open_toontown_panda3d/direct/src/interval/ActorInterval.py

187 lines
6.9 KiB
Python

"""ActorInterval module: contains the ActorInterval class"""
from PandaModules import *
import Interval
import math
import LerpBlendHelpers
class ActorInterval(Interval.Interval):
# create ActorInterval DirectNotify category
notify = directNotify.newCategory('ActorInterval')
# Name counter
animNum = 1
# Class methods
# Interval used to play an animation. If loop = 0, animation is
# played only once and the pose of the anim depends on t passed
# into the setT method every frame. If loop = 1, the animation is
# started and plays on its own and stopped when t >= duration or
# playback stop event occurs. If no duration is specified, interval
# duration defaults to be equal to the length of the animation.
# Note: if loop == 0 and duration > anim duration then the animation
# will play once and then nothing will happen for the remainder of the
# interval
def __init__(self, actor, animName, loop=0, duration=0.0,
startTime=0.0, endTime=None, playRate=1.0, name=None):
"""__init__(name)
"""
# Generate unique id
id = 'Actor-%d' % ActorInterval.animNum
ActorInterval.animNum += 1
# Record class specific variables
self.actor = actor
self.animName = animName
self.controls = self.actor.getAnimControls(self.animName)
assert(len(self.controls) > 0)
self.loopAnim = loop
self.frameRate = self.controls[0].getAnim().getBaseFrameRate() * playRate
self.numFrames = self.controls[0].getNumFrames()
# Compute start time
self.startTime = startTime
# If no name specified, use id as name
if (name == None):
name = id
# Compute duration if no duration specified
reverse = 0
if duration == 0.0:
if (endTime == None):
duration = max(self.actor.getDuration(self.animName) - \
startTime, 0.0)
else:
duration = endTime - startTime
if (duration < 0.0):
duration = -duration
if (endTime == None):
self.finishTime = self.startTime + duration
else:
self.finishTime = endTime
if (self.startTime > self.finishTime):
reverse = 1
# Initialize superclass
Interval.Interval.__init__(self, name, duration, reverse=reverse)
# Update stopEvent
self.stopEvent = id + '_stopEvent'
if self.loopAnim:
self.stopEventList = [self.stopEvent]
def calcFrame(self, t):
segmentLength = abs(self.finishTime - self.startTime)
offset = t % segmentLength
# Handle boundary case where we want to set the final frame
if (t == self.getDuration() and offset < 0.0001):
offset = segmentLength
# Compute current frame based upon current time
if (self.reverse == 0):
floatFrame = self.frameRate * (self.startTime + offset)
else:
negOffset = (self.startTime - self.finishTime) - offset
floatFrame = self.frameRate * (self.finishTime + negOffset)
# Need max to avoid frame = -1 when t = 0
frame = max(0, int(math.ceil(floatFrame)) - 1)
# Modulo in case of looping anim
return frame % self.numFrames
def goToT(self, t):
# Calc integer frame number
frame = self.calcFrame(t)
# 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:
control.pose(frame)
return frame
def updateFunc(self, t, event=Interval.IVAL_NONE):
""" updateFunc(t, event)
Go to time t
"""
if (self.actor.isEmpty()):
self.notify.warning('updateFunc() - %s empty actor!' % self.name)
return
# Update animation based upon current time
# Pose or stop anim
if (t >= self.duration):
self.actor.stop(self.animName)
frame = self.goToT(self.duration)
if self.loopAnim:
self.ignore(self.stopEvent)
elif self.loopAnim == 1:
if event == Interval.IVAL_INIT:
# Pose anim
self.goToT(t)
# And start loop, restart flag says continue from current frame
self.actor.loop(self.animName, restart=0)
self.acceptOnce(self.stopEvent, self.actor.stop)
else:
# Pose anim
self.goToT(t)
class LerpAnimInterval(Interval.Interval):
# 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):
""" __init__(actor, duration, pos, startPos, other, blendType, name)
"""
# Generate unique name if necessary
if (name == None):
name = 'LerpAnimInterval-%d' % LerpAnimInterval.lerpAnimNum
LerpAnimInterval.lerpAnimNum += 1
# Record class specific variables
self.actor = actor
self.startAnim = startAnim
self.endAnim = endAnim
self.startWeight = startWeight
self.deltaWeight = endWeight - startWeight
self.blendType = self.getBlend(blendType)
# Initialize superclass
Interval.Interval.__init__(self, name, duration)
def updateFunc(self, t, event=Interval.IVAL_NONE):
""" updateFunc(t, event)
Go to time t
"""
if (self.actor.isEmpty()):
self.notify.warning('updateFunc() - %s empty actor!' % self.name)
return
# First, normalize t into the range 0 .. 1, and apply the blendType.
t = self.blendType(float(t) / self.duration)
# Then compute the current weight based on the time elapsed so far.
w = self.startWeight + t * self.deltaWeight
# Apply that weight to the two anims.
self.actor.setControlEffect(self.endAnim, w)
self.actor.setControlEffect(self.startAnim, 1.0 - w)
def getBlend(self, blendType):
"""__getBlend(self, string)
Return the C++ blend class corresponding to blendType string
"""
if (blendType == "easeIn"):
return LerpBlendHelpers.easeIn
elif (blendType == "easeOut"):
return LerpBlendHelpers.easeOut
elif (blendType == "easeInOut"):
return LerpBlendHelpers.easeInOut
elif (blendType == "noBlend"):
return LerpBlendHelpers.noBlend
else:
raise Exception(
'Error: LerpAnimInterval.getBlend: Unknown blend type')