def CreateComponent(self, name, state): component = BoxLightClientComponent() renderObject = trinity.Tr2InteriorBoxLight() component.renderObject = renderObject graphicWrappers.Wrap(renderObject) component.originalPrimaryLighting = bool(state['primaryLighting']) component.performanceLevel = state['performanceLevel'] renderObject.SetColor((state['red'], state['green'], state['blue'])) renderObject.SetScaling((state['scaleX'], state['scaleY'], state['scaleZ'])) renderObject.SetFalloff(state['falloff']) renderObject.shadowImportance = state['shadowImportance'] renderObject.primaryLighting = bool(state['primaryLighting']) renderObject.affectTransparentObjects = bool(state['affectTransparentObjects']) renderObject.shadowResolution = int(state['shadowResolution']) renderObject.shadowCasterTypes = int(state['shadowCasterTypes']) renderObject.projectedTexturePath = state['projectedTexturePath'].encode() renderObject.importanceScale = state['importanceScale'] renderObject.importanceBias = state['importanceBias'] renderObject.enableShadowLOD = bool(state['enableShadowLOD']) renderObject.specularIntensity = float(state.get('specularIntensity', '1')) renderObject.useKelvinColor = bool(state['useKelvinColor']) if renderObject.useKelvinColor: renderObject.kelvinColor.temperature = state['temperature'] renderObject.kelvinColor.tint = state['tint'] renderObject.kelvinColor.whiteBalance = int(state['whiteBalance']) component.originalShadowCasterTypes = renderObject.shadowCasterTypes if '_spawnID' in state: component.renderObject.name = self.GetName(state['_spawnID']) return component
def CreateComponent(self, name, state): component = OccluderClientComponent() component.cellName = state.get('cellName', '') renderObject = trinity.Tr2InteriorOccluder() component.renderObject = renderObject graphicWrappers.Wrap(renderObject) renderObject.SetScale( (state.get('scaleX', 1), state.get('scaleY', 1), state.get('scaleZ', 1))) return component
def CreateScene(self, sceneID, sceneType): if sceneID in self.scenes: raise RuntimeError('Trinity Scene Already Exists %d' % sceneID) if sceneType == const.world.INTERIOR_SCENE: self.scenes[sceneID] = trinity.Tr2InteriorScene() else: raise RuntimeError('Trying to create a nonexistent type of scene') graphicWrappers.Wrap(self.scenes[sceneID], convertSceneType=False) if hasattr(self.scenes[sceneID], 'SetID'): worldSpaceTypeID = self.worldSpaceClient.GetWorldSpaceTypeIDFromWorldSpaceID(sceneID) self.scenes[sceneID].SetID(worldSpaceTypeID)
def CreateComponent(self, name, state): component = PhysicalPortalClientComponent() renderObject = trinity.Tr2InteriorPhysicalPortal() component.renderObject = renderObject graphicWrappers.Wrap(renderObject) renderObject.maxBounds = (state['scaleX'], state['scaleY'], state['scaleZ']) renderObject.minBounds = (-state['scaleX'], -state['scaleY'], -state['scaleZ']) component.cellA = state['cellA'] component.cellB = state['cellB'] return component
def CreateComponent(self, name, state): component = PointLightClientComponent() renderObject = trinity.Tr2InteriorLightSource() component.renderObject = renderObject graphicWrappers.Wrap(renderObject) component.originalPrimaryLighting = bool(state['primaryLighting']) component.originalSecondaryLighting = bool(state['secondaryLighting']) component.performanceLevel = state['performanceLevel'] renderObject.SetColor((state['red'], state['green'], state['blue'])) renderObject.SetRadius(state['radius']) renderObject.SetFalloff(state['falloff']) renderObject.shadowImportance = state['shadowImportance'] renderObject.primaryLighting = bool(state['primaryLighting']) renderObject.secondaryLighting = bool(state['secondaryLighting']) renderObject.secondaryLightingMultiplier = state[ 'secondaryLightingMultiplier'] renderObject.affectTransparentObjects = bool( state['affectTransparentObjects']) renderObject.shadowResolution = int(state['shadowResolution']) renderObject.shadowCasterTypes = int(state['shadowCasterTypes']) renderObject.projectedTexturePath = state[ 'projectedTexturePath'].encode() renderObject.isStatic = bool(state['isStatic']) renderObject.importanceScale = state['importanceScale'] renderObject.importanceBias = state['importanceBias'] renderObject.enableShadowLOD = bool(state['enableShadowLOD']) renderObject.specularIntensity = float( state.get('specularIntensity', '1')) renderObject.useKelvinColor = bool(state['useKelvinColor']) customMaterialResPath = state.get('customMaterialPath', '') if customMaterialResPath != '': renderObject.customMaterial = trinity.Load(customMaterialResPath) renderObject.useKelvinColor = bool(state['useKelvinColor']) if renderObject.useKelvinColor: renderObject.kelvinColor.temperature = state['temperature'] renderObject.kelvinColor.tint = state['tint'] renderObject.kelvinColor.whiteBalance = int(state['whiteBalance']) component.originalShadowCasterTypes = renderObject.shadowCasterTypes component.useBoundingBox = bool(state['useBoundingBox']) if component.useBoundingBox: component.bbPos = util.UnpackStringToTuple(state['bbPos']) component.bbRot = util.UnpackStringToTuple(state['bbRot']) component.bbScale = util.UnpackStringToTuple(state['bbScale']) renderObject.boundingBox = trinity.Tr2InteriorOrientedBoundingBox() component.renderObject.name = self.GetName(state['_spawnID']) return component
def CreateComponent(self, name, state): """ Creates a new component and trinity light source. """ component = CylinderLightClientComponent() renderObject = trinity.Tr2InteriorCylinderLight() component.renderObject = renderObject graphicWrappers.Wrap(renderObject) component.originalPrimaryLighting = bool(state['primaryLighting']) component.originalSecondaryLighting = bool(state['secondaryLighting']) component.performanceLevel = state['performanceLevel'] renderObject.SetColor((state['red'], state['green'], state['blue'])) renderObject.SetRadius(state['radius']) renderObject.SetLength(state['length']) renderObject.SetFalloff(state['falloff']) if 'sectorAngleOuter' in state: renderObject.sectorAngleOuter = float(state['sectorAngleOuter']) if 'sectorAngleInner' in state: renderObject.sectorAngleInner = float(state['sectorAngleInner']) renderObject.primaryLighting = bool(state['primaryLighting']) renderObject.secondaryLighting = bool(state['secondaryLighting']) renderObject.secondaryLightingMultiplier = state[ 'secondaryLightingMultiplier'] renderObject.projectedTexturePath = state[ 'projectedTexturePath'].encode() renderObject.isStatic = bool(state['isStatic']) renderObject.specularIntensity = float( state.get('specularIntensity', '1')) renderObject.useKelvinColor = bool(state['useKelvinColor']) if renderObject.useKelvinColor: renderObject.kelvinColor.temperature = state['temperature'] renderObject.kelvinColor.tint = state['tint'] renderObject.kelvinColor.whiteBalance = int(state['whiteBalance']) component.useBoundingBox = bool(state['useBoundingBox']) if component.useBoundingBox: component.bbPos = util.UnpackStringToTuple(state['bbPos']) component.bbRot = util.UnpackStringToTuple(state['bbRot']) component.bbScale = util.UnpackStringToTuple(state['bbScale']) renderObject.boundingBox = trinity.Tr2InteriorOrientedBoundingBox() if '_spawnID' in state: component.renderObject.name = self.GetName(state['_spawnID']) return component
def CreateComponent(self, name, state): component = SpotLightClientComponent() renderObject = trinity.Tr2InteriorLightSource() component.renderObject = renderObject graphicWrappers.Wrap(renderObject) component.originalPrimaryLighting = bool(state['primaryLighting']) component.performanceLevel = state['performanceLevel'] renderObject.SetColor((state['red'], state['green'], state['blue'])) renderObject.SetRadius(state['radius']) renderObject.coneDirection = (state['coneDirectionX'], state['coneDirectionY'], state['coneDirectionZ']) renderObject.coneAlphaInner = state['coneAlphaInner'] renderObject.coneAlphaOuter = state['coneAlphaOuter'] renderObject.SetFalloff(state['falloff']) renderObject.shadowImportance = state['shadowImportance'] renderObject.primaryLighting = bool(state['primaryLighting']) renderObject.affectTransparentObjects = bool( state['affectTransparentObjects']) renderObject.shadowResolution = int(state['shadowResolution']) renderObject.shadowCasterTypes = int(state['shadowCasterTypes']) renderObject.projectedTexturePath = state[ 'projectedTexturePath'].encode() renderObject.importanceScale = state['importanceScale'] renderObject.importanceBias = state['importanceBias'] renderObject.enableShadowLOD = bool(state['enableShadowLOD']) renderObject.specularIntensity = float( state.get('specularIntensity', '1')) renderObject.useKelvinColor = bool(state['useKelvinColor']) customMaterialResPath = state.get('customMaterialPath', '') if customMaterialResPath != '': renderObject.customMaterial = trinity.Load(customMaterialResPath) if renderObject.useKelvinColor: renderObject.kelvinColor.temperature = state['temperature'] renderObject.kelvinColor.tint = state['tint'] renderObject.kelvinColor.whiteBalance = int(state['whiteBalance']) component.originalShadowCasterTypes = renderObject.shadowCasterTypes component.renderObject.name = self.GetName(state['_spawnID']) return component