open_toontown_panda3d/direct/src/interval/ActorInterval.py

128 lines
4.4 KiB
Python

"""ActorInterval module: contains the ActorInterval class"""
from PandaModules import *
from Interval import *
import math
import DirectNotifyGlobal
class ActorInterval(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, 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.loop = loop
self.frameRate = self.actor.getFrameRate(self.animName)
self.numFrames = self.actor.getNumFrames(self.animName)
# 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.__init__(self, name, duration, reverse=reverse)
# Update stopEvent
self.stopEvent = id + '_stopEvent'
if self.loop:
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
self.actor.pose(self.animName, frame)
# Print debug information
self.notify.debug('goToT() - %s pose to frame: %d' %
(self.name,frame))
return frame
def updateFunc(self, t, event=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.getDuration()):
self.actor.stop()
frame = self.goToT(self.getDuration())
if self.loop:
self.ignore(self.stopEvent)
# Print debug information
self.notify.debug(
'updateFunc() - %s stoping at frame: ' % self.name +
'%d Num frames: %d' % (frame, self.numFrames))
elif self.loop == 1:
if event == 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)
# Print debug information
self.notify.debug(
'updateFunc() - IVAL_INIT %s looping anim' %
self.name)
else:
# Pose anim
self.goToT(t)