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- from PandaObject import *
- from PieMenu import *
- from OnscreenText import *
- from Tkinter import *
- from DirectGeometry import *
- from SceneGraphExplorer import *
- from tkSimpleDialog import askstring
- from tkMessageBox import showinfo
- from tkFileDialog import *
- from whrandom import *
- import Pmw
- import EntryScale
- import VectorWidgets
- import string
- import os
- import __builtin__
- # Colors used by all color menus
- DEFAULT_COLORS = [
- Vec4(1,1,1,1),
- Vec4(0.75, 0.75, 0.75, 1.0 ),
- Vec4(0.5, 0.5, 0.5, 1.0),
- Vec4(0.25, 0.25, 0.25, 1.0)]
- # The list of items with color attributes
- COLOR_TYPES = ['wall_color', 'window_color',
- 'window_awning_color', 'door_color',
- 'door_awning_color', 'cornice_color',
- 'prop_color']
- # The list of dna components maintained in the style attribute dictionary
- DNA_TYPES = ['wall', 'window', 'door', 'cornice', 'toon_landmark',
- 'prop', 'street']
- BUILDING_TYPES = ['10_10', '20', '10_20', '20_10', '10_10_10']
- # The list of neighborhoods to edit
- NEIGHBORHOODS = ['toontown_central', 'donalds_dock',
- 'minnies_melody_land', 'the_burrrgh']
- NEIGHBORHOODS = ['toontown_central', 'donalds_dock',]
- NEIGHBORHOOD_CODES = {'toontown_central': 'TT', 'donalds_dock': 'DD',
- 'minnies_melody_land': 'MM', 'the_burrrgh': 'BR'}
- OBJECT_SNAP_POINTS = {
- 'street_5x20': [(Vec3(5.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_10x20': [(Vec3(10.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_20x20': [(Vec3(20.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_40x20': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_80x20': [(Vec3(80.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_5x40': [(Vec3(5.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_10x40': [(Vec3(10.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_20x40': [(Vec3(20.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_30x40': [(Vec3(30.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_40x40': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_80x40': [(Vec3(80.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_angle_30': [(Vec3(0), Vec3(-30,0,0)),
- (Vec3(0), Vec3(0))],
- 'street_angle_45': [(Vec3(0), Vec3(-45,0,0)),
- (Vec3(0), Vec3(0))],
- 'street_angle_60': [(Vec3(0), Vec3(-60,0,0)),
- (Vec3(0), Vec3(0))],
- 'street_inner_corner': [(Vec3(20.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_outer_corner': [(Vec3(20.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_full_corner': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_t_intersection': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_y_intersection': [(Vec3(30.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_street_20x20': [(Vec3(20.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_street_40x40': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_sidewalk_20x20': [(Vec3(20.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_sidewalk_40x40': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_divided_transition': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_divided_40x70': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_stairs_40x10x5': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_4way_intersection': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_incline_40x40x5': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_courtyard_70': [(Vec3(0.0,0,0), Vec3(45,0,0)),
- (Vec3(0), Vec3(0))],
- 'street_courtyard_70_exit': [(Vec3(0.0,0,0), Vec3(45,0,0)),
- (Vec3(0), Vec3(0))],
- 'street_courtyard_90': [(Vec3(0.0,0,0), Vec3(45,0,0)),
- (Vec3(0), Vec3(0))],
- 'street_courtyard_90_exit': [(Vec3(0.0,0,0), Vec3(45,0,0)),
- (Vec3(0), Vec3(0))],
- 'street_50_transition': [(Vec3(10.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_20x50': [(Vec3(20.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_40x50': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_keyboard_10x40': [(Vec3(10.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_keyboard_20x40': [(Vec3(20.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- 'street_keyboard_40x40': [(Vec3(40.0,0,0), Vec3(0)),
- (Vec3(0), Vec3(0))],
- }
- SNAP_ANGLE = 15.0
- try:
- if dnaLoaded:
- pass
- except NameError:
- # DNAStorage instance for storing level DNA info
- __builtin__.DNASTORE = DNASTORE = DNAStorage()
- # Load the generic storage file
- loadDNAFile(DNASTORE, 'phase_4/dna/storage.dna', CSDefault, 1)
- # Load all the neighborhood specific storage files
- loadDNAFile(DNASTORE, 'phase_4/dna/storage_TT.dna', CSDefault, 1)
- loadDNAFile(DNASTORE, 'phase_6/dna/storage_DD.dna', CSDefault, 1)
- loadDNAFile(DNASTORE, 'phase_6/dna/storage_MM.dna', CSDefault, 1)
- loadDNAFile(DNASTORE, 'phase_6/dna/storage_BR.dna', CSDefault, 1)
- __builtin__.dnaLoaded = 1
- # Precompute class types for type comparisons
- DNA_CORNICE = DNACornice.getClassType()
- DNA_DOOR = DNADoor.getClassType()
- DNA_FLAT_BUILDING = DNAFlatBuilding.getClassType()
- DNA_NODE = DNANode.getClassType()
- DNA_GROUP = DNAGroup.getClassType()
- DNA_VIS_GROUP = DNAVisGroup.getClassType()
- DNA_LANDMARK_BUILDING = DNALandmarkBuilding.getClassType()
- DNA_NODE = DNANode.getClassType()
- DNA_PROP = DNAProp.getClassType()
- DNA_STREET = DNAStreet.getClassType()
- DNA_WALL = DNAWall.getClassType()
- DNA_WINDOWS = DNAWindows.getClassType()
- # DNA Utility functions (possible class extensions?)
- def DNARemoveChildren(dnaObject):
- """ Utility function to delete all the children of a DNANode """
- children = []
- for i in range(dnaObject.getNumChildren()):
- children.append(dnaObject.at(i))
- for child in children:
- dnaObject.remove(child)
- DNASTORE.removeDNAGroup(child)
- def DNARemoveChildOfClass(dnaNode, classType):
- """ Remove the first object of that type you come across """
- for i in range(dnaNode.getNumChildren()):
- child = dnaNode.at(i)
- if DNAClassEqual(child, classType):
- dnaNode.remove(child)
- DNASTORE.removeDNAGroup(child)
- return 1
- # None found
- return 0
- def DNAGetChild(dnaObject, type = DNA_NODE, childNum = 0):
- childCount = 0
- for i in range(dnaObject.getNumChildren()):
- child = dnaObject.at(i)
- if DNAClassEqual(child, type):
- if childCount == childNum:
- return child
- childCount = childCount + 1
- # Not found
- return None
- def DNAGetChildOfClass(dnaNode, classType):
- for i in range(dnaNode.getNumChildren()):
- child = dnaNode.at(i)
- if DNAClassEqual(child, classType):
- return child
- # Not found
- return None
- def DNAGetClassType(dnaObject):
- return dnaObject.__class__.getClassType()
- def DNAClassEqual(dnaObject, classType):
- return DNAGetClassType(dnaObject).eq(classType)
- def DNAIsDerivedFrom(dnaObject, classType):
- return DNAGetClassType(dnaObject).isDerivedFrom(classType)
- def DNAGetWallHeights(aDNAFlatBuilding):
- """ Get a list of wall heights for a given flat building """
- # Init variables
- heightList = []
- offsetList = []
- offset = 0.0
- # Compute wall heights
- for i in range(aDNAFlatBuilding.getNumChildren()):
- child = aDNAFlatBuilding.at(i)
- if DNAClassEqual(child, DNA_WALL):
- height = child.getHeight()
- heightList.append(height)
- offsetList.append(offset)
- offset = offset + height
- return heightList, offsetList
- class LevelEditor(NodePath, PandaObject):
- """Class used to create a Toontown LevelEditor object"""
- # Primary variables:
- # DNAData: DNA object holding DNA info about level
- # DNAToplevel: Top level DNA Node, all DNA objects descend from this node
- # NPTopLevel: Corresponding Node Path
- # DNAParent: Current DNA Node that new objects get added to
- # NPParent: Corresponding Node Path
- # selectedDNARoot: DNA Node of currently selected object
- # selectedNPRoot: Corresponding Node Path
- # DNATarget: Subcomponent being modified by Pie Menu
- def __init__(self):
- # Make the level editor a node path so that you can show/hide
- # The level editor separately from loading/saving the top level node
- # Initialize superclass
- NodePath.__init__(self)
- # Become the new node path
- self.assign(hidden.attachNewNode( NamedNode('LevelEditor')))
-
- # Create ancillary objects
- # Style manager for keeping track of styles/colors
- self.styleManager = LevelStyleManager()
- # Load neighborhood maps
- self.createLevelMaps()
- # Marker for showing next insertion point
- self.createInsertionMarker()
- # Create level Editor Panel
- self.panel = LevelEditorPanel(self)
-
- # Initialize LevelEditor variables DNAData, DNAToplevel, NPToplevel
- # DNAParent, NPParent, groupNum, lastAngle
- # Pass in the new toplevel group and don't clear out the old
- # toplevel group (since it doesn't exist yet)
- self.reset(fDeleteToplevel = 0, fCreateToplevel = 1)
-
- # The list of events the level editor responds to
- self.actionEvents = [
- # Actions in response to DIRECT operations
- ('selectedNodePath', self.selectedNodePathHook),
- ('deselectedNodePath', self.deselectedNodePathHook),
- ('manipulateObjectCleanup', self.updateSelectedPose),
-
- # Actions in response to Level Editor Panel operations
- ('SGENodePath_Select', self.select),
- ('SGENodePath_Set Name', self.getAndSetName),
- ('SGENodePath_Set Parent', self.setActiveParent),
- ('SGENodePath_Reparent', self.reparent),
- ('SGENodePath_Flash', self.flash),
- ('SGENodePath_Isolate', self.isolate),
- ('SGENodePath_Toggle Viz', self.toggleViz),
- ('SGENodePath_Add Group', self.addGroup),
- ('SGENodePath_Add Vis Group', self.addVisGroup),
- # Actions in response to Pie Menu interaction
- ('select_building_style', self.setBuildingStyle),
- ('select_building_type', self.setBuildingType),
- ('select_building_width', self.setBuildingWidth),
- ('select_cornice_color', self.setDNATargetColor),
- ('select_cornice_orientation', self.setDNATargetOrientation),
- ('select_cornice_texture', self.setDNATargetCode, ['cornice']),
- ('select_door_color', self.setDNATargetColor),
- ('select_door_orientation', self.setDNATargetOrientation),
- ('select_door_texture', self.setDNATargetCode, ['door']),
- ('select_door_awning_texture', self.setDNATargetCode,
- ['door_awning']),
- ('select_door_awning_color', self.setDNATargetColor),
- ('select_window_color', self.setDNATargetColor),
- ('select_window_count', self.setWindowCount),
- ('select_window_orientation', self.setDNATargetOrientation),
- ('select_window_texture', self.setDNATargetCode, ['windows']),
- ('select_window_awning_texture', self.setDNATargetCode,
- ['window_awning']),
- ('select_window_awning_color', self.setDNATargetColor),
- ('select_wall_style', self.setWallStyle),
- ('select_wall_color', self.setDNATargetColor),
- ('select_wall_orientation', self.setDNATargetOrientation),
- ('select_wall_texture', self.setDNATargetCode, ['wall']),
- ('select_toon_landmark_texture', self.setDNATargetCode,
- ['landmark']),
- ('select_toon_landmark_door_color', self.setDNATargetColor),
- ('select_toon_landmark_door_orientation',
- self.setDNATargetOrientation),
- ('select_landmark_door_texture', self.setDNATargetCode,
- ['landmark_door']),
- ('select_street_texture', self.setDNATargetCode, ['street']),
- ('select_prop_texture', self.setDNATargetCode, ['prop']),
- ('select_prop_color', self.setDNATargetColor),
- # Hot key actions
- ('a', self.autoPositionGrid),
- ('.', self.jumpToInsertionPoint),
- ('p', self.plantSelectedNodePath),
- ('left', self.keyboardXformSelected, ['left']),
- ('right', self.keyboardXformSelected, ['right']),
- ('up', self.keyboardXformSelected, ['up']),
- ('down', self.keyboardXformSelected, ['down']),
- ]
-
- # Initialize state
- # Make sure direct is running
- direct.enable()
- # And only the appropriate handles are showing
- direct.widget.disableHandles(['x-ring', 'x-disc',
- 'y-ring', 'y-disc',
- 'z-post'])
- # Initialize camera
- base.cam.node().setNear(5.0)
- base.cam.node().setFar(3000)
- direct.camera.setPos(0,-10,10)
- # Hide (disable) grid initially
- self.showGrid(0)
- # Create variable for vis groups panel
- self.vgpanel = None
- # Start off enabled
- self.enable()
- # Editing toontown_central
- self.setEditMode('toontown_central')
- # ENABLE/DISABLE
- def enable(self):
- """ Enable level editing and show level """
- # Make sure level is visible
- self.reparentTo(render)
- self.show()
- # Add all the action events
- for event in self.actionEvents:
- if len(event) == 3:
- self.accept(event[0], event[1], event[2])
- else:
- self.accept(event[0], event[1])
- # Enable mouse interaction (pie menus)
- self.enableMouse()
- # Spawn task to keep insertion marker aligned with grid
- self.spawnInsertionMarkerTask()
- def disable(self):
- """ Disable level editing and hide level """
- # Deselect everything as a precaution
- direct.deselectAll()
- # Hide the level
- self.reparentTo(hidden)
- # Ignore the hooks
- for eventPair in self.actionEvents:
- self.ignore(eventPair[0])
- # These are added outside of actionEvents list
- self.ignore('insert')
- self.ignore('space')
- # Disable Pie Menu mouse interaction
- self.disableMouse()
- # Remove insertion marker task
- taskMgr.removeTasksNamed('insertionMarkerTask')
- def reset(self, fDeleteToplevel = 1, fCreateToplevel = 1):
- """
- Reset level and re-initialize main class variables
- Pass in the new top level group
- """
- if fDeleteToplevel:
- # First destroy existing scene-graph/DNA hierarchy
- self.deleteToplevel()
- # Clear DNASTORE
- DNASTORE.resetDNAGroups()
- # Reset DNA VIS Groups
- DNASTORE.resetDNAVisGroups()
-
- # Create fresh DNA DATA
- self.DNAData = DNAData('level_data')
-
- # Create new toplevel node path and DNA
- if fCreateToplevel:
- self.createToplevel(DNANode('level'))
-
- # Initialize variables
- # Reset grid
- direct.grid.setPosHprScale(0,0,0,0,0,0,1,1,1)
- # The selected DNA Object/NodePath
- self.selectedDNARoot = None
- self.selectedNPRoot = None
- # Set active target (the subcomponent being modified)
- self.DNATarget = None
- self.DNATargetParent = None
- # Set count of groups added to level
- self.setGroupNum(0)
- # Heading angle of last object added to level
- self.setLastAngle(0.0)
- # Last wall and building modified using pie menus
- self.lastWall = None
- self.lastBuilding = None
- # Code of last selected object (for autopositionGrid)
- self.snapList = []
- def deleteToplevel(self):
- # Destory old toplevel node path and DNA
- # First the toplevel DNA
- self.DNAData.remove(self.DNAToplevel)
- # Then the toplevel Node Path
- self.NPToplevel.reparentTo(hidden)
- self.NPToplevel.remove()
- def createToplevel(self, dnaNode, nodePath = None):
- # When you create a new level, data is added to this node
- # When you load a DNA file, you replace this node with the new data
- self.DNAToplevel = dnaNode
- self.DNAData.add(self.DNAToplevel)
- if nodePath:
- # Node path given, use it
- self.NPToplevel = nodePath
- self.NPToplevel.reparentTo(self)
- else:
- # No node path given, traverse
- self.NPToplevel = self.DNAToplevel.traverse(self, DNASTORE, 1)
- # Update parent pointers
- self.DNAParent = self.DNAToplevel
- self.NPParent = self.NPToplevel
- # Update scene graph explorer
- # self.panel.sceneGraphExplorer.update()
- def destroy(self):
- """ Disable level editor and destroy node path """
- self.disable()
- self.removeNode()
- self.panel.destroy()
- if self.vgpanel:
- self.vgpanel.destroy()
- def useDirectFly(self):
- """ Disable player camera controls/enable direct camera control """
- self.enableMouse()
- direct.enable()
- def useDriveMode(self):
- """ Lerp down to eye level then switch to Drive mode """
- pos = direct.camera.getPos()
- pos.setZ(4.0)
- hpr = direct.camera.getHpr()
- hpr.set(hpr[0], 0.0, 0.0)
- t = direct.camera.lerpPosHpr(pos, hpr, 1.0, blendType = 'easeInOut',
- task = 'manipulateCamera')
- # Note, if this dies an unatural death, this could screw things up
- t.uponDeath = self.switchToDriveMode
- def switchToDriveMode(self,state):
- """ Disable direct camera manipulation and enable player drive mode """
- direct.minimumConfiguration()
- direct.manipulationControl.disableManipulation()
- base.useDrive()
- # Make sure we're where we want to be
- pos = direct.camera.getPos()
- pos.setZ(4.0)
- hpr = direct.camera.getHpr()
- hpr.set(hpr[0], 0.0, 0.0)
- # Fine tune the drive mode
- base.mouseInterface.getBottomNode().setPos(pos)
- base.mouseInterface.getBottomNode().setHpr(hpr)
- base.mouseInterface.getBottomNode().setForwardSpeed(20.0)
- base.mouseInterface.getBottomNode().setReverseSpeed(20.0)
- def enableMouse(self):
- """ Enable Pie Menu interaction (and disable player camera control) """
- # Turn off player camera control
- base.disableMouse()
- # Handle mouse events for pie menus
- self.accept('handleMouse3',self.levelHandleMouse3)
- self.accept('handleMouse3Up',self.levelHandleMouse3Up)
- def disableMouse(self):
- """ Disable Pie Menu interaction """
- # Disable handling of mouse events
- self.ignore('handleMouse3')
- self.ignore('handleMouse3Up')
- # LEVEL OBJECT MANAGEMENT FUNCTIONS
- def findDNANode(self, nodePath):
- """ Find node path's DNA Object in DNAStorage (if any) """
- return DNASTORE.findDNAGroup(nodePath.id())
- def replaceSelected(self):
- # Update visible geometry using new DNA
- newRoot = self.replace(self.selectedNPRoot, self.selectedDNARoot)
- # Reselect node path and respawn followSelectedNodePathTask
- direct.select(newRoot)
- def replace(self, nodePath, dnaNode):
- """ Replace a node path with the results of a DNANode traversal """
- # Find node path's parent
- parent = nodePath.getParent()
- dnaParent = dnaNode.getParent()
- # Get rid of the old node path and remove its DNA and
- # node relations from the DNA Store
- self.remove(dnaNode, nodePath)
- # Traverse the old (modified) dna to create the new node path
- newNodePath = dnaNode.traverse(parent, DNASTORE, 1)
- # Add it back to the dna parent
- dnaParent.add(dnaNode)
- # Update scene graph explorer
- # self.panel.sceneGraphExplorer.update()
- # Return new node path
- return newNodePath
- def remove(self, dnaNode, nodePath):
- """
- Delete DNA and Node relation from DNA Store and remove the node
- path from the scene graph.
- """
- # First delete DNA and node relation from the DNA Store
- if dnaNode:
- # Get DNANode's parent
- parentDNANode = dnaNode.getParent()
- if parentDNANode:
- # Remove DNANode from its parent
- parentDNANode.remove(dnaNode)
- # Delete DNA and associated Node Relations from DNA Store
- DNASTORE.removeDNAGroup(dnaNode)
- if nodePath:
- # Next deselect nodePath to avoid having bad node paths in the dict
- direct.deselect(nodePath)
- # Now you can get rid of the node path
- nodePath.removeNode()
- def reparent(self, nodePath):
- """ Move node path (and its DNA) to active parent """
- # Do we have a node path?
- if nodePath:
- dnaNode = self.findDNANode(nodePath)
- # Does the node path correspond to a DNA Object
- if dnaNode:
- # Yes, get its parent and see if it has a DNA Object
- parent = nodePath.getParent()
- parentDNAObject = self.findDNANode(parent)
- if parentDNAObject:
- # Yes it does, move node path (and DNA)
- # to new parent (if active parent set)
- if ((self.NPParent != None) &
- (self.DNAParent != None)):
- nodePath.reparentTo(self.NPParent)
- parentDNAObject.remove(dnaNode)
- self.DNAParent.add(dnaNode)
- # Update scene graph explorer to reflect change
- # self.panel.sceneGraphExplorer.update()
- def reparentSelected(self):
- for nodePath in direct.selected:
- self.reparent(nodePath)
- def setActiveParent(self, nodePath = None):
- """ Set NPParent and DNAParent to node path and its DNA """
- # If nothing passed in, try currently selected node path
- if not nodePath:
- nodePath = direct.selected.last
- # If we've got a valid node path
- if nodePath:
- # See if this is in the DNA database
- newDNAParent = self.findDNANode(nodePath)
- if newDNAParent:
- self.DNAParent = newDNAParent
- self.NPParent = nodePath
- else:
- print 'LevelEditor.setActiveParent: nodePath not found'
- else:
- print 'LevelEditor.setActiveParent: nodePath == None'
- def getAndSetName(self, nodePath):
- """ Prompt user for new node path name """
- newName = askstring('Node Path', 'Enter new name:')
- if newName:
- self.setName(nodePath, newName)
- def setName(self, nodePath, newName):
- """ Set name of a node path and its DNA (if it exists) """
- # First, set name of the node path
- nodePath.setName(newName)
- # Now find the DNA that corresponds to this node path
- dnaNode = self.findDNANode(nodePath)
- if dnaNode:
- # If it exists, set the name of the DNA Node
- dnaNode.setName(newName)
- def updateSelectedPose(self):
- """
- Update the DNA database to reflect selected objects current positions
- """
- for selectedNode in direct.selected:
- # Is this a DNA Object in the DNASTORE database?
- dnaObject = self.findDNANode(selectedNode)
- if dnaObject:
- # It is, is it a DNA_NODE (i.e. does it have pos/hpr/scale)?
- if DNAIsDerivedFrom(dnaObject, DNA_NODE):
- # First snap selected node path to grid
- pos = selectedNode.getPos(direct.grid)
- snapPos = direct.grid.computeSnapPoint(pos)
- selectedNode.setPos(direct.grid, snapPos[0], snapPos[1], 0)
- # Angle snap
- h = direct.grid.computeSnapAngle(selectedNode.getH())
- selectedNode.setH(h)
- if selectedNode == direct.selected.last:
- self.setLastAngle(h)
- # Update DNA
- self.updatePose(dnaObject, selectedNode)
- def updatePose(self, dnaObject, nodePath):
- """
- Update a DNA Object's pos, hpr, and scale based upon
- node path's current pose
- """
- # Set DNA's pos, hpr, and scale
- dnaObject.setPos(nodePath.getPos())
- dnaObject.setHpr(nodePath.getHpr())
- dnaObject.setScale(nodePath.getScale())
-
- # LEVEL OBJECT CREATION FUNCTIONS
- def initDNANode(self, dnaNode):
- """
- This method adds a new DNA object to the scene and adds hooks that
- allow duplicate copies of this DNA node to be added using the
- space bar. For DNAFlatBuildings, a new copy with random style is
- generated by hitting the insert key.
- """
- # First create the visible geometry for this DNA Node
- self.initNodePath(dnaNode)
- # And add hooks to insert copies of dnaNode
- self.addReplicationHooks(dnaNode)
- def addReplicationHooks(self, dnaNode):
- # Now add hook to allow placement of a new dna Node of this type
- # by simply hitting the space bar or insert key. Note, extra paramter
- # indicates new dnaNode should be a copy
- self.accept('space', self.initNodePath, [dnaNode, 'space'])
- self.accept('insert', self.initNodePath, [dnaNode, 'insert'])
- def setRandomBuildingStyle(self, dnaNode, name = 'building'):
- """ Initialize a new DNA Flat building to a random building style """
- buildingType = self.getCurrent('building_type')
- # Select a list of wall heights
- if buildingType == 'random20':
- chance = randint(1,100)
- if chance <= 65:
- buildingType = '10_10'
- else:
- buildingType = '20'
- elif buildingType == 'random30':
- chance = randint(1,100)
- if chance <= 40:
- buildingType = '10_20'
- elif (chance > 80):
- buildingType = '10_10_10'
- else:
- buildingType = '20_10'
-
- # The building_style attribute dictionary for this number of stories
- dict = self.getAttribute('building_style_' + buildingType).getDict()
- style = self.getRandomDictionaryEntry(dict)
- self.styleManager.setDNAFlatBuildingStyle(
- dnaNode, style, width = self.getRandomWallWidth(), name = name)
- def getRandomWallWidth(self):
- chance = randint(0,100)
- if chance <= 15:
- return 5.0
- elif (chance > 15) & (chance <= 30):
- return 10.0
- elif (chance > 30) & (chance <= 65):
- return 15.0
- elif (chance > 65) & (chance <= 85):
- return 20.0
- elif (chance > 85):
- return 25.0
- def initNodePath(self, dnaNode, hotKey = None):
- """
- Update DNA to reflect latest style choices and then generate
- new node path and add it to the scene graph
- """
- # Determine dnaNode Class Type
- nodeClass = DNAGetClassType(dnaNode)
- # Did the user hit insert or space?
- if hotKey:
- # Yes, make a new copy of the dnaNode
- dnaNode = dnaNode.__class__(dnaNode)
- # And determine dnaNode type and perform any type specific updates
- if nodeClass.eq(DNA_PROP):
- dnaNode.setCode(self.getCurrent('prop_texture'))
- elif nodeClass.eq(DNA_STREET):
- dnaNode.setCode(self.getCurrent('street_texture'))
- elif nodeClass.eq(DNA_FLAT_BUILDING):
- # If insert, pick a new random style
- if hotKey == 'insert':
- self.setRandomBuildingStyle(dnaNode, dnaNode.getName())
- # Get a new building width
- self.setCurrent('building_width', self.getRandomWallWidth())
- dnaNode.setWidth(self.getCurrent('building_width'))
-
- # Add the DNA to the active parent
- self.DNAParent.add(dnaNode)
- # And create the geometry
- newNodePath = dnaNode.traverse(self.NPParent, DNASTORE, 1)
- # Update scene graph explorer
- # self.panel.sceneGraphExplorer.update()
-
- # Position it
- if (hotKey is not None) & nodeClass.eq(DNA_PROP):
- # If its a prop and a copy, place it based upon current
- # mouse position
- hitPt = self.getGridIntersectionPoint()
- newNodePath.setPos(direct.grid, hitPt)
- else:
- # Place the new node path at the current grid origin
- newNodePath.setPos(direct.grid,0,0,0)
- # Initialize angle to match last object
- newNodePath.setHpr(self.getLastAngle(), 0, 0)
- # Now update DNA pos and hpr to reflect final pose
- dnaNode.setPos(newNodePath.getPos())
- dnaNode.setHpr(newNodePath.getHpr())
- # Reset last Code (for autoPositionGrid)
- if DNAClassEqual(dnaNode, DNA_STREET):
- self.snapList = OBJECT_SNAP_POINTS[dnaNode.getCode()]
- # Select the instance
- self.select(newNodePath)
- # Update grid to get ready for the next object
- self.autoPositionGrid()
- def addGroup(self, nodePath):
- """ Add a new DNA Node Group to the specified Node Path """
- # Set the node path as the current parent
- self.setActiveParent(nodePath)
- # Add a new group to the selected parent
- self.createNewGroup()
- def addVisGroup(self, nodePath):
- """ Add a new DNA Group to the specified Node Path """
- # Set the node path as the current parent
- self.setActiveParent(nodePath)
- # Add a new group to the selected parent
- self.createNewGroup(type = 'vis')
- def createNewGroup(self, type = 'dna'):
- """ Create a new DNA Node group under the active parent """
- # Create a new DNA Node group
- if type == 'dna':
- newDNANode = DNANode('group_' + `self.getGroupNum()`)
- else:
- newDNANode = DNAVisGroup('VisGroup_' + `self.getGroupNum()`)
- # Increment group counter
- self.setGroupNum(self.getGroupNum() + 1)
- # Add new DNA Node group to the current parent DNA Object
- self.DNAParent.add(newDNANode)
- # The new Node group becomes the active parent
- self.DNAParent = newDNANode
- # Traverse it to generate the new node path as a child of NPParent
- newNodePath = self.DNAParent.traverse(self.NPParent, DNASTORE, 1)
- # Update NPParent to point to the new node path
- self.NPParent = newNodePath
- # Update scene graph explorer
- # self.panel.sceneGraphExplorer.update()
- def addFlatBuilding(self, buildingType):
- # Create new building
- newDNAFlatBuilding = DNAFlatBuilding()
- self.setRandomBuildingStyle(newDNAFlatBuilding,
- name = buildingType + '_DNARoot')
- # Initialize its position and hpr
- newDNAFlatBuilding.setPos(VBase3(0))
- newDNAFlatBuilding.setHpr(VBase3(0))
- # Now place new building in the world
- self.initDNANode(newDNAFlatBuilding)
- def addLandmark(self, landmarkType):
- # Record new landmark type
- self.setCurrent('toon_landmark_texture', landmarkType)
- # And create new landmark building
- newDNALandmarkBuilding = DNALandmarkBuilding(landmarkType + '_DNARoot')
- newDNALandmarkBuilding.setCode(landmarkType)
- newDNALandmarkBuilding.setPos(VBase3(0))
- newDNALandmarkBuilding.setHpr(VBase3(0))
- newDNADoor = self.createDoor()
- newDNALandmarkBuilding.add(newDNADoor)
- # Now place new landmark building in the world
- self.initDNANode(newDNALandmarkBuilding)
- def addProp(self, propType):
- # Record new prop type
- self.setCurrent('prop_texture', propType)
- # And create new prop
- newDNAProp = DNAProp(propType + '_DNARoot')
- newDNAProp.setCode(propType)
- newDNAProp.setPos(VBase3(0))
- newDNAProp.setHpr(VBase3(0))
- # Now place new prop in the world
- self.initDNANode(newDNAProp)
- def addStreet(self, streetType):
- # Record new street type
- self.setCurrent('street_texture', streetType)
- # And create new street
- newDNAStreet = DNAStreet(streetType + '_DNARoot')
- newDNAStreet.setCode(streetType)
- newDNAStreet.setPos(VBase3(0))
- newDNAStreet.setHpr(VBase3(0))
- # Set street texture to neighborhood dependant texture
- newDNAStreet.setStreetTexture(
- 'street_street_' + self.neighborhoodCode + '_tex')
- newDNAStreet.setSidewalkTexture(
- 'street_sidewalk_' + self.neighborhoodCode + '_tex')
- # Now place new street in the world
- self.initDNANode(newDNAStreet)
- def createCornice(self):
- newDNACornice = DNACornice('cornice')
- newDNACornice.setCode(self.getCurrent('cornice_texture'))
- newDNACornice.setColor(self.getCurrent('cornice_color'))
- return newDNACornice
- def createDoor(self):
- newDNADoor = DNADoor('door')
- newDNADoor.setCode(self.getCurrent('door_texture'))
- newDNADoor.setColor(self.getCurrent('door_color'))
- return newDNADoor
- def createWindows(self):
- newDNAWindows = DNAWindows()
- newDNAWindows.setCode(self.getCurrent('window_texture'))
- newDNAWindows.setWindowCount(self.getCurrent('window_count'))
- newDNAWindows.setColor(self.getCurrent('window_color'))
- return newDNAWindows
- def removeCornice(self, cornice, parent):
- self.setCurrent('cornice_color', cornice.getColor())
- DNARemoveChildOfClass(parent, DNA_CORNICE)
- def removeLandmarkDoor(self, door, parent):
- self.setCurrent('door_color', door.getColor())
- DNARemoveChildOfClass(parent, DNA_DOOR)
- def removeDoor(self, door, parent):
- self.setCurrent('door_color', door.getColor())
- DNARemoveChildOfClass(parent, DNA_DOOR)
- def removeWindows(self, windows, parent):
- # And record number of windows
- self.setCurrent('window_color', windows.getColor())
- self.setCurrent('window_count', windows.getWindowCount())
- DNARemoveChildOfClass(parent, DNA_WINDOWS)
- # LEVEL-OBJECT MODIFICATION FUNCTIONS
- def levelHandleMouse3(self):
- # Initialize dna target
- self.DNATarget = None
-
- # If nothing selected, just return
- if not self.selectedNPRoot:
- return
- # Next check to see if the selected object is a DNA object
- dnaObject = self.findDNANode(self.selectedNPRoot)
- # Nope, not a DNA object, just return
- if not dnaObject:
- return
-
- # Pick a menu based upon object type
- if DNAClassEqual(dnaObject, DNA_FLAT_BUILDING):
- # FLAT BUILDING OPERATIONS
- menuMode, wallNum = self.getFlatBuildingMode(dnaObject)
- # Find appropriate target
- wall = self.getWall(dnaObject, wallNum)
- # Record bldg/wall
- self.lastBuilding = dnaObject
- self.lastWall = wall
- if string.find(menuMode,'wall') >= 0:
- self.DNATarget = wall
- self.DNATargetParent = dnaObject
- elif string.find(menuMode,'door') >= 0:
- self.DNATarget = DNAGetChildOfClass(wall, DNA_DOOR)
- self.DNATargetParent = wall
- elif string.find(menuMode, 'window') >= 0:
- self.DNATarget = DNAGetChildOfClass(wall, DNA_WINDOWS)
- self.DNATargetParent = wall
- elif string.find(menuMode,'cornice') >= 0:
- self.DNATarget = DNAGetChildOfClass(wall, DNA_CORNICE)
- self.DNATargetParent = wall
- else:
- self.DNATarget = dnaObject
- elif DNAClassEqual(dnaObject, DNA_PROP):
- # PROP OPERATIONS
- self.DNATarget = dnaObject
- if direct.fControl:
- menuMode = 'prop_color'
- else:
- menuMode = 'prop_texture'
- elif DNAClassEqual(dnaObject, DNA_LANDMARK_BUILDING):
- # LANDMARK BUILDING OPERATIONS
- self.DNATarget = DNAGetChildOfClass(dnaObject, DNA_DOOR)
- self.DNATargetParent = dnaObject
- if direct.fAlt:
- menuMode = 'door_orientation'
- elif direct.fControl:
- menuMode = 'door_color'
- else:
- menuMode = 'door_texture'
- elif DNAClassEqual(dnaObject, DNA_STREET):
- # STREET OPERATIONS
- self.DNATarget = dnaObject
- menuMode = 'street_texture'
- # Now spawn apropriate menu task if menu selected
- self.activeMenu = self.getMenu(menuMode)
- # Set initial state
- state = None
- if self.DNATarget:
- if string.find(menuMode,'texture') >= 0:
- state = self.DNATarget.getCode()
- elif string.find(menuMode, 'color') >= 0:
- state = self.DNATarget.getColor()
- self.panel.setCurrentColor(state)
- self.panel.setResetColor(state)
- elif string.find(menuMode, 'orientation') >= 0:
- state = self.DNATarget.getCode()[-3:]
- elif menuMode == 'building_width' >= 0:
- state = self.DNATarget.getWidth()
- elif menuMode == 'window_count' >= 0:
- state = self.DNATarget.getWindowCount()
- elif menuMode == 'building_style' >= 0:
- # Extract the building style from the current building
- state = DNAFlatBuildingStyle(building = self.DNATarget)
- elif menuMode == 'wall_style' >= 0:
- # Extract the wall style from the current wall
- state = DNAWallStyle(wall = self.DNATarget)
- self.activeMenu.setInitialState(state)
-
- # Spawn active menu's tatsk
- self.activeMenu.spawnPieMenuTask()
- def getFlatBuildingMode(self, dnaObject):
- # Where are we hitting the building?
- hitPt = self.getWallIntersectionPoint()
- wallNum = self.computeWallNum(dnaObject, hitPt)
- if wallNum < 0:
- # Do building related operations
- if direct.fShift:
- menuMode = 'building_type'
- elif direct.fAlt:
- menuMode = 'building_width'
- else:
- menuMode = 'building_style'
- else:
- # Otherwise, do wall specific operations
- # Figure out where you are hitting on the wall
- wallHeights, offsetList = DNAGetWallHeights(dnaObject)
- # Find a normalized X and Z coordinate
- xPt = hitPt[0]/dnaObject.getWidth()
- # Adjust zPt depending on what wall you are pointing at
- wallHeight = wallHeights[wallNum]
- zPt = (hitPt[2] - offsetList[wallNum])/wallHeight
- # Record current wall height
- self.setCurrent('wall_height', wallHeight)
- # Determine which zone you are pointing at
- if (zPt > 0.8):
- # Do cornice operations
- if direct.fControl:
- menuMode = 'cornice_color'
- elif direct.fAlt:
- menuMode = 'cornice_orientation'
- else:
- menuMode = 'cornice_texture'
- elif ((xPt < 0.3) | (xPt > 0.7)):
- # Do wall operations
- if direct.fControl:
- menuMode = 'wall_color'
- elif direct.fAlt:
- menuMode = 'wall_orientation'
- elif direct.fShift:
- menuMode = 'wall_texture'
- else:
- menuMode = 'wall_style'
- elif (zPt < 0.4):
- # Do door operations
- if direct.fControl:
- menuMode = 'door_color'
- elif direct.fAlt:
- menuMode = 'door_orientation'
- else:
- menuMode = 'door_texture'
- else:
- # Do window operations
- if direct.fControl:
- menuMode = 'window_color'
- elif direct.fAlt:
- menuMode = 'window_orientation'
- elif direct.fShift:
- menuMode = 'window_count'
- else:
- menuMode = 'window_texture'
- return menuMode, wallNum
- def levelHandleMouse3Up(self):
- if self.activeMenu:
- self.activeMenu.removePieMenuTask()
- # Update panel color if appropriate
- if self.DNATarget:
- objClass = DNAGetClassType(self.DNATarget)
- if ((objClass.eq(DNA_WALL)) |
- (objClass.eq(DNA_WINDOWS)) |
- (objClass.eq(DNA_DOOR)) |
- (objClass.eq(DNA_CORNICE)) |
- (objClass.eq(DNA_PROP))
- ):
- self.panel.setCurrentColor(self.DNATarget.getColor())
-
- def setDNATargetColor(self, color):
- if self.DNATarget:
- self.DNATarget.setColor(color)
- self.replaceSelected()
-
- def setDNATargetCode(self, type, code):
- if (self.DNATarget != None) & (code != None):
- # Update code
- self.DNATarget.setCode(code)
- elif (self.DNATarget != None) & (code == None):
- # Delete object, record pertinant properties before
- # you delete the object so you can restore them later
- # Remove object
- if (type == 'cornice'):
- self.removeCornice(self.DNATarget, self.DNATargetParent)
- elif (type == 'landmark_door'):
- self.removeLandmarkDoor(self.DNATarget, self.DNATargetParent)
- elif (type == 'doorToBeImplemented'):
- self.removeDoor(self.DNATarget, self.DNATargetParent)
- elif (type == 'windows'):
- self.removeWindows(self.DNATarget, self.DNATargetParent)
- # Clear out DNATarget
- self.DNATarget = None
- elif (self.DNATarget == None) & (code != None):
- # Add new object
- if (type == 'cornice'):
- self.DNATarget = self.createCornice()
- elif (type == 'landmark_door'):
- self.DNATarget = self.createDoor()
- elif (type == 'doorToBeImplemented'):
- self.DNATarget = self.createDoor()
- elif (type == 'windows'):
- # Make sure window_count n.e. 0
- if self.getCurrent('window_count') == 0:
- self.setCurrent(
- 'window_count',
- self.getRandomWindowCount())
- # Now create the windows
- self.DNATarget = self.createWindows()
- self.DNATargetParent.add(self.DNATarget)
- # Update visible representation
- self.replaceSelected()
-
- def setDNATargetOrientation(self, orientation):
- if (self.DNATarget != None) & (orientation != None):
- oldCode = self.DNATarget.getCode()[:-3]
- self.DNATarget.setCode(oldCode + '_' + orientation)
- self.replaceSelected()
-
- def setBuildingStyle(self, style):
- if (self.DNATarget != None) & (style != None):
- self.styleManager.setDNAFlatBuildingStyle(
- self.DNATarget, style,
- width = self.DNATarget.getWidth(),
- name = self.DNATarget.getName())
- # MRM: Need to disable dna store warning
- self.replaceSelected()
- # Re-add replication hooks so we get right kind of copy
- self.addReplicationHooks(self.DNATarget)
-
- def setBuildingType(self, type):
- print 'setBuildingType: ', `type`
-
- def setBuildingWidth(self, width):
- if self.DNATarget:
- self.DNATarget.setWidth(width)
- self.replaceSelected()
-
- def setWindowCount(self, count):
- if self.DNATarget:
- if count == 0:
- # Remove windows and clear out DNATarget
- self.removeWindows(self.DNATarget, self.DNATargetParent)
- self.DNATarget = None
- else:
- self.DNATarget.setWindowCount(count)
- self.replaceSelected()
-
- def setWallStyle(self, style):
- if (self.DNATarget != None) & (style != None):
- self.styleManager.setDNAWallStyle(
- self.DNATarget, style,
- self.DNATarget.getHeight())
- self.replaceSelected()
-
- # SELECTION FUNCTIONS
- def select(self, nodePath):
- """ Call direct function to select node path """
- # Select new node path
- direct.select(nodePath)
- def selectedNodePathHook(self, nodePath):
- """
- Hook called upon selection of a node path used to restrict
- selection to DNA Objects. Press control to select any type of
- DNA Object, with no control key pressed, hook selects only
- DNA Root objects
- """
- # Clear out old root variables
- self.selectedDNARoot = None
- self.selectedNPRoot = None
- # Now process newly selected node path
- dnaParent = None
- dnaNode = self.findDNANode(nodePath)
- if direct.fControl:
- # Is the current node a DNA Object?
- if not dnaNode:
- # No it isn't, look for a parent DNA object
- dnaParent = self.findDNAParent(nodePath.getParent())
- else:
- # Is the current node a DNA Root object?
- if nodePath.getName()[-8:] != '_DNARoot':
- # No it isn't, look for a parent DNA Root object
- dnaParent = self.findDNARoot(nodePath.getParent())
- # Do we need to switch selection to a parent object?
- if dnaParent:
- # Yes, deselect currently selected node path
- direct.deselect(nodePath)
- # And select parent
- direct.select(dnaParent, direct.fShift)
- else:
- # We got a valid node path/DNA object, continue
- self.selectedNPRoot = nodePath
- self.selectedDNARoot = dnaNode
- # Reset last Code (for autoPositionGrid)
- if DNAClassEqual(dnaNode, DNA_STREET):
- self.snapList = OBJECT_SNAP_POINTS[dnaNode.getCode()]
- def deselectedNodePathHook(self, nodePath):
- # Clear out old root variables
- self.selectedDNARoot = None
- self.selectedNPRoot = None
- def findDNAParent(self, nodePath):
- """ Walk up a node path's ancestry looking for its DNA Root """
- # Check to see if current node is a dna object
- if self.findDNANode(nodePath):
- # Its a root!
- return nodePath
- else:
- # If reached the top: fail
- if not nodePath.hasParent():
- return 0
- else:
- # Try parent
- return self.findDNAParent(nodePath.getParent())
- def findDNARoot(self, nodePath):
- """ Walk up a node path's ancestry looking for its DNA Root """
- # Check current node's name for root marker
- if (nodePath.getName()[-8:] == '_DNARoot'):
- # Its a root!
- return nodePath
- else:
- # If reached the top: fail
- if not nodePath.hasParent():
- return None
- else:
- # Try parent
- return self.findDNARoot(nodePath.getParent())
- # MANIPULATION FUNCTIONS
- def keyboardRotateSelected(self, arrowDirection):
- """ Rotate selected objects using arrow keys """
- if ((arrowDirection == 'left') | (arrowDirection == 'up')):
- self.setLastAngle(self.getLastAngle() + SNAP_ANGLE)
- else:
- self.setLastAngle(self.getLastAngle() - SNAP_ANGLE)
-
- if (self.getLastAngle() < -180.0):
- self.setLastAngle(self.getLastAngle() + 360.0)
- elif (self.getLastAngle() > 180.0):
- self.setLastAngle(self.getLastAngle() - 360.0)
- # Move selected objects
- for selectedNode in direct.selected:
- selectedNode.setHpr(self.getLastAngle(), 0, 0)
- # Snap objects to grid and update DNA if necessary
- self.updateSelectedPose()
- def keyboardTranslateSelected(self, arrowDirection):
- gridToCamera = direct.grid.getMat(direct.camera)
- camXAxis = gridToCamera.xformVec(X_AXIS)
- xxDot = camXAxis.dot(X_AXIS)
- xzDot = camXAxis.dot(Z_AXIS)
- # what is the current grid spacing?
- deltaMove = direct.grid.gridSpacing
- # Compute the specified delta
- deltaPos = Vec3(0)
- if (abs(xxDot) > abs(xzDot)):
- if (xxDot < 0.0):
- deltaMove = -deltaMove
- # Compute delta
- if (arrowDirection == 'right'):
- deltaPos.setX(deltaPos[0] + deltaMove)
- elif (arrowDirection == 'left'):
- deltaPos.setX(deltaPos[0] - deltaMove)
- elif (arrowDirection == 'up'):
- deltaPos.setY(deltaPos[1] + deltaMove)
- elif (arrowDirection == 'down'):
- deltaPos.setY(deltaPos[1] - deltaMove)
- else:
- if (xzDot < 0.0):
- deltaMove = -deltaMove
- # Compute delta
- if (arrowDirection == 'right'):
- deltaPos.setY(deltaPos[1] - deltaMove)
- elif (arrowDirection == 'left'):
- deltaPos.setY(deltaPos[1] + deltaMove)
- elif (arrowDirection == 'up'):
- deltaPos.setX(deltaPos[0] + deltaMove)
- elif (arrowDirection == 'down'):
- deltaPos.setX(deltaPos[0] - deltaMove)
- # Move selected objects
- for selectedNode in direct.selected:
- # Move it
- selectedNode.setPos(direct.grid,
- selectedNode.getPos(direct.grid) + deltaPos)
- # Snap objects to grid and update DNA if necessary
- self.updateSelectedPose()
- def keyboardXformSelected(self, arrowDirection):
- if direct.fControl:
- self.keyboardRotateSelected(arrowDirection)
- else:
- self.keyboardTranslateSelected(arrowDirection)
- # VISIBILITY FUNCTIONS
- def editDNAVisGroups(self):
- visGroups = self.getDNAVisGroups(self.NPToplevel)
- if visGroups:
- self.vgpanel = VisGroupsEditor(self, visGroups)
- else:
- showinfo('Vis Groups Editor','No DNA Vis Groups Found!')
-
- def getDNAVisGroups(self, nodePath):
- """ Find the highest level vis groups in the scene graph """
- dnaNode = self.findDNANode(nodePath)
- if dnaNode:
- if DNAClassEqual(dnaNode, DNA_VIS_GROUP):
- return [[nodePath, dnaNode]]
- childVisGroups = []
- children = nodePath.getChildrenAsList()
- for child in children:
- childVisGroups = (childVisGroups + self.getDNAVisGroups(child))
- return childVisGroups
-
- def flash(self, nodePath = None):
- if not nodePath:
- # If nothing specified, try selected node path
- nodePath = direct.selected.last
- if nodePath:
- """ Spawn a task to flash a node several times """
- taskMgr.removeTasksNamed('flashNodePath')
- t = Task.Task(self.flashNodePathTask)
- t.nodePath = nodePath
- t.initState = t.hidden = nodePath.isHidden()
- t.flashCount = 0
- t.frameCount = 0
- t.uponDeath = self.flashDone
- taskMgr.spawnTaskNamed(t, 'flashNodePath')
- def flashNodePathTask(self, state):
- nodePath = state.nodePath
- initState = state.initState
- hidden = state.hidden
- flashCount = state.flashCount
- frameCount = state.frameCount
- if (flashCount < 4):
- if (frameCount % 3) == 0:
- if hidden:
- nodePath.show()
- else:
- nodePath.hide()
- state.hidden = not state.hidden
- state.flashCount = flashCount + 1
- state.frameCount = frameCount + 1
- return Task.cont
- else:
- return Task.done
- def flashDone(self,state):
- if state.initState:
- state.nodePath.hide()
- else:
- state.nodePath.show()
- def isolate(self, nodePath = None):
- """ Show a node path and hide its siblings """
- if not nodePath:
- # If nothing specified, try selected node path
- nodePath = direct.selected.last
- if nodePath:
- # First show everything in level
- self.showAll()
- # Now hide all of this node path's siblings
- nodePath.hideSiblings()
- def toggleViz(self, nodePath = None):
- """ Toggle visibility of node path """
- if not nodePath:
- # If nothing specified, try selected node path
- nodePath = direct.selected.last
- if nodePath:
- # First kill the flashing task to avoid complications
- taskMgr.removeTasksNamed('flashNodePath')
- # Now toggle node path's visibility state
- if nodePath.isHidden():
- nodePath.show()
- else:
- nodePath.hide()
- def showAll(self):
- """ Show the level and its descendants """
- self.showAllDescendants()
- render.hideCollisionSolids()
-
- def showGrid(self,flag):
- """ toggle direct grid """
- if flag:
- direct.grid.enable()
- else:
- direct.grid.disable()
- # LEVEL MAP/MARKER FUNCTIONS
- def createLevelMaps(self):
- """
- Load up the various neighborhood maps
- """
- # For neighborhood maps
- self.levelMap = hidden.attachNewNode(NamedNode('level-map'))
- self.activeMap = None
- self.mapDictionary = {}
- for neighborhood in NEIGHBORHOODS:
- self.createMap(neighborhood)
- def createMap(self, neighborhood):
- map = loader.loadModel('models/level_editor/' + neighborhood +
- '_layout')
- map.getBottomArc().setTransition(TransparencyTransition(1))
- map.setColor(Vec4(1,1,1,.4))
- self.mapDictionary[neighborhood] = map
- # Make sure this item isn't pickable
- direct.manipulationControl.addUnpickable(neighborhood + '_layout')
- def selectMap(self, neighborhood):
- if self.activeMap:
- self.activeMap.reparentTo(hidden)
- self.activeMap = self.mapDictionary[neighborhood]
- self.activeMap.reparentTo(self.levelMap)
- def toggleMapViz(self, flag):
- if flag:
- self.levelMap.reparentTo(render)
- else:
- self.levelMap.reparentTo(hidden)
- def createInsertionMarker(self):
- self.insertionMarker = LineNodePath(self)
- self.insertionMarker.lineNode.setName('insertionMarker')
- self.insertionMarker.setColor(VBase4(0.785, 0.785, 0.5,1))
- self.insertionMarker.setThickness(1)
- self.insertionMarker.reset()
- self.insertionMarker.moveTo(-75,0,0)
- self.insertionMarker.drawTo(75,0,0)
- self.insertionMarker.moveTo(0,-75,0)
- self.insertionMarker.drawTo(0,75,0)
- self.insertionMarker.moveTo(0,0,-75)
- self.insertionMarker.drawTo(0,0,75)
- self.insertionMarker.create()
- def spawnInsertionMarkerTask(self):
- t = Task.Task(self.insertionMarkerTask)
- taskMgr.spawnTaskNamed(t, 'insertionMarkerTask')
- def insertionMarkerTask(self, state):
- self.insertionMarker.setPosHpr(direct.grid, 0,0,0, 0,0,0)
- # MRM: Why is this necessary?
- self.insertionMarker.setScale(1,1,1)
- return Task.cont
- # UTILITY FUNCTIONS
- def getRandomDictionaryEntry(self,dict):
- numKeys = len(dict)
- if numKeys > 0:
- keys = dict.keys()
- key = keys[randint(0,numKeys - 1)]
- return dict[key]
- else:
- return None
- def getRandomWindowCount(self):
- if ((self.lastWall != None) & (self.lastBuilding != None)):
- h = ROUND_INT(self.lastWall.getHeight())
- w = ROUND_INT(self.lastBuilding.getWidth())
- # Otherwise....
- if w == 5:
- # 5 ft walls can have 1 window
- return 1
- elif h == 10:
- # All other 10 ft high bldgs can have 1 or 2
- return randint(1,2)
- else:
- # All others can have 1 - 4
- return randint(1,4)
- else:
- return 1
- def autoPositionGrid(self):
- # Move grid to prepare for placement of next object
- selectedNode = direct.selected.last
- if selectedNode:
- dnaNode = self.findDNANode(selectedNode)
- if dnaNode == None:
- return
- nodeClass = DNAGetClassType(dnaNode)
- deltaPos = Point3(20,0,0)
- deltaHpr = VBase3(0)
- if nodeClass.eq(DNA_FLAT_BUILDING):
- deltaPos.setX(dnaNode.getWidth())
- elif nodeClass.eq(DNA_STREET):
- objectCode = dnaNode.getCode()
- deltas = self.getNextSnapPoint()
- deltaPos.assign(deltas[0])
- deltaHpr.assign(deltas[1])
- elif nodeClass.eq(DNA_LANDMARK_BUILDING):
- objectCode = dnaNode.getCode()
- if objectCode[-2:-1] == 'A':
- deltaPos.setX(25.0)
- elif objectCode[-2:-1] == 'B':
- deltaPos.setX(15.0)
- elif objectCode[-2:-1] == 'C':
- deltaPos.setX(20.0)
- # Position grid for placing next object
- # Eventually we need to setHpr too
- taskMgr.removeTasksNamed('autoPositionGrid')
- t = direct.grid.lerpPosHpr(
- deltaPos, deltaHpr, 0.25,
- other = selectedNode,
- blendType = 'easeInOut',
- task = 'autoPositionGrid')
- t.deltaPos = deltaPos
- t.deltaHpr = deltaHpr
- t.selectedNode = selectedNode
- t.uponDeath = self.autoPositionCleanup
-
- # Also move the camera
- taskMgr.removeTasksNamed('autoMoveDelay')
- handlesToCam = direct.widget.getPos(direct.camera)
- handlesToCam = handlesToCam * ( direct.chan.near/handlesToCam[1])
- if ((abs(handlesToCam[0]) > (direct.chan.nearWidth * 0.4)) |
- (abs(handlesToCam[2]) > (direct.chan.nearHeight * 0.4))):
- taskMgr.removeTasksNamed('manipulateCamera')
- direct.cameraControl.centerCamIn(direct.chan, 0.5)
- def autoPositionCleanup(self,state):
- direct.grid.setPosHpr(state.selectedNode, state.deltaPos,
- state.deltaHpr)
- if direct.grid.getHprSnap():
- # Clean up grid angle
- direct.grid.setH(ROUND_TO(direct.grid.getH(), SNAP_ANGLE))
- # MRM: What to do about pos?
- if 0 & direct.grid.getXyzSnap():
- # Tighten up grid position
- pos = direct.grid.getPos()
- roundVal = ROUND_TO(direct.grid.getGridSpacing(), 1)
- x = ROUND_TO(pos[0], roundVal)
- y = ROUND_TO(pos[1], roundVal)
- z = ROUND_TO(pos[2], roundVal)
- direct.grid.setPos(x,y,z)
- def getNextSnapPoint(self):
- """ Pull next pos hpr deltas off of snap list then rotate list """
- if self.snapList:
- deltas = self.snapList[0]
- # Rotate list by one
- self.snapList = self.snapList[1:] + self.snapList[:1]
- return deltas
- else:
- return (ZERO_VEC, ZERO_VEC)
- def getWallIntersectionPoint(self):
- """
- Return point of intersection between building's wall and line from cam
- through mouse. Return false, if nothing selected
- """
- selectedNode = direct.selected.last
- if not selectedNode:
- return 0
- # Find mouse point on near plane
- chan = direct.chan
- mouseX = chan.mouseX
- mouseY = chan.mouseY
- nearX = math.tan(deg2Rad(chan.fovH)/2.0) * mouseX * chan.near
- nearZ = math.tan(deg2Rad(chan.fovV)/2.0) * mouseY * chan.near
- # Initialize points
- mCam2Wall = chan.camera.getMat(selectedNode)
- mouseOrigin = Point3(0)
- mouseOrigin.assign(mCam2Wall.getRow3(3))
- mouseDir = Vec3(0)
- mouseDir.set(nearX, chan.near, nearZ)
- mouseDir.assign(mCam2Wall.xformVec(mouseDir))
- # Calc intersection point
- return planeIntersect(mouseOrigin, mouseDir, ZERO_POINT, NEG_Y_AXIS)
- def getGridIntersectionPoint(self):
- """
- Return point of intersection between ground plane and line from cam
- through mouse. Return false, if nothing selected
- """
- # Find mouse point on near plane
- chan = direct.chan
- mouseX = chan.mouseX
- mouseY = chan.mouseY
- nearX = math.tan(deg2Rad(chan.fovH)/2.0) * mouseX * chan.near
- nearZ = math.tan(deg2Rad(chan.fovV)/2.0) * mouseY * chan.near
- # Initialize points
- mCam2Grid = chan.camera.getMat(direct.grid)
- mouseOrigin = Point3(0)
- mouseOrigin.assign(mCam2Grid.getRow3(3))
- mouseDir = Vec3(0)
- mouseDir.set(nearX, chan.near, nearZ)
- mouseDir.assign(mCam2Grid.xformVec(mouseDir))
- # Calc intersection point
- return planeIntersect(mouseOrigin, mouseDir, ZERO_POINT, Z_AXIS)
- def plantSelectedNodePath(self):
- """ Move selected object to intersection point of cursor on grid """
- selectedNode = direct.selected.last
- if selectedNode:
- # Where is the mouse relative to the grid?
- hitPt = self.getGridIntersectionPoint()
- selectedNode.setPos(direct.grid, hitPt)
- dnaNode = self.findDNANode(selectedNode)
- if dnaNode:
- # Update props placement to reflect current mouse position
- dnaNode.setPos(direct.selected.last.getPos())
- def jumpToInsertionPoint(self):
- """ Move selected object to insertion point """
- selectedNode = direct.selected.last
- if selectedNode:
- # Check if its a dna node
- dnaNode = self.findDNANode(selectedNode)
- if dnaNode:
- # Place the new node path at the current grid origin
- selectedNode.setPos(direct.grid,0,0,0)
- # Initialize angle to match last object
- selectedNode.setHpr(self.getLastAngle(), 0, 0)
- # Now update DNA pos and hpr to reflect final pose
- dnaNode.setPos(selectedNode.getPos())
- dnaNode.setHpr(selectedNode.getHpr())
- # Update grid to get ready for the next object
- self.autoPositionGrid()
- # STYLE/DNA FILE FUNCTIONS
- def loadSpecifiedDNAFile(self):
- f = Filename(self.styleManager.stylePathPrefix +
- '/alpha/DIRECT/LevelEditor/DNAFiles')
- path = os.path.join(f.toOsSpecific(), self.outputDir)
- if not os.path.isdir(path):
- print 'LevelEditor Warning: Invalid default DNA directory!'
- print 'Using: C:\\'
- path = 'C:\\'
- dnaFilename = askopenfilename(
- defaultextension = '.dna',
- filetypes = (('DNA Files', '*.dna'),('All files', '*')),
- initialdir = path,
- title = 'Load DNA File',
- parent = self.panel.component('hull'))
- if dnaFilename:
- self.loadDNAFromFile(dnaFilename)
- def saveToSpecifiedDNAFile(self):
- f = Filename(self.styleManager.stylePathPrefix +
- '/alpha/DIRECT/LevelEditor/DNAFiles')
- path = os.path.join(f.toOsSpecific(), self.outputDir)
- if not os.path.isdir(path):
- print 'LevelEditor Warning: Invalid DNA save directory!'
- print 'Using: C:\\'
- path = 'C:\\'
- dnaFilename = asksaveasfilename(
- defaultextension = '.dna',
- filetypes = (('DNA Files', '*.dna'),('All files', '*')),
- initialdir = path,
- title = 'Save DNA File as',
- parent = self.panel.component('hull'))
- if dnaFilename:
- self.outputDNA(dnaFilename)
- def loadDNAFromFile(self, filename):
- # Reset level, destroying existing scene/DNA hierarcy
- self.reset(fDeleteToplevel = 1, fCreateToplevel = 0)
- # Now load in new file
- newNPToplevel = loadDNAFile(DNASTORE, filename, CSDefault, 1)
- # Make sure the topmost file DNA object gets put under DNARoot
- newDNAToplevel = self.findDNANode(newNPToplevel)
- # Update toplevel variables
- self.createToplevel(newDNAToplevel, newNPToplevel)
- def outputDNADefaultFile(self):
- f = Filename(self.styleManager.stylePathPrefix +
- '/alpha/DIRECT/LevelEditor/DNAFiles')
- file = os.path.join(f.toOsSpecific(), self.outputDir, self.outputFile)
- self.outputDNA(file)
-
- def outputDNA(self,filename):
- print 'Saving DNA to: ', filename
- self.DNAData.writeDna(Filename(filename),
- Notify.out(),DNASTORE)
-
- def saveColor(self):
- self.appendColorToColorPaletteFile(self.panel.colorEntry.get())
- def appendColorToColorPaletteFile(self, color):
- obj = self.DNATarget
- if obj:
- classType = DNAGetClassType(obj)
- if classType.eq(DNA_WALL):
- tag = 'wall_color:'
- elif classType.eq(DNA_WINDOWS):
- tag = 'window_color:'
- elif classType.eq(DNA_DOOR):
- tag = 'door_color:'
- elif classType.eq(DNA_CORNICE):
- tag = 'cornice_color:'
- elif classType.eq(DNA_PROP):
- tag = 'prop_color:'
- else:
- return
- # Valid type, add color to file
- filename = self.neighborhood + '_colors.txt'
- fname = Filename(self.styleManager.stylePathPrefix +
- '/alpha/DIRECT/LevelEditor/StyleFiles/' +
- filename)
- f = open(fname.toOsSpecific(), 'a')
- f.write('%s Vec4(%.2f, %.2f, %.2f, 1.0)\n' %
- (tag,
- color[0]/255.0,
- color[1]/255.0,
- color[2]/255.0))
- f.close()
- def saveWallStyle(self):
- if self.lastWall:
- # Valid wall, add style to file
- filename = self.neighborhood + '_wall_styles.txt'
- fname = Filename(self.styleManager.stylePathPrefix +
- '/alpha/DIRECT/LevelEditor/StyleFiles/' +
- filename)
- f = open(fname.toOsSpecific(), 'a')
- # Add a blank line
- f.write('\n')
- # Now output style details to file
- style = DNAWallStyle(wall = self.lastWall)
- style.output(f)
- # Close the file
- f.close()
- def saveBuildingStyle(self):
- if self.lastBuilding:
- # Valid wall, add style to file
- filename = self.neighborhood + '_building_styles.txt'
- fname = Filename(self.styleManager.stylePathPrefix +
- '/alpha/DIRECT/LevelEditor/StyleFiles/' +
- filename)
- f = open(fname.toOsSpecific(), 'a')
- # Add a blank line
- f.write('\n')
- # Now output style details to file
- style = DNAFlatBuildingStyle(building = self.lastBuilding)
- style.output(f)
- # Close the file
- f.close()
- # GET/SET
- # DNA Object elements
- def getWall(self, dnaFlatBuilding, wallNum):
- wallCount = 0
- for i in range(dnaFlatBuilding.getNumChildren()):
- child = dnaFlatBuilding.at(i)
- if DNAClassEqual(child, DNA_WALL):
- if wallCount == wallNum:
- return child
- wallCount = wallCount + 1
- # Not found
- return None
- def computeWallNum(self, aDNAFlatBuilding, hitPt):
- """
- Given a hitPt, return wall number if cursor is over building
- Return -1 if cursor is outside of building
- """
- xPt = hitPt[0]
- zPt = hitPt[2]
- # Left or right of building
- if ((xPt < 0) | (xPt > aDNAFlatBuilding.getWidth())):
- return -1
- # Below the building
- if zPt < 0:
- return -1
- # Above z = 0 and within wall width, check height of walls
- heightList, offsetList = DNAGetWallHeights(aDNAFlatBuilding)
- wallNum = 0
- for i in range(len(heightList)):
- # Compute top of wall segment
- top = offsetList[i] + heightList[i]
- if zPt < top:
- return wallNum
- wallNum = wallNum + 1
- return -1
- def getWindowCount(self, dnaWall):
- windowCount = 0
- for i in range(dnaWall.getNumChildren()):
- child = dnaWall.at(i)
- if DNAClassEqual(child, DNA_WINDOWS):
- windowCount = windowCount + 1
- # Not found
- return windowCount
- # Style manager edit mode
- def setEditMode(self, neighborhood):
- self.neighborhood = neighborhood
- self.neighborhoodCode = NEIGHBORHOOD_CODES[self.neighborhood]
- self.outputFile = neighborhood + '_working.dna'
- if neighborhood == 'toontown_central':
- self.outputDir = 'ToontownCentral'
- elif neighborhood == 'donalds_dock':
- self.outputDir = 'DonaldsDock'
- elif neighborhood == 'minnies_melody_land':
- self.outputDir = 'MinniesMelodyLand'
- elif neighborhood == 'the_burrgh':
- self.outputDir = 'TheBurrrgh'
- self.panel.editMenu.selectitem(neighborhood)
- self.styleManager.setEditMode(neighborhood)
- self.selectMap(neighborhood)
-
- def getEditMode(self):
- return self.styleManager.getEditMode()
-
- # Level Style Attributes
- def __getitem__(self,attribute):
- """ Return top level entry in attribute dictionary """
- return self.styleManager.attributeDictionary[attribute]
-
- def getAttribute(self, attribute):
- """ Return specified attribute for current neighborhood """
- return self.styleManager.getAttribute(attribute)
-
- def getCurrent(self, attribute):
- """ Return neighborhood's current selection for specified attribute """
- return self.getAttribute(attribute).getCurrent()
-
- def setCurrent(self, attribute, newCurrent):
- """ Set neighborhood's current selection for specified attribute """
- self.getAttribute(attribute).setCurrent(newCurrent, fEvent = 0)
-
- def getMenu(self, attribute):
- """ Return neighborhood's Pie Menu object for specified attribute """
- return self.getAttribute(attribute).getMenu()
-
- def getDict(self, attribute):
- """ Return neighborhood's Dictionary for specified attribute """
- return self.getAttribute(attribute).getDict()
-
- def getList(self, attribute):
- """ Return neighborhood's List for specified attribute """
- return self.getAttribute(attribute).getList()
-
- # DNA variables
- def getDNAData(self):
- return self.DNAData
-
- def getDNAToplevel(self):
- return self.DNAToplevel
-
- def getDNAParent(self):
- return self.DNAParent
-
- def getDNATarget(self):
- return self.DNATarget
-
- # Node Path variables
- def getNPToplevel(self):
- return self.NPToplevel
-
- def getNPParent(self):
- return self.NPParent
-
- # Count of groups added to level
- def setGroupNum(self,num):
- self.groupNum = num
-
- def getGroupNum(self):
- return self.groupNum
-
- # Angle of last object added to level
- def setLastAngle(self, angle):
- self.lastAngle = angle
-
- def getLastAngle(self):
- return self.lastAngle
- class LevelStyleManager:
- """Class which reads in style files and manages class variables"""
- def __init__(self):
- # Used to locate the alpha mount on windows (i.e. on what drive)
- self.stylePathPrefix = base.config.GetString('style-path-prefix', '')
- # The main dictionary holding all attribute objects
- self.attributeDictionary = {}
- # Create the style samples
- self.createWallStyleAttributes()
- self.createBuildingStyleAttributes()
- self.createColorAttributes()
- self.createDNAAttributes()
- self.createMiscAttributes()
- # WALL STYLE FUNCTIONS
- def createWallStyleAttributes(self):
- """
- Create a wallStyle entry in the attribute dictionary
- This will be a dictionary of style attributes, one per neighborhood
- """
- # First create an empty dictionary
- dict = self.attributeDictionary['wall_style'] = {}
- # Create a attribute object for each neighborhood
- for neighborhood in NEIGHBORHOODS:
- attribute = LevelAttribute('wall_style')
- attribute.setDict(
- # Create a wall style dictionary for each neighborhood
- self.createWallStyleDictionary(neighborhood))
- # Using this dictionary, create color pie menus
- attribute.setMenu(
- self.createWallStyleMenu(neighborhood, attribute.getDict()))
- dict[neighborhood] = attribute
-
- def createWallStyleDictionary(self, neighborhood):
- """
- Create a dictionary of wall styles for a neighborhood
- """
- filename = neighborhood + '_wall_styles.txt'
- print 'Loading wall styles from: ' + filename
- styleData = self.getStyleFileData(filename)
- return self.initializeWallStyleDictionary(styleData, neighborhood)
-
- def initializeWallStyleDictionary(self, styleData, neighborhood):
- """
- Fill in the wall style dictionary with data from the style file
- """
- styleDictionary = {}
- styleCount = 0
- code = NEIGHBORHOOD_CODES[neighborhood]
- while styleData:
- l = styleData[0]
- if l == 'wallStyle':
- # Start of new style, strip off first line then extract style
- style, styleData = self.extractWallStyle(styleData)
- style.name = code + '_wall_style_' + `styleCount`
- # Store style in dictionary
- styleDictionary[style.name] = style
- styleCount = styleCount + 1
- # Move to next line
- styleData = styleData[1:]
- return styleDictionary
- def extractWallStyle(self, styleData):
- """
- Pull out one style from a list of style data. Will keep
- processing data until endWallStyle of end of data is reached.
- Returns a wall style and remaining styleData.
- """
- # Create default style
- style = DNAWallStyle()
- # Strip off first line
- styleData = styleData[1:]
- while styleData:
- l = styleData[0]
- if l == 'endWallStyle':
- # End of style found, break out of while loop
- # Note, endWallStyle line is *not* stripped off
- return style, styleData
- else:
- pair = map(string.strip, l.split(':'))
- if style.__dict__.has_key(pair[0]):
- # Convert colors and count strings to numerical values
- if ((string.find(pair[0],'_color') >= 0) |
- (string.find(pair[0],'_count') >= 0)):
- style[pair[0]] = eval(pair[1])
- else:
- style[pair[0]] = pair[1]
- else:
- print 'getStyleDictionaryFromStyleData: Invalid Key'
- print pair[0]
- styleData = styleData[1:]
- # No end of style found, return style data as is
- return style, None
-
- def createWallStyleMenu(self, neighborhood, dictionary):
- """
- Create a wall style pie menu
- """
- numItems = len(dictionary)
- newStyleMenu = hidden.attachNewNode(
- NamedNode(neighborhood + '_style_menu'))
- radius = 0.7
- angle = deg2Rad(360.0/numItems)
- keys = dictionary.keys()
- keys.sort()
- styles = map(lambda x, d = dictionary: d[x], keys)
- sf = 0.03
- aspectRatio = (direct.chan.width/float(direct.chan.height))
- for i in range(numItems):
- # Get the node
- node = self.createWallStyleSample(styles[i])
- bounds = node.getBounds()
- center = bounds.getCenter()
- center = center * sf
- # Reposition it
- node.setPos((radius * math.cos(i * angle)) - center[0],
- 0.0,
- ((radius * aspectRatio * math.sin(i * angle)) -
- center[2]))
- # Scale it
- node.setScale(sf)
- # Add it to the styleMenu
- node.reparentTo(newStyleMenu)
- # Scale the whole shebang down by 0.5
- newStyleMenu.setScale(0.5)
- # Create and return a pie menu
- return PieMenu(newStyleMenu, styles)
-
- def createWallStyleSample(self, wallStyle):
- """
- Create a style sample using the DNA info in the style
- """
- bldg = DNAFlatBuilding()
- bldgStyle = DNAFlatBuildingStyle(styleList = [(wallStyle, 10.0)])
- self.setDNAFlatBuildingStyle(bldg, bldgStyle, width = 12.0,
- name = 'wall_style_sample')
- return bldg.traverse(hidden, DNASTORE, 1)
-
- # BUILDING STYLE FUNCTIONS
- def createBuildingStyleAttributes(self):
- """
- Create a buildingStyle entry in the attribute dictionary
- This will be a dictionary of style attributes, one per neighborhood
- """
- # First create an empty dictionary
- styleDict = self.attributeDictionary['building_style'] = {}
- # Create an attribute object of all styles for each neighborhood
- for neighborhood in NEIGHBORHOODS:
- attribute = LevelAttribute('building_style')
- attribute.setDict(
- # Create a wall style dictionary for each neighborhood
- self.createBuildingStyleDictionary(neighborhood))
- # Using this dictionary, create color pie menus
- attribute.setMenu(
- self.createBuildingStyleMenu(neighborhood,
- attribute.getDict()))
- styleDict[neighborhood] = attribute
-
- # Now create attribute entries sorted according to building
- # height styles
- attrDict = {}
- # Create an attribute dictionary entry for each building height type
- for type in BUILDING_TYPES:
- key = 'building_style_' + type
- attrDict[type] = self.attributeDictionary[key] = {}
- # For each neighborhood create attribute for each height type
- for neighborhood in NEIGHBORHOODS:
- # Temp lists to accumulate neighborhood styles
- # sorted by height type
- styleLists = {}
- for type in BUILDING_TYPES:
- styleLists[type] = []
-
- # Sort through the styles and store in separate lists
- for style in styleDict[neighborhood].getList():
- heightType = string.strip(string.split(style.name, ':')[1])
- styleLists[heightType].append(style)
-
- # Now put these lists in appropriate neighborhood attribute
- for type in BUILDING_TYPES:
- attribute = LevelAttribute('building_style_' + type)
- attribute.setList(styleLists[type])
- # Store them according to neighborhood
- attrDict[type][neighborhood] = attribute
-
- def createBuildingStyleDictionary(self, neighborhood):
- """
- Create a dictionary of wall styles for a neighborhood
- """
- filename = neighborhood + '_building_styles.txt'
- print 'Loading building styles from: ' + filename
- styleData = self.getStyleFileData(filename)
- return self.initializeBuildingStyleDictionary(styleData, neighborhood)
- def initializeBuildingStyleDictionary(self, styleData, neighborhood):
- """
- Fill in the building style dictionary with data from the style file
- """
- # Create a dictionary of all building styles, this will later be
- # split out into a separate dictionary for each building type
- # e.g. 20, 10-10, 10-20....
- bldgStyleDictionary = {}
- styleCount = 0
- code = NEIGHBORHOOD_CODES[neighborhood]
- while styleData:
- # Pull out first line
- l = styleData[0]
- if l[:13] == 'buildingStyle':
- # Start with empty style list
- bldgStyle = DNAFlatBuildingStyle(styleList = [])
- # Extract height information found at end of line
- heightCode = string.strip(string.split(l, ':')[1])
- heightList = map(string.atof, string.split(heightCode, '_'))
- # Construct name for building style. Tack on height code
- # to be used later to split styles by heightCode
- bldgStyle.name = (
- code + '_building_style_' + `styleCount` +
- ':' + heightCode)
- # Increment counter
- styleCount = styleCount + 1
- # Reset wall counter to zero
- wallCount = 0
-
- elif l == 'endBuildingStyle':
- # Done, add new style to dictionary
- bldgStyleDictionary[bldgStyle.name] = bldgStyle
-
- elif l[:9] == 'wallStyle':
- # Beginning of next wall style
- wallStyle, styleData = self.extractWallStyle(styleData)
- wallStyle.name = bldgStyle.name + '_wall_' + `wallCount`
- try:
- height = heightList[wallCount]
- except IndexError:
- height = 10.0
- # Add wall style to building style
- bldgStyle.add(wallStyle, height)
- # Increment wall counter
- wallCount = wallCount + 1
- # Move to next line
- styleData = styleData[1:]
- return bldgStyleDictionary
-
- def createBuildingStyleMenu(self, neighborhood, dictionary):
- """
- Create a wall style pie menu
- """
- numItems = len(dictionary)
- newStyleMenu = hidden.attachNewNode(
- NamedNode(neighborhood + '_style_menu'))
- radius = 0.7
- angle = deg2Rad(360.0/numItems)
- keys = dictionary.keys()
- keys.sort()
- styles = map(lambda x, d = dictionary: d[x], keys)
- sf = 0.02
- aspectRatio = (direct.chan.width/float(direct.chan.height))
- for i in range(numItems):
- # Get the node
- node = self.createBuildingStyleSample(styles[i])
- bounds = node.getBounds()
- center = bounds.getCenter()
- center = center * sf
- # Reposition it
- node.setPos((radius * math.cos(i * angle)) - center[0],
- 0.0,
- ((radius * aspectRatio * math.sin(i * angle)) -
- center[2]))
- # Scale it
- node.setScale(sf)
- # Add it to the styleMenu
- node.reparentTo(newStyleMenu)
- # Scale the whole shebang down by 0.5
- newStyleMenu.setScale(0.5)
- # Create and return a pie menu
- return PieMenu(newStyleMenu, styles)
-
- def createBuildingStyleSample(self, bldgStyle):
- """
- Create a style sample using the DNA info in the style
- """
- bldg = DNAFlatBuilding()
- self.setDNAFlatBuildingStyle(bldg, bldgStyle, width = 10.0,
- name = 'building_style_sample')
- return bldg.traverse(hidden, DNASTORE, 1)
-
- def setDNAFlatBuildingStyle(self, fb, bldgStyle, width = 10.0,
- name = 'building'):
- """ Set DNAFlatBuilding style. """
- # Remove flat building's children
- DNARemoveChildren(fb)
- # Update the name
- fb.setName(name)
- # Create the walls
- styleList = bldgStyle.styleList
- heightList = bldgStyle.heightList
- for i in range(len(styleList)):
- wallStyle = styleList[i]
- # Get Style
- if not wallStyle:
- # If set to None use default style
- wallStyle = DNAWallStyle()
- # Try to get height
- try:
- wallHeight = heightList[i]
- except IndexError:
- wallHeight = 10.0
- # Create wall accordingly
- wall = DNAWall()
- self.setDNAWallStyle(wall, wallStyle, wallHeight)
- # Add it to building DNA
- fb.add(wall)
- # Set the buildings width
- fb.setWidth(width)
- def setDNAWallStyle(self, wall, style, height = 10.0):
- """ Set DNAWall to input style. """
- # Remove wall's children
- DNARemoveChildren(wall)
- # Update wall attributes
- wall.setCode(style['wall_texture'])
- wall.setColor(style['wall_color'])
- wall.setHeight(height)
- # Add windows if necessary
- if style['window_texture']:
- windows = DNAWindows()
- windows.setWindowCount(style['window_count'])
- # Set window's attributes
- windows.setCode(style['window_texture'])
- windows.setColor(style['window_color'])
- # Add windows to the wall
- wall.add(windows)
- # Add a window awning if necessary
- if style['window_awning_texture']:
- awning = DNAProp()
- # Update awning's attributes
- awning.setCode(style['window_awning_texture'])
- awning.setColor(style['window_awning_color'])
- # Add awning to window
- windows.add(awning)
- # Add a door if necessary
- if style['door_texture']:
- door = DNADoor()
- # Set the door's attributes
- door.setCode(style['door_texture'])
- door.setColor(style['door_color'])
- # Add door to wall
- wall.add(door)
- # Add a door awning if necessary
- if style['door_awning_texture']:
- awning = DNAProp()
- awning.setCode(style['door_awning_texture'])
- awning.setColor(style['door_awning_color'])
- door.add(awning)
- # And a cornice if necessary
- if style['cornice_texture']:
- cornice = DNACornice()
- # Set the cornice's attributes
- cornice.setCode(style['cornice_texture'])
- cornice.setColor(style['cornice_color'])
- # Add cornice to wall
- wall.add(cornice)
- def printFlatBuildingStyle(self, building):
- for i in range(building.getNumChildren()):
- child = building.at(i)
- if DNAClassEqual(child, DNA_WALL):
- self.printWallStyle(child)
-
- def printWallStyle(self, wall):
- print 'wall_texture: ' + wall.getCode()
- color = wall.getColor()
- print ('wall_color: Vec4(%.3f, %.3f, %.3f, 1.0)' %
- (color[0], color[1], color[2]))
- for i in range(wall.getNumChildren()):
- child = wall.at(i)
- if DNAClassEqual(child, DNA_WINDOWS):
- print 'window_texture: ' + child.getCode()
- color = child.getColor()
- print ('window_color: Vec4(%.3f, %.3f, %.3f, 1.0)' %
- (color[0], color[1], color[2]))
- # MRM: Check for awnings here
- elif DNAClassEqual(child, DNA_DOOR):
- print 'door_texture: ' + child.getCode()
- color = child.getColor()
- print ('door_color: Vec4(%.3f, %.3f, %.3f, 1.0)' %
- (color[0], color[1], color[2]))
- # MRM: Check for awnings here
- elif DNAClassEqual(child, DNA_CORNICE):
- print 'cornice_texture: ' + child.getCode()
- color = child.getColor()
- print ('cornice_color: Vec4(%.3f, %.3f, %.3f, 1.0)' %
- (color[0], color[1], color[2]))
- # COLOR PALETTE FUNCTIONS
- def createColorAttributes(self):
- # First compile color information for each neighborhood
- colorDictionary = {}
- colorMenuDictionary = {}
- for neighborhood in NEIGHBORHOODS:
- colorDictionary[neighborhood] = (
- # Create a wall style dictionary for each neighborhood
- self.createColorDictionary(neighborhood))
- # Using this dictionary, create color pie menus
- colorMenuDictionary[neighborhood] = (
- self.createColorMenus(
- neighborhood, colorDictionary[neighborhood]))
- # Now store this info in the appropriate place in the attribute dict
- for colorType in COLOR_TYPES:
- neighborhoodDict = self.attributeDictionary[colorType] = {}
- for neighborhood in NEIGHBORHOODS:
- attribute = LevelAttribute(colorType)
- dict = {}
- # Add colors to attribute dictionary
- colorList = colorDictionary[neighborhood][colorType]
- for i in range(len(colorList)):
- dict[i] = colorList[i]
- attribute.setDict(dict)
- attribute.setMenu(
- colorMenuDictionary[neighborhood][colorType])
- neighborhoodDict[neighborhood] = attribute
-
- def createColorDictionary(self, neighborhood):
- filename = neighborhood + '_colors.txt'
- print 'Loading Color Palettes from: ' + filename
- colorData = self.getStyleFileData(filename)
- return self.getColorDictionary(colorData)
-
- def getColorDictionary(self, colorData):
- # Initialze neighborhod color dictionary
- dict = {}
- for colorType in COLOR_TYPES:
- dict[colorType] = DEFAULT_COLORS[:]
- # Add color information to appropriate sub-list
- for line in colorData:
- pair = map(string.strip, line.split(':'))
- key = pair[0]
- if dict.has_key(key):
- dict[key].append(eval(pair[1]))
- else:
- print 'LevelStyleManager.getColorDictionary key not found'
- return dict
-
- def createColorMenus(self, neighborhood, dictionary):
- menuDict = {}
- keys = dictionary.keys()
- for key in keys:
- menuDict[key] = (
- self.createColorMenu(neighborhood + key, dictionary[key]))
- return menuDict
-
- def createColorMenu(self, menuName, colorList, radius = 0.7, sf = 2.0):
- # Create color chips for each color
- numItems = len(colorList)
- # Attach it to hidden for now
- newColorMenu = hidden.attachNewNode(NamedNode(menuName + 'Menu'))
- # Compute the angle per item
- angle = deg2Rad(360.0/float(numItems))
- aspectRatio = (direct.chan.width / float(direct.chan.height))
- # Attach the color chips to the new menu and adjust sizes
- for i in range (numItems):
- # Create the node and set its color
- node = OnscreenText(' ', 0.0, 0.0)
- node.setColor(colorList[i])
- bounds = node.getBounds()
- center = bounds.getCenter()
- center = center * (sf * node.getScale()[0])
- # Reposition it
- node.setXY((radius * math.cos(i * angle)) - center[0],
- (radius * aspectRatio * math.sin(i * angle)) -
- center[2])
- node.setScale(node.getScale() * sf)
- # Add it to the wallColorMenu
- node.reparentTo(newColorMenu)
- # Scale the whole shebang down by 0.5
- newColorMenu.setScale(0.5)
- # Create and return resulting pie menu
- return PieMenu(newColorMenu, colorList)
-
- # DNA ATTRIBUTES
- def createDNAAttributes(self):
- # Create the DNA Attribute entries
- # Most objects are oriented with graphical menu items
- # Street and props aren't oiented and use text menus
- for dnaType in DNA_TYPES:
- # Create a dictionary of dna types
- dict = {}
- if ((dnaType == 'street') | (dnaType == 'prop') |
- (dnaType == 'toon_landmark')):
- dnaList = self.getCatalogCodes(dnaType)
- else:
- dnaList = [None] + self.getCatalogCodesSuffix(dnaType, '_ur')
- # Add dnaCodes to attribute dictionary
- for i in range(len(dnaList)):
- dict[i] = dnaList[i]
- # Create a LevelAttribute
- attribute = LevelAttribute(dnaType + '_texture')
- attribute.setDict(dict)
- # Prepend None to allow option of no item
- if ((dnaType == 'street') | (dnaType == 'prop') |
- (dnaType == 'toon_landmark')):
- attribute.setMenu(self.createTextPieMenu(dnaType, dnaList))
- elif (dnaType == 'wall'):
- attribute.setMenu(self.createDNAPieMenu(dnaType, dnaList,
- sf = 0.25))
- elif (dnaType == 'door'):
- attribute.setMenu(self.createDNAPieMenu(dnaType, dnaList,
- sf = 0.035))
- elif (dnaType == 'cornice'):
- attribute.setMenu(self.createDNAPieMenu(dnaType, dnaList,
- sf = 0.5))
- elif (dnaType == 'window'):
- attribute.setMenu(self.createDNAPieMenu(dnaType, dnaList,
- sf = 0.125))
- else:
- print 'unknown attribute'
- # Add it to the attributeDictionary
- self.attributeDictionary[dnaType + '_texture'] = attribute
-
- def createDNAPieMenu(self, dnaType, dnaList, radius = 0.7, sf = 1.0):
- # Get the currently available window options
- numItems = len(dnaList)
- # Create a top level node to hold the menu
- newMenu = hidden.attachNewNode(NamedNode(dnaType + 'Menu'))
- # Compute angle increment per item
- angle = deg2Rad(360.0/numItems)
- aspectRatio = direct.chan.width /float(direct.chan.height)
- # Add items
- for i in range(0, numItems):
- if dnaList[i]:
- # Get the node
- node = DNASTORE.findNode(dnaList[i])
- else:
- node = None
- if node:
- # Add it to the window menu
- path = node.instanceTo(newMenu)
- # Place menu nodes in a circle, offset each in X and Z
- # by half node width/height
- bounds = path.getBounds()
- center = bounds.getCenter()
- center = center * sf
- path.setPos((radius * math.cos(i * angle)) - center[0],
- 0.0,
- ((radius * aspectRatio * math.sin(i * angle)) -
- center[2]))
- path.setScale(sf)
- # Scale the whole shebang down by 0.5
- newMenu.setScale(0.5)
- # Create and return a pie menu
- return PieMenu(newMenu, dnaList)
- def createTextPieMenu(self, dnaType, textList, radius = 0.7, sf = 1.0):
- numItems = len(textList)
- # Create top level node for new menu
- newMenu = hidden.attachNewNode(NamedNode(dnaType + 'Menu'))
- # Compute angle per item
- angle = deg2Rad(360.0/numItems)
- aspectRatio = direct.chan.width/float(direct.chan.height)
- # Add items
- for i in range (numItems):
- # Create onscreen text node for each item
- if (textList[i] != None):
- node = OnscreenText(str(textList[i]),0,0)
- else:
- node = None
- if node:
- # Reposition it
- bounds = node.getBounds()
- center = bounds.getCenter()
- center = center * (sf * node.getScale()[0])
- node.setXY(radius * math.cos(i * angle) - center[0],
- ((radius * aspectRatio * math.sin(i * angle)) -
- center[2]))
- node.setScale(node.getScale() * sf)
- # Add it to the newMenu
- node.reparentTo(newMenu)
- # Scale the whole shebang down by 0.5
- newMenu.setScale(0.5)
- # Create and return a pie menu
- return PieMenu(newMenu, textList)
- # MISCELLANEOUS MENUS
- def createMiscAttributes(self):
- # Num windows menu
- self.createMiscAttribute('window_count',[0,1,2,3,4])
- # Building width menu
- self.createMiscAttribute('building_width',[5,10,15,15.6,20,20.7,25])
- # Building types
- self.createMiscAttribute('building_type', BUILDING_TYPES)
- # MRM: Need offset on these menus
- # Wall orientation menu
- self.createMiscAttribute('wall_orientation', ['ur','ul','dl','dr'])
- # Wall height menu
- self.createMiscAttribute('wall_height', [10, 20])
- # Window orientation menu
- self.createMiscAttribute('window_orientation', ['ur','ul',None,None])
- # Door orientation menu
- self.createMiscAttribute('door_orientation', ['ur','ul',None,None])
- # Cornice orientation menu
- self.createMiscAttribute('cornice_orientation', ['ur','ul',None,None])
-
- def createMiscAttribute(self, miscType, miscList, sf = 3.0):
- # Create a dictionary from miscList
- dict = {}
- # Add items to attribute dictionary
- for i in range(len(miscList)):
- dict[i] = miscList[i]
- # Create the miscellaneous Attribute entries
- attribute = LevelAttribute(miscType)
- attribute.setDict(dict)
- # Now create a pie menu
- attribute.setMenu(self.createTextPieMenu(miscType, miscList,
- sf = sf))
- # Add it to the attributeDictionary
- self.attributeDictionary[miscType] = attribute
- # GENERAL FUNCTIONS
- def getStyleFileData(self, filename):
- """
- Open the specified file and strip out unwanted whitespace and
- empty lines. Return file as list, one file line per element.
- """
- fname = Filename(self.stylePathPrefix +
- '/alpha/DIRECT/LevelEditor/StyleFiles/' +
- filename)
- f = open(fname.toOsSpecific(), 'r')
- rawData = f.readlines()
- f.close()
- styleData = []
- for line in rawData:
- l = string.strip(line)
- if l:
- styleData.append(l)
- return styleData
- # UTILITY FUNCTIONS
- def getAttribute(self, attribute):
- """ Return specified attribute for current neighborhood """
- levelAttribute = self.attributeDictionary[attribute]
- # Get attribute for current neighborhood
- if (type(levelAttribute) == types.DictionaryType):
- levelAttribute = levelAttribute[self.getEditMode()]
- return levelAttribute
- def getCatalogCode(self, category, i):
- return DNASTORE.getCatalogCode(category, i)
-
- def getCatalogCodes(self, category):
- numCodes = DNASTORE.getNumCatalogCodes(category)
- codes = []
- for i in range(numCodes):
- codes.append(DNASTORE.getCatalogCode(category, i))
- return codes
- def getCatalogCodesSuffix(self, category, suffix):
- codes = self.getCatalogCodes(category)
- orientedCodes = []
- for code in codes:
- if code[-3:] == suffix:
- orientedCodes.append(code)
- return orientedCodes
- def setEditMode(self, mode):
- """Set current neighborhood editing mode"""
- self._editMode = mode
-
- def getEditMode(self):
- """Get current neighborhood editing mode"""
- return self._editMode
- class LevelAttribute:
- """Class which encapsulates a pie menu and a set of items"""
- def __init__(self, name):
- # Record name
- self.name = name
- # Pie menu used to pick an option
- self._menu = None
- # Dictionary of available options
- self._dict = None
- self._list = []
- # Currently selected option
- self._current = None
- def setCurrent(self, newValue, fEvent = 1):
- self._current = newValue
- # Send event if specified
- if fEvent:
- messenger.send('select_' + self.name, [self._current])
- def setMenu(self,menu):
- self._menu = menu
- self._menu.action = self.setCurrent
- def setDict(self,dict):
- self._dict = dict
- # Create a list from the dictionary
- self._list = dict.values()
- # Initialize current to first item
- if (len(self._list) > 0):
- self._current = self._list[0]
- def setList(self,list):
- self._list = list
- # Create a dictionary from the list
- self._dict = {}
- count = 0
- for item in list:
- self._dict[count] = item
- count = count + 1
- # Initialize current to first item
- if (len(self._list) > 0):
- self._current = self._list[0]
- def getCurrent(self):
- return self._current
- def getMenu(self):
- return self._menu
- def getDict(self):
- return self._dict
- def getList(self):
- return self._list
- class DNAFlatBuildingStyle:
- """Class to hold attributes of a building style"""
- def __init__(self, building = None, styleList = None, name = 'bldg_style'):
- self.name = name
- if building:
- # Passed in a building
- self.copy(building)
- elif styleList != None:
- # Passed in a list of style-height pairs
- self.styleList = []
- self.heightList = []
- for pair in styleList:
- self.add(pair[0], pair[1])
- else:
- # Use default style/height
- self.styleList = [DNAWallStyle()]
- self.heightList = [10]
- def add(self, style, height):
- self.styleList.append(style)
- self.heightList.append(height)
-
- def copy(self, building):
- self.styleList = []
- self.heightList = DNAGetWallHeights(building)[0]
- for i in range(building.getNumChildren()):
- child = building.at(i)
- if DNAClassEqual(child, DNA_WALL):
- wallStyle = DNAWallStyle(wall = child)
- self.styleList.append(wallStyle)
- def output(self, file = sys.stdout):
- def createHeightCode(s = self):
- def joinHeights(h1,h2):
- return '%s_%s' % (h1, h2)
- hl = map(ROUND_INT, s.heightList)
- return reduce(joinHeights, hl)
- file.write('buildingStyle: %s\n' % createHeightCode())
- for style in self.styleList:
- style.output(file)
- file.write('endBuildingStyle\n')
- class DNAWallStyle:
- """Class to hold attributes of a wall style (textures, colors, etc)"""
- def __init__(self, wall = None, name = 'wall_style'):
- # First initialize everything
- self.name = name
- self.wall_texture = 'wall_md_blank_ur'
- self.wall_color = Vec4(1.0)
- self.window_count = 2
- self.window_texture = None
- self.window_color = Vec4(1.0)
- self.window_awning_texture = None
- self.window_awning_color = Vec4(1.0)
- self.door_texture = None
- self.door_color = Vec4(1.0)
- self.door_awning_texture = None
- self.door_awning_color = Vec4(1.0)
- self.cornice_texture = None
- self.cornice_color = Vec4(1.0)
- # Then copy the specifics for the wall if input
- if wall:
- self.copy(wall)
- def copy(self, wall):
- self.wall_texture = wall.getCode()
- self.wall_color = wall.getColor()
- for i in range(wall.getNumChildren()):
- child = wall.at(i)
- if DNAClassEqual(child, DNA_WINDOWS):
- self.window_count = child.getWindowCount()
- self.window_texture = child.getCode()
- self.window_color = child.getColor()
- # MRM: Check for awnings here
- elif DNAClassEqual(child, DNA_DOOR):
- self.door_texture = child.getCode()
- self.door_color = child.getColor()
- # MRM: Check for awnings here
- elif DNAClassEqual(child, DNA_CORNICE):
- self.cornice_texture = child.getCode()
- self.cornice_color = child.getColor()
- def output(self, file = sys.stdout):
- """ Output style description to a file """
- def writeAttributes(f, type, s = self):
- color = s[type + '_color']
- f.write('%s_texture: %s\n' % (type, s[type + '_texture']))
- f.write('%s_color: Vec4(%.2f, %.2f, %.2f, 1.0)\n' %
- (type, color[0], color[1], color[2]))
- file.write('wallStyle\n')
- writeAttributes(file, 'wall')
- if self['window_texture']:
- writeAttributes(file, 'window')
- file.write('window_count: %s\n' % self['window_count'])
- if self['window_awning_texture']:
- writeAttributes(file, 'window_awning')
- if self['door_texture']:
- writeAttributes(file, 'door')
- if self['door_awning_texture']:
- writeAttributes(file, 'door_awning')
- if self['cornice_texture']:
- writeAttributes(file, 'cornice')
- file.write('endWallStyle\n')
- # Convience functions to facilitate class use
- def __setitem__(self, index, item):
- self.__dict__[index] = item
-
- def __getitem__(self, index):
- return self.__dict__[index]
-
- def __repr__(self):
- return(
- 'Name: %s\n' % self.name +
- 'Wall Texture: %s\n' % self.wall_texture +
- 'Wall Color: %s\n' % self.wall_color +
- 'Window Texture: %s\n' % self.window_texture +
- 'Window Color: %s\n' % self.window_color +
- 'Window Awning Texture: %s\n' % self.window_awning_texture +
- 'Window Awning Color: %s\n' % self.window_awning_color +
- 'Door Texture: %s\n' % self.door_texture +
- 'Door Color: %s\n' % self.door_color +
- 'Door Awning Texture: %s\n' % self.door_awning_texture +
- 'Door Awning Color: %s\n' % self.door_awning_color +
- 'Cornice Texture: %s\n' % self.cornice_texture +
- 'Cornice Color: %s\n' % self.cornice_color
- )
- class OldLevelEditor(NodePath, PandaObject):
- pass
- class LevelEditorPanel(Pmw.MegaToplevel):
- def __init__(self, levelEditor, parent = None, **kw):
- INITOPT = Pmw.INITOPT
- optiondefs = (
- ('title', 'Toontown Level Editor', None),
- )
- self.defineoptions(kw, optiondefs)
- Pmw.MegaToplevel.__init__(self, parent, title = self['title'])
- self.levelEditor = levelEditor
- self.styleManager = self.levelEditor.styleManager
- self.fUpdateSelected = 1
- # Handle to the toplevels hull
- hull = self.component('hull')
- balloon = self.balloon = Pmw.Balloon(hull)
- # Start with balloon help disabled
- self.balloon.configure(state = 'none')
-
- menuFrame = Frame(hull, relief = GROOVE, bd = 2)
- menuFrame.pack(fill = X, expand = 1)
- menuBar = Pmw.MenuBar(menuFrame, hotkeys = 1, balloon = balloon)
- menuBar.pack(side = LEFT, expand = 1, fill = X)
- menuBar.addmenu('Level Editor', 'Level Editor Operations')
- menuBar.addmenuitem('Level Editor', 'command',
- 'Load DNA from specified file',
- label = 'Load DNA...',
- command = self.levelEditor.loadSpecifiedDNAFile)
- menuBar.addmenuitem('Level Editor', 'command',
- 'Save DNA data to specified file',
- label = 'Save DNA As...',
- command = self.levelEditor.saveToSpecifiedDNAFile)
- menuBar.addmenuitem('Level Editor', 'command',
- 'Save DNA File',
- label = 'Save DNA',
- command = self.levelEditor.outputDNADefaultFile)
- menuBar.addmenuitem('Level Editor', 'command',
- 'Edit Visibility Groups',
- label = 'Edit Vis Groups',
- command = self.levelEditor.editDNAVisGroups)
- menuBar.addmenuitem('Level Editor', 'command',
- 'Reset level',
- label = 'Reset level',
- command = self.levelEditor.reset)
- menuBar.addmenuitem('Level Editor', 'command',
- 'Exit Level Editor Panel',
- label = 'Exit',
- command = self.levelEditor.destroy)
- menuBar.addmenu('Style', 'Style Operations')
- menuBar.addmenuitem('Style', 'command',
- "Save Selected Object's Color",
- label = 'Save Color',
- command = self.levelEditor.saveColor)
- menuBar.addmenuitem('Style', 'command',
- "Save Selected Wall's Style",
- label = 'Save Wall Style',
- command = self.levelEditor.saveWallStyle)
- menuBar.addmenuitem('Style', 'command',
- "Save Selected Buildings's Style",
- label = 'Save Bldg Style',
- command = self.levelEditor.saveBuildingStyle)
- menuBar.addmenuitem('Style', 'command',
- 'Reload Color Palettes',
- label = 'Reload Colors',
- command = self.styleManager.createColorAttributes)
- menuBar.addmenuitem('Style', 'command',
- 'Reload Wall Style Palettes',
- label = 'Reload Wall Styles',
- command = self.styleManager.createWallStyleAttributes)
- menuBar.addmenuitem('Style', 'command',
- 'Reload Building Style Palettes',
- label = 'Reload Bldg Styles',
- command = self.styleManager.createBuildingStyleAttributes)
- menuBar.addmenu('Help', 'Level Editor Help Operations')
- self.toggleBalloonVar = IntVar()
- self.toggleBalloonVar.set(0)
- menuBar.addmenuitem('Help', 'checkbutton',
- 'Toggle balloon help',
- label = 'Balloon Help',
- variable = self.toggleBalloonVar,
- command = self.toggleBalloon)
- self.editMenu = Pmw.ComboBox(
- menuFrame, labelpos = W,
- label_text = 'Edit Mode:', entry_width = 12,
- selectioncommand = self.levelEditor.setEditMode, history = 0,
- scrolledlist_items = NEIGHBORHOODS)
- self.editMenu.selectitem(NEIGHBORHOODS[0])
- self.editMenu.pack(side = 'left', expand = 0)
-
- # Create the notebook pages
- notebook = Pmw.NoteBook(hull)
- notebook.pack(fill = BOTH, expand = 1)
- streetsPage = notebook.add('Streets')
- toonBuildingsPage = notebook.add('Toon Bldgs')
- landmarkBuildingsPage = notebook.add('Landmark Bldgs')
- # suitBuildingsPage = notebook.add('Suit Buildings')
- propsPage = notebook.add('Props')
- sceneGraphPage = notebook.add('SceneGraph')
- self.addStreetButton = Button(
- streetsPage,
- text = 'ADD STREET',
- command = self.addStreet)
- self.addStreetButton.pack(fill = 'x')
- self.streetSelector = Pmw.ComboBox(
- streetsPage,
- dropdown = 0,
- listheight = 200,
- labelpos = W,
- label_text = 'Street type:',
- label_width = 12,
- label_anchor = W,
- entry_width = 30,
- selectioncommand = self.setStreetModuleType,
- scrolledlist_items = map(lambda s: s[7:],
- self.styleManager.getCatalogCodes(
- 'street'))
- )
- self.streetModuleType = self.styleManager.getCatalogCode('street',0)
- self.streetSelector.selectitem(self.streetModuleType[7:])
- self.streetSelector.pack(expand = 1, fill = 'both')
- self.addToonBuildingButton = Button(
- toonBuildingsPage,
- text = 'ADD TOON BUILDING',
- command = self.addFlatBuilding)
- self.addToonBuildingButton.pack(fill = 'x')
- self.toonBuildingSelector = Pmw.ComboBox(
- toonBuildingsPage,
- dropdown = 0,
- listheight = 200,
- labelpos = W,
- label_width = 12,
- label_anchor = W,
- label_text = 'Toon bldg type:',
- entry_width = 30,
- selectioncommand = self.setFlatBuildingType,
- scrolledlist_items = ['random20', 'random30'] + BUILDING_TYPES
- )
- self.toonBuildingType = 'random20'
- self.toonBuildingSelector.selectitem(self.toonBuildingType)
- self.toonBuildingSelector.pack(expand = 1, fill = 'both')
-
- #self.toonBuildingWidthScale = EntryScale.EntryScale(
- #toonBuildingsPage, min = 1.0, max = 30.0,
- # resolution = 0.01, text = 'Wall Width',
- # command = self.updateSelectedWallWidth)
- #self.toonBuildingWidthScale.pack(fill = 'x')
-
- self.addLandmarkBuildingButton = Button(
- landmarkBuildingsPage,
- text = 'ADD LANDMARK BUILDING',
- command = self.addLandmark)
- self.addLandmarkBuildingButton.pack(fill = 'x')
- self.landmarkBuildingSelector = Pmw.ComboBox(
- landmarkBuildingsPage,
- dropdown = 0,
- listheight = 200,
- labelpos = W,
- label_width = 12,
- label_anchor = W,
- label_text = 'Landmark Building type:',
- entry_width = 30,
- selectioncommand = self.setLandmarkType,
- scrolledlist_items = map(lambda s: s[14:],
- self.styleManager.getCatalogCodes(
- 'toon_landmark'))
- )
- self.landmarkType = self.styleManager.getCatalogCode(
- 'toon_landmark',0)
- self.landmarkBuildingSelector.selectitem(
- self.styleManager.getCatalogCode('toon_landmark',0)[14:])
- self.landmarkBuildingSelector.pack(expand = 1, fill = 'both')
- self.addPropsButton = Button(
- propsPage,
- text = 'ADD PROP',
- command = self.addProp)
- self.addPropsButton.pack(fill = 'x')
- self.propSelector = Pmw.ComboBox(
- propsPage,
- dropdown = 0,
- listheight = 200,
- labelpos = W,
- label_width = 12,
- label_anchor = W,
- label_text = 'Prop type:',
- entry_width = 30,
- selectioncommand = self.setPropType,
- scrolledlist_items = map(lambda s: s[5:],
- self.styleManager.getCatalogCodes('prop'))
- )
- self.propType = self.styleManager.getCatalogCode('prop',0)
- self.propSelector.selectitem(
- self.styleManager.getCatalogCode('prop',0)[5:])
- self.propSelector.pack(expand = 1, fill = 'both')
- # Compact down notebook
- notebook.setnaturalsize()
- self.colorEntry = VectorWidgets.ColorEntry(
- hull, text = 'Select Color',
- command = self.updateSelectedObjColor)
- self.colorEntry.menu.add_command(
- label = 'Save Color', command = self.levelEditor.saveColor)
- self.colorEntry.pack(fill = 'x')
- buttonFrame = Frame(hull)
- self.fMapViz = IntVar()
- self.fMapViz.set(0)
- self.mapSnapButton = Checkbutton(buttonFrame,
- text = 'Map Viz',
- width = 6,
- variable = self.fMapViz,
- command = self.toggleMapViz)
- self.mapSnapButton.pack(side = 'left', expand = 1, fill = 'x')
- self.fXyzSnap = IntVar()
- self.fXyzSnap.set(1)
- self.xyzSnapButton = Checkbutton(buttonFrame,
- text = 'XyzSnap',
- width = 6,
- variable = self.fXyzSnap,
- command = self.toggleXyzSnap)
- self.xyzSnapButton.pack(side = 'left', expand = 1, fill = 'x')
- self.fHprSnap = IntVar()
- self.fHprSnap.set(1)
- self.hprSnapButton = Checkbutton(buttonFrame,
- text = 'HprSnap',
- width = 6,
- variable = self.fHprSnap,
- command = self.toggleHprSnap)
- self.hprSnapButton.pack(side = 'left', expand = 1, fill = 'x')
- self.fGrid = IntVar()
- self.fGrid.set(0)
- direct.gridButton = Checkbutton(buttonFrame,
- text = 'Show Grid',
- width = 6,
- variable = self.fGrid,
- command = self.toggleGrid)
- direct.gridButton.pack(side = 'left', expand = 1, fill = 'x')
- buttonFrame.pack(expand = 1, fill = 'x')
- buttonFrame2 = Frame(hull)
- self.groupButton = Button(
- buttonFrame2,
- text = 'New Group',
- command = self.levelEditor.createNewGroup)
- self.groupButton.pack(side = 'left', expand = 1, fill = 'x')
-
- self.visGroupButton = Button(
- buttonFrame2,
- text = 'New Vis Group',
- command = self.createNewVisGroup)
- self.groupButton.pack(side = 'left', expand = 1, fill = 'x')
-
- self.setParentButton = Button(
- buttonFrame2,
- text = 'Set Parent',
- command = self.levelEditor.setActiveParent)
- self.setParentButton.pack(side = 'left', expand = 1, fill = 'x')
- self.reparentButton = Button(
- buttonFrame2,
- text = 'Re Parent',
- command = self.levelEditor.reparentSelected)
- self.reparentButton.pack(side = 'left', expand = 1, fill = 'x')
- self.isolateButton = Button(
- buttonFrame2,
- text = 'Isolate Selected',
- command = self.levelEditor.isolate)
- self.isolateButton.pack(side = 'left', expand = 1, fill = 'x')
- self.showAllButton = Button(
- buttonFrame2,
- text = 'Show All',
- command = self.levelEditor.showAll)
- self.showAllButton.pack(side = 'left', expand = 1, fill = 'x')
- buttonFrame2.pack(fill = 'x')
- buttonFrame3 = Frame(hull)
- self.driveMode = IntVar()
- self.driveMode.set(1)
- self.driveModeButton = Radiobutton(
- buttonFrame3,
- text = 'Drive Mode',
- value = 0,
- variable = self.driveMode,
- command = self.levelEditor.useDriveMode)
- self.driveModeButton.pack(side = 'left', expand = 1, fill = 'x')
- directModeButton = Radiobutton(
- buttonFrame3,
- text = 'DIRECT Fly',
- value = 1,
- variable = self.driveMode,
- command = self.levelEditor.useDirectFly)
- directModeButton.pack(side = 'left', expand = 1, fill = 'x')
- buttonFrame3.pack(fill = 'x')
- self.sceneGraphExplorer = SceneGraphExplorer(
- parent = sceneGraphPage,
- root = self.levelEditor,
- menuItems = ['Select', 'Isolate', 'Flash', 'Toggle Viz',
- 'Set Parent', 'Reparent', 'Add Group',
- 'Set Name'])
- self.sceneGraphExplorer.pack(expand = 1, fill = 'both')
-
- # Make sure input variables processed
- self.initialiseoptions(LevelEditorPanel)
- def toggleGrid(self):
- if self.fGrid.get():
- direct.grid.enable()
- else:
- direct.grid.disable()
- def toggleXyzSnap(self):
- direct.grid.setXyzSnap(self.fXyzSnap.get())
- def toggleHprSnap(self):
- direct.grid.setHprSnap(self.fXyzSnap.get())
-
- def toggleMapViz(self):
- self.levelEditor.toggleMapViz(self.fMapViz.get())
- def createNewVisGroup(self):
- self.levelEditor.createNewGroup(type = 'vis')
-
- def setStreetModuleType(self,name):
- self.streetModuleType = 'street_' + name
- self.levelEditor.setCurrent('street_texture', self.streetModuleType)
- def addStreet(self):
- self.levelEditor.addStreet(self.streetModuleType)
- def setFlatBuildingType(self,name):
- self.toonBuildingType = name
- self.levelEditor.setCurrent('building_type', self.toonBuildingType)
-
- def addFlatBuilding(self):
- self.levelEditor.addFlatBuilding(self.toonBuildingType)
- def setLandmarkType(self,name):
- self.landmarkType = 'toon_landmark_' + name
- self.levelEditor.setCurrent('toon_landmark_texture', self.landmarkType)
- def addLandmark(self):
- self.levelEditor.addLandmark(self.landmarkType)
- def setPropType(self,name):
- self.propType = 'prop_' + name
- self.levelEditor.setCurrent('prop_texture', self.propType)
-
- def addProp(self):
- self.levelEditor.addProp(self.propType)
- def updateSelectedWallWidth(self, strVal):
- self.levelEditor.updateSelectedWallWidth(string.atof(strVal))
- def setCurrentColor(self, colorVec, fUpdate = 0):
- # Turn on/off update of selected before updating entry
- self.fUpdateSelected = fUpdate
- self.colorEntry.set([int(colorVec[0] * 255.0),
- int(colorVec[1] * 255.0),
- int(colorVec[2] * 255.0),
- 255])
-
- def setResetColor(self, colorVec):
- self.colorEntry['resetValue'] = (
- [int(colorVec[0] * 255.0),
- int(colorVec[1] * 255.0),
- int(colorVec[2] * 255.0),
- 255])
- def updateSelectedObjColor(self, color):
- try:
- obj = self.levelEditor.DNATarget
- if self.fUpdateSelected & (obj != None):
- objClass = DNAGetClassType(obj)
- if ((objClass.eq(DNA_WALL)) |
- (objClass.eq(DNA_WINDOWS)) |
- (objClass.eq(DNA_DOOR)) |
- (objClass.eq(DNA_CORNICE)) |
- (objClass.eq(DNA_PROP))
- ):
- self.levelEditor.setDNATargetColor(
- VBase4((color[0]/255.0),
- (color[1]/255.0),
- (color[2]/255.0),
- 1.0))
- except AttributeError:
- pass
- # Default is to update selected
- self.fUpdateSelected = 1
- def toggleBalloon(self):
- if self.toggleBalloonVar.get():
- self.balloon.configure(state = 'balloon')
- else:
- self.balloon.configure(state = 'none')
- class VisGroupsEditor(Pmw.MegaToplevel):
- def __init__(self, levelEditor, visGroups = ['None'],
- parent = None, **kw):
- INITOPT = Pmw.INITOPT
- optiondefs = (
- ('title', 'Visability Groups Editor', None),
- )
- self.defineoptions(kw, optiondefs)
- Pmw.MegaToplevel.__init__(self, parent, title = self['title'])
- self.levelEditor = levelEditor
- self.visGroups = visGroups
- self.visGroupNames = map(lambda pair: pair[1].getName(),
- self.visGroups)
- # Initialize dictionary of visibility relationships
- self.visDict = {}
- # Group we are currently setting visGroups for
- self.target = None
- # Flag to enable/disable toggleVisGroup command
- self.fCommand = 1
- # Handle to the toplevels hull
- hull = self.component('hull')
- balloon = self.balloon = Pmw.Balloon(hull)
- # Start with balloon help disabled
- self.balloon.configure(state = 'none')
-
- menuFrame = Frame(hull, relief = GROOVE, bd = 2)
- menuFrame.pack(fill = X, expand = 1)
- menuBar = Pmw.MenuBar(menuFrame, hotkeys = 1, balloon = balloon)
- menuBar.pack(side = LEFT, expand = 1, fill = X)
- menuBar.addmenu('Vis Groups Editor',
- 'Visability Groups Editor Operations')
- menuBar.addmenuitem('Vis Groups Editor', 'command',
- 'Exit Visability Groups Editor',
- label = 'Exit',
- command = self.preDestroy)
- menuBar.addmenu('Help', 'Visability Groups Editor Help Operations')
- self.toggleBalloonVar = IntVar()
- self.toggleBalloonVar.set(0)
- menuBar.addmenuitem('Help', 'checkbutton',
- 'Toggle balloon help',
- label = 'Balloon Help',
- variable = self.toggleBalloonVar,
- command = self.toggleBalloon)
- # Create a combo box to choose target vis group
- self.targetSelector = Pmw.ComboBox(
- hull, labelpos = W, label_text = 'Target Vis Group:',
- entry_width = 12, selectioncommand = self.selectVisGroup,
- scrolledlist_items = self.visGroupNames)
- self.targetSelector.selectitem(self.visGroupNames[0])
- self.targetSelector.pack(expand = 1, fill = X)
- # Scrolled frame to hold radio selector
- sf = Pmw.ScrolledFrame(hull, horizflex = 'elastic',
- usehullsize = 1, hull_width = 200,
- hull_height = 400)
- frame = sf.interior()
- sf.pack(padx=5, pady=3, fill = 'both', expand = 1)
- # Add vis groups selector
- self.selected = Pmw.RadioSelect(frame, selectmode=MULTIPLE,
- orient = VERTICAL,
- pady = 0,
- command = self.toggleVisGroup)
- for groupInfo in self.visGroups:
- nodePath = groupInfo[0]
- group = groupInfo[1]
- name = group.getName()
- self.selected.add(name, width = 12)
- # Assemble list of groups visible from this group
- visible = []
- for i in range(group.getNumVisibles()):
- visible.append(group.getVisibleName(i))
- visible.sort()
- self.visDict[name] = [nodePath, group, visible]
- # Pack the widget
- self.selected.pack(expand = 1, fill = X)
- # And make sure scrolled frame is happy
- sf.reposition()
- buttonFrame = Frame(hull)
- buttonFrame.pack(fill='x', expand = 1)
- self.showMode = IntVar()
- self.showMode.set(0)
- self.showAllButton = Radiobutton(buttonFrame, text = 'Show All',
- value = 0, indicatoron = 1,
- variable = self.showMode,
- command = self.refreshVisibility)
- self.showAllButton.pack(side = LEFT, fill = 'x', expand = 1)
- self.showActiveButton = Radiobutton(buttonFrame, text = 'Show Target',
- value = 1, indicatoron = 1,
- variable = self.showMode,
- command = self.refreshVisibility)
- self.showActiveButton.pack(side = LEFT, fill = 'x', expand = 1)
- # Make sure input variables processed
- self.initialiseoptions(VisGroupsEditor)
-
- # Switch to current target's list
- self.selectVisGroup(self.visGroupNames[0])
- def selectVisGroup(self, target):
- print 'Setting vis options for group:', target
- # Record current target
- oldTarget = self.target
- # Record new target
- self.target = target
- # Deselect buttons from old target (first deactivating command)
- self.fCommand = 0
- if oldTarget:
- visList = self.visDict[oldTarget][2]
- for group in visList:
- self.selected.invoke(self.selected.index(group))
- # Now set buttons to reflect state of new target
- visList = self.visDict[target][2]
- for group in visList:
- self.selected.invoke(self.selected.index(group))
- # Reactivate command
- self.fCommand = 1
- # Update scene
- self.refreshVisibility()
- def toggleVisGroup(self, groupName, state):
- if self.fCommand:
- targetInfo = self.visDict[self.target]
- target = targetInfo[1]
- visList = targetInfo[2]
- groupNP = self.visDict[groupName][0]
- group = self.visDict[groupName][1]
- # MRM: Add change in visibility here
- # Show all vs. show active
- if state == 1:
- print 'Vis Group:', self.target, 'adding group:', groupName
- if groupName not in visList:
- visList.append(groupName)
- target.addVisible(groupName)
- # Update viz and color
- groupNP.show()
- groupNP.setColor(1,0,0,1)
- else:
- print 'Vis Group:', self.target, 'removing group:', groupName
- if groupName in visList:
- visList.remove(groupName)
- target.removeVisible(groupName)
- # Update viz and color
- if self.showMode.get() == 1:
- groupNP.hide()
- groupNP.clearColor()
- def refreshVisibility(self):
- # Get current visibility list for target
- targetInfo = self.visDict[self.target]
- visList = targetInfo[2]
- for key in self.visDict.keys():
- groupNP = self.visDict[key][0]
- if key in visList:
- groupNP.show()
- if key == self.target:
- groupNP.setColor(0,1,0,1)
- else:
- groupNP.setColor(1,0,0,1)
- else:
- if self.showMode.get() == 0:
- groupNP.show()
- else:
- groupNP.hide()
- groupNP.clearColor()
- def preDestroy(self):
- # First clear level editor variable
- self.levelEditor.vgpanel = None
- self.destroy()
- def toggleBalloon(self):
- if self.toggleBalloonVar.get():
- self.balloon.configure(state = 'balloon')
- else:
- self.balloon.configure(state = 'none')
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