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https://github.com/panda3d/panda3d.git
synced 2025-10-04 19:08:55 -04:00
Bring code up to new Panda Scene Graph
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6499b50835
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@ -658,10 +658,8 @@ class LevelEditor(NodePath, PandaObject):
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# Destory old toplevel node path and DNA
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# First the toplevel DNA
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self.DNAData.remove(self.DNAToplevel)
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if self.NPToplevel.hasArcs():
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# Then the toplevel Node Path
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self.NPToplevel.reparentTo(hidden)
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self.NPToplevel.removeNode()
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# Then the toplevel Node Path
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self.NPToplevel.removeNode()
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def createToplevel(self, dnaNode, nodePath = None):
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# When you create a new level, data is added to this node
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@ -796,8 +794,8 @@ class LevelEditor(NodePath, PandaObject):
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self.cTrav = CollisionTraverser()
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# activate the collider with the traverser and pusher
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self.pusher.addCollider(self.cSphereNode, base.drive.node())
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self.lifter.addCollider(self.cRayNode, base.drive.node())
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self.pusher.addColliderNode(self.cSphereNode, base.drive.node())
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self.lifter.addColliderNode(self.cRayNode, base.drive.node())
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# A map of zone ID's to a list of nodes that are visible from
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# that zone.
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self.nodeDict = {}
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@ -982,7 +980,7 @@ class LevelEditor(NodePath, PandaObject):
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def findDNANode(self, nodePath):
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""" Find node path's DNA Object in DNAStorage (if any) """
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if nodePath:
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return DNASTORE.findDNAGroup(nodePath.id())
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return DNASTORE.findDNAGroup(nodePath.node())
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else:
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return None
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@ -2155,7 +2153,7 @@ class LevelEditor(NodePath, PandaObject):
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map = loader.loadModel('models/level_editor/' + neighborhood +
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'_layout')
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if map:
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map.arc().setTransition(TransparencyTransition(1))
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map.setTransparency(1)
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map.setColor(Vec4(1,1,1,.4))
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self.mapDictionary[neighborhood] = map
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# Make sure this item isn't pickable
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@ -2394,18 +2392,16 @@ class LevelEditor(NodePath, PandaObject):
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self.outputDNA(dnaFilename)
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def loadDNAFromFile(self, filename):
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print filename
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# Reset level, destroying existing scene/DNA hierarcy
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self.reset(fDeleteToplevel = 1, fCreateToplevel = 0,
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fUpdateExplorer = 0)
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# Now load in new file
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node = loadDNAFile(DNASTORE, filename, CSDefault, 1)
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if node.getNumParents(RenderRelation.getClassType()) == 1:
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if node.getNumParents() == 1:
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# If the node already has a parent arc when it's loaded, we must
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# be using the level editor and we want to preserve that arc.
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newNPToplevel = NodePath()
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newNPToplevel.extendBy(node.getParent(
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RenderRelation.getClassType(), 0))
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newNPToplevel = NodePath(node)
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newNPToplevel.reparentTo(hidden)
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else:
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# Otherwise, we should create a new arc for the node.
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@ -3826,7 +3822,7 @@ class LevelStyleManager:
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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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# Create a text node--just a card, really--of the right color.
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tn = TextNode()
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tn = TextNode('colorChip')
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tn.freeze()
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tn.setFont(getDefaultFont())
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tn.setTransform(Mat4.scaleMat(0.07, 0.07, 0.07 * aspectRatio))
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@ -3941,7 +3937,7 @@ class LevelStyleManager:
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for i in range (numItems):
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# Create text node for each item
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if (textList[i] != None):
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tn = TextNode()
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tn = TextNode('TextItem')
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tn.freeze()
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tn.setFont(getDefaultFont())
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tn.setTransform(Mat4.scaleMat(0.07, 0.07, 0.07 * aspectRatio))
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