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@ -1382,20 +1382,20 @@ class LevelEditor(NodePath, PandaObject):
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def createStyleSample(self, style, num):
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# Create a wall
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wall = DNAWall('wall')
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wall.setCode(self.dnaStore.findCode(style['wallTexture']))
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wall.setCode(style['wallTexture'])
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wall.setColor(style['wallColor'])
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wall.setHeight(10.0)
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# Add its windows
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windows = DNAWindows('windows')
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windows.setWindowCount(2)
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windows.setCode(self.dnaStore.findCode(style['windowTexture']))
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windows.setCode(style['windowTexture'])
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windows.setColor(style['windowColor'])
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wall.add(windows)
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# And a cornice if necessary
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corniceTexture = style['corniceTexture']
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if corniceTexture:
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cornice = DNACornice('cornice')
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cornice.setCode(self.getDNACode(corniceTexture))
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cornice.setCode(corniceTexture)
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cornice.setColor(style['corniceColor'])
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wall.add(cornice)
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# The final building
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@ -1808,7 +1808,7 @@ class LevelEditor(NodePath, PandaObject):
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def addLandmark(self, landmarkType):
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newDNALandmarkBuilding = DNALandmarkBuilding(landmarkType + '_DNARoot')
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newDNALandmarkBuilding.setCode(self.getDNACode(landmarkType))
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newDNALandmarkBuilding.setCode(landmarkType)
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newDNALandmarkBuilding.setPos(VBase3(0))
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newDNALandmarkBuilding.setHpr(VBase3(0))
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newDNADoor = self.createDoor(self.getDoorTexture())
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@ -1826,7 +1826,7 @@ class LevelEditor(NodePath, PandaObject):
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def addProp(self, newPropType):
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newDNAProp = DNAProp(newPropType + '_DNARoot')
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newDNAProp.setCode(self.getDNACode(newPropType))
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newDNAProp.setCode(newPropType)
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newDNAProp.setPos(VBase3(0))
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newDNAProp.setHpr(VBase3(0))
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# Now place new building in the world
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@ -1835,13 +1835,11 @@ class LevelEditor(NodePath, PandaObject):
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def addStreetModule(self, streetType):
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newDNAStreet = DNAStreet(streetType + '_DNARoot')
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newDNAStreet.setCode(self.getDNACode(streetType))
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newDNAStreet.setCode(streetType)
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newDNAStreet.setPos(VBase3(0))
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newDNAStreet.setHpr(VBase3(0))
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newDNAStreet.setStreetTexture(
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self.getDNACode(self.attributeDictionary['streetTexture']))
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newDNAStreet.setSidewalkTexture(
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self.getDNACode(self.attributeDictionary['sidewalkTexture']))
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newDNAStreet.setStreetTexture(self.attributeDictionary['streetTexture'])
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newDNAStreet.setSidewalkTexture(self.attributeDictionary['sidewalkTexture'])
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# Now place new building in the world
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self.addDNAGroup(newDNAStreet)
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@ -1851,7 +1849,7 @@ class LevelEditor(NodePath, PandaObject):
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# Pick a default window
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newDNAWindows = DNAWindows()
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self.setWindowTexture(self.getRandomWindowTexture())
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newDNAWindows.setCode(self.getDNACode(self.getWindowTexture()))
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newDNAWindows.setCode(self.getWindowTexture())
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newDNAWindows.setWindowCount(self.getRandomNumWindows(height))
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colors = self.getWallColors()
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newDNAWindows.setColor(colors[randint(0,len(colors) - 1)])
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@ -1860,14 +1858,14 @@ class LevelEditor(NodePath, PandaObject):
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def createCornice(self,dnaString):
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newDNACornice = DNACornice()
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newDNACornice.setCode(self.getDNACode(dnaString))
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newDNACornice.setCode(dnaString)
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colors = self.getCorniceColors()
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newDNACornice.setColor(colors[randint(0,len(colors) - 1)])
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return newDNACornice
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def createDoor(self, dnaString):
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newDNADoor = DNADoor()
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newDNADoor.setCode(self.getDNACode(dnaString))
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newDNADoor.setCode(dnaString)
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colors = self.getDoorColors()
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newDNADoor.setColor(colors[randint(0,len(colors) - 1)])
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return newDNADoor
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@ -1914,13 +1912,13 @@ class LevelEditor(NodePath, PandaObject):
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# Create a new DNAWall using default attributes
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# Create the DNA for this wall
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newDNAWall = DNAWall()
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newDNAWall.setCode(self.getDNACode(dnaString))
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newDNAWall.setCode(dnaString)
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newDNAWall.setHeight(height)
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newDNAWall.setColor(self.getWallColor())
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# Pick a default window
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newDNAWindows = DNAWindows()
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newDNAWindows.setCode(self.getDNACode(self.getWindowTexture()))
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newDNAWindows.setCode(self.getWindowTexture())
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newDNAWindows.setWindowCount(1)
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newDNAWindows.setColor(self.getWindowColor())
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newDNAWall.add(newDNAWindows)
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@ -1929,7 +1927,7 @@ class LevelEditor(NodePath, PandaObject):
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def createWindows(self, numWindows):
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newDNAWindows = DNAWindows()
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newDNAWindows.setCode(self.getDNACode(self.getWindowTexture()))
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newDNAWindows.setCode(self.getWindowTexture())
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newDNAWindows.setWindowCount(numWindows)
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newDNAWindows.setColor(self.getWindowColor())
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return newDNAWindows
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@ -1962,12 +1960,6 @@ class LevelEditor(NodePath, PandaObject):
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# Not found
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return None
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def getDNACode(self, dnaString):
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dnaCode = self.dnaStore.findCode(dnaString)
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if dnaCode == 0:
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print 'getDNACode Error!'
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return dnaCode
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def getDNAGroup(self, aNodePath):
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dict = self.getLevelObject(aNodePath)
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if dict:
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@ -1976,7 +1968,9 @@ class LevelEditor(NodePath, PandaObject):
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return None
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def getDNAString(self, aDNAObject):
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return (self.dnaStore.findStringFromCode(aDNAObject.getCode()))
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# return (self.dnaStore.findStringFromCode(aDNAObject.getCode()))
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# Now the code is the string, there is no lookup anymore
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return aDNAObject.getCode()
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def getDoor(self, aDNAGroup):
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for i in range(aDNAGroup.getNumChildren()):
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@ -2449,8 +2443,7 @@ class LevelEditor(NodePath, PandaObject):
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aDNACornice = self.getCornice(aDNAFlatBuilding)
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if not aDNACornice:
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aDNACornice = DNACornice()
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aDNACornice.setCode(
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self.dnaStore.findCode(style['corniceTexture']))
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aDNACornice.setCode(style['corniceTexture'])
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aDNACornice.setColor(style['corniceColor'])
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lastWall = self.getLastWall(aDNAFlatBuilding)
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lastWall.add(aDNACornice)
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@ -2460,14 +2453,14 @@ class LevelEditor(NodePath, PandaObject):
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window.setWindowCount(numWindows)
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def setWallStyle(self, aDNAWall, style):
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aDNAWall.setCode(self.dnaStore.findCode(style['wallTexture']))
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aDNAWall.setCode(style['wallTexture'])
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aDNAWall.setColor(style['wallColor'])
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aDNAWindows = self.getWindow(aDNAWall, 0)
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# If the wall has windows:
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if aDNAWindows:
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aDNAWindows.setWindowCount(
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self.getRandomNumWindows(aDNAWall.getHeight()))
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aDNAWindows.setCode(self.dnaStore.findCode(style['windowTexture']))
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aDNAWindows.setCode(style['windowTexture'])
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aDNAWindows.setColor(style['windowColor'])
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def setWallStyleNum(self, aDNAWall, styleNum):
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@ -2514,7 +2507,7 @@ class LevelEditor(NodePath, PandaObject):
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# Change the cornice type
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if aDNACornice:
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# Change existing one
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aDNACornice.setCode(self.dnaStore.findCode(dnaString))
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aDNACornice.setCode(dnaString)
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else:
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lastWall = self.getLastWall(aDNAGroup)
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if lastWall:
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@ -2553,7 +2546,7 @@ class LevelEditor(NodePath, PandaObject):
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self.updateDoorTextureDNA(aDNADoor, dnaString)
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def updateDoorTextureDNA(self, aDNADoor ,dnaString):
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aDNADoor.setCode(self.dnaStore.findCode(dnaString))
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aDNADoor.setCode(dnaString)
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# Replace object in levelObjects dictionary and scene graph
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self.replaceLevelObjectNodePath(self.selectedLevelObject)
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self.setDoorTexture(dnaString)
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@ -2634,7 +2627,7 @@ class LevelEditor(NodePath, PandaObject):
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self.updatePropDNA(aDNAProp,dnaString)
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def updatePropDNA(self, aDNAProp, dnaString):
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aDNAProp.setCode(self.dnaStore.findCode(dnaString))
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aDNAProp.setCode(dnaString)
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aDNAProp.setName(dnaString + '_DNARoot')
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# Replace object in levelObjects dictionary and scene graph
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self.replaceLevelObjectNodePath(self.selectedLevelObject)
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@ -2654,16 +2647,13 @@ class LevelEditor(NodePath, PandaObject):
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self.updateStreetDNA(aDNAStreet,dnaString)
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def updateStreetDNA(self, aDNAStreet, dnaString):
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aDNAStreet.setCode(self.dnaStore.findCode(dnaString))
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aDNAStreet.setCode(dnaString)
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aDNAStreet.setName(dnaString + '_DNARoot')
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aDNAStreet.setStreetTexture(
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self.getDNACode(self.attributeDictionary['streetTexture']))
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aDNAStreet.setStreetTexture(self.attributeDictionary['streetTexture'])
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if (string.find(dnaString, 'keyboard') >= 0):
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aDNAStreet.setSidewalkTexture(
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self.getDNACode('street_sidewalk_MM_keyboard_tex'))
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aDNAStreet.setSidewalkTexture('street_sidewalk_MM_keyboard_tex')
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else:
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aDNAStreet.setSidewalkTexture(
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self.getDNACode(self.attributeDictionary['sidewalkTexture']))
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aDNAStreet.setSidewalkTexture(self.attributeDictionary['sidewalkTexture'])
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# Replace object in levelObjects dictionary and scene graph
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self.replaceLevelObjectNodePath(self.selectedLevelObject)
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self.setStreetType(dnaString)
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@ -2724,7 +2714,7 @@ class LevelEditor(NodePath, PandaObject):
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self.updateWallTextureDNA(aDNAWall, dnaString)
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def updateWallTextureDNA(self, aDNAWall, dnaString):
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aDNAWall.setCode(self.dnaStore.findCode(dnaString))
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aDNAWall.setCode(dnaString)
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# Replace object in levelObjects dictionary and scene graph
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self.replaceLevelObjectNodePath(self.selectedLevelObject)
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self.setWallTexture(dnaString)
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@ -2765,7 +2755,7 @@ class LevelEditor(NodePath, PandaObject):
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self.updateWindowTextureDNA(aDNAWindow, dnaString)
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def updateWindowTextureDNA(self, aDNAWindow, dnaString):
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aDNAWindow.setCode(self.dnaStore.findCode(dnaString))
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aDNAWindow.setCode(dnaString)
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# Replace object in levelObjects dictionary and scene graph
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self.replaceLevelObjectNodePath(self.selectedLevelObject)
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self.setWindowTexture(dnaString)
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