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ObjectMgrBase.py
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executable file
·932 lines (763 loc) · 32.5 KB
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"""
Defines ObjectMgrBase
"""
import os, time, copy
from direct.task import Task
from direct.actor.Actor import Actor
from panda3d.core import *
from .ActionMgr import *
from . import ObjectGlobals as OG
# python wrapper around a panda.NodePath object
class PythonNodePath(NodePath):
def __init__(self,node):
NodePath.__init__(self,node)
class ObjectMgrBase:
""" ObjectMgr will create, manage, update objects in the scene """
def __init__(self, editor):
self.editor = editor
# main obj repository of objects in the scene
self.objects = {}
self.npIndex = {}
self.saveData = []
self.objectsLastXform = {}
self.lastUid = ''
self.lastUidMode = 0
self.currNodePath = None
self.currLiveNP = None
self.Actor = []
self.findActors(render)
self.Nodes = []
self.findNodes(render)
def reset(self):
base.direct.deselectAllCB()
for id in list(self.objects.keys()):
try:
self.objects[id][OG.OBJ_NP].removeNode()
except:
pass
del self.objects[id]
for np in list(self.npIndex.keys()):
del self.npIndex[np]
self.objects = {}
self.npIndex = {}
self.saveData = []
self.Actor = []
self.Nodes = []
def genUniqueId(self):
# [gjeon] to solve the problem of unproper $USERNAME
userId = os.path.basename(os.path.expandvars('$USERNAME'))
if userId == '':
userId = base.config.GetString("le-user-id")
if userId == '':
userId = 'unknown'
newUid = str(time.time()) + userId
# prevent duplicates from being generated in the same frame (this can
# happen when creating several new objects at once)
if (self.lastUid == newUid):
# append a value to the end to uniquify the id
newUid = newUid + str(self.lastUidMod)
self.lastUidMod = self.lastUidMod + 1
else:
self.lastUid = newUid
self.lastUidMod = 0
return newUid
def addNewCurveFromFile(self, curveInfo, degree, uid=None, parent=None, fSelectObject=True, nodePath=None):
""" function to add new curve to the scene from file"""
curve = []
curveControl = []
#transfer the curve information from simple positions into control nodes
for item in curveInfo:
controler = render.attachNewNode("controler")
controler = loader.loadModel('models/misc/smiley')
controlerPathname = 'controler%d' % item[0]
controler.setName(controlerPathname)
controler.setPos(item[1])
controler.setColor(0, 0, 0, 1)
controler.setScale(0.2)
controler.reparentTo(render)
controler.setTag('OBJRoot','1')
controler.setTag('Controller','1')
curve.append((None, item[1]))
curveControl.append((item[0], controler))
self.editor.curveEditor.degree = degree
self.editor.curveEditor.ropeUpdate (curve)
#add new curve to the scene
curveObjNP = self.addNewCurve(curveControl, degree, uid, parent, fSelectObject, nodePath = self.editor.curveEditor.currentRope)
curveObj = self.findObjectByNodePath(curveObjNP)
self.editor.objectMgr.updateObjectPropValue(curveObj, 'Degree', degree, fSelectObject=False, fUndo=False)
for item in curveControl:
item[1].reparentTo(curveObjNP)
item[1].hide()
curveControl = []
curve = []
self.editor.curveEditor.currentRope = None
return curveObjNP
def addNewCurve(self, curveInfo, degree, uid=None, parent=None, fSelectObject=True, nodePath=None):
""" function to add new curve to the scene"""
if parent is None:
parent = self.editor.NPParent
if uid is None:
uid = self.genUniqueId()
if self.editor:
objDef = self.editor.objectPalette.findItem('__Curve__')
if nodePath is None:
# we need to create curve
# and then create newobj with newly created curve
pass
else:
newobj = nodePath
newobj.reparentTo(parent)
newobj.setTag('OBJRoot','1')
# populate obj data using default values
properties = {}
for key in objDef.properties.keys():
properties[key] = objDef.properties[key][OG.PROP_DEFAULT]
properties['Degree'] = degree
properties['curveInfo'] = curveInfo
# insert obj data to main repository
self.objects[uid] = [uid, newobj, objDef, None, None, properties, (1,1,1,1)]
self.npIndex[NodePath(newobj)] = uid
if self.editor:
if fSelectObject:
self.editor.select(newobj, fUndo=0)
self.editor.ui.sceneGraphUI.add(newobj, parent)
self.editor.fNeedToSave = True
return newobj
def addNewObject(self, typeName, uid = None, model = None, parent=None, anim = None, fSelectObject=True, nodePath=None, nameStr=None):
""" function to add new obj to the scene """
if parent is None:
parent = self.editor.NPParent
if uid is None:
uid = self.genUniqueId()
if self.editor:
objDef = self.editor.objectPalette.findItem(typeName)
if objDef is None:
objDef = self.editor.protoPalette.findItem(typeName)
else: # when loaded outside of LE
objDef = base.objectPalette.findItem(typeName)
if objDef is None:
objDef = base.protoPalette.findItem(typeName)
newobj = None
if objDef and type(objDef) != dict:
if not hasattr(objDef, 'createFunction'):
return newobj
if nodePath is None:
if objDef.createFunction:
funcName = objDef.createFunction[OG.FUNC_NAME]
funcArgs = copy.deepcopy(objDef.createFunction[OG.FUNC_ARGS])
for pair in list(funcArgs.items()):
if pair[1] == OG.ARG_NAME:
funcArgs[pair[0]] = nameStr
elif pair[1] == OG.ARG_PARENT:
funcArgs[pair[0]] = parent
if type(funcName) == str:
if funcName.startswith('.'):
# when it's using default objectHandler
if self.editor:
func = Functor(getattr(self.editor, "objectHandler%s"%funcName))
else: # when loaded outside of LE
func = Functor(getattr(base, "objectHandler%s"%funcName))
else:
# when it's not using default objectHandler, whole name of the handling obj
# should be included in function name
func = Functor(eval(funcName))
else:
func = funcName
# create new obj using function and keyword arguments defined in ObjectPalette
newobj = func(**funcArgs)
elif objDef.actor:
if model is None:
model = objDef.model
try:
newobj = Actor(model)
except:
newobj = Actor(Filename.fromOsSpecific(model).getFullpath())
if hasattr(objDef, 'animDict') and objDef.animDict != {}:
objDef.anims = objDef.animDict.get(model)
elif objDef.model is not None:
# since this obj is simple model let's load the model
if model is None:
model = objDef.model
try:
newobjModel = loader.loadModel(model)
except:
newobjModel = loader.loadModel(Filename.fromOsSpecific(model).getFullpath(), okMissing=True)
if newobjModel:
self.flatten(newobjModel, model, objDef, uid)
newobj = PythonNodePath(newobjModel)
else:
newobj = None
else:
newobj = hidden.attachNewNode(objDef.name)
else:
newobj = nodePath
i = 0
for i in range(len(objDef.anims)):
animFile = objDef.anims[i]
# load new anim
animName = os.path.basename(animFile)
if i < len(objDef.animNames):
animName = objDef.animNames[i]
newAnim = newobj.loadAnims({animName:animFile})
if anim:
if anim == animFile:
newobj.loop(animName)
else:
if i == 0:
anim = animFile
newobj.loop(animName)
if newobj is None:
return None
newobj.reparentTo(parent)
newobj.setTag('OBJRoot','1')
# populate obj data using default values
properties = {}
for key in objDef.properties.keys():
properties[key] = objDef.properties[key][OG.PROP_DEFAULT]
# insert obj data to main repository
self.objects[uid] = [uid, newobj, objDef, model, anim, properties, (1,1,1,1)]
self.npIndex[NodePath(newobj)] = uid
if self.editor:
if fSelectObject:
self.editor.select(newobj, fUndo=0)
self.editor.ui.sceneGraphUI.add(newobj, parent)
self.editor.fNeedToSave = True
return newobj
def removeObjectById(self, uid):
obj = self.findObjectById(uid)
nodePath = obj[OG.OBJ_NP]
for i in range(0,len(self.Actor)):
if self.Actor[i] == obj:
del self.Actor[i]
break
for i in range(0,len(self.Nodes)):
if self.Nodes[i][OG.OBJ_UID] == uid:
del self.Nodes[i]
break
self.editor.animMgr.removeAnimInfo(obj[OG.OBJ_UID])
del self.objects[uid]
del self.npIndex[nodePath]
# remove children also
for child in nodePath.getChildren():
if child.hasTag('OBJRoot'):
self.removeObjectByNodePath(child)
nodePath.remove()
self.editor.fNeedToSave = True
def removeObjectByNodePath(self, nodePath):
uid = self.npIndex.get(nodePath)
if uid:
for i in range(0,len(self.Actor)):
if self.Actor[i][OG.OBJ_UID] == uid:
del self.Actor[i]
break
for i in range(0,len(self.Nodes)):
if self.Nodes[i][OG.OBJ_UID] == uid:
del self.Nodes[i]
break
self.editor.animMgr.removeAnimInfo(uid)
del self.objects[uid]
del self.npIndex[nodePath]
# remove children also
for child in nodePath.getChildren():
if child.hasTag('OBJRoot'):
self.removeObjectByNodePath(child)
self.editor.fNeedToSave = True
def findObjectById(self, uid):
return self.objects.get(uid)
def findObjectByNodePath(self, nodePath):
uid = self.npIndex.get(NodePath(nodePath))
if uid is None:
return None
else:
return self.objects[uid]
def findObjectByNodePathBelow(self, nodePath):
for ancestor in nodePath.getAncestors():
if ancestor.hasTag('OBJRoot'):
return self.findObjectByNodePath(ancestor)
return None
def findObjectsByTypeName(self, typeName):
results = []
for uid in self.objects.keys():
obj = self.objects[uid]
if obj[OG.OBJ_DEF].name == typeName:
results.append(obj)
return results
def deselectAll(self):
self.currNodePath = None
taskMgr.remove('_le_updateObjectUITask')
self.editor.ui.objectPropertyUI.clearPropUI()
self.editor.ui.sceneGraphUI.tree.UnselectAll()
def selectObject(self, nodePath, fLEPane=0):
obj = self.findObjectByNodePath(nodePath)
if obj is None:
return
self.selectObjectCB(obj, fLEPane)
def selectObjectCB(self, obj, fLEPane):
self.currNodePath = obj[OG.OBJ_NP]
self.objectsLastXform[obj[OG.OBJ_UID]] = Mat4(self.currNodePath.getMat())
# [gjeon] to connect transform UI with nodepath's transform
self.spawnUpdateObjectUITask()
self.updateObjectPropertyUI(obj)
#import pdb;pdb.set_trace()
if fLEPane == 0:
self.editor.ui.sceneGraphUI.select(obj[OG.OBJ_UID])
if not obj[OG.OBJ_DEF].movable:
if base.direct.widget.fActive:
base.direct.widget.toggleWidget()
def updateObjectPropertyUI(self, obj):
objDef = obj[OG.OBJ_DEF]
objProp = obj[OG.OBJ_PROP]
self.editor.ui.objectPropertyUI.updateProps(obj, objDef.movable)
self.editor.fNeedToSave = True
def onEnterObjectPropUI(self, event):
taskMgr.remove('_le_updateObjectUITask')
self.editor.ui.bindKeyEvents(False)
def onLeaveObjectPropUI(self, event):
self.spawnUpdateObjectUITask()
self.editor.ui.bindKeyEvents(True)
def spawnUpdateObjectUITask(self):
if self.currNodePath is None:
return
taskMgr.remove('_le_updateObjectUITask')
t = Task.Task(self.updateObjectUITask)
t.np = self.currNodePath
taskMgr.add(t, '_le_updateObjectUITask')
def updateObjectUITask(self, state):
self.editor.ui.objectPropertyUI.propX.setValue(state.np.getX())
self.editor.ui.objectPropertyUI.propY.setValue(state.np.getY())
self.editor.ui.objectPropertyUI.propZ.setValue(state.np.getZ())
h = state.np.getH()
while h < 0:
h = h + 360.0
while h > 360:
h = h - 360.0
p = state.np.getP()
while p < 0:
p = p + 360.0
while p > 360:
p = p - 360.0
r = state.np.getR()
while r < 0:
r = r + 360.0
while r > 360:
r = r - 360.0
self.editor.ui.objectPropertyUI.propH.setValue(h)
self.editor.ui.objectPropertyUI.propP.setValue(p)
self.editor.ui.objectPropertyUI.propR.setValue(r)
self.editor.ui.objectPropertyUI.propSX.setValue(state.np.getSx())
self.editor.ui.objectPropertyUI.propSY.setValue(state.np.getSy())
self.editor.ui.objectPropertyUI.propSZ.setValue(state.np.getSz())
return Task.cont
def updateObjectTransform(self, event):
if self.currNodePath is None:
return
np = hidden.attachNewNode('temp')
np.setX(float(self.editor.ui.objectPropertyUI.propX.getValue()))
np.setY(float(self.editor.ui.objectPropertyUI.propY.getValue()))
np.setZ(float(self.editor.ui.objectPropertyUI.propZ.getValue()))
h = float(self.editor.ui.objectPropertyUI.propH.getValue())
while h < 0:
h = h + 360.0
while h > 360:
h = h - 360.0
p = float(self.editor.ui.objectPropertyUI.propP.getValue())
while p < 0:
p = p + 360.0
while p > 360:
p = p - 360.0
r = float(self.editor.ui.objectPropertyUI.propR.getValue())
while r < 0:
r = r + 360.0
while r > 360:
r = r - 360.0
np.setH(h)
np.setP(p)
np.setR(r)
np.setSx(float(self.editor.ui.objectPropertyUI.propSX.getValue()))
np.setSy(float(self.editor.ui.objectPropertyUI.propSY.getValue()))
np.setSz(float(self.editor.ui.objectPropertyUI.propSZ.getValue()))
obj = self.findObjectByNodePath(self.currNodePath)
action = ActionTransformObj(self.editor, obj[OG.OBJ_UID], Mat4(np.getMat()))
self.editor.actionMgr.push(action)
np.remove()
action()
self.editor.fNeedToSave = True
def setObjectTransform(self, uid, xformMat):
obj = self.findObjectById(uid)
if obj:
obj[OG.OBJ_NP].setMat(xformMat)
self.editor.fNeedToSave = True
def updateObjectColor(self, r, g, b, a, np=None):
if np is None:
np = self.currNodePath
obj = self.findObjectByNodePath(np)
if not obj:
return
obj[OG.OBJ_RGBA] = (r,g,b,a)
for child in np.getChildren():
if not child.hasTag('OBJRoot') and\
not child.hasTag('_le_sys') and\
child.getName() != 'bboxLines':
child.setTransparency(1)
child.setColorScale(r, g, b, a)
self.editor.fNeedToSave = True
def updateObjectModel(self, model, obj, fSelectObject=True):
""" replace object's model """
if obj[OG.OBJ_MODEL] != model:
base.direct.deselectAllCB()
objNP = obj[OG.OBJ_NP]
objDef = obj[OG.OBJ_DEF]
objRGBA = obj[OG.OBJ_RGBA]
uid = obj[OG.OBJ_UID]
# load new model
if objDef.actor:
try:
newobj = Actor(model)
except:
newobj = Actor(Filename.fromOsSpecific(model).getFullpath())
else:
newobjModel = loader.loadModel(model, okMissing=True)
if newobjModel is None:
print("Can't load model %s"%model)
return
self.flatten(newobjModel, model, objDef, uid)
newobj = PythonNodePath(newobjModel)
newobj.setTag('OBJRoot','1')
# reparent children
objNP.findAllMatches("=OBJRoot").reparentTo(newobj)
# reparent to parent
newobj.reparentTo(objNP.getParent())
# copy transform
newobj.setPos(objNP.getPos())
newobj.setHpr(objNP.getHpr())
newobj.setScale(objNP.getScale())
# copy RGBA data
self.updateObjectColor(objRGBA[0], objRGBA[1], objRGBA[2], objRGBA[3], newobj)
# delete old geom
del self.npIndex[NodePath(objNP)]
objNP.removeNode()
# register new geom
obj[OG.OBJ_NP] = newobj
obj[OG.OBJ_MODEL] = model
self.npIndex[NodePath(newobj)] = obj[OG.OBJ_UID]
# update scene graph label
self.editor.ui.sceneGraphUI.changeLabel(obj[OG.OBJ_UID], newobj.getName())
self.editor.fNeedToSave = True
# update anim if necessary
animList = obj[OG.OBJ_DEF].animDict.get(model)
if animList:
self.updateObjectAnim(animList[0], obj, fSelectObject=fSelectObject)
else:
if fSelectObject:
base.direct.select(newobj, fUndo=0)
def updateObjectAnim(self, anim, obj, fSelectObject=True):
""" replace object's anim """
if obj[OG.OBJ_ANIM] != anim:
base.direct.deselectAllCB()
objNP = obj[OG.OBJ_NP]
# load new anim
animName = os.path.basename(anim)
newAnim = objNP.loadAnims({animName:anim})
objNP.loop(animName)
obj[OG.OBJ_ANIM] = anim
if fSelectObject:
base.direct.select(objNP, fUndo=0)
self.editor.fNeedToSave = True
def updateObjectModelFromUI(self, event, obj):
""" replace object's model with one selected from UI """
model = event.GetString()
if model is not None:
self.updateObjectModel(model, obj)
def updateObjectAnimFromUI(self, event, obj):
""" replace object's anim with one selected from UI """
anim = event.GetString()
if anim is not None:
self.updateObjectAnim(anim, obj)
def updateObjectProperty(self, event, obj, propName):
"""
When an obj's property is updated in UI,
this will update it's value in data structure.
And call update function if defined.
"""
objDef = obj[OG.OBJ_DEF]
objProp = obj[OG.OBJ_PROP]
propDef = objDef.properties[propName]
if propDef is None:
return
propType = propDef[OG.PROP_TYPE]
propDataType = propDef[OG.PROP_DATATYPE]
if propType == OG.PROP_UI_SLIDE:
if len(propDef) <= OG.PROP_RANGE:
return
strVal = event.GetString()
if strVal == '':
min = float(propDef[OG.PROP_RANGE][OG.RANGE_MIN])
max = float(propDef[OG.PROP_RANGE][OG.RANGE_MAX])
intVal = event.GetInt()
if intVal is None:
return
val = intVal / 100.0 * (max - min) + min
else:
val = strVal
elif propType == OG.PROP_UI_ENTRY:
val = event.GetString()
elif propType == OG.PROP_UI_SPIN:
val = event.GetInt()
elif propType == OG.PROP_UI_CHECK:
if event.GetInt():
val = True
else:
val = False
elif propType == OG.PROP_UI_RADIO:
val = event.GetString()
elif propType == OG.PROP_UI_COMBO:
val = event.GetString()
elif propType == OG.PROP_UI_COMBO_DYNAMIC:
val = event.GetString()
else:
# unsupported property type
return
# now update object prop value and call update function
self.updateObjectPropValue(obj, propName, val, \
fSelectObject=(propType != OG.PROP_UI_SLIDE)
)
def updateObjectPropValue(self, obj, propName, val, fSelectObject=False, fUndo=True):
"""
Update object property value and
call update function if defined.
"""
objDef = obj[OG.OBJ_DEF]
objProp = obj[OG.OBJ_PROP]
propDef = objDef.properties[propName]
propDataType = propDef[OG.PROP_DATATYPE]
if propDataType != OG.PROP_BLIND:
val = OG.TYPE_CONV[propDataType](val)
oldVal = objProp[propName]
if propDef[OG.PROP_FUNC] is None:
func = None
undoFunc = None
else:
funcName = propDef[OG.PROP_FUNC][OG.FUNC_NAME]
funcArgs = propDef[OG.PROP_FUNC][OG.FUNC_ARGS]
# populate keyword arguments
kwargs = {}
undoKwargs = {}
for key in funcArgs.keys():
if funcArgs[key] == OG.ARG_VAL:
kwargs[key] = val
undoKwargs[key] = oldVal
elif funcArgs[key] == OG.ARG_OBJ:
undoKwargs[key] = obj
objProp[propName] = val
kwargs[key] = obj
elif funcArgs[key] == OG.ARG_NOLOADING:
kwargs[key] = fSelectObject
undoKwargs[key] = fSelectObject
else:
kwargs[key] = funcArgs[key]
undoKwargs[key] = funcArgs[key]
if type(funcName) == str:
if funcName.startswith('.'):
if self.editor:
func = Functor(getattr(self.editor, "objectHandler%s"%funcName), **kwargs)
undoFunc = Functor(getattr(self.editor, "objectHandler%s"%funcName), **undoKwargs)
else: # when loaded outside of LE
func = Functor(getattr(base, "objectHandler%s"%funcName), **kwargs)
undoFunc = Functor(getattr(base, ".objectHandler%s"%funcName), **undoKwargs)
else:
func = Functor(eval(funcName), **kwargs)
undoFunc = Functor(eval(funcName), **undoKwargs)
else:
func = Functor(funcName, **kwargs)
undoFunc = Functor(funcName, **undoKwargs)
# finally call update function
#func(**kwargs)
else:
oldVal = objProp[propName]
func = None
undoFunc = None
action = ActionUpdateObjectProp(self.editor, fSelectObject, obj, propName, val, oldVal, func, undoFunc)
if fUndo:
self.editor.actionMgr.push(action)
action()
if self.editor:
self.editor.fNeedToSave = True
if fSelectObject:
base.direct.select(obj[OG.OBJ_NP], fUndo=0)
def updateCurve(self, val, obj):
curve = obj[OG.OBJ_NP]
degree = int(val)
curveNode = obj[OG.OBJ_PROP]['curveInfo']
curveInfor = []
for item in curveNode:
curveInfor.append((None, item[1].getPos()))
curve.setup(degree, curveInfor)
def updateObjectProperties(self, nodePath, propValues):
"""
When a saved level is loaded,
update an object's properties
And call update function if defined.
"""
obj = self.findObjectByNodePath(nodePath)
if obj:
for propName in propValues:
self.updateObjectPropValue(obj, propName, propValues[propName])
def traverse(self, parent, parentId = None):
"""
Trasverse scene graph to gather data for saving
"""
for child in parent.getChildren():
if child.hasTag('OBJRoot') and not child.hasTag('Controller'):
obj = self.findObjectByNodePath(child)
if obj:
uid = obj[OG.OBJ_UID]
np = obj[OG.OBJ_NP]
objDef = obj[OG.OBJ_DEF]
objModel = obj[OG.OBJ_MODEL]
objAnim = obj[OG.OBJ_ANIM]
objProp = obj[OG.OBJ_PROP]
objRGBA = obj[OG.OBJ_RGBA]
if parentId:
parentStr = "objects['%s']"%parentId
else:
parentStr = "None"
if objModel:
modelStr = "'%s'"%objModel
else:
modelStr = "None"
if objAnim:
animStr = "'%s'"%objAnim
else:
animStr = "None"
if objDef.named:
nameStr = "'%s'"%np.getName()
else:
nameStr = "None"
if objDef.name == '__Curve__':
#transfer the curve information from control nodes into simple positions for file save
objCurveInfo = obj[OG.OBJ_PROP]['curveInfo']
self.objDegree = obj[OG.OBJ_PROP]['Degree']
newobjCurveInfo = []
for item in objCurveInfo:
newobjCurveInfo.append((item[0], item[1].getPos()))
self.saveData.append("\nobjects['%s'] = objectMgr.addNewCurveFromFile(%s, %s, '%s', %s, False, None)"%(uid, newobjCurveInfo, self.objDegree, uid, parentStr))
else:
self.saveData.append("\nobjects['%s'] = objectMgr.addNewObject('%s', '%s', %s, %s, %s, False, None, %s)"%(uid, objDef.name, uid, modelStr, parentStr, animStr, nameStr))
self.saveData.append("if objects['%s']:"%uid)
self.saveData.append(" objects['%s'].setPos(%s)"%(uid, np.getPos()))
self.saveData.append(" objects['%s'].setHpr(%s)"%(uid, np.getHpr()))
self.saveData.append(" objects['%s'].setScale(%s)"%(uid, np.getScale()))
self.saveData.append(" objectMgr.updateObjectColor(%f, %f, %f, %f, objects['%s'])"%(objRGBA[0], objRGBA[1], objRGBA[2], objRGBA[3], uid))
if objDef.name == '__Curve__':
pass
else:
self.saveData.append(" objectMgr.updateObjectProperties(objects['%s'], %s)"%(uid,objProp))
self.traverse(child, uid)
def getSaveData(self):
self.saveData = []
self.getPreSaveData()
self.traverse(render)
self.getPostSaveData()
return self.saveData
def getPreSaveData(self):
"""
if there are additional data to be saved before main data
you can override this function to populate data
"""
pass
def getPostSaveData(self):
"""
if there are additional data to be saved after main data
you can override this function to populate data
"""
pass
def duplicateObject(self, nodePath, parent=None):
obj = self.findObjectByNodePath(nodePath)
if obj is None:
return None
objDef = obj[OG.OBJ_DEF]
objModel = obj[OG.OBJ_MODEL]
objAnim = obj[OG.OBJ_ANIM]
objRGBA = obj[OG.OBJ_RGBA]
if parent is None:
parentNP = nodePath.getParent()
parentObj = self.findObjectByNodePath(parentNP)
if parentObj is None:
parent = parentNP
else:
parent = parentObj[OG.OBJ_NP]
newObjNP = self.addNewObject(objDef.name, parent=parent, fSelectObject = False)
# copy transform data
newObjNP.setPos(obj[OG.OBJ_NP].getPos())
newObjNP.setHpr(obj[OG.OBJ_NP].getHpr())
newObjNP.setScale(obj[OG.OBJ_NP].getScale())
newObj = self.findObjectByNodePath(NodePath(newObjNP))
if newObj is None:
return None
# copy model info
self.updateObjectModel(obj[OG.OBJ_MODEL], newObj, fSelectObject=False)
# copy anim info
self.updateObjectAnim(obj[OG.OBJ_ANIM], newObj, fSelectObject=False)
# copy other properties
for key in obj[OG.OBJ_PROP]:
self.updateObjectPropValue(newObj, key, obj[OG.OBJ_PROP][key])
return newObjNP
def duplicateChild(self, nodePath, parent):
children = nodePath.findAllMatches('=OBJRoot')
for childNP in children:
newChildObjNP = self.duplicateObject(childNP, parent)
if newChildObjNP is not None:
self.duplicateChild(childNP, newChildObjNP)
def duplicateSelected(self):
selectedNPs = base.direct.selected.getSelectedAsList()
duplicatedNPs = []
for nodePath in selectedNPs:
newObjNP = self.duplicateObject(nodePath)
if newObjNP is not None:
self.duplicateChild(nodePath, newObjNP)
duplicatedNPs.append(newObjNP)
base.direct.deselectAllCB()
for newNodePath in duplicatedNPs:
base.direct.select(newNodePath, fMultiSelect = 1, fUndo=0)
self.editor.fNeedToSave = True
def makeSelectedLive(self):
obj = self.findObjectByNodePath(base.direct.selected.last)
if obj:
if self.currLiveNP:
self.currLiveNP.clearColorScale()
if self.currLiveNP == obj[OG.OBJ_NP]:
self.currLiveNP = None
return
self.currLiveNP = obj[OG.OBJ_NP]
self.currLiveNP.setColorScale(0, 1, 0, 1)
def replaceObjectWithTypeName(self, obj, typeName):
uid = obj[OG.OBJ_UID]
objNP = obj[OG.OBJ_NP]
mat = objNP.getMat()
parentObj = self.findObjectByNodePath(objNP.getParent())
if parentObj:
parentNP = parentObj[OG.OBJ_NP]
else:
parentNP = None
self.removeObjectById(uid)
self.editor.ui.sceneGraphUI.delete(uid)
newobj = self.addNewObject(typeName, uid, parent=parentNP, fSelectObject=False)
newobj.setMat(mat)
def flatten(self, newobjModel, model, objDef, uid):
# override this to flatten models
pass
def findActors(self, parent):
for child in parent.getChildren():
if child.hasTag('OBJRoot') and not child.hasTag('Controller'):
obj = self.findObjectByNodePath(child)
if obj:
if isinstance(obj[OG.OBJ_NP],Actor):
self.Actor.append(obj)
self.findActors(child)
def findNodes(self, parent):
for child in parent.getChildren():
if child.hasTag('OBJRoot') and not child.hasTag('Controller'):
obj = self.findObjectByNodePath(child)
if obj:
self.Nodes.append(obj)
self.findActors(child)