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added a pseudo-generic bounce effect
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direct/src/showutil/Effects.py
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140
direct/src/showutil/Effects.py
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""" Showutil Effects module: contains code for useful showcode effects. """
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from DirectObject import *
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from PandaModules import *
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from IntervalGlobal import *
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# bounce types
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SX_BOUNCE = 0
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SY_BOUNCE = 1
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SZ_BOUNCE = 2
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TX_BOUNCE = 3
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TY_BOUNCE = 4
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TZ_BOUNCE = 5
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H_BOUNCE = 6
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P_BOUNCE = 7
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R_BOUNCE = 8
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# convenience funcs
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#
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def createScaleXBounce(nodeObj, numBounces, startValues, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValues, totalTime,
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amplitude, SX_BOUNCE)
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def createScaleYBounce(nodeObj, numBounces, startValues, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValues, totalTime,
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amplitude, SY_BOUNCE)
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def createScaleZBounce(nodeObj, numBounces, startValue, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValue, totalTime,
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amplitude, SZ_BOUNCE)
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def createXBounce(nodeObj, numBounces, startValues, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValues, totalTime,
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amplitude, TX_BOUNCE)
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def createYBounce(nodeObj, numBounces, startValues, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValues, totalTime,
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amplitude, TY_BOUNCE)
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def createZBounce(nodeObj, numBounces, startValues, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValues, totalTime,
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amplitude, TZ_BOUNCE)
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def createHBounce(nodeObj, numBounces, startValues, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValues, totalTime,
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amplitude, H_BOUNCE)
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def createPBounce(nodeObj, numBounces, startValues, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValues, totalTime,
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amplitude, P_BOUNCE)
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def createRBounce(nodeObj, numBounces, startValues, totalTime, amplitude):
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return createBounce(nodeObj, numBounces, startValues, totalTime,
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amplitude, R_BOUNCE)
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# createBounce: create and return a list of intervals to make a
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# given nodePath bounce a given number of times over a give total time.
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#
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def createBounce(nodeObj, numBounces, startValues, totalTime, amplitude,
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bounceType=SZ_BOUNCE):
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"""
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////////////////////////////////////////////////////////////////////
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// Function: createBounce
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// Parameters:
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// Changes:
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////////////////////////////////////////////////////////////////////
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"""
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if not nodeObj or numBounces < 1 or totalTime == 0:
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self.notify.warning(
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"createBounceIvals called with invalid parameter")
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return
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result = []
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# calculate how long, in seconds, each bounce should last
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bounceTime = totalTime/float(numBounces)
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currTime = bounceTime
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currAmplitude = amplitude
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# determine the how much of a change in value the first bounce
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# will produce based on the given start value and amplitude
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#
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if ((bounceType == SX_BOUNCE) or (bounceType == TX_BOUNCE) or
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(bounceType == H_BOUNCE)):
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index = 0
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elif ((bounceType == SY_BOUNCE) or (bounceType == TY_BOUNCE) or
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(bounceType == P_BOUNCE)):
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index = 1
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elif ((bounceType == SZ_BOUNCE) or (bounceType == TZ_BOUNCE) or
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(bounceType == R_BOUNCE)):
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index = 2
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currBounceVal = startValues[index]
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# create a lerp interval for each bounce, making sure to
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# figure out the new value, which progressively gets closer
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# to our start value
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#
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for bounceNum in range(numBounces):
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# determine the direction that this value should go,
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# alternating for each lerp interval to simulate
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# a spring effect
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#
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if bounceNum % 2:
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# bounce down
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currBounceVal = startValues[index]
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blend = 'easeIn'
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else:
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# bounce up
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currBounceVal = startValues[index] + currAmplitude
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blend = 'easeOut'
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newVec3 = Vec3(startValues)
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newVec3.setCell(index, currBounceVal)
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# create the right type of lerp
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if ((bounceType == SX_BOUNCE) or (bounceType == SY_BOUNCE) or
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(bounceType == SZ_BOUNCE)):
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result.append(LerpScaleInterval(
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nodeObj, currTime, newVec3, blendType=blend))
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elif ((bounceType == TX_BOUNCE) or (bounceType == TY_BOUNCE) or
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(bounceType == TZ_BOUNCE)):
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result.append(LerpPosInterval(
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nodeObj, currTime, newVec3, blendType=blend))
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elif ((bounceType == H_BOUNCE) or (bounceType == P_BOUNCE) or
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(bounceType == R_BOUNCE)):
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result.append(LerpHprInterval(
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nodeObj, currTime, newVec3, blendType=blend))
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# the value diff from the base gets smaller for each
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# consecutive bounce, and make sure to update for
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# possibly a new amount of time the next bounce will
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# take
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#
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currAmplitude *= 0.5
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currTime = bounceTime
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return result
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