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motiontrail: Clean up and document MotionTrail class
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154223d075
@ -1,14 +1,16 @@
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from panda3d.core import *
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from panda3d.direct import *
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from direct.task import Task
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from direct.task.TaskManagerGlobal import taskMgr
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from direct.showbase.DirectObject import DirectObject
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from direct.directnotify.DirectNotifyGlobal import directNotify
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_want_python_motion_trails = ConfigVariableBool('want-python-motion-trails', False)
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def remove_task():
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if (MotionTrail.task_added):
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if MotionTrail.task_added:
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total_motion_trails = len(MotionTrail.motion_trail_list)
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if total_motion_trails > 0:
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@ -21,7 +23,7 @@ def remove_task ( ):
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print("MotionTrail task removed")
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MotionTrail.task_added = False
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return
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class MotionTrailVertex:
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def __init__(self, vertex_id, vertex_function, context):
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@ -35,12 +37,38 @@ class MotionTrailVertex:
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self.end_color = Vec4(0.0, 0.0, 0.0, 1.0)
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self.v = 0.0
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class MotionTrailFrame:
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def __init__(self, current_time, transform):
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self.time = current_time
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self.transform = transform
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class MotionTrail(NodePath, DirectObject):
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"""Generates smooth geometry-based motion trails behind a moving object.
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To use this class, first define the shape of the cross-section of the trail
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by repeatedly calling `add_vertex()` and `set_vertex_color()`.
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When this is done, `update_vertices()` must be called.
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To generate the motion trail, either call `register_motion_trail()`
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to have Panda update it automatically, or periodically call the method
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`update_motion_trail()` with the current time and the new transform.
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The duration of the sample history is specified by `time_window`. A larger
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time window creates longer motion trails (given constant speed). Samples
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that are no longer within the time window are automatically discarded.
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The `use_nurbs` option can be used to create smooth interpolated curves
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from the samples. This option is useful for animations that lack sampling
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to begin with, animations that move very quickly, or low frame rates, or if
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`sampling_time` is used to artificially slow down the update frequency.
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By default, the optimized C++ implementation (provided by `.CMotionTrail`)
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is used to generate the motion trails. If for some reason you want to use
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the pure-Python implementation instead, set `want-python-motion-trails` to
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true in Config.prc.
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"""
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notify = directNotify.newCategory("MotionTrail")
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@ -51,12 +79,13 @@ class MotionTrail(NodePath, DirectObject):
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global_enable = True
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@classmethod
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def setGlobalEnable (self, enable):
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MotionTrail.global_enable = enable
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def setGlobalEnable(cls, enable):
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cls.global_enable = enable
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def __init__(self, name, parent_node_path):
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DirectObject.__init__(self)
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"""Creates the motion trail with the given name and parents it to the
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given root node.
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"""
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NodePath.__init__(self, name)
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# required initialization
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@ -82,13 +111,22 @@ class MotionTrail(NodePath, DirectObject):
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self.previous_matrix = None
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self.calculate_relative_matrix = False
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self.playing = False;
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self.playing = False
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# default options
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self.continuous_motion_trail = True
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self.color_scale = 1.0
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## How long the time window is for which the trail is computed. Can be
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## increased to obtain a longer trail, decreased for a shorter trail.
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self.time_window = 1.0
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## How often the trail updates, in seconds. The default is 0.0, which
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## has the trail updated every frame for the smoothest result. Higher
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## values will generate a choppier trail. The `use_nurbs` option can
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## compensate partially for this choppiness, however.
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self.sampling_time = 0.0
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self.square_t = True
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# self.task_transform = False
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@ -96,6 +134,10 @@ class MotionTrail(NodePath, DirectObject):
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# node path states
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self.reparentTo(parent_node_path)
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## A `.GeomNode` object containing the generated geometry. By default
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## parented to the MotionTrail itself, but can be reparented elsewhere
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## if necessary.
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self.geom_node = GeomNode("motion_trail")
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self.geom_node_path = self.attachNewNode(self.geom_node)
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node_path = self.geom_node_path
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@ -113,9 +155,9 @@ class MotionTrail(NodePath, DirectObject):
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node_path.setLightOff()
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# disable writes to destination alpha, write out rgb colors only
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node_path.setAttrib (ColorWriteAttrib.make (ColorWriteAttrib.CRed | ColorWriteAttrib.CGreen | ColorWriteAttrib.CBlue));
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node_path.setAttrib(ColorWriteAttrib.make(ColorWriteAttrib.CRed | ColorWriteAttrib.CGreen | ColorWriteAttrib.CBlue))
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if (MotionTrail.task_added == False):
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if not MotionTrail.task_added:
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#taskMgr.add(self.motion_trail_task, "motion_trail_task", priority = 50)
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taskMgr.add(self.motion_trail_task, MotionTrail.motion_trail_task_name)
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@ -123,9 +165,10 @@ class MotionTrail(NodePath, DirectObject):
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MotionTrail.task_added = True
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self.relative_to_render = False
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## Set this to True to use a NURBS curve to generate a smooth trail,
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## even if the underlying animation or movement is janky.
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self.use_nurbs = False
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self.resolution_distance = 0.5
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@ -133,19 +176,18 @@ class MotionTrail(NodePath, DirectObject):
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self.cmotion_trail.setGeomNode(self.geom_node)
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self.modified_vertices = True
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if base.config.GetBool('want-python-motion-trails', 0):
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if _want_python_motion_trails:
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self.use_python_version = True
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else:
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self.use_python_version = False
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return
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def delete(self):
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"""Completely cleans up the motion trail object.
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"""
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self.reset_motion_trail()
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self.reset_motion_trail_geometry()
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self.cmotion_trail.resetVertexList()
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self.removeNode()
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return
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def print_matrix(self, matrix):
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separator = ' '
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@ -160,37 +202,37 @@ class MotionTrail(NodePath, DirectObject):
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total_motion_trails = len(MotionTrail.motion_trail_list)
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index = 0
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while (index < total_motion_trails):
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while index < total_motion_trails:
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motion_trail = MotionTrail.motion_trail_list [index]
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if (MotionTrail.global_enable):
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if (motion_trail.use_python_version):
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if MotionTrail.global_enable:
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if motion_trail.use_python_version:
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# Python version
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if (motion_trail.active and motion_trail.check_for_update (current_time)):
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if motion_trail.active and motion_trail.check_for_update(current_time):
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transform = None
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if (motion_trail.root_node_path != None) and (motion_trail.root_node_path != render):
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if motion_trail.root_node_path is not None and motion_trail.root_node_path != render:
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motion_trail.root_node_path.update()
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if (motion_trail.root_node_path and (motion_trail.relative_to_render == False)):
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if motion_trail.root_node_path and not motion_trail.relative_to_render:
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transform = motion_trail.getMat(motion_trail.root_node_path)
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else:
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transform = Mat4(motion_trail.getNetTransform().getMat())
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if (transform != None):
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if transform is not None:
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motion_trail.update_motion_trail(current_time, transform)
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else:
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# C++ version
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if (motion_trail.active and motion_trail.cmotion_trail.checkForUpdate (current_time)):
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if motion_trail.active and motion_trail.cmotion_trail.checkForUpdate(current_time):
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transform = None
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if (motion_trail.root_node_path != None) and (motion_trail.root_node_path != render):
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if motion_trail.root_node_path is not None and motion_trail.root_node_path != render:
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motion_trail.root_node_path.update()
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if (motion_trail.root_node_path and (motion_trail.relative_to_render == False)):
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if motion_trail.root_node_path and not motion_trail.relative_to_render:
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transform = motion_trail.getMat(motion_trail.root_node_path)
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else:
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transform = Mat4(motion_trail.getNetTransform().getMat())
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if (transform != None):
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if transform is not None:
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motion_trail.transferVertices()
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motion_trail.cmotion_trail.updateMotionTrail(current_time, transform)
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@ -203,7 +245,17 @@ class MotionTrail(NodePath, DirectObject):
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return Task.cont
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def add_vertex(self, vertex_id, vertex_function, context):
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"""This must be called repeatedly to define the polygon that forms the
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cross-section of the generated motion trail geometry. The first
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argument is a user-defined vertex identifier, the second is a function
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that will be called with three parameters that should return the
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position of the vertex as a `.Vec4` object, and the third is an
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arbitrary context object that is passed as last argument to the
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provided function.
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After calling this, you must call `update_vertices()` before the
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changes will fully take effect.
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"""
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motion_trail_vertex = MotionTrailVertex(vertex_id, vertex_function, context)
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total_vertices = len(self.vertex_list)
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@ -216,18 +268,26 @@ class MotionTrail(NodePath, DirectObject):
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return motion_trail_vertex
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def set_vertex_color(self, vertex_id, start_color, end_color):
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if (vertex_id >= 0 and vertex_id < self.total_vertices):
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"""Sets the start and end color of the vertex with the given index,
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which must have been previously added by `add_vertex()`. The motion
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trail will contain a smooth gradient between these colors. By default,
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the motion trail fades from white to black (which, with the default
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additive blending mode, makes it show up as a purely white motion trail
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that fades out towards the end).
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"""
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if vertex_id >= 0 and vertex_id < self.total_vertices:
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motion_trail_vertex = self.vertex_list[vertex_id]
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motion_trail_vertex.start_color = start_color
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motion_trail_vertex.end_color = end_color
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self.modified_vertices = True
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return
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def set_texture(self, texture):
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"""Defines the texture that should be applied to the trail geometry.
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This also enables generation of UV coordinates.
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"""
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self.texture = texture
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if (texture):
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if texture:
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self.geom_node_path.setTexture(texture)
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# texture.setWrapU(Texture.WMClamp)
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# texture.setWrapV(Texture.WMClamp)
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@ -235,16 +295,18 @@ class MotionTrail(NodePath, DirectObject):
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self.geom_node_path.clearTexture()
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self.modified_vertices = True
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return
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def update_vertices(self):
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"""This must be called after the list of vertices defining the
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cross-section shape of the motion trail has been defined by
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`add_vertex()` and `set_vertex_color()`.
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"""
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total_vertices = len(self.vertex_list)
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self.total_vertices = total_vertices
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if (total_vertices >= 2):
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if total_vertices >= 2:
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vertex_index = 0
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while (vertex_index < total_vertices):
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while vertex_index < total_vertices:
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motion_trail_vertex = self.vertex_list[vertex_index]
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motion_trail_vertex.vertex = motion_trail_vertex.vertex_function(motion_trail_vertex, motion_trail_vertex.vertex_id, motion_trail_vertex.context)
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vertex_index += 1
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@ -255,7 +317,7 @@ class MotionTrail(NodePath, DirectObject):
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float_vertex_index = 0.0
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float_total_vertices = 0.0
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float_total_vertices = total_vertices - 1.0
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while (vertex_index < total_vertices):
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while vertex_index < total_vertices:
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motion_trail_vertex = self.vertex_list[vertex_index]
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motion_trail_vertex.v = float_vertex_index / float_total_vertices
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vertex_index += 1
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@ -264,41 +326,41 @@ class MotionTrail(NodePath, DirectObject):
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# print "motion_trail_vertex.v", motion_trail_vertex.v
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self.modified_vertices = True
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return
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def transferVertices(self):
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# transfer only on modification
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if (self.modified_vertices):
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self.cmotion_trail.setParameters (self.sampling_time, self.time_window, self.texture != None, self.calculate_relative_matrix, self.use_nurbs, self.resolution_distance)
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if self.modified_vertices:
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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)
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self.cmotion_trail.resetVertexList()
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vertex_index = 0
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total_vertices = len(self.vertex_list)
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while (vertex_index < total_vertices):
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while vertex_index < total_vertices:
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motion_trail_vertex = self.vertex_list[vertex_index]
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self.cmotion_trail.addVertex(motion_trail_vertex.vertex, motion_trail_vertex.start_color, motion_trail_vertex.end_color, motion_trail_vertex.v)
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vertex_index += 1
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self.modified_vertices = False
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return
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def register_motion_trail(self):
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"""Adds this motion trail to the list of trails that are updated
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automatically every frame. Be careful not to call this twice.
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"""
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MotionTrail.motion_trail_list = MotionTrail.motion_trail_list + [self]
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return
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def unregister_motion_trail(self):
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if (self in MotionTrail.motion_trail_list):
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"""Removes this motion trail from the list of trails that are updated
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automatically every frame. If it is not on that list, does nothing.
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"""
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if self in MotionTrail.motion_trail_list:
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MotionTrail.motion_trail_list.remove(self)
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return
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def begin_geometry(self):
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self.vertex_index = 0
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self.vertex_index = 0;
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if (self.texture != None):
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if self.texture is not None:
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self.format = GeomVertexFormat.getV3c4t2()
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else:
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self.format = GeomVertexFormat.getV3c4()
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@ -307,7 +369,7 @@ class MotionTrail(NodePath, DirectObject):
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self.vertex_writer = GeomVertexWriter(self.vertex_data, "vertex")
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self.color_writer = GeomVertexWriter(self.vertex_data, "color")
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if (self.texture != None):
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if self.texture is not None:
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self.texture_writer = GeomVertexWriter(self.vertex_data, "texcoord")
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self.triangles = GeomTriangles(Geom.UHStatic)
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@ -324,13 +386,13 @@ class MotionTrail(NodePath, DirectObject):
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self.color_writer.addData4f(c2)
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self.color_writer.addData4f(c3)
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if (self.texture != None):
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if self.texture is not None:
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self.texture_writer.addData2f(t0)
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self.texture_writer.addData2f(t1)
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self.texture_writer.addData2f(t2)
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self.texture_writer.addData2f(t3)
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vertex_index = self.vertex_index;
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vertex_index = self.vertex_index
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self.triangles.addVertex(vertex_index + 0)
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self.triangles.addVertex(vertex_index + 1)
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@ -352,12 +414,15 @@ class MotionTrail(NodePath, DirectObject):
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self.geom_node.addGeom(self.geometry)
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def check_for_update(self, current_time):
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"""Returns true if the motion trail is overdue for an update based on
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the configured `sampling_time` (by default 0.0 to update continuously),
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and is not currently paused.
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"""
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state = False
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if ((current_time - self.last_update_time) >= self.sampling_time):
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if (current_time - self.last_update_time) >= self.sampling_time:
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state = True
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if (self.pause):
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if self.pause:
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state = False
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update = state and self.enable
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@ -365,24 +430,26 @@ class MotionTrail(NodePath, DirectObject):
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return state
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def update_motion_trail(self, current_time, transform):
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if (len (self.frame_list) >= 1):
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if (transform == self.frame_list [0].transform):
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"""If the trail is overdue for an update based on the given time in
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seconds, updates it, extracting the new object position from the given
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transform matrix.
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"""
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if len(self.frame_list) >= 1:
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if transform == self.frame_list[0].transform:
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# ignore duplicate transform updates
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return
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if (self.check_for_update (current_time)):
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if self.check_for_update(current_time):
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color_scale = self.color_scale
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color_scale = self.color_scale;
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if (self.fade):
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if self.fade:
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elapsed_time = current_time - self.fade_start_time
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if (elapsed_time < 0.0):
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if elapsed_time < 0.0:
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print("elapsed_time < 0: %f" % (elapsed_time))
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elapsed_time = 0.0
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if (elapsed_time < self.fade_time):
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if elapsed_time < self.fade_time:
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color_scale = (1.0 - (elapsed_time / self.fade_time)) * color_scale
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else:
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color_scale = 0.0
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@ -397,13 +464,13 @@ class MotionTrail(NodePath, DirectObject):
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last_frame_index = len(self.frame_list) - 1
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while (index <= last_frame_index):
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while index <= last_frame_index:
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motion_trail_frame = self.frame_list[last_frame_index - index]
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if (motion_trail_frame.time >= minimum_time):
|
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if motion_trail_frame.time >= minimum_time:
|
||||
break
|
||||
index += 1
|
||||
|
||||
if (index > 0):
|
||||
if index > 0:
|
||||
self.frame_list[last_frame_index - index: last_frame_index + 1] = []
|
||||
|
||||
# add new frame to beginning of list
|
||||
@ -413,29 +480,26 @@ class MotionTrail(NodePath, DirectObject):
|
||||
# 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)):
|
||||
#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):
|
||||
if self.calculate_relative_matrix:
|
||||
inverse_matrix = Mat4(transform)
|
||||
inverse_matrix.invertInPlace()
|
||||
|
||||
if (self.use_nurbs and (total_frames >= 5)):
|
||||
if self.use_nurbs and total_frames >= 5:
|
||||
|
||||
total_distance = 0.0
|
||||
vector = Vec3()
|
||||
@ -446,7 +510,7 @@ class MotionTrail(NodePath, DirectObject):
|
||||
|
||||
# create a NurbsCurveEvaluator for each vertex(the starting point for the trail)
|
||||
index = 0
|
||||
while (index < self.total_vertices):
|
||||
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]
|
||||
@ -454,13 +518,13 @@ class MotionTrail(NodePath, DirectObject):
|
||||
|
||||
# add vertices to each NurbsCurveEvaluator
|
||||
segment_index = 0
|
||||
while (segment_index < total_segments):
|
||||
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_segement_index = 0
|
||||
vertex_segment_index = 0
|
||||
|
||||
if (self.calculate_relative_matrix):
|
||||
if self.calculate_relative_matrix:
|
||||
start_transform = Mat4()
|
||||
end_transform = Mat4()
|
||||
|
||||
@ -476,36 +540,36 @@ class MotionTrail(NodePath, DirectObject):
|
||||
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_segement_index]
|
||||
nurbs_curve_evaluator = nurbs_curve_evaluator_list [vertex_segment_index]
|
||||
|
||||
nurbs_curve_evaluator.setVertex(segment_index, v0)
|
||||
|
||||
while (vertex_segement_index < total_vertex_segments):
|
||||
while vertex_segment_index < total_vertex_segments:
|
||||
|
||||
motion_trail_vertex_start = self.vertex_list [vertex_segement_index]
|
||||
motion_trail_vertex_end = self.vertex_list [vertex_segement_index + 1]
|
||||
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_segement_index + 1]
|
||||
nurbs_curve_evaluator = nurbs_curve_evaluator_list [vertex_segment_index + 1]
|
||||
|
||||
nurbs_curve_evaluator.setVertex(segment_index, v1)
|
||||
|
||||
if (vertex_segement_index == (total_vertex_segments - 1)):
|
||||
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_segement_index += 1
|
||||
vertex_segment_index += 1
|
||||
|
||||
segment_index += 1
|
||||
|
||||
# evaluate NurbsCurveEvaluator for each vertex
|
||||
index = 0
|
||||
nurbs_curve_result_list = []
|
||||
while (index < self.total_vertices):
|
||||
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]
|
||||
@ -517,8 +581,8 @@ class MotionTrail(NodePath, DirectObject):
|
||||
|
||||
# create quads from NurbsCurveResult
|
||||
total_curve_segments = total_distance / self.resolution_distance
|
||||
if (total_curve_segments < total_segments):
|
||||
total_curve_segments = total_segments;
|
||||
if total_curve_segments < total_segments:
|
||||
total_curve_segments = total_segments
|
||||
|
||||
v0 = Vec3()
|
||||
v1 = Vec3()
|
||||
@ -527,26 +591,24 @@ class MotionTrail(NodePath, DirectObject):
|
||||
|
||||
def one_minus_x(x):
|
||||
x = 1.0 - x
|
||||
if (x < 0.0):
|
||||
if x < 0.0:
|
||||
x = 0.0
|
||||
return x
|
||||
|
||||
curve_segment_index = 0.0
|
||||
while (curve_segment_index < total_curve_segments):
|
||||
while curve_segment_index < total_curve_segments:
|
||||
|
||||
vertex_segement_index = 0
|
||||
vertex_segment_index = 0
|
||||
|
||||
if (True):
|
||||
st = curve_segment_index / total_curve_segments
|
||||
et = (curve_segment_index + 1.0) / total_curve_segments
|
||||
else:
|
||||
st = curve_segment_index / total_segments
|
||||
et = (curve_segment_index + 1.0) / total_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):
|
||||
if self.square_t:
|
||||
start_t *= start_t
|
||||
end_t *= end_t
|
||||
|
||||
@ -561,13 +623,13 @@ class MotionTrail(NodePath, DirectObject):
|
||||
t0 = Vec2(one_minus_x(st), motion_trail_vertex_start.v)
|
||||
t2 = Vec2(one_minus_x(et), motion_trail_vertex_start.v)
|
||||
|
||||
while (vertex_segement_index < total_vertex_segments):
|
||||
while vertex_segment_index < total_vertex_segments:
|
||||
|
||||
motion_trail_vertex_start = self.vertex_list [vertex_segement_index]
|
||||
motion_trail_vertex_end = self.vertex_list [vertex_segement_index + 1]
|
||||
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_segement_index]
|
||||
end_nurbs_curve_result = nurbs_curve_result_list [vertex_segement_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()
|
||||
@ -577,11 +639,11 @@ class MotionTrail(NodePath, DirectObject):
|
||||
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 * 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);
|
||||
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)
|
||||
@ -602,15 +664,13 @@ class MotionTrail(NodePath, DirectObject):
|
||||
t0 = t1
|
||||
t2 = t3
|
||||
|
||||
vertex_segement_index += 1
|
||||
vertex_segment_index += 1
|
||||
|
||||
curve_segment_index += 1.0
|
||||
|
||||
|
||||
else:
|
||||
|
||||
segment_index = 0
|
||||
while (segment_index < total_segments):
|
||||
while segment_index < total_segments:
|
||||
motion_trail_frame_start = self.frame_list[segment_index]
|
||||
motion_trail_frame_end = self.frame_list[segment_index + 1]
|
||||
|
||||
@ -620,14 +680,14 @@ class MotionTrail(NodePath, DirectObject):
|
||||
st = start_t
|
||||
et = end_t
|
||||
|
||||
if (self.square_t):
|
||||
if self.square_t:
|
||||
start_t *= start_t
|
||||
end_t *= end_t
|
||||
|
||||
vertex_segement_index = 0
|
||||
vertex_segment_index = 0
|
||||
total_vertex_segments = self.total_vertices - 1
|
||||
|
||||
if (self.calculate_relative_matrix):
|
||||
if self.calculate_relative_matrix:
|
||||
start_transform = Mat4()
|
||||
end_transform = Mat4()
|
||||
start_transform.multiply(motion_trail_frame_start.transform, inverse_matrix)
|
||||
@ -650,10 +710,10 @@ class MotionTrail(NodePath, DirectObject):
|
||||
t0 = Vec2(st, motion_trail_vertex_start.v)
|
||||
t2 = Vec2(et, motion_trail_vertex_start.v)
|
||||
|
||||
while (vertex_segement_index < total_vertex_segments):
|
||||
while vertex_segment_index < total_vertex_segments:
|
||||
|
||||
motion_trail_vertex_start = self.vertex_list [vertex_segement_index]
|
||||
motion_trail_vertex_end = self.vertex_list [vertex_segement_index + 1]
|
||||
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)
|
||||
@ -680,87 +740,88 @@ class MotionTrail(NodePath, DirectObject):
|
||||
t0 = t1
|
||||
t2 = t3
|
||||
|
||||
vertex_segement_index += 1
|
||||
vertex_segment_index += 1
|
||||
|
||||
segment_index += 1
|
||||
|
||||
self.end_geometry()
|
||||
|
||||
return
|
||||
|
||||
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
|
||||
return
|
||||
|
||||
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 ( );
|
||||
return
|
||||
self.cmotion_trail.reset()
|
||||
|
||||
def reset_motion_trail_geometry(self):
|
||||
if (self.geom_node != None):
|
||||
"""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()
|
||||
return
|
||||
|
||||
def attach_motion_trail(self):
|
||||
"""Alias of `reset_motion_trail()`.
|
||||
"""
|
||||
self.reset_motion_trail()
|
||||
return
|
||||
|
||||
def begin_motion_trail(self):
|
||||
if (self.continuous_motion_trail == False):
|
||||
if not self.continuous_motion_trail:
|
||||
self.reset_motion_trail()
|
||||
self.active = True;
|
||||
self.playing = True;
|
||||
return
|
||||
self.active = True
|
||||
self.playing = True
|
||||
|
||||
def end_motion_trail(self):
|
||||
if (self.continuous_motion_trail == False):
|
||||
if not self.continuous_motion_trail:
|
||||
self.active = False
|
||||
self.reset_motion_trail()
|
||||
self.reset_motion_trail_geometry()
|
||||
self.playing = False;
|
||||
return
|
||||
self.playing = False
|
||||
|
||||
# the following functions are not currently supported in the C++ version
|
||||
|
||||
def set_fade(self, time, current_time):
|
||||
if (self.pause == False):
|
||||
if not self.pause:
|
||||
self.fade_color_scale = 1.0
|
||||
|
||||
if (time == 0.0):
|
||||
if time == 0.0:
|
||||
self.fade = False
|
||||
else:
|
||||
self.fade_start_time = current_time
|
||||
self.fade_time = time
|
||||
self.fade = True
|
||||
return
|
||||
|
||||
def pause_motion_trail(self, current_time):
|
||||
if (self.pause == False):
|
||||
if not self.pause:
|
||||
self.pause_time = current_time
|
||||
self.pause = True
|
||||
return
|
||||
|
||||
def resume_motion_trail(self, current_time):
|
||||
if (self.pause):
|
||||
if self.pause:
|
||||
delta_time = current_time - self.pause_time
|
||||
|
||||
frame_index = 0
|
||||
total_frames = len(self.frame_list)
|
||||
while (frame_index < total_frames):
|
||||
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):
|
||||
if self.fade:
|
||||
self.fade_start_time += delta_time
|
||||
|
||||
self.pause = False
|
||||
return
|
||||
|
||||
def toggle_pause_motion_trail(self, current_time):
|
||||
if (self.pause):
|
||||
if self.pause:
|
||||
self.resume_motion_trail(current_time)
|
||||
else:
|
||||
self.pause_motion_trail(current_time)
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user