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https://github.com/panda3d/panda3d.git
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This commit is contained in:
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4f7f89164d
commit
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@ -23,10 +23,10 @@ class MetadataPanel(AppShell,Pmw.MegaWidget):
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optiondefs = (
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('title', self.appname, None),
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)
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self.defineoptions(kw, optiondefs)
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self.Metanode=nodePath
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if(nodePath.hasTag("Metadata")):
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self.Metatag=self.Metanode.getTag("Metadata")
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self.defineoptions(kw, optiondefs)
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self.Metanode=nodePath
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if(nodePath.hasTag("Metadata")):
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self.Metatag=self.Metanode.getTag("Metadata")
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if parent == None:
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self.parent = Toplevel()
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@ -36,24 +36,24 @@ class MetadataPanel(AppShell,Pmw.MegaWidget):
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def appInit(self):
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print "Metadata Panel"
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print "Metadata Panel"
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def createInterface(self):
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interior = self.interior()
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mainFrame = Frame(interior)
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tag_label=Label (mainFrame,text="Enter Metadata",font=('MSSansSerif', 15),
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tag_label=Label (mainFrame,text="Enter Metadata",font=('MSSansSerif', 15),
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relief = RIDGE, borderwidth=5)
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tag_label.pack()
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source=StringVar()
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source.set(self.Metatag)
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self.tag_text=Entry(mainFrame, width=10,textvariable=source)
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self.tag_text.pack()
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set_button=Button(mainFrame, text='Set Metadata',font=('MSSansSerif', 15),
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tag_label.pack()
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source=StringVar()
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source.set(self.Metatag)
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self.tag_text=Entry(mainFrame, width=10,textvariable=source)
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self.tag_text.pack()
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set_button=Button(mainFrame, text='Set Metadata',font=('MSSansSerif', 15),
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relief = RIDGE, borderwidth=5, command= lambda:self.SetIt())
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set_button.pack()
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mainFrame.pack(fill = 'both', expand = 1)
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set_button.pack()
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mainFrame.pack(fill = 'both', expand = 1)
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def SetIt(self):
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self.Metanode.setTag("Metadata",self.tag_text.get())
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self.Metanode.setTag("Metadata",self.tag_text.get())
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@ -126,7 +126,7 @@ class dataHolder:
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# resetAll(self)
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# This function will reset the whole scene
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#################################################################
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# Delete Everything in the Scene Graph
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# Delete Everything in the Scene Graph
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for index in self.ModelDic:
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self.ModelDic[index].removeNode()
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for index in self.ActorDic:
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@ -137,22 +137,22 @@ class dataHolder:
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self.collisionDict[index].removeNode()
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for index in self.particleNodes:
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self.particleDict[index].cleanup()
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self.particleNodes[index].removeNode()
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self.particleNodes[index].removeNode()
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# Clear all data containers in the dataHolder
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self.ModelDic.clear()
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self.ModelDic.clear()
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self.ModelRefDic.clear()
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self.ActorDic.clear()
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self.ActorRefDic.clear()
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self.dummyDict.clear()
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self.lightManager.deleteAll()
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self.blendAnimDict.clear()
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self.particleDict.clear()
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self.particleNodes.clear()
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self.dummyDict.clear()
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self.lightManager.deleteAll()
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self.blendAnimDict.clear()
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self.particleDict.clear()
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self.particleNodes.clear()
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self.ModelNum=0
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self.ActorNum=0
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self.theScene=None
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self.theScene=None
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messenger.send('SGE_Update Explorer',[render])
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print 'Scene should be cleaned up!'
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@ -207,10 +207,10 @@ class dataHolder:
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self.removeObj(node)
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list = self.lightManager.delete(name)
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return list
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elif self.particleNodes.has_key(name):
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self.particleNodes[name].removeNode()
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del self.particleNodes[name]
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del self.particleDict[name]
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elif self.particleNodes.has_key(name):
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self.particleNodes[name].removeNode()
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del self.particleNodes[name]
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del self.particleDict[name]
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else:
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print 'You cannot remove this NodePath'
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return
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@ -588,7 +588,7 @@ class dataHolder:
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return True
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return False
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def bindCurveToNode(self,node,curveCollection):
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###########################################################################
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# bindCurveToNode(self,node,curveCollection)
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@ -929,143 +929,143 @@ class dataHolder:
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# loadScene(self)
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# Opens a dialog box asking for a scene file to load. It then removes
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# the current scene and opens the new one.
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# It basically proceeds by executig the python file containing the scene
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# and then re-populating the various dictionaries based on the dictionaries
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# in the scene file hence reviving the state for the scene
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# It basically proceeds by executig the python file containing the scene
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# and then re-populating the various dictionaries based on the dictionaries
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# in the scene file hence reviving the state for the scene
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###########################################################################
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### Ask for a filename
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OpenFilename = tkFileDialog.askopenfilename(filetypes = [("PY","py")],title = "Load Scene")
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if(not OpenFilename):
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return None
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f=Filename.fromOsSpecific(OpenFilename)
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fileName=f.getBasenameWoExtension()
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dirName=f.getFullpathWoExtension()
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print "DATAHOLDER::" + dirName
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############################################################################
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# Append the path to this file to our sys path where python looks for modules
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# We do this so that we can use "import" on our saved scene code and execute it
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############################################################################
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sys.path.append(os.path.dirname(f.toOsSpecific()))
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OpenFilename = tkFileDialog.askopenfilename(filetypes = [("PY","py")],title = "Load Scene")
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if(not OpenFilename):
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return None
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f=Filename.fromOsSpecific(OpenFilename)
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fileName=f.getBasenameWoExtension()
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dirName=f.getFullpathWoExtension()
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print "DATAHOLDER::" + dirName
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############################################################################
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# Append the path to this file to our sys path where python looks for modules
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# We do this so that we can use "import" on our saved scene code and execute it
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############################################################################
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sys.path.append(os.path.dirname(f.toOsSpecific()))
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############################################################################
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# Actually import the scene... this executes the code in the scene
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############################################################################
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self.theScene=__import__(fileName)
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self.Scene=self.theScene.SavedScene(0,seParticleEffect,seParticles,dirName) # Specify load mode of 0 which will allow us to pass seParticle and seParticleEffect
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messenger.send('SGE_Update Explorer',[render])
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############################################################################
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# Actually import the scene... this executes the code in the scene
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############################################################################
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self.theScene=__import__(fileName)
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self.Scene=self.theScene.SavedScene(0,seParticleEffect,seParticles,dirName) # Specify load mode of 0 which will allow us to pass seParticle and seParticleEffect
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messenger.send('SGE_Update Explorer',[render])
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# Lets call some important initialization methods on our scene:
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#self.Scene.starteffects(0,seParticleEffect,seParticles,dirName) # This special calling of start effect with mode 0 is to use seParticleEffect and seParticles
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############################################################################
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# Populate Model related Dictionaries
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############################################################################
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for model in self.Scene.ModelDic:
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self.ModelDic[model]=self.Scene.ModelDic[model]
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#self.ModelRefDic[model]=self.Scene.ModelRefDic[model] # The Old absolute paths way
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self.ModelRefDic[model]=Filename(dirName + "/" + self.Scene.ModelRefDic[model]) # Relative Paths
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############################################################################
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# Populate Model related Dictionaries
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############################################################################
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for model in self.Scene.ModelDic:
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self.ModelDic[model]=self.Scene.ModelDic[model]
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#self.ModelRefDic[model]=self.Scene.ModelRefDic[model] # The Old absolute paths way
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self.ModelRefDic[model]=Filename(dirName + "/" + self.Scene.ModelRefDic[model]) # Relative Paths
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self.ModelNum=self.ModelNum+1
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############################################################################
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# Populate Actor related Dictionaries
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############################################################################
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for actor in self.Scene.ActorDic:
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self.ActorDic[actor]=self.Scene.ActorDic[actor]
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#self.ActorRefDic[actor]=self.Scene.ActorRefDic[actor] # Old way of doing absolute paths
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self.ActorRefDic[actor]=Filename(dirName + "/" + self.Scene.ActorRefDic[actor]) # Relative Paths
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if(self.Scene.blendAnimDict.has_key(str(actor))):
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self.blendAnimDict[actor]=self.Scene.blendAnimDict[actor]
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self.ActorNum=self.ActorNum+1
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############################################################################
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# Populate Actor related Dictionaries
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############################################################################
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for actor in self.Scene.ActorDic:
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self.ActorDic[actor]=self.Scene.ActorDic[actor]
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#self.ActorRefDic[actor]=self.Scene.ActorRefDic[actor] # Old way of doing absolute paths
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self.ActorRefDic[actor]=Filename(dirName + "/" + self.Scene.ActorRefDic[actor]) # Relative Paths
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if(self.Scene.blendAnimDict.has_key(str(actor))):
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self.blendAnimDict[actor]=self.Scene.blendAnimDict[actor]
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self.ActorNum=self.ActorNum+1
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############################################################################
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# Populate Light related Dictionaries
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############################################################################
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############################################################################
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# Populate Light related Dictionaries
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############################################################################
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#print self.Scene.LightDict
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for light in self.Scene.LightDict:
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#print light
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alight=self.Scene.LightDict[light]
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type=self.Scene.LightTypes[light]
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thenode=self.Scene.LightNodes[light]
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#print type
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if type == 'ambient':
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#print light
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alight=self.Scene.LightDict[light]
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type=self.Scene.LightTypes[light]
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thenode=self.Scene.LightNodes[light]
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#print type
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if type == 'ambient':
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self.lightManager.create('ambient',alight.getColor(),name=alight.getName(),tag=thenode.getTag("Metadata"))
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elif type == 'directional':
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#print alight.getPoint()
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#print alight.getDirection()
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#print alight.getPoint()
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#print alight.getDirection()
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self.lightManager.create('directional',alight.getColor(),alight.getSpecularColor(),thenode.getPos(),thenode.getHpr(),name=alight.getName(),tag=thenode.getTag("Metadata"))
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elif type == 'point':
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atten=alight.getAttenuation()
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#print alight.getPoint()
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atten=alight.getAttenuation()
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#print alight.getPoint()
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self.lightManager.create('point',alight.getColor(),alight.getSpecularColor(),thenode.getPos(),Vec3(1,0,0),atten.getX(),atten.getY(),atten.getZ(),name=alight.getName(),tag=thenode.getTag("Metadata"))
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elif type == 'spot':
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atten=alight.getAttenuation()
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atten=alight.getAttenuation()
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self.lightManager.create('spot',alight.getColor(),alight.getSpecularColor(),thenode.getPos(),thenode.getHpr(),atten.getX(),atten.getY(),atten.getZ(),alight.getExponent(),name=alight.getName(),tag=thenode.getTag("Metadata"))
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else:
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print 'Invalid light type'
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print 'Invalid light type'
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############################################################################
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# Populate Dummy related Dictionaries
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############################################################################
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for dummy in self.Scene.dummyDict:
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self.dummyDict[dummy] = self.Scene.dummyDict[dummy]
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############################################################################
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# Populate Dummy related Dictionaries
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############################################################################
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for dummy in self.Scene.dummyDict:
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self.dummyDict[dummy] = self.Scene.dummyDict[dummy]
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############################################################################
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# Populate Collision related Dictionaries
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############################################################################
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for collnode in self.Scene.collisionDict:
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self.collisionDict[collnode]=self.Scene.collisionDict[collnode]
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############################################################################
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# Populate Collision related Dictionaries
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############################################################################
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for collnode in self.Scene.collisionDict:
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self.collisionDict[collnode]=self.Scene.collisionDict[collnode]
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############################################################################
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# Populate Mopath related Dictionaries
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############################################################################
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for node in self.Scene.curveDict:
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curveCollection=self.Scene.curveDict[node]
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for curve in curveCollection:
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curveColl=ParametricCurveCollection()
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nodeP=loader.loadModel(curve)
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curveColl.addCurves(nodeP.node())
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nodeP.removeNode()
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thenode=render.find("**/"+str(node))
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self.bindCurveToNode(thenode,curveColl)
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############################################################################
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# Populate Particle related Dictionaries
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############################################################################
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############################################################################
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# Populate Mopath related Dictionaries
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############################################################################
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for node in self.Scene.curveDict:
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curveCollection=self.Scene.curveDict[node]
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for curve in curveCollection:
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curveColl=ParametricCurveCollection()
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nodeP=loader.loadModel(curve)
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curveColl.addCurves(nodeP.node())
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nodeP.removeNode()
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thenode=render.find("**/"+str(node))
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self.bindCurveToNode(thenode,curveColl)
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############################################################################
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# Populate Particle related Dictionaries
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############################################################################
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for effect in self.Scene.particleDict:
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theeffect=self.Scene.particleDict[effect]
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emitter=loader.loadModel("sphere")
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emitter.setPosHprScale(theeffect.getX(),theeffect.getY(),theeffect.getZ(),theeffect.getH(),theeffect.getP(),theeffect.getR(),theeffect.getSx(),theeffect.getSy(),theeffect.getSz())
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theeffect.setPos(0,0,0)
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theeffect.setName(str(effect))
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tempparent=theeffect.getParent()
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theeffect.reparentTo(emitter)
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emitter.setName(str(effect))
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emitter.reparentTo(tempparent)
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theeffect.enable()
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self.particleDict[effect]=theeffect
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self.particleNodes[effect]=emitter
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# Clean up things added to scene graph by saved file's code execution
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for light in self.Scene.LightDict:
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vestige=render.find('**/'+light)
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if(vestige != None):
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vestige.removeNode()
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theeffect=self.Scene.particleDict[effect]
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emitter=loader.loadModel("sphere")
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emitter.setPosHprScale(theeffect.getX(),theeffect.getY(),theeffect.getZ(),theeffect.getH(),theeffect.getP(),theeffect.getR(),theeffect.getSx(),theeffect.getSy(),theeffect.getSz())
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theeffect.setPos(0,0,0)
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theeffect.setName(str(effect))
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tempparent=theeffect.getParent()
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theeffect.reparentTo(emitter)
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emitter.setName(str(effect))
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emitter.reparentTo(tempparent)
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theeffect.enable()
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self.particleDict[effect]=theeffect
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self.particleNodes[effect]=emitter
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############################################################################
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# return the filename and update the scenegraph explorer window
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############################################################################
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# Clean up things added to scene graph by saved file's code execution
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for light in self.Scene.LightDict:
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vestige=render.find('**/'+light)
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if(vestige != None):
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vestige.removeNode()
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############################################################################
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# return the filename and update the scenegraph explorer window
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############################################################################
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messenger.send('SGE_Update Explorer',[render])
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if(OpenFilename):
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if(OpenFilename):
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return OpenFilename
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else:
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return None
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else:
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return None
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def getList(self):
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return self.lightManager.getList()
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return self.lightManager.getList()
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File diff suppressed because it is too large
Load Diff
@ -147,7 +147,7 @@ class myLevelEditor(AppShell):
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self.initialiseoptions(myLevelEditor)
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self.parent.resizable(False,False) ## Disable the ability to resize for this Window.
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######### Set the event handler ##########
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self.dataFlowEvents = [
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## Event from Side Window
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@ -202,14 +202,14 @@ class myLevelEditor(AppShell):
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['SEditor-ToggleBackface',self.toggleBackface],
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['SEditor-ToggleTexture',self.toggleTexture],
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['SEditor-ToggleWireframe',self.toggleWireframe],
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['ParticlePanel_Added_Effect',self.addParticleEffect],
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['ParticlePanel_Added_Effect',self.addParticleEffect],
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]
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#################################
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### Collision detection
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#################################
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self.cTrav = CollisionTraverser()
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self.cTrav = CollisionTraverser()
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base.cTrav = self.cTrav
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for event in self.dataFlowEvents:
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@ -223,7 +223,7 @@ class myLevelEditor(AppShell):
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['SGE_Remove', self.remove],
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['SGE_Add Dummy', self.addDummyNode],
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['SGE_Add Collision Object', self.addCollisionObj],
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['SGE_Metadata', self.openMetadataPanel],
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['SGE_Metadata', self.openMetadataPanel],
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['SGE_Set as Reparent Target', self.setAsReparentTarget],
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['SGE_Reparent to Target', self.reparentToNode],
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['SGE_Animation Panel', self.openAnimPanel],
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@ -255,17 +255,17 @@ class myLevelEditor(AppShell):
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### Create SceneEditor Ver. DirectSession
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self.seSession = SeSession()
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self.seSession.enable()
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SEditor.camera.setPos(0,-50,10)
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SEditor.camera.setPos(0,-50,10)
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self.placer=None
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self.MopathPanel = None
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self.alignPanelDict = {}
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#self.quadview=QuadView()
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self.placer=None
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self.MopathPanel = None
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self.alignPanelDict = {}
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#self.quadview=QuadView()
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self.lightingPanel = None
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self.controllerPanel = None
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self.particlePanel = None
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self.lightingPanel = None
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self.controllerPanel = None
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self.particlePanel = None
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### Create Side Window
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self.sideWindow = sideWindow(worldColor = self.worldColor,
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@ -293,7 +293,7 @@ class myLevelEditor(AppShell):
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### Creating the Buttons in the window frame
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#######################################################
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buttonFrame = Frame(interior)
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self.image=[]
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self.image=[]
|
||||
self.image.append(PhotoImage(file='new.gif'))#0
|
||||
self.image.append(PhotoImage(file='open.gif'))#1
|
||||
self.image.append(PhotoImage(file='save.gif'))#2
|
||||
@ -314,9 +314,9 @@ class myLevelEditor(AppShell):
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
self.image.append(PhotoImage(file='blank.gif'))
|
||||
|
||||
|
||||
i = 0
|
||||
@ -324,11 +324,11 @@ class myLevelEditor(AppShell):
|
||||
i += 1
|
||||
button = Button(buttonFrame, image = element, command=lambda n=i : self.buttonPushed(n))
|
||||
button.pack(fill=X, side = LEFT)
|
||||
|
||||
|
||||
|
||||
buttonFrame.pack(fill=X, side=LEFT,expand=True)
|
||||
|
||||
|
||||
|
||||
|
||||
def buttonPushed(self, buttonIndex):
|
||||
#################################################################
|
||||
# buttonPushed(self, buttonNum)
|
||||
@ -339,8 +339,8 @@ class myLevelEditor(AppShell):
|
||||
#### Change here to process the button event further.
|
||||
####
|
||||
if buttonIndex==1: # New Scene
|
||||
self.newScene()
|
||||
return
|
||||
self.newScene()
|
||||
return
|
||||
elif buttonIndex==2: # Open Scene
|
||||
self.openScene()
|
||||
return
|
||||
@ -357,13 +357,13 @@ class myLevelEditor(AppShell):
|
||||
self.openPlacerPanel()
|
||||
return
|
||||
elif buttonIndex==7: # Open Mopath Panel
|
||||
self.openMoPathPanel()
|
||||
self.openMoPathPanel()
|
||||
return
|
||||
elif buttonIndex==8: # Open Lighting Panel
|
||||
self.openLightingPanel()
|
||||
return
|
||||
elif buttonIndex==9: # Open Particle Panel
|
||||
self.openParticlePanel()
|
||||
self.openParticlePanel()
|
||||
return
|
||||
elif buttonIndex==10:
|
||||
self.openInputPanel()
|
||||
@ -570,7 +570,7 @@ class myLevelEditor(AppShell):
|
||||
## Processing message events
|
||||
|
||||
def makeDirty(self):
|
||||
self.Dirty=1
|
||||
self.Dirty=1
|
||||
|
||||
def removeLight(self, lightNode):
|
||||
#################################################################
|
||||
@ -627,7 +627,7 @@ class myLevelEditor(AppShell):
|
||||
list, lightNode = AllScene.createLight(type = type)
|
||||
if self.lightingPanel != None:
|
||||
self.lightingPanel.updateList(list,lightNode)
|
||||
self.makeDirty()
|
||||
self.makeDirty()
|
||||
return
|
||||
|
||||
def lightingPanelClose(self):
|
||||
@ -662,9 +662,9 @@ class myLevelEditor(AppShell):
|
||||
return
|
||||
|
||||
def openMetadataPanel(self,nodePath=None):
|
||||
print nodePath
|
||||
self.MetadataPanel=MetadataPanel(nodePath)
|
||||
pass
|
||||
print nodePath
|
||||
self.MetadataPanel=MetadataPanel(nodePath)
|
||||
pass
|
||||
|
||||
def duplicate(self, nodePath = None):
|
||||
#################################################################
|
||||
@ -706,7 +706,7 @@ class myLevelEditor(AppShell):
|
||||
#
|
||||
#################################################################
|
||||
AllScene.addDummyNode(nodepath)
|
||||
self.makeDirty()
|
||||
self.makeDirty()
|
||||
pass
|
||||
|
||||
def addCollisionObj(self, nodepath = None):
|
||||
@ -820,67 +820,67 @@ class myLevelEditor(AppShell):
|
||||
# and will reset the application title to "New Scene"
|
||||
#################################################################
|
||||
self.closeAllSubWindows() ## Close all sub window
|
||||
if(self.CurrentFileName):
|
||||
currentF=Filename(self.CurrentFileName)
|
||||
self.CurrentFileName=None
|
||||
if(self.CurrentFileName):
|
||||
currentF=Filename(self.CurrentFileName)
|
||||
self.CurrentFileName=None
|
||||
AllScene.resetAll()
|
||||
currentModName=currentF.getBasenameWoExtension()
|
||||
# Let us actually remove the scene from sys modules... this is done because every scene is loaded as a module
|
||||
# And if we reload a scene python wont reload since its already in sys.modules... and hence we delete it
|
||||
# If there is ever a garbage colleciton bug..this might be a point to look at
|
||||
if sys.modules.has_key(currentModName):
|
||||
del sys.modules[currentModName]
|
||||
print sys.getrefcount(AllScene.theScene)
|
||||
del AllScene.theScene
|
||||
else:
|
||||
AllScene.resetAll()
|
||||
self.parent.title('Scene Editor - New Scene')
|
||||
currentModName=currentF.getBasenameWoExtension()
|
||||
# Let us actually remove the scene from sys modules... this is done because every scene is loaded as a module
|
||||
# And if we reload a scene python wont reload since its already in sys.modules... and hence we delete it
|
||||
# If there is ever a garbage colleciton bug..this might be a point to look at
|
||||
if sys.modules.has_key(currentModName):
|
||||
del sys.modules[currentModName]
|
||||
print sys.getrefcount(AllScene.theScene)
|
||||
del AllScene.theScene
|
||||
else:
|
||||
AllScene.resetAll()
|
||||
self.parent.title('Scene Editor - New Scene')
|
||||
pass
|
||||
|
||||
def openScene(self):
|
||||
#################################################################
|
||||
# openScene(self)
|
||||
#################################################################
|
||||
# In the future try and provide merging of two scenes
|
||||
|
||||
# In the future try and provide merging of two scenes
|
||||
|
||||
if(self.CurrentFileName or self.Dirty):
|
||||
saveScene = tkMessageBox._show("Load scene","Save the current scene?",icon = tkMessageBox.QUESTION,type = tkMessageBox.YESNOCANCEL)
|
||||
if (saveScene == "yes"):
|
||||
self.saveScene()
|
||||
elif (saveScene == "cancel"):
|
||||
return
|
||||
saveScene = tkMessageBox._show("Load scene","Save the current scene?",icon = tkMessageBox.QUESTION,type = tkMessageBox.YESNOCANCEL)
|
||||
if (saveScene == "yes"):
|
||||
self.saveScene()
|
||||
elif (saveScene == "cancel"):
|
||||
return
|
||||
|
||||
self.closeAllSubWindows() ## Close all sub window
|
||||
if(self.CurrentFileName):
|
||||
currentF=Filename(self.CurrentFileName)
|
||||
AllScene.resetAll()
|
||||
currentModName=currentF.getBasenameWoExtension()
|
||||
# Let us actually remove the scene from sys modules... this is done because every scene is loaded as a module
|
||||
# And if we reload a scene python wont reload since its already in sys.modules... and hence we delete it
|
||||
# If there is ever a garbage colleciton bug..this might be a point to look at
|
||||
if sys.modules.has_key(currentModName):
|
||||
del sys.modules[currentModName]
|
||||
print sys.getrefcount(AllScene.theScene)
|
||||
del AllScene.theScene
|
||||
if(self.CurrentFileName):
|
||||
currentF=Filename(self.CurrentFileName)
|
||||
AllScene.resetAll()
|
||||
currentModName=currentF.getBasenameWoExtension()
|
||||
# Let us actually remove the scene from sys modules... this is done because every scene is loaded as a module
|
||||
# And if we reload a scene python wont reload since its already in sys.modules... and hence we delete it
|
||||
# If there is ever a garbage colleciton bug..this might be a point to look at
|
||||
if sys.modules.has_key(currentModName):
|
||||
del sys.modules[currentModName]
|
||||
print sys.getrefcount(AllScene.theScene)
|
||||
del AllScene.theScene
|
||||
else:
|
||||
AllScene.resetAll()
|
||||
AllScene.resetAll()
|
||||
|
||||
self.CurrentFileName = AllScene.loadScene()
|
||||
|
||||
if(self.CurrentFileName==None):
|
||||
return
|
||||
self.CurrentFileName = AllScene.loadScene()
|
||||
|
||||
thefile=Filename(self.CurrentFileName)
|
||||
thedir=thefile.getFullpathWoExtension()
|
||||
print "SCENE EDITOR::" + thedir
|
||||
self.CurrentDirName=thedir
|
||||
if self.CurrentFileName != None:
|
||||
if(self.CurrentFileName==None):
|
||||
return
|
||||
|
||||
thefile=Filename(self.CurrentFileName)
|
||||
thedir=thefile.getFullpathWoExtension()
|
||||
print "SCENE EDITOR::" + thedir
|
||||
self.CurrentDirName=thedir
|
||||
if self.CurrentFileName != None:
|
||||
self.parent.title('Scene Editor - '+ Filename.fromOsSpecific(self.CurrentFileName).getBasenameWoExtension())
|
||||
if self.lightingPanel !=None:
|
||||
if self.lightingPanel !=None:
|
||||
lightList=AllScene.getList()
|
||||
self.lightingPanel.updateList(lightList)
|
||||
messenger.send('SGE_Update Explorer',[render])
|
||||
|
||||
|
||||
|
||||
# Close the side window in order to reset all world settings to fit the scene we have loaded.
|
||||
self.sideWindow.quit()
|
||||
@ -905,45 +905,45 @@ class myLevelEditor(AppShell):
|
||||
# If this filename exists in sys.modules you cannot use it
|
||||
#################################################################
|
||||
|
||||
if(self.CurrentFileName):
|
||||
f=FileSaver()
|
||||
f.SaveFile(AllScene,self.CurrentFileName,self.CurrentDirName,1)
|
||||
self.Dirty=0
|
||||
else:
|
||||
self.saveAsScene()
|
||||
if(self.CurrentFileName):
|
||||
f=FileSaver()
|
||||
f.SaveFile(AllScene,self.CurrentFileName,self.CurrentDirName,1)
|
||||
self.Dirty=0
|
||||
else:
|
||||
self.saveAsScene()
|
||||
pass
|
||||
|
||||
|
||||
def saveAsScene(self):
|
||||
#################################################################
|
||||
# saveAsScene(self)
|
||||
# saveAsScene(self)
|
||||
# Ask for filename using a file save dialog
|
||||
# If this filename exists in sys.modules you cannot use it
|
||||
# Instantiate FileSaver from seFileSaver.py and pass it the filename
|
||||
#################################################################
|
||||
|
||||
fileName = tkFileDialog.asksaveasfilename(filetypes = [("PY","py")],title = "Save Scene")
|
||||
if(not fileName):
|
||||
return
|
||||
fCheck=Filename(fileName)
|
||||
#print fCheck.getBasenameWoExtension()
|
||||
###############################################################################
|
||||
# !!!!! See if a module exists by this name... if it does you cannot use this filename !!!!!
|
||||
###############################################################################
|
||||
if(sys.modules.has_key(fCheck.getBasenameWoExtension())):
|
||||
tkMessageBox.showwarning(
|
||||
if(not fileName):
|
||||
return
|
||||
fCheck=Filename(fileName)
|
||||
#print fCheck.getBasenameWoExtension()
|
||||
###############################################################################
|
||||
# !!!!! See if a module exists by this name... if it does you cannot use this filename !!!!!
|
||||
###############################################################################
|
||||
if(sys.modules.has_key(fCheck.getBasenameWoExtension())):
|
||||
tkMessageBox.showwarning(
|
||||
"Save file",
|
||||
"Cannot save with this name because there is a system module with the same name. Please resave as something else."
|
||||
)
|
||||
)
|
||||
|
||||
return
|
||||
self.CurrentDirName=fileName
|
||||
fileName=fileName+".py"
|
||||
return
|
||||
self.CurrentDirName=fileName
|
||||
fileName=fileName+".py"
|
||||
f=FileSaver()
|
||||
self.CurrentFileName=fileName
|
||||
f.SaveFile(AllScene,fileName,self.CurrentDirName,0)
|
||||
self.Dirty=0
|
||||
self.parent.title('Scene Editor - '+ Filename.fromOsSpecific(self.CurrentFileName).getBasenameWoExtension())
|
||||
self.CurrentFileName=fileName
|
||||
f.SaveFile(AllScene,fileName,self.CurrentDirName,0)
|
||||
self.Dirty=0
|
||||
self.parent.title('Scene Editor - '+ Filename.fromOsSpecific(self.CurrentFileName).getBasenameWoExtension())
|
||||
pass
|
||||
|
||||
def loadModel(self):
|
||||
@ -962,7 +962,7 @@ class myLevelEditor(AppShell):
|
||||
title = 'Load New Model',
|
||||
parent = self.parent)
|
||||
if modelFilename:
|
||||
self.makeDirty()
|
||||
self.makeDirty()
|
||||
if not AllScene.loadModel(modelFilename, Filename.fromOsSpecific(modelFilename)):
|
||||
print '----Error! No Such Model File!'
|
||||
pass
|
||||
@ -983,9 +983,9 @@ class myLevelEditor(AppShell):
|
||||
title = 'Load New Actor',
|
||||
parent = self.parent)
|
||||
|
||||
|
||||
|
||||
if ActorFilename:
|
||||
self.makeDirty()
|
||||
self.makeDirty()
|
||||
if not AllScene.loadActor(ActorFilename, Filename.fromOsSpecific(ActorFilename)):
|
||||
print '----Error! No Such Model File!'
|
||||
pass
|
||||
@ -1162,24 +1162,24 @@ class myLevelEditor(AppShell):
|
||||
return
|
||||
|
||||
def addParticleEffect(self,effect_name,effect,node):
|
||||
AllScene.particleDict[effect_name]=effect
|
||||
AllScene.particleNodes[effect_name]=node
|
||||
if not self.ParticleEnable:
|
||||
AllScene.particleDict[effect_name]=effect
|
||||
AllScene.particleNodes[effect_name]=node
|
||||
if not self.ParticleEnable:
|
||||
AllScene.particleNodes[effect_name].setTransparency(True)
|
||||
AllScene.particleNodes[effect_name].setAlphaScale(0)
|
||||
AllScene.particleNodes[effect_name].setBin("fixed",1)
|
||||
return
|
||||
return
|
||||
|
||||
def openParticlePanel(self):
|
||||
if self.particlePanel != None:
|
||||
## There already has a Particle panel!
|
||||
return
|
||||
if(len(AllScene.particleDict)==0):
|
||||
self.particlePanel=seParticlePanel.ParticlePanel()
|
||||
else:
|
||||
for effect in AllScene.particleDict:
|
||||
theeffect=AllScene.particleDict[effect]
|
||||
self.particlePanel=seParticlePanel.ParticlePanel(particleEffect=theeffect,effectsDict=AllScene.particleDict)
|
||||
if(len(AllScene.particleDict)==0):
|
||||
self.particlePanel=seParticlePanel.ParticlePanel()
|
||||
else:
|
||||
for effect in AllScene.particleDict:
|
||||
theeffect=AllScene.particleDict[effect]
|
||||
self.particlePanel=seParticlePanel.ParticlePanel(particleEffect=theeffect,effectsDict=AllScene.particleDict)
|
||||
|
||||
pass
|
||||
|
||||
@ -1325,7 +1325,7 @@ class myLevelEditor(AppShell):
|
||||
self.menuEdit.entryconfig('Duplicate', state=NORMAL)
|
||||
self.menuEdit.entryconfig('Remove', state=NORMAL)
|
||||
self.menuEdit.entryconfig('Object Properties', state=NORMAL)
|
||||
if callBack:
|
||||
if callBack:
|
||||
self.seSession.select(nodePath,fResetAncestry=1)
|
||||
messenger.send('SGE_Update Explorer',[render])
|
||||
if not taskMgr.hasTaskNamed('seMonitorSelectedNode'):
|
||||
|
@ -603,6 +603,6 @@ class LoadAnimPanel(AppShell):
|
||||
# Then, it will close the panel itself.
|
||||
#################################################################
|
||||
messenger.send('AW_AnimationLoad',[self.Actor,self.animDic])
|
||||
#print self.animDic
|
||||
#print self.animDic
|
||||
self.quit()
|
||||
return
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -96,8 +96,8 @@ class ForceGroup(DirectObject):
|
||||
|
||||
def printParams(self, file = sys.stdout, targ = 'self'):
|
||||
"""printParams(file, targ)"""
|
||||
i1=" "
|
||||
i2=i1+i1
|
||||
i1=" "
|
||||
i2=i1+i1
|
||||
file.write(i2+'# Force parameters\n')
|
||||
for i in range(self.node.getNumForces()):
|
||||
f = self.node.getForce(i)
|
||||
|
@ -26,7 +26,7 @@ class seLight(NodePath):
|
||||
linear = 0.0,
|
||||
quadratic = 0.0,
|
||||
exponent = 0.0,
|
||||
tag="",
|
||||
tag="",
|
||||
lence = None):
|
||||
#################################################################
|
||||
# __init__(self, light, parent, type,
|
||||
@ -38,7 +38,7 @@ class seLight(NodePath):
|
||||
# linear = 0.0,
|
||||
# quadratic = 0.0,
|
||||
# exponent = 0.0,
|
||||
# tag="",
|
||||
# tag="",
|
||||
# lence = None):
|
||||
# This constructor will create a light node inside it and upcast
|
||||
# this light node to itself as a nodePath.
|
||||
@ -68,24 +68,24 @@ class seLight(NodePath):
|
||||
node = light.upcastToPandaNode()
|
||||
|
||||
# Attach node to self
|
||||
self.LightNode=parent.attachNewNode(node)
|
||||
self.LightNode.setTag("Metadata",tag)
|
||||
if(self.type=='spot'):
|
||||
self.LightNode.setHpr(self.orientation)
|
||||
self.LightNode.setPos(self.position)
|
||||
else:
|
||||
self.LightNode.setHpr(self.orientation)
|
||||
self.LightNode.setPos(self.position)
|
||||
|
||||
|
||||
self.assign(self.LightNode)
|
||||
self.LightNode=parent.attachNewNode(node)
|
||||
self.LightNode.setTag("Metadata",tag)
|
||||
if(self.type=='spot'):
|
||||
self.LightNode.setHpr(self.orientation)
|
||||
self.LightNode.setPos(self.position)
|
||||
else:
|
||||
self.LightNode.setHpr(self.orientation)
|
||||
self.LightNode.setPos(self.position)
|
||||
|
||||
|
||||
self.assign(self.LightNode)
|
||||
if(self.type=='spot'):
|
||||
self.helpModel = loader.loadModelCopy( "Spotlight" )
|
||||
elif(self.type=='point'):
|
||||
self.helpModel = loader.loadModelCopy( "Pointlight" )
|
||||
elif(self.type=='directional'):
|
||||
self.helpModel = loader.loadModelCopy( "Dirlight" )
|
||||
else:
|
||||
else:
|
||||
self.helpModel = loader.loadModelCopy( "misc/Sphere" )
|
||||
self.helpModel.setColor(self.lightcolor)
|
||||
self.helpModel.reparentTo(self)
|
||||
@ -156,7 +156,7 @@ class seLight(NodePath):
|
||||
# Although you can call this function for all kinds of light,
|
||||
# it will only meanful if this light is not a ambient light.
|
||||
#################################################################
|
||||
return self.specularColor
|
||||
return self.specularColor
|
||||
|
||||
def setSpecColor(self,color):
|
||||
#################################################################
|
||||
@ -178,7 +178,7 @@ class seLight(NodePath):
|
||||
# It only has meaning for "point Light" and "Directional light"
|
||||
#################################################################
|
||||
self.position = self.LightNode.getPos()
|
||||
return self.position
|
||||
return self.position
|
||||
|
||||
def setPosition(self, pos):
|
||||
#################################################################
|
||||
@ -201,8 +201,8 @@ class seLight(NodePath):
|
||||
#
|
||||
#################################################################
|
||||
self.orientation = self.LightNode.getHpr()
|
||||
return self.orientation
|
||||
|
||||
return self.orientation
|
||||
|
||||
def setOrientation(self,orient):
|
||||
#################################################################
|
||||
# setOrientation(self, orient)
|
||||
@ -228,7 +228,7 @@ class seLight(NodePath):
|
||||
# tyoe of lights.
|
||||
#
|
||||
#################################################################
|
||||
return Vec3(self.constant,self.linear,self.quadratic)
|
||||
return Vec3(self.constant,self.linear,self.quadratic)
|
||||
|
||||
def setConstantAttenuation(self, value):
|
||||
#################################################################
|
||||
@ -269,7 +269,7 @@ class seLight(NodePath):
|
||||
# This function will return the value of the Exponent Attenuation
|
||||
# of this light node. (float)
|
||||
#################################################################
|
||||
return self.exponent
|
||||
return self.exponent
|
||||
|
||||
def setExponent(self, value):
|
||||
#################################################################
|
||||
@ -291,8 +291,8 @@ class seLightManager(NodePath):
|
||||
# Initialize the superclass
|
||||
NodePath.__init__(self)
|
||||
# Create a node for the lights
|
||||
self.lnode=render.attachNewNode('Lights')
|
||||
self.assign(self.lnode)
|
||||
self.lnode=render.attachNewNode('Lights')
|
||||
self.assign(self.lnode)
|
||||
# Create a light attrib
|
||||
self.lightAttrib = LightAttrib.makeAllOff()
|
||||
self.lightDict = {}
|
||||
@ -319,8 +319,8 @@ class seLightManager(NodePath):
|
||||
linear = 0.0,
|
||||
quadratic = 0.0,
|
||||
exponent = 0.0,
|
||||
tag= "",
|
||||
name='DEFAULT_NAME'):
|
||||
tag= "",
|
||||
name='DEFAULT_NAME'):
|
||||
#################################################################
|
||||
# create(self, type = 'ambient',
|
||||
# lightcolor=VBase4(0.3,0.3,0.3,1),
|
||||
@ -331,12 +331,12 @@ class seLightManager(NodePath):
|
||||
# linear = 0.0,
|
||||
# quadratic = 0.0,
|
||||
# exponent = 0.0,
|
||||
# tag= "",
|
||||
# name='DEFAULT_NAME')
|
||||
# As you can see, once user call this function and specify those
|
||||
# variables, this function will create a seLight node.
|
||||
# In the default, the light which just has been created will be
|
||||
# set to off.
|
||||
# tag= "",
|
||||
# name='DEFAULT_NAME')
|
||||
# As you can see, once user call this function and specify those
|
||||
# variables, this function will create a seLight node.
|
||||
# In the default, the light which just has been created will be
|
||||
# set to off.
|
||||
#################################################################
|
||||
### create the light
|
||||
|
||||
@ -344,10 +344,10 @@ class seLightManager(NodePath):
|
||||
|
||||
if type == 'ambient':
|
||||
self.ambientCount += 1
|
||||
if(name=='DEFAULT_NAME'):
|
||||
if(name=='DEFAULT_NAME'):
|
||||
light = AmbientLight('ambient_' + `self.ambientCount`)
|
||||
else:
|
||||
light = AmbientLight(name)
|
||||
else:
|
||||
light = AmbientLight(name)
|
||||
|
||||
light.setColor(lightcolor)
|
||||
|
||||
@ -355,18 +355,18 @@ class seLightManager(NodePath):
|
||||
self.directionalCount += 1
|
||||
if(name=='DEFAULT_NAME'):
|
||||
light = DirectionalLight('directional_' + `self.directionalCount`)
|
||||
else:
|
||||
light = DirectionalLight(name)
|
||||
else:
|
||||
light = DirectionalLight(name)
|
||||
|
||||
light.setColor(lightcolor)
|
||||
light.setSpecularColor(specularColor)
|
||||
|
||||
elif type == 'point':
|
||||
self.pointCount += 1
|
||||
if(name=='DEFAULT_NAME'):
|
||||
if(name=='DEFAULT_NAME'):
|
||||
light = PointLight('point_' + `self.pointCount`)
|
||||
else:
|
||||
light = PointLight(name)
|
||||
else:
|
||||
light = PointLight(name)
|
||||
|
||||
light.setColor(lightcolor)
|
||||
light.setSpecularColor(specularColor)
|
||||
@ -374,10 +374,10 @@ class seLightManager(NodePath):
|
||||
|
||||
elif type == 'spot':
|
||||
self.spotCount += 1
|
||||
if(name=='DEFAULT_NAME'):
|
||||
if(name=='DEFAULT_NAME'):
|
||||
light = Spotlight('spot_' + `self.spotCount`)
|
||||
else:
|
||||
light = Spotlight(name)
|
||||
else:
|
||||
light = Spotlight(name)
|
||||
|
||||
light.setColor(lightcolor)
|
||||
lence = PerspectiveLens()
|
||||
@ -399,9 +399,9 @@ class seLightManager(NodePath):
|
||||
linear = linear,
|
||||
quadratic = quadratic,
|
||||
exponent = exponent,
|
||||
tag=tag,
|
||||
tag=tag,
|
||||
lence = lence
|
||||
)
|
||||
)
|
||||
self.lightDict[light.getName()] = lightNode
|
||||
self.setOn(lightNode)
|
||||
|
||||
@ -629,4 +629,4 @@ class seLightManager(NodePath):
|
||||
# This function actually has the same functionality with getLightList(),
|
||||
# but this one should be more efficient.
|
||||
#################################################################
|
||||
return self.lightDict.keys()
|
||||
return self.lightDict.keys()
|
||||
|
@ -94,7 +94,7 @@ class DirectManipulationControl(PandaObject):
|
||||
return Task.cont
|
||||
|
||||
def manipulationStop(self,xy=[]):
|
||||
taskMgr.remove('manipulateObject')
|
||||
taskMgr.remove('manipulateObject')
|
||||
taskMgr.remove('manip-move-wait')
|
||||
taskMgr.remove('manip-watch-mouse')
|
||||
# depending on flag.....
|
||||
|
@ -209,12 +209,12 @@ class ParticleEffect(NodePath):
|
||||
"""loadConfig(filename)"""
|
||||
#try:
|
||||
# if vfs:
|
||||
print vfs.readFile(filename)
|
||||
print vfs.readFile(filename)
|
||||
exec vfs.readFile(filename)
|
||||
print "Particle Effect Reading using VFS"
|
||||
print "Particle Effect Reading using VFS"
|
||||
# else:
|
||||
# execfile(filename.toOsSpecific())
|
||||
# print "Shouldnt be wrong"
|
||||
# execfile(filename.toOsSpecific())
|
||||
# print "Shouldnt be wrong"
|
||||
#except:
|
||||
# self.notify.error('loadConfig: failed to load particle file: '+ repr(filename))
|
||||
|
||||
@ -222,7 +222,7 @@ class ParticleEffect(NodePath):
|
||||
|
||||
def AppendConfig(self, f):
|
||||
f.write('\n')
|
||||
i1=" "
|
||||
i1=" "
|
||||
i2=i1+i1
|
||||
# Make sure we start with a clean slate
|
||||
f.write(i2+'self.effect.reset()\n')
|
||||
@ -242,9 +242,9 @@ class ParticleEffect(NodePath):
|
||||
for p in self.particlesDict.values():
|
||||
target = 'p%d' % num
|
||||
num = num + 1
|
||||
f.write(i2+"if(mode==0):\n")
|
||||
f.write(i2+i1+target + ' = seParticles.Particles(\'%s\')\n' % p.getName())
|
||||
f.write(i2+"else:\n")
|
||||
f.write(i2+"if(mode==0):\n")
|
||||
f.write(i2+i1+target + ' = seParticles.Particles(\'%s\')\n' % p.getName())
|
||||
f.write(i2+"else:\n")
|
||||
f.write(i2+i1+target + ' = Particles.Particles(\'%s\')\n' % p.getName())
|
||||
p.printParams(f, target)
|
||||
f.write(i2+'self.effect.addParticles(%s)\n' % target)
|
||||
|
@ -34,7 +34,7 @@ class ParticlePanel(AppShell):
|
||||
# Record particle effect
|
||||
if particleEffect != None:
|
||||
self.particleEffect = particleEffect
|
||||
self.effectsDict = effectsDict
|
||||
self.effectsDict = effectsDict
|
||||
else:
|
||||
# Or create a new one if none given
|
||||
particles = seParticles.Particles()
|
||||
@ -47,17 +47,17 @@ class ParticlePanel(AppShell):
|
||||
particles.enable()
|
||||
pe = seParticleEffect.ParticleEffect('effect1', particles)
|
||||
self.particleEffect = pe
|
||||
self.emitter=loader.loadModel("sphere")
|
||||
pe.reparentTo(self.emitter)
|
||||
self.emitter.setName("effect1")
|
||||
self.emitter.reparentTo(render)
|
||||
self.emitter=loader.loadModel("sphere")
|
||||
pe.reparentTo(self.emitter)
|
||||
self.emitter.setName("effect1")
|
||||
self.emitter.reparentTo(render)
|
||||
pe.enable()
|
||||
messenger.send('ParticlePanel_Added_Effect',['effect1',pe,self.emitter])
|
||||
self.effectsDict[self.particleEffect.getName()]=self.particleEffect
|
||||
|
||||
self.effectsDict[self.particleEffect.getName()]=self.particleEffect
|
||||
|
||||
|
||||
messenger.send('SGE_Update Explorer',[render])
|
||||
|
||||
messenger.send('SGE_Update Explorer',[render])
|
||||
|
||||
# Initialize application specific info
|
||||
AppShell.__init__(self)
|
||||
|
||||
@ -1713,7 +1713,7 @@ class ParticlePanel(AppShell):
|
||||
name = askstring('Particle Panel', 'Effect Name:',
|
||||
parent = self.parent)
|
||||
if name:
|
||||
particles = seParticles.Particles()
|
||||
particles = seParticles.Particles()
|
||||
particles.setBirthRate(0.02)
|
||||
particles.setLitterSize(10)
|
||||
particles.setLitterSpread(0)
|
||||
@ -1725,12 +1725,12 @@ class ParticlePanel(AppShell):
|
||||
self.effectsDict[name] = effect
|
||||
self.updateMenusAndLabels()
|
||||
self.selectEffectNamed(name)
|
||||
self.emitter=loader.loadModel("sphere")
|
||||
self.emitter.setName(name)
|
||||
effect.reparentTo(self.emitter)
|
||||
self.emitter.reparentTo(render)
|
||||
self.emitter=loader.loadModel("sphere")
|
||||
self.emitter.setName(name)
|
||||
effect.reparentTo(self.emitter)
|
||||
self.emitter.reparentTo(render)
|
||||
effect.enable()
|
||||
messenger.send('ParticlePanel_Added_Effect',[name,effect,self.emitter])
|
||||
messenger.send('ParticlePanel_Added_Effect',[name,effect,self.emitter])
|
||||
messenger.send('SGE_Update Explorer',[render])
|
||||
|
||||
def createNewParticles(self):
|
||||
|
@ -223,8 +223,8 @@ class Particles(ParticleSystem.ParticleSystem):
|
||||
|
||||
def printParams(self, file = sys.stdout, targ = 'self'):
|
||||
"""printParams(file, targ)"""
|
||||
i1=" "
|
||||
i2=i1+i1
|
||||
i1=" "
|
||||
i2=i1+i1
|
||||
file.write(i2+'# Particles parameters\n')
|
||||
file.write(i2+targ + '.setFactory(\"' + self.factoryType + '\")\n')
|
||||
file.write(i2+targ + '.setRenderer(\"' + self.rendererType + '\")\n')
|
||||
|
@ -550,13 +550,13 @@ class SelectionRay(SelectionQueue):
|
||||
# No mouse in window.
|
||||
self.clearEntries()
|
||||
return
|
||||
mx = base.mouseWatcherNode.getMouseX()
|
||||
mx = base.mouseWatcherNode.getMouseX()
|
||||
my = base.mouseWatcherNode.getMouseY()
|
||||
#base.mouseWatcherNode.setDisplayRegion(base.win.getDisplayRegion(0))
|
||||
#mx = base.mouseWatcherNode.getMouseX()+1
|
||||
#my = base.mouseWatcherNode.getMouseY()+1
|
||||
#print base.camNode.getName()
|
||||
#print "Arrived X" + str(mx) + " Arrived Y " + str(my)
|
||||
#print base.camNode.getName()
|
||||
#print "Arrived X" + str(mx) + " Arrived Y " + str(my)
|
||||
self.collider.setFromLens( base.camNode, mx, my )
|
||||
|
||||
self.ct.traverse( targetNodePath )
|
||||
|
Loading…
x
Reference in New Issue
Block a user