def __init__(self, visualizer): Handler.__init__(self) self.name = visualizer.name # Bpy Object self.visualizer = visualizer self.group = bpy.data.groups[self.visualizer.creaturename] # Spr Object pass # Linked Handlers pass # Others self.viewport = None self.projection = None self.modelview = None self.list = [[], []] self.graphdata = defaultdict(lambda: []) self.graphpositions = {} self.colors = [(0,0,1), (1,0,1), (0,1,0), (0,1,1), (1,0,0), (1,1,0), (1,1,1)] self.colortable = {} self.colorindex = 0 self.bold_name = ""
def __init__(self, object): Handler.__init__(self) self.name = object.name # Bpy Object self.object = object # Spr Object self.phSolid = None self.phTreeNode = None # Linked Handlers self.parent = None self.children = [] # -- Synchronizers self.state_sync = SolidStateSync(self) self.inertia_sync = SolidInertiaSync(self) self.mass_sync = SolidMassSync(self) self.com_sync = SolidCoMSync(self) self.dynamical_sync = SolidDynamicalSync(self) self.velocity_sync = SolidVelocitySync(self) self.angularvelocity_sync = SolidAngularVelocitySync(self) self.force_sync = SolidForceSync(self) self.torque_sync = SolidTorqueSync(self) # Inertiaの変更用 self.shape_changed = False
def __init__(self, group): Handler.__init__(self) self.name = group.name # Bpy Object self.group = group # Spr Object self.crCreature = None # Linked Handlers pass # Others self.rule = ScriptEngine() self.rule.set_name("creature_rule_"+self.group.name) self.first_step = True self.write_cash={} self.read_cash={} self.write_lock = Lock() self.read_lock = Lock() self.write_param()
def __init__(self, controller): Handler.__init__(self) self.name = controller.name # Bpy Object self.controller = controller self.group = bpy.data.groups[self.controller.creaturename] # Spr Object self.crController = None
def __init__(self, object): Handler.__init__(self) self.name = object.name # Bpy Object self.object = object # Spr Object self.crBone = None # -- Synchronizers self.label_sync = CRBoneLabelSync(self)
def __init__(self, object): Handler.__init__(self) self.name = object.name # Bpy Object self.object = object # Spr Object self.phIKAct = None # -- Synchronizers self.bias_sync = IKActBiasSync(self) self.pullbackrate_sync = IKActPullbackRateSync(self)
def __init__(self, object): Handler.__init__(self) self.name = object.name # Bpy Object self.object = object # Spr Object self.cdShape = None # -- Synchronizers self.pose_sync = ShapePoseSync(self) self.dimension_sync = ShapeDimensionSync(self) self.elasticity_sync = ShapeElasticitySync(self) self.friction_sync = ShapeFrictionSync(self) self.staticfriction_sync = ShapeStaticFrictionSync(self)
def __init__(self, object): Handler.__init__(self) self.name = object.name # Bpy Object self.object = object # Spr Object self.phLimit = None # -- Synchronizers self.spring_sync = LimitSpringSync(self) self.damper_sync = LimitDamperSync(self) self.swing_sync = LimitSwingSync(self) self.twist_sync = LimitTwistSync(self) self.range_sync = LimitRangeSync(self)
def __init__(self, object): Handler.__init__(self) self.name = object.name # Bpy Object self.object = object # Spr Object self.phIKEff = None # -- Synchronizers self.targetlocalpos_sync = IKEffTargetLocalPosSync(self) self.targetlocaldir_sync = IKEffTargetLocalDirSync(self) self.enableposctl_sync = IKEffEnablePosCtlSync(self) self.enableorictl_sync = IKEffEnableOriCtlSync(self) self.orictlmode_sync = IKEffOriCtlModeSync(self) self.targetpose_sync = IKEffTargetPoseSync(self) self.pospriority_sync = IKEffPositionPrioritySync(self)
def __init__(self, scene): Handler.__init__(self) self.name = scene.name # Bpy Object self.scene = scene # Spr Object self.fwScene = None # Linked Handlers pass # Others self.rule = ScriptEngine() self.rule.set_name("spr_script") self.first_step = True self.displist = [5001, 5002] bgl.glNewList(self.displist[0], bgl.GL_COMPILE) bgl.glEndList() # -- Synchronizers self.gravity_sync = SceneGravitySync(self) self.numiteration_sync = SceneNumIterationSync(self) self.timestep_sync = SceneTimeStepSync(self) self.impactthreshold_sync = SceneImpactThresholdSync(self) self.frictionthreshold_sync = SceneFrictionThresholdSync(self) self.contacttolerance_sync = SceneContactToleranceSync(self) self.maxvelocity_sync = SceneMaxVelocitySync(self) self.maxangularvelocity_sync = SceneMaxAngularVelocitySync(self) self.ikisenabled_sync = SceneIKIsEnabledSync(self) self.iknumiter_sync = SceneIKNumIterSync(self) self.ikmaxvelocity_sync = SceneIKMaxVelocitySync(self) self.ikmaxangularvelocity_sync = SceneIKMaxAngularVelocitySync(self) self.ikregularizeparam_sync = SceneIKRegularizeParamSync(self) self.ikitercutoff_sync = SceneIKIterCutoffSync(self) self.pliantisenabled_sync = ScenePliantIsEnabledSync(self) self.drawsolid_sync = SceneDrawSolidEnabledSync(self) self.drawlimit_sync = SceneDrawLimitEnabledSync(self) self.drawik_sync = SceneDrawIKEnabledSync(self) self.drawforce_sync = SceneDrawForceEnabledSync(self)
def __init__(self, object): Handler.__init__(self) self.name = object.name # Bpy Object self.object = object # Spr Object self.phJoint = None # -- Synchronizers self.collision_sync = JointCollisionSync(self) self.enable_sync = JointEnableSync(self) self.plugsocketpose_sync = JointPlugSocketPoseSync(self) self.spring_sync = JointSpringSync(self) self.damper_sync = JointDamperSync(self) self.springori_sync = JointSpringOriSync(self) self.damperori_sync = JointDamperOriSync(self) self.targetposition_sync = JointTargetPositionSync(self) self.targetvelocity_sync = JointTargetVelocitySync(self) self.offsetforce_sync = JointOffsetForceSync(self) self.maxforce_sync = JointMaxForceSync(self)
def __init__(self, object): Handler.__init__(self) self.name = object.name # Bpy Object self.object = object # Spr Object self.fwPointer = None self.phSolid = None self.hiPose = None self.phTreeNode = None # Linked Handlers self.parent = None self.children = [] # -- Synchronizers self.iftype_sync = PointerIfTypeSync(self) self.state_sync = PointerStateSync(self) # self.inertia_sync = SolidInertiaSync(self) # <!!> self.mass_sync = SolidMassSync(self) self.com_sync = SolidCoMSync(self) self.dynamical_sync = SolidDynamicalSync(self)