def __setattr__(self, name, value): if name == 'eternal': for c in self.children: c.eternal = value elif name == 'model': if value is None: if hasattr(self, 'model') and self.model: self.model.removeNode() # print('removed model') object.__setattr__(self, name, value) return None if isinstance(value, NodePath): # pass procedural model if self.model is not None and value != self.model: self.model.detachNode() object.__setattr__(self, name, value) elif isinstance(value, str): # pass model asset name m = load_model(value, application.asset_folder) if not m: m = load_model( value, application.internal_models_compressed_folder) if m: if self.model is not None: self.model.removeNode() m.name = value m.setPos(Vec3(0, 0, 0)) object.__setattr__(self, name, m) # if not value in mesh_importer.imported_meshes: # print_info('loaded model successfully:', value) else: if application.raise_exception_on_missing_model: raise ValueError(f"missing model: '{value}'") print_warning(f"missing model: '{value}'") return if self.model: self.model.reparentTo(self) self.model.setTransparency(TransparencyAttrib.M_dual) self.color = self.color # reapply color after changing model self.texture = self.texture # reapply texture after changing model self._vert_cache = None if isinstance(value, Mesh): if hasattr(value, 'on_assign'): value.on_assign(assigned_to=self) return elif name == 'color' and value is not None: if isinstance(value, str): value = color.hex(value) if not isinstance(value, Vec4): value = Vec4(value[0], value[1], value[2], value[3]) if self.model: self.model.setColorScaleOff( ) # prevent inheriting color from parent self.model.setColorScale(value) object.__setattr__(self, name, value) elif name == 'collision' and hasattr(self, 'collider') and self.collider: if value: self.collider.node_path.unstash() else: self.collider.node_path.stash() object.__setattr__(self, name, value) return elif name == 'render_queue': if self.model: self.model.setBin('fixed', value) elif name == 'double_sided': self.setTwoSided(value) elif hasattr(self, '_shader' ) and self.shader and name in self._shader.default_input: # print('set shader input:', name, value) object.__setattr__(self, name, value) self.set_shader_input(name, value) try: super().__setattr__(name, value) except: pass
def __setattr__(self, name, value): if name == 'enabled': try: # try calling on_enable() on classes inheriting from Entity if value == True: self.on_enable() else: self.on_disable() except: pass if value == True: if hasattr(self, 'is_singleton') and not self.is_singleton(): self.unstash() else: if hasattr(self, 'is_singleton') and not self.is_singleton(): self.stash() if name == 'eternal': for c in self.children: c.eternal = value if name == 'world_parent': self.reparent_to(value) if name == 'model': if value is None: if hasattr(self, 'model') and self.model: self.model.removeNode() # print('removed model') object.__setattr__(self, name, value) return None if isinstance(value, NodePath): # pass procedural model if self.model is not None and value != self.model: self.model.removeNode() object.__setattr__(self, name, value) elif isinstance(value, str): # pass model asset name m = load_model(value, application.asset_folder) if not m: m = load_model(value, application.internal_models_compressed_folder) if m: if self.model is not None: self.model.removeNode() object.__setattr__(self, name, m) # if isinstance(m, Mesh): # m.recipe = value # print('loaded model successively') else: # if '.' in value: # print(f'''trying to load model with specific filename extention. please omit it. '{value}' -> '{value.split('.')[0]}' ''') print('missing model:', value) return if self.model: self.model.reparentTo(self) self.model.setTransparency(TransparencyAttrib.M_dual) self.color = self.color # reapply color after changing model self.texture = self.texture # reapply texture after changing model self._vert_cache = None if isinstance(value, Mesh): if hasattr(value, 'on_assign'): value.on_assign(assigned_to=self) return if name == 'color' and value is not None: if isinstance(value, str): value = color.hex(value) if not isinstance(value, Vec4): value = Vec4(value[0], value[1], value[2], value[3]) if self.model: self.model.setColorScaleOff() # prevent inheriting color from parent self.model.setColorScale(value) object.__setattr__(self, name, value) if name == 'collision' and hasattr(self, 'collider') and self.collider: if value: self.collider.node_path.unstash() else: self.collider.node_path.stash() object.__setattr__(self, name, value) return if name == 'render_queue': if self.model: self.model.setBin('fixed', value) if name == 'double_sided': self.setTwoSided(value) try: super().__setattr__(name, value) except: pass
def __setattr__(self, name, value): if name == 'enabled': try: # try calling on_enable() on classes inheriting from Entity if value == True: self.on_enable() else: self.on_disable() except: pass if value == True: if not self.is_singleton(): self.unstash() else: if not self.is_singleton(): self.stash() if name == 'eternal': for c in self.children: c.eternal = value if name == 'world_parent': self.reparent_to(value) if name == 'model': if value is None: if hasattr(self, 'model') and self.model: self.model.removeNode() # print('removed model') object.__setattr__(self, name, value) return None if isinstance(value, NodePath): # pass procedural model if self.model is not None and value != self.model: self.model.removeNode() object.__setattr__(self, name, value) elif isinstance(value, str): # pass model asset name m = load_model(value, application.asset_folder) if not m: m = load_model( value, application.internal_models_compressed_folder) if m: if self.model is not None: self.model.removeNode() object.__setattr__(self, name, m) if isinstance(m, Mesh): m.recipe = value # print('loaded model successively') else: print('missing model:', value) return if self.model: self.model.reparentTo(self) self.model.setTransparency(TransparencyAttrib.M_dual) self.color = self.color # reapply color after changing model self.texture = self.texture # reapply texture after changing model self._vert_cache = None if isinstance(value, Mesh): if hasattr(value, 'on_assign'): value.on_assign(assigned_to=self) return if name == 'color' and value is not None: if isinstance(value, str): value = color.hex(value) if not isinstance(value, Vec4): value = Vec4(value[0], value[1], value[2], value[3]) if self.model: self.model.setColorScaleOff( ) # prevent inheriting color from parent self.model.setColorScale(value) object.__setattr__(self, name, value) if name == 'texture_scale': if self.model and self.texture: self.model.setTexScale(TextureStage.getDefault(), value[0], value[1]) if name == 'texture_offset': if self.model and self.texture: self.model.setTexOffset(TextureStage.getDefault(), value[0], value[1]) self.texture = self.texture if name == 'collision' and hasattr(self, 'collider') and self.collider: if value: self.collider.node_path.unstash() else: self.collider.node_path.stash() object.__setattr__(self, name, value) return if name == 'render_queue': if self.model: self.model.setBin('fixed', value) if name == 'double_sided': self.setTwoSided(value) if name == 'always_on_top' and value: self.set_bin("fixed", 0) self.set_depth_write(False) self.set_depth_test(False) try: super().__setattr__(name, value) except: pass