_mode = False if self.joint_name in self.skeleton.animated_joints and np.linalg.norm( self.skeleton.nodes[self.joint_name].offset) > 0: self.cs = CoordinateSystemRenderer(3.0) else: self.cs = None self.global_matrix = np.eye(4)
def __init__(self, port, scene_object, src_component): print("create animation server", port) ComponentBase.__init__(self, scene_object) TCPServer.__init__(self, port) self.src_component_key = src_component self.animation_src = scene_object._components[src_component] self.animation_src.animation_server = self self.activate_emit = True self.frame_buffer = None self.skeleton = self.animation_src.get_skeleton() self.animated_joints = [key for key in self.skeleton.nodes.keys() if len(self.skeleton.nodes[key].children) >0]#self.skeleton.animated_joints# self.animation_src.get_animated_joints() self.scale = 1.0 self.search_message_header = False self.activate_simulation = constants.activate_simulation
def __init__(self, scene_object, color=(0, 0, 1), mg=None): ComponentBase.__init__(self, scene_object) AnimationController.__init__(self) self._motion_graph = mg self._visualization = SkeletonVisualization(self.scene_object, color) self.name = "" strong_components = self._motion_graph.strong_components self.current_node_id = min(strong_components) self.current_direction = [] self.current_root_pos = [] self.current_root_quat = [] self.angleX = 0 self.frameTime = 0 self.animationSpeed = 1
def __init__(self, port, scene_object, src_component): print("create animation server", port) ComponentBase.__init__(self, scene_object) web_app = WebSocketApplication(self, [(r"/ws", AnimationWebSocketHandler)]) self.server_thread = ServerThread(web_app, port) self.broadcast_thread = BroadcastThread(web_app) self.src_component_key = src_component self.animation_src = scene_object._components[src_component] self.animation_src.animation_server = self self.activate_emit = True self.frame_buffer = None self.skeleton = self.animation_src.get_skeleton() self.animated_joints = [ key for key in self.skeleton.nodes.keys() if len(self.skeleton.nodes[key].children) > 0 ] #self.skeleton.animated_joints# self.animation_src.get_animated_joints() self.scale = 1.0
def __init__(self, scene_object, folder_path, filetype, color): ComponentBase.__init__(self, scene_object) self.mainContext = 0 self.name = folder_path AnimationController.__init__(self) self.skeleton_vis = SkeletonVisualization(scene_object, color) self.skeleton_vis.draw_mode = 2 self.skeleton_vis.visible = False scene_object.add_component("skeleton_vis", self.skeleton_vis) self.folder_path = Path(folder_path) self._animation_files = [] self.current_controller = None self.motion_cache = dict() self.state = None for filename in self.folder_path.iterdir(): print(filename, filetype, filename.suffix) if filename.is_file() and filename.suffix == "." + filetype: self._animation_files.append(filename.name) self.select_file(self._animation_files[0])
def __init__(self, scene_object): ComponentBase.__init__(self, scene_object) self.controller = scene_object._components[ "morphablegraph_state_machine"] self.walk_targets = [] self.tolerance = 20
def __init__(self, scene_object): ComponentBase.__init__(self, scene_object) self.play = True return
def __init__(self, scene_object): ComponentBase.__init__(self, scene_object)