113 lines
4.4 KiB
Python
113 lines
4.4 KiB
Python
from AnimationExporter import scene_to_frame
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from CustomWidgets import ColorPicker
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from itertools import product
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from pygame_widgets.button import Button
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from Scene import Scene
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from Shapes import *
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import pygame
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class SceneManager:
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def __init__(self, window, color_picker: ColorPicker):
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self.file_data: str = ""
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self._scenes: list[Scene] = [self.new_scene()]
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self._current_scene_idx: int = 0
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self.window = window
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self.color_picker = color_picker
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self._selected_meshes: list[Mesh] = []
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def save_frame_to_file(self):
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with open("tools/animation-tools/output.txt", 'w') as file:
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for i, scene in enumerate(self._scenes):
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file.write(scene_to_frame(scene, i))
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def generate_meshes(self) -> list[Mesh]:
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# generate a list of cubes
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meshes: list[Mesh] = []
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for origin in product([-1, 0, 1],[-1, 0, 1],[-1, 0, 1]):
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cube = Cube()
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cube.scale((0.35, 0.35, 0.35))
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cube.set_position(origin)
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cube.set_face_color((0, 0, 0))
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meshes.append(cube)
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return meshes
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def new_scene(self) -> Scene:
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return Scene(self.generate_meshes(), 90, 5)
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def draw(self):
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for mesh in self._selected_meshes:
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mesh.set_face_color(self.color_picker.get_color())
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self.get_current_scene().draw(self.window)
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def get_current_scene(self) -> Scene:
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return self._scenes[self._current_scene_idx]
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def click_mesh(self, coordinates: tuple[int, int]):
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mesh = self.get_current_scene().get_mesh_from_xy(coordinates)
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if mesh == None:
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return
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if mesh in self._selected_meshes:
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mesh.set_edge_color((0,0,0))
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self._selected_meshes.remove(mesh)
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else:
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mesh.set_edge_color((255,0,0))
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self._selected_meshes.append(mesh)
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def deselect_all_mesh(self):
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for mesh in self._selected_meshes:
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mesh.set_edge_color((0,0,0))
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self._selected_meshes = []
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def next_scene(self):
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self.deselect_all_mesh()
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current_angles = self.get_current_scene().euler_angles
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if len(self._scenes)-1 == self._current_scene_idx:
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self._scenes.append(self.new_scene())
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self._current_scene_idx += 1
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self.get_current_scene().euler_angles = [angle for angle in current_angles]
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def previous_scene(self):
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if self._current_scene_idx > 0:
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current_angles = self.get_current_scene().euler_angles
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self._current_scene_idx -= 1
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self.get_current_scene().euler_angles = [angle for angle in current_angles]
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self.deselect_all_mesh()
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class AnimatorUI:
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def __init__(self, window):
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scr_wdt, scr_hgt = window.get_size()
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self.window = window
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colorPicker: ColorPicker = ColorPicker(self.window, 20, 20, 100, 300)
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self.sceneManager: SceneManager = SceneManager(window, colorPicker)
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self.save_button: Button = Button(self.window, 20, scr_hgt-40, 60, 30, text="Save",onClick=self.sceneManager.save_frame_to_file)
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self.next_frame_button: Button = Button(self.window, scr_wdt-120, scr_hgt-40, 120, 30, text="Next Frame",onClick=self.sceneManager.next_scene)
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self.last_frame_button: Button = Button(self.window, scr_wdt-240, scr_hgt-40, 120, 30, text="last Frame",onClick=self.sceneManager.previous_scene)
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self.trackMouseMotion: bool = False
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def update_interaction(self, game_event):
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if not self.trackMouseMotion:
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pygame.mouse.get_rel()
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if game_event.type == pygame.MOUSEBUTTONDOWN:
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if game_event.button == 2: # middle mouse click
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self.trackMouseMotion = True
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elif game_event.button == 1: # left click
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self.sceneManager.click_mesh(pygame.mouse.get_pos())
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elif game_event.type == pygame.MOUSEBUTTONUP:
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if game_event.button == 2: # middle mouse release
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self.trackMouseMotion = False
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elif self.trackMouseMotion and game_event.type == pygame.MOUSEMOTION:
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mouseMovement = pygame.mouse.get_rel()
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current_scene = self.sceneManager.get_current_scene()
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current_scene.euler_angles[0] -= mouseMovement[1]
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current_scene.euler_angles[1] -= mouseMovement[0]
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def draw(self):
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self.sceneManager.draw() |