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@@ -3,174 +3,6 @@ from DirectGeometry import *
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from DirectSelection import *
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-class SelectionRay:
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- def __init__(self, camera, fGeom = 1):
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- # Record the camera associated with this selection ray
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- self.camera = camera
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- # Create a collision node
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- self.rayCollisionNodePath = camera.attachNewNode( CollisionNode() )
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- # Don't pay the penalty of drawing this collision ray
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- self.rayCollisionNodePath.hide()
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- rayCollisionNode = self.rayCollisionNodePath.node()
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- # Specify if this ray collides with geometry
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- rayCollisionNode.setCollideGeom(fGeom)
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- # Create a collision ray
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- self.ray = CollisionRay()
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- # Add the ray to the collision Node
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- rayCollisionNode.addSolid( self.ray )
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- # Create a queue to hold the collision results
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- self.cq = CollisionHandlerQueue()
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- self.numEntries = 0
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- # And a traverser to do the actual collision tests
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- self.ct = CollisionTraverser( RenderRelation.getClassType() )
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- # Let the traverser know about the queue and the collision node
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- self.ct.addCollider(rayCollisionNode, self.cq )
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-
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- def pick(self, targetNodePath, mouseX, mouseY):
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- # Determine ray direction based upon the mouse coordinates
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- # Note! This has to be a cam object (of type ProjectionNode)
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- self.ray.setProjection( base.cam.node(), mouseX, mouseY )
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- self.ct.traverse( targetNodePath.node() )
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- self.numEntries = self.cq.getNumEntries()
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- return self.numEntries
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-
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- def objectToHitPt(self, index):
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- return self.cq.getEntry(index).getIntoIntersectionPoint()
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-
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- def camToHitPt(self, index):
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- # Get the specified entry
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- entry = self.cq.getEntry(index)
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- hitPt = entry.getIntoIntersectionPoint()
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- # Convert point from object local space to camera space
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- return entry.getInvWrtSpace().xformPoint(hitPt)
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-
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-
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-class DirectBoundingBox:
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- def __init__(self, nodePath):
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- # Record the node path
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- self.nodePath = nodePath
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- # Compute bounds, min, max, etc.
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- self.computeBounds()
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- # Generate the bounding box
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- self.lines = self.createBBoxLines()
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-
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- def computeBounds(self):
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- self.bounds = self.nodePath.getBounds()
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- self.center = self.bounds.getCenter()
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- self.radius = self.bounds.getRadius()
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- self.min = Point3(self.center - Point3(self.radius))
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- self.max = Point3(self.center + Point3(self.radius))
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-
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- def createBBoxLines(self):
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- # Create a line segments object for the bbox
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- lines = LineNodePath(hidden)
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- lines.node().setName('bboxLines')
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- lines.setColor( VBase4( 1., 0., 0., 1. ) )
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- lines.setThickness( 0.5 )
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-
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- minX = self.min[0]
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- minY = self.min[1]
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- minZ = self.min[2]
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- maxX = self.max[0]
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- maxY = self.max[1]
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- maxZ = self.max[2]
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-
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- # Bottom face
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- lines.moveTo( minX, minY, minZ )
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- lines.drawTo( maxX, minY, minZ )
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- lines.drawTo( maxX, maxY, minZ )
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- lines.drawTo( minX, maxY, minZ )
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- lines.drawTo( minX, minY, minZ )
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-
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- # Front Edge/Top face
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- lines.drawTo( minX, minY, maxZ )
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- lines.drawTo( maxX, minY, maxZ )
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- lines.drawTo( maxX, maxY, maxZ )
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- lines.drawTo( minX, maxY, maxZ )
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- lines.drawTo( minX, minY, maxZ )
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-
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- # Three remaining edges
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- lines.moveTo( maxX, minY, minZ )
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- lines.drawTo( maxX, minY, maxZ )
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- lines.moveTo( maxX, maxY, minZ )
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- lines.drawTo( maxX, maxY, maxZ )
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- lines.moveTo( minX, maxY, minZ )
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- lines.drawTo( minX, maxY, maxZ )
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-
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- # Create and return bbox lines
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- lines.create()
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- return lines
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-
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- def updateBBoxLines(self):
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- ls = self.lines.lineSegs
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-
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- minX = self.min[0]
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- minY = self.min[1]
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- minZ = self.min[2]
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- maxX = self.max[0]
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- maxY = self.max[1]
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- maxZ = self.max[2]
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-
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- # Bottom face
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- ls.setVertex( 0, minX, minY, minZ )
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- ls.setVertex( 1, maxX, minY, minZ )
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- ls.setVertex( 2, maxX, maxY, minZ )
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- ls.setVertex( 3, minX, maxY, minZ )
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- ls.setVertex( 4, minX, minY, minZ )
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-
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- # Front Edge/Top face
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- ls.setVertex( 5, minX, minY, maxZ )
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- ls.setVertex( 6, maxX, minY, maxZ )
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- ls.setVertex( 7, maxX, maxY, maxZ )
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- ls.setVertex( 8, minX, maxY, maxZ )
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- ls.setVertex( 9, minX, minY, maxZ )
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-
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- # Three remaining edges
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- ls.setVertex( 10, maxX, minY, minZ )
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- ls.setVertex( 11, maxX, minY, maxZ )
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- ls.setVertex( 12, maxX, maxY, minZ )
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- ls.setVertex( 13, maxX, maxY, maxZ )
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- ls.setVertex( 14, minX, maxY, minZ )
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- ls.setVertex( 15, minX, maxY, maxZ )
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-
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- def getBounds(self):
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- # Get a node path's bounds
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- nodeBounds = self.nodePath.node().getBound()
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- for child in self.nodePath.getChildrenAsList():
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- nodeBounds.extendBy(child.getBottomArc().getBound())
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- return nodeBounds.makeCopy()
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-
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- def show(self):
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- self.lines.reparentTo(self.nodePath)
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-
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- def hide(self):
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- self.lines.reparentTo(hidden)
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-
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- def getCenter(self):
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- return self.center
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-
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- def getRadius(self):
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- return self.radius
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-
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- def getMin(self):
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- return self.min
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-
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- def getMax(self):
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- return self.max
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-
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- def vecAsString(self, vec):
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- return '%.2f %.2f %.2f' % (vec[0], vec[1], vec[2])
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-
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- def __repr__(self):
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- return (`self.__class__` +
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- '\nNodePath:\t%s\n' % self.name +
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- 'Min:\t\t%s\n' % self.vecAsString(self.min) +
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- 'Max:\t\t%s\n' % self.vecAsString(self.max) +
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- 'Center:\t\t%s\n' % self.vecAsString(self.center) +
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- 'Radius:\t\t%.2f' % self.radius
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- )
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-
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-
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class DirectNodePath(NodePath):
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# A node path augmented with info, bounding box, and utility methods
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def __init__(self, nodePath):
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@@ -181,10 +13,17 @@ class DirectNodePath(NodePath):
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self.name = self.getNodePathName()
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# Create a bounding box
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self.bbox = DirectBoundingBox(self)
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+ center = self.bbox.getCenter()
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+ # Create matrix to hold the offset between the nodepath
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+ # and its center of action (COA)
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+ self.mCoa2Dnp = Mat4()
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+ self.mCoa2Dnp.assign(Mat4.identMat())
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+ self.mCoa2Dnp.setRow(3, Vec4(center[0], center[1], center[2], 1))
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+ # Transform from nodePath to widget
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+ self.mDnp2Widget = Mat4()
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+ self.mDnp2Widget.assign(Mat4.identMat())
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# Use value of this pointer as unique ID
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self.id = self.node().this
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- # Show bounding box
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- self.highlight()
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def highlight(self):
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self.bbox.show()
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@@ -207,8 +46,10 @@ class DirectNodePath(NodePath):
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def __repr__(self):
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return ('NodePath:\t%s\n' % self.name)
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+
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class SelectedNodePaths(PandaObject):
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- def __init__(self):
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+ def __init__(self,direct):
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+ self.direct = direct
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self.selectedDict = {}
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self.deselectedDict = {}
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self.last = None
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@@ -240,6 +81,8 @@ class SelectedNodePaths(PandaObject):
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else:
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# Didn't find it, create a new selectedNodePath instance
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dnp = DirectNodePath(nodePath)
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+ # Show its bounding box
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+ dnp.highlight()
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# Add it to the selected dictionary
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self.selectedDict[dnp.id] = dnp
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# And update last
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@@ -281,6 +124,18 @@ class SelectedNodePaths(PandaObject):
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for key in duplicateKeys:
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func(self.deselectedDict[key])
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+ def getWrtAll(self):
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+ self.forEachSelectedNodePathDo(self.getWrt)
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+
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+ def getWrt(self, nodePath):
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+ nodePath.mDnp2Widget.assign(nodePath.getMat(self.direct.widget))
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+
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+ def moveWrtWidgetAll(self):
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+ self.forEachSelectedNodePathDo(self.moveWrtWidget)
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+
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+ def moveWrtWidget(self, nodePath):
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+ nodePath.setMat(self.direct.widget, nodePath.mDnp2Widget)
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+
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def deselectAll(self):
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self.forEachSelectedNodePathDo(self.deselect)
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@@ -327,22 +182,191 @@ class SelectedNodePaths(PandaObject):
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def getNumSelected(self):
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return len(self.selectedDict.keys())
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-"""
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-dd = loader.loadModel(r"I:\beta\toons\install\neighborhoods\donalds_dock")
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-dd.reparentTo(render)
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-
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-# Operations on cq
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-cq.getNumEntries()
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-cq.getEntry(0).getIntoNode()
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-cq.getEntry(0).getIntoNode().getName()
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-print cq.getEntry(i).getIntoIntersectionPoint()
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-
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-for i in range(0,bobo.cq.getNumEntries()):
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- name = bobo.cq.getEntry(i).getIntoNode().getName()
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- if not name:
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- name = "<noname>"
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- print name
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- print bobo.cq.getEntry(i).getIntoIntersectionPoint()[0],
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- print bobo.cq.getEntry(i).getIntoIntersectionPoint()[1],
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- print bobo.cq.getEntry(i).getIntoIntersectionPoint()[2]
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-"""
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+
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+class DirectBoundingBox:
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+ def __init__(self, nodePath):
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+ # Record the node path
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+ self.nodePath = nodePath
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+ # Compute bounds, min, max, etc.
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+ self.computeBounds()
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+ # Generate the bounding box
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+ self.lines = self.createBBoxLines()
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+
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+ def computeBounds(self):
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+ self.bounds = self.nodePath.getBounds()
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+ self.center = self.bounds.getCenter()
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+ self.radius = self.bounds.getRadius()
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+ self.min = Point3(self.center - Point3(self.radius))
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+ self.max = Point3(self.center + Point3(self.radius))
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+
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+ def createBBoxLines(self):
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+ # Create a line segments object for the bbox
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+ lines = LineNodePath(hidden)
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+ lines.node().setName('bboxLines')
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+ lines.setColor( VBase4( 1., 0., 0., 1. ) )
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+ lines.setThickness( 0.5 )
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+
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+ minX = self.min[0]
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+ minY = self.min[1]
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+ minZ = self.min[2]
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+ maxX = self.max[0]
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+ maxY = self.max[1]
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+ maxZ = self.max[2]
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+
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+ # Bottom face
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+ lines.moveTo( minX, minY, minZ )
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+ lines.drawTo( maxX, minY, minZ )
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+ lines.drawTo( maxX, maxY, minZ )
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+ lines.drawTo( minX, maxY, minZ )
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+ lines.drawTo( minX, minY, minZ )
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+
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+ # Front Edge/Top face
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+ lines.drawTo( minX, minY, maxZ )
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+ lines.drawTo( maxX, minY, maxZ )
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+ lines.drawTo( maxX, maxY, maxZ )
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+ lines.drawTo( minX, maxY, maxZ )
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+ lines.drawTo( minX, minY, maxZ )
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+
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+ # Three remaining edges
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+ lines.moveTo( maxX, minY, minZ )
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+ lines.drawTo( maxX, minY, maxZ )
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+ lines.moveTo( maxX, maxY, minZ )
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+ lines.drawTo( maxX, maxY, maxZ )
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+ lines.moveTo( minX, maxY, minZ )
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+ lines.drawTo( minX, maxY, maxZ )
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+
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+ # Create and return bbox lines
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+ lines.create()
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+ return lines
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+
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+ def updateBBoxLines(self):
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+ ls = self.lines.lineSegs
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+
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+ minX = self.min[0]
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+ minY = self.min[1]
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+ minZ = self.min[2]
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+ maxX = self.max[0]
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+ maxY = self.max[1]
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+ maxZ = self.max[2]
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+
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+ # Bottom face
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+ ls.setVertex( 0, minX, minY, minZ )
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+ ls.setVertex( 1, maxX, minY, minZ )
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+ ls.setVertex( 2, maxX, maxY, minZ )
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+ ls.setVertex( 3, minX, maxY, minZ )
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+ ls.setVertex( 4, minX, minY, minZ )
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+
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+ # Front Edge/Top face
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+ ls.setVertex( 5, minX, minY, maxZ )
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+ ls.setVertex( 6, maxX, minY, maxZ )
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+ ls.setVertex( 7, maxX, maxY, maxZ )
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+ ls.setVertex( 8, minX, maxY, maxZ )
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+ ls.setVertex( 9, minX, minY, maxZ )
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+
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+ # Three remaining edges
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+ ls.setVertex( 10, maxX, minY, minZ )
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+ ls.setVertex( 11, maxX, minY, maxZ )
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+ ls.setVertex( 12, maxX, maxY, minZ )
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+ ls.setVertex( 13, maxX, maxY, maxZ )
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+ ls.setVertex( 14, minX, maxY, minZ )
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+ ls.setVertex( 15, minX, maxY, maxZ )
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+
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+ def getBounds(self):
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+ # Get a node path's bounds
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+ nodeBounds = self.nodePath.node().getBound()
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+ for child in self.nodePath.getChildrenAsList():
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+ nodeBounds.extendBy(child.getBottomArc().getBound())
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+ return nodeBounds.makeCopy()
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+
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+ def show(self):
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+ self.lines.reparentTo(self.nodePath)
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+
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+ def hide(self):
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+ self.lines.reparentTo(hidden)
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+
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+ def getCenter(self):
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+ return self.center
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+
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+ def getRadius(self):
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+ return self.radius
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+
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+ def getMin(self):
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+ return self.min
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+
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+ def getMax(self):
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+ return self.max
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+
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+ def vecAsString(self, vec):
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+ return '%.2f %.2f %.2f' % (vec[0], vec[1], vec[2])
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+
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+ def __repr__(self):
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+ return (`self.__class__` +
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+ '\nNodePath:\t%s\n' % self.nodePath.getNodePathName() +
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+ 'Min:\t\t%s\n' % self.vecAsString(self.min) +
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+ 'Max:\t\t%s\n' % self.vecAsString(self.max) +
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+ 'Center:\t\t%s\n' % self.vecAsString(self.center) +
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+ 'Radius:\t\t%.2f' % self.radius
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+ )
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+
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+
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+class SelectionRay:
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+ def __init__(self, camera):
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+ # Record the camera associated with this selection ray
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+ self.camera = camera
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+ # Create a collision node
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+ self.rayCollisionNodePath = camera.attachNewNode( CollisionNode() )
|
|
|
+ # Don't pay the penalty of drawing this collision ray
|
|
|
+ self.rayCollisionNodePath.hide()
|
|
|
+ self.rayCollisionNode = self.rayCollisionNodePath.node()
|
|
|
+ # Intersect with geometry to begin with
|
|
|
+ self.collideWithGeom()
|
|
|
+ # Create a collision ray
|
|
|
+ self.ray = CollisionRay()
|
|
|
+ # Add the ray to the collision Node
|
|
|
+ self.rayCollisionNode.addSolid( self.ray )
|
|
|
+ # Create a queue to hold the collision results
|
|
|
+ self.cq = CollisionHandlerQueue()
|
|
|
+ self.numEntries = 0
|
|
|
+ # And a traverser to do the actual collision tests
|
|
|
+ self.ct = CollisionTraverser( RenderRelation.getClassType() )
|
|
|
+ # Let the traverser know about the queue and the collision node
|
|
|
+ self.ct.addCollider(self.rayCollisionNode, self.cq )
|
|
|
+
|
|
|
+ def pickGeom(self, targetNodePath, mouseX, mouseY):
|
|
|
+ self.collideWithGeom()
|
|
|
+ return self.pick(targetNodePath, mouseX, mouseY)
|
|
|
+
|
|
|
+ def pickWidget(self, targetNodePath, mouseX, mouseY):
|
|
|
+ self.collideWithWidget()
|
|
|
+ return self.pick(targetNodePath, mouseX, mouseY)
|
|
|
+
|
|
|
+ def pick(self, targetNodePath, mouseX, mouseY):
|
|
|
+ # Determine ray direction based upon the mouse coordinates
|
|
|
+ # Note! This has to be a cam object (of type ProjectionNode)
|
|
|
+ self.ray.setProjection( base.cam.node(), mouseX, mouseY )
|
|
|
+ self.ct.traverse( targetNodePath.node() )
|
|
|
+ self.numEntries = self.cq.getNumEntries()
|
|
|
+ return self.numEntries
|
|
|
+
|
|
|
+ def collideWithGeom(self):
|
|
|
+ self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
|
|
|
+ self.rayCollisionNode.setFromCollideMask(BitMask32().allOff())
|
|
|
+ self.rayCollisionNode.setCollideGeom(1)
|
|
|
+
|
|
|
+ def collideWithWidget(self):
|
|
|
+ self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
|
|
|
+ mask = BitMask32()
|
|
|
+ mask.setWord(0x80000000)
|
|
|
+ self.rayCollisionNode.setFromCollideMask(mask)
|
|
|
+ self.rayCollisionNode.setCollideGeom(0)
|
|
|
+
|
|
|
+ def objectToHitPt(self, index):
|
|
|
+ return self.cq.getEntry(index).getIntoIntersectionPoint()
|
|
|
+
|
|
|
+ def camToHitPt(self, index):
|
|
|
+ # Get the specified entry
|
|
|
+ entry = self.cq.getEntry(index)
|
|
|
+ hitPt = entry.getIntoIntersectionPoint()
|
|
|
+ # Convert point from object local space to camera space
|
|
|
+ return entry.getInvWrtSpace().xformPoint(hitPt)
|
|
|
+
|