# AnimInterface¶

from panda3d.core import AnimInterface

class AnimInterface

This is the fundamental interface for things that have a play/loop/stop type interface for frame-based animation, such as animated characters. This is the base class for AnimControl and other, similar classes.

Inheritance diagram

property fracfloat

Returns the fractional part of the current frame. Normally, this is in the range 0.0 <= f < 1.0, but in the one special case of an animation playing to its end frame and stopping, it might exactly equal 1.0.

It will always be true that getFullFrame() + getFrac() == getFullFframe().

property frameint

Returns the current integer frame number. This number will be in the range 0 <= f < getNumFrames().

property frame_ratefloat

Returns the native frame rate of the animation. This is the number of frames per second that will elapse when the play_rate is set to 1.0. It is a fixed property of the animation and may not be adjusted by the user.

property full_fframefloat

Returns the current floating-point frame number.

Unlike the value returned by getFrame(), this frame number may extend beyond the range of getNumFrames() if the frame range passed to play(), loop(), etc. did.

Unlike the value returned by getFullFrame(), this return value may equal (to_frame + 1.0), when the animation has played to its natural end. However, in this case the return value of getFullFrame() will be to_frame, not (to_frame + 1).

property full_frameint

Returns the current integer frame number.

Unlike the value returned by getFrame(), this frame number may extend beyond the range of getNumFrames() if the frame range passed to play(), loop(), etc. did.

Unlike the value returned by getFullFframe(), this return value will never exceed the value passed to to_frame in the play() method.

static getClassType()TypeHandle
getFrac()float

Returns the fractional part of the current frame. Normally, this is in the range 0.0 <= f < 1.0, but in the one special case of an animation playing to its end frame and stopping, it might exactly equal 1.0.

It will always be true that getFullFrame() + getFrac() == getFullFframe().

getFrame()int

Returns the current integer frame number. This number will be in the range 0 <= f < getNumFrames().

getFrameRate()float

Returns the native frame rate of the animation. This is the number of frames per second that will elapse when the play_rate is set to 1.0. It is a fixed property of the animation and may not be adjusted by the user.

getFullFframe()float

Returns the current floating-point frame number.

Unlike the value returned by getFrame(), this frame number may extend beyond the range of getNumFrames() if the frame range passed to play(), loop(), etc. did.

Unlike the value returned by getFullFrame(), this return value may equal (to_frame + 1.0), when the animation has played to its natural end. However, in this case the return value of getFullFrame() will be to_frame, not (to_frame + 1).

getFullFrame()int

Returns the current integer frame number.

Unlike the value returned by getFrame(), this frame number may extend beyond the range of getNumFrames() if the frame range passed to play(), loop(), etc. did.

Unlike the value returned by getFullFframe(), this return value will never exceed the value passed to to_frame in the play() method.

getNextFrame()int

Returns the current integer frame number + 1, constrained to the range 0 <= f < getNumFrames().

If the play mode is PM_play, this will clamp to the same value as getFrame() at the end of the animation. If the play mode is any other value, this will wrap around to frame 0 at the end of the animation.

getNumFrames()int

Returns the number of frames in the animation. This is a property of the animation and may not be directly adjusted by the user (although it may change without warning with certain kinds of animations, since this is a virtual method that may be overridden).

getPlayRate()float

Returns the rate at which the animation plays. See setPlayRate().

isPlaying()bool

Returns true if the animation is currently playing, false if it is stopped (e.g. because stop() or pose() was called, or because it reached the end of the animation after play() was called).

loop(restart: bool)None

Starts the entire animation looping. If restart is true, the animation is restarted from the beginning; otherwise, it continues from the current frame.

loop(restart: bool, from: float, to: float)None

Loops the animation from the frame “from” to and including the frame “to”, indefinitely. If restart is true, the animation is restarted from the beginning; otherwise, it continues from the current frame.

property next_frameint

Returns the current integer frame number + 1, constrained to the range 0 <= f < getNumFrames().

If the play mode is PM_play, this will clamp to the same value as getFrame() at the end of the animation. If the play mode is any other value, this will wrap around to frame 0 at the end of the animation.

property num_framesint

Returns the number of frames in the animation. This is a property of the animation and may not be directly adjusted by the user (although it may change without warning with certain kinds of animations, since this is a virtual method that may be overridden).

output(out: ostream)None
pingpong(restart: bool)None

Starts the entire animation bouncing back and forth between its first frame and last frame. If restart is true, the animation is restarted from the beginning; otherwise, it continues from the current frame.

pingpong(restart: bool, from: float, to: float)None

Loops the animation from the frame “from” to and including the frame “to”, and then back in the opposite direction, indefinitely.

play()None

Runs the entire animation from beginning to end and stops.

play(from: float, to: float)None

Runs the animation from the frame “from” to and including the frame “to”, at which point the animation is stopped. Both “from” and “to” frame numbers may be outside the range (0, getNumFrames()) and the animation will follow the range correctly, reporting numbers modulo getNumFrames(). For instance, play(0, getNumFrames() * 2) will play the animation twice and then stop.

property play_ratefloat
Getter

Returns the rate at which the animation plays. See setPlayRate().

Setter

Changes the rate at which the animation plays. 1.0 is the normal speed, 2.0 is twice normal speed, and 0.5 is half normal speed. 0.0 is legal to pause the animation, and a negative value will play the animation backwards.

property playingbool

Returns true if the animation is currently playing, false if it is stopped (e.g. because stop() or pose() was called, or because it reached the end of the animation after play() was called).

pose(frame: float)None

Sets the animation to the indicated frame and holds it there.

setPlayRate(play_rate: float)None

Changes the rate at which the animation plays. 1.0 is the normal speed, 2.0 is twice normal speed, and 0.5 is half normal speed. 0.0 is legal to pause the animation, and a negative value will play the animation backwards.

stop()None

Stops a currently playing or looping animation right where it is. The animation remains posed at the current frame.