panda3d/doc/SceneEditor/dataHolder.py
2006-01-24 07:52:54 +00:00

1072 lines
50 KiB
Python

###############################
# TK and PMW INTERFACE MODULES#
###############################
from direct.showbase.TkGlobal import*
from tkFileDialog import *
import Pmw
import tkFileDialog
import tkMessageBox
from direct.tkwidgets import Dial
from direct.tkwidgets import Floater
#############################
# Scene Editor Python Files #
#############################
from seLights import * # All the scene editor lighting
from seFileSaver import * # The actual File Saving Module which generates Python code
################################
#Panda Modules #
################################
from direct.actor import Actor
###############################
# Core Python Modules #
###############################
import os
import string
import sys
import seParticleEffect
import seParticles
######################################################################################################
# Data Holder
# This class will actually hold all data in the form of dictionaries
# This is essentially the entire state of the scene
# When saving a scene, the dictionaries will be accessed and code generated for the loaded content
# Dictionaries are used to access the objects in the scene and their properties so code can be generated
# Write/Use Accessor Methods to interface with these dictionaries
######################################################################################################
class dataHolder:
ModelDic = {} # Name: Model Nodepath; ModelRoot (whatever loader.loadModel() returns)
ModelRefDic = {} # Name:File Path; (whatever the Open File Dialog Returns)
ActorDic = {} # Name:Actor Actor; Nodepath, ModelRoot (whatever Actor.Actor() returns)
ActorRefDic = {} # Name:File Path; (whatever the Open File Dialog Returns)
curveDict = {} # Node Name: CurveCollection; The actual curve collection data
collisionDict = {} # Node Name: collisionNode; collisionNode in which contains a collision object
blendAnimDict = {} # Node Name: Dictionary of blended animation; User blened animation will be saved in here.
# the data structure in the inner dictionary is
# {"name of blended animation" : [Animation Name A, Animation Name B, Effect(Float)]}
collisionVisable = True # A flag used to record that collision objects are visable or not
dummyDict = {} # Node Name: Dummy Obj; All Object created as a dummy will be save here.
particleDict={} # "Effect Name": Effect Object
particleNodes={} # "Effect Name": Node which is a parent to the effect used to move it aruond easily
ModelNum = 0 # Count of number of models loaded
ActorNum = 0 # Count of number of animations loaded
theScene=None # Global variable to hold a loaded scene
CollisionHandler = CollisionHandlerEvent() # This object shows what happend when collision appeared
# Now, the default is CollisionHandlerEvent Type, which will just send out message when collision happend
controlType = 'Keyboard' # default control input setting
# Default Control setting for keyboard.
controlTarget = camera
# This two dictionary set the basic setting for the keyboard contorl
# Those dictionaries will be passed into controller panel each time it has been opend
# Do NOT change anything about INDEX in the dictionary!! (But it's OK to change the values)
keyboardMapDict = {'KeyForward':'arrow_up',
'KeyBackward':'arrow_down',
'KeyLeft':'arrow_left',
'KeyRight':'arrow_right',
'KeyUp':'',
'KeyDown':'',
'KeyTurnRight':'',
'KeyTurnLeft':'',
'KeyTurnUp':'',
'KeyTurnDown':'',
'KeyRollRight':'',
'KeyRollLeft':'',
'KeyScaleUp':'',
'KeyScaleDown':'',
'KeyScaleXUp':'',
'KeyScaleXDown':'',
'KeyScaleYUp':'',
'KeyScaleYDown':'',
'KeyScaleZUp':'',
'KeyScaleZDown':''}
keyboardSpeedDict = {'SpeedForward': 0,
'SpeedBackward': 0,
'SpeedLeft': 0,
'SpeedRight': 0,
'SpeedUp': 0,
'SpeedDown': 0,
'SpeedTurnRight': 0,
'SpeedTurnLeft': 0,
'SpeedTurnUp': 0,
'SpeedTurnDown': 0,
'SpeedRollRight':0,
'SpeedRollLeft':0,
'SpeedScaleUp':0,
'SpeedScaleDown':0,
'SpeedScaleXUp':0,
'SpeedScaleXDown':0,
'SpeedScaleYUp':0,
'SpeedScaleYDown':0,
'SpeedScaleZUp':0,
'SpeedScaleZDown':0}
def __init__(self):
# Creat light manager to contorl the lighting
self.lightManager = seLightManager()
self.lightManager.allOn()
# Initialize the basic message formate from CollisionHandler
self.CollisionHandler.setInPattern("%fnenter%in")
self.CollisionHandler.setOutPattern("%fnexit%in")
pass
def resetAll(self):
#################################################################
# resetAll(self)
# This function will reset the whole scene
#################################################################
# Delete Everything in the Scene Graph
for index in self.ModelDic:
self.ModelDic[index].removeNode()
for index in self.ActorDic:
self.ActorDic[index].removeNode()
for index in self.dummyDict:
self.dummyDict[index].removeNode()
for index in self.collisionDict:
self.collisionDict[index].removeNode()
for index in self.particleNodes:
self.particleDict[index].cleanup()
self.particleNodes[index].removeNode()
# Clear all data containers in the dataHolder
self.ModelDic.clear()
self.ModelRefDic.clear()
self.ActorDic.clear()
self.ActorRefDic.clear()
self.dummyDict.clear()
self.lightManager.deleteAll()
self.blendAnimDict.clear()
self.particleDict.clear()
self.particleNodes.clear()
self.ModelNum=0
self.ActorNum=0
self.theScene=None
messenger.send('SGE_Update Explorer',[render])
print 'Scene should be cleaned up!'
def removeObj(self, nodePath):
#################################################################
# removeObj(self, nodePath)
# This function will take one nodePath obj as a input
# and will remove this node from scene if it is legal to be removed.
# Also, this function will remove all children nodes belong to this specific nodePath by recursive call.
#################################################################
name = nodePath.getName()
## Check if there is any child node, if so, remove it.
childrenList = nodePath.getChildrenAsList()
if self.ModelDic.has_key(name):
del self.ModelDic[name]
del self.ModelRefDic[name]
if len(childrenList) != 0:
for node in childrenList:
self.removeObj(node)
nodePath.removeNode()
self.ModelNum -= 1
pass
elif self.ActorDic.has_key(name):
del self.ActorDic[name]
del self.ActorRefDic[name]
if len(childrenList) != 0:
for node in childrenList:
self.removeObj(node)
nodePath.removeNode()
self.ActorNum -= 1
pass
elif self.collisionDict.has_key(name):
del self.collisionDict[name]
if len(childrenList) != 0:
for node in childrenList:
self.removeObj(node)
nodePath.removeNode()
pass
elif self.dummyDict.has_key(name):
del self.dummyDict[name]
if len(childrenList) != 0:
for node in childrenList:
self.removeObj(node)
nodePath.removeNode()
pass
elif self.lightManager.isLight(name):
if len(childrenList) != 0:
for node in childrenList:
self.removeObj(node)
list = self.lightManager.delete(name)
return list
elif self.particleNodes.has_key(name):
self.particleNodes[name].removeNode()
del self.particleNodes[name]
del self.particleDict[name]
else:
print 'You cannot remove this NodePath'
return
messenger.send('SGE_Update Explorer',[render])
return
def duplicateObj(self, nodePath, pos, hpr, scale, num):
#############################################################################
# duplicateObj(self, nodePath, pos, hpr, scale, num)
# This function now only worked for either Actor or Model type node.
# It won't duplicate lights or others!!!
#
# This function will duplicate the input nodePath "num" times.
# Each time it will use "pos", "hpr" and "scale" as a offset to change the properties of copy.
# Then, reparent copies to the same parent of origin
#
# To Do:
# Make it work for all kinds of objects....
#############################################################################
name = nodePath.getName()
isModel = True
cPos = pos
cHpr = hpr
cScale = scale
parent = nodePath.getParent()
if self.ActorDic.has_key(name):
holder = self.ActorDic
holderRef = self.ActorRefDic
isModel = False
elif self.ModelDic.has_key(name):
holder = self.ModelDic
holderRef = self.ModelRefDic
else:
print '---- DataHolder: Target Obj is not a legal object could be duplicate!'
return
FilePath = holderRef[name]
oPos = holder[name].getPos()+cPos
oHpr = holder[name].getHpr()+cHpr
for i in range(num):
if isModel:
### copy model node from modelpool
newName = name+'_copy_%d'%i
while self.isInScene(newName):
newName = newName + '_1'
holder[newName] = loader.loadModelCopy(FilePath.getFullpath())
holderRef[newName] = FilePath
self.ModelNum += 1
holder[newName].reparentTo(parent)
holder[newName].setPos(oPos)
holder[newName].setHpr(oHpr)
holder[newName].setScale(cScale)
holder[newName].setName(newName)
oPos = oPos + cPos
oHpr = oHpr + cHpr
else:
### copy the actor- not includ its animations
'''
Yeah, Yeah, Yeah, I know I should not reload the Actor but get it from modelpool too.
I tried, but it caused some error.
I 'might' be back to fix this problem.
'''
newName = name+'_copy_%d'%i
while self.isInScene(newName):
newName = newName + '_1'
holder[newName] = Actor.Actor(FilePath.getFullpath())
holderRef[newName] = FilePath
self.ActorNum += 1
holder[newName].reparentTo(parent)
holder[newName].setPos(oPos)
holder[newName].setHpr(oHpr)
holder[newName].setScale(cScale)
holder[newName].setName(newName)
oPos = oPos + cPos
oHpr = oHpr + cHpr
messenger.send('SGE_Update Explorer',[render])
return
def loadModel(self, lFilePath, FilePath, Name='Model_'):
###########################################################################
# loadModel(self, lFilePath, FilePath, Name='Model_')
# This funciton will load a model node into the scene
# and will keep its reference in the ModelDic dictionary. {"NameOfModel":ModelRoot}
# Also it will keep the file path in ModelRefDic dictionary.
#
# The "lFilePath" parameter now is completely useless,
# but I still keep it here because maybe some day we will need it...
# (NOT because I am laze to change the funtion call in the sceneEditor...)
#
###########################################################################
self.ModelNum += 1
defaultName = Name + '%d'%self.ModelNum
while self.isInScene(defaultName):
defaultName = defaultName + '_1'
self.ModelDic[defaultName] = loader.loadModel(FilePath)
if self.ModelDic[defaultName]==None:
del self.ModelDic[defaultName]
self.ModelNum -= 1
return False
self.ModelRefDic[defaultName] = FilePath
self.ModelDic[defaultName].setName(defaultName)
self.ModelDic[defaultName].reparentTo(render)
messenger.send('SGE_Update Explorer',[render])
messenger.send('DH_LoadingComplete',[self.ModelDic[defaultName]])
return True
def loadActor(self, lFilePath, FilePath, Name='Actor_'):
###########################################################################
# loadActor(self, lFilePath, FilePath, Name='Actor_')
# This funciton will load an actor node into the scene
# and will keep its reference in the ActorDic dictionary.{"NameOfActor":Actor}
# Also it will keep the file path in ActorRefDic dictionary.
#
# The "lFilePath" parameter now is completely useless,
# but I still keep it here because maybe some day we will need it...
# (NOT because I am laze to change the funtion call in the sceneEditor...)
#
###########################################################################
self.ActorNum += 1
defaultName = Name + '%d'%self.ActorNum
while self.isInScene(defaultName):
defaultName = defaultName + '_1'
self.ActorDic[defaultName] = Actor.Actor(FilePath.getFullpath())
if self.ActorDic[defaultName]==None:
del self.ActorDic[defaultName]
self.ActorNum -= 1
return False
self.ActorRefDic[defaultName] = FilePath
self.ActorDic[defaultName].setName(defaultName)
self.ActorDic[defaultName].reparentTo(render)
messenger.send('SGE_Update Explorer',[render])
messenger.send('DH_LoadingComplete',[self.ActorDic[defaultName]])
return True
def isActor(self, name):
###########################################################################
# isActor(self, name)
# This funciton will return True if there is an Actor in the scene named "name"
# and will return False if not.
###########################################################################
return self.ActorDic.has_key(name)
def getActor(self, name):
###########################################################################
# getActor(self, name)
# This funciton will return an Actor node named "name"
###########################################################################
if self.isActor(name):
return self.ActorDic[name]
else:
print '----No Actor named: ', name
return None
def getModel(self, name):
###########################################################################
# getModel(self, name)
# This funciton will return a model node named "name"
###########################################################################
if self.isModel(name):
return self.ModelDic[name]
else:
print '----No Model named: ', name
return None
def isModel(self, name):
###########################################################################
# isModel(self, name)
# This funciton will return True if there is a Model in the scene named "name"
# and will return False if not.
###########################################################################
return self.ModelDic.has_key(name)
def loadAnimation(self,name, Dic):
###########################################################################
# loadAnimation(self,name, Dic)
# This funciton will load animation into an Actor NOde named "name."
# All animation data needs to be put into a dictionary "Dic".
# The formate of this dictionary is {"Name of Animation" : Path to the animation Egg file}
#
# Also, it will send out a message after the loading complete.
# 'DataH_loadFinish'+"the name of actor",
# this message will be catched by the sub window in the animation penal.
###########################################################################
if self.isActor(name):
self.ActorDic[name].loadAnims(Dic)
for anim in Dic:
self.ActorDic[name].bindAnim(anim)
messenger.send('DataH_loadFinish'+name)
return
else:
print '------ Error when loading animation for Actor: ', name
def removeAnimation(self, name, anim):
###########################################################################
# removeAnimation(self, name, anim)
# This function will remove the specific animation "anim" from the actor named "name."
#
# After remove compelete, it will send out two messages.
# One is 'DataH_removeAnimFinish'+"name of the actor." It will be caught by Animation Panel of this actor.
# The other is 'animRemovedFromNode,' this will be caught by property window of this actor.
###########################################################################
if self.isActor(name):
self.ActorDic[name].unloadAnims([anim])
AnimDict = self.ActorDic[name].getAnimControlDict()
del AnimDict['lodRoot']['modelRoot'][anim]
messenger.send('DataH_removeAnimFinish'+name)
messenger.send('animRemovedFromNode',[self.ActorDic[name],self.getAnimationDictFromActor(name)])
return
def toggleLight(self):
###########################################################################
# toggleLight(self)
# This function do noting but call a function inside the lightManger to toggle the lighting.
# If it is on, then it will turn it to off.
# If it is off, it will turn it on.
###########################################################################
self.lightManager.toggle()
return
def isLight(self,name):
###########################################################################
# isLight(self, name)
# This function will check that there is a light named "name" of not.
# If it dose have, then return True.
# If it doesn't, then return False
###########################################################################
return self.lightManager.isLight(name)
def createLight(self, type = 'ambient',
lightcolor=VBase4(0.3,0.3,0.3,1),
specularColor = VBase4(1),
position = Point3(0,0,0),
orientation = Vec3(1,0,0),
constant = 1.0,
linear = 0.0,
quadratic = 0.0,
exponent = 0.0):
###########################################################################
# createLight(self, type = 'ambient',
# lightcolor=VBase4(0.3,0.3,0.3,1),
# specularColor = VBase4(1),
# position = Point3(0,0,0),
# orientation = Vec3(1,0,0),
# constant = 1.0,
# linear = 0.0,
# quadratic = 0.0,
# exponent = 0.0)
# It will create a light(seLight) into the scene.
#
# For more detail about creating light, please look the seLight.py.
#
###########################################################################
list,lightNode = self.lightManager.create(type, lightcolor, specularColor, position,
orientation, constant, linear, quadratic, exponent)
messenger.send('SGE_Update Explorer',[render])
return list, lightNode
def getLightList(self):
###########################################################################
# getLightList(self)
# This function will return the lights(seLight) as a list.
#
# For more detail about creating light, please look the seLight.py.
#
###########################################################################
return self.lightManager.getLightList()
def getLightNode(self,lightName):
###########################################################################
# getLightNode(self,lightName)
# This function will return the lightNode(seLigth) named 'lightName' back.
#
# For more detail about creating light, please look the seLight.py.
#
###########################################################################
return self.lightManager.getLightNode(lightName)
def toggleLightNode(self, lightNode):
###########################################################################
# toggleLightNode(self, lightNode)
# This function will enable of disable the lightNode user put in.
#
# For more detail about creating light, please look the seLight.py.
#
###########################################################################
if lightNode.active:
self.lightManager.setOff(lightNode)
else:
self.lightManager.setOn(lightNode)
return
def rename(self,nodePath,nName):
###########################################################################
# Rename(self,nodePath,nName)
# First, it will check the target object is legal to rename or not.
# this function now doesn't support user to rename everything on the scene gragh.
# If there already has object hase the same name with the target object,
# the new name will be changed.
###########################################################################
oName = nodePath.getName()
if oName == nName:
# If the new name is the same with old name, do nothing.
return
while self.isInScene(nName):
nName = nName + '_1'
if self.isActor(oName):
self.ActorDic[nName]= self.ActorDic[oName]
self.ActorRefDic[nName]= self.ActorRefDic[oName]
self.ActorDic[nName].setName(nName)
if self.blendAnimDict.has_key(oName):
self.blendAnimDict[nName] = self.blendAnimDict[oName]
del self.blendAnimDict[oName]
del self.ActorDic[oName]
del self.ActorRefDic[oName]
elif self.isModel(oName):
self.ModelDic[nName]= self.ModelDic[oName]
self.ModelRefDic[nName]= self.ModelRefDic[oName]
self.ModelDic[nName].setName(nName)
del self.ModelDic[oName]
del self.ModelRefDic[oName]
elif self.lightManager.isLight(oName):
list, lightNode = self.lightManager.rename(oName, nName)
elif self.dummyDict.has_key(oName):
self.dummyDict[nName]= self.dummyDict[oName]
self.dummyDict[nName].setName(nName)
del self.dummyDict[oName]
elif self.collisionDict.has_key(oName):
self.collisionDict[nName]= self.collisionDict[oName]
self.collisionDict[nName].setName(nName)
del self.collisionDict[oName]
elif self.particleNodes.has_key(oName):
self.particleNodes[nName]= self.particleNodes[oName]
self.particleDict[nName]= self.particleDict[oName]
self.particleDict[nName].setName(nName)
self.particleNodes[nName].setName(nName)
del self.particleNodes[oName]
del self.particleDict[oName]
else:
print '----Error: This Object is not allowed to this function!'
if self.curveDict.has_key(oName):
self.curveDict[nName] = self.curveDict[oName]
del self.curveDict[oName]
if self.lightManager.isLight(nName):
return list, lightNode
def isInScene(self,name):
###########################################################################
# isInScene(self,name)
# Return True if there is a Node named "name" inside the scene.
# This will check the whole scene, including model, actor, dummy, collisionObj...
###########################################################################
if self.isActor(name):
return True
elif self.isModel(name):
return True
elif self.lightManager.isLight(name):
return True
elif self.dummyDict.has_key(name):
return True
elif self.collisionDict.has_key(name):
return True
elif self.particleNodes.has_key(name):
return True
elif (name == 'render')or(name == 'SEditor')or(name == 'Lights')or(name == 'camera'):
return True
return False
def bindCurveToNode(self,node,curveCollection):
###########################################################################
# bindCurveToNode(self,node,curveCollection)
# This function will maintain the curvesDict
# using the node name as a reference to assosiate a list which contains all curves related to that node.
###########################################################################
name = node.getName()
if self.curveDict.has_key(name):
self.curveDict[name].append(curveCollection)
return
else:
self.curveDict[name] = [curveCollection]
return
return
def getCurveList(self, nodePath):
###########################################################################
# getCureveList(self, nodePath)
# This function will return a list
# which contains all curves taht have been binded with the inout node
# If the input node has not been bindedwith any curve, it will return None.
###########################################################################
name = nodePath.getName()
if self.curveDict.has_key(name):
return self.curveDict[name]
else:
return None
def removeCurveFromNode(self, nodePath, curveName):
###########################################################################
# removeCurveFromNode(self, nodePath, curveName)
# This function will remove the "curveName" curve(Motion path data) from the nodaPath.
# After remove, it will send out a message.
# 'curveRemovedFromNode'
# This message will be caught by Property Window for this node.
###########################################################################
name =nodePath.getName()
if self.curveDict.has_key(name):
index = None
for curve in self.curveDict[name]:
if curve.getCurve(0).getName() == curveName:
index = self.curveDict[name].index(curve)
break
del self.curveDict[name][index]
if len(self.curveDict[name])!=0:
messenger.send('curveRemovedFromNode',[nodePath, self.curveDict[name]])
else:
del self.curveDict[name]
messenger.send('curveRemovedFromNode',[nodePath, None])
return
def getInfoOfThisNode(self, nodePath):
###########################################################################
# getInfoOfThisNode(self, nodePath)
# This function will return a list which contains all object properies
# that will be used in property window.
###########################################################################
type = ''
info = {}
name = nodePath.getName()
if name == 'render':
type = 'render'
elif name == 'camera':
type = 'camera'
cameraNode = base.cam.node()
lens = cameraNode.getLens()
info['lensType'] = lens.getClassType().getName()
info['far'] = lens.getFar()
info['near'] = lens.getNear()
info['FilmSize'] = lens.getFilmSize()
info['fov'] = lens.getFov()
info['hFov'] = lens.getHfov()
info['vFov'] = lens.getVfov()
info['focalLength'] = lens.getFocalLength()
elif name == 'SEditor':
type = 'Special'
elif self.isActor(name):
type = 'Actor'
info['filePath'] = self.ActorRefDic[name]
info['animDict'] = self.getAnimationDictFromActor(name)
elif self.isModel(name):
type = 'Model'
info['filePath'] = self.ModelRefDic[name]
elif self.isLight(name):
type = 'Light'
info['lightNode'] = self.lightManager.getLightNode(name)
elif self.dummyDict.has_key(name):
type = 'dummy'
elif self.collisionDict.has_key(name):
type = 'collisionNode'
info['collisionNode'] = self.collisionDict[name]
if self.curveDict.has_key(name):
info['curveList'] = self.getCurveList(nodePath)
return type, info
def getAnimationDictFromActor(self, actorName):
###########################################################################
# getAnimationDictFromActor(self, actorName)
# This function will return a Dictionary which contains the animation data in the actor "actorName".
# The data inside is get from the actor, so, it can't be wrong...
###########################################################################
animContorlDict = self.ActorDic[actorName].getAnimControlDict()
animNameList = self.ActorDic[actorName].getAnimNames()
if len(animNameList)==0:
return {}
animDict = {}
for anim in animNameList:
animDict[anim] = animContorlDict['lodRoot']['modelRoot'][anim][0]
return animDict
def addDummyNode(self,nodePath):
###########################################################################
# addDummyNode(self,nodePath)
# This function will add a dummy node into the scane and reparent it to nodePath which user put in.
#
# This dummy actually is just a default sphere model.
#
###########################################################################
number = len(self.dummyDict)
number += 1
name = 'Dummy%d'%number
self.dummyModel = loader.loadModelCopy( "models/misc/sphere" )
self.dummyModel.reparentTo(nodePath)
while self.isInScene(name):
name = name + '_1'
self.dummyModel.setName(name)
self.dummyDict[name] = self.dummyModel
messenger.send('SGE_Update Explorer',[render])
return
def addCollisionObject(self, collisionObj, nodePath, pointA=None, pointB=None, pointC=None, name = None):
###########################################################################
# addCollisionObject(self, collisionObj, nodePath, pointA=None, pointB=None, pointC=None, name = None)
# This function will add a collision object into a "CollisionNode" object and put it into scene.
# The collision object will be reparent to "nodePath" and
# will be show on the screen if user has enable the "show collision objects" option.
###########################################################################
if name == None:
name = 'CollisionNode_%d'%len(self.collisionDict)
while self.isInScene(name):
name=name + '_1'
node = CollisionNode(name)
node.addSolid(collisionObj)
self.collisionDict[name] = nodePath.attachNewNode(node)
if pointA!=None:
self.collisionDict[name].setTag('A_X','%f'%pointA.getX())
self.collisionDict[name].setTag('A_Y','%f'%pointA.getY())
self.collisionDict[name].setTag('A_Z','%f'%pointA.getZ())
self.collisionDict[name].setTag('B_X','%f'%pointB.getX())
self.collisionDict[name].setTag('B_Y','%f'%pointB.getY())
self.collisionDict[name].setTag('B_Z','%f'%pointB.getZ())
self.collisionDict[name].setTag('C_X','%f'%pointC.getX())
self.collisionDict[name].setTag('C_Y','%f'%pointC.getY())
self.collisionDict[name].setTag('C_Z','%f'%pointC.getZ())
if self.collisionVisable:
self.collisionDict[name].show()
#Manakel 2/12/2005: replace node by its nodepath
base.cTrav.addCollider( self.collisionDict[name], self.CollisionHandler)
messenger.send('SGE_Update Explorer',[render])
return
def toggleCollisionVisable(self, visable):
###########################################################################
# toggleCollisionVisable(self, visable)
# This fucntion will toggle the visibility of all collision node in the scene.
###########################################################################
if visable == 1:
self.collisionVisable = True
for name in self.collisionDict:
if self.collisionDict[name].isHidden():
self.collisionDict[name].show()
else:
self.collisionVisable = False
for name in self.collisionDict:
if not self.collisionDict[name].isHidden():
self.collisionDict[name].hide()
def toggleParticleVisable(self, visable):
if not visable:
for name in self.particleNodes:
self.particleNodes[name].setTransparency(True)
self.particleNodes[name].setAlphaScale(0)
self.particleNodes[name].setBin("fixed", 1)
else:
for name in self.particleNodes:
self.particleNodes[name].setTransparency(False)
self.particleNodes[name].setAlphaScale(1)
self.particleNodes[name].setBin("default", 1)
return
def getBlendAnimAsDict(self, name):
###########################################################################
# getBlendAnimAsDict(self, name)
# This function will return a dictionry
# which contains user blended animation data for actor named "name."
# The formate of thsi dictionary is
# {"name of Blend Animation" : ["Animation A, Animation B, Effect(Float, 0~1)"]}
###########################################################################
if self.blendAnimDict.has_key(name):
return self.blendAnimDict[name]
else:
return {}
def saveBlendAnim(self, actorName, blendName, animNameA, animNameB, effect):
###########################################################################
# saveBlendAnim(self, actorName, blendName, animNameA, animNameB, effect)
# This function will save the blended Animation "blendname" for actor "actorNane"
# and keep the data in the blendAnimDict.
#
# Also, if this blend is the first blend animation that the target actor has,
# this function will add a "Blending" tag on this actor which is "True".
###########################################################################
if self.blendAnimDict.has_key(actorName):
if self.blendAnimDict[actorName].has_key(blendName):
### replace the original setting
self.blendAnimDict[actorName][blendName][0] = animNameA
self.blendAnimDict[actorName][blendName][1] = animNameB
self.blendAnimDict[actorName][blendName][2] = effect
else:
### create new blend animation in the dictionary
self.blendAnimDict[actorName][blendName] = [animNameA, animNameB, effect]
else:
self.getActor(actorName).setTag('Blending','True')
self.blendAnimDict[actorName] = {blendName:[animNameA, animNameB, effect]}
return self.blendAnimDict[actorName]
def renameBlendAnim(self, actorName, nName, oName, animNameA, animNameB, effect):
###########################################################################
# renameBlendAnim(self, actorName, nName, oName, animNameA, animNameB, effect)
# This function is used to rename a exist blended animation named "oName" to "nName."
# The way it doing this is first remove the original blend fomr the actor
# and then re-create a new one named "nName" in.
# Because it is not just simply rename the animation,
# it will also rewrite the data to the newest one.
###########################################################################
self.removeBlendAnim(actorName,oName)
print self.blendAnimDict
return self.saveBlendAnim(actorName, nName, animNameA, animNameB, effect)
def removeBlendAnim(self, actorName, blendName):
###########################################################################
# removeBlendAnim(self, actorName, blendName)
# This fucntion will remove the record of blended animation named "blendName"
# from the actor named "actorName".
#
# Also, it will check that there is any blended animation remained for this actor,
# If none, this function will clear the "Blending" tag of this object.
###########################################################################
if self.blendAnimDict.has_key(actorName):
if self.blendAnimDict[actorName].has_key(blendName):
### replace the original setting
del self.blendAnimDict[actorName][blendName]
if len(self.blendAnimDict[actorName])==0:
del self.blendAnimDict[actorName]
self.getActor(actorName).clearTag('Blending')
return {}
return self.blendAnimDict[actorName]
else:
return {}
def getAllObjNameAsList(self):
###########################################################################
# getAllObjNameAsList(self)
# This function will return a list which contains all objects' names in the scene.
# It means which won't have any kinds of animation, blend animation or Mopath data inside.
###########################################################################
list = ['camera'] # Default object you can select camera
list = list + self.ModelDic.keys() \
+ self.ActorDic.keys() + self.collisionDict.keys() \
+ self.dummyDict.keys() + self.particleNodes.keys() \
+ self.lightManager.getLightList()
return list
def getObjFromSceneByName(self, name):
###########################################################################
# getObjFromSceneByName(self, name)
# return a reference to the nodePath named "name"
###########################################################################
if name == 'camera':
return camera
elif self.ModelDic.has_key(name):
return self.ModelDic[name]
elif self.ActorDic.has_key(name):
return self.ActorDic[name]
elif self.collisionDict.has_key(name):
return self.collisionDict[name]
elif self.dummyDict.has_key(name):
return self.dummyDict[name]
elif self.particleNodes.has_key(name):
return self.particleNodes[name]
elif self.lightManager.isLight(name):
return self.lightManager.getLightNode(name)
return None
def getControlSetting(self):
###########################################################################
# getControlSetting(self)
# return tqwo things.
# One is the type of the control. The other is the data about that control.
# Now we only support keyboard control, so it will return a list.
# The first object in the list is a reference to the target we want to control.
# The second object in the list is a dictionary which contains a map about
# which keyboard message should be accepted.
# The third and the last object here is a dictionary which contains the data
# indicating that the changing value for each keyboard control event.
###########################################################################
if self.controlType == 'Keyboard':
return self.controlType, [self.controlTarget, self.keyboardMapDict.copy(), self.keyboardSpeedDict.copy()]
elif self.controlType == 'Tracker':
return self.controlType, []
return
def saveControlSetting(self, controlType, data):
###########################################################################
# saveControlSetting(self, controlType, data)
# copy the current control setting into dataHolder
# Mainly called by sceneEditor.
###########################################################################
if controlType == 'Keyboard':
self.controlType = controlType
self.controlTarget = data[0]
self.keyboardMapDict.clear()
self.keyboardMapDict = data[1].copy()
self.keyboardSpeedDict.clear()
self.keyboardSpeedDict = data[2].copy()
return
def loadScene(self):
###########################################################################
# loadScene(self)
# Opens a dialog box asking for a scene file to load. It then removes
# the current scene and opens the new one.
# It basically proceeds by executig the python file containing the scene
# and then re-populating the various dictionaries based on the dictionaries
# in the scene file hence reviving the state for the scene
###########################################################################
### Ask for a filename
OpenFilename = tkFileDialog.askopenfilename(filetypes = [("PY","py")],title = "Load Scene")
if(not OpenFilename):
return None
f=Filename.fromOsSpecific(OpenFilename)
fileName=f.getBasenameWoExtension()
dirName=f.getFullpathWoExtension()
print "DATAHOLDER::" + dirName
############################################################################
# Append the path to this file to our sys path where python looks for modules
# We do this so that we can use "import" on our saved scene code and execute it
############################################################################
sys.path.append(os.path.dirname(f.toOsSpecific()))
############################################################################
# Actually import the scene... this executes the code in the scene
############################################################################
self.theScene=__import__(fileName)
self.Scene=self.theScene.SavedScene(0,seParticleEffect,seParticles,dirName) # Specify load mode of 0 which will allow us to pass seParticle and seParticleEffect
messenger.send('SGE_Update Explorer',[render])
# Lets call some important initialization methods on our scene:
#self.Scene.starteffects(0,seParticleEffect,seParticles,dirName) # This special calling of start effect with mode 0 is to use seParticleEffect and seParticles
############################################################################
# Populate Model related Dictionaries
############################################################################
for model in self.Scene.ModelDic:
self.ModelDic[model]=self.Scene.ModelDic[model]
#self.ModelRefDic[model]=self.Scene.ModelRefDic[model] # The Old absolute paths way
self.ModelRefDic[model]=Filename(dirName + "/" + self.Scene.ModelRefDic[model]) # Relative Paths
self.ModelNum=self.ModelNum+1
############################################################################
# Populate Actor related Dictionaries
############################################################################
for actor in self.Scene.ActorDic:
self.ActorDic[actor]=self.Scene.ActorDic[actor]
#self.ActorRefDic[actor]=self.Scene.ActorRefDic[actor] # Old way of doing absolute paths
self.ActorRefDic[actor]=Filename(dirName + "/" + self.Scene.ActorRefDic[actor]) # Relative Paths
if(self.Scene.blendAnimDict.has_key(str(actor))):
self.blendAnimDict[actor]=self.Scene.blendAnimDict[actor]
self.ActorNum=self.ActorNum+1
############################################################################
# Populate Light related Dictionaries
############################################################################
#print self.Scene.LightDict
for light in self.Scene.LightDict:
#print light
alight=self.Scene.LightDict[light]
type=self.Scene.LightTypes[light]
thenode=self.Scene.LightNodes[light]
#print type
if type == 'ambient':
self.lightManager.create('ambient',alight.getColor(),name=alight.getName(),tag=thenode.getTag("Metadata"))
elif type == 'directional':
#print alight.getPoint()
#print alight.getDirection()
self.lightManager.create('directional',alight.getColor(),alight.getSpecularColor(),thenode.getPos(),thenode.getHpr(),name=alight.getName(),tag=thenode.getTag("Metadata"))
elif type == 'point':
atten=alight.getAttenuation()
#print alight.getPoint()
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"))
elif type == 'spot':
atten=alight.getAttenuation()
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"))
else:
print 'Invalid light type'
############################################################################
# Populate Dummy related Dictionaries
############################################################################
for dummy in self.Scene.dummyDict:
self.dummyDict[dummy] = self.Scene.dummyDict[dummy]
############################################################################
# Populate Collision related Dictionaries
############################################################################
for collnode in self.Scene.collisionDict:
self.collisionDict[collnode]=self.Scene.collisionDict[collnode]
############################################################################
# Populate Mopath related Dictionaries
############################################################################
for node in self.Scene.curveDict:
curveCollection=self.Scene.curveDict[node]
for curve in curveCollection:
curveColl=ParametricCurveCollection()
nodeP=loader.loadModel(curve)
curveColl.addCurves(nodeP.node())
nodeP.removeNode()
thenode=render.find("**/"+str(node))
self.bindCurveToNode(thenode,curveColl)
############################################################################
# Populate Particle related Dictionaries
############################################################################
for effect in self.Scene.particleDict:
theeffect=self.Scene.particleDict[effect]
emitter=loader.loadModel("sphere")
emitter.setPosHprScale(theeffect.getX(),theeffect.getY(),theeffect.getZ(),theeffect.getH(),theeffect.getP(),theeffect.getR(),theeffect.getSx(),theeffect.getSy(),theeffect.getSz())
theeffect.setPos(0,0,0)
theeffect.setName(str(effect))
tempparent=theeffect.getParent()
theeffect.reparentTo(emitter)
emitter.setName(str(effect))
emitter.reparentTo(tempparent)
theeffect.enable()
self.particleDict[effect]=theeffect
self.particleNodes[effect]=emitter
# Clean up things added to scene graph by saved file's code execution
for light in self.Scene.LightDict:
vestige=render.find('**/'+light)
if(vestige != None):
vestige.removeNode()
############################################################################
# return the filename and update the scenegraph explorer window
############################################################################
messenger.send('SGE_Update Explorer',[render])
if(OpenFilename):
return OpenFilename
else:
return None
def getList(self):
return self.lightManager.getList()