Source code for direct.motiontrail.MotionTrail

from panda3d.core import *
from panda3d.direct import *
from direct.task import Task
from direct.task.TaskManagerGlobal import taskMgr
from direct.showbase.DirectObject import DirectObject
from direct.directnotify.DirectNotifyGlobal import directNotify


_want_python_motion_trails = ConfigVariableBool('want-python-motion-trails', False)


[docs]def remove_task(): if MotionTrail.task_added: total_motion_trails = len(MotionTrail.motion_trail_list) if total_motion_trails > 0: print("warning: %d motion trails still exist when motion trail task is removed" % (total_motion_trails)) MotionTrail.motion_trail_list = [] taskMgr.remove(MotionTrail.motion_trail_task_name) print("MotionTrail task removed") MotionTrail.task_added = False
[docs]class MotionTrailVertex:
[docs] 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) # default 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
[docs]class MotionTrailFrame:
[docs] def __init__(self, current_time, transform): self.time = current_time self.transform = transform
[docs]class MotionTrail(NodePath, DirectObject): """Generates smooth geometry-based motion trails behind a moving object. To use this class, first define the shape of the cross-section polygon that is to be extruded along the motion trail by calling `add_vertex()` and `set_vertex_color()`. When this is done, call `update_vertices()`. To generate the motion trail, either call `register_motion_trail()` to have Panda update it automatically, or periodically call the method `update_motion_trail()` with the current time and the new transform. The duration of the sample history is specified by `time_window`. A larger time window creates longer motion trails (given constant speed). Samples that are no longer within the time window are automatically discarded. The `use_nurbs` option can be used to create smooth interpolated curves from the samples. This option is useful for animations that lack sampling to begin with, animations that move very quickly, or low frame rates, or if `sampling_time` is used to artificially slow down the update frequency. By default, the optimized C++ implementation (provided by `.CMotionTrail`) is used to generate the motion trails. If for some reason you want to use the pure-Python implementation instead, set `want-python-motion-trails` to true in Config.prc. """ notify = directNotify.newCategory("MotionTrail") task_added = False motion_trail_list = [] motion_trail_task_name = "motion_trail_task" global_enable = True
[docs] @classmethod def setGlobalEnable(cls, enable): """Set this to False to have the task stop updating all motion trails. This does not prevent updating them manually using the `update_motion_trail()` method. """ cls.global_enable = enable
[docs] def __init__(self, name, parent_node_path): """Creates the motion trail with the given name and parents it to the given root node. """ NodePath.__init__(self, name) # required initialization self.active = True 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 = [] self.parent_node_path = parent_node_path self.previous_matrix = None self.calculate_relative_matrix = False self.playing = False # default options self.continuous_motion_trail = True self.color_scale = 1.0 #: How long the time window is for which the trail is computed. Can be #: increased to obtain a longer trail, decreased for a shorter trail. self.time_window = 1.0 #: How often the trail updates, in seconds. The default is 0.0, which #: has the trail updated every frame for the smoothest result. Higher #: values will generate a choppier trail. The `use_nurbs` option can #: compensate partially for this choppiness, however. self.sampling_time = 0.0 self.square_t = True # self.task_transform = False self.root_node_path = None # node path states self.reparentTo(parent_node_path) #: A `.GeomNode` object containing the generated geometry. By default #: parented to the MotionTrail itself, but can be reparented elsewhere #: if necessary. 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.setTwoSided(True) # set additive blend effects node_path.setTransparency(True) node_path.setDepthWrite(False) node_path.node().setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd)) # do not light node_path.setLightOff() # disable writes to destination alpha, write out rgb colors only node_path.setAttrib(ColorWriteAttrib.make(ColorWriteAttrib.CRed | ColorWriteAttrib.CGreen | ColorWriteAttrib.CBlue)) if not MotionTrail.task_added: #taskMgr.add(self.motion_trail_task, "motion_trail_task", priority = 50) taskMgr.add(self.motion_trail_task, MotionTrail.motion_trail_task_name) self.acceptOnce("clientLogout", remove_task) MotionTrail.task_added = True self.relative_to_render = False #: Set this to True to use a NURBS curve to generate a smooth trail, #: even if the underlying animation or movement is janky. self.use_nurbs = False #: This can be changed to fine-tune the resolution of the NURBS curve. self.resolution_distance = 0.5 self.cmotion_trail = CMotionTrail() self.cmotion_trail.setGeomNode(self.geom_node) self.modified_vertices = True if _want_python_motion_trails: self.use_python_version = True else: self.use_python_version = False
[docs] def delete(self): """Completely cleans up the motion trail object. """ self.reset_motion_trail() self.reset_motion_trail_geometry() self.cmotion_trail.resetVertexList() self.removeNode()
[docs] def print_matrix(self, matrix): separator = ' ' print(matrix.getCell(0, 0), separator, matrix.getCell(0, 1), separator, matrix.getCell(0, 2), separator, matrix.getCell(0, 3)) print(matrix.getCell(1, 0), separator, matrix.getCell(1, 1), separator, matrix.getCell(1, 2), separator, matrix.getCell(1, 3)) print(matrix.getCell(2, 0), separator, matrix.getCell(2, 1), separator, matrix.getCell(2, 2), separator, matrix.getCell(2, 3)) print(matrix.getCell(3, 0), separator, matrix.getCell(3, 1), separator, matrix.getCell(3, 2), separator, matrix.getCell(3, 3))
[docs] def motion_trail_task(self, task): current_time = task.time total_motion_trails = len(MotionTrail.motion_trail_list) index = 0 while index < total_motion_trails: motion_trail = MotionTrail.motion_trail_list [index] if MotionTrail.global_enable: if motion_trail.use_python_version: # Python version if motion_trail.active and motion_trail.check_for_update(current_time): transform = None if motion_trail.root_node_path is not None and motion_trail.root_node_path != render: motion_trail.root_node_path.update() if motion_trail.root_node_path and not motion_trail.relative_to_render: transform = motion_trail.getMat(motion_trail.root_node_path) else: transform = Mat4(motion_trail.getNetTransform().getMat()) if transform is not None: motion_trail.update_motion_trail(current_time, transform) else: # C++ version if motion_trail.active and motion_trail.cmotion_trail.checkForUpdate(current_time): transform = None if motion_trail.root_node_path is not None and motion_trail.root_node_path != render: motion_trail.root_node_path.update() if motion_trail.root_node_path and not motion_trail.relative_to_render: transform = motion_trail.getMat(motion_trail.root_node_path) else: transform = Mat4(motion_trail.getNetTransform().getMat()) if transform is not None: motion_trail.transferVertices() motion_trail.cmotion_trail.updateMotionTrail(current_time, transform) else: motion_trail.reset_motion_trail() motion_trail.reset_motion_trail_geometry() index += 1 return Task.cont
[docs] def add_vertex(self, vertex_id, vertex_function=None, context=None): """This must be called initially to define the polygon that forms the cross-section of the generated motion trail geometry. The first argument is a user-defined vertex identifier, the second is a function that will be called with three parameters that should return the position of the vertex as a `.Vec4` object, and the third is an arbitrary context object that is passed as last argument to the provided function. After calling this, you must call `update_vertices()` before the changes will fully take effect. As of Panda3D 1.10.13, you may alternatively simply pass in a single argument containing the vertex position as a `.Vec4` or `.Point3`. """ if vertex_function is None: motion_trail_vertex = MotionTrailVertex(None, None, context) motion_trail_vertex.vertex = Vec4(vertex_id) else: 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) self.modified_vertices = True return motion_trail_vertex
[docs] def set_vertex_color(self, vertex_id, start_color, end_color): """Sets the start and end color of the vertex with the given index, which must have been previously added by `add_vertex()`. The motion trail will contain a smooth gradient between these colors. By default, the motion trail fades from white to black (which, with the default additive blending mode, makes it show up as a purely white motion trail that fades out towards the end). """ if vertex_id >= 0 and vertex_id < self.total_vertices: motion_trail_vertex = self.vertex_list[vertex_id] motion_trail_vertex.start_color = start_color motion_trail_vertex.end_color = end_color self.modified_vertices = True
[docs] def set_texture(self, texture): """Defines the texture that should be applied to the trail geometry. This also enables generation of UV coordinates. """ self.texture = texture if texture: self.geom_node_path.setTexture(texture) # texture.setWrapU(Texture.WMClamp) # texture.setWrapV(Texture.WMClamp) else: self.geom_node_path.clearTexture() self.modified_vertices = True
[docs] def update_vertices(self): """This must be called after the list of vertices defining the cross-section shape of the motion trail has been defined by `add_vertex()` and `set_vertex_color()`. """ 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] if motion_trail_vertex.vertex_function is not None: 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 # this is based on the number of vertices only and not on the relative positions of the vertices 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 self.modified_vertices = True
[docs] def transferVertices(self): # transfer only on modification if self.modified_vertices: self.cmotion_trail.setParameters(self.sampling_time, self.time_window, self.texture is not None, self.calculate_relative_matrix, self.use_nurbs, self.resolution_distance) self.cmotion_trail.resetVertexList() vertex_index = 0 total_vertices = len(self.vertex_list) while vertex_index < total_vertices: motion_trail_vertex = self.vertex_list[vertex_index] self.cmotion_trail.addVertex(motion_trail_vertex.vertex, motion_trail_vertex.start_color, motion_trail_vertex.end_color, motion_trail_vertex.v) vertex_index += 1 self.modified_vertices = False
[docs] def register_motion_trail(self): """Adds this motion trail to the list of trails that are updated automatically every frame. Be careful not to call this twice. """ MotionTrail.motion_trail_list = MotionTrail.motion_trail_list + [self]
[docs] def unregister_motion_trail(self): """Removes this motion trail from the list of trails that are updated automatically every frame. If it is not on that list, does nothing. """ if self in MotionTrail.motion_trail_list: MotionTrail.motion_trail_list.remove(self)
[docs] def begin_geometry(self): self.vertex_index = 0 if self.texture is not None: self.format = GeomVertexFormat.getV3c4t2() else: self.format = GeomVertexFormat.getV3c4() 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") if self.texture is not None: self.texture_writer = GeomVertexWriter(self.vertex_data, "texcoord") self.triangles = GeomTriangles(Geom.UHStatic)
[docs] def add_geometry_quad(self, v0, v1, v2, v3, c0, c1, c2, c3, t0, t1, t2, t3): self.vertex_writer.addData3(v0[0], v0[1], v0[2]) self.vertex_writer.addData3(v1[0], v1[1], v1[2]) self.vertex_writer.addData3(v2[0], v2[1], v2[2]) self.vertex_writer.addData3(v3[0], v3[1], v3[2]) self.color_writer.addData4(c0) self.color_writer.addData4(c1) self.color_writer.addData4(c2) self.color_writer.addData4(c3) if self.texture is not None: self.texture_writer.addData2(t0) self.texture_writer.addData2(t1) self.texture_writer.addData2(t2) self.texture_writer.addData2(t3) 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
[docs] 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)
[docs] def check_for_update(self, current_time): """Returns true if the motion trail is overdue for an update based on the configured `sampling_time` (by default 0.0 to update continuously), and is not currently paused. """ state = False if (current_time - self.last_update_time) >= self.sampling_time: state = True if self.pause: state = False update = state and self.enable return state
[docs] def update_motion_trail(self, current_time, transform): """If the trail is overdue for an update based on the given time in seconds, updates it, extracting the new object position from the given transform matrix. """ if len(self.frame_list) >= 1: if transform == self.frame_list[0].transform: # ignore duplicate transform updates return if self.check_for_update(current_time): color_scale = self.color_scale if self.fade: elapsed_time = current_time - self.fade_start_time if elapsed_time < 0.0: print("elapsed_time < 0: %f" % (elapsed_time)) elapsed_time = 0.0 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 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 if self.calculate_relative_matrix: inverse_matrix = Mat4(transform) inverse_matrix.invertInPlace() if self.use_nurbs and total_frames >= 5: total_distance = 0.0 vector = Vec3() nurbs_curve_evaluator_list = [] total_vertex_segments = self.total_vertices - 1 # create a NurbsCurveEvaluator for each vertex(the starting point for the trail) index = 0 while index < self.total_vertices: nurbs_curve_evaluator = NurbsCurveEvaluator() nurbs_curve_evaluator.reset(total_segments) nurbs_curve_evaluator_list = nurbs_curve_evaluator_list + [nurbs_curve_evaluator] index += 1 # add vertices to each NurbsCurveEvaluator 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] vertex_segment_index = 0 if self.calculate_relative_matrix: start_transform = Mat4() end_transform = Mat4() start_transform.multiply(motion_trail_frame_start.transform, inverse_matrix) end_transform.multiply(motion_trail_frame_end.transform, inverse_matrix) else: start_transform = motion_trail_frame_start.transform end_transform = motion_trail_frame_end.transform motion_trail_vertex_start = self.vertex_list[0] v0 = start_transform.xform(motion_trail_vertex_start.vertex) v2 = end_transform.xform(motion_trail_vertex_start.vertex) nurbs_curve_evaluator = nurbs_curve_evaluator_list [vertex_segment_index] nurbs_curve_evaluator.setVertex(segment_index, v0) while vertex_segment_index < total_vertex_segments: motion_trail_vertex_start = self.vertex_list[vertex_segment_index] motion_trail_vertex_end = self.vertex_list[vertex_segment_index + 1] v1 = start_transform.xform(motion_trail_vertex_end.vertex) v3 = end_transform.xform(motion_trail_vertex_end.vertex) nurbs_curve_evaluator = nurbs_curve_evaluator_list [vertex_segment_index + 1] nurbs_curve_evaluator.setVertex(segment_index, v1) if vertex_segment_index == (total_vertex_segments - 1): v = v1 - v3 vector.set(v[0], v[1], v[2]) distance = vector.length() total_distance += distance vertex_segment_index += 1 segment_index += 1 # evaluate NurbsCurveEvaluator for each vertex index = 0 nurbs_curve_result_list = [] while index < self.total_vertices: nurbs_curve_evaluator = nurbs_curve_evaluator_list [index] nurbs_curve_result = nurbs_curve_evaluator.evaluate() nurbs_curve_result_list = nurbs_curve_result_list + [nurbs_curve_result] nurbs_start_t = nurbs_curve_result.getStartT() nurbs_end_t = nurbs_curve_result.getEndT() index += 1 # create quads from NurbsCurveResult total_curve_segments = total_distance / self.resolution_distance if total_curve_segments < total_segments: total_curve_segments = total_segments v0 = Vec3() v1 = Vec3() v2 = Vec3() v3 = Vec3() def one_minus_x(x): x = 1.0 - x if x < 0.0: x = 0.0 return x curve_segment_index = 0.0 while curve_segment_index < total_curve_segments: vertex_segment_index = 0 st = curve_segment_index / total_curve_segments et = (curve_segment_index + 1.0) / total_curve_segments #st = curve_segment_index / total_segments #et = (curve_segment_index + 1.0) / total_segments start_t = st end_t = et if self.square_t: start_t *= start_t end_t *= end_t motion_trail_vertex_start = self.vertex_list[0] 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 * one_minus_x(color_start_t) c2 = vertex_start_color * one_minus_x(color_end_t) t0 = Vec2(one_minus_x(st), motion_trail_vertex_start.v) t2 = Vec2(one_minus_x(et), motion_trail_vertex_start.v) while vertex_segment_index < total_vertex_segments: motion_trail_vertex_start = self.vertex_list[vertex_segment_index] motion_trail_vertex_end = self.vertex_list[vertex_segment_index + 1] start_nurbs_curve_result = nurbs_curve_result_list [vertex_segment_index] end_nurbs_curve_result = nurbs_curve_result_list [vertex_segment_index + 1] start_nurbs_start_t = start_nurbs_curve_result.getStartT() start_nurbs_end_t = start_nurbs_curve_result.getEndT() end_nurbs_start_t = end_nurbs_curve_result.getStartT() end_nurbs_end_t = end_nurbs_curve_result.getEndT() start_delta_t = (start_nurbs_end_t - start_nurbs_start_t) end_delta_t = (end_nurbs_end_t - end_nurbs_start_t) start_nurbs_curve_result.evalPoint(start_nurbs_start_t + (start_delta_t * st), v0) end_nurbs_curve_result.evalPoint(end_nurbs_start_t + (end_delta_t * st), v1) start_nurbs_curve_result.evalPoint(start_nurbs_start_t + (start_delta_t * et), v2) end_nurbs_curve_result.evalPoint(end_nurbs_start_t + (end_delta_t * et), 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 * one_minus_x(color_start_t) c3 = vertex_end_color * one_minus_x(color_end_t) # uv t1 = Vec2(one_minus_x(st), motion_trail_vertex_end.v) t3 = Vec2(one_minus_x(et), motion_trail_vertex_end.v) self.add_geometry_quad(v0, v1, v2, v3, c0, c1, c2, c3, t0, t1, t2, t3) # reuse calculations c0 = c1 c2 = c3 t0 = t1 t2 = t3 vertex_segment_index += 1 curve_segment_index += 1.0 else: 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 if self.square_t: start_t *= start_t end_t *= end_t vertex_segment_index = 0 total_vertex_segments = self.total_vertices - 1 if self.calculate_relative_matrix: start_transform = Mat4() end_transform = Mat4() start_transform.multiply(motion_trail_frame_start.transform, inverse_matrix) end_transform.multiply(motion_trail_frame_end.transform, inverse_matrix) else: start_transform = motion_trail_frame_start.transform end_transform = motion_trail_frame_end.transform motion_trail_vertex_start = self.vertex_list[0] v0 = start_transform.xform(motion_trail_vertex_start.vertex) v2 = 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_segment_index < total_vertex_segments: motion_trail_vertex_start = self.vertex_list[vertex_segment_index] motion_trail_vertex_end = self.vertex_list[vertex_segment_index + 1] v1 = start_transform.xform(motion_trail_vertex_end.vertex) v3 = end_transform.xform(motion_trail_vertex_end.vertex) # 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_segment_index += 1 segment_index += 1 self.end_geometry()
[docs] def enable_motion_trail(self, enable): """Sets whether the motion trail is currently enabled. Every motion trail starts off as being enabled, passing False to this method prevents it from being updated. """ self.enable = enable
[docs] def reset_motion_trail(self): """Call this to have the motion trail restart from nothing on the next update. """ self.frame_list = [] self.cmotion_trail.reset()
[docs] def reset_motion_trail_geometry(self): """Destroys the currently generated motion trail geometry immediately. However, it will be fully regenerated on the next call to update, see `reset_motion_trail()` to prevent this. """ if self.geom_node is not None: self.geom_node.removeAllGeoms()
[docs] def attach_motion_trail(self): """Alias of `reset_motion_trail()`. """ self.reset_motion_trail()
[docs] def begin_motion_trail(self): if not self.continuous_motion_trail: self.reset_motion_trail() self.active = True self.playing = True
[docs] def end_motion_trail(self): if not self.continuous_motion_trail: self.active = False self.reset_motion_trail() self.reset_motion_trail_geometry() self.playing = False
# the following functions are not currently supported in the C++ version
[docs] def set_fade(self, time, current_time): if not self.pause: 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
[docs] def pause_motion_trail(self, current_time): if not self.pause: self.pause_time = current_time self.pause = True
[docs] 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
[docs] def toggle_pause_motion_trail(self, current_time): if self.pause: self.resume_motion_trail(current_time) else: self.pause_motion_trail(current_time)