API Reference: AnimControl

AnimControl

    from pandac.PandaModules import AnimControl
    Class : AnimControl
    Description : Controls the timing of a character animation. An AnimControl object is created for each character/bundle binding and manages the state of the animation: whether started, stopped, or looping, and the current frame number and play rate.

Inheritance:

Methods of AnimControl:

Methods of TypedReferenceCount:

Methods of TypedObject:

Methods of ReferenceCount:

Methods of AnimInterface:

Methods of Namable:

getAnim
AnimBundle *AnimControl::get_anim(void) const;

Description: Returns the AnimBundle bound in with this AnimControl.

getAnimModel
PandaNode *AnimControl::get_anim_model(void) const;

Description: Retrieves the pointer set via set_anim_model(). See set_anim_model().

getBoundJoints
BitArray const &AnimControl::get_bound_joints(void) const;

Description: Returns the subset of joints controlled by this AnimControl. Most of the time, this will be BitArray::all_on(), for a normal full-body animation. For a subset animation, however, this will be just a subset of those bits, corresponding to the set of joints and sliders actually bound (as enumerated by bind_hierarchy() in depth-first LIFO order).

getChannelIndex
int AnimControl::get_channel_index(void) const;

Description: Returns the particular channel index associated with this AnimControl. This channel index is the slot on which each AnimGroup is bound to its associated PartGroup, for each joint in the animation.
It will be true that get_part()->find_child("n")->get_bound(get_channel_index()) == get_anim()->find_child("n"), for each joint "n".

getClassType
static TypeHandle AnimControl::get_class_type(void);

Undocumented function.

getPart
PartBundle *AnimControl::get_part(void) const;

Description: Returns the PartBundle bound in with this AnimControl.

getPendingDoneEvent
string AnimControl::get_pending_done_event(void) const;

Description: Returns the event name that will be thrown when the AnimControl is finished binding asynchronously.

hasAnim
bool AnimControl::has_anim(void) const;

Description: Returns true if the AnimControl was successfully loaded, or false if there was a problem. This may return false while is_pending() is true.

isPending
bool AnimControl::is_pending(void) const;

Description: Returns true if the AnimControl is being bound asynchronously, and has not yet finished. If this is true, the AnimControl's interface is still available and will be perfectly useful (though get_anim() might return NULL), but nothing visible will happen immediately.

output
virtual void AnimControl::output(ostream &out) const;

Description:

setAnimModel
void AnimControl::set_anim_model(PandaNode *model);

Description: Associates the indicated PandaNode with the AnimControl. By convention, this node represents the root node of the model file that corresponds to this AnimControl's animation file, though nothing in this code makes this assumption or indeed does anything with this node.
The purpose of this is simply to allow the AnimControl to keep a reference count on the ModelRoot node that generated it, so that the model will not disappear from the model pool until it is no longer referenced.

setPendingDoneEvent
void AnimControl::set_pending_done_event(string const &done_event);

Description: Specifies an event name that will be thrown when the AnimControl is finished binding asynchronously. If the AnimControl has already finished binding, the event will be thrown immediately.

waitPending
void AnimControl::wait_pending(void);

Description: Blocks the current thread until the AnimControl has finished loading and is fully bound.

getClassType
static TypeHandle TypedReferenceCount::get_class_type(void);

Undocumented function.

getClassType
static TypeHandle TypedObject::get_class_type(void);

Undocumented function.

getType
virtual TypeHandle TypedObject::get_type(void) const = 0;

Derived classes should override this function to return get_class_type().

getTypeIndex
int TypedObject::get_type_index(void) const;

Description: Returns the internal index number associated with this object's TypeHandle, a unique number for each different type. This is equivalent to get_type().get_index().

isExactType
bool TypedObject::is_exact_type(TypeHandle handle) const;

Description: Returns true if the current object is the indicated type exactly.

isOfType
bool TypedObject::is_of_type(TypeHandle handle) const;

Description: Returns true if the current object is or derives from the indicated type.

getClassType
static TypeHandle ReferenceCount::get_class_type(void);

Undocumented function.

getRefCount
int ReferenceCount::get_ref_count(void) const;

Description: Returns the current reference count.

ref
void ReferenceCount::ref(void) const;

Description: Explicitly increments the reference count. User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically.
This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.

testRefCountIntegrity
bool ReferenceCount::test_ref_count_integrity(void) const;

Description: Does some easy checks to make sure that the reference count isn't completely bogus. Returns true if ok, false otherwise.

testRefCountNonzero
bool ReferenceCount::test_ref_count_nonzero(void) const;

Description: Does some easy checks to make sure that the reference count isn't zero, or completely bogus. Returns true if ok, false otherwise.

unref
bool ReferenceCount::unref(void) const;

Description: Explicitly decrements the reference count. Note that the object will not be implicitly deleted by unref() simply because the reference count drops to zero. (Having a member function delete itself is problematic; plus, we don't have a virtual destructor anyway.) However, see the helper function unref_delete().
User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically.
This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.
The return value is true if the new reference count is nonzero, false if it is zero.

getClassType
static TypeHandle AnimInterface::get_class_type(void);

Undocumented function.

getFrac
double AnimInterface::get_frac(void) const;

Description: 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 get_full_frame() + get_frac() == get_full_fframe().

getFrame
int AnimInterface::get_frame(void) const;

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

getFrameRate
double AnimInterface::get_frame_rate(void) const;

Description: 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
double AnimInterface::get_full_fframe(void) const;

Description: Returns the current floating-point frame number.
Unlike the value returned by get_frame(), this frame number may extend beyond the range of get_num_frames() if the frame range passed to play(), loop(), etc. did.
Unlike the value returned by get_full_frame(), 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 get_full_frame() will be to_frame, not (to_frame + 1).

getFullFrame
int AnimInterface::get_full_frame(void) const;

Description: Returns the current integer frame number.
Unlike the value returned by get_frame(), this frame number may extend beyond the range of get_num_frames() if the frame range passed to play(), loop(), etc. did.
Unlike the value returned by get_full_fframe(), this return value will never exceed the value passed to to_frame in the play() method.

getNextFrame
int AnimInterface::get_next_frame(void) const;

Description: Returns the current integer frame number + 1, constrained to the range 0 <= f < get_num_frames().
If the play mode is PM_play, this will clamp to the same value as get_frame() 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
virtual int AnimInterface::get_num_frames(void) const;

Description: 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
double AnimInterface::get_play_rate(void) const;

Description: Returns the rate at which the animation plays. See set_play_rate().

isPlaying
bool AnimInterface::is_playing(void) const;

Description: 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
void AnimInterface::loop(bool restart);

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

output
virtual void AnimInterface::output(ostream &out) const;

Description:

pingpong
void AnimInterface::pingpong(bool restart);

Description: 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.
Description: Loops the animation from the frame "from" to and including the frame "to", and then back in the opposite direction, indefinitely.

play
void AnimInterface::play(void);

Description: Runs the entire animation from beginning to end and stops.
Description: 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, get_num_frames()) and the animation will follow the range correctly, reporting numbers modulo get_num_frames(). For instance, play(0, get_num_frames() * 2) will play the animation twice and then stop.

pose
void AnimInterface::pose(double frame);

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

setPlayRate
void AnimInterface::set_play_rate(double play_rate);

Description: 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
void AnimInterface::stop(void);

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

Namable
Namable::Namable(string const &initial_name = (""));

Description:

clearName
void Namable::clear_name(void);

Description: Resets the Namable's name to empty.

getClassType
static TypeHandle Namable::get_class_type(void);

Undocumented function.

getName
string const &Namable::get_name(void) const;

Description:

hasName
bool Namable::has_name(void) const;

Description: Returns true if the Namable has a nonempty name set, false if the name is empty.

operator =
Namable &Namable::operator =(Namable const &other);

Description:

output
void Namable::output(ostream &out) const;

In the absence of any definition to the contrary, outputting a Namable will write out its name.
Description: Outputs the Namable. This function simply writes the name to the output stream; most Namable derivatives will probably redefine this.

setName
void Namable::set_name(string const &name);

Description: