from direct.gui.DirectGui import *
from pandac.PandaModules import *
from direct.directnotify import DirectNotifyGlobal
from direct.interval.IntervalGlobal import *
from direct.distributed import DistributedObject
from direct.showutil import Rope
import math
from toontown.toonbase import ToontownGlobals
import VineGameGlobals
import VineSpider

class SwingVine(NodePath):
    notify = DirectNotifyGlobal.directNotify.newCategory('SwingVine')
    defaultNormal = Vec3(1, 0, 0)
    SwingAnimPeriod = 6.0
    SmallAnimAngle = 10
    NonMovingAnimAngle = 2
    SwingAnimFull = 0
    SwingAnimSmall = 1
    SwingAnimMinimal = 2
    MaxNumberOfFramesInSwingAnim = 144

    def __init__(self, vineIndex, x, y, z, length = 20, baseAngle = 40, period = 4, spiderPeriod = 0):
        NodePath.__init__(self, 'SwingVine')
        self.cableLength = length
        self.numLinks = 3
        self.links = []
        self.vineIndex = vineIndex
        self.spider = None
        self.spiderPeriod = spiderPeriod
        self.hasSpider = not spiderPeriod == 0
        self.numTubes = self.numLinks * 3
        self.tubeLength = float(self.cableLength) / self.numTubes
        self.tubeLength *= 1.25
        self.tIncrement = 1.0 / self.numTubes
        self.tHalfIncrement = self.tIncrement / 2.0
        self.baseAngle = baseAngle
        self.maxSwingAngle = deg2Rad(-90 + baseAngle)
        self.minSwingAngle = deg2Rad(-90 - baseAngle)
        self.period = period
        self.swingingForward = True
        self.swingT = 0
        self.swingAngle = 0
        self.setPos(x, y, z)
        self.load()
        self.attachedToons = {}
        self.ival = None
        self.spiderIval = None
        self.unloading = False
        self.spiderMovingDown = True
        return

    def load(self):
        self.root = self.attachNewNode('root')
        self.topLink = self.root.attachNewNode('topLink')
        self.setupCable()
        self.reparentTo(render)
        self.debugTangent = None
        nearBubble = CollisionSphere(0, 0, -self.cableLength / 2.0, self.cableLength / 2.0)
        nearBubble.setTangible(0)
        nearBubbleNode = CollisionNode('SwingVine')
        nearBubbleNode.setCollideMask(GeomNode.getDefaultCollideMask())
        nearBubbleNode.addSolid(nearBubble)
        self.rope.setName('SwingVine-%d' % self.vineIndex)
        self.setupTubes()
        if self.hasSpider:
            self.spider = VineSpider.VineSpider()
            self.spiderT = 0.25
        return

    def unload(self):
        self.unloading = True
        if self.ival:
            self.ival.finish()
            self.ival = None
        if self.spiderIval:
            self.spiderIval.finish()
            self.spiderIval = None
        if self.debugTangent:
            self.debugTangent.removeNode()
        for tube in self.tubes:
            tube.removeNode()

        self.tubes = []
        for tube in self.tubes2:
            tube.removeNode()

        self.tubes2 = []
        if self.hasSpider:
            self.spider.destroy()
            del self.spider
        for toonInfo in self.attachedToons.values():
            attachNode = toonInfo[4]
            if attachNode:
                attachNode.removeNode()
            swingIval = toonInfo[6]
            if swingIval:
                swingIval.finish()

        self.removeNode()
        return

    def setupCable(self):
        self.links = []
        self.links.append((self.topLink, Point3(0, 0, 0)))
        anchor = self.topLink
        for linkNum in xrange(self.numLinks):
            anchor = self.__makeLink(anchor, linkNum)

        self.bottomLink = self.links[-1][0]
        self.link1 = self.links[-2][0]
        self.rope = self.makeSpline()
        self.rope.reparentTo(self.root)
        myTexture = loader.loadTexture('phase_4/maps/swinging_vine.jpg')
        gameAssets = loader.loadModel('phase_4/models/minigames/vine_game')
        vine = gameAssets.find('**/vine1')
        self.cableTex = vine.findTexture('*')
        if self.cableTex:
            self.cableTex.setWrapV(Texture.WMRepeat)
            self.rope.setTexture(self.cableTex)
            ts = TextureStage.getDefault()
            self.rope.setTexScale(ts, 1.0, 0.15)
            self.rope.setTransparency(1)
        if self.vineIndex == VineGameGlobals.NumVines - 1:
            pass
        if self.cableTex:
            self.setupStaticPart(self.cableTex)

    def setupStaticPart(self, vineTexture):
        cm = CardMaker('card')
        cm.setFrame(-0.5, 0.5, -0.1, 8)
        self.staticVine = self.attachNewNode(cm.generate())
        self.staticVine.setTexture(vineTexture)
        self.setTransparency(1)
        radius = 0.5
        tubeIndex = 0
        colNode = CollisionNode('StaticVine-%d-%d' % (self.vineIndex, tubeIndex))
        bz = 0
        az = 58
        quad = CollisionPolygon(Point3(0.25, radius + 1, bz), Point3(0.25, radius + 1, az), Point3(0.25, -radius - 1, az), Point3(0.25, -radius - 1, bz))
        colNode.addSolid(quad)
        colNode.setCollideMask(ToontownGlobals.PieBitmask)
        colNode.setBounds(BoundingSphere(Point3(0, 0, 0), 10))
        self.staticVine.attachNewNode(colNode)
        colNode2 = CollisionNode('StaticVine-%d-%d' % (self.vineIndex, tubeIndex))
        quad2 = CollisionPolygon(Point3(-0.25, -radius - 1, bz), Point3(-0.25, -radius - 1, az), Point3(-0.25, +radius + 1, az), Point3(-0.25, +radius + 1, bz))
        colNode2.addSolid(quad2)
        colNode2.setCollideMask(ToontownGlobals.PieBitmask)
        colNode2.setBounds(BoundingSphere(Point3(0, 0, 0), 10))
        self.staticVine.attachNewNode(colNode2)

    def setupTubes(self):
        self.tubes = []
        self.tubes2 = []
        radius = 0.5
        for tubeIndex in xrange(self.numTubes):
            az = self.tubeLength / 2.0
            bz = -self.tubeLength / 2.0
            ct = CollisionTube(0, 0, az, 0, 0, bz, radius)
            ct.setTangible(0)
            colNode = CollisionNode('SwingVine-%d-%d' % (self.vineIndex, tubeIndex))
            quad = CollisionPolygon(Point3(0.25, radius + 1, bz), Point3(0.25, radius + 1, az), Point3(0.25, -radius - 1, az), Point3(0.25, -radius - 1, bz))
            colNode.addSolid(quad)
            colNode.setCollideMask(ToontownGlobals.PieBitmask)
            colNode.setBounds(BoundingSphere(Point3(0, 0, 0), 10))
            colNode2 = CollisionNode('SwingVine-%d-%d' % (self.vineIndex, tubeIndex))
            quad2 = CollisionPolygon(Point3(-0.25, -radius - 1, bz), Point3(-0.25, -radius - 1, az), Point3(-0.25, +radius + 1, az), Point3(-0.25, +radius + 1, bz))
            colNode2.addSolid(quad2)
            colNode2.setCollideMask(ToontownGlobals.PieBitmask)
            colNode2.setBounds(BoundingSphere(Point3(0, 0, 0), 10))
            newTube = render.attachNewNode(colNode)
            self.tubes.append(newTube)
            newTube2 = render.attachNewNode(colNode2)
            self.tubes2.append(newTube2)

        self.updateTubes()

    def __makeLink(self, anchor, linkNum):
        an = ActorNode('link%s' % linkNum)
        anp = NodePath(an)
        anp.reparentTo(self.root)
        z = float(linkNum + 1) / float(self.numLinks) * self.cableLength
        anp.setPos(self.topLink.getPos())
        anp.setZ(anp.getZ() - z)
        self.links.append((anp, Point3(0, 0, 0)))
        return anp

    def makeSpline(self):
        rope = Rope.Rope()
        for i in xrange(len(self.links)):
            pass

        rope.setup(min(len(self.links), 4), self.links)
        for i in xrange(len(self.links)):
            pass

        rope.curve.normalizeKnots()
        self.notify.debug('after normalize Knots')
        for i in xrange(len(self.links)):
            pass

        rn = rope.ropeNode
        rn.setRenderMode(RopeNode.RMBillboard)
        rn.setNumSlices(3)
        rn.setTubeUp(Vec3(0, -1, 0))
        rn.setUvMode(RopeNode.UVDistance)
        rn.setUvDirection(False)
        rn.setThickness(1.0)
        return rope

    def positionLink1(self, t, angleInRadians):
        degAngle = rad2Deg(angleInRadians)
        diffFrom90 = degAngle - -90.0
        link1AngleDiff = diffFrom90 * 2 / 3.0
        link1AngleToUse = deg2Rad(-90 + link1AngleDiff)
        lengthToUse = self.cableLength * 2.0 / 3.0
        link1X = math.cos(link1AngleToUse) * lengthToUse
        link1Z = math.sin(link1AngleToUse) * lengthToUse
        self.link1.setPos(link1X, 0, link1Z)

    def swingForward(self, t):
        diffAngle = self.maxSwingAngle - self.minSwingAngle
        multiplier = t
        angleToUse = self.minSwingAngle + multiplier * diffAngle
        newX = math.cos(angleToUse) * self.cableLength
        newZ = math.sin(angleToUse) * self.cableLength
        self.bottomLink.setPos(newX, 0, newZ)
        self.positionLink1(t, angleToUse)
        oldSwingingForward = self.swingingForward
        self.swingingForward = True
        self.swingT = t
        self.swingAngle = angleToUse
        self.updateAttachedStuff()
        if not oldSwingingForward == self.swingingForward:
            self.updateSwingAnims()

    def swingBack(self, t):
        diffAngle = self.maxSwingAngle - self.minSwingAngle
        multiplier = t
        angleToUse = self.maxSwingAngle - multiplier * diffAngle
        newX = math.cos(angleToUse) * self.cableLength
        newZ = math.sin(angleToUse) * self.cableLength
        self.bottomLink.setPos(newX, 0, newZ)
        self.positionLink1(t, angleToUse)
        oldSwingingForward = self.swingingForward
        self.swingingForward = False
        self.swingT = t
        self.swingAngle = angleToUse
        self.updateAttachedStuff()
        if not oldSwingingForward == self.swingingForward:
            self.updateSwingAnims()

    def moveSpiderDown(self, t):
        self.spiderMovingDown = True
        self.spiderT = t

    def moveSpiderUp(self, t):
        self.spiderMovingDown = False
        self.spiderT = 1 - t

    def startSwing(self):
        forwardX = math.cos(self.maxSwingAngle) * self.cableLength
        forwardZ = math.sin(self.maxSwingAngle) * self.cableLength
        backX = math.cos(self.minSwingAngle) * self.cableLength
        backZ = math.sin(self.minSwingAngle) * self.cableLength
        self.bottomLink.setPos(backX, 0, backZ)
        self.ival = Sequence(LerpFunctionInterval(self.swingForward, duration=self.period / 2.0, blendType='easeInOut'))
        self.ival.append(LerpFunctionInterval(self.swingBack, duration=self.period / 2.0, blendType='easeInOut'))
        self.ival.loop()
        if self.hasSpider:
            self.spiderIval = Sequence(LerpFunctionInterval(self.moveSpiderDown, duration=self.spiderPeriod / 2.0, blendType='easeInOut'))
            self.spiderIval.append(LerpFunctionInterval(self.moveSpiderUp, duration=self.spiderPeriod / 2.0, blendType='easeInOut'))
            self.spiderIval.loop()

    def stopSwing(self):
        if self.ival:
            self.ival.pause()
        if self.hasSpider and self.spiderIval:
            self.spiderIval.pause()
        if self.hasSpider:
            self.spider.hide()

    def getAttachNode(self, toonId):
        retval = None
        if toonId in self.attachedToons:
            existingAttachNode = self.attachedToons[toonId][4]
            if existingAttachNode:
                retval = existingAttachNode
        else:
            retval = render.attachNewNode('vineAttachNode-%s-%s' % (self.vineIndex, toonId))
        return retval

    def calcOffset(self, toonId):
        offset = Point3(0, 0, 0)
        toon = base.cr.doId2do.get(toonId)
        if toon:
            toon.pose('swing', 86)
            leftHand = toon.find('**/leftHand')
            if not leftHand.isEmpty():
                offset = leftHand.getPos(toon)
                self.notify.debug('offset = %s' % offset)
            else:
                self.notify.warning('left hand not found for toon %d' % toonId)
        else:
            self.notify.warning('toon %d not found' % toonId)
        return offset

    def doubleCheckOffset(self, toonId):
        if toonId in self.attachedToons:
            curOffset = self.attachedToons[toonId][3]
            if curOffset == Point3.zero():
                newOffset = self.calcOffset(toonId)
                self.attachedToons[toonId][3] = newOffset
                av = base.cr.doId2do.get(toonId)
                self.notify.info('correcting wrong offset %s and changing to %s' % (curOffset, newOffset))
                if av:
                    av.setPos(-newOffset)

    def attachToon(self, toonId, t, facingRight, setupAnim = True):
        self.notify.debug('attachToon toonId=%d vineIndex=%d' % (toonId, self.vineIndex))
        temp = Vec3(self.defaultNormal)
        offset = self.calcOffset(toonId)
        attachNode = self.getAttachNode(toonId)
        if facingRight:
            attachNode.setH(-90)
        else:
            attachNode.setH(90)
        self.attachedToons[toonId] = [t,
         temp,
         Vec3(0, 0, 0),
         offset,
         attachNode,
         facingRight,
         None]
        av = base.cr.doId2do.get(toonId)
        if av:
            av.reparentTo(attachNode)
            if offset == Point3.zero():
                self.notify.warning('calculated offset for %d is zero' % toonId)
            av.setPos(-offset)
            if setupAnim:
                self.setupSwingAnim(toonId)
            else:
                zDownTheVine = self.getPos().getZ() - t * self.cableLength
                attachNode.setPos(self.getPos())
                attachNode.setZ(zDownTheVine)
        else:
            self.notify.warning('av %d not found' % toonId)
        return

    def changeAttachedToonT(self, toonId, t):
        if toonId in self.attachedToons:
            oldT = self.attachedToons[toonId][0]
            self.attachedToons[toonId][0] = t
            oldSwingType = self.calcSwingAnimType(oldT)
            newSwingType = self.calcSwingAnimType(t)
            if oldSwingType != newSwingType:
                self.setupSwingAnim(toonId)
        else:
            self.notify.warning('changeAttachedToonT avId %d was not in the dict' % toonId)
            self.attachToon(toonId, t, 1)

    def changeAttachedToonFacing(self, toonId, facing):
        if toonId in self.attachedToons:
            curT = self.attachedToons[toonId][0]
            self.detachToon(toonId)
            self.attachToon(toonId, curT, facing)
        else:
            self.notify.warning('changeAttachedToonFacing avId %d was not in the dict' % toonId)
            self.attachToon(toonId, VineGameGlobals.VineFellDownT, 1)

    def detachToon(self, toonId):
        self.notify.debug('detachToon toonId=%d vineIndex=%d' % (toonId, self.vineIndex))
        if toonId in self.attachedToons:
            self.attachedToons[toonId][4].removeNode()
            swingIval = self.attachedToons[toonId][6]
            if swingIval:
                self.notify.debug('deleting swing ival %s' % swingIval)
                swingIval.finish()
                self.attachedToons[toonId][6] = None
                del swingIval
            del self.attachedToons[toonId]
        return

    def getAttachedToonInfo(self, toonId):
        if toonId in self.attachedToons:
            return self.attachedToons[toonId]
        else:
            return None
        return None

    def getCenterTForTube(self, tubeIndex):
        retval = self.tIncrement * tubeIndex + self.tHalfIncrement
        return retval

    def updateTubes(self):
        newPoint = Vec3(0, 0, 0)
        curve = self.rope.ropeNode.getCurve().evaluate()
        for tubeIndex in xrange(self.numTubes):
            tube = self.tubes[tubeIndex]
            t = self.getCenterTForTube(tubeIndex)
            curve.evalPoint(t, newPoint)
            tube.setPos(newPoint)
            tangent = Vec3(0, 0, 0)
            curve.evalTangent(t, tangent)
            tangent.normalize()
            theta = math.atan2(tangent.getZ(), tangent.getX())
            degrees = rad2Deg(theta)
            rAngle = -90 - degrees
            tube.setR(rAngle)

        for tubeIndex in xrange(self.numTubes):
            tube = self.tubes2[tubeIndex]
            t = self.getCenterTForTube(tubeIndex)
            curve.evalPoint(t, newPoint)
            tube.setPos(newPoint)
            tangent = Vec3(0, 0, 0)
            curve.evalTangent(t, tangent)
            tangent.normalize()
            theta = math.atan2(tangent.getZ(), tangent.getX())
            degrees = rad2Deg(theta)
            rAngle = -90 - degrees
            tube.setR(rAngle)

    def updateSpiders(self):
        curve = self.rope.ropeNode.getCurve().evaluate()
        if self.hasSpider:
            t = self.spiderT
            newPoint = Vec3(0, 0, 0)
            curve.evalPoint(t, newPoint)
            newPoint.setY(-0.5)
            self.spider.setPos(newPoint)
            tangent = Vec3(0, 0, 0)
            curve.evalTangent(t, tangent)
            theta = math.atan2(tangent.getZ(), tangent.getX())
            degrees = rad2Deg(theta)
            pAngle = degrees + 90
            pAngle = -pAngle
            if self.spiderMovingDown:
                self.spider.setR(pAngle)
            else:
                self.spider.setR(pAngle - 180)

    def updateAttachedStuff(self):
        self.updateTubes()
        self.updateSpiders()
        self.updateAttachedToons()

    def updateAttachedToons(self):
        curve = self.rope.ropeNode.getCurve().evaluate()
        for avId in self.attachedToons.keys():
            self.doubleCheckOffset(avId)
            t = self.attachedToons[avId][0]
            newPoint = Vec3(0, 0, 0)
            curve.evalPoint(t, newPoint)
            attachNode = self.attachedToons[avId][4]
            attachNode.setPos(newPoint)
            tangent = Vec3(0, 0, 0)
            curve.evalTangent(t, tangent)
            tangent.normalize()
            unitY = Vec3(0, 1, 0)
            normal = tangent.cross(unitY)
            theta = math.atan2(tangent.getZ(), tangent.getX())
            degrees = rad2Deg(theta)
            pAngle = degrees + 90
            pAngle *= 0.5
            facingRight = self.attachedToons[avId][5]
            if facingRight:
                pass
            if self.debugTangent:
                self.debugTangent.setPos(newPoint + normal)
            self.attachedToons[avId][1] = newPoint
            self.attachedToons[avId][2] = normal

    def getAngularVelocity(self):
        return deg2Rad(self.baseAngle) / self.period / 4.0

    def getLinearSpeed(self, t):
        retval = self.getAngularVelocity() * self.cableLength * t
        return retval

    def calcTFromTubeHit(self, colEntry):
        name = colEntry.getIntoNodePath().getName()
        parts = name.split('-')
        if len(parts) < 3:
            return
        tubeIndex = int(parts[2])
        if tubeIndex < 0 or tubeIndex >= len(self.tubes):
            return
        if parts[0] == 'StaticVine':
            retval = 0
        else:
            curve = self.rope.ropeNode.getCurve().evaluate()
            tangent = Vec3(0, 0, 0)
            centerT = self.getCenterTForTube(tubeIndex)
            curve.evalTangent(centerT, tangent)
            tangent.normalize()
            endPos = colEntry.getSurfacePoint(render)
            tubePos = self.tubes[tubeIndex].getPos()
            vector = endPos - tubePos
            projection = vector.dot(tangent)
            self.notify.debug('projection = %s' % projection)
            diffT = projection / self.tubeLength / 2.0
            retval = centerT + diffT
            P1 = tubePos
            P2 = tubePos + tangent
            P3 = endPos
            u = (P3.getX() - P1.getX()) * (P2.getX() - P1.getX()) + (P3.getZ() - P1.getZ()) * (P2.getZ() - P1.getZ())
            self.notify.debug('u=%s' % u)
            x = P1.getX() + u * (P2.getX() - P1.getX())
            z = P1.getZ() + u * (P2.getZ() - P1.getZ())
            perpPoint = Vec3(x, 0, z)
            distanceVector = perpPoint - tubePos
            distance = distanceVector.length()
            diffT = distance / self.cableLength
            retval = centerT + diffT
        if retval > 1:
            retval = 1
        if retval < 0:
            retval = 0
        self.notify.debug('retval = %s' % retval)
        return retval

    def setupSwingAnimFull(self, av, avId):
        toonT = self.attachedToons[avId][0]
        playRate = self.SwingAnimPeriod / self.period
        swingInterval = Sequence()
        duration = (1 - self.swingT) * self.period / 2.0
        if duration < 0.001:
            duration = 0.001
        facingRight = self.attachedToons[avId][5]
        if self.swingingForward and facingRight or not self.swingingForward and not facingRight:
            maxLeftFrame = 108
            downFrame1 = 143
            downFrame2 = 0
            maxRightFrame = 35
            numLeftFramesChoppedOff = (downFrame1 - maxLeftFrame) * (1 - toonT)
            numRightFramesChoppedOff = maxRightFrame * (1 - toonT)
            numLeftFramesChoppedOff = 0
            numRightFramesChoppedOff = 0
            maxLeftFrame += numLeftFramesChoppedOff
            maxRightFrame -= numRightFramesChoppedOff
            numFirstHalfFrames = downFrame1 - maxLeftFrame + 1
            numSecondHalfFrames = maxRightFrame - downFrame2 + 1
            numFrames = numFirstHalfFrames + numSecondHalfFrames
            framesToChopOff = numFrames * self.swingT
            if framesToChopOff < numFirstHalfFrames:
                startingFrame = maxLeftFrame + framesToChopOff
                halfDur = duration / 2.0
                swing1Dur = (1 - framesToChopOff / numFirstHalfFrames) * halfDur
                toonSwing1 = ActorInterval(av, 'swing', startFrame=startingFrame, endFrame=downFrame1, playRate=playRate, name='swingForward1')
                toonSwing2 = ActorInterval(av, 'swing', startFrame=downFrame2, endFrame=maxRightFrame, playRate=playRate, name='swingForward2')
                swingInterval.append(toonSwing1)
                swingInterval.append(toonSwing2)
            else:
                secondHalfFramesToChopOff = framesToChopOff - numFirstHalfFrames
                startingFrame = downFrame2 + secondHalfFramesToChopOff
                toonSwing2 = ActorInterval(av, 'swing', startFrame=startingFrame, endFrame=maxRightFrame, playRate=playRate, name='swingForward2')
                swingInterval.append(toonSwing2)
        else:
            maxRightFrame = 35
            maxLeftFrame = 107
            midFrame = (maxLeftFrame + maxRightFrame) / 2.0
            numLeftFramesChoppedOff = 0
            numRightFramesChoppedOff = 0
            maxLeftFrame -= numLeftFramesChoppedOff
            maxRightFrame += numRightFramesChoppedOff
            numFrames = maxLeftFrame - maxRightFrame + 1
            framesToChopOff = numFrames * self.swingT
            startingFrame = maxRightFrame + framesToChopOff
            toonSwing = ActorInterval(av, 'swing', startFrame=startingFrame, endFrame=maxLeftFrame, playRate=playRate)
            swingInterval.append(toonSwing)
        self.attachedToons[avId][6] = swingInterval
        swingInterval.start()

    def setupSwingAnimSmall(self, av, avId):
        swingInterval = Sequence()
        maxLeftFrame = 0
        maxRightFrame = 20
        startingLeftFrame = 5
        numFrames = maxRightFrame - maxLeftFrame + 1
        playRate = self.SwingAnimPeriod / self.period
        duration = (1 - self.swingT) * self.period / 2.0
        if duration == 0:
            return
        toonT = self.attachedToons[avId][0]
        framesPerSecondBase = self.MaxNumberOfFramesInSwingAnim / self.SwingAnimPeriod
        desiredFramesPerSecond = numFrames / duration
        slowedPlayRate = desiredFramesPerSecond / framesPerSecondBase
        facingRight = self.attachedToons[avId][5]
        if self.swingingForward and facingRight or not self.swingingForward and not facingRight:
            toonSwing1 = ActorInterval(av, 'swing', startFrame=startingLeftFrame, endFrame=maxLeftFrame, playRate=slowedPlayRate)
            toonSwing2 = ActorInterval(av, 'swing', startFrame=maxLeftFrame + 1, endFrame=maxRightFrame - startingLeftFrame, playRate=slowedPlayRate)
            swingInterval.append(toonSwing1)
            swingInterval.append(toonSwing2)
        else:
            toonSwing1 = ActorInterval(av, 'swing', startFrame=maxRightFrame - startingLeftFrame, endFrame=maxRightFrame, playRate=slowedPlayRate)
            toonSwing2 = ActorInterval(av, 'swing', startFrame=maxRightFrame, endFrame=startingLeftFrame, playRate=slowedPlayRate)
            swingInterval.append(toonSwing1)
            swingInterval.append(toonSwing2)
        self.attachedToons[avId][6] = swingInterval
        swingInterval.start()

    def setupSwingAnimMinimal(self, av, avId):
        swingInterval = Sequence()
        maxLeftFrame = 88
        maxRightFrame = 84
        duration = (1 - self.swingT) * self.period / 2.0
        if duration < 0.001:
            duration = 0.001
        numFrames = maxLeftFrame - maxRightFrame + 1
        numFrames *= 2
        framesPerSecondBase = self.MaxNumberOfFramesInSwingAnim / self.SwingAnimPeriod
        desiredFramesPerSecond = numFrames / duration
        slowedPlayRate = desiredFramesPerSecond / framesPerSecondBase
        toonSwing1 = ActorInterval(av, 'swing', startFrame=maxLeftFrame, endFrame=maxRightFrame, playRate=slowedPlayRate)
        toonSwing2 = ActorInterval(av, 'swing', startFrame=maxRightFrame, endFrame=maxLeftFrame, playRate=slowedPlayRate)
        swingInterval.append(toonSwing1)
        swingInterval.append(toonSwing2)
        self.attachedToons[avId][6] = swingInterval
        swingInterval.start()

    def setupSwingAnim(self, avId):
        if avId not in self.attachedToons:
            return
        av = base.cr.doId2do.get(avId)
        if not av:
            return
        prevIval = self.attachedToons[avId][6]
        if prevIval:
            prevIval.pause()
            del prevIval
        toonT = self.attachedToons[avId][0]
        swingAnimType = self.calcSwingAnimType(toonT)
        if swingAnimType == self.SwingAnimFull:
            self.setupSwingAnimFull(av, avId)
        elif swingAnimType == self.SwingAnimSmall:
            self.setupSwingAnimSmall(av, avId)
        else:
            self.setupSwingAnimMinimal(av, avId)

    def calcSwingAnimType(self, toonT):
        angleInDegrees = toonT * self.baseAngle
        retval = self.SwingAnimFull
        if angleInDegrees > 10:
            retval = self.SwingAnimFull
        elif angleInDegrees > 2:
            retval = self.SwingAnimSmall
        else:
            retval = self.SwingAnimMinimal
        return retval

    def updateSwingAnims(self):
        if self.unloading:
            return
        for avId in self.attachedToons.keys():
            self.setupSwingAnim(avId)
