194 lines
5.6 KiB
Python
194 lines
5.6 KiB
Python
|
'''
|
||
|
Kinetic effect
|
||
|
==============
|
||
|
|
||
|
.. versionadded:: 1.7.0
|
||
|
|
||
|
The :class:`KineticEffect` is the base class that is used to compute the
|
||
|
velocity out of a movement. When the movement is finished, the effect will
|
||
|
compute the position of the movement according to the velocity, and reduce the
|
||
|
velocity with a friction. The movement stop until the velocity is 0.
|
||
|
|
||
|
Conceptually, the usage could be::
|
||
|
|
||
|
>>> effect = KineticEffect()
|
||
|
>>> effect.start(10)
|
||
|
>>> effect.update(15)
|
||
|
>>> effect.update(30)
|
||
|
>>> effect.stop(48)
|
||
|
|
||
|
Over the time, you will start a movement of a value, update it, and stop the
|
||
|
movement. At this time, you'll get the movement value into
|
||
|
:attr:`KineticEffect.value`. On the example i've typed manually, the computed
|
||
|
velocity will be::
|
||
|
|
||
|
>>> effect.velocity
|
||
|
3.1619100231163046
|
||
|
|
||
|
After multiple clock interaction, the velocity will decrease according to
|
||
|
:attr:`KineticEffect.friction`. The computed value will be stored in
|
||
|
:attr:`KineticEffect.value`. The output of this `value` could be::
|
||
|
|
||
|
46.30038145219605
|
||
|
54.58302451968686
|
||
|
61.9229016256196
|
||
|
# ...
|
||
|
|
||
|
'''
|
||
|
|
||
|
__all__ = ('KineticEffect', )
|
||
|
|
||
|
|
||
|
from time import time
|
||
|
from kivy.event import EventDispatcher
|
||
|
from kivy.properties import NumericProperty, BooleanProperty
|
||
|
from kivy.clock import Clock
|
||
|
|
||
|
|
||
|
class KineticEffect(EventDispatcher):
|
||
|
'''Kinetic effect class. See module documentation for more information.
|
||
|
'''
|
||
|
|
||
|
velocity = NumericProperty(0)
|
||
|
'''Velocity of the movement.
|
||
|
|
||
|
:attr:`velocity` is a :class:`~kivy.properties.NumericProperty` and
|
||
|
defaults to 0.
|
||
|
'''
|
||
|
|
||
|
friction = NumericProperty(0.05)
|
||
|
'''Friction to apply on the velocity
|
||
|
|
||
|
:attr:`friction` is a :class:`~kivy.properties.NumericProperty` and
|
||
|
defaults to 0.05.
|
||
|
'''
|
||
|
|
||
|
value = NumericProperty(0)
|
||
|
'''Value (during the movement and computed) of the effect.
|
||
|
|
||
|
:attr:`value` is a :class:`~kivy.properties.NumericProperty` and
|
||
|
defaults to 0.
|
||
|
'''
|
||
|
|
||
|
is_manual = BooleanProperty(False)
|
||
|
'''Indicate if a movement is in progress (True) or not (False).
|
||
|
|
||
|
:attr:`is_manual` is a :class:`~kivy.properties.BooleanProperty` and
|
||
|
defaults to False.
|
||
|
'''
|
||
|
|
||
|
max_history = NumericProperty(5)
|
||
|
'''Save up to `max_history` movement value into the history. This is used
|
||
|
for correctly calculating the velocity according to the movement.
|
||
|
|
||
|
:attr:`max_history` is a :class:`~kivy.properties.NumericProperty` and
|
||
|
defaults to 5.
|
||
|
'''
|
||
|
|
||
|
min_distance = NumericProperty(.1)
|
||
|
'''The minimal distance for a movement to have nonzero velocity.
|
||
|
|
||
|
.. versionadded:: 1.8.0
|
||
|
|
||
|
:attr:`min_distance` is :class:`~kivy.properties.NumericProperty` and
|
||
|
defaults to 0.1.
|
||
|
'''
|
||
|
|
||
|
min_velocity = NumericProperty(.5)
|
||
|
'''Velocity below this quantity is normalized to 0. In other words,
|
||
|
any motion whose velocity falls below this number is stopped.
|
||
|
|
||
|
.. versionadded:: 1.8.0
|
||
|
|
||
|
:attr:`min_velocity` is a :class:`~kivy.properties.NumericProperty` and
|
||
|
defaults to 0.5.
|
||
|
'''
|
||
|
|
||
|
std_dt = NumericProperty(0.017)
|
||
|
''' std_dt
|
||
|
correction update_velocity if dt is not constant
|
||
|
|
||
|
.. versionadded:: 2.0.0
|
||
|
|
||
|
:attr:`std_dt` is a :class:`~kivy.properties.NumericProperty` and
|
||
|
defaults to 0.017.
|
||
|
'''
|
||
|
|
||
|
def __init__(self, **kwargs):
|
||
|
self.history = []
|
||
|
self.trigger_velocity_update = Clock.create_trigger(
|
||
|
self.update_velocity, 0)
|
||
|
super(KineticEffect, self).__init__(**kwargs)
|
||
|
|
||
|
def apply_distance(self, distance):
|
||
|
if abs(distance) < self.min_distance:
|
||
|
self.velocity = 0
|
||
|
self.value += distance
|
||
|
|
||
|
def start(self, val, t=None):
|
||
|
'''Start the movement.
|
||
|
|
||
|
:Parameters:
|
||
|
`val`: float or int
|
||
|
Value of the movement
|
||
|
`t`: float, defaults to None
|
||
|
Time when the movement happen. If no time is set, it will use
|
||
|
time.time()
|
||
|
'''
|
||
|
self.is_manual = True
|
||
|
t = t or time()
|
||
|
self.velocity = 0
|
||
|
self.history = [(t, val)]
|
||
|
|
||
|
def update(self, val, t=None):
|
||
|
'''Update the movement.
|
||
|
|
||
|
See :meth:`start` for the arguments.
|
||
|
'''
|
||
|
t = t or time()
|
||
|
distance = val - self.history[-1][1]
|
||
|
self.apply_distance(distance)
|
||
|
self.history.append((t, val))
|
||
|
if len(self.history) > self.max_history:
|
||
|
self.history.pop(0)
|
||
|
|
||
|
def stop(self, val, t=None):
|
||
|
'''Stop the movement.
|
||
|
|
||
|
See :meth:`start` for the arguments.
|
||
|
'''
|
||
|
self.is_manual = False
|
||
|
t = t or time()
|
||
|
distance = val - self.history[-1][1]
|
||
|
self.apply_distance(distance)
|
||
|
newest_sample = (t, val)
|
||
|
old_sample = self.history[0]
|
||
|
for sample in self.history:
|
||
|
if (newest_sample[0] - sample[0]) < 10. / 60.:
|
||
|
break
|
||
|
old_sample = sample
|
||
|
distance = newest_sample[1] - old_sample[1]
|
||
|
duration = abs(newest_sample[0] - old_sample[0])
|
||
|
self.velocity = (distance / max(duration, 0.0001))
|
||
|
self.trigger_velocity_update()
|
||
|
|
||
|
def cancel(self):
|
||
|
'''Cancel a movement. This can be used in case :meth:`stop` cannot be
|
||
|
called. It will reset :attr:`is_manual` to False, and compute the
|
||
|
movement if the velocity is > 0.
|
||
|
'''
|
||
|
self.is_manual = False
|
||
|
self.trigger_velocity_update()
|
||
|
|
||
|
def update_velocity(self, dt):
|
||
|
'''(internal) Update the velocity according to the frametime and
|
||
|
friction.
|
||
|
'''
|
||
|
if abs(self.velocity) <= self.min_velocity:
|
||
|
self.velocity = 0
|
||
|
return
|
||
|
|
||
|
self.velocity -= self.velocity * self.friction * dt / self.std_dt
|
||
|
self.apply_distance(self.velocity * dt)
|
||
|
self.trigger_velocity_update()
|