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VERSION = '0.6.16' | ||
VERSION = '0.7.0' |
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#!/usr/bin/env python3 | ||
import os | ||
import sys | ||
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from direct.showbase.ShowBase import ShowBase | ||
from direct.gui.OnscreenText import OnscreenText | ||
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from panda3d.core import load_prc_file_data, NodePath, Shader, Vec3, TextNode | ||
from panda3d.bullet import BulletDebugNode, BulletWorld | ||
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from kphys.core import EffectorNode, IK_ENGINE_IK, IK_ENGINE_CCDIK | ||
from kphys.loader import load_model | ||
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from common import make_empty | ||
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class ActorSample(ShowBase): | ||
def __init__(self): | ||
load_prc_file_data('', ''' | ||
bullet-filter-algorithm groups-mask | ||
framebuffer-alpha f | ||
show-frame-rate-meter t | ||
win-size 1280 720 | ||
''') | ||
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ShowBase.__init__(self) | ||
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self._bullet_debug = NodePath(BulletDebugNode()) | ||
self._bullet_debug.reparent_to(self.render) | ||
self._bullet_debug.show() | ||
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self._bullet_world = BulletWorld() | ||
self._bullet_world.set_gravity(Vec3(0, 0, -9.8)) | ||
self._bullet_world.set_debug_node(self._bullet_debug.node()) | ||
for i in range(32): | ||
for j in range(32): | ||
self._bullet_world.set_group_collision_flag(i, j, i == j) | ||
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self.cam.set_y(-4) | ||
self.cam.set_z(0.7) | ||
self.cam.node().get_lens().set_near_far(0.01, 100.0) | ||
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self._actors = [] | ||
self._effectors = { | ||
'top': [], | ||
'left': [], | ||
'right': [], | ||
} | ||
self._texts = [] | ||
for i in range(1): | ||
filepath_a = os.path.join(os.path.dirname(__file__), 'Zonko_VRM_221128_ps.vrm') | ||
filepath_b = os.path.join(os.path.dirname(__file__), 'znk.vrm') | ||
node = None | ||
if os.path.exists(filepath_a): | ||
node = load_model(filepath_a) | ||
elif os.path.exists(filepath_b): | ||
node = load_model(filepath_b) | ||
else: | ||
print('Avatar model not found.') | ||
print('You can download the original version from:') | ||
print('https://github.com/murasaqi/ZONKO_3D_OPEN_SOURCE_PROJECT_MurasaqiExample/blob/main/Unity_ZONKO_3D_OPEN_SOURCE_PROJECT/Assets/Zone_LiveDemo/Models/znk/znk_221107/vrm/znk.vrm') | ||
print('or improved version (with spring bones) from:') | ||
print('https://booth.pm/ja/items/4469670') | ||
sys.exit(1) | ||
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scene = NodePath(node) | ||
actor = scene.find('**/+ArmatureNode') | ||
actor.reparent_to(self.render) | ||
actor.set_x(i - 0.5) | ||
actor.set_z(-0.2) | ||
actor.set_h(180) | ||
actor.node().update_shader_inputs() | ||
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for np in actor.find_all_matches('**/+BulletRigidBodyNode'): | ||
self._bullet_world.attach_rigid_body(np.node()) | ||
if np.get_python_tag('constraint'): | ||
self._bullet_world.attach_constraint(np.get_python_tag('constraint')) | ||
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actor.find('**/JacketB_A_geo').hide() | ||
actor.find('**/JacketBackB_geo').hide() | ||
actor.find('**/jaketB_top_geo').hide() | ||
actor.find('**/zipperB_geo').hide() | ||
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bone = actor.find('**/Head') | ||
effector = NodePath(EffectorNode('Effector Head', chain_length=4, priority=0)) | ||
effector.reparent_to(bone) | ||
self._effectors['top'].append(effector) | ||
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bone = actor.find('**/LeftHand') | ||
effector = NodePath(EffectorNode('Effector Hand_L', chain_length=2, priority=1)) | ||
effector.reparent_to(bone) | ||
self._effectors['left'].append(effector) | ||
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bone = actor.find('**/RightHand') | ||
effector = NodePath(EffectorNode('Effector Hand_R', chain_length=2, priority=1)) | ||
effector.reparent_to(bone) | ||
self._effectors['right'].append(effector) | ||
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for bone in actor.find_all_matches('**/+BoneNode'): | ||
if bone.get_children(): | ||
bone_length = bone.get_children()[0].get_pos().length() | ||
make_empty(parent=bone, size=bone_length * 0.25) | ||
else: | ||
make_empty(parent=bone) | ||
for bone in actor.find_all_matches('**/+EffectorNode'): | ||
make_empty(parent=bone) | ||
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actor.node().rebuild_bind_pose() | ||
actor.node().rebuild_ik(IK_ENGINE_CCDIK if i == 0 else IK_ENGINE_IK) | ||
text = OnscreenText( | ||
text='CCDIK' if i == 0 else 'FABRIK', | ||
pos=(i - 0.5, 0.75), | ||
align=TextNode.ACenter, | ||
parent=self.render2d) | ||
self._texts.append(text) | ||
self._actors.append(actor) | ||
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shader_parts = {} | ||
for stype in ('fragment', 'vertex'): | ||
ftype = stype[:4] | ||
filepath = os.path.join(os.path.dirname(__file__), f'yuki.{ftype}.glsl') | ||
with open(filepath, 'r') as f: | ||
shader_parts[stype] = f.read() | ||
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shader = Shader.make(Shader.SL_GLSL, **shader_parts) | ||
for geom in actor.find_all_matches('**/+GeomNode'): | ||
if geom.get_name() != 'lineNode': # don't apply skinning to axis lines | ||
geom.set_shader(shader) | ||
# geom.hide() | ||
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self.accept('f3', self.toggleWireframe) | ||
self.accept('escape', sys.exit) | ||
self.accept('q', sys.exit) | ||
self.accept('l', self._actors_ls) | ||
self.accept('r', self._actors_reset) | ||
self.task_mgr.add(self._update, '_update') | ||
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for k in tuple('wasduhjk') + ('arrow_up', 'arrow_left', 'arrow_down', 'arrow_right'): | ||
self.accept(k, self._set_key, [k, True]) | ||
self.accept(f'{k}-up', self._set_key, [k, False]) | ||
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self._keymap = {} | ||
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def _set_key(self, key, value): | ||
self._keymap[key] = value | ||
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def _actors_ls(self): | ||
for actor in self._actors: | ||
actor.ls() | ||
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def _actors_reset(self): | ||
for actor in self._actors: | ||
actor.node().reset() | ||
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def _move_effectors(self, etype, direction, delta): | ||
for effector in self._effectors[etype]: | ||
getter = getattr(effector, f'get_{direction}') | ||
setter = getattr(effector, f'set_{direction}') | ||
value = getter(self.render) | ||
setter(self.render, value + delta) | ||
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def _update(self, task): | ||
dt = self.clock.dt | ||
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effectors = ('left', 'right', 'top') | ||
args = ( | ||
('z', dt), | ||
('x', -dt), | ||
('z', -dt), | ||
('x', dt), | ||
) | ||
for i, k in enumerate(tuple('wasduhjk') + ('arrow_up', 'arrow_left', 'arrow_down', 'arrow_right')): | ||
if self._keymap.get(k): | ||
self._move_effectors(effectors[i // 4], *args[i % 4]) | ||
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for actor in self._actors: | ||
actor.node().update_shader_inputs() | ||
# actor.node().reset() | ||
actor.node().update_wiggle_bones(self.render, dt) | ||
actor.node().update_ik() | ||
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self._bullet_world.do_physics(dt, 60, 1 / 60) | ||
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return task.again | ||
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sample = ActorSample() | ||
sample.run() |
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