Browse Source

Merge branch 'master' into webgl-port

Conflicts:
	makepanda/makepanda.py
	panda/src/glstuff/glGraphicsStateGuardian_src.cxx
	panda/src/glstuff/glShaderContext_src.cxx
rdb 10 years ago
parent
commit
a24c3df284
100 changed files with 1569 additions and 2240 deletions
  1. 28 6
      .travis.yml
  2. 29 9
      README.md
  3. 6 1
      contrib/.gitignore
  4. 0 60
      contrib/Package.pp
  5. 0 10
      contrib/Sources.pp
  6. 0 4
      contrib/src/Sources.pp
  7. 0 82
      contrib/src/ai/Sources.pp
  8. 162 258
      contrib/src/ai/aiBehaviors.cxx
  9. 12 28
      contrib/src/ai/aiBehaviors.h
  10. 10 12
      contrib/src/ai/aiCharacter.cxx
  11. 11 13
      contrib/src/ai/aiCharacter.h
  12. 2 4
      contrib/src/ai/aiGlobals.h
  13. 59 94
      contrib/src/ai/aiPathFinder.cxx
  14. 10 13
      contrib/src/ai/aiPathFinder.h
  15. 46 73
      contrib/src/ai/aiWorld.cxx
  16. 17 35
      contrib/src/ai/aiWorld.h
  17. 17 24
      contrib/src/ai/arrival.cxx
  18. 3 4
      contrib/src/ai/arrival.h
  19. 17 24
      contrib/src/ai/evade.cxx
  20. 3 5
      contrib/src/ai/evade.h
  21. 17 24
      contrib/src/ai/flee.cxx
  22. 3 5
      contrib/src/ai/flee.h
  23. 7 11
      contrib/src/ai/flock.cxx
  24. 7 11
      contrib/src/ai/flock.h
  25. 5 8
      contrib/src/ai/meshNode.cxx
  26. 11 10
      contrib/src/ai/meshNode.h
  27. 40 43
      contrib/src/ai/obstacleAvoidance.cxx
  28. 6 7
      contrib/src/ai/obstacleAvoidance.h
  29. 0 1
      contrib/src/ai/p3ai_composite.cxx
  30. 58 93
      contrib/src/ai/pathFind.cxx
  31. 12 14
      contrib/src/ai/pathFind.h
  32. 19 31
      contrib/src/ai/pathFollow.cxx
  33. 18 19
      contrib/src/ai/pursue.cxx
  34. 3 4
      contrib/src/ai/pursue.h
  35. 9 13
      contrib/src/ai/seek.cxx
  36. 3 4
      contrib/src/ai/seek.h
  37. 16 25
      contrib/src/ai/wander.cxx
  38. 3 4
      contrib/src/ai/wander.h
  39. 0 13
      contrib/src/contribbase/Sources.pp
  40. 61 61
      contrib/src/panda3dtoolsgui/Panda3DToolsGUI.py
  41. 13 13
      contrib/src/sceneeditor/AlignTool.py
  42. 6 6
      contrib/src/sceneeditor/MetadataPanel.py
  43. 11 11
      contrib/src/sceneeditor/SideWindow.py
  44. 0 2
      contrib/src/sceneeditor/Sources.pp
  45. 22 22
      contrib/src/sceneeditor/collisionWindow.py
  46. 13 13
      contrib/src/sceneeditor/controllerWindow.py
  47. 30 30
      contrib/src/sceneeditor/dataHolder.py
  48. 8 8
      contrib/src/sceneeditor/duplicateWindow.py
  49. 19 19
      contrib/src/sceneeditor/lightingPanel.py
  50. 74 74
      contrib/src/sceneeditor/propertyWindow.py
  51. 46 46
      contrib/src/sceneeditor/quad.py
  52. 64 64
      contrib/src/sceneeditor/sceneEditor.py
  53. 14 14
      contrib/src/sceneeditor/seAnimPanel.py
  54. 16 16
      contrib/src/sceneeditor/seBlendAnimPanel.py
  55. 13 13
      contrib/src/sceneeditor/seCameraControl.py
  56. 86 86
      contrib/src/sceneeditor/seFileSaver.py
  57. 2 2
      contrib/src/sceneeditor/seForceGroup.py
  58. 4 4
      contrib/src/sceneeditor/seGeometry.py
  59. 4 4
      contrib/src/sceneeditor/seGrid.py
  60. 19 19
      contrib/src/sceneeditor/seLights.py
  61. 10 10
      contrib/src/sceneeditor/seManipulation.py
  62. 37 37
      contrib/src/sceneeditor/seMopathRecorder.py
  63. 4 4
      contrib/src/sceneeditor/seParticleEffect.py
  64. 3 3
      contrib/src/sceneeditor/seParticlePanel.py
  65. 1 1
      contrib/src/sceneeditor/seParticles.py
  66. 19 19
      contrib/src/sceneeditor/sePlacer.py
  67. 9 9
      contrib/src/sceneeditor/seSceneGraphExplorer.py
  68. 24 24
      contrib/src/sceneeditor/seSelection.py
  69. 20 20
      contrib/src/sceneeditor/seSession.py
  70. 3 3
      contrib/src/sceneeditor/seTree.py
  71. 1 0
      direct/.gitignore
  72. 0 60
      direct/Package.pp
  73. 0 11
      direct/Sources.pp
  74. 0 7
      direct/metalibs/Sources.pp
  75. 0 32
      direct/metalibs/direct/Sources.pp
  76. 0 4
      direct/src/Sources.pp
  77. 66 64
      direct/src/actor/Actor.py
  78. 5 5
      direct/src/actor/DistributedActor.py
  79. 0 3
      direct/src/actor/Sources.pp
  80. 13 13
      direct/src/cluster/ClusterClient.py
  81. 0 1
      direct/src/cluster/ClusterConfig.py
  82. 5 5
      direct/src/cluster/ClusterMsgs.py
  83. 6 6
      direct/src/cluster/ClusterServer.py
  84. 0 10
      direct/src/configfiles/Sources.pp
  85. 0 32
      direct/src/configfiles/direct.prc.pp
  86. 3 3
      direct/src/controls/BattleWalker.py
  87. 23 23
      direct/src/controls/ControlManager.py
  88. 7 6
      direct/src/controls/DevWalker.py
  89. 0 2
      direct/src/controls/GhostWalker.py
  90. 9 11
      direct/src/controls/GravityWalker.py
  91. 6 6
      direct/src/controls/NonPhysicsWalker.py
  92. 1 2
      direct/src/controls/ObserverWalker.py
  93. 8 5
      direct/src/controls/PhysicsWalker.py
  94. 1 1
      direct/src/controls/SwimWalker.py
  95. 12 10
      direct/src/controls/TwoDWalker.py
  96. 0 23
      direct/src/dcparse/Sources.pp
  97. 0 64
      direct/src/dcparser/Sources.pp
  98. 59 55
      direct/src/dcparser/dcClass.cxx
  99. 12 12
      direct/src/dcparser/dcDeclaration.cxx
  100. 8 8
      direct/src/dcparser/dcField.I

+ 28 - 6
.travis.yml

@@ -1,10 +1,32 @@
 language: cpp
-compiler:
-  - gcc
-  - clang
-before_script:
-  - sudo apt-get install python-dev libpng-dev zlib1g-dev libssl-dev libx11-dev libgl1-mesa-dev libxrandr-dev libxxf86dga-dev libxcursor-dev bison flex libfreetype6-dev libvorbis-dev libjpeg-dev libopenal-dev libode-dev nvidia-cg-toolkit
-script: python makepanda/makepanda.py --everything --git-commit $TRAVIS_COMMIT --installer --threads 2
+sudo: false
+matrix:
+  include:
+    - compiler: gcc
+      env: PYTHONV=python2.7
+    - compiler: clang
+      env: PYTHONV=python3
+addons:
+  apt:
+    packages:
+    - bison
+    - flex
+    - libfreetype6-dev
+    - libgl1-mesa-dev
+    - libjpeg-dev
+    - libode-dev
+    - libopenal-dev
+    - libpng-dev
+    - libssl-dev
+    - libvorbis-dev
+    - libx11-dev
+    - libxcursor-dev
+    - libxrandr-dev
+    - nvidia-cg-toolkit
+    - python-dev
+    - python3-dev
+    - zlib1g-dev
+script: $PYTHONV makepanda/makepanda.py --everything --git-commit $TRAVIS_COMMIT --installer --threads 4 && LD_LIBRARY_PATH=built/lib PYTHONPATH=built $PYTHONV makepanda/test_imports.py
 notifications:
   irc:
     channels:

+ 29 - 9
README.md

@@ -31,8 +31,8 @@ are included as part of the Windows 7.1 SDK.
 You will also need to have the third-party dependency libraries available for
 the build scripts to use.  These are available from one of these two URLs,
 depending on whether you are on a 32-bit or 64-bit system:
-https://www.panda3d.org/download/panda3d-1.9.0/panda3d-1.9.0-tools-win32.zip
-https://www.panda3d.org/download/panda3d-1.9.0/panda3d-1.9.0-tools-win64.zip
+https://www.panda3d.org/download/panda3d-1.9.1/panda3d-1.9.1-tools-win32.zip
+https://www.panda3d.org/download/panda3d-1.9.1/panda3d-1.9.1-tools-win64.zip
 
 After acquiring these dependencies, you may simply build Panda3D from the
 command prompt using the following command:
@@ -81,20 +81,23 @@ sudo apt-get install build-essential pkg-config python-dev libpng-dev libjpeg-de
 ```
 
 Once Panda3D has built, you can either install the .deb or .rpm package that
-it produced (if relevant to your platform, and you added --installer).  On
-other systems, you will need to use the installpanda script to install it onto
-your system.  Careful: it is not easy to uninstall Panda3D in this way!
+it produced, depending on which Linux distribution you are using.  For example,
+to install the package on Debian or Ubuntu, use this:
 
 ```bash
-python2.7 makepanda/installpanda.py --prefix=/usr/local
+sudo dpkg -i panda3d*.deb
 ```
 
+If you are not using a Linux distribution that supports .deb or .rpm packages, you
+may have to use the installpanda.py script instead, which will directly copy the
+files into the appropriate locations on your computer.  You may have to run the
+`ldconfig` tool in order to update your library cache after installing Panda3D.
+
 Mac OS X
 --------
 
-On Mac OS X, all you need to compile Panda3D is a set of precompiled
-thirdparty packages, which can be acquired from here:
-https://www.panda3d.org/download/panda3d-1.9.0/panda3d-1.9.0-tools-mac.tar.gz
+On Mac OS X, you will need to download a set of precompiled thirdparty packages in order to
+compile Panda3D, which can be acquired from [here](https://www.panda3d.org/download/panda3d-1.9.1/panda3d-1.9.1-tools-mac.tar.gz).
 
 After placing the thirdparty directory inside the panda3d source directory,
 you may build Panda3D using a command like the following:
@@ -110,3 +113,20 @@ by the release number, eg. 10.6 or 10.7.
 If the build was successful, makepanda will have generated a .dmg file in
 the source directory containing the installer.  Simply open it and run the
 package file in order to install the SDK onto your system.
+
+Reporting Issues
+================
+
+If you encounter any bugs when using Panda3D, please report them in the bug
+tracker.  This is hosted at:
+
+  https://bugs.launchpad.net/panda3d
+
+Make sure to first use the search function to see if the bug has already been
+reported.  When filling out a bug report, make sure that you include as much
+information as possible to help the developers track down the issue, such as
+your version of Panda3D, operating system, architecture, and any code and
+models that are necessary for the developers to reproduce the issue.
+
+If you're not sure whether you've encountered a bug, feel free to ask about
+it in the forums or the IRC channel first.

+ 6 - 1
contrib/.gitignore

@@ -1,4 +1,9 @@
+*.pyc
+*.pyo
 /__init__.py
-/built/
+# These are files that are generated within the source tree by the
+# ppremake system.
 Makefile
 pp.dep
+/built/
+Opt?-*

+ 0 - 60
contrib/Package.pp

@@ -1,60 +0,0 @@
-//
-// Package.pp
-//
-// This file defines certain configuration variables that are to be
-// written into the various make scripts.  It is processed by ppremake
-// (along with the Sources.pp files in each of the various
-// contribories) to generate build scripts appropriate to each
-// environment.
-//
-// This is the package-specific file, which should be at the top of
-// every source hierarchy.  It generally gets the ball rolling, and is
-// responsible for explicitly including all of the relevent Config.pp
-// files.
-
-// What is the name and version of this source tree?
-#if $[eq $[PACKAGE],]
-  #define PACKAGE contrib
-  #define VERSION 0.80
-#endif
-
-
-// Where should we find the PANDA source contribory?
-#if $[PANDA_SOURCE]
-  #define PANDA_SOURCE $[unixfilename $[PANDA_SOURCE]]
-#elif $[or $[CTPROJS],$[PANDA]]
-  // If we are presently attached, use the environment variable.
-  #define PANDA_SOURCE $[unixfilename $[PANDA]]
-  #if $[eq $[PANDA],]
-    #error You seem to be attached to some trees, but not PANDA!
-  #endif
-#else
-  // Otherwise, if we are not attached, we guess that the source is a
-  // sibling contribory to this source root.
-  #define PANDA_SOURCE $[standardize $[TOPDIR]/../panda]
-#endif
-
-// Where should we install CONTRIB?
-#if $[CONTRIB_INSTALL]
-  #define CONTRIB_INSTALL $[unixfilename $[CONTRIB_INSTALL]]
-#elif $[CTPROJS]
-  #set CONTRIB $[unixfilename $[CONTRIB]]
-  #define CONTRIB_INSTALL $[CONTRIB]/built
-  #if $[eq $[CONTRIB],]
-    #error You seem to be attached to some trees, but not CONTRIB!
-  #endif
-#else
-  #defer CONTRIB_INSTALL $[unixfilename $[INSTALL_DIR]]
-#endif
-
-// Also get the PANDA Package file and everything that includes.
-#if $[not $[isfile $[PANDA_SOURCE]/Package.pp]]
-  #printvar PANDA_SOURCE
-  #error PANDA source contribory not found from contrib!  Are you attached properly?
-#endif
-
-#include $[PANDA_SOURCE]/Package.pp
-
-// Define the inter-tree dependencies.
-#define NEEDS_TREES panda $[NEEDS_TREES]
-#define DEPENDABLE_HEADER_DIRS $[DEPENDABLE_HEADER_DIRS] $[PANDA_INSTALL]/include

+ 0 - 10
contrib/Sources.pp

@@ -1,10 +0,0 @@
-// This is the toplevel directory for a package.
-
-#define DIR_TYPE toplevel
-
-#define REQUIRED_TREES dtool panda
-
-#define EXTRA_DIST \
-    Sources.pp Config.pp Package.pp
-
-#define PYTHON_PACKAGE 1

+ 0 - 4
contrib/src/Sources.pp

@@ -1,4 +0,0 @@
-// This is a group directory: a directory level above a number of
-// source subdirectories.
-
-#define DIR_TYPE group

+ 0 - 82
contrib/src/ai/Sources.pp

@@ -1,82 +0,0 @@
-#define LOCAL_LIBS p3contribbase
-#define BUILDING_DLL BUILDING_PANDAAI
-
-#define OTHER_LIBS \
-   panda:c \
-   p3express:c p3putil:c p3pandabase:c pandaexpress:m \
-   p3interrogatedb:c p3prc:c p3dconfig:c p3dtoolconfig:m \
-   p3dtoolutil:c p3dtoolbase:c p3dtool:m
-
-#begin lib_target
-  #define TARGET pandaai
-
-  #define COMBINED_SOURCES p3ai_composite1.cxx
-
-  #define SOURCES \
-    aiBehaviors.h \
-    aiCharacter.h \
-    aiGlobals.h \
-    aiNode.h \
-    aiPathFinder.h \
-    aiWorld.h \
-    arrival.h \
-    config_ai.h \
-    evade.h \
-    flee.h \
-    flock.h \
-    aiGlobals.h \
-    meshNode.h \
-    obstacleAvoidance.h \
-    pathFind.h \
-    pathFollow.h \
-    pursue.h \
-    seek.h \
-    wander.h
-
-  #define INCLUDED_SOURCES \
-    aiBehaviors.cxx \
-    aiCharacter.cxx \
-    aiNode.cxx \
-    aiPathFinder.cxx \
-    aiWorld.cxx \
-    p3ai_composite.cxx \
-    p3ai_composite1.cxx \
-    arrival.cxx \
-    config_ai.cxx \
-    evade.cxx \
-    flee.cxx \
-    flock.cxx \
-    meshNode.cxx \
-    obstacleAvoidance.cxx \
-    pathFind.cxx \
-    pathFollow.cxx \
-    pursue.cxx \
-    seek.cxx \
-    wander.cxx
-
-
-  #define INSTALL_HEADERS \
-    aiBehaviors.h \
-    aiCharacter.h \
-    aiGlobals.h \
-    aiNode.h \
-    aiPathFinder.h \
-    aiWorld.h \
-    arrival.h \
-    config_ai.h \
-    evade.h \
-    flee.h \
-    flock.h \
-    aiGlobals.h \
-    meshNode.h \
-    obstacleAvoidance.h \
-    pathFind.h \
-    pathFollow.h \
-    pursue.h \
-    seek.h \
-    wander.h
-
-  #define IGATESCAN all
-
-#end lib_target
-

+ 162 - 258
contrib/src/ai/aiBehaviors.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : aiBehaviors.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  8 Sep 09
+// Filename: aiBehaviors.cxx
+// Created by: Deepak, John, Navin (08Sep09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -48,15 +47,12 @@ AIBehaviors::~AIBehaviors() {
 
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : is_conflict
-// Description : Checks for conflict between steering forces.
-//                If there is a conflict it returns 'true' and sets _conflict to 'true'.
-//                If there is no conflict it returns 'false' and sets _conflict to 'false'.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: is_conflict
+//  Description: Checks for conflict between steering forces.
+//               If there is a conflict it returns 'true' and sets _conflict to 'true'.
+//               If there is no conflict it returns 'false' and sets _conflict to 'false'.
+////////////////////////////////////////////////////////////////////
 bool AIBehaviors::is_conflict() {
   int value = int(is_on(_seek)) + int(is_on(_flee)) + int(is_on(_pursue)) + int(is_on(_evade)) + int(is_on(_wander)) + int(is_on(_flock))+ int(is_on(_obstacle_avoidance));
 
@@ -102,14 +98,12 @@ bool AIBehaviors::is_conflict() {
   return false;
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : accumulate_force
-// Description : This function updates the individual steering forces for each of the ai characters.
-//                These accumulated forces are eventually what comprise the resultant
-//                steering force of the character.
-
-/////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////
+//     Function: accumulate_force
+//  Description: This function updates the individual steering forces for each of the ai characters.
+//               These accumulated forces are eventually what comprise the resultant
+//               steering force of the character.
+////////////////////////////////////////////////////////////////////
 
 void AIBehaviors::accumulate_force(string force_type, LVecBase3 force) {
 
@@ -159,15 +153,13 @@ void AIBehaviors::accumulate_force(string force_type, LVecBase3 force) {
 
 }
 
-//////////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : calculate_prioritized
-// Description : This function updates the main steering force for the ai character using
-//                the accumulate function and checks for max force and arrival force.
-//                It finally returns this steering force which is accessed by the update
-//                function in the AICharacter class.
-
-//////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////
+//     Function: calculate_prioritized
+//  Description: This function updates the main steering force for the ai character using
+//               the accumulate function and checks for max force and arrival force.
+//               It finally returns this steering force which is accessed by the update
+//               function in the AICharacter class.
+////////////////////////////////////////////////////////////////////
 
 LVecBase3 AIBehaviors::calculate_prioritized() {
   LVecBase3 force;
@@ -313,14 +305,10 @@ LVecBase3 AIBehaviors::calculate_prioritized() {
   return _steering_force;
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : remove_ai
-// Description : This function removes individual or all the AIs.
-
-/////////////////////////////////////////////////////////////////////////////////
-
-//add for path follow
+////////////////////////////////////////////////////////////////////
+//     Function: remove_ai
+//  Description: This function removes individual or all the AIs.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::remove_ai(string ai_type) {
   switch(char_to_int(ai_type)) {
     case 0: {
@@ -434,14 +422,10 @@ void AIBehaviors::remove_ai(string ai_type) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : pause_ai
-// Description : This function pauses individual or all the AIs.
-
-/////////////////////////////////////////////////////////////////////////////////
-
-//add for path follow
+////////////////////////////////////////////////////////////////////
+//     Function: pause_ai
+//  Description: This function pauses individual or all the AIs.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::pause_ai(string ai_type) {
   switch(char_to_int(ai_type)) {
     case 0: {
@@ -537,13 +521,10 @@ void AIBehaviors::pause_ai(string ai_type) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : resume_ai
-// Description : This function resumes individual or all the AIs
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: resume_ai
+//  Description: This function resumes individual or all the AIs
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::resume_ai(string ai_type) {
   switch(char_to_int(ai_type)) {
     case 0: {
@@ -634,15 +615,12 @@ void AIBehaviors::resume_ai(string ai_type) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : seek
-// Description : This function activates seek and makes an object of the Seek class.
-//                This is the function we want the user to call for seek to be done.
-//                This function is overloaded to accept a NodePath or an LVecBase3.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: seek
+//  Description: This function activates seek and makes an object of the Seek class.
+//               This is the function we want the user to call for seek to be done.
+//               This function is overloaded to accept a NodePath or an LVecBase3.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::seek(NodePath target_object, float seek_wt) {
   _seek_obj = new Seek(_ai_char, target_object, seek_wt);
   turn_on("seek");
@@ -653,14 +631,11 @@ void AIBehaviors::seek(LVecBase3 pos, float seek_wt) {
   turn_on("seek");
 }
 
-//////////////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : flee
-// Description : This function activates flee_activate and creates an object of the Flee class.
-//                This function is overloaded to accept a NodePath or an LVecBase3.
-
-//////////////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: flee
+//  Description: This function activates flee_activate and creates an object of the Flee class.
+//               This function is overloaded to accept a NodePath or an LVecBase3.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::flee(NodePath target_object, double panic_distance, double relax_distance, float flee_wt) {
   _flee_obj = new Flee(_ai_char, target_object, panic_distance, relax_distance, flee_wt);
   _flee_list.insert(_flee_list.end(), *_flee_obj);
@@ -675,27 +650,21 @@ void AIBehaviors::flee(LVecBase3 pos, double panic_distance, double relax_distan
   turn_on("flee_activate");
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : pursue
-// Description : This function activates pursue.
-//                This is the function we want the user to call for pursue to be done.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: pursue
+//  Description: This function activates pursue.
+//               This is the function we want the user to call for pursue to be done.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::pursue(NodePath target_object, float pursue_wt) {
   _pursue_obj = new Pursue(_ai_char, target_object, pursue_wt);
 
   turn_on("pursue");
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : evade
-// Description : This function activates evade_activate.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: evade
+//  Description: This function activates evade_activate.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::evade(NodePath target_object, double panic_distance, double relax_distance, float evade_wt) {
   _evade_obj = new Evade(_ai_char, target_object, panic_distance, relax_distance, evade_wt);
   _evade_list.insert(_evade_list.end(), *_evade_obj);
@@ -703,14 +672,11 @@ void AIBehaviors::evade(NodePath target_object, double panic_distance, double re
   turn_on("evade_activate");
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : arrival
-// Description : This function activates arrival.
-//                This is the function we want the user to call for arrival to be done.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: arrival
+//  Description: This function activates arrival.
+//               This is the function we want the user to call for arrival to be done.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::arrival(double distance) {
   if(_pursue_obj) {
     _arrival_obj = new Arrival(_ai_char, distance);
@@ -727,14 +693,11 @@ void AIBehaviors::arrival(double distance) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : flock
-// Description : This function activates flock.
-//                This is the function we want the user to call for flock to be done.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: flock
+//  Description: This function activates flock.
+//               This is the function we want the user to call for flock to be done.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::flock(float flock_wt) {
   _flock_weight = flock_wt;
 
@@ -742,14 +705,11 @@ void AIBehaviors::flock(float flock_wt) {
   turn_on("flock_activate");
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : flock_activate
-// Description : This function checks whether any other behavior exists to work with flock.
-//                When this is true, it calls the do_flock function.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: flock_activate
+//  Description: This function checks whether any other behavior exists to work with flock.
+//               When this is true, it calls the do_flock function.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::flock_activate() {
   if(is_on(_seek) || is_on(_flee) || is_on(_pursue) || is_on(_evade) || is_on(_wander)) {
       turn_off("flock_activate");
@@ -757,18 +717,15 @@ void AIBehaviors::flock_activate() {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_flock
-// Description : This function contains the logic for flocking behavior. This is
-//                an emergent behavior and is obtained by combining three other
-//                behaviors which are separation, cohesion and alignment based on
-//                Craig Reynold's algorithm. Also, this behavior does not work by
-//                itself. It works only when combined with other steering behaviors
-//                such as wander, pursue, evade, seek and flee.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: do_flock
+//  Description: This function contains the logic for flocking behavior. This is
+//               an emergent behavior and is obtained by combining three other
+//               behaviors which are separation, cohesion and alignment based on
+//               Craig Reynold's algorithm. Also, this behavior does not work by
+//               itself. It works only when combined with other steering behaviors
+//               such as wander, pursue, evade, seek and flee.
+////////////////////////////////////////////////////////////////////
 LVecBase3 AIBehaviors::do_flock() {
 
   //! Initialize variables required to compute the flocking force on the ai char.
@@ -839,141 +796,109 @@ LVecBase3 AIBehaviors::do_flock() {
     + cohesion_force * _flock_group->_cohesion_wt);
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : wander
-// Description : This function activates wander.
+////////////////////////////////////////////////////////////////////
+//     Function: wander
+//  Description: This function activates wander.
 //               This is the function we want the user to call for flock to be done.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::wander(double wander_radius, int flag, double aoe, float wander_weight) {
   _wander_obj = new Wander(_ai_char, wander_radius, flag, aoe, wander_weight);
   turn_on("wander");
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : obstacle avoidance
-// Description : This function activates obstacle avoidance for a given character.
+////////////////////////////////////////////////////////////////////
+//     Function: obstacle avoidance
+//  Description: This function activates obstacle avoidance for a given character.
 //               This is the function we want the user to call for
 //               obstacle avoidance to be performed.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::obstacle_avoidance(float obstacle_avoidance_weight) {
   _obstacle_avoidance_obj = new ObstacleAvoidance(_ai_char, obstacle_avoidance_weight);
   turn_on("obstacle_avoidance_activate");
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : path_follow
-// Description : This function activates path following.
-//                This is the function we want the user to call for path following.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: path_follow
+//  Description: This function activates path following.
+//               This is the function we want the user to call for path following.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::path_follow(float follow_wt) {
   _path_follow_obj = new PathFollow(_ai_char, follow_wt);
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_to_path
-// Description : This function adds positions to the path to follow.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: add_to_path
+//  Description: This function adds positions to the path to follow.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::add_to_path(LVecBase3 pos) {
   _path_follow_obj->add_to_path(pos);
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : start_follow
-// Description : This function starts the path follower.
-
-/////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////
+//     Function: start_follow
+//  Description: This function starts the path follower.
+////////////////////////////////////////////////////////////////////
 
 void AIBehaviors::start_follow(string type) {
   _path_follow_obj->start(type);
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : init_path_find
-// Description : This function activates path finding in the character.
-//                This function accepts the meshdata in .csv format.
+////////////////////////////////////////////////////////////////////
+//     Function: init_path_find
+//  Description: This function activates path finding in the character.
+//               This function accepts the meshdata in .csv format.
 //
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::init_path_find(const char* navmesh_filename) {
   _path_find_obj = new PathFind(_ai_char);
   _path_find_obj->set_path_find(navmesh_filename);
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : path_find_to (for pathfinding towards a  static position)
-// Description : This function checks for the source and target in the navigation mesh
-//                for its availability and then finds the best path via the A* algorithm
-//                Then it calls the path follower to make the object follow the path.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: path_find_to (for pathfinding towards a  static position)
+//  Description: This function checks for the source and target in the navigation mesh
+//               for its availability and then finds the best path via the A* algorithm
+//               Then it calls the path follower to make the object follow the path.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::path_find_to(LVecBase3 pos, string type) {
   _path_find_obj->path_find(pos, type);
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : path_find_to (for pathfinding towards a moving target (a NodePath))
-// Description : This function checks for the source and target in the navigation mesh
-//                for its availability and then finds the best path via the A* algorithm
-//                Then it calls the path follower to make the object follow the path.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: path_find_to (for pathfinding towards a moving target (a NodePath))
+//  Description: This function checks for the source and target in the navigation mesh
+//               for its availability and then finds the best path via the A* algorithm
+//               Then it calls the path follower to make the object follow the path.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::path_find_to(NodePath target, string type) {
   _path_find_obj->path_find(target, type);
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_static_obstacle
-// Description : This function allows the user to dynamically add obstacles to the
-//                game environment. The function will update the nodes within the
-//                bounding volume of the obstacle as non-traversable. Hence will not be
-//                considered by the pathfinding algorithm.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: add_static_obstacle
+//  Description: This function allows the user to dynamically add obstacles to the
+//               game environment. The function will update the nodes within the
+//               bounding volume of the obstacle as non-traversable. Hence will not be
+//               considered by the pathfinding algorithm.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::add_static_obstacle(NodePath obstacle) {
   _path_find_obj->add_obstacle_to_mesh(obstacle);
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_dynamic_obstacle
-// Description : This function starts the pathfinding obstacle navigation for the
-//                passed in obstacle.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: add_dynamic_obstacle
+//  Description: This function starts the pathfinding obstacle navigation for the
+//               passed in obstacle.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::add_dynamic_obstacle(NodePath obstacle) {
   _path_find_obj->dynamic_avoid(obstacle);
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : behavior_status
-// Description : This function returns the status of an AI Type whether it is active,
-//                paused or disabled. It returns -1 if an invalid string is passed.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: behavior_status
+//  Description: This function returns the status of an AI Type whether it is active,
+//               paused or disabled. It returns -1 if an invalid string is passed.
+////////////////////////////////////////////////////////////////////
 string AIBehaviors::behavior_status(string ai_type) {
   switch(char_to_int(ai_type)) {
     case 1:
@@ -1188,14 +1113,11 @@ string AIBehaviors::behavior_status(string ai_type) {
     }
   }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : char_to_int
-// Description : This function is used to derive int values from the ai types strings.
-//                Returns -1 if an invalid string is passed.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: char_to_int
+//  Description: This function is used to derive int values from the ai types strings.
+//               Returns -1 if an invalid string is passed.
+////////////////////////////////////////////////////////////////////
 int AIBehaviors::char_to_int(string ai_type) {
   if(ai_type == "all") {
     return 0;
@@ -1252,13 +1174,10 @@ int AIBehaviors::char_to_int(string ai_type) {
   return -1;
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : turn_on
-// Description : This function turns on any aiBehavior which is passed as a string.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: turn_on
+//  Description: This function turns on any aiBehavior which is passed as a string.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::turn_on(string ai_type) {
   switch(char_to_int(ai_type)) {
     case 1:  {
@@ -1318,13 +1237,10 @@ void AIBehaviors::turn_on(string ai_type) {
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : turn_off
-// Description : This function turns off any aiBehavior which is passed as a string.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: turn_off
+//  Description: This function turns off any aiBehavior which is passed as a string.
+////////////////////////////////////////////////////////////////////
 void AIBehaviors::turn_off(string ai_type) {
 switch(char_to_int(ai_type)) {
     case 1:  {
@@ -1426,24 +1342,18 @@ switch(char_to_int(ai_type)) {
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : is_on
-// Description : This function returns true if an aiBehavior is on
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: is_on
+//  Description: This function returns true if an aiBehavior is on
+////////////////////////////////////////////////////////////////////
 bool AIBehaviors::is_on(_behavior_type bt)  {
   return (_behaviors_flags & bt) == bt;
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : is_on
-// Description : This function returns true if pathfollow or pathfinding is on
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: is_on
+//  Description: This function returns true if pathfollow or pathfinding is on
+////////////////////////////////////////////////////////////////////
 bool AIBehaviors::is_on(string ai_type) {
   if(ai_type == "pathfollow") {
     if(_path_follow_obj) {
@@ -1466,24 +1376,18 @@ bool AIBehaviors::is_on(string ai_type) {
   return false;
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : is_off
-// Description : This function returns true if an aiBehavior is off
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: is_off
+//  Description: This function returns true if an aiBehavior is off
+////////////////////////////////////////////////////////////////////
 bool AIBehaviors::is_off(_behavior_type bt)  {
   return ((_behaviors_flags | bt) == bt);
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : is_off
-// Description : This function returns true if pathfollow or pathfinding is off
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: is_off
+//  Description: This function returns true if pathfollow or pathfinding is off
+////////////////////////////////////////////////////////////////////
 bool AIBehaviors::is_off(string ai_type) {
   if(ai_type == "pathfollow") {
     if(_path_follow_obj && _path_follow_obj->_start) {

+ 12 - 28
contrib/src/ai/aiBehaviors.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : aiBehaviors.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  8 Sep 09
+// Filename: aiBehaviors.h
+// Created by: Deepak, John, Navin (08Sep09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -22,18 +21,6 @@
 
 #include "aiGlobals.h"
 
-//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//
-// Class : AIBehaviors
-// Description : This class implements all the steering behaviors of the AI framework, such as
-//                seek, flee, pursue, evade, wander and flock. Each steering behavior has a weight which is used when more than
-//                one type of steering behavior is acting on the same ai character. The weight decides the contribution of each
-//                type of steering behavior. The AICharacter class has a handle to an object of this class and this allows to
-//                invoke the steering behaviors via the AICharacter. This class also provides functionality such as pausing, resuming
-//                and removing the AI behaviors of an AI character at anytime.
-
-//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
 class AICharacter;
 class Seek;
 class Flee;
@@ -49,8 +36,16 @@ class ObstacleAvoidance;
 typedef list<Flee, allocator<Flee> > ListFlee;
 typedef list<Evade, allocator<Evade> > ListEvade;
 
+////////////////////////////////////////////////////////////////////
+//       Class : AIBehaviors
+// Description : This class implements all the steering behaviors of the AI framework, such as
+//               seek, flee, pursue, evade, wander and flock. Each steering behavior has a weight which is used when more than
+//               one type of steering behavior is acting on the same ai character. The weight decides the contribution of each
+//               type of steering behavior. The AICharacter class has a handle to an object of this class and this allows to
+//               invoke the steering behaviors via the AICharacter. This class also provides functionality such as pausing, resuming
+//               and removing the AI behaviors of an AI character at anytime.
+////////////////////////////////////////////////////////////////////
 class EXPCL_PANDAAI AIBehaviors {
-
 public:
   enum _behavior_type {
       _none = 0x00000,
@@ -174,14 +169,3 @@ PUBLISHED:
 };
 
 #endif
-
-
-
-
-
-
-
-
-
-
-

+ 10 - 12
contrib/src/ai/aiCharacter.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    :  aiCharacter.cxx
-// Created by  :  Deepak, John, Navin
-// Date        :  8 Sep 09
+// Filename: aiCharacter.cxx
+// Created by: Deepak, John, Navin (08Sep09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -35,14 +34,13 @@ AICharacter::AICharacter(string model_name, NodePath model_np, double mass, doub
 AICharacter::~AICharacter() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : update
-// Description : Each character's update will update its ai and physics
-//                based on his resultant steering force.
-//                This also makes the character  look at the direction of the force.
-
-/////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////
+//     Function: update
+//  Description: Each character's update will update its AI and
+//               physics based on his resultant steering force.
+//               This also makes the character look in the direction
+//               of the force.
+////////////////////////////////////////////////////////////////////
 void AICharacter::
 update() {
   if (!_steering->is_off(_steering->_none)) {

+ 11 - 13
contrib/src/ai/aiCharacter.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : aiCharacter.h
-// Created by  : Deepak, John, Navin
-// Date        :  8 Sep 09
+// Filename: aiCharacter.h
+// Created by: Deepak, John, Navin (08Sep09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -23,15 +22,14 @@
 
 #include "aiBehaviors.h"
 
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//
-// Class : AICharacter
-//  Description : This class is used for creating the ai characters. It assigns both physics and ai
-//                attributes to the character. It also has an update function which updates the physics and ai
-//                of the character. This update function is called by the AIWorld update.
-
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//       Class : AICharacter
+// Description : This class is used for creating the AI characters.
+//               It assigns both physics and AI attributes to the
+//               character.  It also has an update function which
+//               updates the physics and AI of the character.
+//               This update function is called by the AIWorld update.
+////////////////////////////////////////////////////////////////////
 class AIBehaviors;
 class AIWorld;
 

+ 2 - 4
contrib/src/ai/aiGlobals.h

@@ -1,7 +1,5 @@
-////////////////////////////////////////////////////////////////////////
-// Filename :    aiGlobals.h
-// Created by :  Deepak, John, Navin
-// Date:          8 Sep 09
+// Filename: aiGlobals.h
+// Created by: Deepak, John, Navin (08Sep09)
 //
 ////////////////////////////////////////////////////////////////////
 //

+ 59 - 94
contrib/src/ai/aiPathFinder.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    :  aiPathFinder.cxx
-// Created by  :  Deepak, John, Navin
-// Date        :  10 Nov 09
+// Filename: aiPathFinder.cxx
+// Created by: Deepak, John, Navin (10Nov09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -22,14 +21,11 @@ PathFinder::PathFinder(NavMesh nav_mesh) {
 PathFinder::~PathFinder() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : find_path
-// Description : This function initializes the pathfinding process by accepting the
+////////////////////////////////////////////////////////////////////
+//     Function: find_path
+//  Description: This function initializes the pathfinding process by accepting the
 //               source and destination nodes. It then calls the generate_path().
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void PathFinder::find_path(Node *src_node, Node *dest_node) {
   _src_node = src_node;
   _dest_node = dest_node;
@@ -48,14 +44,11 @@ void PathFinder::find_path(Node *src_node, Node *dest_node) {
   generate_path();
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : generate_path
-// Description : This function performs the pathfinding process using the A* algorithm.
+////////////////////////////////////////////////////////////////////
+//     Function: generate_path
+//  Description: This function performs the pathfinding process using the A* algorithm.
 //               It updates the openlist and closelist.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void PathFinder::generate_path() {
   // All the A* algorithm is implemented here.
   // The check is > 1 due to the existence of the dummy node.
@@ -87,14 +80,11 @@ void PathFinder::generate_path() {
   _closed_list.clear();
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : identify_neighbors
-// Description : This function traverses through the 8 neigbors of the parent node and
+////////////////////////////////////////////////////////////////////
+//     Function: identify_neighbors
+//  Description: This function traverses through the 8 neigbors of the parent node and
 //               then adds the neighbors to the _open_list based on A* criteria.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void PathFinder::identify_neighbors(Node *parent_node) {
   // Remove the parent node from the open_list so that it is not considered
   // while adding new nodes to the open list heap.
@@ -114,30 +104,25 @@ void PathFinder::identify_neighbors(Node *parent_node) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : calc_node_score
-// Description : This function calculates the score of each node.
+////////////////////////////////////////////////////////////////////
+//     Function: calc_node_score
+//  Description: This function calculates the score of each node.
 //               Score = Cost + Heuristics.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void PathFinder::calc_node_score(Node *nd) {
   nd->_cost = calc_cost_frm_src(nd);
   nd->_heuristic = calc_heuristic(nd);
   nd->_score = nd->_cost + nd->_heuristic;
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : calc_cost_frm_src
-// Description : This function calculates the cost of each node by finding out
-// the number of node traversals required to reach the source node.
-// Diagonal traversals have cost = 14.
-// Horizontal / Vertical traversals have cost = 10.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: calc_cost_frm_src
+//  Description: This function calculates the cost of each node by
+//               finding out the number of node traversals required
+//               to reach the source node.  Diagonal traversals have
+//               cost = 14.  Horizontal and vertical traversals have
+//               cost = 10.
+////////////////////////////////////////////////////////////////////
 int PathFinder::calc_cost_frm_src(Node *nd) {
   int cost = 0;
   Node *start_node = nd;
@@ -160,15 +145,14 @@ int PathFinder::calc_cost_frm_src(Node *nd) {
   return cost;
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : calc_heuristic
-// Description : This function calculates the heuristic of the nodes using Manhattan method.
-// All it does is predict the number of node traversals required to reach the target node.
-// No diagonal traversals are allowed in this technique.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: calc_heuristic
+//  Description: This function calculates the heuristic of the nodes
+//               using Manhattan method.  All it does is predict the
+//               number of node traversals required to reach the
+//               target node.  No diagonal traversals are allowed in
+//               this technique.
+////////////////////////////////////////////////////////////////////
 int PathFinder::calc_heuristic(Node *nd) {
   int row_diff = abs(_dest_node->_grid_x - nd->_grid_x);
   int col_diff = abs(_dest_node->_grid_y - nd->_grid_y);
@@ -177,13 +161,10 @@ int PathFinder::calc_heuristic(Node *nd) {
   return heuristic;
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : is_diagonal_node
-// Description : This function checks if the traversal from a node is diagonal.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: is_diagonal_node
+//  Description: This function checks if the traversal from a node is diagonal.
+////////////////////////////////////////////////////////////////////
 bool PathFinder::is_diagonal_node(Node *nd) {
   // Calculate the row and column differences between child and parent nodes.
   float row_diff = nd->_grid_x - nd->_prv_node->_grid_x;
@@ -198,15 +179,11 @@ bool PathFinder::is_diagonal_node(Node *nd) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_to_olist
-// Description : This function adds a node to the open list heap.
+////////////////////////////////////////////////////////////////////
+//     Function: add_to_olist
+//  Description: This function adds a node to the open list heap.
 //               A binay heap is maintained to improve the search.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
-
+////////////////////////////////////////////////////////////////////
 void PathFinder::add_to_olist(Node *nd) {
   // Variables required to search the binary heap.
   Node *child_node, *parent_node;
@@ -245,14 +222,11 @@ void PathFinder::add_to_olist(Node *nd) {
   // At this point the Node with the smallest score will be at the top of the heap.
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : remove_from_olist
-// Description : This function removes a node from the open list.
+////////////////////////////////////////////////////////////////////
+//     Function: remove_from_olist
+//  Description: This function removes a node from the open list.
 //               During the removal the binary heap is maintained.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void PathFinder::remove_from_olist() {
   // Variables for maintaining the binary heap.
   Node *child_node, *child_node_1, *child_node_2;
@@ -340,13 +314,10 @@ void PathFinder::remove_from_olist() {
   // At this point the Node was succesfully removed and the binary heap re-arranged.
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_to_clist
-// Description : This function adds a node to the closed list.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: add_to_clist
+//  Description: This function adds a node to the closed list.
+////////////////////////////////////////////////////////////////////
 void PathFinder::add_to_clist(Node *nd) {
   // Set the status as closed.
   nd->_status = nd->close;
@@ -354,13 +325,10 @@ void PathFinder::add_to_clist(Node *nd) {
   _closed_list.push_back(nd);
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : remove_from_clist
-// Description : This function removes a node from the closed list.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: remove_from_clist
+//  Description: This function removes a node from the closed list.
+////////////////////////////////////////////////////////////////////
 void PathFinder::remove_from_clist(int r, int c) {
   for(unsigned int i = 0; i < _closed_list.size(); ++i) {
     if(_closed_list[i]->_grid_x == r && _closed_list[i]->_grid_y == c) {
@@ -370,15 +338,12 @@ void PathFinder::remove_from_clist(int r, int c) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : find_in_mesh
-// Description : This function allows the user to pass a position and it returns the
+////////////////////////////////////////////////////////////////////
+//     Function: find_in_mesh
+//  Description: This function allows the user to pass a position and it returns the
 //               corresponding node on the navigation mesh. A very useful function as
 //               it allows for dynamic updation of the mesh based on position.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 Node* find_in_mesh(NavMesh nav_mesh, LVecBase3 pos, int grid_size) {
   int size = grid_size;
   float x = pos[0];

+ 10 - 13
contrib/src/ai/aiPathFinder.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : aiPathFinder.h
-// Created by  : Deepak, John, Navin
-// Date        :  10 Nov 09
+// Filename: aiPathFinder.h
+// Created by: Deepak, John, Navin (10Nov09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -25,14 +24,13 @@ typedef vector<NodeArray> NavMesh;
 
 Node* find_in_mesh(NavMesh nav_mesh, LVecBase3 pos, int grid_size);
 
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//
-// Class : PathFinder
-//  Description : This class implements pathfinding using A* algorithm. It also uses a Binary Heap search to
-//               search the open list. The heuristics are calculated using the manhattan method.
-
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//       Class : PathFinder
+// Description : This class implements pathfinding using A* algorithm.
+//               It also uses a Binary Heap search to search the
+//               open list.  The heuristics are calculated using
+//               the manhattan method.
+////////////////////////////////////////////////////////////////////
 class EXPCL_PANDAAI PathFinder {
 public:
   Node *_src_node;
@@ -61,4 +59,3 @@ public:
 };
 
 #endif
-

+ 46 - 73
contrib/src/ai/aiWorld.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : aiWorld.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  8 Sep 09
+// Filename: aiWorld.cxx
+// Created by: Deepak, John, Navin (08Sep09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -56,13 +55,11 @@ void AIWorld::print_list() {
   _ai_char_pool->print_list();
 }
 
-////////////////////////////////////////////////////////////////////////
-// Function : update
-// Description : The AIWorld update function calls the update function of all the
-//                AI characters which have been added to the AIWorld.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: update
+//  Description: The AIWorld update function calls the update function of all the
+//               AI characters which have been added to the AIWorld.
+////////////////////////////////////////////////////////////////////
 void AIWorld::update() {
   AICharPool::node *ai_pool;
   ai_pool = _ai_char_pool->_head;
@@ -73,15 +70,12 @@ void AIWorld::update() {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_flock
-// Description : This function adds all the AI characters in the Flock object to
-//                the AICharPool. This function allows adding the AI characetrs as
-//                part of a flock.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: add_flock
+//  Description: This function adds all the AI characters in the Flock object to
+//               the AICharPool. This function allows adding the AI characetrs as
+//               part of a flock.
+////////////////////////////////////////////////////////////////////
 void AIWorld::add_flock(Flock *flock) {
   // Add all the ai_characters in the flock to the AIWorld.
   for(unsigned int i = 0; i < flock->_ai_char_list.size(); ++i) {
@@ -91,13 +85,10 @@ void AIWorld::add_flock(Flock *flock) {
   _flock_pool.push_back(flock);
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : get_flock
-// Description : This function returns a handle to the Flock whose id is passed.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: get_flock
+//  Description: This function returns a handle to the Flock whose id is passed.
+////////////////////////////////////////////////////////////////////
 Flock AIWorld::get_flock(unsigned int flock_id) {
   for(unsigned int i=0; i < _flock_pool.size(); ++i) {
     if(_flock_pool[i]->get_id() == flock_id) {
@@ -108,13 +99,10 @@ Flock AIWorld::get_flock(unsigned int flock_id) {
   return *null_flock;
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : remove_flock
-// Description : This function removes the flock behavior completely.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: remove_flock
+//  Description: This function removes the flock behavior completely.
+////////////////////////////////////////////////////////////////////
 void AIWorld::remove_flock(unsigned int flock_id) {
   for(unsigned int i = 0; i < _flock_pool.size(); ++i) {
     if(_flock_pool[i]->get_id() == flock_id) {
@@ -129,14 +117,11 @@ void AIWorld::remove_flock(unsigned int flock_id) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : flock_off
-// Description : This function turns off the flock behavior temporarily. Similar to
-//                pausing the behavior.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: flock_off
+//  Description: This function turns off the flock behavior temporarily. Similar to
+//               pausing the behavior.
+////////////////////////////////////////////////////////////////////
 void AIWorld::flock_off(unsigned int flock_id) {
   for(unsigned int i = 0; i < _flock_pool.size(); ++i) {
     if(_flock_pool[i]->get_id() == flock_id) {
@@ -149,13 +134,10 @@ void AIWorld::flock_off(unsigned int flock_id) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : flock_on
-// Description : This function turns on the flock behavior.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: flock_on
+//  Description: This function turns on the flock behavior.
+////////////////////////////////////////////////////////////////////
 void AIWorld::flock_on(unsigned int flock_id) {
   for(unsigned int i = 0; i < _flock_pool.size(); ++i) {
     if(_flock_pool[i]->get_id() == flock_id) {
@@ -234,14 +216,11 @@ void AICharPool::del(string name) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : print_list
-// Description : This function prints the ai characters in the AICharPool. Used for
-//                debugging purposes.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: print_list
+//  Description: This function prints the ai characters in the AICharPool. Used for
+//               debugging purposes.
+////////////////////////////////////////////////////////////////////
 void AICharPool::print_list() {
   node* q;
   q = _head;
@@ -251,26 +230,20 @@ void AICharPool::print_list() {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_obstacle
-// Description : This function adds the nodepath as an obstacle that is needed
-//                by the obstacle avoidance behavior.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: add_obstacle
+//  Description: This function adds the nodepath as an obstacle that is needed
+//               by the obstacle avoidance behavior.
+////////////////////////////////////////////////////////////////////
 void AIWorld::add_obstacle(NodePath obstacle) {
   _obstacles.push_back(obstacle);
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : remove_obstacle
-// Description : This function removes the nodepath from the obstacles list that is needed
-//                by the obstacle avoidance behavior.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: remove_obstacle
+//  Description: This function removes the nodepath from the obstacles list that is needed
+//               by the obstacle avoidance behavior.
+////////////////////////////////////////////////////////////////////
 void AIWorld::remove_obstacle(NodePath obstacle) {
   for(unsigned int i = 0; i <= _obstacles.size(); ++i) {
     if(_obstacles[i] == obstacle) {

+ 17 - 35
contrib/src/ai/aiWorld.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : aiWorld.h
-// Created by  : Deepak, John, Navin
-// Date        :  8 Sep 09
+// Filename: aiWorld.h
+// Created by: Deepak, John, Navin (08Sep09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -28,16 +27,12 @@
 class AICharacter;
 class Flock;
 
-///////////////////////////////////////////////////////////////////////
-//
-// Class : AICharPool
-//  Description : This class implements a linked list of AI Characters allowing
-//              the user to add and delete characters from the linked list.
-//              This will be used in the AIWorld class.
-
-////////////////////////////////////////////////////////////////////////
-
-
+////////////////////////////////////////////////////////////////////
+//       Class : AICharPool
+// Description : This class implements a linked list of AI Characters allowing
+//               the user to add and delete characters from the linked list.
+//               This will be used in the AIWorld class.
+////////////////////////////////////////////////////////////////////
 class EXPCL_PANDAAI AICharPool {
     public:
     struct node {
@@ -54,18 +49,14 @@ class EXPCL_PANDAAI AICharPool {
 };
 
 
-///////////////////////////////////////////////////////////////////////
-//
-// Class : AIWorld
-//  Description : A class that implements the virtual AI world which keeps track
-//              of the AI characters active at any given time. It contains a linked
-//              list of AI characters, obstactle data and unique name for each
-//              character. It also updates each characters state. The AI characters
-//              can also be added to the world as flocks.
-
-////////////////////////////////////////////////////////////////////////
-
-
+////////////////////////////////////////////////////////////////////
+//       Class : AIWorld
+// Description : A class that implements the virtual AI world which keeps track
+//               of the AI characters active at any given time. It contains a linked
+//               list of AI characters, obstactle data and unique name for each
+//               character. It also updates each characters state. The AI characters
+//               can also be added to the world as flocks.
+////////////////////////////////////////////////////////////////////
 class EXPCL_PANDAAI AIWorld {
   private:
     AICharPool * _ai_char_pool;
@@ -97,12 +88,3 @@ PUBLISHED:
 };
 
 #endif
-
-
-
-
-
-
-
-
-

+ 17 - 24
contrib/src/ai/arrival.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : arrival.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: arrival.cxx
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -25,17 +24,14 @@ Arrival::Arrival(AICharacter *ai_ch, double distance) {
 Arrival::~Arrival() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_arrival
-// Description : This function performs the arrival and returns an arrival force which is used
-//                in the calculate_prioritized function.
-//                In case the steering force = 0, it resets to arrival_activate.
-//                The arrival behavior works only when seek or pursue is active.
-//                This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: do_arrival
+//  Description: This function performs the arrival and returns an arrival force which is used
+//               in the calculate_prioritized function.
+//               In case the steering force = 0, it resets to arrival_activate.
+//               The arrival behavior works only when seek or pursue is active.
+//               This function is not to be used by the user.
+////////////////////////////////////////////////////////////////////
 LVecBase3 Arrival::do_arrival() {
   LVecBase3 direction_to_target;
   double distance;
@@ -88,15 +84,12 @@ LVecBase3 Arrival::do_arrival() {
   return(LVecBase3(0.0, 0.0, 0.0));
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : arrival_activate
-// Description : This function checks for whether the target is within the arrival distance.
-//                When this is true, it calls the do_arrival function and sets the arrival direction.
-//                This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: arrival_activate
+//  Description: This function checks for whether the target is within the arrival distance.
+//               When this is true, it calls the do_arrival function and sets the arrival direction.
+//               This function is not to be used by the user.
+////////////////////////////////////////////////////////////////////
 void Arrival::arrival_activate() {
   LVecBase3 dirn;
   if(_arrival_type) {

+ 3 - 4
contrib/src/ai/arrival.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : arrival.h
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: arrival.h
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE

+ 17 - 24
contrib/src/ai/evade.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : evade.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: evade.cxx
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -31,17 +30,14 @@ Evade::Evade(AICharacter *ai_ch, NodePath target_object, double panic_distance,
 Evade::~Evade() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_evade
-// Description : This function performs the evade and returns an evade force which is used
-//                in the calculate_prioritized function.
-//                In case the AICharacter is past the (panic + relax) distance,
-//                it resets to evade_activate.
-//                This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: do_evade
+//  Description: This function performs the evade and returns an evade force which is used
+//               in the calculate_prioritized function.
+//               In case the AICharacter is past the (panic + relax) distance,
+//               it resets to evade_activate.
+//               This function is not to be used by the user.
+////////////////////////////////////////////////////////////////////
 LVecBase3 Evade::do_evade() {
   assert(_evade_target && "evade target not assigned");
 
@@ -66,15 +62,12 @@ LVecBase3 Evade::do_evade() {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : evade_activate
-// Description : This function checks for whether the target is within the panic distance.
-//                When this is true, it calls the do_evade function and sets the evade direction.
-//                This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: evade_activate
+//  Description: This function checks for whether the target is within the panic distance.
+//               When this is true, it calls the do_evade function and sets the evade direction.
+//               This function is not to be used by the user.
+////////////////////////////////////////////////////////////////////
 void Evade::evade_activate() {
     _evade_direction = (_ai_char->_ai_char_np.get_pos(_ai_char->_window_render) - _evade_target.get_pos(_ai_char->_window_render));
   double distance = _evade_direction.length();

+ 3 - 5
contrib/src/ai/evade.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : evade.h
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: evade.h
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -22,7 +21,6 @@
 class AICharacter;
 
 class EXPCL_PANDAAI Evade {
-
 public:
   AICharacter *_ai_char;
 

+ 17 - 24
contrib/src/ai/flee.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : flee.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: flee.cxx
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -46,17 +45,14 @@ Flee::Flee(AICharacter *ai_ch, LVecBase3 pos, double panic_distance,
 Flee::~Flee() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_flee
-// Description : This function performs the flee and returns a flee force which is used
-//                in the calculate_prioritized function.
-//                In case the AICharacter is past the (panic + relax) distance,
-//                it resets to flee_activate.
-//                This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: do_flee
+//  Description: This function performs the flee and returns a flee force which is used
+//               in the calculate_prioritized function.
+//               In case the AICharacter is past the (panic + relax) distance,
+//               it resets to flee_activate.
+//               This function is not to be used by the user.
+////////////////////////////////////////////////////////////////////
 LVecBase3 Flee::do_flee() {
   LVecBase3 dirn;
   double distance;
@@ -80,15 +76,12 @@ LVecBase3 Flee::do_flee() {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : flee_activate
-// Description : This function checks for whether the target is within the panic distance.
-//                When this is true, it calls the do_flee function and sets the flee direction.
-//                This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: flee_activate
+//  Description: This function checks for whether the target is within the panic distance.
+//               When this is true, it calls the do_flee function and sets the flee direction.
+//               This function is not to be used by the user.
+////////////////////////////////////////////////////////////////////
 void Flee::flee_activate() {
   LVecBase3 dirn;
   double distance;

+ 3 - 5
contrib/src/ai/flee.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : flee.h
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: flee.h
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -22,7 +21,6 @@
 class AICharacter;
 
 class EXPCL_PANDAAI Flee {
-
 public:
   AICharacter *_ai_char;
 

+ 7 - 11
contrib/src/ai/flock.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : flock.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  12 Oct 09
+// Filename: flock.cxx
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -28,13 +27,10 @@ Flock::Flock(unsigned int flock_id, double vcone_angle, double vcone_radius, uns
 Flock::~Flock() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_ai_char
-// Description : This function adds AI characters to the flock.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: add_ai_char
+//  Description: This function adds AI characters to the flock.
+////////////////////////////////////////////////////////////////////
 void Flock::add_ai_char(AICharacter *ai_char) {
   ai_char->_ai_char_flock_id = _flock_id;
   ai_char->_steering->_flock_group = this;

+ 7 - 11
contrib/src/ai/flock.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : flock.h
-// Created by  : Deepak, John, Navin
-// Date        :  12 Oct 09
+// Filename: flock.h
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -21,14 +20,11 @@
 
 class AICharacter;
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Class : Flock
+////////////////////////////////////////////////////////////////////
+//       Class : Flock
 // Description : This class is used to define the flock attributes and the AI characters
-//                which are part of the flock.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+//               which are part of the flock.
+////////////////////////////////////////////////////////////////////
 class EXPCL_PANDAAI Flock {
 private:
   unsigned int _flock_id;

+ 5 - 8
contrib/src/ai/meshNode.cxx

@@ -24,14 +24,11 @@ Node::Node(int grid_x, int grid_y, LVecBase3 pos, float w, float l, float h) {
 Node::~Node() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : contains
-// Description : This is a handy function which returns true if the passed position is
+////////////////////////////////////////////////////////////////////
+//     Function: contains
+//  Description: This is a handy function which returns true if the passed position is
 //               within the node's dimensions.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 bool Node::contains(float x, float y) {
   if(_position.get_x() - _width / 2 <= x && _position.get_x() + _width / 2 >= x &&
     _position.get_y() - _length / 2 <= y && _position.get_y() + _length / 2 >= y) {
@@ -40,4 +37,4 @@ bool Node::contains(float x, float y) {
   else {
     return false;
   }
-}
+}

+ 11 - 10
contrib/src/ai/meshNode.h

@@ -4,17 +4,18 @@
 
 #include "aiGlobals.h"
 
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////
+//       Class : Node
+// Description : This class is used to assign the nodes on the mesh.
+//               It holds all the data necessary to compute A*
+//               algorithm.  It also maintains a lot of vital
+//               information such as the neighbor nodes of each node
+//               and also its position on the mesh.
 //
-// Class : Node
-//  Description : This class is used to assign the nodes on the mesh. It holds all the data necessary to
-//               compute A* algorithm. It also maintains a lot of vital information such as the neighbor
-//               nodes of each node and also its position on the mesh.
-// Note: The Mesh Generator which is a stand alone tool makes use of this class to generate the nodes on the
-//       mesh.
-
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
+//               Note: The Mesh Generator which is a stand alone tool
+//               makes use of this class to generate the nodes on the
+//               mesh.
+////////////////////////////////////////////////////////////////////
 class EXPCL_PANDAAI Node {
 public:
     // This variable specifies whether the node is an obtacle or not.

+ 40 - 43
contrib/src/ai/obstacleAvoidance.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : obstacleAvoidance.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  10 Nov 09
+// Filename: obstacleAvoidance.cxx
+// Created by: Deepak, John, Navin (10Nov09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -15,23 +14,23 @@
 
 #include "obstacleAvoidance.h"
 
-ObstacleAvoidance::ObstacleAvoidance(AICharacter *ai_char, float feeler_length) {
+ObstacleAvoidance::
+ObstacleAvoidance(AICharacter *ai_char, float feeler_length) {
   _ai_char = ai_char;
   _feeler = feeler_length;
 }
 
-ObstacleAvoidance::~ObstacleAvoidance() {
+ObstacleAvoidance::
+~ObstacleAvoidance() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : obstacle_detection
-// Description : This function checks if an obstacle is near to the AICharacter and
+////////////////////////////////////////////////////////////////////
+//     Function: obstacle_detection
+//  Description: This function checks if an obstacle is near to the AICharacter and
 //               if an obstacle is detected returns true
-
-/////////////////////////////////////////////////////////////////////////////////
-
-bool ObstacleAvoidance::obstacle_detection() {
+////////////////////////////////////////////////////////////////////
+bool ObstacleAvoidance::
+obstacle_detection() {
   // Calculate the volume of the AICharacter with respect to render
   PT(BoundingVolume) np_bounds = _ai_char->get_node_path().get_bounds();
   CPT(BoundingSphere) np_sphere = np_bounds->as_bounding_sphere();
@@ -51,46 +50,44 @@ bool ObstacleAvoidance::obstacle_detection() {
       expanded_radius = bsphere->get_radius() + np_sphere->get_radius();
     }
   }
-     LVecBase3 feeler = _feeler * _ai_char->get_char_render().get_relative_vector(_ai_char->get_node_path(), LVector3::forward());
-     feeler.normalize();
-     feeler *= (expanded_radius + np_sphere->get_radius()) ;
-     to_obstacle = _nearest_obstacle.get_pos() - _ai_char->get_node_path().get_pos();
-     LVector3 line_vector = _ai_char->get_char_render().get_relative_vector(_ai_char->get_node_path(), LVector3::forward());
-     LVecBase3 project = (to_obstacle.dot(line_vector) * line_vector) / line_vector.length_squared();
-     LVecBase3 perp = project - to_obstacle;
-     // If the nearest obstacle will collide with our AICharacter then send obstacle detection as true
-     if((_nearest_obstacle) && (perp.length() < expanded_radius - np_sphere->get_radius()) && (project.length() < feeler.length())) {
-       return true;
-     }
-     return false;
-}
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : obstacle_avoidance_activate
-// Description : This function activates obstacle_avoidance if a obstacle
-//               is detected
+  LVecBase3 feeler = _feeler * _ai_char->get_char_render().get_relative_vector(_ai_char->get_node_path(), LVector3::forward());
+  feeler.normalize();
+  feeler *= (expanded_radius + np_sphere->get_radius()) ;
+  to_obstacle = _nearest_obstacle.get_pos() - _ai_char->get_node_path().get_pos();
+  LVector3 line_vector = _ai_char->get_char_render().get_relative_vector(_ai_char->get_node_path(), LVector3::forward());
+  LVecBase3 project = (to_obstacle.dot(line_vector) * line_vector) / line_vector.length_squared();
+  LVecBase3 perp = project - to_obstacle;
 
-/////////////////////////////////////////////////////////////////////////////////
+  // If the nearest obstacle will collide with our AICharacter then send obstacle detection as true
+  if (_nearest_obstacle && (perp.length() < expanded_radius - np_sphere->get_radius()) && (project.length() < feeler.length())) {
+    return true;
+  }
+  return false;
+}
 
-void ObstacleAvoidance::obstacle_avoidance_activate() {
-  if(obstacle_detection()) {
+////////////////////////////////////////////////////////////////////
+//     Function: obstacle_avoidance_activate
+//  Description: This function activates obstacle_avoidance if a obstacle
+//               is detected
+////////////////////////////////////////////////////////////////////
+void ObstacleAvoidance::
+obstacle_avoidance_activate() {
+  if (obstacle_detection()) {
     _ai_char->_steering->turn_off("obstacle_avoidance_activate");
     _ai_char->_steering->turn_on("obstacle_avoidance");
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_obstacle_avoidance
-// Description : This function returns the force necessary by the AICharacter to
+////////////////////////////////////////////////////////////////////
+//     Function: do_obstacle_avoidance
+//  Description: This function returns the force necessary by the AICharacter to
 //               avoid the nearest obstacle detected by obstacle_detection
 //               function
 // NOTE : This assumes the obstacles are spherical
-
-/////////////////////////////////////////////////////////////////////////////////
-
-LVecBase3 ObstacleAvoidance::do_obstacle_avoidance() {
+////////////////////////////////////////////////////////////////////
+LVecBase3 ObstacleAvoidance::
+do_obstacle_avoidance() {
   LVecBase3 offset = _ai_char->get_node_path().get_pos() - _nearest_obstacle.get_pos();
   PT(BoundingVolume) bounds =_nearest_obstacle.get_bounds();
   CPT(BoundingSphere) bsphere = bounds->as_bounding_sphere();

+ 6 - 7
contrib/src/ai/obstacleAvoidance.h

@@ -1,10 +1,6 @@
-#ifndef OBSTACLE_AVOIDANCE_H
-#define OBSTACLE_AVOIDANCE_H
-
-////////////////////////////////////////////////////////////////////////
-// Filename    : obstacleAvoidance.h
-// Created by  : Deepak, John, Navin
-// Date        :  10 Nov 2009
+// Filename: obstacleAvoidance.h
+// Created by: Deepak, John, Navin (10Nov09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -16,6 +12,9 @@
 //
 ////////////////////////////////////////////////////////////////////
 
+#ifndef OBSTACLE_AVOIDANCE_H
+#define OBSTACLE_AVOIDANCE_H
+
 #include "aiCharacter.h"
 #include "boundingSphere.h"
 

+ 0 - 1
contrib/src/ai/p3ai_composite.cxx

@@ -1 +0,0 @@
-#include "ai_composite1.cxx"

+ 58 - 93
contrib/src/ai/pathFind.cxx

@@ -18,13 +18,10 @@ PathFind::PathFind(AICharacter *ai_ch) {
 PathFind::~PathFind() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : create_nav_mesh
-// Description : This function recreates the navigation mesh from the .csv file
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: create_nav_mesh
+//  Description: This function recreates the navigation mesh from the .csv file
+////////////////////////////////////////////////////////////////////
 void PathFind::create_nav_mesh(const char* navmesh_filename) {
   // Stage variables.
   int grid_x, grid_y;
@@ -96,14 +93,11 @@ void PathFind::create_nav_mesh(const char* navmesh_filename) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : assign_neighbor_nodes
-// Description : This function assigns the neighbor nodes for each main node present in
-//                _nav_mesh.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: assign_neighbor_nodes
+//  Description: This function assigns the neighbor nodes for each
+//               main node present in _nav_mesh.
+////////////////////////////////////////////////////////////////////
 void PathFind::assign_neighbor_nodes(const char* navmesh_filename){
   ifstream nav_mesh_file (navmesh_filename);
 
@@ -161,15 +155,11 @@ void PathFind::assign_neighbor_nodes(const char* navmesh_filename){
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : set_path_find
-// Description : This function starts the path finding process after reading the given
-//                navigation mesh.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
-
+////////////////////////////////////////////////////////////////////
+//     Function: set_path_find
+//  Description: This function starts the path finding process after reading the given
+//               navigation mesh.
+////////////////////////////////////////////////////////////////////
 void PathFind::set_path_find(const char* navmesh_filename) {
   create_nav_mesh(navmesh_filename);
 
@@ -187,16 +177,12 @@ void PathFind::set_path_find(const char* navmesh_filename) {
   _path_finder_obj = new PathFinder(_nav_mesh);
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : path_find (for pathfinding towards a  static position)
-// Description : This function checks for the source and target in the navigation mesh
-//                for its availability and then finds the best path via the A* algorithm
-//                Then it calls the path follower to make the object follow the path.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
-
+////////////////////////////////////////////////////////////////////
+//     Function: path_find (for pathfinding towards a  static position)
+//  Description: This function checks for the source and target in the navigation mesh
+//               for its availability and then finds the best path via the A* algorithm
+//               Then it calls the path follower to make the object follow the path.
+////////////////////////////////////////////////////////////////////
 void PathFind::path_find(LVecBase3 pos, string type) {
   if(type == "addPath") {
     if(_ai_char->_steering->_path_follow_obj) {
@@ -230,15 +216,12 @@ void PathFind::path_find(LVecBase3 pos, string type) {
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : path_find (for pathfinding towards a moving target (a NodePath))
-// Description : This function checks for the source and target in the navigation mesh
-//                for its availability and then finds the best path via the A* algorithm
-//                Then it calls the path follower to make the object follow the path.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: path_find (for pathfinding towards a moving target (a NodePath))
+//  Description: This function checks for the source and target in the navigation mesh
+//               for its availability and then finds the best path via the A* algorithm
+//               Then it calls the path follower to make the object follow the path.
+////////////////////////////////////////////////////////////////////
 void PathFind::path_find(NodePath target, string type) {
   if(type == "addPath") {
     if(_ai_char->_steering->_path_follow_obj) {
@@ -277,13 +260,10 @@ void PathFind::path_find(NodePath target, string type) {
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : clear_path
-// Description : Helper function to restore the path and mesh to its initial state
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: clear_path
+//  Description: Helper function to restore the path and mesh to its initial state
+////////////////////////////////////////////////////////////////////
 void PathFind::clear_path() {
   // Initialize to zero
   for(int i = 0; i < _grid_size; ++i) {
@@ -304,15 +284,12 @@ void PathFind::clear_path() {
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : trace_path
-// Description : This function is the function which sends the path information one by
-//                one to the path follower so that it can store the path needed to be
-//                traversed by the pathfinding object
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: trace_path
+//  Description: This function is the function which sends the path information one by
+//               one to the path follower so that it can store the path needed to be
+//               traversed by the pathfinding object
+////////////////////////////////////////////////////////////////////
 void PathFind::trace_path(Node* src) {
     if(_ai_char->_pf_guide) {
       _parent->remove_all_children();
@@ -336,16 +313,13 @@ void PathFind::trace_path(Node* src) {
     }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_obstacle_to_mesh
-// Description : This function allows the user to dynamically add obstacles to the
-//                game environment. The function will update the nodes within the
-//                bounding volume of the obstacle as non-traversable. Hence will not be
-//                considered by the pathfinding algorithm.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: add_obstacle_to_mesh
+//  Description: This function allows the user to dynamically add obstacles to the
+//               game environment. The function will update the nodes within the
+//               bounding volume of the obstacle as non-traversable. Hence will not be
+//               considered by the pathfinding algorithm.
+////////////////////////////////////////////////////////////////////
 void PathFind::add_obstacle_to_mesh(NodePath obstacle) {
   PT(BoundingVolume) np_bounds = obstacle.get_bounds();
   CPT(BoundingSphere) np_sphere = np_bounds->as_bounding_sphere();
@@ -373,14 +347,11 @@ void PathFind::add_obstacle_to_mesh(NodePath obstacle) {
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_dynamic_avoid()
-// Description : This function does the updation of the collisions to the mesh based
-//                on the new positions of the obstacles.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: do_dynamic_avoid()
+//  Description: This function does the updation of the collisions to the mesh based
+//               on the new positions of the obstacles.
+////////////////////////////////////////////////////////////////////
 void PathFind::do_dynamic_avoid() {
   clear_previous_obstacles();
   _previous_obstacles.clear();
@@ -389,28 +360,22 @@ void PathFind::do_dynamic_avoid() {
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : clear_previous_obstacles()
-// Description : Helper function to reset the collisions if the obstacle is not on the
-//                node anymore
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: clear_previous_obstacles()
+//  Description: Helper function to reset the collisions if the obstacle is not on the
+//               node anymore
+////////////////////////////////////////////////////////////////////
 void PathFind::clear_previous_obstacles(){
   for(unsigned int i = 0; i < _previous_obstacles.size(); i = i + 2) {
       _nav_mesh[_previous_obstacles[i]][_previous_obstacles[i + 1]]->_type = true;
   }
 }
 
-///////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : dynamic_avoid
-// Description : This function starts the pathfinding obstacle navigation for the
-//                passed in obstacle.
-
-///////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: dynamic_avoid
+//  Description: This function starts the pathfinding obstacle navigation for the
+//               passed in obstacle.
+////////////////////////////////////////////////////////////////////
 void PathFind::dynamic_avoid(NodePath obstacle) {
   _dynamic_avoid = true;
   _dynamic_obstacle.insert(_dynamic_obstacle.end(), obstacle);

+ 12 - 14
contrib/src/ai/pathFind.h

@@ -1,8 +1,6 @@
-
-////////////////////////////////////////////////////////////////////////
-// Filename    : pathFind.h
-// Created by  : Deepak, John, Navin
-// Date        :  12 Oct 09
+// Filename: pathFind.h
+// Created by: Deepak, John, Navin (12Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -24,15 +22,15 @@
 
 class AICharacter;
 
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//
-// Class : PathFind
-//  Description : This class contains all the members and functions that are required to form an interface between
-//                the AIBehaviors class and the PathFinder class. An object (pointer) of this class is provided in the
-//                AIBehaviors class. It is only via this object that the user can activate pathfinding.
-
-////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//       Class : PathFind
+// Description : This class contains all the members and functions
+//               that are required to form an interface between
+//               the AIBehaviors class and the PathFinder class.
+//               An object (pointer) of this class is provided in
+//               the AIBehaviors class.  It is only via this object
+//               that the user can activate pathfinding.
+////////////////////////////////////////////////////////////////////
 class EXPCL_PANDAAI PathFind {
 public:
   AICharacter *_ai_char;

+ 19 - 31
contrib/src/ai/pathFollow.cxx

@@ -12,25 +12,19 @@ PathFollow::PathFollow(AICharacter *ai_ch, float follow_wt) {
 PathFollow::~PathFollow() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : add_to_path
-// Description : This function adds the positions generated from a pathfind or a simple
+////////////////////////////////////////////////////////////////////
+//     Function: add_to_path
+//  Description: This function adds the positions generated from a pathfind or a simple
 //               path follow behavior to the _path list.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 void PathFollow::add_to_path(LVecBase3 pos) {
     _path.push_back(pos);
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : start
-// Description : This function initiates the path follow behavior.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: start
+//  Description: This function initiates the path follow behavior.
+////////////////////////////////////////////////////////////////////
 void PathFollow::start(string type) {
     _type = type;
   _start = true;
@@ -43,19 +37,16 @@ void PathFollow::start(string type) {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_follow
-// Description : This function allows continuous path finding by ai chars. There are 2
+////////////////////////////////////////////////////////////////////
+//     Function: do_follow
+//  Description: This function allows continuous path finding by ai chars. There are 2
 //               ways in which this is implemented.
 //               1. The character re-calculates the optimal path everytime the target
-//                  changes its position. Less computationally expensive.
+//               changes its position. Less computationally expensive.
 //               2. The character continuosly re-calculates its optimal path to the
-//                  target. This is used in a scenario where the ai chars have to avoid
-//                  other ai chars. More computationally expensive.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+//               target. This is used in a scenario where the ai chars have to avoid
+//               other ai chars. More computationally expensive.
+////////////////////////////////////////////////////////////////////
 void PathFollow::do_follow() {
   if((_myClock->get_real_time() - _time) > 0.5) {
       if(_type=="pathfind") {
@@ -109,14 +100,11 @@ void PathFollow::do_follow() {
   }
 }
 
-/////////////////////////////////////////////////////////////////////////////////////////
-//
-// Function : check_if_possible
-// Description : This function checks if the current positions of the ai char and the
+////////////////////////////////////////////////////////////////////
+//     Function: check_if_possible
+//  Description: This function checks if the current positions of the ai char and the
 //               target char can be used to generate an optimal path.
-
-/////////////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 bool PathFollow::check_if_possible() {
   Node* src = find_in_mesh(_ai_char->_steering->_path_find_obj->_nav_mesh, _ai_char->_ai_char_np.get_pos(_ai_char->_window_render), _ai_char->_steering->_path_find_obj->_grid_size);
   LVecBase3 _prev_position = _ai_char->_steering->_path_find_obj->_path_find_target.get_pos(_ai_char->_window_render);

+ 18 - 19
contrib/src/ai/pursue.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : pursue.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: pursue.cxx
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -15,7 +14,8 @@
 
 #include "pursue.h"
 
-Pursue::Pursue(AICharacter *ai_ch, NodePath target_object, float pursue_wt) {
+Pursue::
+Pursue(AICharacter *ai_ch, NodePath target_object, float pursue_wt) {
   _ai_char = ai_ch;
 
   _pursue_target = target_object;
@@ -24,20 +24,19 @@ Pursue::Pursue(AICharacter *ai_ch, NodePath target_object, float pursue_wt) {
   _pursue_done = false;
 }
 
-Pursue::~Pursue() {
+Pursue::
+~Pursue() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_pursue
-// Description : This function performs the pursue and returns a pursue force which is used
-//                in the calculate_prioritized function.
-//                In case the target has been reached it resets the forces to 0 so that the character stops.
-//                This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
-LVecBase3 Pursue::do_pursue() {
+////////////////////////////////////////////////////////////////////
+//     Function: do_pursue
+//  Description: This function performs the pursue and returns a pursue force which is used
+//               in the calculate_prioritized function.
+//               In case the target has been reached it resets the forces to 0 so that the character stops.
+//               This function is not to be used by the user.
+////////////////////////////////////////////////////////////////////
+LVecBase3 Pursue::
+do_pursue() {
   assert(_pursue_target && "pursue target not assigned");
 
   LVecBase3 present_pos = _ai_char->_ai_char_np.get_pos(_ai_char->_window_render);
@@ -47,7 +46,7 @@ LVecBase3 Pursue::do_pursue() {
     _pursue_done = true;
     _ai_char->_steering->_steering_force = LVecBase3(0.0, 0.0, 0.0);
     _ai_char->_steering->_pursue_force = LVecBase3(0.0, 0.0, 0.0);
-    return(LVecBase3(0.0, 0.0, 0.0));
+    return LVecBase3(0.0, 0.0, 0.0);
   }
   else {
     _pursue_done = false;
@@ -57,5 +56,5 @@ LVecBase3 Pursue::do_pursue() {
   _pursue_direction.normalize();
 
   LVecBase3 desired_force = _pursue_direction * _ai_char->_movt_force;
-  return(desired_force);
+  return desired_force;
 }

+ 3 - 4
contrib/src/ai/pursue.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : pursue.h
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: pursue.h
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE

+ 9 - 13
contrib/src/ai/seek.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : seek.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: seek.cxx
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -42,15 +41,12 @@ Seek::Seek(AICharacter *ai_ch, LVecBase3 pos, float seek_wt) {
 Seek::~Seek() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_seek
-// Description : This function performs the seek and returns a seek force which is used
-//                in the calculate_prioritized function.
-//                This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: do_seek
+//  Description: This function performs the seek and returns a seek force which is used
+//               in the calculate_prioritized function.
+//               This function is not to be used by the user.
+////////////////////////////////////////////////////////////////////
 LVecBase3 Seek::do_seek() {
   double target_distance = (_seek_position - _ai_char->_ai_char_np.get_pos(_ai_char->_window_render)).length();
 

+ 3 - 4
contrib/src/ai/seek.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : seek.h
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: seek.h
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE

+ 16 - 25
contrib/src/ai/wander.cxx

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : wander.cxx
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: wander.cxx
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE
@@ -15,26 +14,20 @@
 
 #include "wander.h"
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : rand_float
-// Description : This function creates a random float point number
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
+//     Function: rand_float
+//  Description: This function creates a random float point number
+////////////////////////////////////////////////////////////////////
 double rand_float() {
   const static double rand_max = 0x7fff;
   return ((rand()) / (rand_max + 1.0));
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : random_clamped
-// Description : This function returns a random floating point number in the range
+////////////////////////////////////////////////////////////////////
+//     Function: random_clamped
+//  Description: This function returns a random floating point number in the range
 //               -1 to 1.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 double random_clamped() {
   return  (rand_float() - rand_float());
 }
@@ -82,15 +75,12 @@ Wander::Wander(AICharacter *ai_ch, double wander_radius,int flag, double aoe, fl
 Wander::~Wander() {
 }
 
-/////////////////////////////////////////////////////////////////////////////////
-//
-// Function : do_wander
-// Description : This function performs the wander and returns the wander force which is used
+////////////////////////////////////////////////////////////////////
+//     Function: do_wander
+//  Description: This function performs the wander and returns the wander force which is used
 //               in the calculate_prioritized function.
 //               This function is not to be used by the user.
-
-/////////////////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////
 LVecBase3 Wander::do_wander() {
   LVecBase3 present_pos = _ai_char->get_node_path().get_pos(_ai_char->get_char_render());
   // Create the random slices to enable random movement of wander for x,y,z respectively
@@ -123,6 +113,7 @@ LVecBase3 Wander::do_wander() {
   _wander_target *= _wander_radius;
   LVecBase3 target = _ai_char->get_char_render().get_relative_vector(_ai_char->get_node_path(), LVector3::forward());
   target.normalize();
+
   // Project wander target onto global space
   target = _wander_target + target;
   LVecBase3 desired_target = present_pos + target;

+ 3 - 4
contrib/src/ai/wander.h

@@ -1,7 +1,6 @@
-////////////////////////////////////////////////////////////////////////
-// Filename    : wander.h
-// Created by  : Deepak, John, Navin
-// Date        :  24 Oct 09
+// Filename: wander.h
+// Created by: Deepak, John, Navin (24Oct09)
+//
 ////////////////////////////////////////////////////////////////////
 //
 // PANDA 3D SOFTWARE

+ 0 - 13
contrib/src/contribbase/Sources.pp

@@ -1,13 +0,0 @@
-#define OTHER_LIBS p3interrogatedb:c p3dconfig:c p3dtoolconfig:m \
-                   p3dtoolutil:c p3dtoolbase:c p3dtool:m  p3prc:c
-
-#begin lib_target
-  #define TARGET p3contribbase
-
-  #define SOURCES \
-    contribbase.cxx contribbase.h contribsymbols.h \
-
-  #define INSTALL_HEADERS \
-    contribbase.h contribbase.h
-
-#end lib_target

+ 61 - 61
contrib/src/panda3dtoolsgui/Panda3DToolsGUI.py

@@ -62,7 +62,7 @@ UNIT_TYPES = ["mm",
               "cm",
               "m",
               "in",
-              "ft", 
+              "ft",
               "yd"]
 
 
@@ -229,7 +229,7 @@ class OutputDialogPaths(wx.Dialog):
 
         self.Bind(wx.EVT_BUTTON, self.RunPaths, self.paths_done)
         # end wxGlade
-        
+
     def setCallback(self, callback):
         self.callback = callback
 
@@ -286,7 +286,7 @@ class main(wx.Frame):
         self._setupUI()
         #Show the welcome message and the initial panda path
         #NOTE this shoudl eventually check for an install of Panda somewhere
-        
+
         self.ShowInitialEnv()
 
     def _setupUI(self):
@@ -379,7 +379,7 @@ class main(wx.Frame):
         self.pandaPathTxt = wx.TextCtrl(self.console_panel, -1, "", style=wx.TE_READONLY)
         self.loadPandaPathBtn = wx.Button(self.console_panel, ID_CHOOSEPANDA, "Choose..")
         self.ignoreModDates = wx.CheckBox(self.console_panel, -1, "Override export changed maya scene files")
-        
+
 
         # Maya2Egg Tool
         self.maya2egg_panel = wx.Panel(self.tool_options_panel, -1, style=wx.NO_BORDER|wx.TAB_TRAVERSAL)
@@ -694,7 +694,7 @@ class main(wx.Frame):
         self.m2e_exportDestBtn.SetMinSize((-1, 23))
         self.m2e_copyTexPathBtn.SetMinSize((-1, 23))
         self.m2e_pathReplaceBtn.SetMinSize((-1, 23))
-        
+
         self.m2e_startFrameSpin.SetMinSize((-1, 21))
         self.m2e_endFrameSpin.SetMinSize((-1, 21))
         self.m2e_frameRateInSpin.SetMinSize((-1, 21))
@@ -745,7 +745,7 @@ class main(wx.Frame):
         self.e2b_eggFileTxt.SetMinSize((230, 21))
         self.e2b_exportDestTxt.SetMinSize((230, 21))
         self.egg2bam_panel.SetBackgroundColour(wx.SystemSettings_GetColour(wx.SYS_COLOUR_3DFACE))
-        
+
         self.e2b_eggFileBtn.SetMinSize((-1, 23))
         self.e2b_exportDestBtn.SetMinSize((-1, 23))
         self.e2b_bamBatchOutputBtn.SetMinSize((-1, 23))
@@ -771,7 +771,7 @@ class main(wx.Frame):
         self.rename_exportDirTxt.SetMinSize((230, 21))
         self.rename_exportFileTxt.SetMinSize((230, 21))
         self.rename_stripPrefixTxt.SetMinSize((260, 21))
-        
+
         self.rename_addEggBtn.SetMinSize((-1, 23))
         self.rename_addFromBatchBtn.SetMinSize((-1, 23))
         self.rename_removeEggBtn.SetMinSize((-1, 23))
@@ -791,7 +791,7 @@ class main(wx.Frame):
         self.optchar_dropJointsTxt.SetMinSize((245, 21))
         self.optchar_exposeJointsTxt.SetMinSize((245, 21))
         self.optchar_flagGeometryTxt.SetMinSize((245, 21))
-        
+
         self.optchar_addEggBtn.SetMinSize((-1, 23))
         self.optchar_addFromBatchBtn.SetMinSize((-1, 23))
         self.optchar_removeEggBtn.SetMinSize((-1, 23))
@@ -1394,7 +1394,7 @@ class main(wx.Frame):
 
     # Simple Export Panel Functions
     ################################
-        
+
     def OnSimpleExport(self,e):
         #This is essentially the same behavior as a batch export
         #build up the dictionary that gets passed to Run Export
@@ -1441,7 +1441,7 @@ class main(wx.Frame):
 
     # Maya2Egg Panel Functions
     ###########################
-    
+
     def OnMaya2EggMayaFile(self, event):
         #choose input maya scene for maya2egg
         filename = ''
@@ -1458,7 +1458,7 @@ class main(wx.Frame):
             self.m2e_mayaFileTxt.SetValue(os.path.join(self.srcProjectFolder + os.sep , filename)) #this is for a text control
         dlg.Destroy() #otherwise just kill the file dialog
         self.statusBar.SetStatusText("Current Scene File is: " + self.srcProjectFolder + os.sep + filename)
-    
+
     def OnMaya2EggExportDest(self, event):
         #choose output egg for maya2egg
         filename = ''
@@ -1501,7 +1501,7 @@ class main(wx.Frame):
             self.m2e_copyTexPathTxt.SetValue(dlg.GetPath())
         dlg.Destroy() #otherwise just kill the file dialog
         #self.statusBar.SetStatusText("Current Egg File is: " + dirname + '\\' + filename)
-        
+
     def OnMaya2EggPathReplace(self,event):
         batchList = self.GetSelectedBatchList()
         for batchItem in batchList:
@@ -1533,7 +1533,7 @@ class main(wx.Frame):
         dlg = wx.FileDialog(self, "Choose an Egg file to load", dirname, "", "*.bam", wx.SAVE)
         if dlg.ShowModal() == wx.ID_OK: #if the user clicked ok then we grabbed a file so load it
             self.filename = dlg.GetFilename()
-            dirname = dlg.GetDirectory()            
+            dirname = dlg.GetDirectory()
             self.e2b_exportDestTxt.SetValue(os.path.join(dirname + os.sep , self.filename)) #this is for a text control duh
         dlg.Destroy() #otherwise just kill the file dialog
 
@@ -1545,7 +1545,7 @@ class main(wx.Frame):
         else:
             self.e2b_eggFileTxt.Disable()
             self.e2b_eggFileBtn.Disable()
-    
+
     def OnEgg2BamBatchOutput(self, event):
         for eggInfo in self.GetOutputFromBatch():
             batchItemInfo = {}
@@ -1622,7 +1622,7 @@ class main(wx.Frame):
             self.rename_eggFilesTree.AppendItem(self.rename_eggFilesRoot, str(index) + ' ' + str(treeitem))
         self.rename_eggFilesTree.ExpandAll()
         self.OnRenameInPlace(None)
-        
+
     def OnRenameInPlace(self, event):
         #check if we want to use a custom egg file or not for egg-rename panel
         if (self.rename_exportInPlaceChk.GetValue()):
@@ -1671,7 +1671,7 @@ class main(wx.Frame):
         dlg.Destroy()
 
 
-            
+
     # Egg-Optchar Panel Functions
     ##############################
 
@@ -1692,7 +1692,7 @@ class main(wx.Frame):
         dlg.Destroy() #otherwise just kill the file dialog
         self.statusBar.SetStatusText("The input egg File is: " + dirname + os.sep + filename)
         self.OnOptcharInPlace(None)
-        
+
     def OnOptcharAddFromBatch(self, event):
         for eggInfo in self.GetOutputFromBatch():
             self.optchar_eggList.append(eggInfo)
@@ -1710,7 +1710,7 @@ class main(wx.Frame):
             self.optchar_eggFilesTree.Delete(item)
             self.UpdateEggOptcharDisplay()
         self.OnOptcharInPlace(None)
-            
+
     def OnOptcharRemoveAllEggs(self, event):
         #remove all input egg files from eggs list in egg-optchar panel
         self.optchar_eggFilesTree.DeleteAllItems()
@@ -1768,7 +1768,7 @@ class main(wx.Frame):
         if dlg.ShowModal() == wx.ID_OK: #if the user clicked ok then we grabbed a file so load it
             self.optchar_exportDirTxt.SetValue(dlg.GetPath())
         dlg.Destroy()
-      
+
 
     # Egg-Palettize Panel Functions
     ################################
@@ -1789,14 +1789,14 @@ class main(wx.Frame):
 
         dlg.Destroy() #otherwise just kill the file dialog
         self.OnPalettizeInPlace(None)
-        
+
     def OnPalettizeAddFromBatch(self, event):
         for eggInfo in self.GetOutputFromBatch():
             self.palettize_eggList.append(eggInfo)
             self.palettize_eggFilesTree.AppendItem(self.palettize_eggFilesRoot, str(len(self.palettize_eggList)) + ' ' + eggInfo)
             self.palettize_eggFilesTree.ExpandAll()
         self.OnPalettizeInPlace(None)
-        
+
     def OnPalettizeRemoveEgg(self,e):
         #remove selected input egg file from multiple eggs panel in egg-palettize panel
         item = self.palettize_eggFilesTree.GetSelection()
@@ -1872,7 +1872,7 @@ class main(wx.Frame):
         if dlg.ShowModal() == wx.ID_OK: #if the user clicked ok then we grabbed a file so load it
             self.palettize_exportTexTxt.SetValue(dlg.GetPath())
         dlg.Destroy()
-        
+
     def OnPalettizeLoadTxa(self, event):
         dirname = ''
         dlg = wx.FileDialog(self, "Choose a .txa file to use", dirname, "", "*.txa", wx.OPEN)
@@ -1954,7 +1954,7 @@ class main(wx.Frame):
 
     # Batch Related Functions
     ##########################
-    
+
     def GetSelectedBatchList(self):
         batchList = []
         selectedItems = self.batchTree.GetSelections()
@@ -1963,7 +1963,7 @@ class main(wx.Frame):
             batchList.append(self.batchList[selectedItemIndex])
         if not len(batchList):
             batchList = self.batchList
-            
+
         return batchList
 
     def GetOutputFromBatch(self, index=-1):
@@ -2226,7 +2226,7 @@ class main(wx.Frame):
         return args
 
     def BuildEgg2BamArgs(self):
-        #Build up all the command line arguments present in the egg2bam panel 
+        #Build up all the command line arguments present in the egg2bam panel
         args = {}
 
         if (self.e2b_flattenChk.GetValue()):
@@ -2271,7 +2271,7 @@ class main(wx.Frame):
         args['dart'] = self.optchar_dartChoice.GetStringSelection()
 
         return args
-        
+
     def BuildEggPalettizeArgs(self):
         args = {}
 
@@ -2355,7 +2355,7 @@ class main(wx.Frame):
 
     def UpdateBatchDisplay(self):
         #update the display of the batch list
-        
+
         #For now just re calculate the entire list order
         self.batchTree.DeleteAllItems()
         self.treeRoot = self.batchTree.AddRoot('Batch Files')
@@ -2372,21 +2372,21 @@ class main(wx.Frame):
         if self.batchList != []:
             self.batchList = []
         self.treeRoot = self.batchTree.AddRoot('Batch Files') #rather than loop through it re-add the root
-        
+
     def OnClearOutput(self, event):
         #clear the console output content
         self.consoleOutputTxt.Clear()
-        
+
     def OnExit(self, e):
         #exit the GUI
         self.Close(True)
-        
+
     def OnLoadPview(self, event):
         #load pview
         path = self.pandaPathTxt.GetValue() + os.sep + 'bin' + os.sep
         self.outpview = OutputDialogpview(self)
         self.outpview.Show()
-        
+
     def OnSortBatch(self, event):
         maya2eggCommands = []
         egg2bamCommands = []
@@ -2435,9 +2435,9 @@ class main(wx.Frame):
             if batchItem['finput'].count(inPrefix):
                 pass
 
-        
+
     def OnSaveBatch(self,event):
-        #save current batch list       
+        #save current batch list
         newdoc = Document()
         top_element = newdoc.createElement('batch')
         newdoc.appendChild(top_element)
@@ -2795,7 +2795,7 @@ class main(wx.Frame):
                 self.optchar_flagGeometryChk.SetValue(batchItem['args'].has_key('flag'))
                 self.optchar_flagGeometryTxt.SetValue('' if not batchItem['args'].has_key('flag') else batchItem['args']['flag'])
                 self.optchar_dartChoice.SetStringSelection(batchItem['args']['dart'])
-                
+
             elif (batchItem['cmd'].count('egg-palettize')):
                 self.toolComboBox.SetStringSelection('egg-palettize')
                 self.OnTool(None)
@@ -2891,7 +2891,7 @@ class main(wx.Frame):
         top_element.appendChild(texitem)
         top_element.appendChild(overitem)
         top_element.appendChild(attributeitem)
-        
+
         pandadir = newdoc.createTextNode(str(self.pandaPathTxt.GetValue()))
         mayaver = newdoc.createTextNode(str(self.m2e_mayaVerComboBox.GetSelection()))
         pandadirElem = newdoc.createElement('pandadir')
@@ -2900,7 +2900,7 @@ class main(wx.Frame):
         mayaverElem.appendChild(mayaver)
         envitem.appendChild(pandadirElem)
         envitem.appendChild(mayaverElem)
-        
+
         inunits = newdoc.createTextNode(str(self.m2e_mayaUnitsComboBox.GetValue()))
         outunits = newdoc.createTextNode(str(self.m2e_pandaUnitsComboBox.GetValue()))
         bface = newdoc.createTextNode(str(int(self.m2e_backfaceChk.GetValue())))
@@ -2909,7 +2909,7 @@ class main(wx.Frame):
         subsetsval = newdoc.createTextNode(str(self.m2e_subsetsTxt.GetValue()))
         excludes = newdoc.createTextNode(str(int(self.m2e_excludesChk.GetValue())))
         excludesval = newdoc.createTextNode(str(self.m2e_excludesTxt.GetValue()))
-        
+
         inunitsElem = newdoc.createElement('inunits')
         outunitsElem = newdoc.createElement('outunits')
         bfaceElem = newdoc.createElement('bface')
@@ -2918,7 +2918,7 @@ class main(wx.Frame):
         subnamesElem = newdoc.createElement('subnames')
         excludesElem = newdoc.createElement('excludes')
         exnamesElem = newdoc.createElement('excludesval')
-        
+
         inunitsElem.appendChild(inunits)
         outunitsElem.appendChild(outunits)
         bfaceElem.appendChild(bface)
@@ -2927,7 +2927,7 @@ class main(wx.Frame):
         subnamesElem.appendChild(subsetsval)
         excludesElem.appendChild(excludes)
         exnamesElem.appendChild(exnamesElem)
-        
+
         genitem.appendChild(inunitsElem)
         genitem.appendChild(outunitsElem)
         genitem.appendChild(bfaceElem)
@@ -2937,7 +2937,7 @@ class main(wx.Frame):
         genitem.appendChild(excludesElem)
         genitem.appendChild(exnamesElem)
 
-        
+
         modeloptsElem = newdoc.createElement('modelopts')
         cnElem = newdoc.createElement('cn')
         charnameElem = newdoc.createElement('charname')
@@ -2960,7 +2960,7 @@ class main(wx.Frame):
         framerangeElem.appendChild(frivalElem)
         framerangeElem.appendChild(froElem)
         framerangeElem.appendChild(frovalElem)
-        
+
         modelopts = newdoc.createTextNode(str(self.m2e_animOptChoice.GetSelection()))
         cn = newdoc.createTextNode(str(int(self.m2e_charNameChk.GetValue())))
         charname = newdoc.createTextNode(str(self.m2e_charNameTxt.GetValue()))
@@ -2968,7 +2968,7 @@ class main(wx.Frame):
         modeloptsElem.appendChild(modelopts)
         cnElem.appendChild(cn)
         charnameElem.appendChild(charname)
-        
+
         sf = newdoc.createTextNode(str(int(self.m2e_startFrameChk.GetValue())))
         sfval = newdoc.createTextNode(str(self.m2e_startFrameSpin.GetValue()))
         ef = newdoc.createTextNode(str(int(self.m2e_endFrameChk.GetValue())))
@@ -2977,7 +2977,7 @@ class main(wx.Frame):
         frival = newdoc.createTextNode(str(self.m2e_frameRateInSpin.GetValue()))
         fro = newdoc.createTextNode(str(int(self.m2e_frameRateOutChk.GetValue())))
         froval = newdoc.createTextNode(str(self.m2e_frameRateOutSpin.GetValue()))
-        
+
         sfElem.appendChild(sf)
         sfvalElem.appendChild(sfval)
         efElem.appendChild(ef)
@@ -2986,30 +2986,30 @@ class main(wx.Frame):
         frivalElem.appendChild(frival)
         froElem.appendChild(fro)
         frovalElem.appendChild(froval)
-        
+
         subroots = newdoc.createTextNode(str(int(self.m2e_subrootsChk.GetValue())))
         subrnames = newdoc.createTextNode(str(self.m2e_subrootsTxt.GetValue()))
         subrootsElem.appendChild(subroots)
         subrnamesElem.appendChild(subrnames)
-        
+
         animitem.appendChild(modeloptsElem)
         animitem.appendChild(cnElem)
         animitem.appendChild(charnameElem)
         animitem.appendChild(framerangeElem)
         animitem.appendChild(subrootsElem)
         animitem.appendChild(subrnamesElem)
-        
+
         legacy_shaderElem = newdoc.createElement('legacy-shader')
         copytexElem = newdoc.createElement('copytex')
         destpathElem = newdoc.createElement('path')
         legacy_shader = newdoc.createTextNode(str(int(self.m2e_legacyShaderChk.GetValue())))
         copytex = newdoc.createTextNode(str(int(self.m2e_copyTexChk.GetValue())))
         destpath = newdoc.createTextNode(str(self.m2e_copyTexPathTxt.GetValue()))
-        
+
         legacy_shaderElem.appendChild(legacy_shader)
         copytexElem.appendChild(copytex)
         destpathElem.appendChild(destpath)
-        
+
         texitem.appendChild(legacy_shaderElem)
         texitem.appendChild(copytexElem)
         texitem.appendChild(destpathElem)
@@ -3033,7 +3033,7 @@ class main(wx.Frame):
         AElem = newdoc.createElement('A')
         marginElem = newdoc.createElement('margin')
         coverageElem = newdoc.createElement('coverage')
-        
+
         imagetypeElem.appendChild(imagetype)
         powertwoElem.appendChild(powertwo)
         RElem.appendChild(R)
@@ -3042,7 +3042,7 @@ class main(wx.Frame):
         AElem.appendChild(A)
         marginElem.appendChild(margin)
         coverageElem.appendChild(coverage)
-        
+
         attributeitem.appendChild(imagetypeElem)
         attributeitem.appendChild(powertwoElem)
         attributeitem.appendChild(RElem)
@@ -3051,7 +3051,7 @@ class main(wx.Frame):
         attributeitem.appendChild(AElem)
         attributeitem.appendChild(marginElem)
         attributeitem.appendChild(coverageElem)
-        
+
         filename = ''
         dirname = ''
         dlg = wx.FileDialog(self, "Choose a location and filename", dirname, "", "*.xml", wx.SAVE)
@@ -3065,7 +3065,7 @@ class main(wx.Frame):
             for line in out:
                 f.writelines(line)
             f.close()
-            
+
     def OnLoadPrefs(self, event): # wxGlade: main.<event_handler>
         #load preferences
         dirname = ''
@@ -3083,14 +3083,14 @@ class main(wx.Frame):
         #parse the file of preferences
         prefsDict = {}
         for list in doc.getElementsByTagName('preferences'):
-            
+
             envlist = list.getElementsByTagName('environment')
             genlist = list.getElementsByTagName('genoptions')
             animlist = list.getElementsByTagName('animoptions')
             texlist = list.getElementsByTagName('textureoptions')
             overlist = list.getElementsByTagName('overridemod')
             attributelist = list.getElementsByTagName('attribute')
-            
+
             for elem in envlist:
                 for nodes in elem.childNodes:
                     for val in nodes.childNodes:
@@ -3112,7 +3112,7 @@ class main(wx.Frame):
             for elem in animlist:
                 for elem2 in elem.childNodes:
                     for elem3 in elem2.childNodes:
-                        data = elem3                       
+                        data = elem3
                         parent =  str(elem3.parentNode.nodeName)
                         if parent == 'framerange':
                             list = data.childNodes
@@ -3134,15 +3134,15 @@ class main(wx.Frame):
                     for val in nodes.childNodes:
                         key = val.parentNode.nodeName
                         data =  str(val.data)
-                        prefsDict[str(key)] = data.strip()  
-                        
+                        prefsDict[str(key)] = data.strip()
+
         return prefsDict
-    
+
     def updateOptions(self,prefs):
         #lots of type conversions since I think XML only stores strings
         #I'm not sure I have to cast the ints to bools
-        #but I don't want to chance it with wxPython 
-        #other than that all we're doing here is 
+        #but I don't want to chance it with wxPython
+        #other than that all we're doing here is
         #setting all the options to the saved ones in the dictionary
         self.pandaPathTxt.SetValue(prefs['pandadir'])
         self.m2e_mayaVerComboBox.SetSelection(int(prefs['mayaver']))
@@ -3180,7 +3180,7 @@ class main(wx.Frame):
         self.palettize_marginTxt.SetValue(int(prefs['margin']))
         self.palettize_coverageTxt.SetValue(prefs['coverage'])
 
-        
+
 if __name__ == "__main__":
     app = wx.App(0)
     wx.InitAllImageHandlers()

+ 13 - 13
contrib/src/sceneeditor/AlignTool.py

@@ -19,7 +19,7 @@ class AlignTool(AppShell):
     padx            = 0
     pady            = 0
 
-    
+
     def __init__(self, list = [], parent = None, nodePath = None, **kw):
         # Keep nodePath Data
         self.nodePath = nodePath
@@ -36,14 +36,14 @@ class AlignTool(AppShell):
             self.parent = Toplevel()
         AppShell.__init__(self, self.parent)
         self.parent.geometry('%dx%d+%d+%d' % (self.frameWidth, self.frameHeight,self.frameIniPosX,self.frameIniPosY))
-        
+
         self.initialiseoptions(AlignTool)
-        
+
         self.parent.resizable(False,False) ## Disable the ability to resize for this Window.
-        
+
     def appInit(self):
         return
-        
+
     def createInterface(self):
         # The interior of the toplevel panel
         interior = self.interior()
@@ -77,14 +77,14 @@ class AlignTool(AppShell):
             variable = self.alignHVar)
         self.alignHButton.pack(side=RIGHT, expand=False)
         frame.pack(side=TOP, fill = X, expand = 1,pady=5)
-        
+
         groupFrame.pack(side=TOP, fill = 'both', expand = 1,padx=5,pady=5)
-        
+
         frame = Frame(mainFrame)
         Button(frame, text='Align', width = 13, command=self.Align_press).pack(side=LEFT)
         Button(frame, text='OK', width = 13, command=self.ok_press).pack(side=RIGHT)
         frame.pack(side=BOTTOM, fill = X, expand = 1,pady=5)
-        
+
         # Y and P checkbox
         frame = Frame(groupFrame)
         self.alignYVar = IntVar()
@@ -149,14 +149,14 @@ class AlignTool(AppShell):
             variable = self.alignSZVar)
         self.alignSZButton.pack(side=LEFT, expand=False)
         frame.pack(side=TOP, fill = X, expand = 1,pady=5)
-        
-        
+
+
         mainFrame.pack(fill = 'both', expand = 1,padx=7,pady=7)
 
-    
+
     def createMenuBar(self):
         self.menuBar.destroy()
-        
+
     def onDestroy(self, event):
         messenger.send('ALW_close', [self.nodePath.getName()])
         '''
@@ -165,7 +165,7 @@ class AlignTool(AppShell):
         pass
 
     ###############################
-    
+
     def ok_press(self):
         #################################################################
         # ok_press(self)

+ 6 - 6
contrib/src/sceneeditor/MetadataPanel.py

@@ -12,13 +12,13 @@ class MetadataPanel(AppShell,Pmw.MegaWidget):
     usecommandarea  = 0
     usestatusarea   = 0
     Metatag=""
-    Metanode=None 
+    Metanode=None
     tag_text=None
     def __init__(self,nodePath,parent=None,**kw):
 
         # Initialise superclass
         Pmw.MegaWidget.__init__(self, parent)
-        
+
         # Define the megawidget options.
         optiondefs = (
             ('title',       self.appname,       None),
@@ -31,10 +31,10 @@ class MetadataPanel(AppShell,Pmw.MegaWidget):
         if parent == None:
             self.parent = Toplevel()
         AppShell.__init__(self, self.parent)
-        
+
         self.parent.resizable(False,False)
 
-    
+
     def appInit(self):
         print "Metadata Panel"
 
@@ -55,5 +55,5 @@ class MetadataPanel(AppShell,Pmw.MegaWidget):
 
     def SetIt(self):
         self.Metanode.setTag("Metadata",self.tag_text.get())
-        
-        
+
+

+ 11 - 11
contrib/src/sceneeditor/SideWindow.py

@@ -31,9 +31,9 @@ class sideWindow(AppShell):
     backface = 0
     texture = 1
     wireframe = 0
-    
+
     enableBaseUseDrive = 0
-    
+
     def __init__(self, worldColor,lightEnable,ParticleEnable, basedriveEnable,collision,
                  backface, texture, wireframe, grid, widgetVis, enableAutoCamera, parent = None, nodePath = render, **kw):
         self.worldColor = worldColor
@@ -58,15 +58,15 @@ class sideWindow(AppShell):
             self.parent = Toplevel()
         else:
             self.parent = parent
-        
+
         AppShell.__init__(self, self.parent)
         self.parent.geometry('%dx%d+%d+%d' % (self.frameWidth, self.frameHeight,self.frameIniPosX,self.frameIniPosY))
 
         self.parent.resizable(False,False) ## Disable the ability to resize for this Window.
-                
+
     def appInit(self):
         print '----SideWindow is Initialized!!'
-        
+
     def createInterface(self):
         # The interior of the toplevel panel
         interior = self.interior()
@@ -212,11 +212,11 @@ class sideWindow(AppShell):
         self.notebookFrame.setnaturalsize()
         mainFrame.pack(fill = 'both', expand = 1)
 
-    
+
     def createMenuBar(self):
         # We don't need menu bar here.
         self.menuBar.destroy()
-        
+
     def onDestroy(self, event):
         #################################################################
         # onDestroy(self, event)
@@ -352,7 +352,7 @@ class sideWindow(AppShell):
         self.backface = (self.backface+1)%2
         self.backfaceButton.toggle()
         return
-    
+
     def toggleTexture(self):
         #################################################################
         # toggleTexture(self)
@@ -361,7 +361,7 @@ class sideWindow(AppShell):
         base.toggleTexture()
         self.texture = (self.texture+1)%2
         return
-    
+
     def toggleTextureFromMainW(self):
         #################################################################
         # toggleTextureFromMainW(self)
@@ -373,7 +373,7 @@ class sideWindow(AppShell):
         self.texture = (self.texture+1)%2
         self.textureButton.toggle()
         return
-    
+
     def toggleWireframe(self):
         #################################################################
         # toggleWireframe(self)
@@ -428,7 +428,7 @@ class sideWindow(AppShell):
         self.widgetVis = (self.widgetVis+1)%2
         self.widgetVisButton.toggle()
         return
-        
+
     def setBackgroundColorVec(self,color):
         #################################################################
         # setBackgroundColorVec(self,color)

+ 0 - 2
contrib/src/sceneeditor/Sources.pp

@@ -1,2 +0,0 @@
-// For now, since we are not installing Python files, this file can
-// remain empty.

+ 22 - 22
contrib/src/sceneeditor/collisionWindow.py

@@ -32,12 +32,12 @@ class collisionWindow(AppShell):
                      'collisionSphere',
                      'collisionSegment',
                      'collisionRay']
-    
+
     def __init__(self, nodePath, parent = None, **kw):
-        
+
         self.nodePath = nodePath
         self.objType = 'collisionSphere' # set default type to Collision Sphere
-        
+
         INITOPT = Pmw.INITOPT
         optiondefs = (
             ('title',               self.appname,       None),
@@ -77,7 +77,7 @@ class collisionWindow(AppShell):
 
         frame.pack(side=TOP, fill=X, expand=True, padx=3)
         self.collisionTypeEntry.selectitem('collisionSphere', setentry=True)
-        
+
         self.inputZone = Pmw.Group(mainFrame, tag_pyclass = None)
         self.inputZone.pack(fill='both',expand=1)
         settingFrame = self.inputZone.interior()
@@ -101,7 +101,7 @@ class collisionWindow(AppShell):
         label = Label(Interior, text='Attention! All Coordinates Are Related To Its Parent Node!')
         label.pack(side=LEFT,expand=0,fill=X, padx=1)
         Interior.pack(side=TOP, expand=0,fill=X)
-        
+
         self.createPosEntry(PolygonPage, catagory='Polygon', id='Point A')
         self.createPosEntry(PolygonPage, catagory='Polygon', id='Point B')
         self.createPosEntry(PolygonPage, catagory='Polygon', id='Point C')
@@ -112,7 +112,7 @@ class collisionWindow(AppShell):
         label = Label(Interior, text='Attention! All Coordinates Are Related To Its Parent Node!')
         label.pack(side=LEFT,expand=0,fill=X, padx=1)
         Interior.pack(side=TOP, expand=0,fill=X)
-        
+
         self.createPosEntry(SpherePage, catagory='Sphere', id='Center Point')
 
         self.createEntryField(SpherePage,catagory='Sphere', id='Size',
@@ -127,7 +127,7 @@ class collisionWindow(AppShell):
         label = Label(Interior, text='Attention! All Coordinates Are Related To Its Parent Node!')
         label.pack(side=LEFT,expand=0,fill=X, padx=1)
         Interior.pack(side=TOP, expand=0,fill=X)
-        
+
         self.createPosEntry(SegmentPage, catagory='Segment', id='Point A')
         self.createPosEntry(SegmentPage, catagory='Segment', id='Point B')
 
@@ -137,12 +137,12 @@ class collisionWindow(AppShell):
         label = Label(Interior, text='Attention! All Coordinates Are Related To Its Parent Node!')
         label.pack(side=LEFT,expand=0,fill=X, padx=1)
         Interior.pack(side=TOP, expand=0,fill=X)
-        
+
         self.createPosEntry(RayPage, catagory='Ray', id='Origin')
         self.createPosEntry(RayPage, catagory='Ray', id='Direction')
 
 
-           
+
         self.objNotebook.setnaturalsize()
         self.objNotebook.pack(expand = 1, fill = BOTH)
 
@@ -175,7 +175,7 @@ class collisionWindow(AppShell):
             self.objNotebook.selectpage('Segment')
         elif self.objType=='collisionRay':
             self.objNotebook.selectpage('Ray')
-            
+
         return
 
     def updateObjInfo(self, page=None):
@@ -207,13 +207,13 @@ class collisionWindow(AppShell):
                              float(self.widgetDict['PolygonPoint C'][1]._entry.get()),
                              float(self.widgetDict['PolygonPoint C'][2]._entry.get()))
             collisionObject = CollisionPolygon(pointA, pointB, pointC)
-            
+
         elif self.objType=='collisionSphere':
             collisionObject = CollisionSphere(float(self.widgetDict['SphereCenter Point'][0]._entry.get()),
                                               float(self.widgetDict['SphereCenter Point'][1]._entry.get()),
                                               float(self.widgetDict['SphereCenter Point'][2]._entry.get()),
                                               float(self.widgetDict['SphereSize'].getvalue()))
-        
+
         elif self.objType=='collisionSegment':
             pointA =  Point3(float(self.widgetDict['SegmentPoint A'][0]._entry.get()),
                              float(self.widgetDict['SegmentPoint A'][1]._entry.get()),
@@ -221,35 +221,35 @@ class collisionWindow(AppShell):
             pointB =  Point3(float(self.widgetDict['SegmentPoint B'][0]._entry.get()),
                              float(self.widgetDict['SegmentPoint B'][1]._entry.get()),
                              float(self.widgetDict['SegmentPoint B'][2]._entry.get()))
-            
+
             collisionObject = CollisionSegment()
             collisionObject.setPointA(pointA)
             collisionObject.setFromLens(base.cam.node(), Point2( -1, 1 ))  ## You must set up the camera lensNode before you set point B....
             collisionObject.setPointB(pointB)
-        
+
         elif self.objType=='collisionRay':
             point =  Point3(float(self.widgetDict['RayOrigin'][0]._entry.get()),
                             float(self.widgetDict['RayOrigin'][1]._entry.get()),
                             float(self.widgetDict['RayOrigin'][2]._entry.get()))
-            
+
             vector =  Vec3(float(self.widgetDict['RayDirection'][0]._entry.get()),
                            float(self.widgetDict['RayDirection'][1]._entry.get()),
                            float(self.widgetDict['RayDirection'][2]._entry.get()))
 
             print vector, point
-            
+
             collisionObject = CollisionRay()
             collisionObject.setOrigin(point)
             collisionObject.setDirection(vector)
             #collisionObject.setFromLens(base.cam.node(), Point2( -1, 1 ))  ## You must set up the camera lensNode before you set up others...
-            
+
         if self.objType=='collisionPolygon':
             messenger.send('CW_addCollisionObj', [collisionObject, self.nodePath, pointA, pointB, pointC])
         else:
             messenger.send('CW_addCollisionObj', [collisionObject, self.nodePath])
 
         self.quit()
-        
+
         return
 
     def createPosEntry(self, contentFrame, catagory, id):
@@ -261,16 +261,16 @@ class collisionWindow(AppShell):
                                          text = 'X', relief = FLAT,
                                          value = 0.0,
                                          entry_width = 6)
-        
+
         self.posX.pack(side=LEFT,expand=0,fill=X, padx=1)
-        
+
         self.posY = self.createcomponent('posY'+catagory+id, (), None,
                                          Floater.Floater, (posInterior,),
                                          text = 'Y', relief = FLAT,
                                          value = 0.0,
                                          entry_width = 6)
         self.posY.pack(side=LEFT, expand=0,fill=X, padx=1)
-        
+
         self.posZ = self.createcomponent('posZ'+catagory+id, (), None,
                                          Floater.Floater, (posInterior,),
                                          text = 'Z', relief = FLAT,
@@ -298,5 +298,5 @@ class collisionWindow(AppShell):
             widget = Button(frame, text=buttonText, font=('MSSansSerif', 10), command = defaultFunction)
             widget.pack(side=LEFT, padx=3)
             self.widgetDict[catagory+id+'-'+'DefaultButton']=widget
-            
+
         frame.pack(side = side, fill = fill, expand = expand,pady=3)

+ 13 - 13
contrib/src/sceneeditor/controllerWindow.py

@@ -16,7 +16,7 @@ class controllerWindow(AppShell):
     # This will open a talk window for user to set the control mechanism
     # In here, user can choose to control what object by keyboard or other inputs.
     #################################################################
-    
+
     # Override class variables
     appname = 'Controller Panel'
     frameWidth  = 500
@@ -27,11 +27,11 @@ class controllerWindow(AppShell):
     # setup the type of controller we handle here.
     controllerList = ['Keyboard',
                       'Tracker']
-    
+
     # Default Keyboard setting
     keyboardMapDict = {}
     keyboardSpeedDict = {}
-    
+
     def __init__(self, listOfObj, controlType , dataList, parent = None, **kw):
         if controlType == 'Keyboard':
             self.nodePath = dataList[0] # Default setting -> mainly used for Keyboard control now.
@@ -41,10 +41,10 @@ class controllerWindow(AppShell):
             self.keyboardMapDict = dataList[1]
             self.keyboardSpeedDict.clear()
             self.keyboardSpeedDict = dataList[2]
-            
+
         self.listOfObj = listOfObj
         self.keepControl = False
-        
+
         INITOPT = Pmw.INITOPT
         optiondefs = (
             ('title',               self.appname,       None),
@@ -63,9 +63,9 @@ class controllerWindow(AppShell):
         # Handle to the toplevels interior
         interior = self.interior()
         menuBar = self.menuBar
-        
+
         # We don't need menu bar here
-        self.menuBar.destroy() 
+        self.menuBar.destroy()
 
         # Create a frame to hold all stuff
         mainFrame = Frame(interior)
@@ -81,7 +81,7 @@ class controllerWindow(AppShell):
         self.cotrollerTypeEntry.pack(side=Tkinter.LEFT)
         frame.pack(side=Tkinter.TOP, fill=Tkinter.X, expand=False, pady = 3)
         self.cotrollerTypeEntry.selectitem('Keyboard', setentry=True)
-        
+
         self.inputZone = Pmw.Group(mainFrame, tag_pyclass = None)
         self.inputZone.pack(fill='both',expand=1)
         settingFrame = self.inputZone.interior()
@@ -124,11 +124,11 @@ class controllerWindow(AppShell):
         inputZone = Pmw.Group(assignFrame, tag_pyclass = None)
         inputZone.pack(fill='both',expand=1)
         settingFrame = inputZone.interior()
-        
+
         Interior = Frame(settingFrame)
         widget = Label(Interior, text = 'Assign a Key For:').pack(side=Tkinter.LEFT, expand = False)
         Interior.pack(side=Tkinter.TOP, fill=Tkinter.X, expand=True,pady = 6 )
-        
+
         Interior = Frame(settingFrame)
         widget = Label(Interior, text = 'Forward   :', width = 20, anchor = Tkinter.W).pack(side=Tkinter.LEFT, expand = False)
         widget = self.createcomponent(
@@ -531,7 +531,7 @@ class controllerWindow(AppShell):
 
         assignFrame.pack(side=Tkinter.TOP, expand=True, fill = Tkinter.X)
         keyboardPage.pack(side=Tkinter.TOP, expand=True, fill = Tkinter.X)
-        
+
         ####################################################################
         ####################################################################
         # End of Keyboard control page
@@ -613,7 +613,7 @@ class controllerWindow(AppShell):
             self.objNotebook.selectpage('Keyboard')
         elif self.controllType=='Tracker':
             self.objNotebook.selectpage('Tracker')
-            
+
         return
 
     def updateControlInfo(self, page=None):
@@ -692,4 +692,4 @@ class controllerWindow(AppShell):
             messenger.send('ControlW_saveSetting', ['Keyboard', [self.nodePath, self.keyboardMapDict, self.keyboardSpeedDict]])
         return
 
-    
+

+ 30 - 30
contrib/src/sceneeditor/dataHolder.py

@@ -117,10 +117,10 @@ class dataHolder:
         # Initialize the basic message formate from CollisionHandler
         self.CollisionHandler.setInPattern("%fnenter%in")
         self.CollisionHandler.setOutPattern("%fnexit%in")
- 
+
         pass
 
-    
+
     def resetAll(self):
         #################################################################
         # resetAll(self)
@@ -149,7 +149,7 @@ class dataHolder:
         self.blendAnimDict.clear()
         self.particleDict.clear()
         self.particleNodes.clear()
-        
+
         self.ModelNum=0
         self.ActorNum=0
         self.theScene=None
@@ -167,8 +167,8 @@ class dataHolder:
 
         ## Check if there is any child node, if so, remove it.
         childrenList = nodePath.getChildren()
-        
-                
+
+
         if self.ModelDic.has_key(name):
             del self.ModelDic[name]
             del self.ModelRefDic[name]
@@ -214,7 +214,7 @@ class dataHolder:
         else:
             print 'You cannot remove this NodePath'
             return
-        
+
         messenger.send('SGE_Update Explorer',[render])
         return
 
@@ -247,11 +247,11 @@ class dataHolder:
         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
@@ -268,7 +268,7 @@ class dataHolder:
                 holder[newName].setName(newName)
                 oPos = oPos + cPos
                 oHpr = oHpr + cHpr
-                
+
             else:
                 ### copy the actor- not includ its animations
                 '''
@@ -289,7 +289,7 @@ class dataHolder:
                 holder[newName].setName(newName)
                 oPos = oPos + cPos
                 oHpr = oHpr + cHpr
-            
+
         messenger.send('SGE_Update Explorer',[render])
         return
 
@@ -434,7 +434,7 @@ class dataHolder:
         ###########################################################################
         self.lightManager.toggle()
         return
-        
+
     def isLight(self,name):
         ###########################################################################
         # isLight(self, name)
@@ -519,10 +519,10 @@ class dataHolder:
         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]
@@ -548,7 +548,7 @@ class dataHolder:
             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]
@@ -588,7 +588,7 @@ class dataHolder:
             return True
 
         return False
-        
+
     def bindCurveToNode(self,node,curveCollection):
         ###########################################################################
         # bindCurveToNode(self,node,curveCollection)
@@ -664,7 +664,7 @@ class dataHolder:
             info['vFov'] = lens.getVfov()
             info['focalLength'] = lens.getFocalLength()
 
-            
+
         elif name == 'SEditor':
             type = 'Special'
         elif self.isActor(name):
@@ -684,7 +684,7 @@ class dataHolder:
             info['collisionNode'] = self.collisionDict[name]
         if self.curveDict.has_key(name):
             info['curveList'] = self.getCurveList(nodePath)
-        
+
         return type, info
 
     def getAnimationDictFromActor(self, actorName):
@@ -754,7 +754,7 @@ class dataHolder:
         base.cTrav.addCollider( self.collisionDict[name], self.CollisionHandler)
 
         messenger.send('SGE_Update Explorer',[render])
-        
+
         return
 
     def toggleCollisionVisable(self, visable):
@@ -888,7 +888,7 @@ class dataHolder:
             return self.particleNodes[name]
         elif self.lightManager.isLight(name):
             return self.lightManager.getLightNode(name)
-        
+
         return None
 
     def getControlSetting(self):
@@ -923,7 +923,7 @@ class dataHolder:
             self.keyboardSpeedDict.clear()
             self.keyboardSpeedDict = data[2].copy()
             return
-  
+
     def loadScene(self):
         ###########################################################################
         # loadScene(self)
@@ -934,9 +934,9 @@ class dataHolder:
         # in the scene file hence reviving the state for the scene
         ###########################################################################
 
-        ### Ask for a filename  
+        ### Ask for a filename
         OpenFilename = tkFileDialog.askopenfilename(filetypes = [("PY","py")],title = "Load Scene")
-        if(not OpenFilename):   
+        if(not OpenFilename):
             return None
         f=Filename.fromOsSpecific(OpenFilename)
         fileName=f.getBasenameWoExtension()
@@ -953,7 +953,7 @@ class dataHolder:
         ############################################################################
         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])    
+        messenger.send('SGE_Update Explorer',[render])
 
 
         # Lets call some important initialization methods on our scene:
@@ -989,7 +989,7 @@ class dataHolder:
         for light in self.Scene.LightDict:
             #print light
             alight=self.Scene.LightDict[light]
-            type=self.Scene.LightTypes[light]   
+            type=self.Scene.LightTypes[light]
             thenode=self.Scene.LightNodes[light]
             #print type
             if type == 'ambient':
@@ -1032,7 +1032,7 @@ class dataHolder:
                 nodeP.removeNode()
                 thenode=render.find("**/"+str(node))
                 self.bindCurveToNode(thenode,curveColl)
-        
+
         ############################################################################
         # Populate Particle related Dictionaries
         ############################################################################
@@ -1049,9 +1049,9 @@ class dataHolder:
             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)
@@ -1061,11 +1061,11 @@ class dataHolder:
         ############################################################################
         # return the filename and update the scenegraph explorer window
         ############################################################################
-        messenger.send('SGE_Update Explorer',[render])  
+        messenger.send('SGE_Update Explorer',[render])
         if(OpenFilename):
             return OpenFilename
         else:
             return None
 
     def getList(self):
-        return self.lightManager.getList()     
+        return self.lightManager.getList()

+ 8 - 8
contrib/src/sceneeditor/duplicateWindow.py

@@ -27,7 +27,7 @@ class duplicateWindow(AppShell):
     padx            = 0
     pady            = 0
 
-    
+
     def __init__(self, parent = None, nodePath = None, **kw):
         # Define the megawidget options.
         optiondefs = (
@@ -43,10 +43,10 @@ class duplicateWindow(AppShell):
         self.nodePath = nodePath
 
         self.parent.resizable(False,False) ## Disable the ability to resize for this Window.
-        
+
     def appInit(self):
         print '----SideWindow is Initialized!!'
-        
+
     def createInterface(self):
         # The interior of the toplevel panel
         interior = self.interior()
@@ -90,18 +90,18 @@ class duplicateWindow(AppShell):
         self.numberOfCopy = Pmw.EntryField(settingFrame,label_text='Number of Copy :',labelpos='w',value='1', validate=Pmw.integervalidator)
         self.numberOfCopy.component('entry').config(width=15)
         self.numberOfCopy.place(anchor=NW,x=52,y=150)
-        
+
         settingFrame.pack(fill=BOTH,expand=1,padx=7,pady=7)
 
         self.button_ok = Button(mainFrame, text="OK", command=self.ok_press,width=10)
         self.button_ok.pack(fill=BOTH,expand=0,side=RIGHT)
-        
+
         mainFrame.pack(fill = 'both', expand = 1,padx=7,pady=7)
 
-    
+
     def createMenuBar(self):
         self.menuBar.destroy()
-        
+
     def onDestroy(self, event):
         messenger.send('DW_close')
         '''
@@ -110,7 +110,7 @@ class duplicateWindow(AppShell):
         pass
 
     ###############################
-    
+
     def ok_press(self):
         #################################################################
         # ok_press(self)

+ 19 - 19
contrib/src/sceneeditor/lightingPanel.py

@@ -22,7 +22,7 @@ class lightingPanel(AppShell):
     frameWidth  = 400
     frameHeight = 400
     currentLight = None
-    
+
     def __init__(self, lightList, parent = None, **kw):
         self.lightList = lightList
         self.lightColor = [0.3*255,0.3*255,0.3*255]
@@ -53,14 +53,14 @@ class lightingPanel(AppShell):
         self.listZone = Pmw.Group(mainFrame,tag_pyclass = None)
         self.listZone.pack(expand=0, fill=Tkinter.X,padx=3,pady=3)
         listFrame = self.listZone.interior()
-        
+
         self.lightEntry = self.createcomponent(
             'Lights List', (), None,
             Pmw.ComboBox, (listFrame,),label_text='Light :',
             labelpos = Tkinter.W, entry_width = 25, selectioncommand = self.selectLight,
             scrolledlist_items = self.lightList)
         self.lightEntry.pack(side=Tkinter.LEFT)
-        
+
         self.renameButton = self.createcomponent(
             'Rename Light', (), None,
             Button, (listFrame,),
@@ -82,7 +82,7 @@ class lightingPanel(AppShell):
                             command = self.addPoint)
         lightsMenu.add_command(label = 'Add Spotlight',
                             command = self.addSpot)
-            
+
         self.lightsButton.pack(expand=0)
         self.lightsButton['menu'] = lightsMenu
 
@@ -155,7 +155,7 @@ class lightingPanel(AppShell):
         self.pConstantAttenuation.pack(fill = Tkinter.X, expand = 0)
         self.bind(self.pConstantAttenuation,
                   'Set point light constant attenuation')
-           
+
         self.pLinearAttenuation = Slider(
             pointPage,
             text = 'Linear Attenuation',
@@ -166,7 +166,7 @@ class lightingPanel(AppShell):
         self.pLinearAttenuation.pack(fill = Tkinter.X, expand = 0)
         self.bind(self.pLinearAttenuation,
                   'Set point light linear attenuation')
-           
+
         self.pQuadraticAttenuation = Slider(
             pointPage,
             text = 'Quadratic Attenuation',
@@ -177,7 +177,7 @@ class lightingPanel(AppShell):
         self.pQuadraticAttenuation.pack(fill = Tkinter.X, expand = 0)
         self.bind(self.pQuadraticAttenuation,
                   'Set point light quadratic attenuation')
-           
+
         # Spot light controls
         self.sSpecularColor = seColorEntry(
             spotPage, text = 'Specular Color')
@@ -196,7 +196,7 @@ class lightingPanel(AppShell):
         self.sConstantAttenuation.pack(fill = Tkinter.X, expand = 0)
         self.bind(self.sConstantAttenuation,
                   'Set spot light constant attenuation')
-           
+
         self.sLinearAttenuation = Slider(
             spotPage,
             text = 'Linear Attenuation',
@@ -207,7 +207,7 @@ class lightingPanel(AppShell):
         self.sLinearAttenuation.pack(fill = Tkinter.X, expand = 0)
         self.bind(self.sLinearAttenuation,
                   'Set spot light linear attenuation')
-           
+
         self.sQuadraticAttenuation = Slider(
             spotPage,
             text = 'Quadratic Attenuation',
@@ -218,7 +218,7 @@ class lightingPanel(AppShell):
         self.sQuadraticAttenuation.pack(fill = Tkinter.X, expand = 0)
         self.bind(self.sQuadraticAttenuation,
                   'Set spot light quadratic attenuation')
-           
+
         self.sExponent = Slider(
             spotPage,
             text = 'Exponent',
@@ -231,7 +231,7 @@ class lightingPanel(AppShell):
                   'Set spot light exponent')
 
         # MRM: Add frustum controls
-           
+
         self.lightNotebook.setnaturalsize()
         self.lightNotebook.pack(expand = 1, fill = Tkinter.BOTH)
 
@@ -329,7 +329,7 @@ class lightingPanel(AppShell):
             self.lightColor.set([255*0.3,255*0.3,255*0.3])
             oldType = self.type
             self.type = 'ambient'
-            
+
         if self.type=='ambient':
             self.lightNotebook.selectpage('Ambient')
         elif self.type =='directional':
@@ -384,7 +384,7 @@ class lightingPanel(AppShell):
         #################################################################
         messenger.send('LP_addLight',['ambient'])
         return
-    
+
     def addDirectional(self):
         #################################################################
         # addDirectional(self)
@@ -393,7 +393,7 @@ class lightingPanel(AppShell):
         #################################################################
         messenger.send('LP_addLight',['directional'])
         return
-    
+
     def addPoint(self):
         #################################################################
         # addPoint(self)
@@ -402,7 +402,7 @@ class lightingPanel(AppShell):
         #################################################################
         messenger.send('LP_addLight',['point'])
         return
-    
+
     def addSpot(self):
         #################################################################
         # addSpot(self)
@@ -455,7 +455,7 @@ class lightingPanel(AppShell):
             return
         self.currentLight.setOrientation(Vec3(orient[0],orient[1],orient[2]))
         return
-    
+
     def setConstantAttenuation(self, value):
         #################################################################
         # setConstantAttenuation(self, value)
@@ -464,7 +464,7 @@ class lightingPanel(AppShell):
         #################################################################
         self.currentLight.setConstantAttenuation(value)
         return
-    
+
     def setLinearAttenuation(self, value):
         #################################################################
         # setLinearAttenuation(self, value)
@@ -473,7 +473,7 @@ class lightingPanel(AppShell):
         #################################################################
         self.currentLight.setLinearAttenuation(value)
         return
-    
+
     def setQuadraticAttenuation(self, value):
         #################################################################
         # setQuadraticAttenuation(self, value)
@@ -482,7 +482,7 @@ class lightingPanel(AppShell):
         #################################################################
         self.currentLight.setQuadraticAttenuation(value)
         return
-    
+
     def setExponent(self, value):
         #################################################################
         # setExponent(self, value)

+ 74 - 74
contrib/src/sceneeditor/propertyWindow.py

@@ -31,17 +31,17 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
     usestatusarea   = 0
     widgetsDict = {}
 
-    
+
     def __init__(self, target, type, info, parent = None, nodePath = render, **kw):
         self.nodePath = target
         self.name = target.getName()
         self.type = type
         self.info = info
-        
+
 
         # Initialise superclass
         Pmw.MegaWidget.__init__(self, parent)
-        
+
         # Define the megawidget options.
         optiondefs = (
             ('title',       self.appname,       None),
@@ -51,12 +51,12 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         if parent == None:
             self.parent = Toplevel()
         AppShell.__init__(self, self.parent)
-        
+
         self.parent.resizable(False,False) ## Disable the ability to resize for this Window.
-        
+
     def appInit(self):
         return
-        
+
     def createInterface(self):
         # The interior of the toplevel panel
         interior = self.interior()
@@ -110,15 +110,15 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         #### If nodePath has been binded with any curves
         if self.info.has_key('curveList'):
             self.createCurveFrame(self.contentFrame)
-       
+
         ## Set all stuff done
         mainFrame.pack(fill = 'both', expand = 1)
 
-    
+
     def createMenuBar(self):
         # we don't need menu bar here.
         self.menuBar.destroy()
-        
+
     def onDestroy(self, event):
         self.ignore('forPorpertyWindow'+self.name)
         messenger.send('PW_close', [self.name])
@@ -154,7 +154,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             widget = Button(frame, text=buttonText, font=('MSSansSerif', 10), command = defaultFunction)
             widget.pack(side=LEFT, padx=3)
             self.widgetsDict[text+'-'+'DefaultButton']=widget
-            
+
         frame.pack(side = side, fill = fill, expand = expand,pady=3)
 
 
@@ -175,7 +175,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.posX['commandData'] = ['x']
         self.posX['command'] = self.setNodePathPosHprScale
         self.posX.pack(side=LEFT,expand=0,fill=X, padx=1)
-        
+
         self.posY = self.createcomponent('posY', (), None,
                                          Floater.Floater, (posInterior,),
                                          text = 'Y', relief = FLAT,
@@ -185,7 +185,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.posY['commandData'] = ['y']
         self.posY['command'] = self.setNodePathPosHprScale
         self.posY.pack(side=LEFT, expand=0,fill=X, padx=1)
-        
+
         self.posZ = self.createcomponent('posZ', (), None,
                                          Floater.Floater, (posInterior,),
                                          text = 'Z', relief = FLAT,
@@ -215,7 +215,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.hprH['commandData'] = ['h']
         self.hprH['command'] = self.setNodePathPosHprScale
         self.hprH.pack(side = LEFT, expand=0,fill=X)
-        
+
         self.hprP = self.createcomponent('hprP', (), None,
                                          Dial.AngleDial, (hprInterior,),
                                          style = 'mini',
@@ -226,7 +226,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.hprP['commandData'] = ['p']
         self.hprP['command'] = self.setNodePathPosHprScale
         self.hprP.pack(side = LEFT, expand=0,fill=X)
-        
+
         self.hprR = self.createcomponent('hprR', (), None,
                                          Dial.AngleDial, (hprInterior,),
                                          style = 'mini',
@@ -249,7 +249,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         # And, it will set the call back function to setNodePathPosHprScale()
         #################################################################
         scaleInterior = Frame(contentFrame)
-        
+
         self.scale = self.createcomponent('scale', (), None,
                                            Floater.Floater, (scaleInterior,),
                                            text = 'Scale',
@@ -280,10 +280,10 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.nodeColor['command'] = self.setNodeColorVec
         self.nodeColor['resetValue'] = [255,255,255,255]
         self.nodeColor.place(anchor=NW,y=235)
-        self.bind(self.nodeColor, 'Set nodePath color')        
+        self.bind(self.nodeColor, 'Set nodePath color')
         self.nodeColor.pack(side=TOP,expand=0,fill=X, padx=3, pady=3)
         return
-    
+
     def setNodeColorVec(self, color):
         #################################################################
         # setNodeColorVec(self, color)
@@ -295,7 +295,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
                                color[3]/255.0)
         return
 
-    
+
     def setNodePathPosHprScale(self, data, axis):
         #################################################################
         # setNodePathPosHprScale(self, data, axis)
@@ -345,9 +345,9 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
                                       defaultFunction = lambda a = n, b = self : b.deleteCurve(a))
             group.pack(side = TOP, fill = X, expand = 0,pady=3, padx=3)
             self.curveFrame.pack(side = TOP, fill = X, expand = 0,pady=3, padx=3)
-            
+
         return
-    
+
     def deleteCurve(self, number = 0):
         #################################################################
         # deleteCurve(self, number = 0)
@@ -374,7 +374,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             return
         else:
             self.ignore('curveRemovedFromNode')
-            
+
         if curveList!= None:
             del self.info['curveList']
             self.info['curveList'] = curveList
@@ -397,7 +397,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         # cameraInterface(self, interior, mainFrame)
         # Create the interface for camera node.
         #################################################################
-        
+
         ## Type entry : unchageable
         widget = self.createEntryField(contentFrame,'Type:',
                                        value = self.type,
@@ -423,7 +423,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
                           tag_font=('MSSansSerif', 10))
         self.createHprEntry(group.interior())
         group.pack(side=TOP,fill = X, expand = 0, pady=3)
-        
+
         ## near entry
         group = Pmw.Group(contentFrame,tag_text='Lens Property',
                           tag_font=('MSSansSerif', 10))
@@ -471,7 +471,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         widget = Label(frame, text = "Film Size:", font=('MSSansSerif', 10),width=12)
         widget.pack(side=LEFT)
         frame.pack(side = TOP, fill = X, expand = 0, pady=3)
-            
+
         frame = Frame(lensFrame)
         widget = Pmw.EntryField(frame, labelpos='w', label_text = '                        ',
                                 value = self.info['FilmSize'].getX(),
@@ -490,7 +490,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         widget.pack(side=LEFT, padx=3)
         widget = Button(frame, text='Default', font=('MSSansSerif', 10), command = self.defaultCameraFilmSize)
         widget.pack(side=LEFT, padx=3)
-        self.widgetsDict['FilmSize'+'-'+'DefaultButton']=widget            
+        self.widgetsDict['FilmSize'+'-'+'DefaultButton']=widget
         frame.pack(side = TOP, fill = X, expand = 0,pady=0)
 
         ## Focal Length entry
@@ -504,7 +504,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
                                        defaultFunction = self.defaultCameraFocalLength)
         group.pack(side = TOP, fill = X, expand = 0,pady=2)
 
-        
+
     def defaultCameraFar(self):
         #################################################################
         # defaultCameraFar(self)
@@ -655,7 +655,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
                           tag_font=('MSSansSerif', 10))
         self.createPosEntry(group.interior())
         group.pack(side=TOP,fill = X, expand = 0, pady=3)
-        
+
         group = Pmw.Group(contentFrame,tag_text='Orientation',
                           tag_font=('MSSansSerif', 10))
         self.createHprEntry(group.interior())
@@ -689,7 +689,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.nodePath.setTransparency(True)
             self.nodePath.setBin("fixed", 1)
         return
-    
+
     def actorInterface(self, contentFrame):
         #################################################################
         # actorInterface(self, contentFrame)
@@ -744,7 +744,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             return
         else:
             self.ignore('animRemovedFromNode')
-            
+
         if len(animDict)!= 0:
             del self.info['animDict']
             self.info['animDict'] = animDict
@@ -784,14 +784,14 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.lightColor['resetValue'] = [0.3*255,0.3*255,0.3*255,0]
         self.lightColor.pack(side=TOP, fill=X,expand=1, padx = 2, pady =2)
         self.bind(self.lightColor, 'Set light color')
-        
+
         self.varActive = IntVar()
         self.varActive.set(self.lightNode.active)
         checkButton = Checkbutton(frame, text='Enable This Light',
                                   variable=self.varActive, command=self.toggleLight)
         checkButton.pack(side=RIGHT,pady=3)
         lightingGroup.pack(side=TOP, fill = X, expand =1)
-        
+
         # Directional light controls
         if self.lightNode.type == 'directional':
             lightingGroup = Pmw.Group(contentFrame,tag_pyclass=None)
@@ -815,10 +815,10 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.dOrientation['resetValue'] = [0,0,0,0]
             self.dOrientation.pack(fill = X, expand = 1)
             self.bind(self.dOrientation, 'Set directional light orientation')
-            
+
             lightingGroup.pack(side=TOP, fill = X, expand =1)
 
-        
+
         elif self.lightNode.type == 'point':
             # Point light controls
             lightingGroup = Pmw.Group(contentFrame,tag_pyclass=None)
@@ -830,7 +830,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.pSpecularColor.pack(fill = X, expand = 1)
             self.bind(self.pSpecularColor,
                       'Set point light specular color')
-    
+
             self.pPosition = VectorWidgets.Vector3Entry(
                 pointPage, text = 'Position',  label_font=('MSSansSerif', 10),
                 value = [self.lightNode.getPosition().getX(),self.lightNode.getPosition().getY(),self.lightNode.getPosition().getZ(),0])
@@ -848,7 +848,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.pConstantAttenuation.pack(fill = X, expand = 1)
             self.bind(self.pConstantAttenuation,
                       'Set point light constant attenuation')
-           
+
             self.pLinearAttenuation = Slider.Slider(
                 pointPage,
                 text = 'Linear Attenuation', label_font=('MSSansSerif', 10),
@@ -858,7 +858,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.pLinearAttenuation.pack(fill = X, expand = 1)
             self.bind(self.pLinearAttenuation,
                       'Set point light linear attenuation')
-           
+
             self.pQuadraticAttenuation = Slider.Slider(
                 pointPage,
                 text = 'Quadratic Attenuation', label_font=('MSSansSerif', 10),
@@ -871,8 +871,8 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
 
             lightingGroup.pack(side=TOP, fill = X, expand =1)
 
-           
-        elif self.lightNode.type == 'spot':     
+
+        elif self.lightNode.type == 'spot':
             # Spot light controls
             lightingGroup = Pmw.Group(contentFrame,tag_pyclass=None)
             spotPage = lightingGroup.interior()
@@ -893,7 +893,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.sConstantAttenuation.pack(fill = X, expand = 1)
             self.bind(self.sConstantAttenuation,
                       'Set spot light constant attenuation')
-           
+
             self.sLinearAttenuation = Slider.Slider(
                 spotPage,
                 text = 'Linear Attenuation', label_font=('MSSansSerif', 10),
@@ -903,7 +903,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.sLinearAttenuation.pack(fill = X, expand = 1)
             self.bind(self.sLinearAttenuation,
                       'Set spot light linear attenuation')
-           
+
             self.sQuadraticAttenuation = Slider.Slider(
                 spotPage,
                 text = 'Quadratic Attenuation', label_font=('MSSansSerif', 10),
@@ -913,7 +913,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.sQuadraticAttenuation.pack(fill = X, expand = 1)
             self.bind(self.sQuadraticAttenuation,
                       'Set spot light quadratic attenuation')
-           
+
             self.sExponent = Slider.Slider(
                 spotPage,
                 text = 'Exponent', label_font=('MSSansSerif', 10),
@@ -924,7 +924,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.bind(self.sExponent,
                       'Set spot light exponent')
             lightingGroup.pack(side=TOP, fill = X, expand =1)
-            
+
         return
 
     def setLightingColorVec(self,color):
@@ -950,19 +950,19 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             return
         self.lightNode.setOrientation(Vec3(orient[0],orient[1],orient[2]))
         return
-    
+
     def setConstantAttenuation(self, value):
         self.lightNode.setConstantAttenuation(value)
         return
-    
+
     def setLinearAttenuation(self, value):
         self.lightNode.setLinearAttenuation(value)
         return
-    
+
     def setQuadraticAttenuation(self, value):
         self.lightNode.setQuadraticAttenuation(value)
         return
-    
+
     def setExponent(self, value):
         self.lightNode.setExponent(value)
         return
@@ -988,12 +988,12 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
                                        command = None,
                                        initialState='disabled',
                                        side = 'top')
-        
+
         group = Pmw.Group(contentFrame,tag_text='Position',
                           tag_font=('MSSansSerif', 10))
         self.createPosEntry(group.interior())
         group.pack(side=TOP,fill = X, expand = 0, pady=3)
-        
+
         group = Pmw.Group(contentFrame,tag_text='Orientation',
                           tag_font=('MSSansSerif', 10))
         self.createHprEntry(group.interior())
@@ -1027,7 +1027,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         group.pack(side=TOP,fill = X, expand = 0, padx = 3, pady=3)
 
         gridPage = group.interior()
-        
+
         self.xyzSnap = BooleanVar()
         self.xyzSnapButton = Checkbutton(
             gridPage,
@@ -1056,7 +1056,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             value = SEditor.grid.getGridSpacing())
         self.gridSpacing['command'] = SEditor.grid.setGridSpacing
         self.gridSpacing.pack(fill = X, expand = 0, pady=3)
-        
+
         self.gridSize = Floater.Floater(
             gridPage,
             text = 'Grid Size',
@@ -1072,7 +1072,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             value = SEditor.grid.getSnapAngle())
         self.gridSnapAngle['command'] = SEditor.grid.setSnapAngle
         self.gridSnapAngle.pack(fill = X, expand = 0, pady=3)
-        
+
         return
 
     def toggleXyzSnap(self):
@@ -1108,14 +1108,14 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
                           tag_font=('MSSansSerif', 10))
         self.createPosEntry(group.interior())
         group.pack(side=TOP,fill = X, expand = 0, pady=3)
-        
+
         group = Pmw.Group(contentFrame,tag_text='Orientation',
                           tag_font=('MSSansSerif', 10))
         self.createHprEntry(group.interior())
         group.pack(side=TOP,fill = X, expand = 0, pady=3)
 
         self.createScaleEntry(contentFrame)
-        
+
         collisionGroup = Pmw.Group(contentFrame,tag_text='Collision Object Properties',
                           tag_font=('MSSansSerif', 10))
         cObjFrame = collisionGroup.interior()
@@ -1139,7 +1139,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosX['commandData'] = ['sphere-o']
             self.cPosX['command'] = self.setCollisionPosHprScale
             self.cPosX.pack(side=LEFT,expand=0,fill=X, padx=1)
-        
+
             self.cPosY = self.createcomponent('originY', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Y', relief = FLAT,
@@ -1149,7 +1149,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosY['commandData'] = ['sphere-o']
             self.cPosY['command'] = self.setCollisionPosHprScale
             self.cPosY.pack(side=LEFT, expand=0,fill=X, padx=1)
-        
+
             self.cPosZ = self.createcomponent('originZ', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Z', relief = FLAT,
@@ -1164,7 +1164,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             group.pack(side=TOP,fill = X, expand = 0, pady=3)
 
             scaleInterior = Frame(cObjFrame)
-        
+
             self.scaleS = self.createcomponent('radius', (), None,
                                                Floater.Floater, (scaleInterior,),
                                                text = 'Radius',
@@ -1178,7 +1178,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
 
             scaleInterior.pack(side=TOP,expand=0,fill=X, padx=3, pady=3)
             pass
-        
+
         elif cType == 'CollisionPolygon':
             frame = Frame(cObjFrame)
             label = Label(frame, text= "Sorry!",font=('MSSansSerif', 10),
@@ -1199,9 +1199,9 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             label = Label(frame, text= "If you really need to change, recreate one...",font=('MSSansSerif', 10),
                           borderwidth=5)
             label.pack(side=LEFT)
-            frame.pack(side=TOP, fill=X, expand=True)        
+            frame.pack(side=TOP, fill=X, expand=True)
             pass
-        
+
         elif cType == 'CollisionSegment':
             pointA = self.collisionObj.getPointA()
             pointB = self.collisionObj.getPointB()
@@ -1217,7 +1217,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosX['commandData'] = ['segment-A']
             self.cPosX['command'] = self.setCollisionPosHprScale
             self.cPosX.pack(side=LEFT,expand=0,fill=X, padx=1)
-        
+
             self.cPosY = self.createcomponent('pointA-Y', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Y', relief = FLAT,
@@ -1227,7 +1227,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosY['commandData'] = ['segment-A']
             self.cPosY['command'] = self.setCollisionPosHprScale
             self.cPosY.pack(side=LEFT, expand=0,fill=X, padx=1)
-        
+
             self.cPosZ = self.createcomponent('pointA-Z', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Z', relief = FLAT,
@@ -1251,7 +1251,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosXB['commandData'] = ['segment-B']
             self.cPosXB['command'] = self.setCollisionPosHprScale
             self.cPosXB.pack(side=LEFT,expand=0,fill=X, padx=1)
-        
+
             self.cPosYB = self.createcomponent('pointB-Y', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Y', relief = FLAT,
@@ -1261,7 +1261,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosYB['commandData'] = ['segment-B']
             self.cPosYB['command'] = self.setCollisionPosHprScale
             self.cPosYB.pack(side=LEFT, expand=0,fill=X, padx=1)
-        
+
             self.cPosZB = self.createcomponent('pointB-Z', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Z', relief = FLAT,
@@ -1289,7 +1289,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosX['commandData'] = ['ray-A']
             self.cPosX['command'] = self.setCollisionPosHprScale
             self.cPosX.pack(side=LEFT,expand=0,fill=X, padx=1)
-        
+
             self.cPosY = self.createcomponent('origin-Y', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Y', relief = FLAT,
@@ -1299,7 +1299,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosY['commandData'] = ['ray-A']
             self.cPosY['command'] = self.setCollisionPosHprScale
             self.cPosY.pack(side=LEFT, expand=0,fill=X, padx=1)
-        
+
             self.cPosZ = self.createcomponent('origin-Z', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Z', relief = FLAT,
@@ -1323,7 +1323,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosXB['commandData'] = ['ray-B']
             self.cPosXB['command'] = self.setCollisionPosHprScale
             self.cPosXB.pack(side=LEFT,expand=0,fill=X, padx=1)
-        
+
             self.cPosYB = self.createcomponent('direction-Y', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Y', relief = FLAT,
@@ -1333,7 +1333,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             self.cPosYB['commandData'] = ['ray-B']
             self.cPosYB['command'] = self.setCollisionPosHprScale
             self.cPosYB.pack(side=LEFT, expand=0,fill=X, padx=1)
-        
+
             self.cPosZB = self.createcomponent('direction-Z', (), None,
                                              Floater.Floater, (posInterior,),
                                              text = 'Z', relief = FLAT,
@@ -1346,7 +1346,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
             posInterior.pack(side=TOP, expand=0,fill=X, padx=3, pady=3)
             group.pack(side=TOP,fill = X, expand = 0, pady=3)
             pass
-            
+
         collisionGroup.pack(side=TOP,fill = X, expand = 0, pady=3)
 
         return
@@ -1422,18 +1422,18 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.hprR.set(hpr.getZ())
         self.scale.set(scale.getX())
         return
-    
+
     def trackDataFromSceneLight(self, pos=Point3(0,0,0), hpr=Vec3(0,0,0), scale=Point3(0,0,0)):
         if self.lightNode.type == 'directional':
             self.dPosition.set([pos.getX(),pos.getY(),pos.getZ()])
             self.dOrientation.set([hpr.getX(),hpr.getY(),hpr.getZ()])
             pass
-        
+
         elif self.lightNode.type == 'point':
             self.pPosition.set([pos.getX(),pos.getY(),pos.getZ()])
-            pass       
+            pass
         return
-    
+
     def trackDataFromSceneDummy(self, pos=Point3(0,0,0), hpr=Vec3(0,0,0), scale=Point3(0,0,0)):
         self.posX.set(pos.getX())
         self.posY.set(pos.getY())
@@ -1443,7 +1443,7 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.hprR.set(hpr.getZ())
         self.scale.set(scale.getX())
         return
-    
+
     def trackDataFromSceneCollision(self, pos=Point3(0,0,0), hpr=Vec3(0,0,0), scale=Point3(0,0,0)):
         self.posX.set(pos.getX())
         self.posY.set(pos.getY())
@@ -1453,4 +1453,4 @@ class propertyWindow(AppShell,Pmw.MegaWidget):
         self.hprR.set(hpr.getZ())
         self.scale.set(scale.getX())
         return
-        
+

+ 46 - 46
contrib/src/sceneeditor/quad.py

@@ -12,15 +12,15 @@ from direct.showbase.DirectObject import DirectObject
 from pandac.PandaModules import *
 import math
 #Manakel 2/12/2005: replace from pandac import by from pandac.PandaModules import
-from pandac.PandaModules import MouseWatcher 
+from pandac.PandaModules import MouseWatcher
 
 
 class ViewPort:
 #########################################################################################################################################
 # The ViewPort class has the camera and associated display region set up for actually rendering the four sub-views
 # The constructor needs the bounds, window layer, camera, color, projection type, name and scene for the view
-#########################################################################################################################################           
-    
+#########################################################################################################################################
+
     def __init__(self,X1,X2,Y1,Y2,layer,cam,background=Vec4(0.3,0.3,0.3,1),projection="perspective",type="top",scene=render):
         self.VPType=type
         self.VP_X1=X1
@@ -29,14 +29,14 @@ class ViewPort:
         self.VP_Y2=Y2
         self.VP_width=self.VP_X2 - self.VP_X1
         self.VP_height=self.VP_Y2 - self.VP_Y1
-        
+
         self.the_viewport=layer.makeDisplayRegion(self.VP_X1, self.VP_X2,self.VP_Y1, self.VP_Y2)
         self.the_viewport.setCamera(cam)
         self.the_viewport.setClearDepthActive(1)
         self.the_viewport.setClearColorActive(1)
         self.the_viewport.setClearColor(background)
-        self.cam=cam   
-     
+        self.cam=cam
+
 
         # Set up the cameras to look in the right place.
         if(type=="top"):
@@ -46,13 +46,13 @@ class ViewPort:
             self.cam.setH(-90)
             self.cam.setX(10)
         elif(type=="front"):
-            self.cam.setY(-10) 
+            self.cam.setY(-10)
         elif(type=="perspective"):
             cam.setY(-100)
             #cam.setX(10)
             #cam.setZ(-10)
             #cam.setH(45)
-            #cam.setP(-45)   
+            #cam.setP(-45)
             #print "aa"
 
 
@@ -89,9 +89,9 @@ class ViewPort:
             y=1
         self.lens.setAspectRatio(x/y)
         self.cam.node().setLens(self.lens)
-   
+
     def resize(self,x,y):
-        
+
         if(self.VPType=="left"):
             self.the_viewport.setDimensions(0,x,0,y)
             w=abs(x-self.VP_X1)
@@ -127,7 +127,7 @@ class ViewPort:
 
     def setScene(self,scene):
         self.cam.node().setScene(scene)
-    
+
     def setDR(self,mouseWatcher):
         #mouseWatcher.setDisplayRegion(self.the_viewport)
         pass
@@ -141,7 +141,7 @@ class ViewPort:
 
     def getCam(self):
         return self.cam
-        
+
 
 class QuadView(DirectObject):
 #########################################################################################################################################
@@ -157,7 +157,7 @@ class QuadView(DirectObject):
         self.AltPressed=0
         self.PanConstantX=50
         self.PanConstantY=50
-        self.ZoomConstant=1     
+        self.ZoomConstant=1
         self.FrontWidth=100
         self.FrontHeight=100
         self.TopWidth=100
@@ -186,9 +186,9 @@ class QuadView(DirectObject):
         self.PerspectiveWire=0
         self.TopWire=0
 
-        # Keep track of the currently selected window... values are 1-4 for four quadrants of a standard 
+        # Keep track of the currently selected window... values are 1-4 for four quadrants of a standard
         # Cartesian coordinate system
-        
+
         # These are the orthographic cameras
         # They will be restricted to panning and zooming i.e. no rotation
         # Top could be flipped to back, left to right and front to back
@@ -198,7 +198,7 @@ class QuadView(DirectObject):
 
         # This camera will have a trackball control since its perspective
         self.perspectiveCam = render.attachNewNode(Camera('perspectiveCam'))
-        
+
         #self.toplens=OrthographicLens()
         #self.leftLens=OrthographicLens()
         #self.frontLens=OrthographicLens()
@@ -210,7 +210,7 @@ class QuadView(DirectObject):
         #self.leftCamLens= base.cam.node().getLens()
         #self.perspectiveCamLens= base.cam.node().getLens()
 
-        # Manipulate lenses here if need be     
+        # Manipulate lenses here if need be
         #self.topCamLens.setFilmSize(250)
 
         # Set the Lenses
@@ -239,17 +239,17 @@ class QuadView(DirectObject):
         #self.FrontScene=render.copyTo(self.SceneParent)
         #self.TopScene=render.copyTo(self.SceneParent)
         #self.LeftScene=render.copyTo(self.SceneParent)
-                
+
         self.PerspectiveScene=render
         self.FrontScene=render
         self.TopScene=render
         self.LeftScene=render
-        
+
         #self.PerspectiveScene.reparentTo(self.SceneParent)
         #self.FrontScene.reparentTo(self.SceneParent)
         #self.TopScene.reparentTo(self.SceneParent)
         #self.LeftScene.reparentTo(self.SceneParent)
-        
+
         self.Perspective=ViewPort(0.5,1.0,0.0,0.5,self.newLayer,self.perspectiveCam,Vec4(0.75,0.75,0.75,1),"perspective","perspective",self.PerspectiveScene)
         self.Top=ViewPort(0.0,0.5,0.5,1.0,self.newLayer,self.topCam,Vec4(0.80,0.80,0.80,1),"ortho","top",self.TopScene)
         self.Left=ViewPort(0.0,0.5,0.0,0.5,self.newLayer,self.leftCam,Vec4(0.85,0.85,0.85,1),"ortho","left",self.LeftScene)
@@ -263,7 +263,7 @@ class QuadView(DirectObject):
         #self.lastPickPoint = None
 
         #base.useTrackball()
-        
+
         #self.dataRoot = NodePath('dataRoot')
         # Cache the node so we do not ask for it every frame
         #self.dataRootNode = self.dataRoot.node()
@@ -272,7 +272,7 @@ class QuadView(DirectObject):
         #self.mak = self.dataRoot.attachNewNode(MouseAndKeyboard(base.win, 0, 'mak'))
         #self.mak.node().setSource(base.win, 0)
         self.mouseWatcherNode = MouseWatcher('mouseWatcher')
-        
+
         self.mouseWatcher = base.mak.attachNewNode(self.mouseWatcherNode)
         #self.Perspective.setDR(self.mouseWatcherNode)
 
@@ -282,7 +282,7 @@ class QuadView(DirectObject):
         #ddr=DisplayRegionContext(self.Perspective.getCam())
         #base.setMouseOnNode(self.smiley.node()) # Let Mouse Control Perspective View for now
         #base.enableSoftwareMousePointer()
-        
+
         # Message Handlers
         self.accept("a",self.setLeft)
         self.accept("q",self.setTop)
@@ -302,7 +302,7 @@ class QuadView(DirectObject):
         self.accept("alt-mouse1-up",self.AltUp)
         self.accept("control-mouse1",self.CtlDown)
         self.accept("control-mouse1-up",self.CtlUp)
-        
+
     # Methods
 
     #def setLastPickPoint( self ):
@@ -407,7 +407,7 @@ class QuadView(DirectObject):
                 self.PerspectiveScene.clearTexture()
                 self.PerspectiveTexture=1
 
-   
+
 
     def reparenter(self):
         #self.FrontScene.reparentTo(render)
@@ -437,10 +437,10 @@ class QuadView(DirectObject):
         if(self.oldY<-1 or self.oldY>1):
             return
         taskMgr.add(self.DragAction,'DragAction')
-            
+
     def AltUpHandler(self):
-        taskMgr.remove('DragAction')    
-        
+        taskMgr.remove('DragAction')
+
     def gridtoggle(self):
         #grid=DirectGrid()
         #grid.enable()
@@ -467,11 +467,11 @@ class QuadView(DirectObject):
                 self.setPerspective()
             else:
                 self.setFront()
-        
+
     def MouseTell(self,buttonCode):
         self.MouseButton=buttonCode
         self.setAppropriateViewPort(self.mouseWatcherNode.getMouseX(),self.mouseWatcherNode.getMouseY())
-        
+
         x=base.mouseWatcherNode.getMouseX()
         y=base.mouseWatcherNode.getMouseY()
 
@@ -509,12 +509,12 @@ class QuadView(DirectObject):
         print "Sent X:%f Sent Y:%f"%(ansX,ansY)
         #SEditor.iRay.pick(render,self.xy)
         SEditor.manipulationControl.manipulationStop(self.xy)
-        #print "MouseX " + str(base.mouseWatcherNode.getMouseX()) + "MouseY " + str(base.mouseWatcherNode.getMouseY()) + "\n" 
-        #print "MouseX " + str(self.mouseWatcherNode.getMouseX()) + "MouseY " + str(self.mouseWatcherNode.getMouseY()) + "\n" 
-        
+        #print "MouseX " + str(base.mouseWatcherNode.getMouseX()) + "MouseY " + str(base.mouseWatcherNode.getMouseY()) + "\n"
+        #print "MouseX " + str(self.mouseWatcherNode.getMouseX()) + "MouseY " + str(self.mouseWatcherNode.getMouseY()) + "\n"
+
 
         base.mouseWatcherNode=self.mouseWatcherNode
-        
+
         self.oldX=self.mouseWatcherNode.getMouseX()
         if(self.oldX<-1 or self.oldX>1):
             return
@@ -533,11 +533,11 @@ class QuadView(DirectObject):
         taskMgr.remove('DragAction')
         self.Mouse_Draggin=0
         #print "Mouse Up"
-        
+
 
     def Max_Style_Mouse_View(self,buttoncode):
         pass
-        
+
     def ChangeBaseDR(self):
         dr=base.win.getDisplayRegion(0)
         if(self.CurrentQuad==1): #Front
@@ -569,7 +569,7 @@ class QuadView(DirectObject):
         self.ChangeBaseDR()
         self.Perspective.setCam()
         #self.Perspective.setDR(self.mouseWatcherNode)
-        
+
     def setFront(self):
         print "FRONT"
         self.CurrentQuad=1
@@ -577,7 +577,7 @@ class QuadView(DirectObject):
         self.Front.setCam()
         #self.Front.setDR(self.mouseWatcherNode)
 
-    
+
     def DragAction(self,task):
         #if(self.MouseDragging==1):
         self.currX= self.mouseWatcherNode.getMouseX()
@@ -598,7 +598,7 @@ class QuadView(DirectObject):
              if(self.HorizontalAxis<-1 or self.HorizontalAxis>1 or self.VerticalAxis<-1 or self.VerticalAxis>1):
                  return
              self.resizedr(self.VerticalAxis,self.HorizontalAxis)
-        
+
         #if(self.AltPressed): # View Camera Transforms -> Maya style
         elif(1):
             #print "ALTPRESSED"
@@ -618,7 +618,7 @@ class QuadView(DirectObject):
                     self.MoveCamera(0,self.diffX*self.PanConstantX,-self.diffY*self.PanConstantY,self.CurrentQuad)
                 elif(self.CurrentQuad==4):
                     pass
-            elif(self.MouseButton==3): # Do Zoom 
+            elif(self.MouseButton==3): # Do Zoom
                 if(self.CurrentQuad==1): # Y and Z values change meanings for different cameras
                     #lens = OrthographicLens()
                     #lens.setFilmSize(l,self.VP_height*200)
@@ -634,26 +634,26 @@ class QuadView(DirectObject):
                     if(self.FrontHeight<=0):
                         FrontHeight=1
                     self.frontCam.node().getLens().setFilmSize(self.FrontWidth,self.FrontHeight)
-                    self.resizedr(self.VerticalAxis,self.HorizontalAxis)        
+                    self.resizedr(self.VerticalAxis,self.HorizontalAxis)
                 elif(self.CurrentQuad==2):
                     self.TopWidth= self.TopWidth + self.diffX
                     self.TopHeight= self.TopHeight + self.diffX
                     self.TopWidth= self.TopWidth + self.diffY
                     self.TopHeight= self.TopHeight + self.diffY
                     self.topCam.node().getLens().setFilmSize(self.TopWidth,self.TopHeight)
-                    self.resizedr(self.VerticalAxis,self.HorizontalAxis)        
+                    self.resizedr(self.VerticalAxis,self.HorizontalAxis)
                 elif(self.CurrentQuad==3):
                     self.LeftWidth= self.LeftWidth + self.diffX
                     self.LeftHeight= self.LeftHeight + self.diffX
                     self.LeftWidth= self.LeftWidth + self.diffY
                     self.LeftHeight= self.LeftHeight + self.diffY
                     self.leftCam.node().getLens().setFilmSize(self.LeftWidth,self.LeftHeight)
-                    self.resizedr(self.VerticalAxis,self.HorizontalAxis)        
+                    self.resizedr(self.VerticalAxis,self.HorizontalAxis)
                 elif(self.CurrentQuad==4):
                     pass
         else:
              pass
-                
+
         self.oldX=self.currX
         self.oldY=self.currY
         return Task.cont
@@ -669,8 +669,8 @@ class QuadView(DirectObject):
             self.leftCam.setPos(self.leftCam.getX()+X_amt,self.leftCam.getY()+Y_amt,self.leftCam.getZ()+Z_amt)
         elif(quad==4):
             self.perspectiveCam.setPos(self.perspectiveCam.getX()+X_amt,self.perspectiveCam.getY()+Y_amt,self.perspectiveCam.getZ()+Z_amt)
-        
-    
+
+
 
 #View=QuadView()
 #run()

+ 64 - 64
contrib/src/sceneeditor/sceneEditor.py

@@ -87,7 +87,7 @@ class myLevelEditor(AppShell):
     controlType = 'Keyboard'
     keyboardMapDict = {}
     keyboardSpeedDict = {}
-    
+
     Scene=None
     isSelect = False
     nodeSelected = None
@@ -99,9 +99,9 @@ class myLevelEditor(AppShell):
     CurrentFileName=None #Holds the current scene file name
     CurrentDirName=None # Holds the current file name without extension which is the path where file's data gets saved
     Dirty=0 # Keeps track of whether there are any modifications that should be saved
-  
-    
-    
+
+
+
     def __init__(self, parent = None, **kw):
 
         base.setBackgroundColor(0,0,0)
@@ -149,12 +149,12 @@ class myLevelEditor(AppShell):
             text_scale = 0.05,
             text_align = TextNode.ALeft
             )
-        
+
 
         self.initialiseoptions(myLevelEditor)
 
         self.parent.resizable(False,False) ## Disable the ability to resize for this Window.
-        
+
         ######### Set the event handler ##########
         self.dataFlowEvents = [
             ## Event from Side Window
@@ -213,7 +213,7 @@ class myLevelEditor(AppShell):
             ['f11',self.loadFromBam],
             ['f12',self.saveAsBam],
             ]
-        
+
 
         #################################
         ###  Collision detection
@@ -223,7 +223,7 @@ class myLevelEditor(AppShell):
 
         for event in self.dataFlowEvents:
             self.accept(event[0], event[1], extraArgs = event[2:])
-        
+
         self.actionEvents = [
             # Scene graph explorer functions
             ['SGE_changeName', self.changeName],
@@ -247,7 +247,7 @@ class myLevelEditor(AppShell):
             ['se_deselectedAll',self.deselectFromScene],
             ]
         ''' All messages starting with "SGE_" are generated in seSceneGraphExplorer'''
-        
+
         for event in self.actionEvents:
             self.accept(event[0], event[1], extraArgs = event[2:])
 
@@ -260,7 +260,7 @@ class myLevelEditor(AppShell):
         # Initialize the application.
         # This function will be called when you call AppShell's constructor
         #################################################################
-        
+
         ### Create SceneEditor Ver. DirectSession
         self.seSession = SeSession()
         self.seSession.enable()
@@ -270,7 +270,7 @@ class myLevelEditor(AppShell):
         self.MopathPanel = None
         self.alignPanelDict = {}
         #self.quadview=QuadView()
-        
+
 
         self.lightingPanel = None
         self.controllerPanel = None
@@ -291,9 +291,9 @@ class myLevelEditor(AppShell):
         self.sideWindowCount = 1
         self.sideWindow.selectPage()
         messenger.send('SGE_Update Explorer',[render]) ## Update the Scene Graph
-        
+
         pass
-        
+
     def getPhotoImage(self,name):
         modpath = ConfigVariableSearchPath("model-path")
         path = modpath.findFile(Filename(name))
@@ -338,11 +338,11 @@ 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)
@@ -379,7 +379,7 @@ class myLevelEditor(AppShell):
         elif buttonIndex==9: # Open Particle Panel
             self.openParticlePanel()
             return
-        elif buttonIndex==10: 
+        elif buttonIndex==10:
             self.openInputPanel()
             return
         elif buttonIndex==11: # Help
@@ -412,14 +412,14 @@ class myLevelEditor(AppShell):
         elif buttonIndex==20:
             print "You haven't defined the function for this Button, Number %d."%buttonIndex
             return
-        
+
         return
 
     def createMenuBar(self):
         # Creates default menus.  Can be overridden or simply augmented
         # Using button Add below
         self.menuBar.addmenuitem('Help', 'command',
-                                 'Get information on application', 
+                                 'Get information on application',
                                  label='About...', command=self.showAbout)
         ## Creat stuff inside the "File"
         self.menuBar.addmenuitem('File', 'command', 'Creat New Scene',
@@ -447,7 +447,7 @@ class myLevelEditor(AppShell):
         self.menuBar.addmenuitem('File', 'command', 'Load Actor',
                                 label='Load Actor',
                                 command=self.loadActor)
-        
+
         self.menuBar.addmenuitem('File', 'separator')
 
         self.menuBar.addmenuitem('File', 'command', 'Import a Scene',
@@ -455,7 +455,7 @@ class myLevelEditor(AppShell):
                                 command=self.importScene)
 
         self.menuBar.addmenuitem('File', 'separator')
-        
+
         self.menuBar.addmenuitem('File', 'command', 'Quit this application',
                                 label='Exit',
                                 command=self.quit)
@@ -535,7 +535,7 @@ class myLevelEditor(AppShell):
             self.menuPanel.entryconfig('Animation Panel', state=DISABLED)
             self.menuPanel.entryconfig('Side Window', state=DISABLED)
 
-        
+
     def onDestroy(self, event):
         #################################################################
         # If you have open any thing, please rewrite here!
@@ -599,7 +599,7 @@ class myLevelEditor(AppShell):
         if self.lightingPanel != None:
             self.lightingPanel.updateList(list)
         return
-        
+
     def lightRename(self,oName, nName):
         #################################################################
         # lightRename(self,oName, nName)
@@ -613,7 +613,7 @@ class myLevelEditor(AppShell):
         if self.lightingPanel != None:
             self.lightingPanel.updateList(list,lightNode)
         return
-    
+
     def lightSelect(self,lightName):
         #################################################################
         # lightSelect(self,lightName)
@@ -627,7 +627,7 @@ class myLevelEditor(AppShell):
         if self.lightingPanel != None:
             self.lightingPanel.updateDisplay(lightNode)
         return
-    
+
     def addLight(self, type):
         #################################################################
         # addLight(self, type)
@@ -643,7 +643,7 @@ class myLevelEditor(AppShell):
             self.lightingPanel.updateList(list,lightNode)
         self.makeDirty()
         return
-    
+
     def lightingPanelClose(self):
         #################################################################
         # lightingPanelClose(self)
@@ -654,7 +654,7 @@ class myLevelEditor(AppShell):
         self.menuPanel.entryconfig('Lighting Panel', state=NORMAL)
         self.lightingPanel = None
         return
-    
+
     def openPropertyPanel(self, nodePath = None):
         #################################################################
         # openPropertyPanel(self, nodePath = None)
@@ -714,7 +714,7 @@ class myLevelEditor(AppShell):
         #################################################################
         # addDummyNode(self, nodepath = None)
         # This function will be called when user try to create a dummy node into scene
-        # 
+        #
         # Here we will call dataHolder to create a dummy node
         # and reparent it to the nodePath that user has assigned.
         #
@@ -727,7 +727,7 @@ class myLevelEditor(AppShell):
         #################################################################
         # addCollisionObj(self, nodepath = None)
         # This function will be called when user try to create a collision object into the scene
-        # 
+        #
         # Here we will call collisionWindow to ask user what kind of collision objects they want to have.
         # Then, send the information and generated collision object to dataHolder to finish the whole process
         # and reparent it to the nodePath that user has assigned.
@@ -757,7 +757,7 @@ class myLevelEditor(AppShell):
         #################################################################
         SEditor.reparent(nodepath, fWrt = 1)
         return
-    
+
     def openPlacerPanel(self, nodePath = None):
         #################################################################
         # openPlacerPanel(self, nodePath = None)
@@ -766,7 +766,7 @@ class myLevelEditor(AppShell):
         #################################################################
         if(self.placer==None):
             self.placer = Placer()
-            self.menuPanel.entryconfig('Placer Panel', state=DISABLED)          
+            self.menuPanel.entryconfig('Placer Panel', state=DISABLED)
         return
 
     def closePlacerPanel(self):
@@ -779,7 +779,7 @@ class myLevelEditor(AppShell):
         self.placer = None
         self.menuPanel.entryconfig('Placer Panel', state=NORMAL)
         return
-        
+
     def openAnimPanel(self, nodePath = None):
         #################################################################
         # openAnimPanel(self, nodePath = None)
@@ -819,7 +819,7 @@ class myLevelEditor(AppShell):
         #################################################################
         oName = nodePath.getName() # I need this line in order to check the obj name in the control panel.
         AllScene.rename(nodePath,nName)
-        
+
         # reset the list in the controller panel if it has been opened.
         if (self.controllerPanel) != None:
             list = AllScene.getAllObjNameAsList()
@@ -841,7 +841,7 @@ class myLevelEditor(AppShell):
             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 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)
@@ -856,14 +856,14 @@ class myLevelEditor(AppShell):
         # openScene(self)
         #################################################################
         # 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
-        
+
         self.closeAllSubWindows() ## Close all sub window
         if(self.CurrentFileName):
             currentF=Filename(self.CurrentFileName)
@@ -871,7 +871,7 @@ class myLevelEditor(AppShell):
             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 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)
@@ -880,7 +880,7 @@ class myLevelEditor(AppShell):
             AllScene.resetAll()
 
         self.CurrentFileName = AllScene.loadScene()
-        
+
         if(self.CurrentFileName==None):
             return
 
@@ -894,7 +894,7 @@ class myLevelEditor(AppShell):
             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()
@@ -920,7 +920,7 @@ class myLevelEditor(AppShell):
         #################################################################
 
         if(self.CurrentFileName):
-            f=FileSaver()       
+            f=FileSaver()
             f.SaveFile(AllScene,self.CurrentFileName,self.CurrentDirName,1)
             self.Dirty=0
         else:
@@ -1012,7 +1012,7 @@ class myLevelEditor(AppShell):
             title = 'Load New Actor',
             parent = self.parent)
 
-        
+
         if ActorFilename:
             self.makeDirty()
             if not AllScene.loadActor(ActorFilename, Filename.fromOsSpecific(ActorFilename)):
@@ -1028,7 +1028,7 @@ class myLevelEditor(AppShell):
     ## Take care those things under Edit nemu
     def unDo(self):
         pass
-    
+
     def reDo(self):
         pass
 
@@ -1064,7 +1064,7 @@ class myLevelEditor(AppShell):
         # This function will do nothing but call other function
         # to add a dummy into the scene.
         #
-        # Ok... this is really redundancy... 
+        # Ok... this is really redundancy...
         #
         #################################################################
         self.addDummyNode(self.nodeSelected)
@@ -1076,7 +1076,7 @@ class myLevelEditor(AppShell):
         # This function will do nothing but call other function
         # to open the duplication window.
         #
-        # Ok... this is really redundancy... 
+        # Ok... this is really redundancy...
         #
         #################################################################
         if self.nodeSelected!=None:
@@ -1089,7 +1089,7 @@ class myLevelEditor(AppShell):
         # This function will do nothing but call other function
         # to remove the current selected node..
         #
-        # Ok... this is really redundancy... 
+        # Ok... this is really redundancy...
         #
         ################################################################
         self.remove(self.nodeSelected)
@@ -1101,11 +1101,11 @@ class myLevelEditor(AppShell):
         # This function will do nothing but call other function
         # to open the property window of current selected node..
         #
-        # Ok... this is really redundancy... 
+        # Ok... this is really redundancy...
         #
         ################################################################
         self.openPropertyPanel(self.nodeSelected)
-        pass 
+        pass
 
     def showCameraSetting(self):
         ################################################################
@@ -1113,7 +1113,7 @@ class myLevelEditor(AppShell):
         # This function will do nothing but call other function
         # to open the property window of camera..
         #
-        # Ok... this is really redundancy... 
+        # Ok... this is really redundancy...
         #
         ################################################################
         self.openPropertyPanel(camera)
@@ -1145,20 +1145,20 @@ class myLevelEditor(AppShell):
             self.sideWindowCount = 1
             self.menuPanel.entryconfig('Side Window', state=DISABLED)
         return
-    
+
     def openAnimationPanel(self):
         ################################################################
         # openAnimationPanel(self)
         # This function will do nothing but call other function
         # to open the animation window for selected node(if it is an Actor)..
         #
-        # Ok... this is really redundancy... 
+        # Ok... this is really redundancy...
         #
         ################################################################
         if AllScene.isActor(self.nodeSelected):
             self.openAnimPanel(self.nodeSelected)
         pass
-    
+
     def openMopathPanel(self):
         ################################################################
         # openMopathPanel(self)
@@ -1178,7 +1178,7 @@ class myLevelEditor(AppShell):
         self.ParticleEnable = visable
         AllScene.toggleParticleVisable(visable)
         return
-    
+
     def openLightingPanel(self):
         ################################################################
         # openLightingPanel(self)
@@ -1189,7 +1189,7 @@ class myLevelEditor(AppShell):
             self.lightingPanel = lightingPanel(AllScene.getLightList())
             self.menuPanel.entryconfig('Lighting Panel', state=DISABLED)
         return
-    
+
     def addParticleEffect(self,effect_name,effect,node):
         AllScene.particleDict[effect_name]=effect
         AllScene.particleNodes[effect_name]=node
@@ -1215,7 +1215,7 @@ class myLevelEditor(AppShell):
     def closeParticlePanel(self):
         self.particlePanel = None
         return
-    
+
     def openInputPanel(self):
         if self.controllerPanel==None:
             list = AllScene.getAllObjNameAsList()
@@ -1237,10 +1237,10 @@ class myLevelEditor(AppShell):
         # set it back into controller panel
         ################################################################
         node = AllScene.getObjFromSceneByName(name)
-        
+
         if (self.controllerPanel) != None and (node!=None):
             self.controllerPanel.setNodePathIn(node)
-            
+
         return
 
     def setControlSet(self, controlType, dataList):
@@ -1260,7 +1260,7 @@ class myLevelEditor(AppShell):
             # Also this will make sure we won't catch wrong keyboard message
             self.stopControl(controlType)
             self.enableControl = True
-        
+
         self.setControlSet(controlType, dataList)
         self.lastContorlTimer = globalClock.getFrameTime()
         if controlType == 'Keyboard':
@@ -1327,7 +1327,7 @@ class myLevelEditor(AppShell):
         self.controlTarget.setScale(newScale.getX(),newScale.getY(),newScale.getZ())
         self.transNodeKeyboard.setPosHpr(0,0,0,0,0,0)
         return Task.cont
-    
+
     ## Misc
     ##### This one get the event from SGE (Scene Graph Explorer) and Picking
     def selectNode(self, nodePath=None, callBack = True):
@@ -1428,7 +1428,7 @@ class myLevelEditor(AppShell):
         # This function will do nothing but call other function
         # to delete selected node...
         #
-        # Ok... this is really redundancy... 
+        # Ok... this is really redundancy...
         #
         ################################################################
         self.deSelectNode(self.nodeSelected)
@@ -1444,7 +1444,7 @@ class myLevelEditor(AppShell):
         self.makeDirty()
         AllScene.toggleLight()
         return
-    
+
     def sideWindowClose(self,worldColor,lightEnable,ParticleEnable, basedriveEnable,collision,
                         backface, texture, wireframe, grid, widgetVis, enableAutoCamera):
         ################################################################
@@ -1478,7 +1478,7 @@ class myLevelEditor(AppShell):
         # This function will do nothing but call other function
         # to duplicate selected node...
         #
-        # Ok... this is really redundancy... 
+        # Ok... this is really redundancy...
         #
         ################################################################
         AllScene.duplicateObj(nodePath, pos, hpr, scale, num)
@@ -1685,11 +1685,11 @@ class myLevelEditor(AppShell):
             t.doneColor = doneColor
             # This really does all the work
             t.uponDeath = self.flashDone
-            
+
     def flashDummy(self, state):
         # Real work is done in upon death function
         return Task.done
-        
+
     def flashDone(self,state):
         # Return node Path to original state
         if state.nodePath.isEmpty():
@@ -1701,7 +1701,7 @@ class myLevelEditor(AppShell):
             state.nodePath.clearColor()
 
 
-    
+
 
 editor = myLevelEditor(parent = base.tkRoot)
 

+ 14 - 14
contrib/src/sceneeditor/seAnimPanel.py

@@ -31,7 +31,7 @@ class AnimPanel(AppShell):
     dragMode = False
     rateList= ['1/24.0', '0.1', '0.5', '1.0', '2.0', '5.0' , '10.0']
 
-    
+
     def __init__(self, aNode =  None, parent = None, **kw):
         INITOPT = Pmw.INITOPT
         self.id = 'AnimPanel '+ aNode.getName()
@@ -63,7 +63,7 @@ class AnimPanel(AppShell):
         menuBar = self.menuBar
 
         menuBar.addmenu('Anim', 'Anim Panel Operations')
-        
+
         # Reset all actor controls
         menuBar.addmenuitem('File', 'command',
                             'Load Animation',
@@ -102,7 +102,7 @@ class AnimPanel(AppShell):
             scrolledlist_items = self['animList'])
         self.AnimEntry.place(x=240,y=10,anchor=NW)
 
-        
+
         self.playRateEntry = self.createcomponent(
             'playRateMenu', (), None,
             Pmw.ComboBox, (actorFrame,),
@@ -133,7 +133,7 @@ class AnimPanel(AppShell):
             command = self.updateDisplay,
             variable = self.unitsVar)
         self.displayButton.place(x=120,y=77,anchor=NW)
-        
+
         ## scale control
         frameFrame = Frame(actorFrame, relief = SUNKEN, bd = 1)
         self.minLabel = self.createcomponent(
@@ -158,7 +158,7 @@ class AnimPanel(AppShell):
             text = 24)
         self.maxLabel.pack(side = LEFT)
         frameFrame.pack(side = LEFT, expand = 1, fill = X)
-        
+
         ## button contorl
         ButtomFrame = Frame(actorFrame, relief = SUNKEN, bd = 1,borderwidth=5)
         self.toStartButton = self.createcomponent(
@@ -168,7 +168,7 @@ class AnimPanel(AppShell):
             width = 8,
             command = self.resetAllToZero)
         self.toStartButton.pack(side = LEFT, expand = 1, fill = X)
-        
+
         self.playButton = self.createcomponent(
             'playButton', (), None,
             Button, (ButtomFrame,),
@@ -214,14 +214,14 @@ class AnimPanel(AppShell):
         #################################################################
         # updateList(self)
         # This function will update the list of animations that the Actor
-        # currently has into the combo box widget. 
+        # currently has into the combo box widget.
         #################################################################
         self.ignore('DataH_loadFinish'+self.nodeName)
         del self.loaderWindow
         self['animList'] = self['actor'].getAnimNames()
         animL = self['actor'].getAnimNames()
         self.AnimEntry.setlist(animL)
-            
+
 
     def removeAnim(self):
         #################################################################
@@ -308,7 +308,7 @@ class AnimPanel(AppShell):
                 self.stopButton.config(state=DISABLED)
                 return Task.done
         else:
-            self.gotoT(self.currTime)    
+            self.gotoT(self.currTime)
         return Task.cont
 
     def stop(self):
@@ -329,7 +329,7 @@ class AnimPanel(AppShell):
         # the current animation. Most important thing this function do is
         # to recalculate all variables to fit the selected animation
         #################################################################
-        self.animName = self.AnimEntry.get()        
+        self.animName = self.AnimEntry.get()
         playRate = '%0.1f' % self['actor'].getPlayRate(self.animName)
         if playRate not in self.rateList:
             def strCmp(a, b):
@@ -376,7 +376,7 @@ class AnimPanel(AppShell):
         else:
             self.minLabel['text'] = '0.0'
             self.maxLabel['text'] = "%.2f" % self.duration
-            self.frameControl.configure(from_ = 0.0, 
+            self.frameControl.configure(from_ = 0.0,
                                         to = self.duration,
                                         resolution = 0.01)
 
@@ -429,7 +429,7 @@ class AnimPanel(AppShell):
         #################################################################
         self.dragMode = True
         return
-    
+
     def resetAllToZero(self):
         #################################################################
         # resetAllToZero(self)
@@ -536,8 +536,8 @@ class LoadAnimPanel(AppShell):
 
         mainFrame.pack(expand = 1, fill = BOTH)
 
-        
-        
+
+
     def onDestroy(self, event):
         messenger.send('AWL_close',[self.nodeName])
         '''

+ 16 - 16
contrib/src/sceneeditor/seBlendAnimPanel.py

@@ -36,7 +36,7 @@ class BlendAnimPanel(AppShell):
     enableBlend = False
     currentBlendName = None
 
-    
+
     def __init__(self, aNode =  None, blendDict={}, parent = None, **kw):
         INITOPT = Pmw.INITOPT
         self.id = 'BlendAnimPanel '+ aNode.getName()
@@ -95,7 +95,7 @@ class BlendAnimPanel(AppShell):
         self.blendAnimEntry.pack(side=LEFT)
 
         Label(actorFrame, text= "   ", font=('MSSansSerif', 10)).pack(side=LEFT)
-        
+
         button = Button(actorFrame, text="Save", font=('MSSansSerif', 10),width = 12,
                         command = self.saveButtonPushed).pack(side=LEFT)
         button = Button(actorFrame, text="Remove", font=('MSSansSerif', 10),width = 12,
@@ -130,7 +130,7 @@ class BlendAnimPanel(AppShell):
             scrolledlist_items = self['animList'])
         self.AnimEntryB.pack(side=LEFT)
         actorFrame.pack(side = TOP, expand = False, fill = X)
-        
+
         ### Blend Enable checkbox
         actorFrame = Frame(interior, relief = SUNKEN, bd = 1)
         Label(actorFrame, text= "Enable Blending:", font=('MSSansSerif', 10)).pack(side=LEFT,)
@@ -182,7 +182,7 @@ class BlendAnimPanel(AppShell):
         self.playRateEntry.pack(side=LEFT)
         self.playRateEntry.selectitem('1.0')
 
-        ### Loop checkbox        
+        ### Loop checkbox
         Label(actorFrame, text= "   ", font=('MSSansSerif', 10)).pack(side=LEFT,)
         Label(actorFrame, text= "Loop:", font=('MSSansSerif', 10)).pack(side=LEFT,)
 
@@ -193,14 +193,14 @@ class BlendAnimPanel(AppShell):
             Checkbutton, (actorFrame,),
             variable = self.loopVar)
         self.loopButton.pack(side=LEFT)
-        
+
         actorFrame.pack(side = TOP, expand = True, fill = X)
 
-        
-        
+
+
         ### Display Frames/Seconds
         actorFrame = Frame(interior)
-        
+
         Label(actorFrame, text= "Frame/Second:", font=('MSSansSerif', 10)).pack(side=LEFT)
 
         self.unitsVar = IntVar()
@@ -213,7 +213,7 @@ class BlendAnimPanel(AppShell):
         self.displayButton.pack(side=LEFT)
 
         actorFrame.pack(side = TOP, expand = True, fill = X)
-        
+
         ## scale control
         actorFrame = Frame(interior)
         frameFrame = Frame(actorFrame, relief = SUNKEN, bd = 1)
@@ -240,7 +240,7 @@ class BlendAnimPanel(AppShell):
         self.maxLabel.pack(side = LEFT)
         frameFrame.pack(side = LEFT, expand = 1, fill = X)
         actorFrame.pack(side = TOP, expand = True, fill = X)
-        
+
         ## button contorl
         actorFrame = Frame(interior)
         ButtomFrame = Frame(actorFrame, relief = SUNKEN, bd = 1,borderwidth=5)
@@ -251,7 +251,7 @@ class BlendAnimPanel(AppShell):
             width = 8,
             command = self.resetAllToZero)
         self.toStartButton.pack(side = LEFT, expand = 1, fill = X)
-        
+
         self.playButton = self.createcomponent(
             'playButton', (), None,
             Button, (ButtomFrame,),
@@ -287,7 +287,7 @@ class BlendAnimPanel(AppShell):
         animL = self['actor'].getAnimNames()
         self.AnimEntryA.setlist(animL)
         self.AnimEntryB.setlist(animL)
-            
+
     def play(self):
         #################################################################
         # play(self)
@@ -330,7 +330,7 @@ class BlendAnimPanel(AppShell):
                 self.stopButton.config(state=DISABLED)
                 return Task.done
         else:
-            self.gotoT(self.currTime)    
+            self.gotoT(self.currTime)
         return Task.cont
 
     def stop(self):
@@ -405,7 +405,7 @@ class BlendAnimPanel(AppShell):
         else:
             self.minLabel['text'] = '0.0'
             self.maxLabel['text'] = "%.2f" % self.duration
-            self.frameControl.configure(from_ = 0.0, 
+            self.frameControl.configure(from_ = 0.0,
                                         to = self.duration,
                                         resolution = 0.01)
 
@@ -454,7 +454,7 @@ class BlendAnimPanel(AppShell):
         #################################################################
         self.dragMode = True
         return
-    
+
     def resetAllToZero(self):
         #################################################################
         # resetAllToZero(self)
@@ -559,7 +559,7 @@ class BlendAnimPanel(AppShell):
                 self.blendAnimEntry.clear()
                 self.currentBlendName = None
         return
-    
+
     def saveButtonPushed(self):
         #################################################################
         # saveButtonPushed(self)

+ 13 - 13
contrib/src/sceneeditor/seCameraControl.py

@@ -290,7 +290,7 @@ class DirectCameraControl(DirectObject):
     def lockCOA(self):
         self.fLockCOA = 1
         SEditor.message('COA Lock On')
-            
+
     def unlockCOA(self):
         self.fLockCOA = 0
         SEditor.message('COA Lock Off')
@@ -456,7 +456,7 @@ class DirectCameraControl(DirectObject):
 
     def centerCam(self):
         self.centerCamIn(1.0)
-        
+
     def centerCamNow(self):
         self.centerCamIn(0.)
 
@@ -493,7 +493,7 @@ class DirectCameraControl(DirectObject):
                                   blendType = 'easeInOut',
                                   task = 'manipulateCamera')
         t.uponDeath = self.updateCoaMarkerSizeOnDeath
-        
+
     def spawnMoveToView(self, view):
         # Kill any existing tasks
         taskMgr.remove('manipulateCamera')
@@ -527,7 +527,7 @@ class DirectCameraControl(DirectObject):
         self.camManipRef.setPosHpr(self.coaMarker, ZERO_VEC,
                                    hprOffset)
         # Scale center vec by current distance to target
-        offsetDistance = Vec3(SEditor.camera.getPos(self.camManipRef) - 
+        offsetDistance = Vec3(SEditor.camera.getPos(self.camManipRef) -
                               ZERO_POINT).length()
         scaledCenterVec = Y_AXIS * (-1.0 * offsetDistance)
         # Now put the camManipRef at that point
@@ -543,15 +543,15 @@ class DirectCameraControl(DirectObject):
                                      blendType = 'easeInOut',
                                      task = 'manipulateCamera')
         t.uponDeath = self.updateCoaMarkerSizeOnDeath
-        
-        
+
+
     def swingCamAboutWidget(self, degrees, t):
         # Remove existing camera manipulation task
         taskMgr.remove('manipulateCamera')
 
         # Record undo point
         SEditor.pushUndo([SEditor.camera])
-        
+
         # Coincident with widget
         self.camManipRef.setPos(self.coaMarker, ZERO_POINT)
         # But aligned with render space
@@ -584,16 +584,16 @@ class DirectCameraControl(DirectObject):
         # At what distance does the object fill 30% of the screen?
         # Assuming radius of 1 on widget
         camY = SEditor.dr.near * (2.0 * maxScale)/(0.3 * maxDim)
-    
+
         # What is the vector through the center of the screen?
         centerVec = Y_AXIS * camY
-    
+
         # Where is the node relative to the viewpoint
         vWidget2Camera = SEditor.widget.getPos(SEditor.camera)
-    
+
         # How far do you move the camera to be this distance from the node?
         deltaMove = vWidget2Camera - centerVec
-    
+
         # Move a target there
         self.camManipRef.setPos(SEditor.camera, deltaMove)
 
@@ -605,7 +605,7 @@ class DirectCameraControl(DirectObject):
                                         task = 'manipulateCamera')
         # Upon death, reparent Cam to parent
         fitTask.parent = parent
-        fitTask.uponDeath = self.reparentCam                                
+        fitTask.uponDeath = self.reparentCam
 
     def moveToFit(self):
         # How bit is the active widget?
@@ -629,7 +629,7 @@ class DirectCameraControl(DirectObject):
         # Spawn a task to move the widget
         t = SEditor.widget.lerpPos(Point3(centerVec),
                                   CAM_MOVE_DURATION,
-                                  other = SEditor.camera, 
+                                  other = SEditor.camera,
                                   blendType = 'easeInOut',
                                   task = 'moveToFitTask')
         t.uponDeath = lambda state: taskMgr.remove('stickToWidget')

+ 86 - 86
contrib/src/sceneeditor/seFileSaver.py

@@ -1,7 +1,7 @@
-####################################################################################################################################################    
-# File Saving 
+####################################################################################################################################################
+# File Saving
 # This code saves the scene out as python code... the scene is stored in the various dictionaries in "dataHolder.py" ...the class "AllScene"
-# 
+#
 ####################################################################################################################################################
 from pandac.PandaModules import *
 
@@ -21,12 +21,12 @@ import seForceGroup
 
 class FileSaver:
 
-    ####################################################################################################################################################    
+    ####################################################################################################################################################
     # This class saves out the scene built with the scene editor as python code
     # There are dictionaries saved out to save the state of the scene for reloading it with the editor
     # Currently saving is supported for Models, Animations, Lights, Dummy Nodes
     # Attributes like parenting are also saved out
-    # This class is actually instantiated in sceneEditor.py in the saveScene() method 
+    # This class is actually instantiated in sceneEditor.py in the saveScene() method
     ####################################################################################################################################################
 
     def __init(self):
@@ -34,11 +34,11 @@ class FileSaver:
 
     def SaveFile(self,AllScene,filename,dirname,reSaveFlag=0):
 
-      ################################################################################################################################################  
+      ################################################################################################################################################
         # This function takes the "dataHolder" instance "AllScene" which has dictionaries containing scene information
         # The filename is where the scene will be written to
         ################################################################################################################################################
-        
+
         i1="    " # indentation
         i2=i1+i1  # double indentation
         out_file = open(filename,"w")
@@ -57,7 +57,7 @@ class FileSaver:
         out_file.write("# theScene=SavedScene() #instantiate the class\n")
         out_file.write("# IMPORTANT: All the documentation below refers to \"theScene\" as the instance of SavedScene()\n")
         out_file.write("##########################################################################################################\n\n")
-        
+
         out_file.write("##########################################################################################################\n")
         out_file.write("# Import Panda Modules\n")
         out_file.write("##########################################################################################################\n")
@@ -146,7 +146,7 @@ class FileSaver:
         for model in AllScene.ModelDic:
             out_file.write("\n")
             modelS=str(model)
-            
+
             if(1): # This is kept for now... perhaps later some sort of check might have to be enforced based on loadMode
                 #Loading Code
                 out_file.write(i2+"# Loading model's egg file\n")
@@ -165,33 +165,33 @@ class FileSaver:
                 for index in range(textures.getNumTextures()):
                     texture=textures.getTexture(index)
                     texfilename=texture.getFilename()
-                    fnamelist.append(texfilename.getFullpath())   
+                    fnamelist.append(texfilename.getFullpath())
                     oldFilename=Filename(Filename(AllScene.ModelRefDic[model].getDirname()),texfilename)
                     if(not oldFilename.isRegularFile()):
                         if(texfilename.resolveFilename(getTexturePath(),"")):
                             oldFilename=texfilename
                     oldtexpath=oldFilename.toOsSpecific()
-                
+
                     newtexpath=dirname + "/" + texfilename.getBasename()
                     newtexpathF=Filename(newtexpath)
                     newtexpathSpecific=newtexpathF.toOsSpecific()
-                    
+
                     print "TEXTURE SAVER:: copying" + oldtexpath + " to " + newtexpathSpecific
                     if(oldtexpath != newtexpathSpecific):
                         shutil.copyfile(oldtexpath,newtexpathSpecific)
 
-                    
-                
-                    
 
-                
+
+
+
+
                 # Copy the file over to the relative directory
                 oldModelpath=AllScene.ModelRefDic[model].toOsSpecific()
-                print "FILESAVER:: copying from " + AllScene.ModelRefDic[model].toOsSpecific() + "to" + newpathSpecific 
+                print "FILESAVER:: copying from " + AllScene.ModelRefDic[model].toOsSpecific() + "to" + newpathSpecific
                 if(oldModelpath!=newpathSpecific):
                     shutil.copyfile(oldModelpath,newpathSpecific)
 
-                
+
                 e=EggData()
                 e.read(AllScene.ModelRefDic[model])
                 etc=EggTextureCollection()
@@ -203,10 +203,10 @@ class FileSaver:
                     fn.setDirname("")
                     tex.setFilename(fn)
                     e.writeEgg(Filename.fromOsSpecific(newpathSpecific))
-                
 
 
-                out_file.write(i2+"if(self.loadmode==1):\n")    
+
+                out_file.write(i2+"if(self.loadmode==1):\n")
                 out_file.write(i2+i1+ "self."+ modelS + "=loader.loadModel(\'" + self.savepath + "/" +  AllScene.ModelRefDic[model].getBasename() + "')\n")#Relative Path
                 out_file.write(i2+"else:\n")
                 out_file.write(i2+i1+ "self."+ modelS + "=loader.loadModel(self.executionpath + \'/" +  AllScene.ModelRefDic[model].getBasename() + "')\n")#Relative Path with execution point specified by the invoking-level-editor
@@ -221,7 +221,7 @@ class FileSaver:
                     out_file.write(i2+"# Alpha\n")
                     out_file.write(i2+ "self."+ modelS + ".setTransparency(1)\n")
                     clr=AllScene.ModelDic[model].getColor()
-                    out_file.write(i2+ "self."+ modelS + ".setColor(%.4f,%.4f,%.4f,%.4f)\n"%(clr.getX(),clr.getY(),clr.getZ(),clr.getW()))                  
+                    out_file.write(i2+ "self."+ modelS + ".setColor(%.4f,%.4f,%.4f,%.4f)\n"%(clr.getX(),clr.getY(),clr.getZ(),clr.getW()))
 
                 out_file.write("\n")
                 out_file.write(i2+ "# Reparent To Render for now and later we update all the parentings\n")
@@ -234,7 +234,7 @@ class FileSaver:
                 out_file.write(i2+ "self.ModelDic[\'" + modelS + "\']=self." + AllScene.ModelDic[model].getName()+"\n")
                 #out_file.write(i2+ "self.ModelRefDic[\'" + modelS + "\']=Filename(\'"+ AllScene.ModelRefDic[model].getFullpath() +"\')\n")# The old Absolute Path way
                 out_file.write(i2+ "self.ModelRefDic[\'" + modelS + "\']=\'"+ AllScene.ModelRefDic[model].getBasename() +"\'\n")# Relative paths
-                out_file.write(i2+ "self.ModelDic[\'"+ modelS + "\'].setName(\'"+ modelS +"\')\n")              
+                out_file.write(i2+ "self.ModelDic[\'"+ modelS + "\'].setName(\'"+ modelS +"\')\n")
                 out_file.write("\n")
 
         ####################################################################################################################################################
@@ -248,7 +248,7 @@ class FileSaver:
         for dummy in AllScene.dummyDict:
             out_file.write("\n")
             dummyS=str(dummy)
-            
+
             if(1): # This is kept for now... perhaps later some sort of check might have to be enforced based on loadMode
                 out_file.write(i2+ "self."+ dummyS + "=loader.loadModel(\"models/misc/sphere\")\n")
                 #Transformation Code
@@ -259,13 +259,13 @@ class FileSaver:
                 out_file.write(i2+ "self.dummyDict[\'" + dummyS + "\']=self." + AllScene.dummyDict[dummy].getName()+"\n")
                 out_file.write(i2+ "self.dummyDict[\'"+ dummyS + "\'].setName(\'"+ dummyS +"\')\n")
                 out_file.write("\n")
-                out_file.write(i2+ "# Save Metadata...can be retrieved by doing theScene.dummyDict[\"Dummy_Name\"].getTag(\"Metadata\")\n")             
+                out_file.write(i2+ "# Save Metadata...can be retrieved by doing theScene.dummyDict[\"Dummy_Name\"].getTag(\"Metadata\")\n")
                 out_file.write(i2+ "self."+ dummyS + ".setTag(\"Metadata\",\"" + AllScene.dummyDict[dummy].getTag("Metadata") + "\")\n")
                 out_file.write("\n")
 
         ####################################################################################################################################################
         # Saving Actors and their animations
-        ####################################################################################################################################################                    
+        ####################################################################################################################################################
         out_file.write(i2+"##########################################################################################################\n")
         out_file.write(i2+"# Code for all the Actors and animations\n")
         out_file.write(i2+"# To access the Actors\n")
@@ -275,7 +275,7 @@ class FileSaver:
         for actor in AllScene.ActorDic:
             out_file.write("\n")
             actorS=str(actor)
-            
+
             if(1): # This is kept for now... perhaps later some sort of check might have to be enforced based on loadMode
                 #out_file.write(i2+ "self."+ actorS + "=Actor.Actor(\'"+ AllScene.ActorRefDic[actor].getFullpath() + "\')\n")# The old way with absolute paths
 
@@ -293,7 +293,7 @@ class FileSaver:
                 for index in range(textures.getNumTextures()):
                     texture=textures.getTexture(index)
                     texfilename=texture.getFilename()
-                    actorfnamelist.append(texfilename.getFullpath()) 
+                    actorfnamelist.append(texfilename.getFullpath())
 
                     oldFilename=Filename(Filename(AllScene.ActorRefDic[actor].getDirname()),texfilename)
                     if(not oldFilename.isRegularFile()):
@@ -312,10 +312,10 @@ class FileSaver:
 
                 # Copy the file over to the relative directory
                 oldActorpath=AllScene.ActorRefDic[actor].toOsSpecific()
-                print "FILESAVER:: copying from " + AllScene.ActorRefDic[actor].toOsSpecific() + "to" + newpathSpecific 
+                print "FILESAVER:: copying from " + AllScene.ActorRefDic[actor].toOsSpecific() + "to" + newpathSpecific
                 if(oldActorpath!=newpathSpecific):
                     shutil.copyfile(oldActorpath,newpathSpecific)
-                
+
 
                 e=EggData()
                 e.read(AllScene.ActorRefDic[actor])
@@ -328,10 +328,10 @@ class FileSaver:
                     fn.setDirname("")
                     tex.setFilename(fn)
                     e.writeEgg(Filename.fromOsSpecific(newpathSpecific))
-                
 
 
-                out_file.write(i2+"if(self.loadmode==1):\n")    
+
+                out_file.write(i2+"if(self.loadmode==1):\n")
                 out_file.write(i2+i1+ "self."+ actorS + "=Actor.Actor(\'" + self.savepath + "/" +  AllScene.ActorRefDic[actor].getBasename() + "')\n")#Relative Path
                 out_file.write(i2+"else:\n")
                 out_file.write(i2+i1+ "self."+ actorS + "=Actor.Actor(self.executionpath + \'/" +  AllScene.ActorRefDic[actor].getBasename() + "')\n")#Relative Path with execution point specified by the invoking-level-editor
@@ -347,7 +347,7 @@ class FileSaver:
                     out_file.write(i2+ "self."+ actorS + ".setColor(%.4f,%.4f,%.4f,%.4f)\n"%(clr.getX(),clr.getY(),clr.getZ(),clr.getW()))
 
                 out_file.write(i2+ "self."+ actorS + ".reparentTo(render)\n")
-                
+
                 out_file.write("\n")
                 out_file.write(i2+ "# Save Metadata...can be retrieved by doing theScene.ActorDic[\"Actor_Name\"].getTag(\"Metadata\")\n")
                 out_file.write(i2+ "self."+ actorS + ".setTag(\"Metadata\",\"" + AllScene.ActorDic[actor].getTag("Metadata") + "\")\n")
@@ -362,7 +362,7 @@ class FileSaver:
                         #out_file.write(i2+ "self."+ actorS + ".loadAnims(" + str(ActorAnimations) +")\n") # Old way with absolute paths
                         #Manakel 2/12/2004: solve the not empty but not defined animation case
                         if not animation is None:
-                            print "ACTOR ANIMATIONS:" + ActorAnimations[animation]   
+                            print "ACTOR ANIMATIONS:" + ActorAnimations[animation]
                             oldAnimPath=Filename(ActorAnimations[animation])
                             oldAnim=oldAnimPath.toOsSpecific()
                             dirOS=Filename(dirname)
@@ -380,24 +380,24 @@ class FileSaver:
                 out_file.write(i2+"else:\n")
                 theloadAnimString=str(ActorAnimationsInvoke)# We hack the "self.executionpath" part into the dictionary as a variable using string replace
                 print "LOAD ANIM STRING BEFORE" + theloadAnimString
-                theloadAnimString=theloadAnimString.replace('\'self.executionpath +','self.executionpath + \'')         
+                theloadAnimString=theloadAnimString.replace('\'self.executionpath +','self.executionpath + \'')
                 print "LOAD ANIM STRING AFTER" + theloadAnimString
                 out_file.write(i2+ i1+"self."+ actorS + ".loadAnims(" + theloadAnimString +")\n") # Now with new relative paths based on editor invocation
 
                 out_file.write(i2+ "self.ActorDic[\'" + actorS + "\']=self." + AllScene.ActorDic[actor].getName()+"\n")
                 #out_file.write(i2+ "self.ActorRefDic[\'" + actorS + "\']=Filename(\'"+AllScene.ActorRefDic[actor].getFullpath() +"\')\n") # Old way with absolute paths
                 out_file.write(i2+ "self.ActorRefDic[\'" + actorS + "\']=\'"+ AllScene.ActorRefDic[actor].getBasename() +"\'\n")# Relative paths
-                out_file.write(i2+ "self.ActorDic[\'"+ actorS + "\'].setName(\'"+ actorS +"\')\n")              
+                out_file.write(i2+ "self.ActorDic[\'"+ actorS + "\'].setName(\'"+ actorS +"\')\n")
                 if(AllScene.blendAnimDict.has_key(actor)): # Check if a dictionary of blended animations exists
                     out_file.write(i2+ "self.blendAnimDict[\"" + actorS +"\"]=" + str(AllScene.blendAnimDict[actor]) + "\n")
-                
-                
+
+
                 out_file.write("\n")
-        
+
         ####################################################################################################################################################
         # Collsion Node Saving
         ####################################################################################################################################################
-        
+
         out_file.write(i2+"##########################################################################################################\n")
         out_file.write(i2+"# Code for setting up Collision Nodes\n")
         out_file.write(i2+"# To use collision detection:\n")
@@ -410,7 +410,7 @@ class FileSaver:
             nodetype=solid.getType().getName()
 
             if(nodetype=="CollisionSphere"): #Save Collison Sphere
-                out_file.write(i2+"collSolid=CollisionSphere(%.3f,%.3f,%.3f,%.3f)\n"%(solid.getCenter().getX(),solid.getCenter().getY(),solid.getCenter().getZ(),solid.getRadius()))            
+                out_file.write(i2+"collSolid=CollisionSphere(%.3f,%.3f,%.3f,%.3f)\n"%(solid.getCenter().getX(),solid.getCenter().getY(),solid.getCenter().getZ(),solid.getRadius()))
                 pass
             elif(nodetype=="CollisionPolygon"): #Save Collison Polygon
 
@@ -430,13 +430,13 @@ class FileSaver:
                 out_file.write(i2+"pointB =  Point3(" + bx + "," + by + "," + bz + ")\n")
                 out_file.write(i2+"pointC =  Point3(" + cx + "," + cy + "," + cz + ")\n")
                 out_file.write(i2+"collSolid=CollisionPolygon(pointA, pointB, pointC)\n")
-                
+
                 pass
 
             elif(nodetype=="CollisionSegment"): #Save Collison Segment
                 A=AllScene.collisionDict[collnode].node().getSolid(0).getPointA()
                 B=AllScene.collisionDict[collnode].node().getSolid(0).getPointB()
-                
+
                 out_file.write(i2+"pointA =  Point3(%.3f,%.3f,%.3f)\n"%(A.getX(),A.getY(),A.getZ()))
                 out_file.write(i2+"pointB =  Point3(%.3f,%.3f,%.3f)\n"%(B.getX(),B.getY(),B.getZ()))
                 out_file.write(i2+"collSolid=CollisionSegment()\n")
@@ -455,7 +455,7 @@ class FileSaver:
                 out_file.write(i2+"collSolid=CollisionRay()\n")
                 out_file.write(i2+"collSolid.setOrigin(point)\n")
                 out_file.write(i2+"collSolid.setDirection(vector)\n")
-            
+
                 pass
             else:
                  print "Invalid Collision Node: " + nodetype
@@ -466,7 +466,7 @@ class FileSaver:
             out_file.write(i2+"self." + collnodeS + "_Node" + ".addSolid(collSolid)\n")
             out_file.write(i2+"base.cTrav.addCollider(self." + collnodeS + "_Node,self.CollisionHandler)\n")
             out_file.write("\n")
-           
+
 
 
 
@@ -488,8 +488,8 @@ class FileSaver:
                      out_file.write (i2+ "alight = AmbientLight(\'"+ light.getName() +"\')\n")
                      out_file.write (i2+ "alight.setColor(VBase4("+ str(light.getLightColor().getX())+ "," + str(light.getLightColor().getY())+ "," + str(light.getLightColor().getZ()) + "," + str(light.getLightColor().getW()) + "))\n")
                      out_file.write (i2+ "self.lightAttrib=self.lightAttrib.addLight(alight)\n")
-                     out_file.write (i2+ "self."+light.getName()+"= render.attachNewNode(alight.upcastToPandaNode())\n") 
-                     out_file.write (i2+ "self."+light.getName()+".setTag(\"Metadata\",\"" + light.getTag("Metadata") + "\")\n")        
+                     out_file.write (i2+ "self."+light.getName()+"= render.attachNewNode(alight.upcastToPandaNode())\n")
+                     out_file.write (i2+ "self."+light.getName()+".setTag(\"Metadata\",\"" + light.getTag("Metadata") + "\")\n")
                      out_file.write (i2+ "self.LightDict[\'" + light.getName() + "\']=alight\n")
                      out_file.write (i2+ "self.LightTypes[\'" + light.getName() + "\']=\'" + type + "\'\n")
                      out_file.write (i2+ "self.LightNodes[\'" + light.getName() + "\']=self." + light.getName() + "\n")
@@ -503,10 +503,10 @@ class FileSaver:
                      #out_file.write (i2+ "alight.setPoint(Point3(" + str(light.getX()) + "," + str(light.getY()) + "," + str(light.getZ()) + "))\n")
                      out_file.write (i2+ "alight.setSpecularColor(Vec4(" + str(light.getSpecColor().getX()) + "," + str(light.getSpecColor().getY()) + "," + str(light.getSpecColor().getZ()) + "," + str(light.getSpecColor().getW()) + "))\n")
                      out_file.write (i2+ "self.lightAttrib=self.lightAttrib.addLight(alight)\n")
-                     out_file.write (i2+ "self."+light.getName()+ "= render.attachNewNode(alight.upcastToPandaNode())\n") 
+                     out_file.write (i2+ "self."+light.getName()+ "= render.attachNewNode(alight.upcastToPandaNode())\n")
                      out_file.write (i2+ "self."+light.getName()+ ".setPos(Point3(" + str(light.getX()) + "," + str(light.getY()) + "," + str(light.getZ()) + "))\n")
                      out_file.write (i2+ "self."+light.getName()+ ".setHpr(Vec3("+ str(light.getH())+ "," + str(light.getP())+ "," + str(light.getR()) + "))\n")
-                     out_file.write (i2+ "self."+light.getName()+ ".setTag(\"Metadata\",\"" + light.getTag("Metadata") + "\")\n")       
+                     out_file.write (i2+ "self."+light.getName()+ ".setTag(\"Metadata\",\"" + light.getTag("Metadata") + "\")\n")
                      #out_file.write (i2+ "alight.setPos
                      out_file.write (i2+ "self.LightDict[\'" + light.getName() + "\']=alight\n")
                      out_file.write (i2+ "self.LightTypes[\'" + light.getName() + "\']=\'" + type + "\'\n")
@@ -521,8 +521,8 @@ class FileSaver:
                      out_file.write (i2+ "alight.setSpecularColor(Vec4(" + str(light.getSpecColor().getX()) + "," + str(light.getSpecColor().getY()) + "," + str(light.getSpecColor().getZ()) + "," + str(light.getSpecColor().getW()) + "))\n")
                      out_file.write (i2+ "alight.setAttenuation(Vec3("+ str(light.getAttenuation().getX()) + "," + str(light.getAttenuation().getY()) + "," + str(light.getAttenuation().getZ()) + "))\n")
                      out_file.write (i2+ "self.lightAttrib=self.lightAttrib.addLight(alight)\n")
-                     out_file.write (i2+ "self."+light.getName()+ "= render.attachNewNode(alight.upcastToPandaNode())\n") 
-                     out_file.write (i2+ "self."+light.getName()+ ".setTag(\"Metadata\",\"" + light.getTag("Metadata") + "\")\n")       
+                     out_file.write (i2+ "self."+light.getName()+ "= render.attachNewNode(alight.upcastToPandaNode())\n")
+                     out_file.write (i2+ "self."+light.getName()+ ".setTag(\"Metadata\",\"" + light.getTag("Metadata") + "\")\n")
                      out_file.write (i2+ "self."+light.getName()+ ".setPos(Point3(" + str(light.getX()) + "," + str(light.getY()) + "," + str(light.getZ()) + "))\n")
                      out_file.write (i2+ "self.LightDict[\'" + light.getName() + "\']=alight\n")
                      out_file.write (i2+ "self.LightTypes[\'" + light.getName() + "\']=\'" + type + "\'\n")
@@ -539,8 +539,8 @@ class FileSaver:
                      out_file.write (i2+ "alight.setAttenuation(Vec3("+ str(light.getAttenuation().getX()) + "," + str(light.getAttenuation().getY()) + "," + str(light.getAttenuation().getZ()) + "))\n")
                      out_file.write (i2+ "alight.setExponent(" +str(light.getExponent()) +")\n")
                      out_file.write (i2+ "self.lightAttrib=self.lightAttrib.addLight(alight)\n")
-                     out_file.write (i2+ "self."+light.getName()+ "= render.attachNewNode(alight.upcastToLensNode())\n") 
-                     out_file.write (i2+ "self."+light.getName()+ ".setTag(\"Metadata\",\"" + light.getTag("Metadata") + "\")\n")       
+                     out_file.write (i2+ "self."+light.getName()+ "= render.attachNewNode(alight.upcastToLensNode())\n")
+                     out_file.write (i2+ "self."+light.getName()+ ".setTag(\"Metadata\",\"" + light.getTag("Metadata") + "\")\n")
                      out_file.write (i2+ "self."+light.getName()+ ".setPos(Point3(" + str(light.getX()) + "," + str(light.getY()) + "," + str(light.getZ()) + "))\n")
                      out_file.write (i2+ "self."+light.getName()+ ".setHpr(Vec3("+ str(light.getH())+ "," + str(light.getP())+ "," + str(light.getR()) + "))\n")
                      out_file.write (i2+ "self.LightDict[\'" + light.getName() + "\']=alight\n")
@@ -552,7 +552,7 @@ class FileSaver:
                      out_file.write (i2+ "return None")
                  out_file.write("\n")
 
-        
+
 
         ####################################################################################################################################################
         # Enable Lighting
@@ -571,32 +571,32 @@ class FileSaver:
         out_file.write(i2+"# Load Particle Effects. The parameters to this function are to allow us to use our modified versions of the Particle Effects modules when loading this file with the level editor\n")
         out_file.write(i2+"self.starteffects(self.loadmode,self.seParticleEffect,self.seParticles)\n")
         out_file.write("\n")
-                
+
         ####################################################################################################################################################
         # Save Camera Settings
         ####################################################################################################################################################
 
         out_file.write("\n")
         out_file.write(i2+ "# Save Camera Settings\n")
-        out_file.write(i2+ "camera.setX(" + str(camera.getX()) + ")\n")         
-        out_file.write(i2+ "camera.setY(" + str(camera.getY()) + ")\n")         
-        out_file.write(i2+ "camera.setZ(" + str(camera.getZ()) + ")\n")         
-        out_file.write(i2+ "camera.setH(" + str(camera.getH()) + ")\n")         
-        out_file.write(i2+ "camera.setP(" + str(camera.getP()) + ")\n")         
-        out_file.write(i2+ "camera.setR(" + str(camera.getR()) + ")\n") 
-        out_file.write(i2+ "camera.getChild(0).node().getLens().setNear(" + str(camera.getChild(0).node().getLens().getNear()) + ")\n") 
-        out_file.write(i2+ "camera.getChild(0).node().getLens().setFar(" + str(camera.getChild(0).node().getLens().getFar()) + ")\n") 
-        out_file.write(i2+ "camera.getChild(0).node().getLens().setFov(VBase2(%.5f,%.5f))\n"% (camera.getChild(0).node().getLens().getHfov(),camera.getChild(0).node().getLens().getVfov())) 
+        out_file.write(i2+ "camera.setX(" + str(camera.getX()) + ")\n")
+        out_file.write(i2+ "camera.setY(" + str(camera.getY()) + ")\n")
+        out_file.write(i2+ "camera.setZ(" + str(camera.getZ()) + ")\n")
+        out_file.write(i2+ "camera.setH(" + str(camera.getH()) + ")\n")
+        out_file.write(i2+ "camera.setP(" + str(camera.getP()) + ")\n")
+        out_file.write(i2+ "camera.setR(" + str(camera.getR()) + ")\n")
+        out_file.write(i2+ "camera.getChild(0).node().getLens().setNear(" + str(camera.getChild(0).node().getLens().getNear()) + ")\n")
+        out_file.write(i2+ "camera.getChild(0).node().getLens().setFar(" + str(camera.getChild(0).node().getLens().getFar()) + ")\n")
+        out_file.write(i2+ "camera.getChild(0).node().getLens().setFov(VBase2(%.5f,%.5f))\n"% (camera.getChild(0).node().getLens().getHfov(),camera.getChild(0).node().getLens().getVfov()))
         FilmSize=camera.getChild(0).node().getLens().getFilmSize()
-        out_file.write(i2+ "camera.getChild(0).node().getLens().setFilmSize(%.3f,%.3f)\n"%(FilmSize.getX(),FilmSize.getY())) 
-        out_file.write(i2+ "camera.getChild(0).node().getLens().setFocalLength(" + str(camera.getChild(0).node().getLens().getFocalLength()) + ")\n") 
-        out_file.write(i2+ "camera.setTag(\"Metadata\",\"" + camera.getTag("Metadata") + "\")\n")       
+        out_file.write(i2+ "camera.getChild(0).node().getLens().setFilmSize(%.3f,%.3f)\n"%(FilmSize.getX(),FilmSize.getY()))
+        out_file.write(i2+ "camera.getChild(0).node().getLens().setFocalLength(" + str(camera.getChild(0).node().getLens().getFocalLength()) + ")\n")
+        out_file.write(i2+ "camera.setTag(\"Metadata\",\"" + camera.getTag("Metadata") + "\")\n")
         out_file.write(i2+ "camera.reparentTo(render)\n")
         out_file.write(i2+ "base.disableMouse()\n")
         self.bgColor=base.getBackgroundColor()
         out_file.write(i2+ "base.setBackgroundColor(%.3f,%.3f,%.3f)\n"%(self.bgColor.getX(),self.bgColor.getY(),self.bgColor.getZ()))
         out_file.write("\n")
-        
+
 
         ####################################################################################################################################################
         # Mopath Saving
@@ -626,17 +626,17 @@ class FileSaver:
 
                 out_file.write(i2+"mp=MopathInterval(m,self." + str(node) + ")\n")
                 out_file.write(i2+"self.curveIntervals.append(mp)\n")
-                
+
                 out_file.write(i2+"if(self.loadmode==1):\n")
                 out_file.write(i2+i1+"self.curveRefColl.append(\"" + self.savepath +"/"+ filestring +"\")\n")
                 out_file.write(i2+"else:\n")
                 out_file.write(i2+i1+"self.curveRefColl.append(self.executionpath + \"/"+ filestring +"\")\n")
 
                 curvenumber=curvenumber+1
-            out_file.write(i2+"self.curveIntervalsDict[\"" + str(node) + "\"]=self.curveIntervals\n")        
+            out_file.write(i2+"self.curveIntervalsDict[\"" + str(node) + "\"]=self.curveIntervals\n")
             out_file.write(i2+"self.curveDict[\"" + str(node) + "\"]=self.curveRefColl\n")
 
-    
+
         ####################################################################################################################################################
         # Lets do all the reparenting here so as to make sure everything that needed to load was loaded
         ####################################################################################################################################################
@@ -665,7 +665,7 @@ class FileSaver:
             parent=AllScene.dummyDict[dummy].getParent().getName()
             if(parent=="render" or parent=="camera"):
                 out_file.write(i2+ "self."+ dummyS + ".reparentTo(" + parent + ")\n")
-            else:  
+            else:
                 if(AllScene.particleDict.has_key(parent)):
                     out_file.write(i2+ "self."+ dummyS + ".reparentTo(self." + parent + ".getEffect())\n")
                 else:
@@ -675,7 +675,7 @@ class FileSaver:
             out_file.write(i2+"\n")
 
         for actor in AllScene.ActorDic:
-            actorS=str(actor)   
+            actorS=str(actor)
             parent=AllScene.ActorDic[actor].getParent().getName()
             if(parent=="render" or parent=="camera"):
                 out_file.write(i2+ "self."+ actorS + ".reparentTo(" + parent + ")\n")
@@ -687,7 +687,7 @@ class FileSaver:
 
             out_file.write(i2+ "self.ActorDic[\'" + actorS + "\']=self." + AllScene.ActorDic[actor].getName()+"\n")
             out_file.write(i2+"\n")
-        
+
 
         for collnode in AllScene.collisionDict:
             collnodeS=str(collnode)
@@ -741,7 +741,7 @@ class FileSaver:
         for effect in AllScene.particleDict:
             parent=AllScene.particleNodes[effect].getParent().getName()
             if(parent=="render" or parent=="camera"):
-                out_file.write(i2+"self.particleDict[\""+ str(effect) +"\"].reparentTo("  + parent + ")\n")             
+                out_file.write(i2+"self.particleDict[\""+ str(effect) +"\"].reparentTo("  + parent + ")\n")
             else:
                 out_file.write(i2+"self.particleDict[\""+ str(effect) +"\"].reparentTo(self."  + parent + ")\n")
             out_file.write(i2+"\n")
@@ -809,11 +809,11 @@ class FileSaver:
         out_file.write(i2+"blendList=blendDicts[blendName]\n")
         out_file.write(i2+"actor.stop(blendList[0])\n")
         out_file.write(i2+"actor.stop(blendList[1])\n")
-        out_file.write("\n")    
+        out_file.write("\n")
 
         out_file.write(i1+"def changeBlending(self,actor,blendName,blending):\n")
         out_file.write(i2+"blendDicts=self.blendAnimDict[actor.getName()]\n")
-        out_file.write(i2+"blendList=blendDicts[blendName]\n")  
+        out_file.write(i2+"blendList=blendDicts[blendName]\n")
         out_file.write(i2+"blendList[2]=blending\n")
         out_file.write(i2+"self.blendAnimDict[actor.getName()]={blendName:[blendList[0],blendList[1],blending]}\n")
         out_file.write("\n")
@@ -823,21 +823,21 @@ class FileSaver:
         ####################################################################################################################################################
         # Hide and Show Methods
         ####################################################################################################################################################
-     
+
         out_file.write("\n")
         out_file.write(i2+"##########################################################################################################\n")
         out_file.write(i2+"# Hide and Show Methods\n")
         out_file.write(i2+"# These will help you hide/show dummies, collision solids, effect nodes etc.\n")
         out_file.write(i2+"##########################################################################################################\n\n")
-  
-     
+
+
         out_file.write("\n")
         out_file.write(i1+"def hideDummies(self):\n")
         out_file.write("\n")
         out_file.write(i2+"for dummy in self.dummyDict:\n")
         out_file.write(i2+i1+"self.dummyDict[dummy].reparentTo(hidden)\n")
-        
-       
+
+
         out_file.write("\n")
         out_file.write(i1+"def hideCollSolids(self):\n")
         out_file.write("\n")
@@ -857,8 +857,8 @@ class FileSaver:
         out_file.write("\n")
         out_file.write(i2+"for dummy in self.dummyDict:\n")
         out_file.write(i2+i1+"self.dummyDict[dummy].reparentTo(hidden)\n")
-        
-       
+
+
         out_file.write("\n")
         out_file.write(i1+"def showCollSolids(self):\n")
         out_file.write("\n")
@@ -885,7 +885,7 @@ class FileSaver:
         out_file.write(i2+"##########################################################################################################\n\n")
 
         for effect in AllScene.particleDict:
-        
+
             out_file.write("\n\n")
             out_file.write("class " + str(effect) + ":\n")
             out_file.write(i1+"def __init__(self,mode=1,seParticleEffect=None,seParticles=None):\n")
@@ -911,5 +911,5 @@ class FileSaver:
         #out_file.write("run()\n")
 
         out_file.close()
-                
-                
+
+

+ 2 - 2
contrib/src/sceneeditor/seForceGroup.py

@@ -15,7 +15,7 @@ class ForceGroup(DirectObject):
         """__init__(self)"""
 
         if (name == None):
-            self.name = 'ForceGroup-%d' % ForceGroup.id 
+            self.name = 'ForceGroup-%d' % ForceGroup.id
             ForceGroup.id += 1
         else:
             self.name = name
@@ -74,7 +74,7 @@ class ForceGroup(DirectObject):
     def getNodePath(self):
         return self.nodePath
 
-    # Utility functions 
+    # Utility functions
     def __getitem__(self, index):
         numForces = self.node.getNumForces()
         if ((index < 0) or (index >= numForces)):

+ 4 - 4
contrib/src/sceneeditor/seGeometry.py

@@ -79,7 +79,7 @@ class LineNodePath(NodePath):
 
     def getVertexColor( self ):
         return self.lineSegs.getVertexColor()
-    
+
     def drawArrow(self, sv, ev, arrowAngle, arrowLength):
         """
         Do the work of moving the cursor around to draw an arrow from
@@ -206,12 +206,12 @@ def qSlerp(startQuat, endQuat, t):
     destQuat = Quat.identQuat()
     # Calc dot product
     cosOmega = (startQ.getI() * endQuat.getI() +
-                startQ.getJ() * endQuat.getJ() + 
+                startQ.getJ() * endQuat.getJ() +
                 startQ.getK() * endQuat.getK() +
                 startQ.getR() * endQuat.getR())
     # If the above dot product is negative, it would be better to
     # go between the negative of the initial and the final, so that
-    # we take the shorter path.  
+    # we take the shorter path.
     if ( cosOmega < 0.0 ):
         cosOmega *= -1
         startQ.setI(-1 * startQ.getI())
@@ -227,7 +227,7 @@ def qSlerp(startQuat, endQuat, t):
             startScale = math.sin((1.0 - t) * omega)/sinOmega
             endScale = math.sin(t * omega)/sinOmega
         else:
-            # ends very close 
+            # ends very close
             startScale = 1.0 - t
             endScale = t
         destQuat.setI(startScale * startQ.getI() +

+ 4 - 4
contrib/src/sceneeditor/seGrid.py

@@ -90,7 +90,7 @@ class DirectGrid(NodePath,DirectObject):
         # Now redraw lines
         numLines = int(math.ceil(self.gridSize/self.gridSpacing))
         scaledSize = numLines * self.gridSpacing
- 
+
         center = self.centerLines
         minor = self.minorLines
         major = self.majorLines
@@ -116,7 +116,7 @@ class DirectGrid(NodePath,DirectObject):
         minor.create()
         major.create()
         self.gridBack.setScale(scaledSize)
-        
+
     def setXyzSnap(self, fSnap):
         self.fXyzSnap = fSnap
 
@@ -138,7 +138,7 @@ class DirectGrid(NodePath,DirectObject):
                 ROUND_TO(self.snapPos[0], self.gridSpacing),
                 ROUND_TO(self.snapPos[1], self.gridSpacing),
                 ROUND_TO(self.snapPos[2], self.gridSpacing))
-            
+
         # Move snap marker to this point
         self.snapMarker.setPos(self.snapPos)
 
@@ -157,7 +157,7 @@ class DirectGrid(NodePath,DirectObject):
     def setGridSpacing(self, spacing):
         self.gridSpacing = spacing
         self.updateGrid()
-        
+
     def getGridSpacing(self):
         return self.gridSpacing
 

+ 19 - 19
contrib/src/sceneeditor/seLights.py

@@ -62,7 +62,7 @@ class seLight(NodePath):
         self.exponent = exponent
         self.lence = lence
         self.active = True
-           
+
         if isinstance(light, Spotlight):
             node = light.upcastToLensNode()
         else:
@@ -75,10 +75,10 @@ class seLight(NodePath):
             self.LightNode.setHpr(self.orientation)
             self.LightNode.setPos(self.position)
         else:
-            self.LightNode.setHpr(self.orientation)     
+            self.LightNode.setHpr(self.orientation)
             self.LightNode.setPos(self.position)
-            
-        
+
+
         self.assign(self.LightNode)
         if(self.type=='spot'):
             self.helpModel = loader.loadModel( "models/misc/Spotlight" )
@@ -99,7 +99,7 @@ class seLight(NodePath):
         # getLight(self)
         # This function will return the light object it contains.
         #################################################################
-        
+
         return self.light
 
     def getLightColor(self):
@@ -108,14 +108,14 @@ class seLight(NodePath):
         # This function will return the color of the light color of this light node.
         #################################################################
         return self.lightcolor
-    
+
     def getName(self):
         #################################################################
         # getName(self)
         # This function will return the name of this light.
         #################################################################
         return self.light.getName()
-    
+
     def rename(self,name):
         #################################################################
         # rename(self, name)
@@ -203,7 +203,7 @@ class seLight(NodePath):
         #################################################################
         self.orientation = self.LightNode.getHpr()
         return self.orientation
-        
+
     def setOrientation(self,orient):
         #################################################################
         # setOrientation(self, orient)
@@ -241,7 +241,7 @@ class seLight(NodePath):
         self.light.setAttenuation(Vec3(value, self.linear, self.quadratic))
         self.constant = value
         return
-    
+
     def setLinearAttenuation(self, value):
         #################################################################
         # setLinearAttenuation(self, value)
@@ -252,7 +252,7 @@ class seLight(NodePath):
         self.light.setAttenuation(Vec3(self.constant, value, self.quadratic))
         self.linear = value
         return
-    
+
     def setQuadraticAttenuation(self, value):
         #################################################################
         # setQuadraticAttenuation(self, value)
@@ -270,7 +270,7 @@ 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):
         #################################################################
@@ -282,7 +282,7 @@ class seLight(NodePath):
         self.light.setExponent(value)
         self.exponent = value
         return
-        
+
 class seLightManager(NodePath):
     #################################################################
     # seLightManager(NodePath)
@@ -307,7 +307,7 @@ class seLightManager(NodePath):
         self.helpModel = loader.loadModel( "models/misc/sphere" )
         self.helpModel.reparentTo(self)
         self.helpModel.hide()
-   
+
 
 
 
@@ -342,7 +342,7 @@ class seLightManager(NodePath):
         ### create the light
 
         lence = None
-        
+
         if type == 'ambient':
             self.ambientCount += 1
             if(name=='DEFAULT_NAME'):
@@ -368,7 +368,7 @@ class seLightManager(NodePath):
                 light = PointLight('point_' + `self.pointCount`)
             else:
                 light = PointLight(name)
-            
+
             light.setColor(lightcolor)
             light.setSpecularColor(specularColor)
             light.setAttenuation(Vec3(constant, linear, quadratic))
@@ -406,7 +406,7 @@ class seLightManager(NodePath):
         self.lightDict[light.getName()] = lightNode
         self.setOn(lightNode)
 
-        
+
         return self.lightDict.keys(),lightNode
 
     def addLight(self, light):
@@ -507,7 +507,7 @@ class seLightManager(NodePath):
         #################################################################
         for name in self.lightDict:
             self.delete(name, removeEntry = False)
-        
+
         self.lightDict.clear()
 
     def isLight(self,name):
@@ -531,7 +531,7 @@ class seLightManager(NodePath):
             return self.lightDict.keys(),lightNode
         else:
             print '----Light Mnager: No such Light!'
-            
+
     def getLightNodeList(self):
         #################################################################
         # getLightNodeList(self)
@@ -612,7 +612,7 @@ class seLightManager(NodePath):
         if render.node().hasAttrib(LightAttrib.getClassType()):
             render.node().setAttrib(self.lightAttrib)
 
-            
+
     def setOff(self, lightNode):
         #################################################################
         # setOff(self, lightNode)

+ 10 - 10
contrib/src/sceneeditor/seManipulation.py

@@ -200,7 +200,7 @@ class DirectManipulationControl(DirectObject):
             # Send event to signal start of manipulation
             messenger.send('DIRECT_manipulateObjectStart')
             # Manipulate the real object with the constraint
-            # The constraint is passed as the name of the node 
+            # The constraint is passed as the name of the node
             self.spawnManipulateObjectTask()
 
     def spawnManipulateObjectTask(self):
@@ -314,7 +314,7 @@ class DirectManipulationControl(DirectObject):
             self.fWidgetTop = self.widgetCheck('top?')
             self.rotationCenter = getScreenXY(SEditor.widget)
             self.lastCrankAngle = getCrankAngle(self.rotationCenter)
-            
+
         # Rotate widget based on how far cursor has swung around origin
         newAngle = getCrankAngle(self.rotationCenter)
         deltaAngle = self.lastCrankAngle - newAngle
@@ -528,7 +528,7 @@ class ObjectHandles(NodePath,DirectObject):
         self.xDiscGroup = self.xHandles.find('**/x-disc-group')
         self.xDisc = self.xHandles.find('**/x-disc-visible')
         self.xDiscCollision = self.xHandles.find('**/x-disc')
-        
+
         self.yHandles = self.find('**/Y')
         self.yPostGroup = self.yHandles.find('**/y-post-group')
         self.yPostCollision = self.yHandles.find('**/y-post')
@@ -537,7 +537,7 @@ class ObjectHandles(NodePath,DirectObject):
         self.yDiscGroup = self.yHandles.find('**/y-disc-group')
         self.yDisc = self.yHandles.find('**/y-disc-visible')
         self.yDiscCollision = self.yHandles.find('**/y-disc')
-        
+
         self.zHandles = self.find('**/Z')
         self.zPostGroup = self.zHandles.find('**/z-post-group')
         self.zPostCollision = self.zHandles.find('**/z-post')
@@ -782,7 +782,7 @@ class ObjectHandles(NodePath,DirectObject):
         lines.moveTo(0,0,0)
         lines.drawTo(-1.5,0,0)
         lines.create()
-        
+
         # X ring
         self.xRing = self.xRingGroup.attachNewNode('x-ring-visible')
         lines = LineNodePath(self.xRing)
@@ -794,7 +794,7 @@ class ObjectHandles(NodePath,DirectObject):
                           math.cos(deg2Rad(ang)),
                           math.sin(deg2Rad(ang)))
         lines.create()
-        
+
         # Y post
         self.yPost = self.yPostGroup.attachNewNode('y-post-visible')
         lines = LineNodePath(self.yPost)
@@ -809,7 +809,7 @@ class ObjectHandles(NodePath,DirectObject):
         lines.moveTo(0,0,0)
         lines.drawTo(0,-1.5,0)
         lines.create()
-        
+
         # Y ring
         self.yRing = self.yRingGroup.attachNewNode('y-ring-visible')
         lines = LineNodePath(self.yRing)
@@ -836,7 +836,7 @@ class ObjectHandles(NodePath,DirectObject):
         lines.moveTo(0,0,0)
         lines.drawTo(0,0,-1.5)
         lines.create()
-        
+
         # Z ring
         self.zRing = self.zRingGroup.attachNewNode('z-ring-visible')
         lines = LineNodePath(self.zRing)
@@ -929,12 +929,12 @@ class ObjectHandles(NodePath,DirectObject):
 
         # Calc the xfrom from camera to the nodePath
         mCam2NodePath = SEditor.camera.getMat(nodePath)
-    
+
         # And determine where the viewpoint is relative to widget
         lineOrigin = VBase3(0)
         decomposeMatrix(mCam2NodePath, VBase3(0), VBase3(0), lineOrigin,
                         CSDefault)
-        
+
         # Next we find the vector from viewpoint to the widget through
         # the mouse's position on near plane.
         # This defines the intersection ray

+ 37 - 37
contrib/src/sceneeditor/seMopathRecorder.py

@@ -59,7 +59,7 @@ class MopathRecorder(AppShell, DirectObject):
 
         # Call superclass initialization function
         AppShell.__init__(self)
-        
+
         self.initialiseoptions(MopathRecorder)
 
         self.selectNodePathNamed('camera')
@@ -306,9 +306,9 @@ class MopathRecorder(AppShell, DirectObject):
 
 
         frame.pack(fill = Tkinter.X, expand = 1)
-        
+
         mainFrame.pack(expand = 1, fill = Tkinter.X, pady = 3)
-        
+
         # Playback controls
         playbackFrame = Frame(interior, relief = Tkinter.SUNKEN,
                               borderwidth = 2)
@@ -370,7 +370,7 @@ class MopathRecorder(AppShell, DirectObject):
             string.atof(s.speedVar.get())))
         self.speedEntry.pack(side = Tkinter.LEFT, expand = 0)
         frame.pack(fill = Tkinter.X, expand = 1)
-        
+
         playbackFrame.pack(fill = Tkinter.X, pady = 2)
 
         # Create notebook pages
@@ -387,7 +387,7 @@ class MopathRecorder(AppShell, DirectObject):
         label = Label(self.resamplePage, text = 'RESAMPLE CURVE',
                       font=('MSSansSerif', 12, 'bold'))
         label.pack(fill = Tkinter.X)
-        
+
         # Resample
         resampleFrame = Frame(
             self.resamplePage, relief = Tkinter.SUNKEN, borderwidth = 2)
@@ -411,7 +411,7 @@ class MopathRecorder(AppShell, DirectObject):
             self.faceForward, side = Tkinter.LEFT, fill = Tkinter.X, expand = 1)
         frame.pack(fill = Tkinter.X, expand = 0)
         resampleFrame.pack(fill = Tkinter.X, expand = 0, pady = 2)
-        
+
         # Desample
         desampleFrame = Frame(
             self.resamplePage, relief = Tkinter.SUNKEN, borderwidth = 2)
@@ -555,7 +555,7 @@ class MopathRecorder(AppShell, DirectObject):
             sfFrame, 'Style', 'Num Segs',
             'Set number of segments used to approximate each parametric unit',
             min = 1.0, max = 400, resolution = 1.0,
-            value = 40, 
+            value = 40,
             command = self.setNumSegs, side = Tkinter.TOP)
         widget.component('hull')['relief'] = Tkinter.RIDGE
         widget = self.createSlider(
@@ -644,8 +644,8 @@ class MopathRecorder(AppShell, DirectObject):
         # Pack record frame
         optionsFrame.pack(fill = Tkinter.X, pady = 2)
 
-        self.mainNotebook.setnaturalsize()        
-        
+        self.mainNotebook.setnaturalsize()
+
     def pushUndo(self, fResetRedo = 1):
         SEditor.pushUndo([self.nodePath])
 
@@ -663,7 +663,7 @@ class MopathRecorder(AppShell, DirectObject):
 
     def pushRedo(self):
         SEditor.pushRedo([self.nodePath])
-        
+
     def redoHook(self):
         # Reflect new changes
         pass
@@ -675,7 +675,7 @@ class MopathRecorder(AppShell, DirectObject):
     def redoListEmptyHook(self):
         # Make sure button is deactivated
         self.redoButton.configure(state = 'disabled')
-        
+
     def selectedNodePathHook(self, nodePath):
         """
         Hook called upon selection of a node path used to select playback
@@ -770,11 +770,11 @@ class MopathRecorder(AppShell, DirectObject):
                 self.manipulandumId = self.playbackMarker.id()
             elif SEditor.selected.last.id() == self.tangentMarker.id():
                 self.manipulandumId = self.tangentMarker.id()
-              
+
     def manipulateObjectCleanupHook(self):
         # Clear flag
         self.manipulandumId = None
-            
+
     def onDestroy(self, event):
         # Remove hooks
         for event, method in self.actionEvents:
@@ -853,7 +853,7 @@ class MopathRecorder(AppShell, DirectObject):
             self.curveNodePath.show()
         else:
             self.curveNodePath.hide()
-        
+
     def setKnotVis(self):
         self.nurbsCurveDrawer.setShowKnots(
             self.getVariable('Style', 'Knots').get())
@@ -861,11 +861,11 @@ class MopathRecorder(AppShell, DirectObject):
     def setCvVis(self):
         self.nurbsCurveDrawer.setShowCvs(
             self.getVariable('Style', 'CVs').get())
-        
+
     def setHullVis(self):
         self.nurbsCurveDrawer.setShowHull(
             self.getVariable('Style', 'Hull').get())
-        
+
     def setTraceVis(self):
         if self.getVariable('Style', 'Trace').get():
             self.trace.show()
@@ -881,10 +881,10 @@ class MopathRecorder(AppShell, DirectObject):
     def setNumSegs(self, value):
         self.numSegs = int(value)
         self.nurbsCurveDrawer.setNumSegs(self.numSegs)
-        
+
     def setNumTicks(self, value):
         self.nurbsCurveDrawer.setNumTicks(float(value))
-        
+
     def setTickScale(self, value):
         self.nurbsCurveDrawer.setTickScale(float(value))
 
@@ -933,7 +933,7 @@ class MopathRecorder(AppShell, DirectObject):
         self.curveCollection = None
         self.curveFitter.reset()
         self.nurbsCurveDrawer.hide()
-        
+
     def setSamplingMode(self, mode):
         self.samplingMode = mode
 
@@ -950,7 +950,7 @@ class MopathRecorder(AppShell, DirectObject):
 
     def setRefineMode(self):
         self.setRecordingType('Refine')
-        
+
     def setExtendMode(self):
         self.setRecordingType('Extend')
 
@@ -1015,7 +1015,7 @@ class MopathRecorder(AppShell, DirectObject):
                     self.recordTask, self.name + '-recordTask')
                 t.startTime = globalClock.getFrameTime()
         else:
-            self.markingNode.removeNode() # Hide the marker in the end of recording 
+            self.markingNode.removeNode() # Hide the marker in the end of recording
             if self.samplingMode == 'Continuous':
                 # Kill old task
                 taskMgr.remove(self.name + '-recordTask')
@@ -1043,7 +1043,7 @@ class MopathRecorder(AppShell, DirectObject):
                 self.setNewCurveMode()
             # Compute curve
             self.computeCurves()
-            
+
     def recordTask(self, state):
         # Record raw data point
         time = self.recordStart + (
@@ -1324,7 +1324,7 @@ class MopathRecorder(AppShell, DirectObject):
     def setPlaybackSF(self, value):
         self.playbackSF = pow(10.0, float(value))
         self.speedVar.set('%0.2f' % self.playbackSF)
-        
+
     def playbackTask(self, state):
         time = globalClock.getFrameTime()
         dTime = self.playbackSF * (time - state.lastTime)
@@ -1383,7 +1383,7 @@ class MopathRecorder(AppShell, DirectObject):
 
     def setDesampleFrequency(self, frequency):
         self.desampleFrequency = frequency
-        
+
     def desampleCurve(self):
         if (self.curveFitter.getNumSamples() == 0):
             print 'MopathRecorder.desampleCurve: Must define curve first'
@@ -1397,7 +1397,7 @@ class MopathRecorder(AppShell, DirectObject):
 
     def setNumSamples(self, numSamples):
         self.numSamples = int(numSamples)
-        
+
     def sampleCurve(self, fCompute = 1, curveName = None):
         if self.curveCollection == None:
             print 'MopathRecorder.sampleCurve: Must define curve first'
@@ -1429,7 +1429,7 @@ class MopathRecorder(AppShell, DirectObject):
     def setPathDuration(self, event):
         newMaxT = float(self.getWidget('Resample', 'Path Duration').get())
         self.setPathDurationTo(newMaxT)
-        
+
     def setPathDurationTo(self, newMaxT):
         # Compute scale factor
         sf = newMaxT/self.maxT
@@ -1725,7 +1725,7 @@ class MopathRecorder(AppShell, DirectObject):
     ## WIDGET UTILITY FUNCTIONS ##
     def addWidget(self, widget, category, text):
         self.widgetDict[category + '-' + text] = widget
-        
+
     def getWidget(self, category, text):
         return self.widgetDict[category + '-' + text]
 
@@ -1763,7 +1763,7 @@ class MopathRecorder(AppShell, DirectObject):
         self.bind(widget, balloonHelp)
         self.widgetDict[category + '-' + text] = widget
         return widget
-        
+
     def createCheckbutton(self, parent, category, text,
                           balloonHelp, command, initialState,
                           side = 'top', fill = Tkinter.X, expand = 0):
@@ -1778,7 +1778,7 @@ class MopathRecorder(AppShell, DirectObject):
         self.widgetDict[category + '-' + text] = widget
         self.variableDict[category + '-' + text] = bool
         return widget
-        
+
     def createRadiobutton(self, parent, side, category, text,
                           balloonHelp, variable, value,
                           command = None, fill = Tkinter.X, expand = 0):
@@ -1790,7 +1790,7 @@ class MopathRecorder(AppShell, DirectObject):
         self.bind(widget, balloonHelp)
         self.widgetDict[category + '-' + text] = widget
         return widget
-        
+
     def createFloater(self, parent, category, text, balloonHelp,
                       command = None, min = 0.0, resolution = None,
                       maxVelocity = 10.0, **kw):
@@ -1948,7 +1948,7 @@ class MopathRecorder(AppShell, DirectObject):
         self.cCamNode.setLens(self.cLens)
         self.cCamNode.setScene(render)
         self.cCam = self.cCamera.attachNewNode(self.cCamNode)
-        
+
         self.cDr.setCamera(self.cCam)
 
     def toggleWidgetVis(self):
@@ -1984,8 +1984,8 @@ class MopathRecorder(AppShell, DirectObject):
         comboBox.selectitem(name)
         messenger.send('mPath_bindPathToNode',[self.playbackNodePath, self.curveCollection])
         return
-        
-        
+
+
 
     def addCurvesFromNodepath(self,curveList):
         '''addCurvesFromNodepath(self,curveList)
@@ -2039,7 +2039,7 @@ class namePathPanel(AppShell):
         label = Label(dataFrame, text='This name will be used as a reference for this Path.',font=('MSSansSerif', 10))
         label.pack(side = Tkinter.TOP, expand = 0, fill = Tkinter.X)
         dataFrame.pack(side = Tkinter.TOP, expand = 0, fill = Tkinter.X, padx=5, pady=10)
-        
+
         dataFrame = Frame(mainFrame)
         self.inputZone = Pmw.EntryField(dataFrame, labelpos='w', label_text = 'Name Selected Path: ',
                                         entry_font=('MSSansSerif', 10),
@@ -2055,15 +2055,15 @@ class namePathPanel(AppShell):
 
         mainFrame.pack(expand = 1, fill = Tkinter.BOTH)
 
-        
-        
+
+
     def onDestroy(self, event):
         '''
         If you have open any thing, please rewrite here!
         '''
         pass
 
-    
+
     def ok_press(self):
         name = self.inputZone.getvalue()
         messenger.send('MP_checkName',[name])

+ 4 - 4
contrib/src/sceneeditor/seParticleEffect.py

@@ -6,7 +6,7 @@ from direct.directnotify import DirectNotifyGlobal
 class ParticleEffect(NodePath):
 
     notify = DirectNotifyGlobal.directNotify.newCategory('ParticleEffect')
-    pid = 1 
+    pid = 1
 
     def __init__(self, name=None, particles=None):
         """__init__()"""
@@ -143,7 +143,7 @@ class ParticleEffect(NodePath):
     def getParticlesList(self):
         """getParticles()"""
         return self.particlesDict.values()
-    
+
     def getParticlesNamed(self, name):
         """getParticlesNamed(name)"""
         return self.particlesDict.get(name, None)
@@ -186,7 +186,7 @@ class ParticleEffect(NodePath):
         # Save all the particles to file
         num = 0
         for p in self.particlesDict.values():
-            target = 'p%d' % num 
+            target = 'p%d' % num
             num = num + 1
             f.write(target + ' = Particles.Particles(\'%s\')\n' % p.getName())
             p.printParams(f, target)
@@ -240,7 +240,7 @@ class ParticleEffect(NodePath):
         # Save all the particles to file
         num = 0
         for p in self.particlesDict.values():
-            target = 'p%d' % num 
+            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())

+ 3 - 3
contrib/src/sceneeditor/seParticlePanel.py

@@ -48,16 +48,16 @@ class ParticlePanel(AppShell):
             pe = seParticleEffect.ParticleEffect('effect1', particles)
             self.particleEffect = pe
             self.emitter=loader.loadModel("sphere")
-            pe.reparentTo(self.emitter) 
+            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
-        
+
 
         messenger.send('SGE_Update Explorer',[render])
-        
+
         # Initialize application specific info
         AppShell.__init__(self)
 

+ 1 - 1
contrib/src/sceneeditor/seParticles.py

@@ -144,7 +144,7 @@ class Particles(ParticleSystem):
             self.renderer = SpriteParticleRenderer.SpriteParticleRenderer()
             if (self.renderer.getSourceType() ==
                 SpriteParticleRenderer.SpriteParticleRenderer.STTexture):
-                # Use current default texture 
+                # Use current default texture
                 # See sourceTextureName SpriteParticleRenderer-extensions.py
                 self.renderer.setTextureFromFile()
             else:

+ 19 - 19
contrib/src/sceneeditor/sePlacer.py

@@ -31,7 +31,7 @@ class Placer(AppShell):
 
         # Call superclass initialization function
         AppShell.__init__(self)
-        
+
         self.initialiseoptions(Placer)
 
         # Accept the message from sceneEditor to update the information about the target nodePath
@@ -44,7 +44,7 @@ class Placer(AppShell):
             'placerOrbitFromCS')
         self.orbitToCS = SEditor.group.attachNewNode('placerOrbitToCS')
         self.refCS = self.tempCS
-        
+
         # Dictionary keeping track of all node paths manipulated so far
         self.nodePathDict = {}
         self.nodePathDict['camera'] = SEditor.camera
@@ -109,7 +109,7 @@ class Placer(AppShell):
             'Toggle widget manipulation mode',
             label = 'Toggle Widget Mode',
             command = SEditor.manipulationControl.toggleObjectHandlesMode)
-        
+
         # Get a handle to the menu frame
         menuFrame = self.menuFrame
         self.nodePathMenu = Pmw.ComboBox(
@@ -133,7 +133,7 @@ class Placer(AppShell):
                                   menubutton_width = 8)
         modeMenu.pack(side = 'left', expand = 0)
         self.bind(modeMenu, 'Select manipulation mode')
-        
+
         self.refNodePathMenu = Pmw.ComboBox(
             menuFrame, entry_width = 16,
             selectioncommand = self.selectRefNodePathNamed,
@@ -190,7 +190,7 @@ class Placer(AppShell):
         self.posX['postCallback'] = self.xformStop
         self.posX['callbackData'] = ['x']
         self.posX.pack(expand=1,fill='both')
-        
+
         self.posY = self.createcomponent('posY', (), None,
                                          Floater, (posInterior,),
                                          text = 'Y', relief = Tkinter.FLAT,
@@ -201,7 +201,7 @@ class Placer(AppShell):
         self.posY['postCallback'] = self.xformStop
         self.posY['callbackData'] = ['y']
         self.posY.pack(expand=1,fill='both')
-        
+
         self.posZ = self.createcomponent('posZ', (), None,
                                          Floater, (posInterior,),
                                          text = 'Z', relief = Tkinter.FLAT,
@@ -228,7 +228,7 @@ class Placer(AppShell):
         hprMenubutton['menu'] = hprMenu
         hprGroup.pack(side='left',fill = 'both', expand = 1)
         hprInterior = hprGroup.interior()
-        
+
         # Create the dials
         self.hprH = self.createcomponent('hprH', (), None,
                                          AngleDial, (hprInterior,),
@@ -241,7 +241,7 @@ class Placer(AppShell):
         self.hprH['postCallback'] = self.xformStop
         self.hprH['callbackData'] = ['h']
         self.hprH.pack(expand=1,fill='both')
-        
+
         self.hprP = self.createcomponent('hprP', (), None,
                                          AngleDial, (hprInterior,),
                                          style = 'mini',
@@ -253,7 +253,7 @@ class Placer(AppShell):
         self.hprP['postCallback'] = self.xformStop
         self.hprP['callbackData'] = ['p']
         self.hprP.pack(expand=1,fill='both')
-        
+
         self.hprR = self.createcomponent('hprR', (), None,
                                          AngleDial, (hprInterior,),
                                          style = 'mini',
@@ -297,7 +297,7 @@ class Placer(AppShell):
         # Pack group widgets
         scaleGroup.pack(side='left',fill = 'both', expand = 1)
         scaleInterior = scaleGroup.interior()
-        
+
         # Create the dials
         self.scaleX = self.createcomponent('scaleX', (), None,
                                            Floater, (scaleInterior,),
@@ -311,7 +311,7 @@ class Placer(AppShell):
         self.scaleX['preCallback'] = self.xformStart
         self.scaleX['postCallback'] = self.xformStop
         self.scaleX.pack(expand=1,fill='both')
-        
+
         self.scaleY = self.createcomponent('scaleY', (), None,
                                            Floater, (scaleInterior,),
                                            text = 'Y Scale',
@@ -324,7 +324,7 @@ class Placer(AppShell):
         self.scaleY['preCallback'] = self.xformStart
         self.scaleY['postCallback'] = self.xformStop
         self.scaleY.pack(expand=1,fill='both')
-        
+
         self.scaleZ = self.createcomponent('scaleZ', (), None,
                                            Floater, (scaleInterior,),
                                            text = 'Z Scale',
@@ -417,7 +417,7 @@ class Placer(AppShell):
             else:
                 if name == 'widget':
                     # Record relationship between selected nodes and widget
-                    SEditor.selected.getWrtAll()                    
+                    SEditor.selected.getWrtAll()
         # Update active node path
         self.setActiveNodePath(nodePath)
 
@@ -490,7 +490,7 @@ class Placer(AppShell):
         else:
             # Flash entry
             self.refNodePathMenuEntry.configure(background = 'Pink')
-        
+
     def addNodePath(self, nodePath):
         self.addNodePathToDict(nodePath, self.nodePathNames,
                                self.nodePathMenu, self.nodePathDict)
@@ -568,7 +568,7 @@ class Placer(AppShell):
             else:
                 # Move the objects with the widget
                 SEditor.selected.moveWrtWidgetAll()
-    
+
     def xformStart(self, data):
         # Record undo point
         self.pushUndo()
@@ -581,7 +581,7 @@ class Placer(AppShell):
         self.deltaHpr = self['nodePath'].getHpr(self.refCS)
         # Update placer to reflect new state
         self.updatePlacer()
-        
+
     def xformStop(self, data):
         # Throw event to signal manipulation done
         # Send nodepath as a list
@@ -746,7 +746,7 @@ class Placer(AppShell):
 
     def pushRedo(self):
         SEditor.pushRedo([self['nodePath']])
-        
+
     def redoHook(self, nodePathList = []):
         # Reflect new changes
         self.updatePlacer()
@@ -758,7 +758,7 @@ class Placer(AppShell):
     def redoListEmptyHook(self):
         # Make sure button is deactivated
         self.redoButton.configure(state = 'disabled')
-        
+
     def printNodePathInfo(self):
         np = self['nodePath']
         if np:
@@ -787,7 +787,7 @@ class Placer(AppShell):
         # Also, stop accepting the updata message from sceneEditor
         messenger.send('Placer_close')
         self.ignore('placerUpdate')
-        
+
 def place(nodePath):
     return Placer(nodePath = nodePath)
 

+ 9 - 9
contrib/src/sceneeditor/seSceneGraphExplorer.py

@@ -5,7 +5,7 @@
 #
 # we need a customized SceneGraphExplorer.
 #
-# Do forget to check the seTree. 
+# Do forget to check the seTree.
 #
 #################################################################
 from direct.showbase.DirectObject import DirectObject
@@ -40,25 +40,25 @@ DEFAULT_MENU_ITEMS = [
 
 class seSceneGraphExplorer(Pmw.MegaWidget, DirectObject):
     "Graphical display of a scene graph"
-    def __init__(self, parent = None, nodePath = render, **kw): 
+    def __init__(self, parent = None, nodePath = render, **kw):
         # Define the megawidget options.
         optiondefs = (
             ('menuItems',   [],   Pmw.INITOPT),
             )
         self.defineoptions(kw, optiondefs)
- 
+
         # Initialise superclass
         Pmw.MegaWidget.__init__(self, parent)
-        
+
         # Initialize some class variables
         self.nodePath = nodePath
 
         # Create the components.
-        
+
         # Setup up container
         interior = self.interior()
         interior.configure(relief = Tkinter.GROOVE, borderwidth = 2)
-        
+
         # Create a label and an entry
         self._scrolledCanvas = self.createcomponent(
             'scrolledCanvas',
@@ -70,14 +70,14 @@ class seSceneGraphExplorer(Pmw.MegaWidget, DirectObject):
         self._canvas['scrollregion'] = ('0i', '0i', '2i', '4i')
         self._scrolledCanvas.resizescrollregion()
         self._scrolledCanvas.pack(padx = 3, pady = 3, expand=1, fill = Tkinter.BOTH)
-        
+
         self._canvas.bind('<ButtonPress-2>', self.mouse2Down)
         self._canvas.bind('<B2-Motion>', self.mouse2Motion)
         self._canvas.bind('<Configure>',
                           lambda e, sc = self._scrolledCanvas:
                           sc.resizescrollregion())
         self.interior().bind('<Destroy>', self.onDestroy)
-        
+
         # Create the contents
         self._treeItem = SceneGraphExplorerItem(self.nodePath)
 
@@ -114,7 +114,7 @@ class seSceneGraphExplorer(Pmw.MegaWidget, DirectObject):
         self._width = 1.0 * self._canvas.winfo_width()
         self._height = 1.0 * self._canvas.winfo_height()
         xview = self._canvas.xview()
-        yview = self._canvas.yview()        
+        yview = self._canvas.yview()
         self._left = xview[0]
         self._top = yview[0]
         self._dxview = xview[1] - xview[0]

+ 24 - 24
contrib/src/sceneeditor/seSelection.py

@@ -35,7 +35,7 @@ class DirectNodePath(NodePath):
         self.mCoa2Dnp = Mat4(Mat4.identMat())
         if SEditor.coaMode == COA_CENTER:
             self.mCoa2Dnp.setRow(3, Vec4(center[0], center[1], center[2], 1))
-            
+
         # Transform from nodePath to widget
         self.tDnp2Widget = TransformState.makeIdentity()
 
@@ -72,11 +72,11 @@ class SelectedNodePaths(DirectObject):
         if not nodePath:
             print 'Nothing selected!!'
             return None
-        
+
         # Reset selected objects and highlight if multiSelect is false
         if not fMultiSelect:
             self.deselectAll()
-        
+
         # Get this pointer
         id = nodePath.id()
         # First see if its already in the selected dictionary
@@ -199,7 +199,7 @@ class SelectedNodePaths(DirectObject):
         if selected:
             selected.remove()
         __builtins__["last"] = self.last = None
-        
+
     def removeAll(self):
         # Remove all selected nodePaths from the Scene Graph
         self.forEachSelectedNodePathDo(NodePath.remove)
@@ -258,7 +258,7 @@ class DirectBoundingBox:
         # Restore transform
         self.nodePath.setMat(tMat)
         del tMat
-        
+
     def computeBounds(self):
         self.bounds = self.getBounds()
         if self.bounds.isEmpty() or self.bounds.isInfinite():
@@ -269,7 +269,7 @@ class DirectBoundingBox:
             self.radius = self.bounds.getRadius()
         self.min = Point3(self.center - Point3(self.radius))
         self.max = Point3(self.center + Point3(self.radius))
-        
+
     def createBBoxLines(self):
         # Create a line segments object for the bbox
         lines = LineNodePath(hidden)
@@ -283,7 +283,7 @@ class DirectBoundingBox:
         maxX = self.max[0]
         maxY = self.max[1]
         maxZ = self.max[2]
-        
+
         # Bottom face
         lines.moveTo( minX, minY, minZ )
         lines.drawTo( maxX, minY, minZ )
@@ -308,22 +308,22 @@ class DirectBoundingBox:
 
         # Create and return bbox lines
         lines.create()
-        
+
         # Make sure bbox is never lit or drawn in wireframe
         useDirectRenderStyle(lines)
-        
+
         return lines
 
     def updateBBoxLines(self):
         ls = self.lines.lineSegs
-        
+
         minX = self.min[0]
         minY = self.min[1]
         minZ = self.min[2]
         maxX = self.max[0]
         maxY = self.max[1]
         maxZ = self.max[2]
-        
+
         # Bottom face
         ls.setVertex( 0, minX, minY, minZ )
         ls.setVertex( 1, maxX, minY, minZ )
@@ -359,7 +359,7 @@ class DirectBoundingBox:
 
     def hide(self):
         self.lines.reparentTo(hidden)
-        
+
     def getCenter(self):
         return self.center
 
@@ -376,7 +376,7 @@ class DirectBoundingBox:
         return '%.2f %.2f %.2f' % (vec[0], vec[1], vec[2])
 
     def __repr__(self):
-        return (`self.__class__` + 
+        return (`self.__class__` +
                 '\nNodePath:\t%s\n' % self.nodePath.getName() +
                 'Min:\t\t%s\n' % self.vecAsString(self.min) +
                 'Max:\t\t%s\n' % self.vecAsString(self.max) +
@@ -533,7 +533,7 @@ class SelectionRay(SelectionQueue):
         # Initialize the superclass
         SelectionQueue.__init__(self, parentNP)
         self.addCollider(CollisionRay())
-    
+
     def pick(self, targetNodePath, xy = None):
         # Determine ray direction based upon the mouse coordinates
         if xy:
@@ -553,7 +553,7 @@ class SelectionRay(SelectionQueue):
         #mx = base.mouseWatcherNode.getMouseX()+1
         #my = base.mouseWatcherNode.getMouseY()+1
         #print base.camNode.getName()
-        #print "Arrived X" + str(mx) + " Arrived Y " + str(my) 
+        #print "Arrived X" + str(mx) + " Arrived Y " + str(my)
         self.collider.setFromLens( base.camNode, mx, my )
 
         self.ct.traverse( targetNodePath )
@@ -587,7 +587,7 @@ class SelectionRay(SelectionQueue):
         self.collider.setDirection( dir )
         self.ct.traverse( targetNodePath )
         self.sortEntries()
-        
+
     def pickGeom3D(self, targetNodePath = render,
                    origin = Point3(0), dir = Vec3(0,0,-1),
                    skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
@@ -616,7 +616,7 @@ class SelectionSegment(SelectionQueue):
         self.numColliders = 0
         for i in range(numSegments):
             self.addCollider(CollisionSegment())
-    
+
     def addCollider(self, collider):
         # Record new collision object
         self.colliders.append(collider)
@@ -659,30 +659,30 @@ class SelectionSphere(SelectionQueue):
         self.numColliders = 0
         for i in range(numSpheres):
             self.addCollider(CollisionSphere(Point3(0), 1))
-        
+
     def addCollider(self, collider):
         # Record new collision object
         self.colliders.append(collider)
         # Add the collider to the collision Node
         self.collisionNode.addSolid( collider )
         self.numColliders += 1
-    
+
     def setCenter(self, i, center):
         c = self.colliders[i]
         c.setCenter(center)
-    
+
     def setRadius(self, i, radius):
         c = self.colliders[i]
         c.setRadius(radius)
-    
+
     def setCenterRadius(self, i, center, radius):
         c = self.colliders[i]
         c.setCenter(center)
         c.setRadius(radius)
-    
+
     def isEntryBackfacing(self, entry):
         # If dot product of collision point surface normal and
-        # ray from sphere origin to collision point is positive, 
+        # ray from sphere origin to collision point is positive,
         # center is on the backside of the polygon
         fromNodePath = entry.getFromNodePath()
         v = Vec3(entry.getSurfacePoint(fromNodePath) -
@@ -706,7 +706,7 @@ class SelectionSphere(SelectionQueue):
                  skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
         self.collideWithGeom()
         return self.pick(targetNodePath, skipFlags)
-    
+
     def pickBitMask(self, bitMask = BitMask32.allOff(),
                     targetNodePath = render,
                     skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):

+ 20 - 20
contrib/src/sceneeditor/seSession.py

@@ -49,7 +49,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
         self.useObjectHandles()
         self.grid = DirectGrid()
         self.grid.disable()
-        
+
         # Initialize the collection of selected nodePaths
         self.selected = SelectedNodePaths()
         # Ancestry of currently selected object
@@ -94,19 +94,19 @@ class SeSession(DirectObject):  ### Customized DirectSession
         # Lists for managing undo/redo operations
         self.undoList = []
         self.redoList = []
-        
+
         # One run through the context task to init everything
         self.drList.updateContext()
         for dr in self.drList:
             dr.camUpdate()
 
-        
+
 
         self.modifierEvents = ['control', 'control-up',
                               'shift', 'shift-up',
                               'alt', 'alt-up',
                               ]
-        self.keyEvents = ['escape', 'delete', 'page_up', 'page_down', 
+        self.keyEvents = ['escape', 'delete', 'page_up', 'page_down',
                           '[', '{', ']', '}',
                           'shift-a', 'b', 'control-f',
                           'l', 'shift-l', 'o', 'p', 'r',
@@ -124,7 +124,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
                             'control-mouse3', 'control-mouse3-up',
                             'alt-mouse3', 'alt-mouse3-up',
                             ]
-            
+
     def enable(self):
         if self.fEnabled:
             return
@@ -361,7 +361,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
         elif (input == ']') or (input == '}'):
             self.redo()
 
-        
+
     def getModifiers(self, input, base):
         modifiers = DIRECT_NO_MOD
         modifierString = input[: input.find(base)]
@@ -405,7 +405,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
             self.cameraControl.updateCoa(coa)
             # Adjust widgets size
             # This uses the additional scaling factor used to grow and
-            # shrink the widget            
+            # shrink the widget
             self.widget.setScalingFactor(dnp.getRadius())
             # Spawn task to have object handles follow the selected object
             taskMgr.remove('followSelectedNodePath')
@@ -462,7 +462,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
             'Active Reparent Target:' + nodePath.getName())
         # Alert everyone else
         self.activeParentReadout.show()
-        
+
     def reparent(self, nodePath = None, fWrt = 0):
         if (nodePath and self.activeParent and
             self.isNotCycle(nodePath, self.activeParent)):
@@ -486,7 +486,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
             return self.isNotCycle(nodePath, parent.getParent())
         else:
             return 1
-        
+
     def fitOnNodePath(self, nodePath = 'None Given'):
         if nodePath == 'None Given':
             # If nothing specified, try selected node path
@@ -553,7 +553,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
                 if (name != 'render') and (name != 'renderTop')and(self.checkTypeNameForAncestry(type, ntype)):
                     self.ancestryIndex = i
                     self.select(np, 0, 0, True)
-            
+
     def checkTypeNameForAncestry(self, type, nextType ):
         if (type=='ModelRoot'):
             if (nextType=='AmbientLight')or(nextType=='PointLight')or(nextType=='DirectionalLight')or(nextType=='Spotlight'):
@@ -620,7 +620,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
             messenger.send('DIRECT_undoListEmpty')
         # Return last item
         return undoGroup
-        
+
     def pushRedo(self, nodePathList):
         # Assemble group of changes
         redoGroup = []
@@ -644,7 +644,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
             messenger.send('DIRECT_redoListEmpty')
         # Return last item
         return redoGroup
-        
+
     def undo(self):
         if self.undoList:
             # Get last item off of redo list
@@ -736,7 +736,7 @@ class SeSession(DirectObject):  ### Customized DirectSession
         print posE, hprE
         posInterval1 = base.camera.posInterval(time, posE, bakeInStart = 1)
         posInterval2 = base.camera.posInterval(time, posB, bakeInStart = 1)
-        
+
         hprInterval1 = base.camera.hprInterval(time, hprE, bakeInStart = 1)
         hprInterval2 = base.camera.hprInterval(time, hprB, bakeInStart = 1)
 
@@ -744,9 +744,9 @@ class SeSession(DirectObject):  ### Customized DirectSession
         parallel2 = Parallel(posInterval2, hprInterval2)
 
         Sequence(Wait(7), parallel1, Wait(1), parallel2).start()
-        
+
         return
-    
+
 
 class DisplayRegionContext(DirectObject):
     regionCount = 0
@@ -833,14 +833,14 @@ class DisplayRegionContext(DirectObject):
             return prop.getXSize()
         else:
             return 640
-            
+
     def getHeight(self):
         prop = base.win.getProperties()
         if prop.hasSize():
             return prop.getYSize()
         else:
             return 480
-            
+
     def camUpdate(self, lens = None):
         # Window Data
         self.near = self.camLens.getNear()
@@ -885,7 +885,7 @@ class DisplayRegionList(DirectObject):
         else:
             # MRM: Doesn't properly handle multiple camera groups anymore
             # Assumes everything is under main camera
-            
+
                 # This is following the old way of setting up
                 # display regions.  A display region is set up for
                 # each camera node in the scene graph.  This was done
@@ -920,11 +920,11 @@ class DisplayRegionList(DirectObject):
     def setNearFar(self, near, far):
         for dr in self.displayRegionList:
             dr.camLens.setNearFar(near, far)
-    
+
     def setNear(self, near):
         for dr in self.displayRegionList:
             dr.camLens.setNear(near)
-    
+
     def setFar(self, far):
         for dr in self.displayRegionList:
             dr.camLens.setFar(far)

+ 3 - 3
contrib/src/sceneeditor/seTree.py

@@ -54,7 +54,7 @@ class TreeNode:
                         value = i,
                         indicatoron = 0,
                         command = self.popupMenuCommand)
-                    
+
     def destroy(self):
         for key in self.kidKeys:
             c = self.children[key]
@@ -257,7 +257,7 @@ class TreeNode:
         self.canvas.tag_bind(id, "<1>", self.select)
         self.canvas.tag_bind(id, "<Double-1>", self.flip)
         self.canvas.tag_bind(id, "<3>", self.popupMenu)
-        
+
     def drawtext(self, text=None):
         textx = self.x+20-1
         texty = self.y-1
@@ -410,7 +410,7 @@ class TreeItem:
 
     def OnSelect(self):
         """Called when item selected."""
-        
+
     def GetTextForEdit(self):
         """Called before editting the item."""
 

+ 1 - 0
direct/.gitignore

@@ -1,4 +1,5 @@
 *.pyc
+*.pyo
 /__init__.py
 # These are files that are generated within the source tree by the
 # ppremake system.

+ 0 - 60
direct/Package.pp

@@ -1,60 +0,0 @@
-//
-// Package.pp
-//
-// This file defines certain configuration variables that are to be
-// written into the various make scripts.  It is processed by ppremake
-// (along with the Sources.pp files in each of the various
-// directories) to generate build scripts appropriate to each
-// environment.
-//
-// This is the package-specific file, which should be at the top of
-// every source hierarchy.  It generally gets the ball rolling, and is
-// responsible for explicitly including all of the relevent Config.pp
-// files.
-
-// What is the name and version of this source tree?
-#if $[eq $[PACKAGE],]
-  #define PACKAGE direct
-  #define VERSION 0.80
-#endif
-
-
-// Where should we find the PANDA source directory?
-#if $[PANDA_SOURCE]
-  #define PANDA_SOURCE $[unixfilename $[PANDA_SOURCE]]
-#elif $[or $[CTPROJS],$[PANDA]]
-  // If we are presently attached, use the environment variable.
-  #define PANDA_SOURCE $[unixfilename $[PANDA]]
-  #if $[eq $[PANDA],]
-    #error You seem to be attached to some trees, but not PANDA!
-  #endif
-#else
-  // Otherwise, if we are not attached, we guess that the source is a
-  // sibling directory to this source root.
-  #define PANDA_SOURCE $[standardize $[TOPDIR]/../panda]
-#endif
-
-// Where should we install DIRECT?
-#if $[DIRECT_INSTALL]
-  #define DIRECT_INSTALL $[unixfilename $[DIRECT_INSTALL]]
-#elif $[CTPROJS]
-  #set DIRECT $[unixfilename $[DIRECT]]
-  #define DIRECT_INSTALL $[DIRECT]/built
-  #if $[eq $[DIRECT],]
-    #error You seem to be attached to some trees, but not DIRECT!
-  #endif
-#else
-  #defer DIRECT_INSTALL $[unixfilename $[INSTALL_DIR]]
-#endif
-
-// Also get the PANDA Package file and everything that includes.
-#if $[not $[isfile $[PANDA_SOURCE]/Package.pp]]
-  #printvar PANDA_SOURCE
-  #error PANDA source directory not found from direct!  Are you attached properly?
-#endif
-
-#include $[PANDA_SOURCE]/Package.pp
-
-// Define the inter-tree dependencies.
-#define NEEDS_TREES panda $[NEEDS_TREES]
-#define DEPENDABLE_HEADER_DIRS $[DEPENDABLE_HEADER_DIRS] $[PANDA_INSTALL]/include

+ 0 - 11
direct/Sources.pp

@@ -1,11 +0,0 @@
-// This is the toplevel directory for a package.
-
-#define DIR_TYPE toplevel
-
-#define SAMPLE_SOURCE_FILE src/directbase/directbase.cxx
-#define REQUIRED_TREES dtool panda
-
-#define EXTRA_DIST \
-    Sources.pp Config.pp Package.pp
-
-#define PYTHON_PACKAGE 1

+ 0 - 7
direct/metalibs/Sources.pp

@@ -1,7 +0,0 @@
-// This is a group directory: a directory level above a number of
-// source subdirectories.
-
-#define DIR_TYPE group
-
-// The metalibs directory always depends on the src directory.
-#define DEPENDS src

+ 0 - 32
direct/metalibs/direct/Sources.pp

@@ -1,32 +0,0 @@
-// DIR_TYPE "metalib" indicates we are building a shared library that
-// consists mostly of references to other shared libraries.  Under
-// Windows, this directly produces a DLL (as opposed to the regular
-// src libraries, which don't produce anything but a pile of OBJ files
-// under Windows).
-
-#define DIR_TYPE metalib
-#define BUILDING_DLL BUILDING_DIRECT
-#define USE_PACKAGES native_net
-
-#define COMPONENT_LIBS \
-  p3directbase p3dcparser p3showbase p3deadrec p3directd p3interval p3distributed p3motiontrail p3http
-
-#define OTHER_LIBS \
-  panda:m \
-  pandaexpress:m \
-  p3parametrics:c \
-  p3interrogatedb:c p3dconfig:c p3dtoolconfig:m \
-  p3dtoolutil:c p3dtoolbase:c p3dtool:m \
-  p3express:c p3pstatclient:c p3prc:c p3pandabase:c p3linmath:c \
-  p3putil:c p3display:c p3event:c p3pgraph:c p3pgraphnodes:c \
-  p3gsgbase:c p3gobj:c p3mathutil:c \
-  p3downloader:c p3pnmimage:c p3chan:c \
-  p3pipeline:c p3cull:c \
-  $[if $[HAVE_NET],p3net:c] $[if $[WANT_NATIVE_NET],p3nativenet:c]
-
-#begin metalib_target
-  #define TARGET p3direct
-
-  #define SOURCES direct.cxx
-#end metalib_target
-

+ 0 - 4
direct/src/Sources.pp

@@ -1,4 +0,0 @@
-// This is a group directory: a directory level above a number of
-// source subdirectories.
-
-#define DIR_TYPE group

+ 66 - 64
direct/src/actor/Actor.py

@@ -2,11 +2,10 @@
 
 __all__ = ['Actor']
 
-from pandac.PandaModules import *
+from panda3d.core import *
 from direct.showbase.DirectObject import DirectObject
 from direct.directnotify import DirectNotifyGlobal
-from pandac.PandaModules import LODNode
-import types, copy
+import types
 
 class Actor(DirectObject, NodePath):
     """
@@ -24,7 +23,9 @@ class Actor(DirectObject, NodePath):
                                        LoaderOptions.LFConvertAnim)
 
     validateSubparts = ConfigVariableBool('validate-subparts', True)
-    
+    mergeLODBundles = ConfigVariableBool('merge-lod-bundles', True)
+    allowAsyncBind = ConfigVariableBool('allow-async-bind', True)
+
     class PartDef:
 
         """Instances of this class are stored within the
@@ -33,7 +34,7 @@ class Actor(DirectObject, NodePath):
         model file is a different PartBundle.  This can include the
         multiple different LOD's, as well as the multiple different
         pieces of a multipart Actor. """
-        
+
         def __init__(self, partBundleNP, partBundleHandle, partModel):
             # We also save the ModelRoot node along with the
             # PartBundle, so that the reference count in the ModelPool
@@ -44,7 +45,7 @@ class Actor(DirectObject, NodePath):
 
         def getBundle(self):
             return self.partBundleHandle.getBundle()
-        
+
         def __repr__(self):
             return 'Actor.PartDef(%s, %s)' % (repr(self.partBundleNP), repr(self.partModel))
 
@@ -58,7 +59,7 @@ class Actor(DirectObject, NodePath):
 
         There is a different AnimDef for each different part or
         sub-part, times each different animation in the AnimDict. """
-        
+
         def __init__(self, filename = None, animBundle = None):
             self.filename = filename
             self.animBundle = None
@@ -85,8 +86,8 @@ class Actor(DirectObject, NodePath):
 
         def makeCopy(self):
             return Actor.SubpartDef(self.truePartName, PartSubset(self.subset))
-            
-        
+
+
         def __repr__(self):
             return 'Actor.SubpartDef(%s, %s)' % (repr(self.truePartName), repr(self.subset))
 
@@ -170,11 +171,11 @@ class Actor(DirectObject, NodePath):
         # When this flag is true, __animControlDict has only one key,
         # ['common']; when it is false, __animControlDict has one key
         # per each LOD name.
-        
-        if mergeLODBundles == None:
+
+        if mergeLODBundles is None:
             # If this isn't specified, it comes from the Config.prc
             # file.
-            self.mergeLODBundles = base.config.GetBool('merge-lod-bundles', True)
+            self.mergeLODBundles = Actor.mergeLODBundles.getValue()
         else:
             self.mergeLODBundles = mergeLODBundles
 
@@ -182,8 +183,8 @@ class Actor(DirectObject, NodePath):
         # asynchronous animation binding.  This requires that you have
         # run "egg-optchar -preload" on your animation and models to
         # generate the appropriate AnimPreloadTable.
-        if allowAsyncBind == None:
-            self.allowAsyncBind = base.config.GetBool('allow-async-bind', True)
+        if allowAsyncBind is None:
+            self.allowAsyncBind = Actor.allowAsyncBind.getValue()
         else:
             self.allowAsyncBind = allowAsyncBind
 
@@ -222,7 +223,7 @@ class Actor(DirectObject, NodePath):
                 root.setPreserveTransform(1)
                 self.assign(NodePath(root))
                 self.setGeomNode(self.attachNewNode(ModelNode('actorGeom')))
-                
+
             self.__hasLOD = 0
 
             # load models
@@ -339,7 +340,7 @@ class Actor(DirectObject, NodePath):
     def copyActor(self, other, overwrite=False):
             # act like a copy constructor
             self.gotName = other.gotName
-            
+
             # copy the scene graph elements of other
             if (overwrite):
                 otherCopy = other.copyTo(NodePath())
@@ -369,7 +370,7 @@ class Actor(DirectObject, NodePath):
             self.__copyPartBundles(other)
             self.__copySubpartDict(other)
             self.__subpartsComplete = other.__subpartsComplete
-            
+
             # copy the anim dictionary from other
             self.__copyAnimControls(other)
 
@@ -443,7 +444,7 @@ class Actor(DirectObject, NodePath):
         for lodName, partDict in self.__animControlDict.items():
             if self.mergeLODBundles:
                 lodName = self.__sortedLODNames[0]
-                
+
             partInfo = []
             for partName in partDict.keys():
                 subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
@@ -512,7 +513,7 @@ class Actor(DirectObject, NodePath):
         self.__subpartDict = {}
         self.__sortedLODNames = []
         self.__animControlDict = {}
-        
+
     def flush(self):
         """
         Actor flush function
@@ -524,10 +525,9 @@ class Actor(DirectObject, NodePath):
             self.__LODNode = None
 
         # remove all its children
-        if(self.__geomNode):
-            self.__geomNode.removeChildren()
+        if self.__geomNode:
+            self.__geomNode.getChildren().detach()
 
-        
         self.__hasLOD = 0
 
     # accessing
@@ -544,9 +544,9 @@ class Actor(DirectObject, NodePath):
     def getPartBundles(self, partName = None):
         """ Returns a list of PartBundle objects for the entire Actor,
         or for the indicated part only. """
-        
+
         bundles = []
-        
+
         for lodName, partBundleDict in self.__partBundleDict.items():
             if partName == None:
                 for partDef in partBundleDict.values():
@@ -635,7 +635,7 @@ class Actor(DirectObject, NodePath):
             self.__LODNode = self.__geomNode.attachNewNode(node)
             self.__hasLOD = 1
             self.switches = {}
-        
+
 
     def useLOD(self, lodName):
         """
@@ -646,7 +646,7 @@ class Actor(DirectObject, NodePath):
 ##         sortedKeys = self.switches.keys()
 ##         sortedKeys.sort()
         child = self.__LODNode.find(str(lodName))
-        index = self.__LODNode.node().findChild(child.node())        
+        index = self.__LODNode.node().findChild(child.node())
         self.__LODNode.node().forceSwitch(index)
 
     def printLOD(self):
@@ -705,7 +705,7 @@ class Actor(DirectObject, NodePath):
         safe method (but expensive) for retrieving the child index
         """
         return list(self.__LODNode.getChildren()).index(self.getLOD(lodName))
-        
+
     def getLOD(self, lodName):
         """getLOD(self, string)
         Get the named node under the LOD to which we parent all LOD
@@ -754,7 +754,7 @@ class Actor(DirectObject, NodePath):
         away. """
 
         self.__LODAnimation = (farDistance, nearDistance, delayFactor)
-        
+
         for lodData in self.__partBundleDict.values():
             for partData in lodData.values():
                 char = partData.partBundleNP
@@ -781,7 +781,7 @@ class Actor(DirectObject, NodePath):
 
         If force is True, this will update every joint, even if we
         don't believe it's necessary.
-        
+
         Returns True if any joint has changed as a result of this,
         False otherwise. """
 
@@ -907,7 +907,7 @@ class Actor(DirectObject, NodePath):
         """
         if len(self.__animControlDict.items()) == 0:
             return
-        
+
         lodName, animControlDict = self.__animControlDict.items()[0]
         if partName == None:
             partName, animDict = animControlDict.items()[0]
@@ -1138,7 +1138,7 @@ class Actor(DirectObject, NodePath):
         """ Returns the list of all joints, from the named part or
         from all parts, that match the indicated jointName.  The
         jointName may include pattern characters like *. """
-        
+
         joints=[]
         pattern = GlobPattern(jointName)
 
@@ -1219,7 +1219,7 @@ class Actor(DirectObject, NodePath):
 
         for child in partNode.getChildren():
             self.__getPartJoints(joints, pattern, child, subset, isIncluded)
-    
+
     def getJointTransform(self, partName, jointName, lodName='lodRoot'):
         partBundleDict=self.__partBundleDict.get(lodName)
         if not partBundleDict:
@@ -1278,7 +1278,7 @@ class Actor(DirectObject, NodePath):
         subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
         trueName = subpartDef.truePartName
         anyGood = False
-        for bundleDict in self.__partBundleDict.values():     
+        for bundleDict in self.__partBundleDict.values():
             bundle = bundleDict[trueName].getBundle()
             if node == None:
                 node = self.attachNewNode(ModelNode(jointName))
@@ -1308,20 +1308,20 @@ class Actor(DirectObject, NodePath):
         subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
         trueName = subpartDef.truePartName
         anyGood = False
-        for bundleDict in self.__partBundleDict.values():     
+        for bundleDict in self.__partBundleDict.values():
             if bundleDict[trueName].getBundle().freezeJoint(jointName, transform):
                 anyGood = True
 
         if not anyGood:
             self.notify.warning("Cannot freeze joint %s" % (jointName))
-                
+
     def releaseJoint(self, partName, jointName):
         """Undoes a previous call to controlJoint() or freezeJoint()
         and restores the named joint to its normal animation. """
 
         subpartDef = self.__subpartDict.get(partName, Actor.SubpartDef(partName))
         trueName = subpartDef.truePartName
-        for bundleDict in self.__partBundleDict.values():     
+        for bundleDict in self.__partBundleDict.values():
             bundleDict[trueName].getBundle().releaseJoint(jointName)
 
     def instance(self, path, partName, jointName, lodName="lodRoot"):
@@ -1477,8 +1477,8 @@ class Actor(DirectObject, NodePath):
                         for geomNum in xrange(numGeoms):
                             thisGeom = thisGeomNode.node().getGeom(geomNum)
                             thisGeom.markBoundsStale()
-                        thisGeomNode.node().markInternalBoundsStale()            
-        
+                        thisGeomNode.node().markInternalBoundsStale()
+
     def fixBounds_old(self, part=None):
         """fixBounds(self, nodePath=None)
         Force recomputation of bounding spheres for all geoms
@@ -1532,8 +1532,10 @@ class Actor(DirectObject, NodePath):
 
     # actions
     def animPanel(self):
-        from direct.showbase import TkGlobal
-        from direct.tkpanels import AnimPanel
+        # Don't use a regular import, to prevent ModuleFinder from picking
+        # it up as a dependency when building a .p3d package.
+        import importlib
+        AnimPanel = importlib.import_module('direct.tkpanels.AnimPanel')
         return AnimPanel.AnimPanel(self)
 
     def stop(self, animName=None, partName=None):
@@ -1567,7 +1569,7 @@ class Actor(DirectObject, NodePath):
         is given then try to loop on all parts. NOTE: loops on
         all LOD's
         """
-    
+
         if fromFrame == None:
             for control in self.getAnimControls(animName, partName):
                 control.loop(restart)
@@ -1612,7 +1614,7 @@ class Actor(DirectObject, NodePath):
         The animBlend and frameBlend parameters are boolean flags.
         You may set either or both to True or False.  If you do not
         specify them, they do not change from the previous value.
-        
+
         When animBlend is True, multiple different animations may
         simultaneously be playing on the Actor.  This means you may
         call play(), loop(), or pose() on multiple animations and have
@@ -1681,7 +1683,7 @@ class Actor(DirectObject, NodePath):
         the overall pose.  This controls blending of multiple
         animations; it only makes sense to call this after a previous
         call to setBlend(animBlend = True).
-        """        
+        """
         for control in self.getAnimControls(animName, partName, lodName):
             control.getPart().setControlEffect(control, effect)
 
@@ -1710,7 +1712,7 @@ class Actor(DirectObject, NodePath):
         a given anim and part. If none specified, try the first part and lod.
         Return the animControl if present, or None otherwise.
         """
-    
+
         if not partName:
             partName = 'modelRoot'
 
@@ -1773,7 +1775,7 @@ class Actor(DirectObject, NodePath):
             # is specified, it really means to play the animation on
             # all subparts, not on the overall Actor.
             partName = self.__subpartDict.keys()
-            
+
         controls = []
         # build list of lodNames and corresponding animControlDicts
         # requested.
@@ -1806,7 +1808,7 @@ class Actor(DirectObject, NodePath):
                     partNameList = partName
 
                 animDictItems = []
-                
+
                 for pName in partNameList:
                     animDict = partDict.get(pName)
                     if animDict == None:
@@ -1868,7 +1870,7 @@ class Actor(DirectObject, NodePath):
                                 # Force the animation to load if it's
                                 # not already loaded.
                                 animControl.waitPending()
-                                
+
                             if animControl:
                                 controls.append(animControl)
 
@@ -1898,7 +1900,7 @@ class Actor(DirectObject, NodePath):
                 # If copy = 0, then we should always hit the disk.
                 loaderOptions = LoaderOptions(loaderOptions)
                 loaderOptions.setFlags(loaderOptions.getFlags() & ~LoaderOptions.LFNoRamCache)
-            
+
             # Pass loaderOptions to specify that we want to
             # get the skeleton model.  This only matters to model
             # files (like .mb) for which we can choose to extract
@@ -1912,7 +1914,7 @@ class Actor(DirectObject, NodePath):
             bundleNP = model
         else:
             bundleNP = model.find("**/+Character")
-            
+
         if (bundleNP.isEmpty()):
             Actor.notify.warning("%s is not a character!" % (modelPath))
             model.reparentTo(self.__geomNode)
@@ -2046,7 +2048,7 @@ class Actor(DirectObject, NodePath):
                     joints = self.getOverlappingJoints(partName, otherPartName)
                     if joints:
                         raise StandardError, 'Overlapping joints: %s and %s' % (partName, otherPartName)
-        
+
     def setSubpartsComplete(self, flag):
 
         """Sets the subpartsComplete flag.  This affects the behavior
@@ -2068,7 +2070,7 @@ class Actor(DirectObject, NodePath):
         It makes sense to set this True when the union of all of your
         subparts completely defines the entire Actor.
         """
-        
+
         self.__subpartsComplete = flag
 
         if __dev__ and self.__subpartsComplete and self.validateSubparts.getValue():
@@ -2076,11 +2078,11 @@ class Actor(DirectObject, NodePath):
             # specified all of them.
             if self.__subpartDict:
                 self.verifySubpartsComplete()
-        
+
 
     def getSubpartsComplete(self):
         """See setSubpartsComplete()."""
-        
+
         return self.__subpartsComplete
 
     def verifySubpartsComplete(self, partName = None, lodName = None):
@@ -2126,7 +2128,7 @@ class Actor(DirectObject, NodePath):
                 lodNames[i] = str(lodNames[i])
         else:
             lodNames = [lodName]
-            
+
         assert Actor.notify.debug("in loadAnims: %s, part: %s, lod: %s" %
                                   (anims, partName, lodNames[0]))
 
@@ -2170,7 +2172,7 @@ class Actor(DirectObject, NodePath):
             lodNames = ['common']
         else:
             lodNames = self.__partBundleDict.keys()
-        
+
         for lod in lodNames:
             for part in partNames:
                 self.__animControlDict.setdefault(lod,{})
@@ -2181,9 +2183,9 @@ class Actor(DirectObject, NodePath):
         #    for lod in self.__partBundleDict.keys():
         #        # store the file path only; we will bind it (and produce
         #        # an AnimControl) when it is played
-        #        
+        #
         #        self.__animControlDict[lod][partName][animName] = Actor.AnimDef(filename)
-                
+
     def loadAnimsOnAllLODs(self, anims,partName="modelRoot"):
         """loadAnims(self, string:string{}, string='modelRoot',
         string='lodRoot')
@@ -2196,13 +2198,13 @@ class Actor(DirectObject, NodePath):
             lodNames = ['common']
         else:
             lodNames = self.__partBundleDict.keys()
-        
+
         for animName, filename in anims.items():
             # make sure this lod is in anim control dict
             for lod in lodNames:
                 # store the file path only; we will bind it (and produce
                 # an AnimControl) when it is played
-                
+
                 self.__animControlDict[lod][partName][animName]= Actor.AnimDef(filename)
 
     def postFlatten(self):
@@ -2211,7 +2213,7 @@ class Actor(DirectObject, NodePath):
         especially necessary when mergeLODBundles is true, since this
         kind of actor may be broken after a flatten operation; this
         method should restore proper Actor functionality. """
-        
+
         if self.mergeLODBundles:
             # Re-merge all bundles, and restore the common bundle map.
             self.__commonBundleHandles = {}
@@ -2224,11 +2226,11 @@ class Actor(DirectObject, NodePath):
                         partDef.partBundleHandle = loadedBundleHandle
                     else:
                         self.__commonBundleHandles[partName] = partDef.partBundleHandle
-                        
+
         # Since we may have merged together some bundles, all of
         # our anims are now suspect.  Force them to reload.
         self.unloadAnims()
-        
+
     def unloadAnims(self, anims=None, partName=None, lodName=None):
         """unloadAnims(self, string:string{}, string='modelRoot',
         string='lodRoot')
@@ -2399,7 +2401,7 @@ class Actor(DirectObject, NodePath):
             for partName, partDef in other.__partBundleDict[lodName].items():
                 # We can really only copy from a non-flattened avatar.
                 assert partDef.partBundleNP.node().getNumBundles() == 1
-                
+
                 # find the part in our tree
                 bundleNP = partLod.find("**/%s%s"%(Actor.partPrefix,partName))
                 if (bundleNP != None):
@@ -2496,7 +2498,7 @@ class Actor(DirectObject, NodePath):
                 result.append((lodName, animList))
 
         return result
-    
+
     def printAnimBlends(self, animName=None, partName=None, lodName=None):
         for lodName, animList in self.getAnimBlends(animName, partName, lodName):
             print 'LOD %s:' % (lodName)

+ 5 - 5
direct/src/actor/DistributedActor.py

@@ -11,11 +11,11 @@ class DistributedActor(DistributedNode.DistributedNode, Actor.Actor):
         try:
             self.DistributedActor_initialized
         except:
-            self.DistributedActor_initialized = 1   
-            Actor.Actor.__init__(self)     
+            self.DistributedActor_initialized = 1
+            Actor.Actor.__init__(self)
             DistributedNode.DistributedNode.__init__(self, cr)
             # Since actors are probably fairly heavyweight, we'd
-            # rather cache them than delete them if possible.       
+            # rather cache them than delete them if possible.
             self.setCacheable(1)
 
     def disable(self):
@@ -28,10 +28,10 @@ class DistributedActor(DistributedNode.DistributedNode, Actor.Actor):
         try:
             self.DistributedActor_deleted
         except:
-            self.DistributedActor_deleted = 1       
+            self.DistributedActor_deleted = 1
             DistributedNode.DistributedNode.delete(self)
             Actor.Actor.delete(self)
 
 
-    def loop(self, animName, restart=1, partName=None, fromFrame=None, toFrame=None):       
+    def loop(self, animName, restart=1, partName=None, fromFrame=None, toFrame=None):
         return Actor.Actor.loop(self, animName, restart, partName, fromFrame, toFrame)

+ 0 - 3
direct/src/actor/Sources.pp

@@ -1,3 +0,0 @@
-// For now, since we are not installing Python files, this file can
-// remain empty.
-

+ 13 - 13
direct/src/cluster/ClusterClient.py

@@ -1,6 +1,6 @@
 """ClusterClient: Master for mutli-piping or PC clusters.  """
 
-from pandac.PandaModules import *
+from panda3d.core import *
 from ClusterMsgs import *
 from ClusterConfig import *
 from direct.directnotify import DirectNotifyGlobal
@@ -147,7 +147,7 @@ class ClusterClient(DirectObject.DirectObject):
 
         if (serverList == None):
             serverList = range(len(self.serverList))
-        
+
         for server in serverList:
             self.serverList[server].sendNamedMovementDone()
 
@@ -161,7 +161,7 @@ class ClusterClient(DirectObject.DirectObject):
                                                key])
 
         self.sortedControlMappings.sort()
-        
+
     def moveObject(self, nodePath, object, serverList, offset, hasColor = True):
         self.notify.debug('moving object '+object)
         xyz = nodePath.getPos(render) + offset
@@ -222,7 +222,7 @@ class ClusterClient(DirectObject.DirectObject):
                 serverList = range(len(self.serverList))
             if (offset == None):
                 offset = Vec3(0,0,0)
-                
+
             self.controlMappings[objectName] = [controlledName,serverList]
             self.controlOffsets[objectName]  = offset
             self.controlPriorities[objectName] = priority
@@ -247,7 +247,7 @@ class ClusterClient(DirectObject.DirectObject):
 
             if (serverList == None):
                 self.controlMappings.pop(name)
-                self.controlPriorities.pop(name)                
+                self.controlPriorities.pop(name)
             else:
                 list = self.controlMappings[key][1]
                 newList = []
@@ -260,7 +260,7 @@ class ClusterClient(DirectObject.DirectObject):
                     self.controlPriorities.pop(name)
         self.redoSortedPriorities()
 
-        
+
     def getNodePathFindCmd(self, nodePath):
         import string
         pathString = repr(nodePath)
@@ -288,14 +288,14 @@ class ClusterClient(DirectObject.DirectObject):
         newTag["selectFunction"] = selectFunction
         newTag["selectArgs"]     = selectArgs
         newTag["deselectFunction"] = deselectFunction
-        newTag["deselectArgs"]     = deselectArgs        
+        newTag["deselectArgs"]     = deselectArgs
         self.taggedObjects[object] = newTag
 
 
     def removeObjectTag(self,object):
 
         self.taggedObjects.pop(object)
-    
+
 
     def selectNodePath(self, nodePath):
         name = self.getNodePathName(nodePath)
@@ -308,14 +308,14 @@ class ClusterClient(DirectObject.DirectObject):
                 function(*args)
         else:
             self(self.getNodePathFindCmd(nodePath) + '.select()', 0)
-        
+
 
     def deselectNodePath(self, nodePath):
         name = self.getNodePathName(nodePath)
         if name in self.taggedObjects:
             tag = self.taggedObjects[name]
             function = tag["deselectFunction"]
-            args     = tag["deselectArgs"]        
+            args     = tag["deselectArgs"]
             if (function != None):
                 function(*args)
             self.startMoveSelectedTask()
@@ -372,12 +372,12 @@ class ClusterClient(DirectObject.DirectObject):
 
         # clear the queue
         self.serverQueues[server] = []
-        
+
 
     def handleNamedMovement(self, data):
         """ Update cameraJig position to reflect latest position """
-    
-        (name,x, y, z, h, p, r, sx, sy, sz,red,g,b,a, hidden) = data 
+
+        (name,x, y, z, h, p, r, sx, sy, sz,red,g,b,a, hidden) = data
         #print "name"
         #if (name == "camNode"):
         #    print x,y,z,h,p,r, sx, sy, sz,red,g,b,a, hidden

+ 0 - 1
direct/src/cluster/ClusterConfig.py

@@ -1,6 +1,5 @@
 
 from ClusterClient import *
-import string
 
 # A dictionary of information for various cluster configurations.
 # Dictionary is keyed on cluster-config string

+ 5 - 5
direct/src/cluster/ClusterMsgs.py

@@ -3,7 +3,7 @@
 # This module is intended to supply routines and dataformats common to
 # both ClusterClient and ClusterServer.
 
-from pandac.PandaModules import *
+from panda3d.core import *
 from direct.distributed.PyDatagram import PyDatagram
 from direct.distributed.PyDatagramIterator import PyDatagramIterator
 import time
@@ -166,7 +166,7 @@ class ClusterMsgHandler:
         self.packetNumber = self.packetNumber + 1
         datagram.addUint8(CLUSTER_NAMED_MOVEMENT_DONE)
         return datagram
-            
+
 
     def makeNamedObjectMovementDatagram(self, xyz, hpr, scale, color, hidden, name):
         datagram = PyDatagram()
@@ -186,9 +186,9 @@ class ClusterMsgHandler:
         datagram.addFloat32(color[0])
         datagram.addFloat32(color[1])
         datagram.addFloat32(color[2])
-        datagram.addFloat32(color[3])        
+        datagram.addFloat32(color[3])
         datagram.addBool(hidden)
-        return datagram    
+        return datagram
 
     def parseCamMovementDatagram(self, dgi):
         x=dgi.getFloat32()
@@ -215,7 +215,7 @@ class ClusterMsgHandler:
         red = dgi.getFloat32()
         g = dgi.getFloat32()
         b = dgi.getFloat32()
-        a = dgi.getFloat32()        
+        a = dgi.getFloat32()
         hidden = dgi.getBool()
         return (name,x, y, z, h, p, r, sx, sy, sz, red, g, b, a, hidden)
 

+ 6 - 6
direct/src/cluster/ClusterServer.py

@@ -1,4 +1,4 @@
-from pandac.PandaModules import *
+from panda3d.core import *
 from ClusterMsgs import *
 from direct.distributed.MsgTypes import *
 from direct.directnotify import DirectNotifyGlobal
@@ -138,7 +138,7 @@ class ClusterServer(DirectObject.DirectObject):
     def setControlMappingOffset(self,objectName,offset):
         if (objectName in self.controlMappings):
             self.controlOffsets[objectName] = offset
-    
+
 
     def removeControlMapping(self,name):
         if (name in self.controlMappings):
@@ -146,7 +146,7 @@ class ClusterServer(DirectObject.DirectObject):
             self.controlPriorities.pop(name)
         self.redoSortedPriorities()
 
-            
+
     def startControlObjectTask(self):
         self.notify.debug("moving control objects")
         taskMgr.add(self.controlObjectTask,"controlObjectTask",50)
@@ -155,7 +155,7 @@ class ClusterServer(DirectObject.DirectObject):
         #print "running control object task"
         for pair in self.sortedControlPriorities:
             object = pair[1]
-            name   = self.controlMappings[object] 
+            name   = self.controlMappings[object]
             if (object in self.objectMappings):
                 self.moveObject(self.objectMappings[object],name,self.controlOffsets[object],
                                 self.objectHasColor[object])
@@ -169,7 +169,7 @@ class ClusterServer(DirectObject.DirectObject):
         self.notify.debug("named movement done")
         datagram = self.msgHandler.makeNamedMovementDone()
         self.cw.send(datagram,self.lastConnection)
-    
+
     def moveObject(self, nodePath, object, offset, hasColor):
         self.notify.debug('moving object '+object)
         #print "moving object",object
@@ -322,7 +322,7 @@ class ClusterServer(DirectObject.DirectObject):
         """ Update cameraJig position to reflect latest position """
         (x, y, z, h, p, r) = self.msgHandler.parseCamMovementDatagram(dgi)
         self.cameraJig.setPosHpr(render, x, y, z, h, p, r)
-        self.fPosReceived = 1        
+        self.fPosReceived = 1
 
     def handleSelectedMovement(self, dgi):
         """ Update cameraJig position to reflect latest position """

+ 0 - 10
direct/src/configfiles/Sources.pp

@@ -1,10 +0,0 @@
-#define INSTALL_CONFIG \
-  40_direct.prc
-
-#if $[CTPROJS]
-  // These files only matter to ctattach users.
-  #define INSTALL_CONFIG $[INSTALL_CONFIG] direct.init
-#endif
-
-
-#include $[THISDIRPREFIX]direct.prc.pp

+ 0 - 32
direct/src/configfiles/direct.prc.pp

@@ -1,32 +0,0 @@
-//
-// direct.prc.pp
-//
-// This file defines the script to auto-generate direct.prc at
-// ppremake time.  This is intended to fill in some of the default
-// parameters, in particular the default display types.
-//
-
-#output 40_direct.prc notouch
-#### Generated automatically by $[PPREMAKE] $[PPREMAKE_VERSION] from $[notdir $[THISFILENAME]].
-################################# DO NOT EDIT ###########################
-
-#if $[CTPROJS]
-// If we are using the ctattach tools, append "built"--this is a VR
-// Studio convention.
-model-path      $DMODELS/built
-sound-path      $DMODELS/built
-#else
-// Most people outside the VR Studio just see this.
-model-path      $DMODELS
-sound-path      $DMODELS
-#endif
-
-# Define a new egg object type.  See the comments in _panda.prc about this.
-
-egg-object-type-direct-widget   <Scalar> collide-mask { 0x80000000 } <Collide> { Polyset descend }
-
-# Define a new cull bin that will render on top of everything else.
-
-cull-bin gui-popup 60 unsorted
-
-#end 40_direct.prc

+ 3 - 3
direct/src/controls/BattleWalker.py

@@ -36,12 +36,12 @@ class BattleWalker(GravityWalker.GravityWalker):
         slideLeft = inputState.isSet("slideLeft")
         slideRight = inputState.isSet("slideRight")
         jump = inputState.isSet("jump")
-        
+
         # Check for Auto-Run
         if base.localAvatar.getAutoRun():
             forward = 1
             reverse = 0
-        
+
         # Determine what the speeds are based on the buttons:
         self.speed=(forward and self.avatarControlForwardSpeed or
                     reverse and -self.avatarControlReverseSpeed)
@@ -58,7 +58,7 @@ class BattleWalker(GravityWalker.GravityWalker):
             self.speed*=base.debugRunningMultiplier
             self.slideSpeed*=base.debugRunningMultiplier
             self.rotationSpeed*=1.25
-            
+
         if self.needToDeltaPos:
             self.setPriorParentVector()
             self.needToDeltaPos = 0

+ 23 - 23
direct/src/controls/ControlManager.py

@@ -13,13 +13,13 @@ from direct.directnotify import DirectNotifyGlobal
 #if __debug__:
 #    import DevWalker
 from direct.task import Task
+from panda3d.core import ConfigVariableBool
+
 CollisionHandlerRayStart = 4000.0 # This is a hack, it may be better to use a line instead of a ray.
 
 class ControlManager:
     notify = DirectNotifyGlobal.directNotify.newCategory("ControlManager")
-    wantAvatarPhysicsIndicator = config.GetBool('want-avatar-physics-indicator', 0)
-    wantAvatarPhysicsDebug = config.GetBool('want-avatar-physics-debug', 0)
-    wantWASD = config.GetBool('want-WASD', 0)
+    wantWASD = ConfigVariableBool('want-WASD', False)
 
     def __init__(self, enable=True, passMessagesThrough = False):
         assert self.notify.debug("init control manager %s" % (passMessagesThrough))
@@ -37,9 +37,9 @@ class ControlManager:
             self.enable()
         #self.monitorTask = taskMgr.add(self.monitor, "ControlManager-%s"%(id(self)), priority=-1)
         self.forceAvJumpToken = None
-        
-        
-        
+
+
+
         if self.passMessagesThrough: # for not breaking toontown
             ist=self.inputStateTokens
             ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
@@ -50,7 +50,7 @@ class ControlManager:
 
     def __str__(self):
         return 'ControlManager: using \'%s\'' % self.currentControlsName
-    
+
     def add(self, controls, name="basic"):
         """
         controls is an avatar control system.
@@ -75,7 +75,7 @@ class ControlManager:
 
     def get(self, name):
         return self.controls.get(name)
-        
+
     def remove(self, name):
         """
         name is any key that was used to refer to the
@@ -166,7 +166,7 @@ class ControlManager:
         if self.currentControls:
             return self.currentControls.getIsAirborne()
         return False
-    
+
     def setTag(self, key, value):
         assert self.notify.debugCall(id(self))
         for controls in self.controls.values():
@@ -181,7 +181,7 @@ class ControlManager:
         assert self.notify.debugCall(id(self))
         if self.currentControls:
             self.currentControls.setCollisionsActive(1)
-            
+
     def collisionsOff(self):
         assert self.notify.debugCall(id(self))
         if self.currentControls:
@@ -198,25 +198,25 @@ class ControlManager:
         if self.isEnabled:
             assert self.notify.debug('already isEnabled')
             return
-        
+
         self.isEnabled = 1
 
         # keep track of what we do on the inputState so we can undo it later on
         #self.inputStateTokens = []
         ist = self.inputStateTokens
         ist.append(inputState.watch("run", 'runningEvent', "running-on", "running-off"))
-        
+
         ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
         ist.append(inputState.watch("forward", "force-forward", "force-forward-stop"))
-        
+
         ist.append(inputState.watchWithModifiers("reverse", "arrow_down", inputSource=inputState.ArrowKeys))
         ist.append(inputState.watchWithModifiers("reverse", "mouse4", inputSource=inputState.Mouse))
-        
+
         if self.wantWASD:
             ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
             ist.append(inputState.watch("turnLeft", "mouse-look_left", "mouse-look_left-done"))
             ist.append(inputState.watch("turnLeft", "force-turnLeft", "force-turnLeft-stop"))
-            
+
             ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
             ist.append(inputState.watch("turnRight", "mouse-look_right", "mouse-look_right-done"))
             ist.append(inputState.watch("turnRight", "force-turnRight", "force-turnRight-stop"))
@@ -232,7 +232,7 @@ class ControlManager:
             ist.append(inputState.watchWithModifiers("turnLeft", "arrow_left", inputSource=inputState.ArrowKeys))
             ist.append(inputState.watch("turnLeft", "mouse-look_left", "mouse-look_left-done"))
             ist.append(inputState.watch("turnLeft", "force-turnLeft", "force-turnLeft-stop"))
-            
+
             ist.append(inputState.watchWithModifiers("turnRight", "arrow_right", inputSource=inputState.ArrowKeys))
             ist.append(inputState.watch("turnRight", "mouse-look_right", "mouse-look_right-done"))
             ist.append(inputState.watch("turnRight", "force-turnRight", "force-turnRight-stop"))
@@ -242,7 +242,7 @@ class ControlManager:
             ist.append(inputState.watchWithModifiers("jump", "space"))
         else:
             ist.append(inputState.watch("jump", "control", "control-up"))
-        
+
         if self.currentControls:
             self.currentControls.enableAvatarControls()
 
@@ -260,7 +260,7 @@ class ControlManager:
 
         if self.currentControls:
             self.currentControls.disableAvatarControls()
-            
+
         if self.passMessagesThrough: # for not breaking toontown
             ist=self.inputStateTokens
             ist.append(inputState.watchWithModifiers("forward", "arrow_up", inputSource=inputState.ArrowKeys))
@@ -274,10 +274,10 @@ class ControlManager:
             self.currentControls.setCollisionsActive(0)
             self.currentControls.setAvatar(None)
         self.currentControls = None
-        
+
     def disableAvatarJump(self):
         """
-        prevent 
+        prevent
         """
         assert self.forceAvJumpToken is None
         self.forceAvJumpToken=inputState.force(
@@ -310,7 +310,7 @@ class ControlManager:
 
         if not self.isEnabled:
             return
-        
+
         turnLeftWASDSet = inputState.isSet("turnLeft", inputSource=inputState.WASD)
         turnRightWASDSet = inputState.isSet("turnRight", inputSource=inputState.WASD)
         slideLeftWASDSet = inputState.isSet("slideLeft", inputSource=inputState.WASD)
@@ -339,7 +339,7 @@ class ControlManager:
 
             inputState.set("slideLeft", turnLeftWASDSet, inputSource=inputState.WASD)
             inputState.set("slideRight", turnRightWASDSet, inputSource=inputState.WASD)
-                
+
             inputState.set("turnLeft", False, inputSource=inputState.WASD)
             inputState.set("turnRight", False, inputSource=inputState.WASD)
-                
+

+ 7 - 6
direct/src/controls/DevWalker.py

@@ -18,13 +18,14 @@ from direct.showbase.InputStateGlobal import inputState
 from direct.directnotify import DirectNotifyGlobal
 from direct.showbase import DirectObject
 from direct.task.Task import Task
-from pandac.PandaModules import *
+from panda3d.core import *
+
 
 class DevWalker(DirectObject.DirectObject):
 
     notify = DirectNotifyGlobal.directNotify.newCategory("DevWalker")
-    wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
-    runMultiplier = base.config.GetFloat('dev-run-multiplier', 4.0)
+    wantDebugIndicator = ConfigVariableBool('want-avatar-physics-indicator', False)
+    runMultiplier = ConfigVariableDouble('dev-run-multiplier', 4.0)
 
     # Ghost mode overrides this:
     slideName = "slide-is-disabled"
@@ -109,13 +110,13 @@ class DevWalker(DirectObject.DirectObject):
         slideRight = inputState.isSet("slideRight")
         levitateUp = inputState.isSet("levitateUp")
         levitateDown = inputState.isSet("levitateDown")
-        run = inputState.isSet("run") and self.runMultiplier or 1.0
+        run = inputState.isSet("run") and self.runMultiplier.getValue() or 1.0
 
         # Check for Auto-Run
         if base.localAvatar.getAutoRun():
             forward = 1
             reverse = 0
-        
+
         # Determine what the speeds are based on the buttons:
         self.speed=(
                 (forward and self.avatarControlForwardSpeed or
@@ -182,7 +183,7 @@ class DevWalker(DirectObject.DirectObject):
 
     def flushEventHandlers(self):
         pass
-    
+
     if __debug__:
         def debugPrint(self, message):
             """for debugging"""

+ 0 - 2
direct/src/controls/GhostWalker.py

@@ -14,8 +14,6 @@ although it does send messeges that allow a listener to play sounds or
 animations based on walker events.
 """
 
-from direct.showbase.ShowBaseGlobal import *
-
 from direct.directnotify import DirectNotifyGlobal
 import NonPhysicsWalker
 

+ 9 - 11
direct/src/controls/GravityWalker.py

@@ -18,15 +18,17 @@ from direct.showbase import DirectObject
 from direct.controls.ControlManager import CollisionHandlerRayStart
 from direct.showbase.InputStateGlobal import inputState
 from direct.task.Task import Task
-from pandac.PandaModules import *
+from panda3d.core import *
+from direct.extensions_native import VBase3_extensions
+from direct.extensions_native import VBase4_extensions
 import math
 
 
 class GravityWalker(DirectObject.DirectObject):
     notify = directNotify.newCategory("GravityWalker")
-    wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
-    wantFloorSphere = base.config.GetBool('want-floor-sphere', 0)
-    earlyEventSphere = base.config.GetBool('early-event-sphere', 0)
+    wantDebugIndicator = ConfigVariableBool('want-avatar-physics-indicator', False)
+    wantFloorSphere = ConfigVariableBool('want-floor-sphere', False)
+    earlyEventSphere = ConfigVariableBool('early-event-sphere', False)
 
     DiagonalFactor = math.sqrt(2.) / 2.
 
@@ -179,9 +181,9 @@ class GravityWalker(DirectObject.DirectObject):
         # a higher or lower value depending on whether you want an avatar
         # that is outside of the world to step up to the floor when they
         # get under valid floor:
-        cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
+        self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
         cRayNode = CollisionNode('GW.cRayNode')
-        cRayNode.addSolid(cRay)
+        cRayNode.addSolid(self.cRay)
         self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
         cRayNode.setFromCollideMask(bitmask)
         cRayNode.setIntoCollideMask(BitMask32.allOff())
@@ -697,8 +699,4 @@ class GravityWalker(DirectObject.DirectObject):
     # There are sometimes issues if the collision ray height is
     # so tall that it collides with multiple levels of floors.
     def setCollisionRayHeight(self, height):
-        oldNode = self.avatarNodePath.getNode(0)
-        cRayNode = oldNode.getChild(2)
-        cRayNode.removeSolid(0)
-        cRay = CollisionRay(0.0, 0.0, height, 0.0, 0.0, -1.0)
-        cRayNode.addSolid(cRay)        
+        self.cRay.setOrigin(0.0, 0.0, height)

+ 6 - 6
direct/src/controls/NonPhysicsWalker.py

@@ -23,7 +23,7 @@ from pandac.PandaModules import *
 
 class NonPhysicsWalker(DirectObject.DirectObject):
     notify = DirectNotifyGlobal.directNotify.newCategory("NonPhysicsWalker")
-    wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
+    wantDebugIndicator = ConfigVariableBool('want-avatar-physics-indicator', False)
 
     # Ghost mode overrides this:
     slideName = "slide-is-disabled"
@@ -70,7 +70,7 @@ class NonPhysicsWalker(DirectObject.DirectObject):
 
         if self.cRayNodePath and not self.cRayNodePath.isEmpty():
             self.cRayNodePath.node().setFromCollideMask(self.cRayBitMask)
-            
+
     def initializeCollisions(self, collisionTraverser, avatarNodePath,
             avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
         """
@@ -201,12 +201,12 @@ class NonPhysicsWalker(DirectObject.DirectObject):
         turnRight = inputState.isSet("turnRight")
         slide = inputState.isSet(self.slideName) or 0
         #jump = inputState.isSet("jump")
-        
+
         # Check for Auto-Run
         if base.localAvatar.getAutoRun():
             forward = 1
             reverse = 0
-                
+
         # Determine what the speeds are based on the buttons:
         self.speed=(forward and self.avatarControlForwardSpeed or
                     reverse and -self.avatarControlReverseSpeed)
@@ -218,7 +218,7 @@ class NonPhysicsWalker(DirectObject.DirectObject):
         self.rotationSpeed=not slide and (
                 (turnLeft and self.avatarControlRotateSpeed) or
                 (turnRight and -self.avatarControlRotateSpeed))
-        
+
     def handleAvatarControls(self, task):
         """
         Check on the arrow keys and update the avatar.
@@ -311,7 +311,7 @@ class NonPhysicsWalker(DirectObject.DirectObject):
         if hasattr(self, 'cTrav'):
             self.pusher.flush()
         self.lifter.flush() # not currently defined or needed
-        
+
     if __debug__:
         def debugPrint(self, message):
             """for debugging"""

+ 1 - 2
direct/src/controls/ObserverWalker.py

@@ -14,8 +14,7 @@ although it does send messeges that allow a listener to play sounds or
 animations based on walker events.
 """
 
-from direct.showbase.ShowBaseGlobal import *
-from pandac.PandaModules import *
+from panda3d.core import *
 from direct.directnotify import DirectNotifyGlobal
 import NonPhysicsWalker
 

+ 8 - 5
direct/src/controls/PhysicsWalker.py

@@ -19,7 +19,11 @@ from direct.showbase import DirectObject
 from direct.controls.ControlManager import CollisionHandlerRayStart
 from direct.showbase.InputStateGlobal import inputState
 from direct.task.Task import Task
-from pandac.PandaModules import *
+from panda3d.core import *
+from panda3d.physics import *
+from direct.extensions_native import Mat3_extensions
+from direct.extensions_native import VBase3_extensions
+from direct.extensions_native import VBase4_extensions
 import math
 
 #import LineStream
@@ -27,8 +31,7 @@ import math
 class PhysicsWalker(DirectObject.DirectObject):
 
     notify = DirectNotifyGlobal.directNotify.newCategory("PhysicsWalker")
-    wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
-    wantAvatarPhysicsIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
+    wantDebugIndicator = ConfigVariableBool('want-avatar-physics-indicator', False)
 
     useLifter = 0
     useHeightRay = 0
@@ -466,12 +469,12 @@ class PhysicsWalker(DirectObject.DirectObject):
         slideLeft = 0#inputState.isSet("slideLeft")
         slideRight = 0#inputState.isSet("slideRight")
         jump = inputState.isSet("jump")
-        
+
         # Check for Auto-Run
         if base.localAvatar.getAutoRun():
             forward = 1
             reverse = 0
-                
+
         # Determine what the speeds are based on the buttons:
         self.__speed=(forward and self.avatarControlForwardSpeed or
                 reverse and -self.avatarControlReverseSpeed)

+ 1 - 1
direct/src/controls/SwimWalker.py

@@ -16,7 +16,7 @@ class SwimWalker(NonPhysicsWalker.NonPhysicsWalker):
         if base.localAvatar.getAutoRun():
             forward = 1
             reverse = 0
-        
+
         # Determine what the speeds are based on the buttons:
         self.speed=(forward and self.avatarControlForwardSpeed or
                     reverse and -self.avatarControlReverseSpeed)

+ 12 - 10
direct/src/controls/TwoDWalker.py

@@ -3,20 +3,22 @@ TwoDWalker.py is for controling the avatars in a 2D Scroller game environment.
 """
 
 from GravityWalker import *
+from panda3d.core import ConfigVariableBool
+
 
 class TwoDWalker(GravityWalker):
     """
     The TwoDWalker is primarily for a 2D Scroller game environment. Eg - Toon Blitz minigame.
-    TODO: This class is still work in progress. 
+    TODO: This class is still work in progress.
     Currently Toon Blitz is using this only for jumping.
     Moving the Toon left to right is handled by toontown/src/minigame/TwoDDrive.py.
     I eventually want this class to control all the 2 D movements, possibly with a
     customizable input list.
     """
     notify = directNotify.newCategory("TwoDWalker")
-    wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
-    wantFloorSphere = base.config.GetBool('want-floor-sphere', 0)
-    earlyEventSphere = base.config.GetBool('early-event-sphere', 0)
+    wantDebugIndicator = ConfigVariableBool('want-avatar-physics-indicator', False)
+    wantFloorSphere = ConfigVariableBool('want-floor-sphere', False)
+    earlyEventSphere = ConfigVariableBool('early-event-sphere', False)
 
     # special methods
     def __init__(self, gravity = -32.1740, standableGround=0.707,
@@ -24,13 +26,13 @@ class TwoDWalker(GravityWalker):
         assert self.notify.debugStateCall(self)
         self.notify.debug('Constructing TwoDWalker')
         GravityWalker.__init__(self)
-    
+
     def handleAvatarControls(self, task):
         """
         Check on the arrow keys and update the avatar.
-        """                
+        """
         # get the button states:
-        jump = inputState.isSet("forward")            
+        jump = inputState.isSet("forward")
         if self.lifter.isOnGround():
             if self.isAirborne:
                 self.isAirborne = 0
@@ -43,9 +45,9 @@ class TwoDWalker(GravityWalker):
             if self.isAirborne == 0:
                 assert self.debugPrint("isAirborne 1 due to isOnGround() false")
             self.isAirborne = 1
-            
+
         return Task.cont
-    
+
     def jumpPressed(self):
         """This function should be called from TwoDDrive when the jump key is pressed."""
         if self.lifter.isOnGround():
@@ -55,4 +57,4 @@ class TwoDWalker(GravityWalker):
                     self.lifter.addVelocity(self.avatarControlJumpForce)
                     messenger.send("jumpStart")
                     self.isAirborne = 1
-                    assert self.debugPrint("isAirborne 1 due to jump")
+                    assert self.debugPrint("isAirborne 1 due to jump")

+ 0 - 23
direct/src/dcparse/Sources.pp

@@ -1,23 +0,0 @@
-#define LOCAL_LIBS \
-  p3dcparser
-#define OTHER_LIBS \
-  p3express:c pandaexpress:m \
-  p3interrogatedb:c p3dconfig:c p3dtoolconfig:m \
-  p3dtoolutil:c p3dtoolbase:c p3dtool:m \
-  p3prc:c p3pstatclient:c p3pandabase:c p3linmath:c p3putil:c \
-  p3pipeline:c p3downloader:c \
-  $[if $[HAVE_NET],p3net:c] $[if $[WANT_NATIVE_NET],p3nativenet:c] \
-  panda:m \
-  p3pystub
-
-#define C++FLAGS -DWITHIN_PANDA
-
-#begin bin_target
-  #define TARGET dcparse
-  #define USE_PACKAGES zlib openssl tar
-
-  #define SOURCES \
-    dcparse.cxx
-  #define WIN_SYS_LIBS shell32.lib
-#end bin_target
-

+ 0 - 64
direct/src/dcparser/Sources.pp

@@ -1,64 +0,0 @@
-#define OTHER_LIBS \
-    p3express:c pandaexpress:m \
-    p3pstatclient:c p3pipeline:c panda:m \
-    p3interrogatedb:c p3dconfig:c p3dtoolconfig:m \
-    p3dtoolutil:c p3dtoolbase:c p3dtool:m p3prc:c p3pandabase:c \
-    p3downloader:c $[if $[HAVE_NET],p3net:c] $[if $[WANT_NATIVE_NET],p3nativenet:c] \
-    p3linmath:c p3putil:c
-
-#define LOCAL_LIBS \
-    p3directbase
-#define YACC_PREFIX dcyy
-#define C++FLAGS -DWITHIN_PANDA
-#define UNIX_SYS_LIBS m
-#define USE_PACKAGES python
-
-#begin lib_target
-  #define TARGET p3dcparser
-
-  #define COMBINED_SOURCES $[TARGET]_composite1.cxx  $[TARGET]_composite2.cxx
-
-  #define SOURCES \
-     dcAtomicField.h dcAtomicField.I dcClass.h dcClass.I \
-     dcDeclaration.h \
-     dcField.h dcField.I \
-     dcFile.h dcFile.I \
-     dcKeyword.h dcKeywordList.h \
-     dcLexer.lxx  \
-     dcLexerDefs.h dcMolecularField.h dcParser.yxx dcParserDefs.h  \
-     dcSubatomicType.h \
-     dcPackData.h dcPackData.I \
-     dcPacker.h dcPacker.I \
-     dcPackerCatalog.h dcPackerCatalog.I \
-     dcPackerInterface.h dcPackerInterface.I \
-     dcParameter.h dcClassParameter.h dcArrayParameter.h \
-     dcSimpleParameter.h dcSwitchParameter.h \
-     dcNumericRange.h dcNumericRange.I \
-     dcSwitch.h \
-     dcTypedef.h \
-     dcPython.h \
-     dcbase.h dcindent.h hashGenerator.h  \
-     primeNumberGenerator.h  
-
-  #define INCLUDED_SOURCES \
-     dcAtomicField.cxx dcClass.cxx \
-     dcDeclaration.cxx \
-     dcField.cxx dcFile.cxx \
-     dcKeyword.cxx dcKeywordList.cxx \
-     dcMolecularField.cxx dcSubatomicType.cxx \
-     dcPackData.cxx \
-     dcPacker.cxx \
-     dcPackerCatalog.cxx \
-     dcPackerInterface.cxx \
-     dcParameter.cxx dcClassParameter.cxx dcArrayParameter.cxx \
-     dcSimpleParameter.cxx dcSwitchParameter.cxx \
-     dcSwitch.cxx \
-     dcTypedef.cxx \
-     dcindent.cxx  \
-     hashGenerator.cxx primeNumberGenerator.cxx 
-
-  //  #define SOURCES $[SOURCES] $[INCLUDED_SOURCES]
-  //  #define COMBINED_SOURCES
-
-  #define IGATESCAN all
-#end lib_target

+ 59 - 55
direct/src/dcparser/dcClass.cxx

@@ -22,6 +22,10 @@
 #include "dcClassParameter.h"
 #include <algorithm>
 
+#ifdef HAVE_PYTHON
+#include "py_panda.h"
+#endif
+
 #ifdef WITHIN_PANDA
 #include "pStatTimer.h"
 
@@ -68,7 +72,7 @@ public:
 //  Description:
 ////////////////////////////////////////////////////////////////////
 DCClass::
-DCClass(DCFile *dc_file, const string &name, bool is_struct, bool bogus_class) : 
+DCClass(DCFile *dc_file, const string &name, bool is_struct, bool bogus_class) :
 #ifdef WITHIN_PANDA
   _class_update_pcollector(_update_pcollector, name),
   _class_generate_pcollector(_generate_pcollector, name),
@@ -80,7 +84,7 @@ DCClass(DCFile *dc_file, const string &name, bool is_struct, bool bogus_class) :
 {
   _number = -1;
   _constructor = NULL;
-      
+
 #ifdef HAVE_PYTHON
   _class_def = NULL;
   _owner_class_def = NULL;
@@ -112,7 +116,7 @@ DCClass::
 ////////////////////////////////////////////////////////////////////
 //     Function: DCClass::as_class
 //       Access: Published, Virtual
-//  Description: 
+//  Description:
 ////////////////////////////////////////////////////////////////////
 DCClass *DCClass::
 as_class() {
@@ -122,7 +126,7 @@ as_class() {
 ////////////////////////////////////////////////////////////////////
 //     Function: DCClass::as_class
 //       Access: Published, Virtual
-//  Description: 
+//  Description:
 ////////////////////////////////////////////////////////////////////
 const DCClass *DCClass::
 as_class() const {
@@ -151,7 +155,7 @@ get_parent(int n) const {
   nassertr(n >= 0 && n < (int)_parents.size(), NULL);
   return _parents[n];
 }
-  
+
 ////////////////////////////////////////////////////////////////////
 //     Function: DCClass::has_constructor
 //       Access: Published
@@ -162,7 +166,7 @@ bool DCClass::
 has_constructor() const {
   return (_constructor != (DCField *)NULL);
 }
-  
+
 ////////////////////////////////////////////////////////////////////
 //     Function: DCClass::get_constructor
 //       Access: Published
@@ -280,7 +284,7 @@ get_field_by_index(int index_number) const {
 ////////////////////////////////////////////////////////////////////
 int DCClass::
 get_num_inherited_fields() const {
-  if (dc_multiple_inheritance && dc_virtual_inheritance && 
+  if (dc_multiple_inheritance && dc_virtual_inheritance &&
       _dc_file != (DCFile *)NULL) {
     _dc_file->check_inherited_fields();
     if (_inherited_fields.empty()) {
@@ -299,7 +303,7 @@ get_num_inherited_fields() const {
     for (pi = _parents.begin(); pi != _parents.end(); ++pi) {
       num_fields += (*pi)->get_num_inherited_fields();
     }
-    
+
     return num_fields;
   }
 }
@@ -308,7 +312,7 @@ get_num_inherited_fields() const {
 //     Function: DCClass::get_inherited_field
 //       Access: Published
 //  Description: Returns the nth field field in the class and all of
-//               its ancestors.  
+//               its ancestors.
 //
 //               This *used* to be the same thing as
 //               get_field_by_index(), back when the fields were
@@ -318,7 +322,7 @@ get_num_inherited_fields() const {
 ////////////////////////////////////////////////////////////////////
 DCField *DCClass::
 get_inherited_field(int n) const {
-  if (dc_multiple_inheritance && dc_virtual_inheritance && 
+  if (dc_multiple_inheritance && dc_virtual_inheritance &&
       _dc_file != (DCFile *)NULL) {
     _dc_file->check_inherited_fields();
     if (_inherited_fields.empty()) {
@@ -334,18 +338,18 @@ get_inherited_field(int n) const {
       if (n < psize) {
         return (*pi)->get_inherited_field(n);
       }
-      
+
       n -= psize;
     }
-    
+
     return get_field(n);
   }
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function : DCClass::inherits_from_bogus_class
-//       Access : Published
-//  Description : Returns true if this class, or any class in the
+//     Function: DCClass::inherits_from_bogus_class
+//       Access: Published
+//  Description: Returns true if this class, or any class in the
 //                inheritance heirarchy for this class, is a "bogus"
 //                class--a forward reference to an as-yet-undefined
 //                class.
@@ -367,10 +371,10 @@ inherits_from_bogus_class() const {
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function : DCClass::output
-//       Access : Published, Virtual
-//  Description : Write a string representation of this instance to
-//                <out>.
+//     Function: DCClass::output
+//       Access: Published, Virtual
+//  Description: Write a string representation of this instance to
+//               <out>.
 ////////////////////////////////////////////////////////////////////
 void DCClass::
 output(ostream &out) const {
@@ -663,7 +667,7 @@ receive_update_other(PyObject *distobj, DatagramIterator &di) const {
 //               value blob.
 ////////////////////////////////////////////////////////////////////
 void DCClass::
-direct_update(PyObject *distobj, const string &field_name, 
+direct_update(PyObject *distobj, const string &field_name,
               const string &value_blob) {
   DCField *field = get_field_by_name(field_name);
   nassertv_always(field != NULL);
@@ -684,7 +688,7 @@ direct_update(PyObject *distobj, const string &field_name,
 //               datagram.
 ////////////////////////////////////////////////////////////////////
 void DCClass::
-direct_update(PyObject *distobj, const string &field_name, 
+direct_update(PyObject *distobj, const string &field_name,
               const Datagram &datagram) {
   direct_update(distobj, field_name, datagram.get_message());
 }
@@ -704,7 +708,7 @@ direct_update(PyObject *distobj, const string &field_name,
 //               Returns true on success, false on failure.
 ////////////////////////////////////////////////////////////////////
 bool DCClass::
-pack_required_field(Datagram &datagram, PyObject *distobj, 
+pack_required_field(Datagram &datagram, PyObject *distobj,
                     const DCField *field) const {
   DCPacker packer;
   packer.begin_pack(field);
@@ -734,7 +738,7 @@ pack_required_field(Datagram &datagram, PyObject *distobj,
 //               Returns true on success, false on failure.
 ////////////////////////////////////////////////////////////////////
 bool DCClass::
-pack_required_field(DCPacker &packer, PyObject *distobj, 
+pack_required_field(DCPacker &packer, PyObject *distobj,
                     const DCField *field) const {
   const DCParameter *parameter = field->as_parameter();
   if (parameter != (DCParameter *)NULL) {
@@ -758,14 +762,14 @@ pack_required_field(DCPacker &packer, PyObject *distobj,
       nassert_raise(strm.str());
       return false;
     }
-    PyObject *result = 
+    PyObject *result =
       PyObject_GetAttrString(distobj, (char *)field_name.c_str());
     nassertr(result != (PyObject *)NULL, false);
 
     // Now pack the value into the datagram.
     bool pack_ok = parameter->pack_args(packer, result);
     Py_DECREF(result);
-    
+
     return pack_ok;
   }
 
@@ -801,7 +805,7 @@ pack_required_field(DCPacker &packer, PyObject *distobj,
     nassert_raise(strm.str());
     return false;
   }
-  
+
   string getter_name = setter_name;
   if (setter_name.substr(0, 3) == "set") {
     // If the original method started with "set", we mangle this
@@ -814,7 +818,7 @@ pack_required_field(DCPacker &packer, PyObject *distobj,
     getter_name = "get" + setter_name;
     getter_name[3] = toupper(getter_name[3]);
   }
-  
+
   // Now we have to look up the getter on the distributed object
   // and call it.
   if (!PyObject_HasAttrString(distobj, (char *)getter_name.c_str())) {
@@ -833,10 +837,10 @@ pack_required_field(DCPacker &packer, PyObject *distobj,
     nassert_raise(strm.str());
     return false;
   }
-  PyObject *func = 
+  PyObject *func =
     PyObject_GetAttrString(distobj, (char *)getter_name.c_str());
   nassertr(func != (PyObject *)NULL, false);
-  
+
   PyObject *empty_args = PyTuple_New(0);
   PyObject *result = PyObject_CallObject(func, empty_args);
   Py_DECREF(empty_args);
@@ -847,7 +851,7 @@ pack_required_field(DCPacker &packer, PyObject *distobj,
     cerr << "Error when calling " << getter_name << "\n";
     return false;
   }
-  
+
   if (atom->get_num_elements() == 1) {
     // In this case, we expect the getter to return one object,
     // which we wrap up in a tuple.
@@ -861,13 +865,13 @@ pack_required_field(DCPacker &packer, PyObject *distobj,
     if (!PySequence_Check(result)) {
       ostringstream strm;
       strm << "Since dclass " << get_name() << " method " << setter_name
-           << " is declared to have multiple parameters, Python function " 
+           << " is declared to have multiple parameters, Python function "
            << getter_name << " must return a list or tuple.\n";
       nassert_raise(strm.str());
       return false;
     }
   }
-  
+
   // Now pack the arguments into the datagram.
   bool pack_ok = atom->pack_args(packer, result);
   Py_DECREF(result);
@@ -885,7 +889,7 @@ pack_required_field(DCPacker &packer, PyObject *distobj,
 //               object from the client.
 ////////////////////////////////////////////////////////////////////
 Datagram DCClass::
-client_format_update(const string &field_name, DOID_TYPE do_id, 
+client_format_update(const string &field_name, DOID_TYPE do_id,
                      PyObject *args) const {
   DCField *field = get_field_by_name(field_name);
   if (field == (DCField *)NULL) {
@@ -909,7 +913,7 @@ client_format_update(const string &field_name, DOID_TYPE do_id,
 //               object from the AI.
 ////////////////////////////////////////////////////////////////////
 Datagram DCClass::
-ai_format_update(const string &field_name, DOID_TYPE do_id, 
+ai_format_update(const string &field_name, DOID_TYPE do_id,
                  CHANNEL_TYPE to_id, CHANNEL_TYPE from_id, PyObject *args) const {
   DCField *field = get_field_by_name(field_name);
   if (field == (DCField *)NULL) {
@@ -934,7 +938,7 @@ ai_format_update(const string &field_name, DOID_TYPE do_id,
 //               object from the AI.
 ////////////////////////////////////////////////////////////////////
 Datagram DCClass::
-ai_format_update_msg_type(const string &field_name, DOID_TYPE do_id, 
+ai_format_update_msg_type(const string &field_name, DOID_TYPE do_id,
                  CHANNEL_TYPE to_id, CHANNEL_TYPE from_id, int msg_type, PyObject *args) const {
   DCField *field = get_field_by_name(field_name);
   if (field == (DCField *)NULL) {
@@ -964,7 +968,7 @@ ai_format_update_msg_type(const string &field_name, DOID_TYPE do_id,
 //               This method is only called by the CMU implementation.
 ////////////////////////////////////////////////////////////////////
 Datagram DCClass::
-client_format_generate_CMU(PyObject *distobj, DOID_TYPE do_id, 
+client_format_generate_CMU(PyObject *distobj, DOID_TYPE do_id,
                            ZONEID_TYPE zone_id,
                            PyObject *optional_fields) const {
   DCPacker packer;
@@ -1003,7 +1007,7 @@ client_format_generate_CMU(PyObject *distobj, DOID_TYPE do_id,
     string field_name = PyString_AsString(py_field_name);
 #endif
     Py_XDECREF(py_field_name);
-    
+
     DCField *field = get_field_by_name(field_name);
     if (field == (DCField *)NULL) {
       ostringstream strm;
@@ -1037,7 +1041,7 @@ client_format_generate_CMU(PyObject *distobj, DOID_TYPE do_id,
 //               in addition to the normal required fields.
 ////////////////////////////////////////////////////////////////////
 Datagram DCClass::
-ai_format_generate(PyObject *distobj, DOID_TYPE do_id, 
+ai_format_generate(PyObject *distobj, DOID_TYPE do_id,
                    DOID_TYPE parent_id, ZONEID_TYPE zone_id,
                    CHANNEL_TYPE district_channel_id, CHANNEL_TYPE from_channel_id,
                    PyObject *optional_fields) const {
@@ -1055,7 +1059,7 @@ ai_format_generate(PyObject *distobj, DOID_TYPE do_id,
   } else {
     packer.raw_pack_uint16(STATESERVER_OBJECT_GENERATE_WITH_REQUIRED);
   }
-  
+
   // Parent is a bit overloaded; this parent is not about inheritance,
   // this one is about the visibility container parent, i.e. the zone
   // parent:
@@ -1122,14 +1126,14 @@ ai_format_generate(PyObject *distobj, DOID_TYPE do_id,
 //  Description: Generates a datagram containing the message necessary
 //               to create a new database distributed object from the AI.
 //
-//               First Pass is to only incldue required values
-//               (with Defaults).                   
+//               First Pass is to only include required values
+//               (with Defaults).
 ////////////////////////////////////////////////////////////////////
 Datagram DCClass::
 ai_database_generate_context(
     unsigned int context_id, DOID_TYPE parent_id, ZONEID_TYPE zone_id,
     CHANNEL_TYPE owner_channel,
-    CHANNEL_TYPE database_server_id, CHANNEL_TYPE from_channel_id) const 
+    CHANNEL_TYPE database_server_id, CHANNEL_TYPE from_channel_id) const
 {
   DCPacker packer;
   packer.raw_pack_uint8(1);
@@ -1137,7 +1141,7 @@ ai_database_generate_context(
   packer.RAW_PACK_CHANNEL(from_channel_id);
   //packer.raw_pack_uint8('A');
   packer.raw_pack_uint16(STATESERVER_OBJECT_CREATE_WITH_REQUIRED_CONTEXT);
-  packer.raw_pack_uint32(parent_id);  
+  packer.raw_pack_uint32(parent_id);
   packer.raw_pack_uint32(zone_id);
   packer.RAW_PACK_CHANNEL(owner_channel);
   packer.raw_pack_uint16(_number); // DCD class ID
@@ -1166,13 +1170,13 @@ ai_database_generate_context(
 //  Description: Generates a datagram containing the message necessary
 //               to create a new database distributed object from the AI.
 //
-//               First Pass is to only incldue required values
-//               (with Defaults).                   
+//               First Pass is to only include required values
+//               (with Defaults).
 ////////////////////////////////////////////////////////////////////
 Datagram DCClass::
 ai_database_generate_context_old(
     unsigned int context_id, DOID_TYPE parent_id, ZONEID_TYPE zone_id,
-    CHANNEL_TYPE database_server_id, CHANNEL_TYPE from_channel_id) const 
+    CHANNEL_TYPE database_server_id, CHANNEL_TYPE from_channel_id) const
 {
   DCPacker packer;
   packer.raw_pack_uint8(1);
@@ -1180,7 +1184,7 @@ ai_database_generate_context_old(
   packer.RAW_PACK_CHANNEL(from_channel_id);
   //packer.raw_pack_uint8('A');
   packer.raw_pack_uint16(STATESERVER_OBJECT_CREATE_WITH_REQUIRED_CONTEXT);
-  packer.raw_pack_uint32(parent_id);  
+  packer.raw_pack_uint32(parent_id);
   packer.raw_pack_uint32(zone_id);
   packer.raw_pack_uint16(_number); // DCD class ID
   packer.raw_pack_uint32(context_id);
@@ -1201,10 +1205,10 @@ ai_database_generate_context_old(
 #endif  // HAVE_PYTHON
 
 ////////////////////////////////////////////////////////////////////
-//     Function : DCClass::output
-//       Access : Public, Virtual
-//  Description : Write a string representation of this instance to
-//                <out>.
+//     Function: DCClass::output
+//       Access: Public, Virtual
+//  Description: Write a string representation of this instance to
+//               <out>.
 ////////////////////////////////////////////////////////////////////
 void DCClass::
 output(ostream &out, bool brief) const {
@@ -1280,7 +1284,7 @@ write(ostream &out, bool brief, int indent_level) const {
 //               the indicated output stream.
 ////////////////////////////////////////////////////////////////////
 void DCClass::
-output_instance(ostream &out, bool brief, const string &prename, 
+output_instance(ostream &out, bool brief, const string &prename,
                 const string &name, const string &postname) const {
   if (_is_struct) {
     out << "struct";
@@ -1376,7 +1380,7 @@ rebuild_inherited_fields() {
   Names names;
 
   _inherited_fields.clear();
-  
+
   // First, all of the inherited fields from our parent are at the top
   // of the list.
   Parents::const_iterator pi;
@@ -1409,7 +1413,7 @@ rebuild_inherited_fields() {
   for (fi = _fields.begin(); fi != _fields.end(); ++fi) {
     DCField *field = (*fi);
     if (field->get_name().empty()) {
-      // Unnamed fields are always added. 
+      // Unnamed fields are always added.
      _inherited_fields.push_back(field);
 
     } else {
@@ -1496,7 +1500,7 @@ add_field(DCField *field) {
     }
   }
 
-  if (_dc_file != (DCFile *)NULL && 
+  if (_dc_file != (DCFile *)NULL &&
       ((dc_virtual_inheritance && dc_sort_inheritance_by_file) || !is_struct())) {
     if (dc_multiple_inheritance) {
       _dc_file->set_new_index_number(field);

+ 12 - 12
direct/src/dcparser/dcDeclaration.cxx

@@ -27,7 +27,7 @@ DCDeclaration::
 ////////////////////////////////////////////////////////////////////
 //     Function: DCDeclaration::as_class
 //       Access: Published, Virtual
-//  Description: 
+//  Description:
 ////////////////////////////////////////////////////////////////////
 DCClass *DCDeclaration::
 as_class() {
@@ -37,7 +37,7 @@ as_class() {
 ////////////////////////////////////////////////////////////////////
 //     Function: DCDeclaration::as_class
 //       Access: Published, Virtual
-//  Description: 
+//  Description:
 ////////////////////////////////////////////////////////////////////
 const DCClass *DCDeclaration::
 as_class() const {
@@ -47,7 +47,7 @@ as_class() const {
 ////////////////////////////////////////////////////////////////////
 //     Function: DCDeclaration::as_switch
 //       Access: Published, Virtual
-//  Description: 
+//  Description:
 ////////////////////////////////////////////////////////////////////
 DCSwitch *DCDeclaration::
 as_switch() {
@@ -57,7 +57,7 @@ as_switch() {
 ////////////////////////////////////////////////////////////////////
 //     Function: DCDeclaration::as_switch
 //       Access: Published, Virtual
-//  Description: 
+//  Description:
 ////////////////////////////////////////////////////////////////////
 const DCSwitch *DCDeclaration::
 as_switch() const {
@@ -65,10 +65,10 @@ as_switch() const {
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function : DCDeclaration::output
-//       Access : Published, Virtual
-//  Description : Write a string representation of this instance to
-//                <out>.
+//     Function: DCDeclaration::output
+//       Access: Published, Virtual
+//  Description: Write a string representation of this instance to
+//               <out>.
 ////////////////////////////////////////////////////////////////////
 void DCDeclaration::
 output(ostream &out) const {
@@ -76,10 +76,10 @@ output(ostream &out) const {
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function : DCDeclaration::
-//       Access : Published
-//  Description : Write a string representation of this instance to
-//                <out>.
+//     Function: DCDeclaration::
+//       Access: Published
+//  Description: Write a string representation of this instance to
+//               <out>.
 ////////////////////////////////////////////////////////////////////
 void DCDeclaration::
 write(ostream &out, int indent_level) const {

+ 8 - 8
direct/src/dcparser/dcField.I

@@ -178,10 +178,10 @@ is_airecv() const {
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function : DCField::output
-//       Access : Published
-//  Description : Write a string representation of this instance to
-//                <out>.
+//     Function: DCField::output
+//       Access: Published
+//  Description: Write a string representation of this instance to
+//               <out>.
 ////////////////////////////////////////////////////////////////////
 INLINE void DCField::
 output(ostream &out) const {
@@ -189,10 +189,10 @@ output(ostream &out) const {
 }
 
 ////////////////////////////////////////////////////////////////////
-//     Function : DCField::
-//       Access : Published
-//  Description : Write a string representation of this instance to
-//                <out>.
+//     Function: DCField::
+//       Access: Published
+//  Description: Write a string representation of this instance to
+//               <out>.
 ////////////////////////////////////////////////////////////////////
 INLINE void DCField::
 write(ostream &out, int indent_level) const {

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