{lyn2264} Adding Python API for Actor Group (#6064)
* {lyn2264} Adding Python API for Actor Group
* updating the IBoneData with behavior attributes
* adding actor_group.py for making actor group JSON data
* adding physics_data.py for making physics JSON data
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* fixing dictionary issues
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* updated comment style to numpydoc
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* updated to numpydoc style
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* example of actor group rules
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Updated based on feedback
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,519 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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import json
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import uuid
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import os, sys
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sys.path.append(os.path.dirname(__file__))
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import physics_data
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class ActorGroup():
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"""
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Configure actor data exporting.
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Attributes
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----------
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name:
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Name for the group. This name will also be used as the name for the generated file.
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selectedRootBone:
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The root bone of the animation that will be exported.
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rules: `list` of actor rules (derived from BaseRule)
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modifiers to fine-tune the export process.
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Methods
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-------
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to_dict()
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Converts contents to a Python dictionary
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add_rule(rule)
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Adds a rule into the internal rules container
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Returns True if the rule was added to the internal rules container
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create_rule(rule)
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Helper method to add and return the rule
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remove_rule(type)
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Removes the rule from the internal rules container
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to_dict()
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Converts the contents to as a Python dictionary
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to_json()
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Converts the contents to a JSON string
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"""
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def __init__(self):
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self.typename = 'ActorGroup'
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self.name = ''
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self.selectedRootBone = ''
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self.id = uuid.uuid4()
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self.rules = set()
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def add_rule(self, rule) -> bool:
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if (rule not in self.rules):
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self.rules.add(rule)
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return True
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return False
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def create_rule(self, rule) -> any:
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if (self.add_rule(rule)):
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return rule
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return None
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def remove_rule(self, type) -> None:
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self.rules.discard(rule)
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def to_dict(self) -> dict:
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out = {}
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out['$type'] = self.typename
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out['name'] = self.name
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out['selectedRootBone'] = self.selectedRootBone
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out['id'] = f"{{{str(self.id)}}}"
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# convert the rules
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ruleList = []
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for rule in self.rules:
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jsonStr = json.dumps(rule, cls=RuleEncoder)
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jsonDict = json.loads(jsonStr)
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ruleList.append(jsonDict)
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out['rules'] = ruleList
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return out
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def to_json(self) -> any:
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jsonDOM = self.to_dict()
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return json.dumps(jsonDOM, cls=RuleEncoder, indent=1)
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class RuleEncoder(json.JSONEncoder):
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"""
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A helper class to encode the Python classes with to a Python dictionary
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Methods
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-------
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encode(obj)
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Converts contents to a Python dictionary for the JSONEncoder
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"""
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def encode(self, obj):
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chunk = obj
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if isinstance(obj, BaseRule):
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chunk = obj.to_dict()
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elif isinstance(obj, dict):
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chunk = obj
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elif hasattr(obj, 'to_dict'):
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chunk = obj.to_dict()
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else:
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chunk = obj.__dict__
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return super().encode(chunk)
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class BaseRule():
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"""
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Base class of the actor rules to help encode the type name of abstract rules
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Parameters
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----------
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typename : str
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A typename the $type will be in the JSON chunk object
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Attributes
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----------
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typename: str
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The type name of the abstract classes to be serialized
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id: UUID
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a unique ID for the rule
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Methods
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-------
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to_dict()
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Converts contents to a Python dictionary
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Adds the '$type' member
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Adds a random 'id' member
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"""
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def __init__(self, typename):
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self.typename = typename
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self.id = uuid.uuid4()
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def __eq__(self, other):
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return self.id.__eq__(other.id)
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def __ne__(self, other):
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return self.__eq__(other) is False
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def __hash__(self):
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return self.id.__hash__()
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def to_dict(self):
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data = self.__dict__
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data['id'] = f"{{{str(self.id)}}}"
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# rename 'typename' to '$type'
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data['$type'] = self.typename
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data.pop('typename')
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return data
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class SceneNodeSelectionList(BaseRule):
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"""
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Contains a list of node names to include (selectedNodes) and to exclude (unselectedNodes)
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Attributes
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----------
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selectedNodes: `list` of str
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The node names to include for this group rule
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unselectedNodes: `list` of str
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The node names to exclude for this group rule
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Methods
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-------
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convert_selection(self, container, key):
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this adds its contents to an existing dictionary container at a key position
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select_targets(self, selectedList, allNodesList:list)
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helper function to include a small list of node names from list of all the node names
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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super().__init__('SceneNodeSelectionList')
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self.selectedNodes = []
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self.unselectedNodes = []
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def convert_selection(self, container, key):
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container[key] = self.to_dict()
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def select_targets(self, selectedList, allNodesList:list):
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self.selectedNodes = selectedList
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self.unselectedNodes = allNodesList.copy()
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for node in selectedList:
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if node in self.unselectedNodes:
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self.unselectedNodes.remove(node)
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class LodNodeSelectionList(SceneNodeSelectionList):
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"""
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Level of Detail node selection list
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The selected nodes should be joints with BoneData
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derived from SceneNodeSelectionList
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see also LodRule
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Attributes
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----------
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lodLevel: int
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the level of detail to target where 0 is nearest level of detail
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up to 5 being the farthest level of detail range for 6 levels maximum
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Methods
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-------
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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super().__init__()
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self.typename = 'LodNodeSelectionList'
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self.lodLevel = 0
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def to_dict(self):
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data = super().to_dict()
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data['lodLevel'] = self.lodLevel
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return data
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class PhysicsAnimationConfiguration():
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"""
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Configuration for animated physics structures which are more detailed than the character controller.
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For example, ragdoll or hit detection configurations.
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See also 'class Physics::AnimationConfiguration'
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Attributes
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----------
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hitDetectionConfig: CharacterColliderConfiguration
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for hit detection
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ragdollConfig: RagdollConfiguration
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to set up physics properties
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clothConfig: CharacterColliderConfiguration
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for cloth physics
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simulatedObjectColliderConfig: CharacterColliderConfiguration
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for simulation physics
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Methods
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-------
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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self.hitDetectionConfig = physics_data.CharacterColliderConfiguration()
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self.ragdollConfig = physics_data.RagdollConfiguration()
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self.clothConfig = physics_data.CharacterColliderConfiguration()
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self.simulatedObjectColliderConfig = physics_data.CharacterColliderConfiguration()
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def to_dict(self):
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data = {}
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data["hitDetectionConfig"] = self.hitDetectionConfig.to_dict()
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data["ragdollConfig"] = self.ragdollConfig.to_dict()
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data["clothConfig"] = self.clothConfig.to_dict()
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data["simulatedObjectColliderConfig"] = self.simulatedObjectColliderConfig.to_dict()
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return data
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class EMotionFXPhysicsSetup():
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"""
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Physics setup properties
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See also 'class EMotionFX::PhysicsSetup'
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Attributes
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----------
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config: PhysicsAnimationConfiguration
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Configuration to setup physics properties
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Methods
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-------
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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self.typename = 'PhysicsSetup'
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self.config = PhysicsAnimationConfiguration()
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def to_dict(self):
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return {
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"config" : self.config.to_dict()
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}
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class ActorPhysicsSetupRule(BaseRule):
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"""
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Physics setup properties
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Attributes
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----------
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data: EMotionFXPhysicsSetup
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Data to setup physics properties
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Methods
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-------
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set_hit_detection_config(self, hitDetectionConfig)
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Simple helper function to assign the hit detection configuration
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set_ragdoll_config(self, ragdollConfig)
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Simple helper function to assign the ragdoll configuration
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set_cloth_config(self, clothConfig)
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Simple helper function to assign the cloth configuration
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set_simulated_object_collider_config(self, simulatedObjectColliderConfig)
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Simple helper function to assign the assign simulated object collider configuration
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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super().__init__('ActorPhysicsSetupRule')
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self.data = EMotionFXPhysicsSetup()
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def set_hit_detection_config(self, hitDetectionConfig) -> None:
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self.data.config.hitDetectionConfig = hitDetectionConfig
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def set_ragdoll_config(self, ragdollConfig) -> None:
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self.data.config.ragdollConfig = ragdollConfig
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def set_cloth_config(self, clothConfig) -> None:
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self.data.config.clothConfig = clothConfig
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def set_simulated_object_collider_config(self, simulatedObjectColliderConfig) -> None:
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self.data.config.simulatedObjectColliderConfig = simulatedObjectColliderConfig
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def to_dict(self):
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data = super().to_dict()
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data["data"] = self.data.to_dict()
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return data
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class ActorScaleRule(BaseRule):
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"""
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Scale the actor
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Attributes
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----------
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scaleFactor: float
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Set the multiplier to scale geometry.
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Methods
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-------
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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super().__init__('ActorScaleRule')
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self.scaleFactor = 1.0
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class CoordinateSystemRule(BaseRule):
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"""
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Modify the target coordinate system, applying a transformation to all data (transforms and vertex data if it exists).
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Attributes
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----------
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targetCoordinateSystem: int
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Change the direction the actor/motion will face by applying a post transformation to the data.
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useAdvancedData: bool
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If True, use advanced settings
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originNodeName: str
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Select a Node from the scene as the origin for this export.
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rotation: [float, float, float, float]
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Sets the orientation offset of the processed mesh in degrees. Rotates (yaw, pitch, roll) the group after translation.
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translation: [float, float, float]
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Moves the group along the given vector3.
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scale: float
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Sets the scale offset of the processed mesh.
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Methods
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-------
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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super().__init__('CoordinateSystemRule')
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self.targetCoordinateSystem = 0
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self.useAdvancedData = False
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self.originNodeName = ''
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self.rotation = [0.0, 0.0, 0.0, 1.0]
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self.translation = [0.0, 0.0, 0.0]
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self.scale = 1.0
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class SkeletonOptimizationRule(BaseRule):
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"""
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Advanced skeleton optimization rule.
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Attributes
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----------
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autoSkeletonLOD: bool
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Client side skeleton LOD based on skinning information and critical bones list.
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serverSkeletonOptimization: bool
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Server side skeleton optimization based on hit detections and critical bones list.
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criticalBonesList: `list` of SceneNodeSelectionList
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Bones in this list will not be optimized out.
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Methods
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-------
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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super().__init__('SkeletonOptimizationRule')
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self.autoSkeletonLOD = True
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self.serverSkeletonOptimization = False
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self.criticalBonesList = SceneNodeSelectionList()
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def to_dict(self):
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data = super().to_dict()
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self.criticalBonesList.convert_selection(data, 'criticalBonesList')
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return data
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class LodRule(BaseRule):
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"""
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Set up the level of detail for the meshes in this group.
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The engine supports 6 total lods.
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1 for the base model then 5 more lods.
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The rule only captures lods past level 0 so this is set to 5.
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Attributes
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----------
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nodeSelectionList: `list` of LodNodeSelectionList
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Select the meshes to assign to each level of detail.
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Methods
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-------
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add_lod_level(lodLevel, selectedNodes=None, unselectedNodes=None)
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A helper function to add selected nodes (list of node names) and unselected nodes (list of node names)
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This creates a LodNodeSelectionList and adds it to the node selection list
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returns the LodNodeSelectionList that was created
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to_dict()
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Converts contents to a Python dictionary
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"""
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def __init__(self):
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super().__init__('{3CB103B3-CEAF-49D7-A9DC-5A31E2DF15E4} LodRule')
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self.nodeSelectionList = [] # list of LodNodeSelectionList
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def add_lod_level(self, lodLevel, selectedNodes=None, unselectedNodes=None) -> LodNodeSelectionList:
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lodNodeSelection = LodNodeSelectionList()
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lodNodeSelection.selectedNodes = selectedNodes
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lodNodeSelection.unselectedNodes = unselectedNodes
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lodNodeSelection.lodLevel = lodLevel
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self.nodeSelectionList.append(lodNodeSelection)
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return lodNodeSelection
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def to_dict(self):
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data = super().to_dict()
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selectionListList = data.pop('nodeSelectionList')
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data['nodeSelectionList'] = []
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for nodeList in selectionListList:
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data['nodeSelectionList'].append(nodeList.to_dict())
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return data
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class MorphTargetRule(BaseRule):
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"""
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Select morph targets for actor.
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Attributes
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----------
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targets: `list` of SceneNodeSelectionList
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||||
Select 1 or more meshes to include in the actor as morph targets.
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||||
Methods
|
||||
-------
|
||||
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
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super().__init__('MorphTargetRule')
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self.targets = SceneNodeSelectionList()
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||||
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||||
def to_dict(self):
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data = super().to_dict()
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self.targets.convert_selection(data, 'targets')
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return data
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||||
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||||
class CommentRule(BaseRule):
|
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"""
|
||||
Add an optional comment to the asset's properties.
|
||||
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||||
Attributes
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||||
----------
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||||
text: str
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||||
Text for the comment.
|
||||
|
||||
Methods
|
||||
-------
|
||||
|
||||
to_dict()
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||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
super().__init__('CommentRule')
|
||||
self.text = ''
|
||||
@@ -0,0 +1,580 @@
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"""
|
||||
Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
|
||||
SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
"""
|
||||
|
||||
# for underlying data structures, see Code\Framework\AzFramework\AzFramework\Physics\Shape.h
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||||
|
||||
class ColliderConfiguration():
|
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"""
|
||||
Configuration for a collider
|
||||
|
||||
Attributes
|
||||
----------
|
||||
Trigger: bool
|
||||
Should this shape act as a trigger shape.
|
||||
|
||||
Simulated: bool
|
||||
Should this shape partake in collision in the physical simulation.
|
||||
|
||||
InSceneQueries: bool
|
||||
Should this shape partake in scene queries (ray casts, overlap tests, sweeps).
|
||||
|
||||
Exclusive: bool
|
||||
Can this collider be shared between multiple bodies?
|
||||
|
||||
Position: [float, float, float] Vector3
|
||||
Shape offset relative to the connected rigid body.
|
||||
|
||||
Rotation: [float, float, float, float] Quaternion
|
||||
Shape rotation relative to the connected rigid body.
|
||||
|
||||
ColliderTag: str
|
||||
Identification tag for the collider.
|
||||
|
||||
RestOffset: float
|
||||
Bodies will come to rest separated by the sum of their rest offsets.
|
||||
|
||||
ContactOffset: float
|
||||
Bodies will start to generate contacts when closer than the sum of their contact offsets.
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
self.Trigger = True
|
||||
self.Simulated = True
|
||||
self.InSceneQueries = True
|
||||
self.Exclusive = True
|
||||
self.Position = [0.0, 0.0, 0.0]
|
||||
self.Rotation = [0.0, 0.0, 0.0, 1.0]
|
||||
self.ColliderTag = ''
|
||||
self.RestOffset = 0.0
|
||||
self.ContactOffset = 0.02
|
||||
|
||||
def to_dict(self):
|
||||
return self.__dict__
|
||||
|
||||
# for underlying data structures, see Code\Framework\AzFramework\AzFramework\Physics\Character.h
|
||||
|
||||
class CharacterColliderNodeConfiguration():
|
||||
"""
|
||||
Shapes to define the animation's to model of physics
|
||||
|
||||
Attributes
|
||||
----------
|
||||
name : str
|
||||
debug name of the node
|
||||
|
||||
shapes : `list` of `tuple` of (ColliderConfiguration, ShapeConfiguration)
|
||||
a list of pairs of collider and shape configuration
|
||||
|
||||
Methods
|
||||
-------
|
||||
add_collider_shape_pair(colliderConfiguration, shapeConfiguration)
|
||||
Helper function to add a collider and shape configuration at the same time
|
||||
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
|
||||
"""
|
||||
def __init__(self):
|
||||
self.name = ''
|
||||
self.shapes = [] # List of Tuple of (ColliderConfiguration, ShapeConfiguration)
|
||||
|
||||
def add_collider_shape_pair(self, colliderConfiguration, shapeConfiguration) -> None:
|
||||
pair = (colliderConfiguration, shapeConfiguration)
|
||||
self.shapes.append(pair)
|
||||
|
||||
def to_dict(self):
|
||||
data = {}
|
||||
shapeList = []
|
||||
for index, shape in enumerate(self.shapes):
|
||||
tupleValue = (shape[0].to_dict(), # ColliderConfiguration
|
||||
shape[1].to_dict()) # ShapeConfiguration
|
||||
shapeList.append(tupleValue)
|
||||
data['name'] = self.name
|
||||
data['shapes'] = shapeList
|
||||
return data
|
||||
|
||||
class CharacterColliderConfiguration():
|
||||
"""
|
||||
Information required to create the basic physics representation of a character.
|
||||
|
||||
Attributes
|
||||
----------
|
||||
nodes : `list` of CharacterColliderNodeConfiguration
|
||||
a list of CharacterColliderNodeConfiguration nodes
|
||||
|
||||
Methods
|
||||
-------
|
||||
add_character_collider_node_configuration(colliderConfiguration, shapeConfiguration)
|
||||
Helper function to add a character collider node configuration into the nodes
|
||||
|
||||
add_character_collider_node_configuration_node(name, colliderConfiguration, shapeConfiguration)
|
||||
Helper function to add a character collider node configuration into the nodes
|
||||
|
||||
**Returns**: CharacterColliderNodeConfiguration
|
||||
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
|
||||
"""
|
||||
def __init__(self):
|
||||
self.nodes = [] # list of CharacterColliderNodeConfiguration
|
||||
|
||||
def add_character_collider_node_configuration(self, characterColliderNodeConfiguration) -> None:
|
||||
self.nodes.append(characterColliderNodeConfiguration)
|
||||
|
||||
def add_character_collider_node_configuration_node(self, name, colliderConfiguration, shapeConfiguration) -> CharacterColliderNodeConfiguration:
|
||||
characterColliderNodeConfiguration = CharacterColliderNodeConfiguration()
|
||||
self.add_character_collider_node_configuration(characterColliderNodeConfiguration)
|
||||
characterColliderNodeConfiguration.name = name
|
||||
characterColliderNodeConfiguration.add_collider_shape_pair(colliderConfiguration, shapeConfiguration)
|
||||
return characterColliderNodeConfiguration
|
||||
|
||||
def to_dict(self):
|
||||
data = {}
|
||||
nodeList = []
|
||||
for node in self.nodes:
|
||||
nodeList.append(node.to_dict())
|
||||
data['nodes'] = nodeList
|
||||
return data
|
||||
|
||||
# see Code\Framework\AzFramework\AzFramework\Physics\ShapeConfiguration.h for underlying data structures
|
||||
|
||||
class ShapeConfiguration():
|
||||
"""
|
||||
Base class for all the shape collider configurations
|
||||
|
||||
Attributes
|
||||
----------
|
||||
scale : [float, float, float]
|
||||
a 3-element list to describe the scale along the X, Y, and Z axises such as [1.0, 1.0, 1.0]
|
||||
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self, shapeType):
|
||||
self._shapeType = shapeType
|
||||
self.scale = [1.0, 1.0, 1.0]
|
||||
|
||||
def to_dict(self):
|
||||
return {
|
||||
"$type": self._shapeType,
|
||||
"Scale": self.scale
|
||||
}
|
||||
|
||||
class SphereShapeConfiguration(ShapeConfiguration):
|
||||
"""
|
||||
The configuration for a Sphere collider
|
||||
|
||||
Attributes
|
||||
----------
|
||||
radius: float
|
||||
a scalar value to define the radius of the sphere
|
||||
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
super().__init__('SphereShapeConfiguration')
|
||||
self.radius = 0.5
|
||||
|
||||
def to_dict(self):
|
||||
data = super().to_dict()
|
||||
data['Radius'] = self.radius
|
||||
return data
|
||||
|
||||
class BoxShapeConfiguration(ShapeConfiguration):
|
||||
"""
|
||||
The configuration for a Box collider
|
||||
|
||||
Attributes
|
||||
----------
|
||||
dimensions: [float, float, float]
|
||||
The width, height, and depth dimensions of the Box collider
|
||||
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
super().__init__('BoxShapeConfiguration')
|
||||
self.dimensions = [1.0, 1.0, 1.0]
|
||||
|
||||
def to_dict(self):
|
||||
data = super().to_dict()
|
||||
data['Configuration'] = self.dimensions
|
||||
return data
|
||||
|
||||
class CapsuleShapeConfiguration(ShapeConfiguration):
|
||||
"""
|
||||
The configuration for a Capsule collider
|
||||
|
||||
Attributes
|
||||
----------
|
||||
height: float
|
||||
The height of the Capsule
|
||||
|
||||
radius: float
|
||||
The radius of the Capsule
|
||||
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
super().__init__('CapsuleShapeConfiguration')
|
||||
self.height = 1.00
|
||||
self.radius = 0.25
|
||||
|
||||
def to_dict(self):
|
||||
data = super().to_dict()
|
||||
data['Height'] = self.height
|
||||
data['Radius'] = self.radius
|
||||
return data
|
||||
|
||||
class PhysicsAssetShapeConfiguration(ShapeConfiguration):
|
||||
"""
|
||||
The configuration for a Asset collider using a mesh asset for collision
|
||||
|
||||
Attributes
|
||||
----------
|
||||
asset: { "assetHint": assetReference }
|
||||
the name of the asset to load for collision information
|
||||
|
||||
assetScale: [float, float, float]
|
||||
The scale of the asset shape such as [1.0, 1.0, 1.0]
|
||||
|
||||
useMaterialsFromAsset: bool
|
||||
Auto-set physics materials using asset's physics material names
|
||||
|
||||
subdivisionLevel: int
|
||||
The level of subdivision if a primitive shape is replaced with a convex mesh due to scaling.
|
||||
|
||||
Methods
|
||||
-------
|
||||
set_asset_reference(self, assetReference: str)
|
||||
Helper function to set the asset reference to the collision mesh such as 'my/folder/my_mesh.azmodel'
|
||||
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
super().__init__('PhysicsAssetShapeConfiguration')
|
||||
self.asset = {}
|
||||
self.assetScale = [1.0, 1.0, 1.0]
|
||||
self.useMaterialsFromAsset = True
|
||||
self.subdivisionLevel = 4
|
||||
|
||||
def set_asset_reference(self, assetReference: str) -> None:
|
||||
self.asset = { "assetHint": assetReference }
|
||||
|
||||
def to_dict(self):
|
||||
data = super().to_dict()
|
||||
data['PhysicsAsset'] = self.asset
|
||||
data['AssetScale'] = self.assetScale
|
||||
data['UseMaterialsFromAsset'] = self.useMaterialsFromAsset
|
||||
data['SubdivisionLevel'] = self.subdivisionLevel
|
||||
return data
|
||||
|
||||
# for underlying data structures, see Code\Framework\AzFramework\AzFramework\Physics\Configuration\JointConfiguration.h
|
||||
|
||||
class JointConfiguration():
|
||||
"""
|
||||
The joint configuration
|
||||
|
||||
see also: class AzPhysics::JointConfiguration
|
||||
|
||||
Attributes
|
||||
----------
|
||||
Name: str
|
||||
For debugging/tracking purposes only.
|
||||
|
||||
ParentLocalRotation: [float, float, float, float]
|
||||
Parent joint frame relative to parent body.
|
||||
|
||||
ParentLocalPosition: [float, float, float]
|
||||
Joint position relative to parent body.
|
||||
|
||||
ChildLocalRotation: [float, float, float, float]
|
||||
Child joint frame relative to child body.
|
||||
|
||||
ChildLocalPosition: [float, float, float]
|
||||
Joint position relative to child body.
|
||||
|
||||
StartSimulationEnabled: bool
|
||||
When active, the joint will be enabled when the simulation begins.
|
||||
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
self.Name = ''
|
||||
self.ParentLocalRotation = [0.0, 0.0, 0.0, 1.0]
|
||||
self.ParentLocalPosition = [0.0, 0.0, 0.0]
|
||||
self.ChildLocalRotation = [0.0, 0.0, 0.0, 1.0]
|
||||
self.ChildLocalPosition = [0.0, 0.0, 0.0]
|
||||
self.StartSimulationEnabled = True
|
||||
|
||||
def to_dict(self):
|
||||
return self.__dict__
|
||||
|
||||
# for underlying data structures, see Code\Framework\AzFramework\AzFramework\Physics\Configuration\SimulatedBodyConfiguration.h
|
||||
|
||||
class SimulatedBodyConfiguration():
|
||||
"""
|
||||
Base Class of all Physics Bodies that will be simulated.
|
||||
|
||||
see also: class AzPhysics::SimulatedBodyConfiguration
|
||||
|
||||
Attributes
|
||||
----------
|
||||
name: str
|
||||
For debugging/tracking purposes only.
|
||||
|
||||
position: [float, float, float]
|
||||
starting position offset
|
||||
|
||||
orientation: [float, float, float, float]
|
||||
starting rotation (Quaternion)
|
||||
|
||||
startSimulationEnabled: bool
|
||||
to start when simulation engine starts
|
||||
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
self.name = ''
|
||||
self.position = [0.0, 0.0, 0.0]
|
||||
self.orientation = [0.0, 0.0, 0.0, 1.0]
|
||||
self.startSimulationEnabled = True
|
||||
|
||||
def to_dict(self):
|
||||
return {
|
||||
"name" : self.name,
|
||||
"position" : self.position,
|
||||
"orientation" : self.orientation,
|
||||
"startSimulationEnabled" : self.startSimulationEnabled
|
||||
}
|
||||
|
||||
|
||||
# for underlying data structures, see Code\Framework\AzFramework\AzFramework\Physics\Configuration\RigidBodyConfiguration.h
|
||||
|
||||
class RigidBodyConfiguration(SimulatedBodyConfiguration):
|
||||
"""
|
||||
PhysX Rigid Body Configuration
|
||||
|
||||
see also: class AzPhysics::RigidBodyConfiguration
|
||||
|
||||
Attributes
|
||||
----------
|
||||
initialLinearVelocity: [float, float, float]
|
||||
Linear velocity applied when the rigid body is activated.
|
||||
|
||||
initialAngularVelocity: [float, float, float]
|
||||
Angular velocity applied when the rigid body is activated (limited by maximum angular velocity)
|
||||
|
||||
centerOfMassOffset: [float, float, float]
|
||||
Local space offset for the center of mass (COM).
|
||||
|
||||
mass: float
|
||||
The mass of the rigid body in kilograms.
|
||||
A value of 0 is treated as infinite.
|
||||
The trajectory of infinite mass bodies cannot be affected by any collisions or forces other than gravity.
|
||||
|
||||
linearDamping: float
|
||||
The rate of decay over time for linear velocity even if no forces are acting on the rigid body.
|
||||
|
||||
angularDamping: float
|
||||
The rate of decay over time for angular velocity even if no forces are acting on the rigid body.
|
||||
|
||||
sleepMinEnergy: float
|
||||
The rigid body can go to sleep (settle) when kinetic energy per unit mass is persistently below this value.
|
||||
|
||||
maxAngularVelocity: float
|
||||
Clamp angular velocities to this maximum value.
|
||||
|
||||
startAsleep: bool
|
||||
When active, the rigid body will be asleep when spawned, and wake when the body is disturbed.
|
||||
|
||||
interpolateMotion: bool
|
||||
When active, simulation results are interpolated resulting in smoother motion.
|
||||
|
||||
gravityEnabled: bool
|
||||
When active, global gravity affects this rigid body.
|
||||
|
||||
kinematic: bool
|
||||
When active, the rigid body is not affected by gravity or other forces and is moved by script.
|
||||
|
||||
ccdEnabled: bool
|
||||
When active, the rigid body has continuous collision detection (CCD).
|
||||
Use this to ensure accurate collision detection, particularly for fast moving rigid bodies.
|
||||
CCD must be activated in the global PhysX preferences.
|
||||
|
||||
ccdMinAdvanceCoefficient: float
|
||||
Coefficient affecting how granularly time is subdivided in CCD.
|
||||
|
||||
ccdFrictionEnabled: bool
|
||||
Whether friction is applied when resolving CCD collisions.
|
||||
|
||||
computeCenterOfMass: bool
|
||||
Compute the center of mass (COM) for this rigid body.
|
||||
|
||||
computeInertiaTensor: bool
|
||||
When active, inertia is computed based on the mass and shape of the rigid body.
|
||||
|
||||
computeMass: bool
|
||||
When active, the mass of the rigid body is computed based on the volume and density values of its colliders.
|
||||
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
|
||||
# Basic initial settings.
|
||||
self.initialLinearVelocity = [0.0, 0.0, 0.0]
|
||||
self.initialAngularVelocity = [0.0, 0.0, 0.0]
|
||||
self.centerOfMassOffset = [0.0, 0.0, 0.0]
|
||||
|
||||
# Simulation parameters.
|
||||
self.mass = 1.0
|
||||
self.linearDamping = 0.05
|
||||
self.angularDamping = 0.15
|
||||
self.sleepMinEnergy = 0.005
|
||||
self.maxAngularVelocity = 100.0
|
||||
self.startAsleep = False
|
||||
self.interpolateMotion = False
|
||||
self.gravityEnabled = True
|
||||
self.kinematic = False
|
||||
self.ccdEnabled = False
|
||||
self.ccdMinAdvanceCoefficient = 0.15
|
||||
self.ccdFrictionEnabled = False
|
||||
self.computeCenterOfMass = True
|
||||
self.computeInertiaTensor = True
|
||||
self.computeMass = True
|
||||
|
||||
# Flags to restrict motion along specific world-space axes.
|
||||
self.lockLinearX = False
|
||||
self.lockLinearY = False
|
||||
self.lockLinearZ = False
|
||||
|
||||
# Flags to restrict rotation around specific world-space axes.
|
||||
self.lockAngularX = False
|
||||
self.lockAngularY = False
|
||||
self.lockAngularZ = False
|
||||
|
||||
# If set, non-simulated shapes will also be included in the mass properties calculation.
|
||||
self.includeAllShapesInMassCalculation = False
|
||||
|
||||
def to_dict(self):
|
||||
data = super().to_dict()
|
||||
data["Initial linear velocity"] = self.initialLinearVelocity
|
||||
data["Initial angular velocity"] = self.initialAngularVelocity
|
||||
data["Linear damping"] = self.linearDamping
|
||||
data["Angular damping"] = self.angularDamping
|
||||
data["Sleep threshold"] = self.sleepMinEnergy
|
||||
data["Start Asleep"] = self.startAsleep
|
||||
data["Interpolate Motion"] = self.interpolateMotion
|
||||
data["Gravity Enabled"] = self.gravityEnabled
|
||||
data["Kinematic"] = self.kinematic
|
||||
data["CCD Enabled"] = self.ccdEnabled
|
||||
data["Compute Mass"] = self.computeMass
|
||||
data["Lock Linear X"] = self.lockLinearX
|
||||
data["Lock Linear Y"] = self.lockLinearY
|
||||
data["Lock Linear Z"] = self.lockLinearZ
|
||||
data["Lock Angular X"] = self.lockAngularX
|
||||
data["Lock Angular Y"] = self.lockAngularY
|
||||
data["Lock Angular Z"] = self.lockAngularZ
|
||||
data["Mass"] = self.mass
|
||||
data["Compute COM"] = self.computeCenterOfMass
|
||||
data["Centre of mass offset"] = self.centerOfMassOffset
|
||||
data["Compute inertia"] = self.computeInertiaTensor
|
||||
data["Maximum Angular Velocity"] = self.maxAngularVelocity
|
||||
data["Include All Shapes In Mass"] = self.includeAllShapesInMassCalculation
|
||||
data["CCD Min Advance"] = self.ccdMinAdvanceCoefficient
|
||||
data["CCD Friction"] = self.ccdFrictionEnabled
|
||||
return data
|
||||
|
||||
# for underlying data structures, see Code\Framework\AzFramework\AzFramework\Physics\Ragdoll.h
|
||||
|
||||
class RagdollNodeConfiguration(RigidBodyConfiguration):
|
||||
"""
|
||||
Ragdoll node Configuration
|
||||
|
||||
see also: class Physics::RagdollConfiguration
|
||||
|
||||
Attributes
|
||||
----------
|
||||
JointConfig: JointConfiguration
|
||||
Ragdoll joint node configuration
|
||||
|
||||
Methods
|
||||
-------
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self.JointConfig = JointConfiguration()
|
||||
|
||||
def to_dict(self):
|
||||
data = super().to_dict()
|
||||
data['JointConfig'] = self.JointConfig.to_dict()
|
||||
return data
|
||||
|
||||
class RagdollConfiguration():
|
||||
"""
|
||||
A configuration of join nodes and a character collider configuration for a ragdoll
|
||||
|
||||
see also: class Physics::RagdollConfiguration
|
||||
|
||||
Attributes
|
||||
----------
|
||||
nodes: `list` of RagdollNodeConfiguration
|
||||
A list of RagdollNodeConfiguration entries
|
||||
|
||||
colliders: CharacterColliderConfiguration
|
||||
A CharacterColliderConfiguration
|
||||
|
||||
Methods
|
||||
-------
|
||||
add_ragdoll_node_configuration(ragdollNodeConfiguration)
|
||||
Helper function to add a single ragdoll node configuration (normally for each joint/bone node)
|
||||
|
||||
to_dict()
|
||||
Converts contents to a Python dictionary
|
||||
"""
|
||||
def __init__(self):
|
||||
self.nodes = [] # list of RagdollNodeConfiguration
|
||||
self.colliders = CharacterColliderConfiguration()
|
||||
|
||||
def add_ragdoll_node_configuration(self, ragdollNodeConfiguration) -> None:
|
||||
self.nodes.append(ragdollNodeConfiguration)
|
||||
|
||||
def to_dict(self):
|
||||
data = {}
|
||||
nodeList = []
|
||||
for index, node in enumerate(self.nodes):
|
||||
nodeList.append(node.to_dict())
|
||||
data['nodes'] = nodeList
|
||||
data['colliders'] = self.colliders.to_dict()
|
||||
return data
|
||||
Reference in New Issue
Block a user