You can now generate many consecutive frames

This commit is contained in:
2024-08-27 23:21:18 -04:00
parent e4506bd9f0
commit 9d6c19cfd5
4 changed files with 106 additions and 42 deletions

View File

@@ -0,0 +1,91 @@
from AnimationExporter import scene_to_frame
from CustomWidgets import ColorPicker
from itertools import product
from pygame_widgets.button import Button
import pygame_widgets
from Scene import Scene
from Shapes import *
import pygame
class SceneManager:
def __init__(self, window, color_picker: ColorPicker):
self.file_data: str = ""
self._scenes: list[Scene] = [self.new_scene()]
self._current_scene_idx: int = 0
self.window = window
self.color_picker = color_picker
self._selected_meshes: list[Mesh] = []
self.make_buttons()
def make_buttons(self):
scr_wdt, scr_hgt = self.window.get_size()
self.save_button = Button(self.window, 20, scr_hgt-40, 60, 30, text="Save",onClick=self.save_frame_to_file)
self.next_frame_button = Button(self.window, scr_wdt-120, scr_hgt-40, 120, 30, text="Next Frame",onClick=self.next_scene)
self.last_frame_button = Button(self.window, scr_wdt-240, scr_hgt-40, 120, 30, text="last Frame",onClick=self.previous_scene)
def save_frame_to_file(self):
with open("tools/animation-tools/output.txt", 'w') as file:
for i, scene in enumerate(self._scenes):
file.write(scene_to_frame(scene, i))
def generate_meshes(self) -> list[Mesh]:
# generate a list of cubes
meshes: list[Mesh] = []
for origin in product([-1, 0, 1],[-1, 0, 1],[-1, 0, 1]):
cube = Cube()
cube.scale((0.35, 0.35, 0.35))
cube.set_position(origin)
cube.set_face_color((0, 0, 0))
meshes.append(cube)
return meshes
def new_scene(self) -> Scene:
return Scene(self.generate_meshes(), 90, 5)
def draw(self):
for mesh in self._selected_meshes:
mesh.set_face_color(self.color_picker.get_color())
self.get_current_scene().draw(self.window)
def get_current_scene(self) -> Scene:
return self._scenes[self._current_scene_idx]
def click_mesh(self, coordinates: tuple[int, int]):
mesh = self.get_current_scene().get_mesh_from_xy(coordinates)
if mesh == None:
return
if mesh in self._selected_meshes:
mesh.set_edge_color((0,0,0))
self._selected_meshes.remove(mesh)
else:
mesh.set_edge_color((255,0,0))
self._selected_meshes.append(mesh)
def deselect_all_mesh(self):
for mesh in self._selected_meshes:
mesh.set_edge_color((0,0,0))
self._selected_meshes = []
def next_scene(self):
self.deselect_all_mesh()
current_angles = self.get_current_scene().euler_angles
if len(self._scenes)-1 == self._current_scene_idx:
self._scenes.append(self.new_scene())
self._current_scene_idx += 1
self.get_current_scene().euler_angles = [angle for angle in current_angles]
def previous_scene(self):
if self._current_scene_idx > 0:
current_angles = self.get_current_scene().euler_angles
self._current_scene_idx -= 1
self.get_current_scene().euler_angles = [angle for angle in current_angles]
self.deselect_all_mesh()
def create_ui(window, scr_wdt, scr_hgt) -> SceneManager:
colorPicker = ColorPicker(window, 20, 20, 100, 300)
sceneManager = SceneManager(window, colorPicker)
return sceneManager