def deleteAllSnapshots(self): """Delete all the snapshots of the world.""" self._snapshotTree = SnapshotBranch()
class SNMApp(wx.App): """A simple class that should handle almost everything a simbicon application typically needs.""" def __init__(self, appTitle="Simbicon Application", fps = 30.0, dt = 1/2000.0, glCanvasSize=wx.DefaultSize, size=wx.DefaultSize, redirect=False, filename=None, useBestVisual=False, clearSigInt=True, showConsole=True): """ appTitle is the window title fps is the desired number of frames per seconds dt is the desired simulation timestep :see: wx.BasicApp.__init__` """ wx.App.__init__(self, redirect, filename, useBestVisual, clearSigInt) # No annoying error logging window wx.Log.SetActiveTarget(wx.LogStderr()) import UI # Setup the main window style style = wx.DEFAULT_FRAME_STYLE if size == wx.DefaultSize : size = wx.GetDisplaySize() size.height *= 0.75 size.width *= 0.75 if glCanvasSize == wx.DefaultSize : style |= wx.MAXIMIZE # Setup the environment for the python interactive console consoleEnvironment = { "wx" : wx, "Physics" : Physics, "Utils" : Utils } exec "from MathLib import *\n" + \ "app = wx.GetApp()\n" + \ "from PyUtils import load" in consoleEnvironment, consoleEnvironment # Create the main window self._frame = UI.MainWindow(None, -1, appTitle, size = size, style = style, fps = fps, glCanvasSize = glCanvasSize, showConsole = showConsole, consoleEnvironment = consoleEnvironment) # Define GL callbacks self._glCanvas = self._frame.getGLCanvas() self._glCanvas.addDrawCallback( self.draw ) self._glCanvas.addPostDrawCallback( self.postDraw ) self._glCanvas.addOncePerFrameCallback( self.advanceAnimation ) self._glCanvas.setDrawAxes(False) self._glCanvas.setPrintLoad(True) self._glCanvas.setCameraTargetFunction( self.cameraTargetFunction ) # Get the tool panel self._toolPanel = self._frame.getToolPanel() # Show the application self._frame.Show() # Set-up starting state self._dt = dt self._drawShadows = True self._simulationSecondsPerSecond = 1 # 1 = real time, 2 = twice real time, 1/2 = half real time self._animationRunning = False self._cameraFollowCharacter = False self._drawCollisionVolumes = False self._followedCharacter = None # Pointer to focused character self._captureScreenShots = False self._printStepReport = True self._screenShotNumber = 0 self._worldOracle = Core.WorldOracle() self._worldOracle.initializeWorld( Physics.world() ) self._kinematicMotion = False # Set-up starting list of characters and controllers self._characters = [] # Define the observables self._controllerList = ObservableList() self._characterObservable = PyUtils.Observable() self._animationObservable = PyUtils.Observable() self._cameraObservable = PyUtils.Observable() self._optionsObservable = PyUtils.Observable() self._curveList = ObservableList() self._snapshotTree = SnapshotBranch() # # Private methods def draw(self): """Draw the content of the world""" world = Physics.world() glEnable(GL_LIGHTING) if self._drawCollisionVolumes: world.drawRBs(Physics.SHOW_MESH|Physics.SHOW_CD_PRIMITIVES) else: world.drawRBs(Physics.SHOW_MESH|Physics.SHOW_COLOURS) # world.drawRBs(Physics.SHOW_MESH|Physics.SHOW_CD_PRIMITIVES) glDisable(GL_LIGHTING); if self._drawShadows: self._glCanvas.beginShadows() world.drawRBs(Physics.SHOW_MESH) self._glCanvas.endShadows() def postDraw(self): """Perform some operation once the entire OpenGL window has been drawn""" if self._captureScreenShots: self._glCanvas.saveScreenshot("../screenShots/%04d.bmp" % self._screenShotNumber ) self._screenShotNumber += 1 def advanceAnimation(self): """Called once per frame""" if self._animationRunning : self.simulationFrame() def simulationFrame(self): """Performs enough simulation steps to fill one frame""" # Enough time elapsed perform simulation loop and render simulationSeconds = 1.0/self._glCanvas.getFps() * self._simulationSecondsPerSecond nbSteps = int( math.ceil( simulationSeconds / self._dt ) ) for i in range(0,nbSteps): self.simulationStep() def advanceAnimationUntilControllerEnds(self, controller): """Advances the animation until the specified controller reaches the end. Specify either a name, an index, or an instance of a controller object.""" controller = self.getController(controller) initialPhi = controller.getPhase() currPhi = initialPhi + 1 while currPhi > initialPhi : self.simulationStep() currPhi = controller.getPhase() def simulationStep(self): """Performs a single simulation step""" # TODO Quite hacky if self._kinematicMotion: import KeyframeEditor from MathLib import Trajectory3dv try: pc = self._posableCharacter traj = self._stanceFootToSwingFootTrajectory except AttributeError: pc = self._posableCharacter = KeyframeEditor.PosableCharacter.PosableCharacter(self.getCharacter(0),self.getController(0)) traj = self._stanceFootToSwingFootTrajectory = Trajectory3dv() traj.addKnot(0,Vector3d(-0.13,0,-0.4)) traj.addKnot(0.5,Vector3d(-0.13,0.125,0)) traj.addKnot(1,Vector3d(-0.13,0,0.4)) self._phase = 0 self._stance = Core.LEFT_STANCE stanceToSwing = traj.evaluate_catmull_rom(self._phase) if self._stance == Core.RIGHT_STANCE: stanceToSwing.x = stanceToSwing.x * -1 pc.updatePose( self._phase, stanceToSwing, self._stance, True ) self._phase += 0.00069 if self._phase >= 1.0: self._phase = 0 if self._stance == Core.LEFT_STANCE: self._stance = Core.RIGHT_STANCE else: self._stance = Core.LEFT_STANCE return world = Physics.world() controllers = self._controllerList._objects contactForces = world.getContactForces() for controller in controllers : controller.performPreTasks(self._dt, contactForces) world.advanceInTime(self._dt) contactForces = world.getContactForces() for controller in controllers : if controller.performPostTasks(self._dt, contactForces) : step = Vector3d (controller.getStanceFootPos(), controller.getSwingFootPos()) step = controller.getCharacterFrame().inverseRotate(step); v = controller.getV() phi = controller.getPhase() if self._printStepReport: print "step: %3.5f %3.5f %3.5f. Vel: %3.5f %3.5f %3.5f phi = %f" % ( step.x, step.y, step.z, v.x, v.y, v.z, phi) def cameraTargetFunction(self, currentTarget): """Private! Return the point to target, or None if nothing to target.""" if not self._cameraFollowCharacter or self._followedCharacter == None: return None pos = self._followedCharacter.getRoot().getCMPosition() pos.y = currentTarget.y return pos # # Accessors def getWorldOracle(self): """Return the world oracle for the application.""" return self._worldOracle def getFrame(self): """Returns the application frame.""" return self._frame def setDrawShadows(self, drawShadows): """Indicates whether the app should draw shadows or not""" self._drawShadows = drawShadows def getDrawShadows(self): """Checks if the app is drawing shadows""" return self._drawShadows def getGLCanvas(self): """Returns the GL canvas""" return self._glCanvas def getToolPanel(self): """Returns the tool panel""" return self._toolPanel def setAnimationRunning(self, animationRunning): """Indicates whether the animation should run or not""" self._animationRunning = animationRunning self._animationObservable.notifyObservers() def isAnimationRunning(self): """Return true if the animation is currently running""" return self._animationRunning def setSimulationSecondsPerSecond(self, simulationSecondsPerSecond): """Sets the speed of the playback. 1 is realtime, 0.5 is slower, 2 is faster""" self._simulationSecondsPerSecond = simulationSecondsPerSecond self._animationObservable.notifyObservers() def getSimulationSecondsPerSecond(self): """Return the speed of the playback""" return self._simulationSecondsPerSecond def setCameraFollowCharacter(self, follow): """Indicates whether the camera should follow a character or not""" if follow != self._cameraFollowCharacter: # Need to toggle self._cameraFollowCharacter = follow if self._followedCharacter == None : try: self._followedCharacter = self._characters[0] except IndexError: pass self._cameraObservable.notifyObservers() def doesCameraFollowCharacter(self): """Checks if the camera is currently following a character.""" return self._cameraFollowCharacter and self._followedCharacter != None def setFollowedCharacter(self, character): """Indicates which character the camera should be following. Pass an index of a string.""" character = self.getCharacter(character) self._cameraFollowCharacter = True self._followedCharacter = character self._cameraObservable.notifyObservers() def setCameraAutoOrbit(self, autoOrbit): """Indicates whether the camera should automatically orbit or not""" self._glCanvas.setCameraAutoOrbit(autoOrbit) def doesCameraAutoOrbit(self): """Checks if the camera is currently automatically orbiting.""" return self._glCanvas.doesCameraAutoOrbit() def drawCollisionVolumes(self, draw): """Indicates whether the application should draw collision volumes""" if draw != self._drawCollisionVolumes: self._drawCollisionVolumes = draw self._optionsObservable.notifyObservers() def getDrawCollisionVolumes(self): """Does the application draw collision volumes?""" return self._drawCollisionVolumes def setKinematicMotion(self, kinematicMotion): """Indicates whether the application should animate only kinematic motion""" if kinematicMotion != self._kinematicMotion: self._kinematicMotion = kinematicMotion self._optionsObservable.notifyObservers() def getKinematicMotion(self): """Does the application animate only kinematic motion?""" return self._kinematicMotion def captureScreenShots(self, capture): """Indicates whether the application should capture a screenshot at every frame.""" if capture != self._captureScreenShots: self._captureScreenShots = capture self._optionsObservable.notifyObservers() def getCaptureScreenShots(self): """Does the application capture a screenshot at every frame?""" return self._captureScreenShots # # Public methods def deleteAllObjects(self): """Delete all objects: characters, rigid bodies, snapshots, etc.""" if self._followedCharacter is not None : self._followedCharacter = None self._cameraFollowCharacter = False self._cameraObservable.notifyObservers() self._characters = [] self._controllerList.clear() import Physics Physics.world().destroyAllObjects() self.deleteAllSnapshots() def addCharacter(self, character): """Adds a character to the application and the world""" import Physics if PyUtils.sameObjectInList(character, self._characters) : raise KeyError ('Cannot add the same character twice to application.') Physics.world().addArticulatedFigure( character ) self._characters.append( character ) if self._followedCharacter is None : self._followedCharacter = character self._cameraFollowCharacter = True self._cameraObservable.notifyObservers() self._characterObservable.notifyObservers() def deleteCharacter(self, character): """Removes a character from the application. Specify either a name, an index, or an instance of a character object.""" character = self.getCharacter(character) if self._followedCharacter is character : self._followedCharacter = None self._cameraFollowCharacter = False self._cameraObservable.notifyObservers() self._characters.remove(character) self._characterObservable.notifyObservers() def getCharacter(self, description ): """Returns a character. Specify either a name, an index. Anything else will be returned unmodified.""" if isinstance(description,basestring) : try: description = [char.getName() for char in self._characters].index(description) except ValueError: raise ValueError( "No character found with the specified name." ) if isinstance(description,int) : return self._characters[description] return description def getCharacterCount(self): """Returns the number of characters.""" return len( self._character ) def recenterCharacter(self, character): """Reposition the character at the center of the world in X,Z. Specify either a name, an index, or an instance of a character object.""" character = self.getCharacter(character) character.recenter() def addController(self, controller): """Adds a controller to the application""" return self._controllerList.add(controller) def deleteController(self, controller): """Removes a controller from the application. Specify either a name, an index, or an instance of a controller object.""" return self._controllerList.delete(controller) def getController(self, description): """Returns a controller. Specify either a name, an index. Anything else will be returned unmodified.""" return self._controllerList.get(description) def getControllerCount(self): """Returns the number of controllers.""" return self._controllerList.getCount() def getControllerList(self): """Returns the controller list object. Useful for observation.""" return self._controllerList def addCurve(self, name, trajectory1d, phiPtr = None): """Adds a curve to the application""" return self._curveList.add( Curve(name, trajectory1d, phiPtr) ) def deleteCurve(self, curve): """Removes a curve from the application. Specify either a name, an index, or an instance of a controller object.""" return self._curveList.delete(curve) def clearCurves(self): """Remove all the curves from the application.""" self._curveList.clear(); def getCurve(self, description): """Returns a curve. Specify either a name, an index. Anything else will be returned unmodified.""" return self._curveList.get(description) def getCurveCount(self): """Returns the number of curves.""" return self._curveList.getCount() def getCurveList(self): """Returns the curve list object. Useful for observation.""" return self._curveList def getSnapshotTree(self): """Returns the top-level SnapshotBranch that can be observed.""" return self._snapshotTree def takeSnapshot(self): """Take a snapshot of the world. The snapshot will be returned and added to the snapshot tree.""" return self._snapshotTree.takeSnapshot() def restoreActiveSnapshot(self, restoreControllerParams = True): """Restores the current snapshot. Return it.""" return self._snapshotTree.restoreActive(restoreControllerParams) def previousSnapshot(self, restoreControllerParams = True): """Navigate to the previous snapshot. Return it, or None if failed.""" return self._snapshotTree.previousSnapshot(restoreControllerParams) def nextSnapshot(self, restoreControllerParams = True): """Navigate to the next snapshot. Return it, or None if failed.""" return self._snapshotTree.nextSnapshot(restoreControllerParams) def deleteAllSnapshots(self): """Delete all the snapshots of the world.""" self._snapshotTree = SnapshotBranch() # # For observers # def addCharacterObserver(self, observer): self._characterObservable.addObserver(observer) def deleteCharacterObserver(self, observer): self._characterObservable.deleteObserver(observer) def addControllerObserver(self, observer): self._controllerList.addObserver(observer) def deleteControllerObserver(self, observer): self._controllerList.deleteObserver(observer) def addAnimationObserver(self, observer): self._animationObservable.addObserver(observer) def deleteAnimationObserver(self, observer): self._animationObservable.deleteObserver(observer) def addCameraObserver(self, observer): self._cameraObservable.addObserver(observer) def deleteCameraObserver(self, observer): self._cameraObservable.deleteObserver(observer) def addOptionsObserver(self, observer): self._optionsObservable.addObserver(observer) def deleteOptionsObserver(self, observer): self._optionsObservable.deleteObserver(observer)
def __init__(self, appTitle="Simbicon Application", fps = 30.0, dt = 1/2000.0, glCanvasSize=wx.DefaultSize, size=wx.DefaultSize, redirect=False, filename=None, useBestVisual=False, clearSigInt=True, showConsole=True): """ appTitle is the window title fps is the desired number of frames per seconds dt is the desired simulation timestep :see: wx.BasicApp.__init__` """ wx.App.__init__(self, redirect, filename, useBestVisual, clearSigInt) # No annoying error logging window wx.Log.SetActiveTarget(wx.LogStderr()) import UI # Setup the main window style style = wx.DEFAULT_FRAME_STYLE if size == wx.DefaultSize : size = wx.GetDisplaySize() size.height *= 0.75 size.width *= 0.75 if glCanvasSize == wx.DefaultSize : style |= wx.MAXIMIZE # Setup the environment for the python interactive console consoleEnvironment = { "wx" : wx, "Physics" : Physics, "Utils" : Utils } exec "from MathLib import *\n" + \ "app = wx.GetApp()\n" + \ "from PyUtils import load" in consoleEnvironment, consoleEnvironment # Create the main window self._frame = UI.MainWindow(None, -1, appTitle, size = size, style = style, fps = fps, glCanvasSize = glCanvasSize, showConsole = showConsole, consoleEnvironment = consoleEnvironment) # Define GL callbacks self._glCanvas = self._frame.getGLCanvas() self._glCanvas.addDrawCallback( self.draw ) self._glCanvas.addPostDrawCallback( self.postDraw ) self._glCanvas.addOncePerFrameCallback( self.advanceAnimation ) self._glCanvas.setDrawAxes(False) self._glCanvas.setPrintLoad(True) self._glCanvas.setCameraTargetFunction( self.cameraTargetFunction ) # Get the tool panel self._toolPanel = self._frame.getToolPanel() # Show the application self._frame.Show() # Set-up starting state self._dt = dt self._drawShadows = True self._simulationSecondsPerSecond = 1 # 1 = real time, 2 = twice real time, 1/2 = half real time self._animationRunning = False self._cameraFollowCharacter = False self._drawCollisionVolumes = False self._followedCharacter = None # Pointer to focused character self._captureScreenShots = False self._printStepReport = True self._screenShotNumber = 0 self._worldOracle = Core.WorldOracle() self._worldOracle.initializeWorld( Physics.world() ) self._kinematicMotion = False # Set-up starting list of characters and controllers self._characters = [] # Define the observables self._controllerList = ObservableList() self._characterObservable = PyUtils.Observable() self._animationObservable = PyUtils.Observable() self._cameraObservable = PyUtils.Observable() self._optionsObservable = PyUtils.Observable() self._curveList = ObservableList() self._snapshotTree = SnapshotBranch()
def __init__(self, appTitle="Simbicon Application", fps=30.0, dt=1 / 2000.0, glCanvasSize=wx.DefaultSize, size=wx.DefaultSize, redirect=False, filename=None, useBestVisual=False, clearSigInt=True, showConsole=True): """ appTitle is the window title fps is the desired number of frames per seconds dt is the desired simulation timestep :see: wx.BasicApp.__init__` """ wx.App.__init__(self, redirect, filename, useBestVisual, clearSigInt) # No annoying error logging window wx.Log.SetActiveTarget(wx.LogStderr()) import UI # Setup the main window style style = wx.DEFAULT_FRAME_STYLE if size == wx.DefaultSize: size = wx.GetDisplaySize() size.height *= 0.75 size.width *= 0.75 if glCanvasSize == wx.DefaultSize: style |= wx.MAXIMIZE # Setup the environment for the python interactive console consoleEnvironment = {"wx": wx, "Physics": Physics, "Utils": Utils} exec "from MathLib import *\n" + \ "app = wx.GetApp()\n" + \ "from PyUtils import load" in consoleEnvironment, consoleEnvironment # Create the main window self._frame = UI.MainWindow(None, -1, appTitle, size=size, style=style, fps=fps, glCanvasSize=glCanvasSize, showConsole=showConsole, consoleEnvironment=consoleEnvironment) # Define GL callbacks self._glCanvas = self._frame.getGLCanvas() self._glCanvas.addDrawCallback(self.draw) self._glCanvas.addPostDrawCallback(self.postDraw) self._glCanvas.addOncePerFrameCallback(self.advanceAnimation) self._glCanvas.setDrawAxes(False) self._glCanvas.setPrintLoad(True) self._glCanvas.setCameraTargetFunction(self.cameraTargetFunction) self._glCanvas.setDrawGround(False) # Get the tool panel self._toolPanel = self._frame.getToolPanel() # Show the application self._frame.Show() # Set-up starting state self._dt = dt self._drawShadows = True self._simulationSecondsPerSecond = 1 # 1 = real time, 2 = twice real time, 1/2 = half real time self._animationRunning = False self._cameraFollowCharacter = False self._drawCollisionVolumes = False self._followedCharacter = None # Pointer to focused character self._captureScreenShots = False self._printStepReport = True self._screenShotNumber = 0 self._worldOracle = Core.WorldOracle() self._worldOracle.initializeWorld(Physics.world()) self._kinematicMotion = False # Set-up starting list of characters and controllers self._characters = [] # Define the observables self._controllerList = ObservableList() self._characterObservable = PyUtils.Observable() self._animationObservable = PyUtils.Observable() self._cameraObservable = PyUtils.Observable() self._optionsObservable = PyUtils.Observable() self._COMObservable = PyUtils.Observable() self._curveList = ObservableList() self._snapshotTree = SnapshotBranch() self._showAbstractView = False self._showAbstractViewSkeleton = False self._showBodyFrame = False self._showCDPrimitives = False self._showColors = False self._showFrictionParticles = False self._showJoints = False self._showMesh = True self._showMinBDGSphere = False self._showCenterOfMass = True self._COMErrorScale = 0.01 params = [ 3.75162180e-04, 1.70361201e+00, -7.30441228e-01, -6.22795336e-01, 3.05330848e-01 ] fps = 100 # params = [0, 0, 0, 0, 0] # fps = 100.0 # model_order = (50, 50) # params = [0.00019815056771797725, 1.9687785869242351, -0.9709165752219967, -0.565841931234043, 0.3226849680645409] self._armaX = ArmaProcess(params[0], params[1:3], params[3:5], fps) self._armaY = ArmaProcess(params[0], params[1:3], params[3:5], fps) self._armaZ = ArmaProcess(params[0], params[1:3], params[3:5], fps)
class SNMApp(wx.App): """A simple class that should handle almost everything a simbicon application typically needs.""" def __init__(self, appTitle="Simbicon Application", fps=30.0, dt=1 / 2000.0, glCanvasSize=wx.DefaultSize, size=wx.DefaultSize, redirect=False, filename=None, useBestVisual=False, clearSigInt=True, showConsole=True): """ appTitle is the window title fps is the desired number of frames per seconds dt is the desired simulation timestep :see: wx.BasicApp.__init__` """ wx.App.__init__(self, redirect, filename, useBestVisual, clearSigInt) # No annoying error logging window wx.Log.SetActiveTarget(wx.LogStderr()) import UI # Setup the main window style style = wx.DEFAULT_FRAME_STYLE if size == wx.DefaultSize: size = wx.GetDisplaySize() size.height *= 0.75 size.width *= 0.75 if glCanvasSize == wx.DefaultSize: style |= wx.MAXIMIZE # Setup the environment for the python interactive console consoleEnvironment = {"wx": wx, "Physics": Physics, "Utils": Utils} exec "from MathLib import *\n" + \ "app = wx.GetApp()\n" + \ "from PyUtils import load" in consoleEnvironment, consoleEnvironment # Create the main window self._frame = UI.MainWindow(None, -1, appTitle, size=size, style=style, fps=fps, glCanvasSize=glCanvasSize, showConsole=showConsole, consoleEnvironment=consoleEnvironment) # Define GL callbacks self._glCanvas = self._frame.getGLCanvas() self._glCanvas.addDrawCallback(self.draw) self._glCanvas.addPostDrawCallback(self.postDraw) self._glCanvas.addOncePerFrameCallback(self.advanceAnimation) self._glCanvas.setDrawAxes(False) self._glCanvas.setPrintLoad(True) self._glCanvas.setCameraTargetFunction(self.cameraTargetFunction) self._glCanvas.setDrawGround(False) # Get the tool panel self._toolPanel = self._frame.getToolPanel() # Show the application self._frame.Show() # Set-up starting state self._dt = dt self._drawShadows = True self._simulationSecondsPerSecond = 1 # 1 = real time, 2 = twice real time, 1/2 = half real time self._animationRunning = False self._cameraFollowCharacter = False self._drawCollisionVolumes = False self._followedCharacter = None # Pointer to focused character self._captureScreenShots = False self._printStepReport = True self._screenShotNumber = 0 self._worldOracle = Core.WorldOracle() self._worldOracle.initializeWorld(Physics.world()) self._kinematicMotion = False # Set-up starting list of characters and controllers self._characters = [] # Define the observables self._controllerList = ObservableList() self._characterObservable = PyUtils.Observable() self._animationObservable = PyUtils.Observable() self._cameraObservable = PyUtils.Observable() self._optionsObservable = PyUtils.Observable() self._COMObservable = PyUtils.Observable() self._curveList = ObservableList() self._snapshotTree = SnapshotBranch() self._showAbstractView = False self._showAbstractViewSkeleton = False self._showBodyFrame = False self._showCDPrimitives = False self._showColors = False self._showFrictionParticles = False self._showJoints = False self._showMesh = True self._showMinBDGSphere = False self._showCenterOfMass = True self._COMErrorScale = 0.01 params = [ 3.75162180e-04, 1.70361201e+00, -7.30441228e-01, -6.22795336e-01, 3.05330848e-01 ] fps = 100 # params = [0, 0, 0, 0, 0] # fps = 100.0 # model_order = (50, 50) # params = [0.00019815056771797725, 1.9687785869242351, -0.9709165752219967, -0.565841931234043, 0.3226849680645409] self._armaX = ArmaProcess(params[0], params[1:3], params[3:5], fps) self._armaY = ArmaProcess(params[0], params[1:3], params[3:5], fps) self._armaZ = ArmaProcess(params[0], params[1:3], params[3:5], fps) # # Private methods def draw(self): """Draw the content of the world""" world = Physics.world() flags = 0 if self._showAbstractView: flags = flags | Physics.SHOW_ABSTRACT_VIEW if self._showAbstractViewSkeleton: flags = flags | Physics.SHOW_ABSTRACT_VIEW_SKELETON if self._showBodyFrame: flags = flags | Physics.SHOW_BODY_FRAME if self._showCDPrimitives: flags = flags | Physics.SHOW_CD_PRIMITIVES if self._showColors: flags = flags | Physics.SHOW_COLOURS if self._showFrictionParticles: flags = flags | Physics.SHOW_FRICTION_PARTICLES if self._showJoints: flags = flags | Physics.SHOW_JOINTS if self._showMesh: flags = flags | Physics.SHOW_MESH if self._showMinBDGSphere: flags = flags | Physics.SHOW_MIN_BDG_SPHERE if self._showCenterOfMass: flags = flags | Physics.SHOW_CENTER_OF_MASS glEnable(GL_LIGHTING) world.drawRBs(flags) glDisable(GL_LIGHTING) if self._drawShadows: self._glCanvas.beginShadows() world.drawRBs(Physics.SHOW_MESH) self._glCanvas.endShadows() if len(self._characters) > 0: self.updateCOMError() self.COMPanel.update() self._characters[0].drawRealCOM(flags) self._characters[0].drawPercievedCOM(flags) def postDraw(self): """Perform some operation once the entire OpenGL window has been drawn""" if self._captureScreenShots: self._glCanvas.saveScreenshot("../screenShots/%04d.bmp" % self._screenShotNumber) self._screenShotNumber += 1 def advanceAnimation(self): """Called once per frame""" if self._animationRunning: self.simulationFrame() def simulationFrame(self): """Performs enough simulation steps to fill one frame""" # Enough time elapsed perform simulation loop and render simulationSeconds = 1.0 / self._glCanvas.getFps( ) * self._simulationSecondsPerSecond nbSteps = int(math.ceil(simulationSeconds / self._dt)) for i in range(0, nbSteps): self.simulationStep() def advanceAnimationUntilControllerEnds(self, controller): """Advances the animation until the specified controller reaches the end. Specify either a name, an index, or an instance of a controller object.""" controller = self.getController(controller) initialPhi = controller.getPhase() currPhi = initialPhi + 1 while currPhi > initialPhi: self.simulationStep() currPhi = controller.getPhase() def updateCOMError(self): # Apply ARMA process self.setCOMX(self._armaX.generate_frame() * 0.004 * 0) self.setCOMY(self._armaY.generate_frame() * 0.001 * 0) self.setCOMZ(self._armaZ.generate_frame() * 0.004 * 0) # sins = [0.3, 1, 2, 3, 0.5, 1.3, 1.8, 3.4, 0.4, 0.8, 1.5, 3.04] # t = time.time() # # # Map each sin weight to the reciprocal of the frequency # sins = map(lambda x: (x, 1/x), sins) # # x = self.discreteSinusoids(sins[:4], t) # y = self.discreteSinusoids(sins[4:8], t + 1021.34353) # z = self.discreteSinusoids(sins[8:], t + 543.4346) # # (x, y, z) = map(lambda x: x * self._COMErrorScale, (x, y, z)) # # self.setCOMX(x) # self.setCOMY(y) # self.setCOMZ(z) # def discreteSinusoids(self, sins, t): accumulator = 0 for sin, weight in sins: # Here, sin is interpreted as `t-times` per second # And t is the number of seconds accumulator += math.sin((t * sin) * (2 * math.pi)) * weight return accumulator def simulationStep(self): """Performs a single simulation step""" # TODO Quite hacky if self._kinematicMotion: import KeyframeEditor from MathLib import Trajectory3dv try: pc = self._posableCharacter traj = self._stanceFootToSwingFootTrajectory except AttributeError: pc = self._posableCharacter = KeyframeEditor.PosableCharacter.PosableCharacter( self.getCharacter(0), self.getController(0)) traj = self._stanceFootToSwingFootTrajectory = Trajectory3dv() traj.addKnot(0, Vector3d(-0.13, 0, -0.4)) traj.addKnot(0.5, Vector3d(-0.13, 0.125, 0)) traj.addKnot(1, Vector3d(-0.13, 0, 0.4)) self._phase = 0 self._stance = Core.LEFT_STANCE stanceToSwing = traj.evaluate_catmull_rom(self._phase) if self._stance == Core.RIGHT_STANCE: stanceToSwing.x = stanceToSwing.x * -1 pc.updatePose(self._phase, stanceToSwing, self._stance, True) self._phase += 0.00069 if self._phase >= 1.0: self._phase = 0 if self._stance == Core.LEFT_STANCE: self._stance = Core.RIGHT_STANCE else: self._stance = Core.LEFT_STANCE return world = Physics.world() controllers = self._controllerList._objects contactForces = world.getContactForces() for controller in controllers: controller.performPreTasks(self._dt, contactForces) world.advanceInTime(self._dt) contactForces = world.getContactForces() for controller in controllers: if controller.performPostTasks(self._dt, contactForces): step = Vector3d(controller.getStanceFootPos(), controller.getSwingFootPos()) step = controller.getCharacterFrame().inverseRotate(step) v = controller.getV() phi = controller.getPhase() if self._printStepReport: print "step: %3.5f %3.5f %3.5f. Vel: %3.5f %3.5f %3.5f phi = %f" % ( step.x, step.y, step.z, v.x, v.y, v.z, phi) def cameraTargetFunction(self, currentTarget): """Private! Return the point to target, or None if nothing to target.""" if not self._cameraFollowCharacter or self._followedCharacter == None: return None pos = self._followedCharacter.getRoot().getCMPosition() pos.y = currentTarget.y return pos # # Accessors def getWorldOracle(self): """Return the world oracle for the application.""" return self._worldOracle def getFrame(self): """Returns the application frame.""" return self._frame def setDrawShadows(self, drawShadows): """Indicates whether the app should draw shadows or not""" self._drawShadows = drawShadows def getDrawShadows(self): """Checks if the app is drawing shadows""" return self._drawShadows def getGLCanvas(self): """Returns the GL canvas""" return self._glCanvas def getToolPanel(self): """Returns the tool panel""" return self._toolPanel def setAnimationRunning(self, animationRunning): """Indicates whether the animation should run or not""" self._animationRunning = animationRunning self._animationObservable.notifyObservers() def isAnimationRunning(self): """Return true if the animation is currently running""" return self._animationRunning def setSimulationSecondsPerSecond(self, simulationSecondsPerSecond): """Sets the speed of the playback. 1 is realtime, 0.5 is slower, 2 is faster""" self._simulationSecondsPerSecond = simulationSecondsPerSecond self._animationObservable.notifyObservers() def getSimulationSecondsPerSecond(self): """Return the speed of the playback""" return self._simulationSecondsPerSecond def setCameraFollowCharacter(self, follow): """Indicates whether the camera should follow a character or not""" if follow != self._cameraFollowCharacter: # Need to toggle self._cameraFollowCharacter = follow if self._followedCharacter == None: try: self._followedCharacter = self._characters[0] except IndexError: pass self._cameraObservable.notifyObservers() def doesCameraFollowCharacter(self): """Checks if the camera is currently following a character.""" return self._cameraFollowCharacter and self._followedCharacter != None def setFollowedCharacter(self, character): """Indicates which character the camera should be following. Pass an index of a string.""" character = self.getCharacter(character) self._cameraFollowCharacter = True self._followedCharacter = character self._cameraObservable.notifyObservers() def setCameraAutoOrbit(self, autoOrbit): """Indicates whether the camera should automatically orbit or not""" self._glCanvas.setCameraAutoOrbit(autoOrbit) def doesCameraAutoOrbit(self): """Checks if the camera is currently automatically orbiting.""" return self._glCanvas.doesCameraAutoOrbit() def drawCollisionVolumes(self, draw): """Indicates whether the application should draw collision volumes""" if draw != self._drawCollisionVolumes: self._drawCollisionVolumes = draw self._optionsObservable.notifyObservers() def getDrawCollisionVolumes(self): """Does the application draw collision volumes?""" return self._drawCollisionVolumes def setKinematicMotion(self, kinematicMotion): """Indicates whether the application should animate only kinematic motion""" if kinematicMotion != self._kinematicMotion: self._kinematicMotion = kinematicMotion self._optionsObservable.notifyObservers() def getKinematicMotion(self): """Does the application animate only kinematic motion?""" return self._kinematicMotion def setOption(self, option): """ Generates a function for setting an attribute of this class instance. """ def callable_(value): if value != getattr(self, option): setattr(self, option, value) self._optionsObservable.notifyObservers() return callable_ def getOption(self, option): """ Generates a function for getting an attribute of this class instance. """ def callable_(): return getattr(self, option) return callable_ def captureScreenShots(self, capture): """Indicates whether the application should capture a screenshot at every frame.""" if capture != self._captureScreenShots: self._captureScreenShots = capture self._optionsObservable.notifyObservers() def getCaptureScreenShots(self): """Does the application capture a screenshot at every frame?""" return self._captureScreenShots # # Public methods def deleteAllObjects(self): """Delete all objects: characters, rigid bodies, snapshots, etc.""" if self._followedCharacter is not None: self._followedCharacter = None self._cameraFollowCharacter = False self._cameraObservable.notifyObservers() self._characters = [] self._controllerList.clear() import Physics Physics.world().destroyAllObjects() self.deleteAllSnapshots() def addCharacter(self, character): """Adds a character to the application and the world""" import Physics if PyUtils.sameObjectInList(character, self._characters): raise KeyError( 'Cannot add the same character twice to application.') Physics.world().addArticulatedFigure(character) self._characters.append(character) if self._followedCharacter is None: self._followedCharacter = character self._cameraFollowCharacter = True self._cameraObservable.notifyObservers() self._characterObservable.notifyObservers() def deleteCharacter(self, character): """Removes a character from the application. Specify either a name, an index, or an instance of a character object.""" character = self.getCharacter(character) if self._followedCharacter is character: self._followedCharacter = None self._cameraFollowCharacter = False self._cameraObservable.notifyObservers() self._characters.remove(character) self._characterObservable.notifyObservers() def getCharacter(self, description): """Returns a character. Specify either a name, an index. Anything else will be returned unmodified.""" if isinstance(description, basestring): try: description = [char.getName() for char in self._characters].index(description) except ValueError: raise ValueError("No character found with the specified name.") if isinstance(description, int): return self._characters[description] return description def getCharacterCount(self): """Returns the number of characters.""" return len(self._character) def recenterCharacter(self, character): """Reposition the character at the center of the world in X,Z. Specify either a name, an index, or an instance of a character object.""" character = self.getCharacter(character) character.recenter() def addController(self, controller): """Adds a controller to the application""" return self._controllerList.add(controller) def deleteController(self, controller): """Removes a controller from the application. Specify either a name, an index, or an instance of a controller object.""" return self._controllerList.delete(controller) def getController(self, description): """Returns a controller. Specify either a name, an index. Anything else will be returned unmodified.""" return self._controllerList.get(description) def getControllerCount(self): """Returns the number of controllers.""" return self._controllerList.getCount() def getControllerList(self): """Returns the controller list object. Useful for observation.""" return self._controllerList def addCurve(self, name, trajectory1d, phiPtr=None): """Adds a curve to the application""" return self._curveList.add(Curve(name, trajectory1d, phiPtr)) def deleteCurve(self, curve): """Removes a curve from the application. Specify either a name, an index, or an instance of a controller object.""" return self._curveList.delete(curve) def clearCurves(self): """Remove all the curves from the application.""" self._curveList.clear() def getCurve(self, description): """Returns a curve. Specify either a name, an index. Anything else will be returned unmodified.""" return self._curveList.get(description) def getCurveCount(self): """Returns the number of curves.""" return self._curveList.getCount() def getCurveList(self): """Returns the curve list object. Useful for observation.""" return self._curveList def getSnapshotTree(self): """Returns the top-level SnapshotBranch that can be observed.""" return self._snapshotTree def takeSnapshot(self): """Take a snapshot of the world. The snapshot will be returned and added to the snapshot tree.""" return self._snapshotTree.takeSnapshot() def restoreActiveSnapshot(self, restoreControllerParams=True): """Restores the current snapshot. Return it.""" return self._snapshotTree.restoreActive(restoreControllerParams) def previousSnapshot(self, restoreControllerParams=True): """Navigate to the previous snapshot. Return it, or None if failed.""" return self._snapshotTree.previousSnapshot(restoreControllerParams) def nextSnapshot(self, restoreControllerParams=True): """Navigate to the next snapshot. Return it, or None if failed.""" return self._snapshotTree.nextSnapshot(restoreControllerParams) def deleteAllSnapshots(self): """Delete all the snapshots of the world.""" self._snapshotTree = SnapshotBranch() def setCOMX(self, val): if len(self._characters) > 0: self._characters[0].COM_offset.x = val def getCOMX(self): if len(self._characters) > 0: return self._characters[0].COM_offset.x else: return 0 def setCOMY(self, val): if len(self._characters) > 0: self._characters[0].COM_offset.y = val def getCOMY(self): if len(self._characters) > 0: return self._characters[0].COM_offset.y else: return 0 def setCOMZ(self, val): if len(self._characters) > 0: self._characters[0].COM_offset.z = val def getCOMZ(self): if len(self._characters) > 0: return self._characters[0].COM_offset.z else: return 0 # # For observers # def addCharacterObserver(self, observer): self._characterObservable.addObserver(observer) def deleteCharacterObserver(self, observer): self._characterObservable.deleteObserver(observer) def addControllerObserver(self, observer): self._controllerList.addObserver(observer) def deleteControllerObserver(self, observer): self._controllerList.deleteObserver(observer) def addAnimationObserver(self, observer): self._animationObservable.addObserver(observer) def deleteAnimationObserver(self, observer): self._animationObservable.deleteObserver(observer) def addCameraObserver(self, observer): self._cameraObservable.addObserver(observer) def deleteCameraObserver(self, observer): self._cameraObservable.deleteObserver(observer) def addOptionsObserver(self, observer): self._optionsObservable.addObserver(observer) def deleteOptionsObserver(self, observer): self._optionsObservable.deleteObserver(observer) def addCOMObserver(self, observer): self._COMObservable.addObserver(observer) def deleteCOMObserver(self, observer): self._COMObservable.deleteObserver(observer)
def __init__(self, appTitle="Simbicon Application", fps=30.0, dt=1 / 2000.0, glCanvasSize=wx.DefaultSize, size=wx.DefaultSize, redirect=False, filename=None, useBestVisual=False, clearSigInt=True, showConsole=True): """ appTitle is the window title fps is the desired number of frames per seconds dt is the desired simulation timestep :see: wx.BasicApp.__init__` """ wx.App.__init__(self, redirect, filename, useBestVisual, clearSigInt) # No annoying error logging window wx.Log.SetActiveTarget(wx.LogStderr()) import UI # Setup the main window style style = wx.DEFAULT_FRAME_STYLE if size == wx.DefaultSize: size = wx.GetDisplaySize() size.height *= 0.75 size.width *= 0.75 if glCanvasSize == wx.DefaultSize: style |= wx.MAXIMIZE # Setup the environment for the python interactive console consoleEnvironment = {"wx": wx, "Physics": Physics, "Utils": Utils} exec "from MathLib import *\n" + \ "app = wx.GetApp()\n" + \ "from PyUtils import load" in consoleEnvironment, consoleEnvironment # Create the main window self._frame = UI.MainWindow(None, -1, appTitle, size=size, style=style, fps=fps, glCanvasSize=glCanvasSize, showConsole=showConsole, consoleEnvironment=consoleEnvironment) # Define GL callbacks self._glCanvas = self._frame.getGLCanvas() self._glCanvas.addDrawCallback(self.draw) self._glCanvas.addPostDrawCallback(self.postDraw) self._glCanvas.addOncePerFrameCallback(self.advanceAnimation) self._glCanvas.setDrawAxes(False) self._glCanvas.setPrintLoad(True) self._glCanvas.setCameraTargetFunction(self.cameraTargetFunction) # Get the tool panel self._toolPanel = self._frame.getToolPanel() # Show the application self._frame.Show() # Set-up starting state self._dt = dt self._drawShadows = True self._simulationSecondsPerSecond = 1 # 1 = real time, 2 = twice real time, 1/2 = half real time self._animationRunning = False self._cameraFollowCharacter = False self._drawCollisionVolumes = False self._followedCharacter = None # Pointer to focused character self._captureScreenShots = False self._printStepReport = True self._screenShotNumber = 0 self._worldOracle = Core.WorldOracle() self._worldOracle.initializeWorld(Physics.world()) self._kinematicMotion = False # Set-up starting list of characters and controllers self._characters = [] # Define the observables self._controllerList = ObservableList() self._characterObservable = PyUtils.Observable() self._animationObservable = PyUtils.Observable() self._cameraObservable = PyUtils.Observable() self._optionsObservable = PyUtils.Observable() self._curveList = ObservableList() self._snapshotTree = SnapshotBranch()
class SNMApp(wx.App): """A simple class that should handle almost everything a simbicon application typically needs.""" def __init__(self, appTitle="Simbicon Application", fps=30.0, dt=1 / 2000.0, glCanvasSize=wx.DefaultSize, size=wx.DefaultSize, redirect=False, filename=None, useBestVisual=False, clearSigInt=True, showConsole=True): """ appTitle is the window title fps is the desired number of frames per seconds dt is the desired simulation timestep :see: wx.BasicApp.__init__` """ wx.App.__init__(self, redirect, filename, useBestVisual, clearSigInt) # No annoying error logging window wx.Log.SetActiveTarget(wx.LogStderr()) import UI # Setup the main window style style = wx.DEFAULT_FRAME_STYLE if size == wx.DefaultSize: size = wx.GetDisplaySize() size.height *= 0.75 size.width *= 0.75 if glCanvasSize == wx.DefaultSize: style |= wx.MAXIMIZE # Setup the environment for the python interactive console consoleEnvironment = {"wx": wx, "Physics": Physics, "Utils": Utils} exec "from MathLib import *\n" + \ "app = wx.GetApp()\n" + \ "from PyUtils import load" in consoleEnvironment, consoleEnvironment # Create the main window self._frame = UI.MainWindow(None, -1, appTitle, size=size, style=style, fps=fps, glCanvasSize=glCanvasSize, showConsole=showConsole, consoleEnvironment=consoleEnvironment) # Define GL callbacks self._glCanvas = self._frame.getGLCanvas() self._glCanvas.addDrawCallback(self.draw) self._glCanvas.addPostDrawCallback(self.postDraw) self._glCanvas.addOncePerFrameCallback(self.advanceAnimation) self._glCanvas.setDrawAxes(False) self._glCanvas.setPrintLoad(True) self._glCanvas.setCameraTargetFunction(self.cameraTargetFunction) # Get the tool panel self._toolPanel = self._frame.getToolPanel() # Show the application self._frame.Show() # Set-up starting state self._dt = dt self._drawShadows = True self._simulationSecondsPerSecond = 1 # 1 = real time, 2 = twice real time, 1/2 = half real time self._animationRunning = False self._cameraFollowCharacter = False self._drawCollisionVolumes = False self._followedCharacter = None # Pointer to focused character self._captureScreenShots = False self._printStepReport = True self._screenShotNumber = 0 self._worldOracle = Core.WorldOracle() self._worldOracle.initializeWorld(Physics.world()) self._kinematicMotion = False # Set-up starting list of characters and controllers self._characters = [] # Define the observables self._controllerList = ObservableList() self._characterObservable = PyUtils.Observable() self._animationObservable = PyUtils.Observable() self._cameraObservable = PyUtils.Observable() self._optionsObservable = PyUtils.Observable() self._curveList = ObservableList() self._snapshotTree = SnapshotBranch() # # Private methods def draw(self): """Draw the content of the world""" world = Physics.world() glEnable(GL_LIGHTING) if self._drawCollisionVolumes: world.drawRBs(Physics.SHOW_MESH | Physics.SHOW_CD_PRIMITIVES) else: world.drawRBs(Physics.SHOW_MESH | Physics.SHOW_COLOURS) # world.drawRBs(Physics.SHOW_MESH|Physics.SHOW_CD_PRIMITIVES) glDisable(GL_LIGHTING) if self._drawShadows: self._glCanvas.beginShadows() world.drawRBs(Physics.SHOW_MESH) self._glCanvas.endShadows() def postDraw(self): """Perform some operation once the entire OpenGL window has been drawn""" if self._captureScreenShots: self._glCanvas.saveScreenshot("../screenShots/%04d.bmp" % self._screenShotNumber) self._screenShotNumber += 1 def advanceAnimation(self): """Called once per frame""" if self._animationRunning: self.simulationFrame() def simulationFrame(self): """Performs enough simulation steps to fill one frame""" # Enough time elapsed perform simulation loop and render simulationSeconds = 1.0 / self._glCanvas.getFps( ) * self._simulationSecondsPerSecond nbSteps = int(math.ceil(simulationSeconds / self._dt)) for i in range(0, nbSteps): self.simulationStep() def advanceAnimationUntilControllerEnds(self, controller): """Advances the animation until the specified controller reaches the end. Specify either a name, an index, or an instance of a controller object.""" controller = self.getController(controller) initialPhi = controller.getPhase() currPhi = initialPhi + 1 while currPhi > initialPhi: self.simulationStep() currPhi = controller.getPhase() def simulationStep(self): """Performs a single simulation step""" # TODO Quite hacky if self._kinematicMotion: import KeyframeEditor from MathLib import Trajectory3dv try: pc = self._posableCharacter traj = self._stanceFootToSwingFootTrajectory except AttributeError: pc = self._posableCharacter = KeyframeEditor.PosableCharacter.PosableCharacter( self.getCharacter(0), self.getController(0)) traj = self._stanceFootToSwingFootTrajectory = Trajectory3dv() traj.addKnot(0, Vector3d(-0.13, 0, -0.4)) traj.addKnot(0.5, Vector3d(-0.13, 0.125, 0)) traj.addKnot(1, Vector3d(-0.13, 0, 0.4)) self._phase = 0 self._stance = Core.LEFT_STANCE stanceToSwing = traj.evaluate_catmull_rom(self._phase) if self._stance == Core.RIGHT_STANCE: stanceToSwing.x = stanceToSwing.x * -1 pc.updatePose(self._phase, stanceToSwing, self._stance, True) self._phase += 0.00069 if self._phase >= 1.0: self._phase = 0 if self._stance == Core.LEFT_STANCE: self._stance = Core.RIGHT_STANCE else: self._stance = Core.LEFT_STANCE return world = Physics.world() controllers = self._controllerList._objects contactForces = world.getContactForces() for controller in controllers: controller.performPreTasks(self._dt, contactForces) world.advanceInTime(self._dt) contactForces = world.getContactForces() for controller in controllers: if controller.performPostTasks(self._dt, contactForces): step = Vector3d(controller.getStanceFootPos(), controller.getSwingFootPos()) step = controller.getCharacterFrame().inverseRotate(step) v = controller.getV() phi = controller.getPhase() if self._printStepReport: print "step: %3.5f %3.5f %3.5f. Vel: %3.5f %3.5f %3.5f phi = %f" % ( step.x, step.y, step.z, v.x, v.y, v.z, phi) def cameraTargetFunction(self, currentTarget): """Private! Return the point to target, or None if nothing to target.""" if not self._cameraFollowCharacter or self._followedCharacter == None: return None pos = self._followedCharacter.getRoot().getCMPosition() pos.y = currentTarget.y return pos # # Accessors def getWorldOracle(self): """Return the world oracle for the application.""" return self._worldOracle def getFrame(self): """Returns the application frame.""" return self._frame def setDrawShadows(self, drawShadows): """Indicates whether the app should draw shadows or not""" self._drawShadows = drawShadows def getDrawShadows(self): """Checks if the app is drawing shadows""" return self._drawShadows def getGLCanvas(self): """Returns the GL canvas""" return self._glCanvas def getToolPanel(self): """Returns the tool panel""" return self._toolPanel def setAnimationRunning(self, animationRunning): """Indicates whether the animation should run or not""" self._animationRunning = animationRunning self._animationObservable.notifyObservers() def isAnimationRunning(self): """Return true if the animation is currently running""" return self._animationRunning def setSimulationSecondsPerSecond(self, simulationSecondsPerSecond): """Sets the speed of the playback. 1 is realtime, 0.5 is slower, 2 is faster""" self._simulationSecondsPerSecond = simulationSecondsPerSecond self._animationObservable.notifyObservers() def getSimulationSecondsPerSecond(self): """Return the speed of the playback""" return self._simulationSecondsPerSecond def setCameraFollowCharacter(self, follow): """Indicates whether the camera should follow a character or not""" if follow != self._cameraFollowCharacter: # Need to toggle self._cameraFollowCharacter = follow if self._followedCharacter == None: try: self._followedCharacter = self._characters[0] except IndexError: pass self._cameraObservable.notifyObservers() def doesCameraFollowCharacter(self): """Checks if the camera is currently following a character.""" return self._cameraFollowCharacter and self._followedCharacter != None def setFollowedCharacter(self, character): """Indicates which character the camera should be following. Pass an index of a string.""" character = self.getCharacter(character) self._cameraFollowCharacter = True self._followedCharacter = character self._cameraObservable.notifyObservers() def setCameraAutoOrbit(self, autoOrbit): """Indicates whether the camera should automatically orbit or not""" self._glCanvas.setCameraAutoOrbit(autoOrbit) def doesCameraAutoOrbit(self): """Checks if the camera is currently automatically orbiting.""" return self._glCanvas.doesCameraAutoOrbit() def drawCollisionVolumes(self, draw): """Indicates whether the application should draw collision volumes""" if draw != self._drawCollisionVolumes: self._drawCollisionVolumes = draw self._optionsObservable.notifyObservers() def getDrawCollisionVolumes(self): """Does the application draw collision volumes?""" return self._drawCollisionVolumes def setKinematicMotion(self, kinematicMotion): """Indicates whether the application should animate only kinematic motion""" if kinematicMotion != self._kinematicMotion: self._kinematicMotion = kinematicMotion self._optionsObservable.notifyObservers() def getKinematicMotion(self): """Does the application animate only kinematic motion?""" return self._kinematicMotion def captureScreenShots(self, capture): """Indicates whether the application should capture a screenshot at every frame.""" if capture != self._captureScreenShots: self._captureScreenShots = capture self._optionsObservable.notifyObservers() def getCaptureScreenShots(self): """Does the application capture a screenshot at every frame?""" return self._captureScreenShots # # Public methods def deleteAllObjects(self): """Delete all objects: characters, rigid bodies, snapshots, etc.""" if self._followedCharacter is not None: self._followedCharacter = None self._cameraFollowCharacter = False self._cameraObservable.notifyObservers() self._characters = [] self._controllerList.clear() import Physics Physics.world().destroyAllObjects() self.deleteAllSnapshots() def addCharacter(self, character): """Adds a character to the application and the world""" import Physics if PyUtils.sameObjectInList(character, self._characters): raise KeyError( 'Cannot add the same character twice to application.') Physics.world().addArticulatedFigure(character) self._characters.append(character) if self._followedCharacter is None: self._followedCharacter = character self._cameraFollowCharacter = True self._cameraObservable.notifyObservers() self._characterObservable.notifyObservers() def deleteCharacter(self, character): """Removes a character from the application. Specify either a name, an index, or an instance of a character object.""" character = self.getCharacter(character) if self._followedCharacter is character: self._followedCharacter = None self._cameraFollowCharacter = False self._cameraObservable.notifyObservers() self._characters.remove(character) self._characterObservable.notifyObservers() def getCharacter(self, description): """Returns a character. Specify either a name, an index. Anything else will be returned unmodified.""" if isinstance(description, basestring): try: description = [char.getName() for char in self._characters].index(description) except ValueError: raise ValueError("No character found with the specified name.") if isinstance(description, int): return self._characters[description] return description def getCharacterCount(self): """Returns the number of characters.""" return len(self._character) def recenterCharacter(self, character): """Reposition the character at the center of the world in X,Z. Specify either a name, an index, or an instance of a character object.""" character = self.getCharacter(character) character.recenter() def addController(self, controller): """Adds a controller to the application""" return self._controllerList.add(controller) def deleteController(self, controller): """Removes a controller from the application. Specify either a name, an index, or an instance of a controller object.""" return self._controllerList.delete(controller) def getController(self, description): """Returns a controller. Specify either a name, an index. Anything else will be returned unmodified.""" return self._controllerList.get(description) def getControllerCount(self): """Returns the number of controllers.""" return self._controllerList.getCount() def getControllerList(self): """Returns the controller list object. Useful for observation.""" return self._controllerList def addCurve(self, name, trajectory1d, phiPtr=None): """Adds a curve to the application""" return self._curveList.add(Curve(name, trajectory1d, phiPtr)) def deleteCurve(self, curve): """Removes a curve from the application. Specify either a name, an index, or an instance of a controller object.""" return self._curveList.delete(curve) def clearCurves(self): """Remove all the curves from the application.""" self._curveList.clear() def getCurve(self, description): """Returns a curve. Specify either a name, an index. Anything else will be returned unmodified.""" return self._curveList.get(description) def getCurveCount(self): """Returns the number of curves.""" return self._curveList.getCount() def getCurveList(self): """Returns the curve list object. Useful for observation.""" return self._curveList def getSnapshotTree(self): """Returns the top-level SnapshotBranch that can be observed.""" return self._snapshotTree def takeSnapshot(self): """Take a snapshot of the world. The snapshot will be returned and added to the snapshot tree.""" return self._snapshotTree.takeSnapshot() def restoreActiveSnapshot(self, restoreControllerParams=True): """Restores the current snapshot. Return it.""" return self._snapshotTree.restoreActive(restoreControllerParams) def previousSnapshot(self, restoreControllerParams=True): """Navigate to the previous snapshot. Return it, or None if failed.""" return self._snapshotTree.previousSnapshot(restoreControllerParams) def nextSnapshot(self, restoreControllerParams=True): """Navigate to the next snapshot. Return it, or None if failed.""" return self._snapshotTree.nextSnapshot(restoreControllerParams) def deleteAllSnapshots(self): """Delete all the snapshots of the world.""" self._snapshotTree = SnapshotBranch() # # For observers # def addCharacterObserver(self, observer): self._characterObservable.addObserver(observer) def deleteCharacterObserver(self, observer): self._characterObservable.deleteObserver(observer) def addControllerObserver(self, observer): self._controllerList.addObserver(observer) def deleteControllerObserver(self, observer): self._controllerList.deleteObserver(observer) def addAnimationObserver(self, observer): self._animationObservable.addObserver(observer) def deleteAnimationObserver(self, observer): self._animationObservable.deleteObserver(observer) def addCameraObserver(self, observer): self._cameraObservable.addObserver(observer) def deleteCameraObserver(self, observer): self._cameraObservable.deleteObserver(observer) def addOptionsObserver(self, observer): self._optionsObservable.addObserver(observer) def deleteOptionsObserver(self, observer): self._optionsObservable.deleteObserver(observer)