open_toontown_panda3d/direct/src/motiontrail/MotionTrail.py

376 lines
13 KiB
Python

from pandac.PandaModules import *
from otp.otpbase import OTPRender
class MotionTrailVertex:
def __init__(self, vertex_id, vertex_function, context):
self.vertex_id = vertex_id
self.vertex_function = vertex_function
self.context = context
self.vertex = Vec4 (0.0, 0.0, 0.0, 1.0)
self.start_color = Vec4 (1.0, 1.0, 1.0, 1.0)
self.end_color = Vec4 (0.0, 0.0, 0.0, 1.0)
self.v = 0.0
class MotionTrailFrame:
def __init__ (self, current_time, transform):
self.time = current_time
self.transform = transform
class MotionTrail(NodePath):
notify = directNotify.newCategory ("MotionTrail")
def __init__ (self,name,parent_node_path):
NodePath.__init__ (self,name)
# required initialization
self.enable = True
self.pause = False
self.pause_time = 0.0
self.fade = False
self.fade_end = False
self.fade_start_time = 0.0
self.fade_color_scale = 1.0
self.total_vertices = 0
self.last_update_time = 0.0
self.texture = None
self.vertex_list = [ ]
self.frame_list = [ ]
# default options
self.color_scale = 1.0
self.time_window = 1.0
self.sampling_time = 1.0 / 30.0
self.square_t = True
# render
self.reparentTo (parent_node_path)
self.geom_node = GeomNode ("motion_trail")
self.geom_node_path = self.attachNewNode(self.geom_node)
node_path = self.geom_node_path
# set render states
node_path.node ( ).setAttrib (ColorBlendAttrib.make (ColorBlendAttrib.MAdd))
node_path.setTransparency (True)
node_path.setDepthWrite (False)
node_path.setTwoSided (True)
# do not light
node_path.setLightOff ( )
# do not display in reflections
OTPRender.renderReflection (False, self, 'motion_trail', None)
return
def add_vertex (self, vertex_id, vertex_function, context):
motion_trail_vertex = MotionTrailVertex (vertex_id, vertex_function, context)
total_vertices = len (self.vertex_list)
self.vertex_list [total_vertices : total_vertices] = [motion_trail_vertex]
self.total_vertices = len (self.vertex_list)
return motion_trail_vertex
def set_texture (self, texture):
self.texture = texture
self.geom_node_path.setTexture (texture)
# texture.setWrapU(Texture.WMClamp)
# texture.setWrapV(Texture.WMClamp)
return
def update_vertices (self):
total_vertices = len (self.vertex_list)
self.total_vertices = total_vertices
if (total_vertices >= 2):
vertex_index = 0
while (vertex_index < total_vertices):
motion_trail_vertex = self.vertex_list [vertex_index]
motion_trail_vertex.vertex = motion_trail_vertex.vertex_function (motion_trail_vertex, motion_trail_vertex.vertex_id, motion_trail_vertex.context)
vertex_index += 1
# calculate v coordinate
vertex_index = 0
float_vertex_index = 0.0
float_total_vertices = 0.0
float_total_vertices = total_vertices - 1.0
while (vertex_index < total_vertices):
motion_trail_vertex = self.vertex_list [vertex_index]
motion_trail_vertex.v = float_vertex_index / float_total_vertices
vertex_index += 1
float_vertex_index += 1.0
# print "motion_trail_vertex.v", motion_trail_vertex.v
return
def begin_geometry (self):
self.vertex_index = 0;
self.format = GeomVertexFormat.getV3c4t2 ( )
self.vertex_data = GeomVertexData ("vertices", self.format, Geom.UHStatic)
self.vertex_writer = GeomVertexWriter (self.vertex_data, "vertex")
self.color_writer = GeomVertexWriter (self.vertex_data, "color")
self.texture_writer = GeomVertexWriter (self.vertex_data, "texcoord")
self.triangles = GeomTriangles (Geom.UHStatic)
def add_geometry_quad (self, v0, v1, v2, v3, c0, c1, c2, c3, t0, t1, t2, t3):
self.vertex_writer.addData3f (v0 [0], v0 [1], v0 [2])
self.vertex_writer.addData3f (v1 [0], v1 [1], v1 [2])
self.vertex_writer.addData3f (v2 [0], v2 [1], v2 [2])
self.vertex_writer.addData3f (v3 [0], v3 [1], v3 [2])
self.color_writer.addData4f (c0 [0], c0 [1], c0 [2], c0 [3])
self.color_writer.addData4f (c1 [0], c1 [1], c1 [2], c1 [3])
self.color_writer.addData4f (c2 [0], c2 [1], c2 [2], c2 [3])
self.color_writer.addData4f (c3 [0], c3 [1], c3 [2], c3 [3])
self.texture_writer.addData2f (t0 [0], t0 [1])
self.texture_writer.addData2f (t1 [0], t1 [1])
self.texture_writer.addData2f (t2 [0], t2 [1])
self.texture_writer.addData2f (t3 [0], t3 [1])
vertex_index = self.vertex_index;
self.triangles.addVertex (vertex_index + 0)
self.triangles.addVertex (vertex_index + 1)
self.triangles.addVertex (vertex_index + 2)
self.triangles.closePrimitive ( )
self.triangles.addVertex (vertex_index + 1)
self.triangles.addVertex (vertex_index + 3)
self.triangles.addVertex (vertex_index + 2)
self.triangles.closePrimitive ( )
self.vertex_index += 4
def end_geometry (self):
self.geometry = Geom (self.vertex_data)
self.geometry.addPrimitive (self.triangles)
self.geom_node.removeAllGeoms ( )
self.geom_node.addGeom (self.geometry)
def update_motion_trail (self, current_time, transform):
update = False
if ((current_time - self.last_update_time) >= self.sampling_time):
update = True
if (self.pause):
update = False
if (update):
color_scale = self.color_scale;
if (self.fade):
elapsed_time = current_time - self.fade_start_time
if (elapsed_time < 0.0):
elapsed_time = 0.0
print "elapsed_time < 0", elapsed_time
if (elapsed_time < self.fade_time):
color_scale = (1.0 - (elapsed_time / self.fade_time)) * color_scale
else:
color_scale = 0.0
self.fade_end = True
self.last_update_time = current_time
# remove expired frames
minimum_time = current_time - self.time_window
"""
print "*** minimum_time", minimum_time
"""
index = 0
last_frame_index = len (self.frame_list) - 1
while (index <= last_frame_index):
motion_trail_frame = self.frame_list [last_frame_index - index]
if (motion_trail_frame.time >= minimum_time):
break
index += 1
if (index > 0):
self.frame_list [last_frame_index - index: last_frame_index + 1] = [ ]
# add new frame to beginning of list
motion_trail_frame = MotionTrailFrame (current_time, transform)
self.frame_list = [motion_trail_frame] + self.frame_list
# convert frames and vertices to geometry
total_frames = len (self.frame_list)
"""
print "total_frames", total_frames
index = 0;
while (index < total_frames):
motion_trail_frame = self.frame_list [index]
print "frame time", index, motion_trail_frame.time
index += 1
"""
if ((total_frames >= 2) and (self.total_vertices >= 2)):
self.begin_geometry ( )
total_segments = total_frames - 1
last_motion_trail_frame = self.frame_list [total_segments]
minimum_time = last_motion_trail_frame.time
delta_time = current_time - minimum_time
# print "minimum_time", minimum_time
# print "delta_time", delta_time
segment_index = 0
while (segment_index < total_segments):
motion_trail_frame_start = self.frame_list [segment_index]
motion_trail_frame_end = self.frame_list [segment_index + 1]
start_t = (motion_trail_frame_start.time - minimum_time) / delta_time
end_t = (motion_trail_frame_end.time - minimum_time) / delta_time
st = start_t
et = end_t
# print "st", st
# print "et", et
if (self.square_t):
start_t *= start_t
end_t *= end_t
# print "start_t", start_t
# print "end_t", end_t
vertex_segement_index = 0
total_vertex_segments = self.total_vertices - 1
motion_trail_vertex_start = self.vertex_list [0]
v0 = motion_trail_frame_start.transform.xform (motion_trail_vertex_start.vertex)
v2 = motion_trail_frame_end.transform.xform (motion_trail_vertex_start.vertex)
vertex_start_color = motion_trail_vertex_start.end_color + (motion_trail_vertex_start.start_color - motion_trail_vertex_start.end_color)
color_start_t = color_scale * start_t
color_end_t = color_scale * end_t
c0 = vertex_start_color * color_start_t
c2 = vertex_start_color * color_end_t
t0 = Vec2 (st, motion_trail_vertex_start.v)
t2 = Vec2 (et, motion_trail_vertex_start.v)
while (vertex_segement_index < total_vertex_segments):
motion_trail_vertex_start = self.vertex_list [vertex_segement_index]
motion_trail_vertex_end = self.vertex_list [vertex_segement_index + 1]
v1 = motion_trail_frame_start.transform.xform (motion_trail_vertex_end.vertex)
v3 = motion_trail_frame_end.transform.xform (motion_trail_vertex_end.vertex)
"""
print v0
print v1
print v2
print v3
"""
# color
vertex_end_color = motion_trail_vertex_end.end_color + (motion_trail_vertex_end.start_color - motion_trail_vertex_end.end_color)
c1 = vertex_end_color * color_start_t
c3 = vertex_end_color * color_end_t
# uv
t1 = Vec2 (st, motion_trail_vertex_end.v)
t3 = Vec2 (et, motion_trail_vertex_end.v)
self.add_geometry_quad (v0, v1, v2, v3, c0, c1, c2, c3, t0, t1, t2, t3)
# reuse calculations
v0 = v1
v2 = v3
c0 = c1
c2 = c3
t0 = t1
t2 = t3
vertex_segement_index += 1
segment_index += 1
self.end_geometry ( )
return
def enable_motion_trail(self, enable):
self.enable = enable
return
def reset_motion_trail(self):
self.frame_list = [ ]
return
def set_fade (self, time, current_time):
if (self.pause == False):
self.fade_color_scale = 1.0
if (time == 0.0):
self.fade = False
else:
self.fade_start_time = current_time
self.fade_time = time
self.fade = True
return
def pause_motion_trail(self, current_time):
if (self.pause == False):
self.pause_time = current_time
self.pause = True
return
def resume_motion_trail(self, current_time):
if (self.pause):
delta_time = current_time - self.pause_time
frame_index = 0
total_frames = len (self.frame_list)
while (frame_index < total_frames):
motion_trail_frame = self.frame_list [frame_index]
motion_trail_frame.time += delta_time
frame_index += 1
if (self.fade):
self.fade_start_time += delta_time
self.pause = False
return
def toggle_pause_motion_trail (self, current_time):
if (self.pause):
self.resume_motion_trail (current_time)
else:
self.pause_motion_trail (current_time)