mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-01 09:23:03 -04:00
actor: minor style fixes
This commit is contained in:
parent
4819e2ce3a
commit
2960b67c7a
@ -212,7 +212,7 @@ class Actor(DirectObject, NodePath):
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self.__LODCenter = Point3(0, 0, 0)
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self.switches = None
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if (other == None):
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if other is None:
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# act like a normal constructor
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# create base hierarchy
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@ -352,7 +352,7 @@ class Actor(DirectObject, NodePath):
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self.gotName = other.gotName
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# copy the scene graph elements of other
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if (overwrite):
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if overwrite:
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otherCopy = other.copyTo(NodePath())
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otherCopy.detachNode()
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# assign these elements to ourselve (overwrite)
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@ -372,7 +372,7 @@ class Actor(DirectObject, NodePath):
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self.switches = other.switches
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self.__LODNode = self.find('**/+LODNode')
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self.__hasLOD = 0
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if (not self.__LODNode.isEmpty()):
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if not self.__LODNode.isEmpty():
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self.__hasLOD = 1
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@ -418,7 +418,7 @@ class Actor(DirectObject, NodePath):
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subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
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partDef = partBundleDict.get(subpartDef.truePartName)
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if partDef == None:
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if partDef is None:
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Actor.notify.error("no part named: %s" % (partName))
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self.__doListJoints(0, partDef.getBundle(),
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@ -491,7 +491,7 @@ class Actor(DirectObject, NodePath):
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for animName, file, animControl in animInfo:
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print(' Anim: %s' % animName)
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print(' File: %s' % file)
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if animControl == None:
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if animControl is None:
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print(' (not loaded)')
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else:
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print(' NumFrames: %d PlayRate: %0.2f' %
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@ -557,14 +557,14 @@ class Actor(DirectObject, NodePath):
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bundles = []
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for lodName, partBundleDict in self.__partBundleDict.items():
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if partName == None:
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if partName is None:
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for partDef in partBundleDict.values():
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bundles.append(partDef.getBundle())
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else:
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subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
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partDef = partBundleDict.get(subpartDef.truePartName)
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if partDef != None:
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if partDef is not None:
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bundles.append(partDef.getBundle())
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else:
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Actor.notify.warning("Couldn't find part: %s" % (partName))
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@ -635,7 +635,7 @@ class Actor(DirectObject, NodePath):
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Set the node that switches actor geometry in and out.
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If one is not supplied as an argument, make one
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"""
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if (node == None):
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if node is None:
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node = LODNode.makeDefaultLod("lod")
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if self.__LODNode:
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@ -685,7 +685,7 @@ class Actor(DirectObject, NodePath):
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self.switches[lodName] = [inDist, outDist]
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# add the switch distance info
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self.__LODNode.node().addSwitch(inDist, outDist)
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if center != None:
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if center is not None:
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self.setCenter(center)
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def setLOD(self, lodName, inDist=0, outDist=0):
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@ -724,7 +724,7 @@ class Actor(DirectObject, NodePath):
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return self.__hasLOD
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def setCenter(self, center):
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if center == None:
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if center is None:
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center = Point3(0, 0, 0)
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self.__LODCenter = center
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if self.__LODNode:
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@ -782,7 +782,7 @@ class Actor(DirectObject, NodePath):
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Returns True if any joint has changed as a result of this,
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False otherwise. """
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if lodName == None:
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if lodName is None:
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lodNames = self.getLODNames()
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else:
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lodNames = [lodName]
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@ -790,7 +790,7 @@ class Actor(DirectObject, NodePath):
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anyChanged = False
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if lod < len(lodNames):
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lodName = lodNames[lod]
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if partName == None:
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if partName is None:
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partBundleDict = self.__partBundleDict[lodName]
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partNames = list(partBundleDict.keys())
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else:
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@ -906,11 +906,11 @@ class Actor(DirectObject, NodePath):
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return
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lodName, animControlDict = next(iter(self.__animControlDict.items()))
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if partName == None:
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if partName is None:
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partName, animDict = next(iter(animControlDict.items()))
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else:
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animDict = animControlDict.get(partName)
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if animDict == None:
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if animDict is None:
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# part was not present
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Actor.notify.warning("couldn't find part: %s" % (partName))
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return None
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@ -931,11 +931,11 @@ class Actor(DirectObject, NodePath):
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in dictionary. NOTE: only returns info for an arbitrary LOD
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"""
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lodName, animControlDict = next(iter(self.__animControlDict.items()))
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if partName == None:
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if partName is None:
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partName, animDict = next(iter(animControlDict.items()))
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else:
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animDict = animControlDict.get(partName)
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if animDict == None:
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if animDict is None:
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# part was not present
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Actor.notify.warning("couldn't find part: %s" % (partName))
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return None
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@ -969,7 +969,7 @@ class Actor(DirectObject, NodePath):
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return None
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subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
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partDef = partBundleDict.get(subpartDef.truePartName)
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if partDef != None:
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if partDef is not None:
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return partDef.partBundleNP
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return None
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@ -984,7 +984,7 @@ class Actor(DirectObject, NodePath):
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return None
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subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
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partDef = partBundleDict.get(subpartDef.truePartName)
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if partDef != None:
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if partDef is not None:
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return partDef.getBundle()
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return None
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@ -1001,9 +1001,9 @@ class Actor(DirectObject, NodePath):
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return
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# remove the part
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if (partName in partBundleDict):
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if partName in partBundleDict:
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partBundleDict[partName].partBundleNP.removeNode()
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del(partBundleDict[partName])
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del partBundleDict[partName]
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# find the corresponding anim control dict
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if self.mergeLODBundles:
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@ -1014,8 +1014,8 @@ class Actor(DirectObject, NodePath):
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return
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# remove the animations
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if (partName in partDict):
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del(partDict[partName])
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if partName in partDict:
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del partDict[partName]
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def hidePart(self, partName, lodName="lodRoot"):
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"""
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@ -1093,7 +1093,7 @@ class Actor(DirectObject, NodePath):
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if node is None:
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node = partDef.partBundleNP.attachNewNode(jointName)
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if (joint):
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if joint:
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if localTransform:
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joint.addLocalTransform(node.node())
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else:
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@ -1125,7 +1125,7 @@ class Actor(DirectObject, NodePath):
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# Get a handle to the joint.
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joint = bundle.findChild(jointName)
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if (joint):
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if joint:
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joint.clearNetTransforms()
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joint.clearLocalTransforms()
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else:
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@ -1139,11 +1139,11 @@ class Actor(DirectObject, NodePath):
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joints=[]
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pattern = GlobPattern(jointName)
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if lodName == None and self.mergeLODBundles:
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if lodName is None and self.mergeLODBundles:
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# Get the common bundle.
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partBundleDicts = [self.__commonBundleHandles]
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elif lodName == None:
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elif lodName is None:
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# Get all LOD's.
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partBundleDicts = self.__partBundleDict.values()
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else:
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@ -1232,7 +1232,7 @@ class Actor(DirectObject, NodePath):
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return None
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joint = bundle.findChild(jointName)
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if joint == None:
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if joint is None:
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Actor.notify.warning("no joint named %s!" % (jointName))
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return None
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return joint.getDefaultValue()
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@ -1252,7 +1252,7 @@ class Actor(DirectObject, NodePath):
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return None
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joint = bundle.findChild(jointName)
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if joint == None:
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if joint is None:
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Actor.notify.warning("no joint named %s!" % (jointName))
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return None
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return joint.getTransformState()
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@ -1277,7 +1277,7 @@ class Actor(DirectObject, NodePath):
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anyGood = False
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for bundleDict in self.__partBundleDict.values():
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bundle = bundleDict[trueName].getBundle()
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if node == None:
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if node is None:
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node = self.attachNewNode(ModelNode(jointName))
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joint = bundle.findChild(jointName)
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if joint and isinstance(joint, MovingPartMatrix):
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@ -1299,7 +1299,7 @@ class Actor(DirectObject, NodePath):
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optimal than controlJoint() for cases in which the transform
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is not intended to be animated during the lifetime of the
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Actor. """
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if transform == None:
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if transform is None:
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transform = TransformState.makePosHprScale(pos, hpr, scale)
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subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
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@ -1330,7 +1330,7 @@ class Actor(DirectObject, NodePath):
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partDef = partBundleDict.get(subpartDef.truePartName)
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if partDef:
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joint = partDef.partBundleNP.find("**/" + jointName)
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if (joint.isEmpty()):
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if joint.isEmpty():
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Actor.notify.warning("%s not found!" % (jointName))
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else:
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return path.instanceTo(joint)
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@ -1350,7 +1350,7 @@ class Actor(DirectObject, NodePath):
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anotherPartDef = partBundleDict.get(anotherPartName)
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if anotherPartDef:
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joint = anotherPartDef.partBundleNP.find("**/" + jointName)
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if (joint.isEmpty()):
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if joint.isEmpty():
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Actor.notify.warning("%s not found!" % (jointName))
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else:
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partDef.partBundleNP.reparentTo(joint)
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@ -1395,10 +1395,10 @@ class Actor(DirectObject, NodePath):
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root under the given lod.
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"""
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# check to see if we are working within an lod
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if lodName != None:
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if lodName is not None:
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# find the named lod node
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lodRoot = self.__LODNode.find(str(lodName))
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if root == None:
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if root is None:
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# no need to look further
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root = lodRoot
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else:
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@ -1406,7 +1406,7 @@ class Actor(DirectObject, NodePath):
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root = lodRoot.find("**/" + root)
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else:
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# start search from self if no root and no lod given
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if root == None:
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if root is None:
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root = self
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frontParts = root.findAllMatches("**/" + frontPartName)
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@ -1426,7 +1426,7 @@ class Actor(DirectObject, NodePath):
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# Find the back part.
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backPart = root.find("**/" + backPartName)
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if (backPart.isEmpty()):
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if backPart.isEmpty():
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Actor.notify.warning("no part named %s!" % (backPartName))
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return
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@ -1442,7 +1442,7 @@ class Actor(DirectObject, NodePath):
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def fixBounds(self, partName = None):
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if(partName == None):
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if partName is None:
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#iterate through everything
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for lodData in self.__partBundleDict.values():
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for partData in lodData.values():
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@ -1473,7 +1473,7 @@ class Actor(DirectObject, NodePath):
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in this actor
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"""
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# if no part name specified fix all parts
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if (part==None):
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if part is None:
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part = self
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# update all characters first
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@ -1531,12 +1531,12 @@ class Actor(DirectObject, NodePath):
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Play the given animation on the given part of the actor.
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If no part is specified, try to play on all parts. NOTE:
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plays over ALL LODs"""
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if fromFrame == None:
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if fromFrame is None:
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for control in self.getAnimControls(animName, partName):
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control.play()
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else:
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for control in self.getAnimControls(animName, partName):
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if toFrame == None:
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if toFrame is None:
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control.play(fromFrame, control.getNumFrames() - 1)
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else:
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control.play(fromFrame, toFrame)
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@ -1550,12 +1550,12 @@ class Actor(DirectObject, NodePath):
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all LOD's
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"""
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if fromFrame == None:
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if fromFrame is None:
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for control in self.getAnimControls(animName, partName):
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control.loop(restart)
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else:
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for control in self.getAnimControls(animName, partName):
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if toFrame == None:
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if toFrame is None:
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control.loop(restart, fromFrame, control.getNumFrames() - 1)
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else:
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control.loop(restart, fromFrame, toFrame)
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@ -1567,11 +1567,11 @@ class Actor(DirectObject, NodePath):
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restarting at zero frame if requested. If no part name
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is given then try to loop on all parts. NOTE: loops on
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all LOD's"""
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if fromFrame == None:
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if fromFrame is None:
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fromFrame = 0
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for control in self.getAnimControls(animName, partName):
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if toFrame == None:
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if toFrame is None:
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control.pingpong(restart, fromFrame, control.getNumFrames() - 1)
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else:
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control.pingpong(restart, fromFrame, toFrame)
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@ -1623,11 +1623,11 @@ class Actor(DirectObject, NodePath):
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Config.prc variable.
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"""
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for bundle in self.getPartBundles(partName = partName):
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if blendType != None:
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if blendType is not None:
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bundle.setBlendType(blendType)
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if animBlend != None:
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if animBlend is not None:
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bundle.setAnimBlendFlag(animBlend)
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if frameBlend != None:
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if frameBlend is not None:
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bundle.setFrameBlendFlag(frameBlend)
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def enableBlend(self, blendType = PartBundle.BTNormalizedLinear, partName = None):
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@ -1706,15 +1706,15 @@ class Actor(DirectObject, NodePath):
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partDict = self.__animControlDict.get(lodName)
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# if this assertion fails, named lod was not present
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assert partDict != None
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assert partDict is not None
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animDict = partDict.get(partName)
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if animDict == None:
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if animDict is None:
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# part was not present
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Actor.notify.warning("couldn't find part: %s" % (partName))
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else:
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anim = animDict.get(animName)
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if anim == None:
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if anim is None:
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# anim was not present
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assert Actor.notify.debug("couldn't find anim: %s" % (animName))
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pass
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@ -1750,7 +1750,7 @@ class Actor(DirectObject, NodePath):
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If lodName is None or omitted, all LOD's are returned.
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"""
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if partName == None and self.__subpartsComplete:
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if partName is None and self.__subpartsComplete:
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# If we have the __subpartsComplete flag, and no partName
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# is specified, it really means to play the animation on
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# all subparts, not on the overall Actor.
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@ -1759,12 +1759,12 @@ class Actor(DirectObject, NodePath):
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controls = []
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# build list of lodNames and corresponding animControlDicts
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# requested.
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if lodName == None or self.mergeLODBundles:
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if lodName is None or self.mergeLODBundles:
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# Get all LOD's
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animControlDictItems = self.__animControlDict.items()
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else:
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partDict = self.__animControlDict.get(lodName)
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if partDict == None:
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if partDict is None:
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Actor.notify.warning("couldn't find lod: %s" % (lodName))
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animControlDictItems = []
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else:
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@ -1773,7 +1773,7 @@ class Actor(DirectObject, NodePath):
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for lodName, partDict in animControlDictItems:
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# Now, build the list of partNames and the corresponding
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# animDicts.
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if partName == None:
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if partName is None:
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# Get all main parts, but not sub-parts.
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animDictItems = []
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for thisPart, animDict in partDict.items():
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@ -1791,14 +1791,14 @@ class Actor(DirectObject, NodePath):
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for pName in partNameList:
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animDict = partDict.get(pName)
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if animDict == None:
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if animDict is None:
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# Maybe it's a subpart that hasn't been bound yet.
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subpartDef = self.__subpartDict.get(pName)
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if subpartDef:
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animDict = {}
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partDict[pName] = animDict
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if animDict == None:
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if animDict is None:
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# part was not present
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Actor.notify.warning("couldn't find part: %s" % (pName))
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else:
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@ -1824,7 +1824,7 @@ class Actor(DirectObject, NodePath):
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names = animDict.keys()
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for animName in names:
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anim = animDict.get(animName)
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if anim == None and partName != None:
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if anim is None and partName is not None:
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for pName in partNameList:
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# Maybe it's a subpart that hasn't been bound yet.
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subpartDef = self.__subpartDict.get(pName)
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@ -1835,14 +1835,14 @@ class Actor(DirectObject, NodePath):
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anim = anim.makeCopy()
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animDict[animName] = anim
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if anim == None:
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if anim is None:
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# anim was not present
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assert Actor.notify.debug("couldn't find anim: %s" % (animName))
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pass
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else:
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# bind the animation first if we need to
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animControl = anim.animControl
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if animControl == None:
|
||||
if animControl is None:
|
||||
animControl = self.__bindAnimToPart(
|
||||
animName, thisPart, lodName,
|
||||
allowAsyncBind = allowAsyncBind)
|
||||
@ -1869,7 +1869,7 @@ class Actor(DirectObject, NodePath):
|
||||
if isinstance(modelPath, NodePath):
|
||||
# If we got a NodePath instead of a string, use *that* as
|
||||
# the model directly.
|
||||
if (copy):
|
||||
if copy:
|
||||
model = modelPath.copyTo(NodePath())
|
||||
else:
|
||||
model = modelPath
|
||||
@ -1898,15 +1898,15 @@ class Actor(DirectObject, NodePath):
|
||||
if model is not None:
|
||||
model = NodePath(model)
|
||||
|
||||
if (model == None):
|
||||
if model is None:
|
||||
raise IOError("Could not load Actor model %s" % (modelPath))
|
||||
|
||||
if (model.node().isOfType(Character.getClassType())):
|
||||
if model.node().isOfType(Character.getClassType()):
|
||||
bundleNP = model
|
||||
else:
|
||||
bundleNP = model.find("**/+Character")
|
||||
|
||||
if (bundleNP.isEmpty()):
|
||||
if bundleNP.isEmpty():
|
||||
Actor.notify.warning("%s is not a character!" % (modelPath))
|
||||
model.reparentTo(self.__geomNode)
|
||||
else:
|
||||
@ -1923,7 +1923,7 @@ class Actor(DirectObject, NodePath):
|
||||
# Now extract out the Character and integrate it with
|
||||
# the Actor.
|
||||
|
||||
if (lodName!="lodRoot"):
|
||||
if lodName != "lodRoot":
|
||||
# parent to appropriate node under LOD switch
|
||||
bundleNP.reparentTo(self.__LODNode.find(str(lodName)))
|
||||
else:
|
||||
@ -1965,7 +1965,7 @@ class Actor(DirectObject, NodePath):
|
||||
self.gotName = 1
|
||||
|
||||
bundleDict = self.__partBundleDict.get(lodName, None)
|
||||
if bundleDict == None:
|
||||
if bundleDict is None:
|
||||
# make a dictionary to store these parts in
|
||||
bundleDict = {}
|
||||
self.__partBundleDict[lodName] = bundleDict
|
||||
@ -2254,7 +2254,7 @@ class Actor(DirectObject, NodePath):
|
||||
for lodName in lodNames:
|
||||
for partName in partNames:
|
||||
for animDef in self.__animControlDict[lodName][partName].values():
|
||||
if animDef.animControl != None:
|
||||
if animDef.animControl is not None:
|
||||
# Try to clear any control effects before we let
|
||||
# our handle on them go. This is especially
|
||||
# important if the anim control was blending
|
||||
@ -2266,7 +2266,7 @@ class Actor(DirectObject, NodePath):
|
||||
for partName in partNames:
|
||||
for anim in anims:
|
||||
animDef = self.__animControlDict[lodName][partName].get(anim)
|
||||
if animDef and animDef.animControl != None:
|
||||
if animDef and animDef.animControl is not None:
|
||||
# Try to clear any control effects before we let
|
||||
# our handle on them go. This is especially
|
||||
# important if the anim control was blending
|
||||
@ -2329,19 +2329,19 @@ class Actor(DirectObject, NodePath):
|
||||
|
||||
partDict = self.__animControlDict[lodName]
|
||||
animDict = partDict.get(partName)
|
||||
if animDict == None:
|
||||
if animDict is None:
|
||||
# It must be a subpart that hasn't been bound yet.
|
||||
animDict = {}
|
||||
partDict[partName] = animDict
|
||||
|
||||
anim = animDict.get(animName)
|
||||
if anim == None:
|
||||
if anim is None:
|
||||
# It must be a subpart that hasn't been bound yet.
|
||||
anim = partDict[subpartDef.truePartName].get(animName)
|
||||
anim = anim.makeCopy()
|
||||
animDict[animName] = anim
|
||||
|
||||
if anim == None:
|
||||
if anim is None:
|
||||
Actor.notify.error("actor has no animation %s", animName)
|
||||
|
||||
# only bind if not already bound!
|
||||
@ -2396,7 +2396,7 @@ class Actor(DirectObject, NodePath):
|
||||
|
||||
# find the part in our tree
|
||||
bundleNP = partLod.find("**/%s%s"%(Actor.partPrefix,partName))
|
||||
if (bundleNP != None):
|
||||
if bundleNP is not None:
|
||||
# store the part bundle
|
||||
self.__prepareBundle(bundleNP, partDef.partModel,
|
||||
partName, lodName)
|
||||
@ -2468,7 +2468,7 @@ class Actor(DirectObject, NodePath):
|
||||
else:
|
||||
lodNames = [lodName]
|
||||
|
||||
if partName == None and self.__subpartsComplete:
|
||||
if partName is None and self.__subpartsComplete:
|
||||
partNames = self.__subpartDict.keys()
|
||||
else:
|
||||
partNames = [partName]
|
||||
|
Loading…
x
Reference in New Issue
Block a user