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https://github.com/Sneed-Group/Poodletooth-iLand
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234 lines
9.1 KiB
Python
234 lines
9.1 KiB
Python
"""ActorInterval module: contains the ActorInterval class"""
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__all__ = ['ActorInterval', 'LerpAnimInterval']
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from pandac.PandaModules import *
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from direct.directnotify.DirectNotifyGlobal import *
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import Interval
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import math
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class ActorInterval(Interval.Interval):
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# create ActorInterval DirectNotify category
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notify = directNotify.newCategory('ActorInterval')
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# Name counter
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animNum = 1
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# Class methods
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# Plays an animation on an Actor. The subrange of the animation
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# to be played may be specified via frames (startFrame up to and
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# including endFrame) or seconds (startTime up to and including
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# endTime). If neither is specified, the default is the entire
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# range of the animation.
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# The duration may be implicit or explicit. If it is omitted, it
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# is taken to be endTime - startTime. There's not much point in
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# specifying otherwise unless you also specify loop=1, which will
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# loop the animation over its frame range during the duration of
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# the interval.
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# Note: if loop == 0 and duration > anim duration then the
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# animation will play once and then hold its final pose for the
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# remainder of the interval.
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# loop = 1 implies a loop within the entire range of animation,
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# while constrainedLoop = 1 implies a loop within startFrame and
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# endFrame only.
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def __init__(self, actor, animName, loop=0, constrainedLoop=0,
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duration=None, startTime=None, endTime=None,
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startFrame=None, endFrame=None,
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playRate=1.0, name=None, forceUpdate=0,
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partName=None, lodName=None):
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# Generate unique id
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id = 'Actor-%s-%d' % (animName, ActorInterval.animNum)
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ActorInterval.animNum += 1
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# Record class specific variables
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self.actor = actor
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self.animName = animName
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self.controls = self.actor.getAnimControls(
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self.animName, partName = partName, lodName = lodName)
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self.loopAnim = loop
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self.constrainedLoop = constrainedLoop
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self.forceUpdate = forceUpdate
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self.playRate = playRate
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# If no name specified, use id as name
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if (name == None):
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name = id
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if len(self.controls) == 0:
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self.notify.warning("Unknown animation for actor: %s" % (self.animName))
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self.frameRate = 1.0
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self.startFrame = 0
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self.endFrame = 0
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else:
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self.frameRate = self.controls[0].getFrameRate() * abs(playRate)
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# Compute start and end frames.
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if startFrame != None:
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self.startFrame = startFrame
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elif startTime != None:
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self.startFrame = startTime * self.frameRate
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else:
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self.startFrame = 0
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if endFrame != None:
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self.endFrame = endFrame
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elif endTime != None:
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self.endFrame = endTime * self.frameRate
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elif duration != None:
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if startTime == None:
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startTime = float(self.startFrame) / float(self.frameRate)
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endTime = startTime + duration
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self.endFrame = duration * self.frameRate
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else:
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# No end frame specified. Choose the maximum of all
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# of the controls' numbers of frames.
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maxFrames = self.controls[0].getNumFrames()
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warned = 0
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for i in range(1, len(self.controls)):
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numFrames = self.controls[i].getNumFrames()
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if numFrames != maxFrames and numFrames != 1 and not warned:
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self.notify.warning("Animations '%s' on %s have an inconsistent number of frames." % (animName, actor.getName()))
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warned = 1
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maxFrames = max(maxFrames, numFrames)
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self.endFrame = maxFrames - 1
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# Must we play the animation backwards? We play backwards if
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# either (or both) of the following is true: the playRate is
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# negative, or endFrame is before startFrame.
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self.reverse = (playRate < 0)
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if self.endFrame < self.startFrame:
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self.reverse = 1
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t = self.endFrame
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self.endFrame = self.startFrame
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self.startFrame = t
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self.numFrames = self.endFrame - self.startFrame + 1
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# Compute duration if no duration specified
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self.implicitDuration = 0
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if duration == None:
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self.implicitDuration = 1
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duration = float(self.numFrames) / self.frameRate
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# Initialize superclass
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Interval.Interval.__init__(self, name, duration)
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def getCurrentFrame(self):
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"""Calculate the current frame playing in this interval.
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returns a float value between startFrame and endFrame, inclusive
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returns None if there are any problems
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"""
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retval = None
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if not self.isStopped():
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framesPlayed = self.numFrames * self.currT
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retval = self.startFrame + framesPlayed
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return retval
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def privStep(self, t):
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frameCount = t * self.frameRate
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if self.constrainedLoop:
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frameCount = frameCount % self.numFrames
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if self.reverse:
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absFrame = self.endFrame - frameCount
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else:
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absFrame = self.startFrame + frameCount
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# Calc integer frame number
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intFrame = int(math.floor(absFrame + 0.0001))
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# Pose anim
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# We use our pre-computed list of animControls for
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# efficiency's sake, rather than going through the relatively
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# expensive Actor interface every frame.
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for control in self.controls:
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# Each animControl might have a different number of frames.
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numFrames = control.getNumFrames()
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if self.loopAnim:
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frame = (intFrame % numFrames) + (absFrame - intFrame)
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else:
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frame = max(min(absFrame, numFrames - 1), 0)
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control.pose(frame)
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if self.forceUpdate:
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self.actor.update()
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self.state = CInterval.SStarted
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self.currT = t
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def privFinalize(self):
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if self.implicitDuration and not self.loopAnim:
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# As a special case, we ensure we end up posed to the last
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# frame of the animation if the original duration was
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# implicit. This is necessary only to guard against
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# possible roundoff error in computing the final frame
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# from the duration. We don't do this in the case of a
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# looping animation, however, because this would introduce
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# a hitch in the animation when it plays back-to-back with
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# the next cycle.
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if self.reverse:
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for control in self.controls:
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control.pose(self.startFrame)
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else:
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for control in self.controls:
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control.pose(self.endFrame)
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if self.forceUpdate:
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self.actor.update()
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else:
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# Otherwise, the user-specified duration determines which
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# is our final frame.
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self.privStep(self.getDuration())
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self.state = CInterval.SFinal
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self.intervalDone()
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# If we want to change what part this interval is playing on after
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# the interval has been created, call resetControls and pass in a partName
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# and optional lod param
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def resetControls(self, partName, lodName=None):
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self.controls = self.actor.getAnimControls(
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self.animName, partName = partName, lodName = lodName)
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class LerpAnimInterval(CLerpAnimEffectInterval):
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# Blends between two anims. Start both anims first (or use
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# parallel ActorIntervals), then invoke LerpAnimInterval to
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# smoothly blend the control effect from the first to the second.
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lerpAnimNum = 1
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def __init__(self, actor, duration, startAnim, endAnim,
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startWeight = 0.0, endWeight = 1.0,
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blendType = 'noBlend', name = None,
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partName=None, lodName=None):
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# Generate unique name if necessary
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if (name == None):
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name = 'LerpAnimInterval-%d' % LerpAnimInterval.lerpAnimNum
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LerpAnimInterval.lerpAnimNum += 1
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blendType = self.stringBlendType(blendType)
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assert blendType != self.BTInvalid
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# Initialize superclass
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CLerpAnimEffectInterval.__init__(self, name, duration, blendType)
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if startAnim != None:
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controls = actor.getAnimControls(
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startAnim, partName = partName, lodName = lodName)
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#controls = actor.getAnimControls(startAnim)
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for control in controls:
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self.addControl(control, startAnim,
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1.0 - startWeight, 1.0 - endWeight)
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if endAnim != None:
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controls = actor.getAnimControls(
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endAnim, partName = partName, lodName = lodName)
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#controls = actor.getAnimControls(endAnim)
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for control in controls:
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self.addControl(control, endAnim,
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startWeight, endWeight)
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