From a31a99d91ba1a41a58ad1febab28078efd6d1ff7 Mon Sep 17 00:00:00 2001 From: Mark Mine Date: Tue, 14 May 2002 21:01:02 +0000 Subject: [PATCH] Bring code up to new Panda Scene Graph --- direct/src/leveleditor/LevelEditor.py | 26 +++++++++++--------------- 1 file changed, 11 insertions(+), 15 deletions(-) diff --git a/direct/src/leveleditor/LevelEditor.py b/direct/src/leveleditor/LevelEditor.py index 11cc56cdf3..8190dab6e2 100644 --- a/direct/src/leveleditor/LevelEditor.py +++ b/direct/src/leveleditor/LevelEditor.py @@ -658,10 +658,8 @@ class LevelEditor(NodePath, PandaObject): # Destory old toplevel node path and DNA # First the toplevel DNA self.DNAData.remove(self.DNAToplevel) - if self.NPToplevel.hasArcs(): - # Then the toplevel Node Path - self.NPToplevel.reparentTo(hidden) - self.NPToplevel.removeNode() + # Then the toplevel Node Path + self.NPToplevel.removeNode() def createToplevel(self, dnaNode, nodePath = None): # When you create a new level, data is added to this node @@ -796,8 +794,8 @@ class LevelEditor(NodePath, PandaObject): self.cTrav = CollisionTraverser() # activate the collider with the traverser and pusher - self.pusher.addCollider(self.cSphereNode, base.drive.node()) - self.lifter.addCollider(self.cRayNode, base.drive.node()) + self.pusher.addColliderNode(self.cSphereNode, base.drive.node()) + self.lifter.addColliderNode(self.cRayNode, base.drive.node()) # A map of zone ID's to a list of nodes that are visible from # that zone. self.nodeDict = {} @@ -982,7 +980,7 @@ class LevelEditor(NodePath, PandaObject): def findDNANode(self, nodePath): """ Find node path's DNA Object in DNAStorage (if any) """ if nodePath: - return DNASTORE.findDNAGroup(nodePath.id()) + return DNASTORE.findDNAGroup(nodePath.node()) else: return None @@ -2155,7 +2153,7 @@ class LevelEditor(NodePath, PandaObject): map = loader.loadModel('models/level_editor/' + neighborhood + '_layout') if map: - map.arc().setTransition(TransparencyTransition(1)) + map.setTransparency(1) map.setColor(Vec4(1,1,1,.4)) self.mapDictionary[neighborhood] = map # Make sure this item isn't pickable @@ -2394,18 +2392,16 @@ class LevelEditor(NodePath, PandaObject): self.outputDNA(dnaFilename) def loadDNAFromFile(self, filename): + print filename # Reset level, destroying existing scene/DNA hierarcy self.reset(fDeleteToplevel = 1, fCreateToplevel = 0, fUpdateExplorer = 0) # Now load in new file node = loadDNAFile(DNASTORE, filename, CSDefault, 1) - - if node.getNumParents(RenderRelation.getClassType()) == 1: + if node.getNumParents() == 1: # If the node already has a parent arc when it's loaded, we must # be using the level editor and we want to preserve that arc. - newNPToplevel = NodePath() - newNPToplevel.extendBy(node.getParent( - RenderRelation.getClassType(), 0)) + newNPToplevel = NodePath(node) newNPToplevel.reparentTo(hidden) else: # Otherwise, we should create a new arc for the node. @@ -3826,7 +3822,7 @@ class LevelStyleManager: # Attach the color chips to the new menu and adjust sizes for i in range (numItems): # Create a text node--just a card, really--of the right color. - tn = TextNode() + tn = TextNode('colorChip') tn.freeze() tn.setFont(getDefaultFont()) tn.setTransform(Mat4.scaleMat(0.07, 0.07, 0.07 * aspectRatio)) @@ -3941,7 +3937,7 @@ class LevelStyleManager: for i in range (numItems): # Create text node for each item if (textList[i] != None): - tn = TextNode() + tn = TextNode('TextItem') tn.freeze() tn.setFont(getDefaultFont()) tn.setTransform(Mat4.scaleMat(0.07, 0.07, 0.07 * aspectRatio))