historical/toontown-classic.git/panda/direct/interval/ActorInterval.py

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2024-01-16 11:20:27 -06:00
"""ActorInterval module: contains the ActorInterval class"""
__all__ = ['ActorInterval', 'LerpAnimInterval']
from panda3d.core import *
from panda3d.direct import *
from direct.directnotify.DirectNotifyGlobal import *
from . import Interval
import math
class ActorInterval(Interval.Interval):
# create ActorInterval DirectNotify category
notify = directNotify.newCategory('ActorInterval')
# Name counter
animNum = 1
# Class methods
# Plays an animation on an Actor. The subrange of the animation
# to be played may be specified via frames (startFrame up to and
# including endFrame) or seconds (startTime up to and including
# endTime). If neither is specified, the default is the entire
# range of the animation.
# The duration may be implicit or explicit. If it is omitted, it
# is taken to be endTime - startTime. There's not much point in
# specifying otherwise unless you also specify loop=1, which will
# loop the animation over its frame range during the duration of
# the interval.
# Note: if loop == 0 and duration > anim duration then the
# animation will play once and then hold its final pose for the
# remainder of the interval.
# loop = 1 implies a loop within the entire range of animation,
# while constrainedLoop = 1 implies a loop within startFrame and
# endFrame only.
def __init__(self, actor, animName, loop=0, constrainedLoop=0,
duration=None, startTime=None, endTime=None,
startFrame=None, endFrame=None,
playRate=1.0, name=None, forceUpdate=0,
partName=None, lodName=None):
# Generate unique id
id = 'Actor-%s-%d' % (animName, ActorInterval.animNum)
ActorInterval.animNum += 1
# Record class specific variables
self.actor = actor
self.animName = animName
self.controls = self.actor.getAnimControls(
self.animName, partName = partName, lodName = lodName)
self.loopAnim = loop
self.constrainedLoop = constrainedLoop
self.forceUpdate = forceUpdate
self.playRate = playRate
# If no name specified, use id as name
if (name == None):
name = id
if len(self.controls) == 0:
self.notify.warning("Unknown animation for actor: %s" % (self.animName))
self.frameRate = 1.0
self.startFrame = 0
self.endFrame = 0
else:
self.frameRate = self.controls[0].getFrameRate() * abs(playRate)
# Compute start and end frames.
if startFrame != None:
self.startFrame = startFrame
elif startTime != None:
self.startFrame = startTime * self.frameRate
else:
self.startFrame = 0
if endFrame != None:
self.endFrame = endFrame
elif endTime != None:
self.endFrame = endTime * self.frameRate
elif duration != None:
if startTime == None:
startTime = float(self.startFrame) / float(self.frameRate)
endTime = startTime + duration
self.endFrame = endTime * self.frameRate
else:
# No end frame specified. Choose the maximum of all
# of the controls' numbers of frames.
maxFrames = self.controls[0].getNumFrames()
warned = 0
for i in range(1, len(self.controls)):
numFrames = self.controls[i].getNumFrames()
if numFrames != maxFrames and numFrames != 1 and not warned:
self.notify.warning("Animations '%s' on %s have an inconsistent number of frames." % (animName, actor.getName()))
warned = 1
maxFrames = max(maxFrames, numFrames)
self.endFrame = maxFrames - 1
# Must we play the animation backwards? We play backwards if
# either (or both) of the following is true: the playRate is
# negative, or endFrame is before startFrame.
self.reverse = (playRate < 0)
if self.endFrame < self.startFrame:
self.reverse = 1
t = self.endFrame
self.endFrame = self.startFrame
self.startFrame = t
self.numFrames = self.endFrame - self.startFrame + 1
# Compute duration if no duration specified
self.implicitDuration = 0
if duration == None:
self.implicitDuration = 1
duration = float(self.numFrames) / self.frameRate
# Initialize superclass
Interval.Interval.__init__(self, name, duration)
def getCurrentFrame(self):
"""Calculate the current frame playing in this interval.
returns a float value between startFrame and endFrame, inclusive
returns None if there are any problems
"""
retval = None
if not self.isStopped():
framesPlayed = self.numFrames * self.currT
retval = self.startFrame + framesPlayed
return retval
def privStep(self, t):
frameCount = t * self.frameRate
if self.constrainedLoop:
frameCount = frameCount % self.numFrames
if self.reverse:
absFrame = self.endFrame - frameCount
else:
absFrame = self.startFrame + frameCount
# Calc integer frame number
intFrame = int(math.floor(absFrame + 0.0001))
# Pose anim
# We use our pre-computed list of animControls for
# efficiency's sake, rather than going through the relatively
# expensive Actor interface every frame.
for control in self.controls:
# Each animControl might have a different number of frames.
numFrames = control.getNumFrames()
if self.loopAnim:
frame = (intFrame % numFrames) + (absFrame - intFrame)
else:
frame = max(min(absFrame, numFrames - 1), 0)
control.pose(frame)
if self.forceUpdate:
self.actor.update()
self.state = CInterval.SStarted
self.currT = t
def privFinalize(self):
if self.implicitDuration and not self.loopAnim:
# As a special case, we ensure we end up posed to the last
# frame of the animation if the original duration was
# implicit. This is necessary only to guard against
# possible roundoff error in computing the final frame
# from the duration. We don't do this in the case of a
# looping animation, however, because this would introduce
# a hitch in the animation when it plays back-to-back with
# the next cycle.
if self.reverse:
for control in self.controls:
control.pose(self.startFrame)
else:
for control in self.controls:
control.pose(self.endFrame)
if self.forceUpdate:
self.actor.update()
else:
# Otherwise, the user-specified duration determines which
# is our final frame.
self.privStep(self.getDuration())
self.state = CInterval.SFinal
self.intervalDone()
# If we want to change what part this interval is playing on after
# the interval has been created, call resetControls and pass in a partName
# and optional lod param
def resetControls(self, partName, lodName=None):
self.controls = self.actor.getAnimControls(
self.animName, partName = partName, lodName = lodName)
class LerpAnimInterval(CLerpAnimEffectInterval):
# Blends between two anims. Start both anims first (or use
# parallel ActorIntervals), then invoke LerpAnimInterval to
# smoothly blend the control effect from the first to the second.
lerpAnimNum = 1
def __init__(self, actor, duration, startAnim, endAnim,
startWeight = 0.0, endWeight = 1.0,
blendType = 'noBlend', name = None,
partName=None, lodName=None):
# Generate unique name if necessary
if (name == None):
name = 'LerpAnimInterval-%d' % LerpAnimInterval.lerpAnimNum
LerpAnimInterval.lerpAnimNum += 1
blendType = self.stringBlendType(blendType)
assert blendType != self.BTInvalid
# Initialize superclass
CLerpAnimEffectInterval.__init__(self, name, duration, blendType)
if startAnim != None:
controls = actor.getAnimControls(
startAnim, partName = partName, lodName = lodName)
#controls = actor.getAnimControls(startAnim)
for control in controls:
self.addControl(control, startAnim,
1.0 - startWeight, 1.0 - endWeight)
if endAnim != None:
controls = actor.getAnimControls(
endAnim, partName = partName, lodName = lodName)
#controls = actor.getAnimControls(endAnim)
for control in controls:
self.addControl(control, endAnim,
startWeight, endWeight)