Source code for direct.interval.ActorInterval

"""ActorInterval module: contains the ActorInterval class.

See the :ref:`actor-intervals` page in the programming manual for explanation
of this class.
"""

__all__ = ['ActorInterval', 'LerpAnimInterval']

from panda3d.core import *
from panda3d.direct import *
from direct.directnotify.DirectNotifyGlobal import *
from . import Interval
import math

[docs]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.
[docs] 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)
[docs] 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
[docs] 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
[docs] 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
[docs] def resetControls(self, partName, lodName=None): self.controls = self.actor.getAnimControls( self.animName, partName = partName, lodName = lodName)
[docs]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
[docs] 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)