Source code for direct.interval.AnimControlInterval

"""AnimControlInterval module: contains the AnimControlInterval class"""

__all__ = ['AnimControlInterval']

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

[docs]class AnimControlInterval(Interval.Interval): # create AnimControlInterval DirectNotify category notify = directNotify.newCategory('AnimControlInterval') # Name counter animNum = 1 # Class methods # Plays an animation. 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. # this class requires either an AnimControl, or an AnimControlCollection # (in which case, each anim control must be the same length) # 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, controls, loop=0, constrainedLoop=0, duration=None, startTime=None, endTime=None, startFrame=None, endFrame=None, playRate=1.0, name=None): # Generate unique id id = 'AnimControl-%d' % (AnimControlInterval.animNum) AnimControlInterval.animNum += 1 # Record class specific variables if(isinstance(controls, AnimControlCollection)): self.controls = controls if(config.GetBool("strict-anim-ival",0)): checkSz = self.controls.getAnim(0).getNumFrames() for i in range(1,self.controls.getNumAnims()): if(checkSz != self.controls.getAnim(i).getNumFrames()): self.notify.error("anim controls don't have the same number of frames!") elif(isinstance(controls, AnimControl)): self.controls = AnimControlCollection() self.controls.storeAnim(controls,"") else: self.notify.error("invalid input control(s) for AnimControlInterval") self.loopAnim = loop self.constrainedLoop = constrainedLoop self.playRate = playRate # If no name specified, use id as name if (name == None): name = id self.frameRate = self.controls.getAnim(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 = duration * self.frameRate else: # No end frame specified. Choose the maximum of all # of the controls' numbers of frames. numFrames = self.controls.getAnim(0).getNumFrames() self.endFrame = numFrames - 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. # Each animControl might have a different number of frames. numFrames = self.controls.getAnim(0).getNumFrames() if self.loopAnim: frame = (intFrame % numFrames) + (absFrame - intFrame) else: frame = max(min(absFrame, numFrames - 1), 0) self.controls.poseAll(frame) 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: self.controls.poseAll(self.startFrame) else: self.controls.poseAll(self.endFrame) else: # Otherwise, the user-specified duration determines which # is our final frame. self.privStep(self.getDuration()) self.state = CInterval.SFinal self.intervalDone()