Mercurial > code > home > repos > light9
view flax/Timeline.py @ 121:2f48cb9219ed
now does a little show, with two fades
author | drewp |
---|---|
date | Fri, 13 Jun 2003 14:01:07 +0000 |
parents | 490843093506 |
children | 2ed9bfd1dd0e |
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from TLUtility import make_attributes_from_args, dict_scale, dict_max, \ DummyClass, last_less_than, first_greater_than from time import time from __future__ import division # "I'm sending you back to future!" """ Quote of the Build (from Ghostbusters II) Dana: Okay, but after dinner, I don't want you putting any of your old cheap moves on me. Peter: Ohhhh no! I've got all NEW cheap moves. Timeline idea ============= time | 0 1 2 3 4 5 6 ---------+----------------------------- frame | F F F blenders | \ b / \- b ----/ Update: this is more or less what happened. However, there are TimelineTracks as well. FunctionFrames go on their own track. LevelFrames must have unique times, FunctionFrames do not. Level propagation ================= Cue1 is a CueNode. CueNodes consist of a timeline with any number of LevelFrame nodes and LinearBlenders connecting all the frames. At time 0, Cue1's timeline has LevelFrame1. At time 5, the timeline has NodeFrame1. NodeFrame1 points to Node1, which has it's own sets of levels. It could be a Cue, for all Cue1 cares. No matter what, we always get down to LevelFrames holding the levels at the bottom, then getting combined by Blenders. /------\ | Cue1 | |---------------\ | Timeline: | | 0 ... 5 | /--------- LF1 NF1 -------\ | | \ / | | | | LinearBlender | | | \---------------/ | | points to /---------------\ a port in Cue1, | blueleft : 20 | which connects to a Node | redwash : 12 | | . | | : | | | \---------------/ PS. blueleft and redwash are other nodes at the bottom of the tree. The include their real channel number for the DimmerNode to process. When Cue1 requests levels, the timeline looks at the current position. If it is directly over a Frame (or Frames), that frame is handled. If it is LevelFrame, those are the levels that it returns. If there is a FunctionFrame, that function is activated. Thus, the order of Frames at a specific time is very significant, since the FunctionFrame could set the time to 5s in the future. If we are not currently over any LevelFrames, we call upon a Blender to determine the value between. Say that we are at 2.3s. We use the LinearBlender with 2.3/5.0s = 0.46% and it determines that the levels are 1 - 0.46% = 0.54% of LF1 and 0.46% of NF1. NF1 asks Node9 for its levels and this process starts all over. Graph theory issues (node related issues, should be moved elsewhere) ==================================================================== 1. We need to determine dependencies for updating (topological order). 2. We need to do cyclicity tests. Guess who wishes they had brought their theory book home? I think we can do both with augmented DFS. An incremental version of both would be very nice, though hopefully unnecessary. """ class InvalidFrameOperation(Exception): """You get these when you try to perform some operation on a frame that doesn't make sense. The interface is advised to tell the user, and indicate that a Blender or FunctionFramea should be disconnected or fixed.""" pass class MissingBlender(Exception): """Raised when a TimedEvent is missing a blender.""" def __init__(self, timedevent): make_attributes_from_args('timedevent') Exception.__init__(self, "%r is missing a blender." % \ self.timedevent) # these are chosen so we can multiply by -1 to reverse the direction, # and multiply direction by the time difference to determine new times. FORWARD = 1 BACKWARD = -1 class Frame: """Frame is an event that happens at a specific time. There are two types of frames: LevelFrames and FunctionFrames. LevelFrames provide levels via their get_levels() function. FunctionFrames alter the timeline (e.g. bouncing, looping, speed changes, etc.). They call __call__'ed instead.""" def __init__(self, name): self.name = name self.timeline = DummyClass(use_warnings=0, raise_exceptions=0) def set_timeline(self, timeline): """Tell the Frame who the controlling Timeline is""" self.timeline = timeline def __mul__(self, percent): """Generate a new Frame by multiplying the 'effect' of this frame by a percent.""" raise InvalidFrameOperation, "Can't use multiply this Frame" def __add__(self, otherframe): """Combines this frame with another frame, generating a new one.""" raise InvalidFrameOperation, "Can't use add on this Frame" class LevelFrame(Frame): """LevelFrames provide levels. They can also be combined with other LevelFrames.""" def __init__(self, name, levels): Frame.__init__(self, name) self.levels = levels def __mul__(self, percent): """Returns a new LevelFrame made by multiplying all levels by a percentage. Percent is a float greater than 0.0""" newlevels = dict_scale(self.get_levels(), percent) return LevelFrame('(%s * %f)' % (self.name, percent), newlevels) def __add__(self, otherframe): """Combines this LevelFrame with another LevelFrame, generating a new one. Values are max() together.""" theselevels, otherlevels = self.get_levels(), otherframe.get_levels() return LevelFrame('(%s + %s)' % (self.name, otherframe.name), dict_max(theselevels, otherlevels)) def get_levels(self): """This function returns the levels held by this frame.""" return self.levels def __repr__(self): return "<%s %r %r>" % (str(self.__class__), self.name, self.levels) class EmptyFrame(LevelFrame): """An empty LevelFrame, for the purposes of extending the timeline.""" def __init__(self, name='Empty Frame'): EmptyFrame.__init__(self, name, {}) class NodeFrame(LevelFrame): """A LevelFrame that gets its levels from another Node. This must be used from a Timeline that is enclosed in TimelineNode. Node is a string describing the node requested.""" def __init__(self, name, node): LevelFrame.__init__(self, name, {}) self.node = node def get_levels(self): """Ask the node that we point to for its levels""" node = self.timeline.get_node(self.node) self.levels = node.get_levels() return self.levels class FunctionFrame(Frame): def __init__(self, name): Frame.__init__(self, name) def __call__(self, timeline, timedevent, node): """Called when the FunctionFrame is activated. It is given a pointer to it's master timeline, the TimedEvent containing it, and Node that the timeline is contained in, if available.""" pass # this is kinda broken class BounceFunction(FunctionFrame): def __call__(self, timeline, timedevent, node): """Reverses the direction of play.""" timeline.reverse_direction() print "boing! new dir:", timeline.direction # this too class LoopFunction(FunctionFrame): def __call__(self, timeline, timedevent, node): timeline.set_time(0) # print 'looped!' class DoubleTimeFunction(FunctionFrame): def __call__(self, timeline, timedevent, node): timeline.set_rate(2 * timeline.rate) print 'doubled!', timeline.rate class HalfTimeFunction(FunctionFrame): def __call__(self, timeline, timedevent, node): timeline.set_rate(0.5 * timeline.rate) print 'halved!', timeline.rate class TimedEvent: """Container for a Frame which includes a time that it occurs at, and which blender occurs after it.""" def __init__(self, time, frame, blender=None): make_attributes_from_args('time', 'frame') self.next_blender = blender def __float__(self): return self.time def __cmp__(self, other): if type(other) in (float, int): return cmp(self.time, other) else: return cmp(self.time, other.time) def __repr__(self): return "<TimedEvent %s at %.2f, next blender=%s>" % \ (self.frame, self.time, self.next_blender) def get_levels(self): """Return the Frame's levels. Hopefully frame is a LevelFrame or descendent.""" return self.frame.get_levels() class Blender: """Blenders are functions that merge the effects of two LevelFrames.""" def __init__(self): pass def __call__(self, startframe, endframe, blendtime): """Return a LevelFrame combining two LevelFrames (startframe and endframe). blendtime is how much of the blend should be performed and will be expressed as a percentage divided by 100, i.e. a float between 0.0 and 1.0. Very important note: Blenders will *not* be asked for values at end points (i.e. blendtime=0.0 and blendtime=1.0). The LevelFrames will be allowed to specify the values at those times. This is unfortunately for implemementation and simplicity purposes. In other words, if we didn't do this, we could have two blenders covering the same point in time and not know which one to ask for the value. Thus, this saves us a lot of messiness with minimal or no sacrifice.""" pass def __str__(self): """As a default, we'll just return the name of the class. Subclasses can add parameters on if they want.""" return str(self.__class__) def linear_blend(self, startframe, endframe, blendtime): """Utility function to help you produce linear combinations of two blends. blendtime is the percent/100 that the blend should completed. In other words, 0.25 means it should be 0.75 * startframe + 0.25 * endframe. This function is included since many blenders are just functions on the percentage and still combine start and end frames in this way.""" return (startframe * (1.0 - blendtime)) + (endframe * blendtime) class InstantEnd(Blender): """Instant change from startframe to endframe at the end. In other words, the value returned will be the startframe all the way until the very end of the blend.""" def __call__(self, startframe, endframe, blendtime): # "What!?" you say, "Why don't you care about blendtime?" # This is because Blenders never be asked for blenders at the endpoints # (after all, they wouldn't be blenders if they were). Please see # 'Very important note' in Blender.__doc__ return startframe class InstantStart(Blender): """Instant change from startframe to endframe at the beginning. In other words, the value returned will be the startframe at the very beginning and then be endframe at all times afterwards.""" def __call__(self, startframe, endframe, blendtime): # "What!?" you say, "Why don't you care about blendtime?" # This is because Blenders never be asked for blenders at the endpoints # (after all, they wouldn't be blenders if they were). Please see # 'Very important note' in Blender.__doc__ return endframe class LinearBlender(Blender): """Linear fade from one frame to another""" def __call__(self, startframe, endframe, blendtime): return self.linear_blend(startframe, endframe, blendtime) # return (startframe * (1.0 - blendtime)) + (endframe * blendtime) class ExponentialBlender(Blender): """Exponential fade fron one frame to another. You get to specify the exponent. If my math is correct, exponent=1 means the same thing as LinearBlender.""" def __init__(self, exponent): self.exponent = exponent def __call__(self, startframe, endframe, blendtime): blendtime = blendtime ** self.exponent return self.linear_blend(startframe, endframe, blendtime) # 17:02:53 drewp: this makes a big difference for the SmoothBlender # (-x*x*(x-1.5)*2) function class SmoothBlender(Blender): """Drew's "Smoove" Blender function. Hopefully he'll document and parametrize it.""" def __call__(self, startframe, endframe, blendtime): blendtime = (-1 * blendtime) * blendtime * (blendtime - 1.5) * 2 return self.linear_blend(startframe, endframe, blendtime) class TimelineTrack: """TimelineTrack is a single track in a Timeline. It consists of a list of TimedEvents and a name. Length is automatically the location of the last TimedEvent. To extend the Timeline past that, add an EmptyTimedEvent.""" def __init__(self, name, *timedevents): self.name = name self.events = list(timedevents) self.events.sort() def __str__(self): return "<TimelineTrack with events: %r>" % self.events def has_events(self): """Whether the TimelineTrack has anything in it. In general, empty level Tracks should be avoided. However, empty function tracks might be common.""" return len(self.events) def length(self): """Returns the length of this track in pseudosecond time units. This is done by finding the position of the last TimedEvent.""" return float(self.events[-1]) def get(self, key, direction=FORWARD): """Returns the event at a specific time key. If there is no event at that time, a search will be performed in direction. Also note that if there are multiple events at one time, only the first will be returned. (Probably first in order of adding.) This is not a problem at the present since this method is intended for LevelFrames, which must exist at unique times.""" if direction == BACKWARD: func = last_less_than else: func = first_greater_than return func(self.events, key) def get_range(self, i, j, direction=FORWARD): """Returns all events between i and j, exclusively. If direction is FORWARD, j will be included. If direction is BACKWARD, i will be included. This is because this is used to find FunctionFrames and we assume that any function frames at the start point (which could be i or j) have been processed.""" return [e for e in self.events if e >= i and e <= j] if direction == FORWARD: return [e for e in self.events if e > i and e <= j] else: return [e for e in self.events if e >= i and e < j] def __getitem__(self, key): """Returns the event at or after a specific time key. For example: timeline[3] will get the first event at time 3. If you want to get all events at time 3, you are in trouble, but you could achieve it with something like: timeline.get_range(2.99, 3.01, FORWARD) This is hopefully a bogus problem, since you can't have multiple LevelFrames at the same time.""" return self.get(key, direction=FORWARD) def get_surrounding_frames(self, time): """Returns frames before and after a specific time. This returns a 2-tuple: (previousframe, nextframe). If you have chosen the exact time of a frame, it will be both previousframe and nextframe.""" return self.get(time, direction=BACKWARD), \ self.get(time, direction=FORWARD) def get_levels_at_time(self, time): """Returns a LevelFrame with the levels of this track at that time.""" before, after = self.get_surrounding_frames(time) if before == after: return before.frame else: # we have a blended value diff = after.time - before.time elapsed = time - before.time percent = elapsed / diff if not before.next_blender: raise MissingBlender, before return before.next_blender(before.frame, after.frame, percent) class Timeline: def __init__(self, tracks, functions, rate=1, direction=FORWARD): """ Most of this is old: You can have multiple FunctionFrames at the same time. Their order is important though, since FunctionFrames will be applied in the order seen in this list. blenders is a list of Blenders. rate is the rate of playback. If set to 1, 1 unit inside the Timeline will be 1 second. direction is the initial direction. If you want to do have looping, place a LoopFunction at the end of the Timeline. Timelines don't have a set length. Their length is bounded by their last frame. You can put an EmptyFrame at some time if you want to extend a Timeline.""" make_attributes_from_args('tracks', 'rate', 'direction') # the function track is a special track self.fn_track = TimelineTrack('functions', *functions) self.current_time = 0 self.last_clock_time = None self.stopped = 1 def length(self): """Length of the timeline in pseudoseconds. This is determined by finding the length of the longest track.""" track_lengths = [track.length() for track in self.tracks] track_lengths.append(self.fn_track.length()) return max(track_lengths) def play(self): """Activates the timeline. Future calls to tick() will advance the timeline in the appropriate direction.""" self.stopped = 0 def stop(self): """The timeline will no longer continue in either direction, no FunctionFrames will be activated.""" self.stopped = 1 self.last_clock_time = None def reset(self): """Resets the timeline to 0. Does not change the stoppedness of the timeline.""" self.current_time = 0 def tick(self): """Updates the current_time and runs any FunctionFrames that the cursor passed over. This call is ignored if the timeline is stopped.""" if self.stopped: return last_time = self.current_time last_clock = self.last_clock_time # first, determine new time clock_time = time() if last_clock is None: last_clock = clock_time diff = clock_time - last_clock new_time = (self.direction * self.rate * diff) + last_time # update the time self.last_clock_time = clock_time self.current_time = new_time # now, find out if we missed any functions if self.fn_track.has_events(): lower_time, higher_time = last_time, new_time if lower_time == higher_time: print "zarg!" if lower_time > higher_time: lower_time, higher_time = higher_time, lower_time events_to_process = self.fn_track.get_range(lower_time, higher_time, self.direction) for event in events_to_process: # they better be FunctionFrames event.frame(self, event, None) # the None should be a Node, # but that part is coming later # now we make sure we're in bounds (we don't do this before, since it # can cause us to skip events that are at boundaries. self.current_time = max(self.current_time, 0) self.current_time = min(self.current_time, self.length()) def reverse_direction(self): """Reverses the direction of play for this node""" self.direction = self.direction * -1 def set_direction(self, direction): """Sets the direction of playback.""" self.direction = direction def set_rate(self, new_rate): """Sets the rate of playback""" self.rate = new_rate def set_time(self, new_time): """Set the time to a new time.""" self.current_time = new_time def get_levels(self): """Return the current levels from this timeline. This is done by adding all the non-functional tracks together.""" current_level_frame = LevelFrame('timeline sum', {}) for t in self.tracks: current_level_frame += t.get_levels_at_time(self.current_time) return current_level_frame.get_levels() if __name__ == '__main__': scene1 = LevelFrame('scene1', {'red' : 50, 'blue' : 25}) scene2 = LevelFrame('scene2', {'red' : 10, 'blue' : 5, 'green' : 70}) scene3 = LevelFrame('scene3', {'yellow' : 10, 'blue' : 80, 'purple' : 70}) T = TimedEvent linear = LinearBlender() quad = ExponentialBlender(2) invquad = ExponentialBlender(0.5) smoove = SmoothBlender() track1 = TimelineTrack('lights', T(0, scene1, blender=linear), T(5, scene2, blender=quad), T(10, scene3, blender=smoove), T(15, scene2)) # last TimedEvent doesn't need a blender halver = HalfTimeFunction('1/2x') doubler = DoubleTimeFunction('2x') if 0: # bounce is semiworking bouncer = BounceFunction('boing') tl = Timeline([track1], [T(0, bouncer), T(0, halver), T(15, bouncer), T(15, doubler)]) else: looper = LoopFunction('loop1') tl = Timeline([track1], [T(0, doubler), T(5, halver), T(14, looper)]) tl.play() import Tix root = Tix.Tk() colorscalesframe = Tix.Frame(root) scalevars = {} # wow, this works out so well, it's almost like I planned it! # (actually, it's probably just Tk being as cool as it usually is) # ps. if this code ever turns into mainstream code for flax, I'll be # pissed (reason: we need to use classes, not this hacked crap!) colors = 'red', 'blue', 'green', 'yellow', 'purple' for color in colors: sv = Tix.DoubleVar() scalevars[color] = sv scale = Tix.Scale(colorscalesframe, from_=100, to_=0, bg=color, variable=sv) scale.pack(side=Tix.LEFT) def set_timeline_time(time): tl.set_time(float(time)) # print 'set_timeline_time', time def update_scales(): levels = tl.get_levels() for color in colors: scalevars[color].set(levels.get(color, 0)) colorscalesframe.pack() time_scale = Tix.Scale(root, from_=0, to_=track1.length(), orient=Tix.HORIZONTAL, res=0.01, command=set_timeline_time) time_scale.pack(side=Tix.BOTTOM, fill=Tix.X, expand=1) def play_tl(): tl.tick() update_scales() time_scale.set(tl.current_time) # print 'time_scale.set', tl.current_time root.after(10, play_tl) controlwindow = Tix.Toplevel() Tix.Button(controlwindow, text='Stop', command=lambda: tl.stop()).pack(side=Tix.LEFT) Tix.Button(controlwindow, text='Play', command=lambda: tl.play()).pack(side=Tix.LEFT) Tix.Button(controlwindow, text='Reset', command=lambda: time_scale.set(0)).pack(side=Tix.LEFT) Tix.Button(controlwindow, text='Flip directions', command=lambda: tl.reverse_direction()).pack(side=Tix.LEFT) Tix.Button(controlwindow, text='1/2x', command=lambda: tl.set_rate(0.5 * tl.rate)).pack(side=Tix.LEFT) Tix.Button(controlwindow, text='2x', command=lambda: tl.set_rate(2 * tl.rate)).pack(side=Tix.LEFT) root.after(100, play_tl) # Timeline.set_time = trace(Timeline.set_time) Tix.mainloop()