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https://github.com/panda3d/panda3d.git
synced 2025-10-03 10:22:45 -04:00
Get rid of assertion warning
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parent
97711d14d9
commit
5c52580edd
@ -849,15 +849,22 @@ class DisplayRegionContext(PandaObject):
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else:
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else:
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self.camLens.setFov(hfov, vfov)
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self.camLens.setFov(hfov, vfov)
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def getWidth(self):
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prop = base.win.getProperties()
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if prop.hasSize():
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return prop.getXSize()
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else:
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return 640
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def getHeight(self):
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prop = base.win.getProperties()
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if prop.hasSize():
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return prop.getYSize()
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else:
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return 480
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def camUpdate(self, lens = None):
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def camUpdate(self, lens = None):
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# Window Data
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# Window Data
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prop = base.win.getProperties()
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try:
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self.width = prop.getXSize()
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self.height = prop.getYSize()
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except AssertionError:
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self.width = 640
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self.height = 480
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self.near = self.camLens.getNear()
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self.near = self.camLens.getNear()
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self.far = self.camLens.getFar()
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self.far = self.camLens.getFar()
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self.fovH = self.camLens.getHfov()
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self.fovH = self.camLens.getHfov()
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@ -3414,7 +3414,7 @@ class LevelStyleManager:
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keys.sort()
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keys.sort()
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styles = map(lambda x, d = dictionary: d[x], keys)
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styles = map(lambda x, d = dictionary: d[x], keys)
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sf = 0.1
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sf = 0.1
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aspectRatio = (direct.dr.width/float(direct.dr.height))
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aspectRatio = (direct.dr.getWidth()/float(direct.dr.getHeight()))
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for i in range(numItems):
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for i in range(numItems):
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# Get the node
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# Get the node
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node = self.createBaselineStyleSample(styles[i])
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node = self.createBaselineStyleSample(styles[i])
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@ -3537,7 +3537,7 @@ class LevelStyleManager:
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keys.sort()
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keys.sort()
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styles = map(lambda x, d = dictionary: d[x], keys)
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styles = map(lambda x, d = dictionary: d[x], keys)
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sf = 0.03
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sf = 0.03
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aspectRatio = (direct.dr.width/float(direct.dr.height))
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aspectRatio = (direct.dr.getWidth()/float(direct.dr.getHeight()))
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for i in range(numItems):
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for i in range(numItems):
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# Get the node
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# Get the node
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node = self.createWallStyleSample(styles[i])
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node = self.createWallStyleSample(styles[i])
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@ -3739,7 +3739,7 @@ class LevelStyleManager:
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keys.sort()
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keys.sort()
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styles = map(lambda x, d = dictionary: d[x], keys)
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styles = map(lambda x, d = dictionary: d[x], keys)
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sf = 0.02
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sf = 0.02
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aspectRatio = (direct.dr.width/float(direct.dr.height))
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aspectRatio = (direct.dr.getWidth()/float(direct.dr.getHeight()))
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for i in range(numItems):
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for i in range(numItems):
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# Get the node
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# Get the node
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node = self.createBuildingStyleSample(styles[i])
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node = self.createBuildingStyleSample(styles[i])
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@ -3952,7 +3952,7 @@ class LevelStyleManager:
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newColorMenu = hidden.attachNewNode(menuName + 'Menu')
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newColorMenu = hidden.attachNewNode(menuName + 'Menu')
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# Compute the angle per item
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# Compute the angle per item
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angle = deg2Rad(360.0/float(numItems))
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angle = deg2Rad(360.0/float(numItems))
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aspectRatio = (direct.dr.width / float(direct.dr.height))
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aspectRatio = (direct.dr.getWidth() / float(direct.dr.getHeight()))
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# Attach the color chips to the new menu and adjust sizes
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# Attach the color chips to the new menu and adjust sizes
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for i in range (numItems):
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for i in range (numItems):
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# Create a text node--just a card, really--of the right color.
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# Create a text node--just a card, really--of the right color.
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@ -4034,7 +4034,7 @@ class LevelStyleManager:
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newMenu = hidden.attachNewNode(dnaType + 'Menu')
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newMenu = hidden.attachNewNode(dnaType + 'Menu')
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# Compute angle increment per item
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# Compute angle increment per item
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angle = deg2Rad(360.0/numItems)
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angle = deg2Rad(360.0/numItems)
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aspectRatio = direct.dr.width /float(direct.dr.height)
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aspectRatio = direct.dr.getWidth() /float(direct.dr.getHeight())
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# Add items
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# Add items
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for i in range(0, numItems):
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for i in range(0, numItems):
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if dnaList[i]:
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if dnaList[i]:
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@ -4069,7 +4069,7 @@ class LevelStyleManager:
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newMenu = hidden.attachNewNode(dnaType + 'Menu')
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newMenu = hidden.attachNewNode(dnaType + 'Menu')
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# Compute angle per item
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# Compute angle per item
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angle = deg2Rad(360.0/numItems)
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angle = deg2Rad(360.0/numItems)
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aspectRatio = direct.dr.width/float(direct.dr.height)
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aspectRatio = direct.dr.getWidth()/float(direct.dr.getHeight())
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# Add items
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# Add items
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for i in range (numItems):
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for i in range (numItems):
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# Create text node for each item
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# Create text node for each item
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