def fireLaser(self): result = PhysicsUtils.rayTestClosestNotMe( self, self.laserVec[0], self.laserVec[1], CIGlobals.WorldGroup | CIGlobals.CharacterGroup, self.getBattleZone().getPhysicsWorld()) traceEnd = self.laserVec[1] if result: traceEnd = result.getHitPos() hitNode = NodePath(result.getNode()) avNP = hitNode.getParent() for obj in base.air.avatars[self.getBattleZone().zoneId]: if (CIGlobals.isAvatar(obj) and obj.getKey() == avNP.getKey() and self.getBattleZone().getGameRules().canDamage( self, obj, None)): dmgInfo = TakeDamageInfo(self, -1, 10, traceEnd, self.laserVec[0]) obj.takeDamage(dmgInfo) break self.getBattleZone().getTempEnts().makeLaser(self.laserVec[0], traceEnd, Vec4(1, 0, 0, 1), 1.0)
def getSelectionCenter(self): if not self.selection: return Point3() else: min, max = Point3(), Point3() tmpmin, tmpmax = Point3(), Point3() np = NodePath(self.selection[0]) np.calcTightBounds(min, max) min += np.getPos(render) - np.getPos() max += np.getPos(render) - np.getPos() for i in xrange(1, len(self.selection)): np = NodePath(self.selection[i]) np.calcTightBounds(tmpmin, tmpmax) if np.getParent() != render: tmpmin += np.getPos(render) - np.getPos() tmpmax += np.getPos(render) - np.getPos() min = min.fmin(tmpmin) max = max.fmax(tmpmax) return Point3(min + (max - min) / 2)
def getSelectionCenter(self): if not self.selection: return Point3() else: min, max = Point3(), Point3() tmpmin, tmpmax = Point3(), Point3() np = NodePath(self.selection[0]) np.calcTightBounds(min, max) min += np.getPos(render) - np.getPos() max += np.getPos(render) - np.getPos() for i in xrange(1, len(self.selection)): np = NodePath(self.selection[i]) np.calcTightBounds(tmpmin, tmpmax) if np.getParent() != render: tmpmin += np.getPos(render) - np.getPos() tmpmax += np.getPos(render) - np.getPos() min = min.fmin(tmpmin) max = max.fmax(tmpmax) return Point3(min + (max - min)/2)
class Transform(Component): """Each game object has exactly one of these. A transform holds data about position, rotation, scale and parent relationship. In Panity this is a wrapper for a NodePath. """ def __init__(self, game_object, name): # Component class sets self.game_object = game_object Component.__init__(self, game_object) self.node = NodePath(name) self.node.setPythonTag("transform", self) @classmethod def getClassSerializedProperties(cls): """Return all special property attributes in a dict. Only attributes derived from SerializedProperty are respected. On transform component this method always returns local position, -rotation and scale only. """ d = {} d["local_position"] = Transform.local_position d["local_euler_angles"] = Transform.local_euler_angles d["local_scale"] = Transform.local_scale return d def getSerializedProperties(self): """Return all properties for serialization. In the case of transform this only returns local position, -rotation and -scale, which are required to restore the state of the node. """ d = {} d["local_position"] = self.local_position d["local_euler_angles"] = self.local_euler_angles d["local_scale"] = self.local_scale return d # We use the panda node to save the name on it for better debugging and # efficient finding of nodes with NodePath().find() @SerializedPropertyDecorator def name(self): return self.node.getName() @name.setter def name(self, name): if name == "render": name = "_render" self.node.setName(name) @SerializedPropertyDecorator def position(self): return self.node.getPos(self.root.node) @position.setter def position(self, position): self.node.setPos(self.root.node, *position) @SerializedPropertyDecorator def local_position(self): return self.node.getPos() @local_position.setter def local_position(self, position): self.node.setPos(*position) @SerializedPropertyDecorator def euler_angles(self): return self.node.getHpr(self.root.node) @euler_angles.setter def euler_angles(self, angles): self.node.setHpr(self.root.node, *angles) @SerializedPropertyDecorator def local_euler_angles(self): return self.node.getHpr() @local_euler_angles.setter def local_euler_angles(self, angles): self.node.setHpr(*angles) @SerializedPropertyDecorator def rotation(self): return self.node.getQuat(self.root.node) @rotation.setter def rotation(self, quaternion): self.node.setQuat(self.root.node, *quaternion) @SerializedPropertyDecorator def local_rotation(self): return self.node.getQuat() @local_rotation.setter def local_rotation(self, quaternion): self.node.setQuat(*quaternion) @SerializedPropertyDecorator def local_scale(self): return self.node.getScale() @local_scale.setter def local_scale(self, scale): self.node.setScale(*scale) @SerializedPropertyDecorator def parent(self): p = self.node.getParent() if p.isEmpty() or p.getName() == "render": return self elif p.hasPythonTag("transform"): return p.getPythonTag("transform") @parent.setter def parent(self, parent): self.node.wrtReparentTo(parent.node) @SerializedPropertyDecorator def root(self): if self.parent is not self: return self.parent.root() else: return self def destroy(self): """Ultimately remove this transform. Warning: this might cause errors for other components on this game object. Use this only when removing the whole GameObject. """ self.node.removeNode() def getChildren(self): """Return children as Transforms.""" # this requires the __iter__() method return [c for c in self] def __iter__(self): """Iterate over children nodes and yield the transform instances.""" for child in self.node.getChildren(): if child.hasPythonTag("transform"): yield child.getPythonTag("transform") def __str__(self): r = "Transform for '{}'\n".format(self.name) r += "local position: {}\n".format(self.local_position) r += "local rotation: {}\n".format(self.local_euler_angles) r += "local scale: {}\n".format(self.local_scale) return r
class MapObject(MapWritable): ObjectName = "object" def __init__(self, id): MapObjectInit.start() MapWritable.__init__(self, base.document) self.temporary = False self.id = id self.selected = False self.classname = "" self.parent = None self.children = {} self.boundingBox = BoundingBox(Vec3(-0.5, -0.5, -0.5), Vec3(0.5, 0.5, 0.5)) self.boundsBox = Box() self.boundsBox.addView(GeomView.Lines, VIEWPORT_3D_MASK, state = BoundsBox3DState) self.boundsBox.addView(GeomView.Lines, VIEWPORT_2D_MASK, state = BoundsBox2DState) self.boundsBox.generateGeometry() self.collNp = None self.group = None self.properties = {} # All MapObjects have transform self.addProperty(OriginProperty(self)) self.addProperty(AnglesProperty(self)) self.addProperty(ScaleProperty(self)) self.addProperty(ShearProperty(self)) self.np = NodePath(ModelNode(self.ObjectName + ".%i" % self.id)) self.np.setPythonTag("mapobject", self) self.applyCollideMask() # Test bounding volume at this node and but nothing below it. self.np.node().setFinal(True) MapObjectInit.stop() def getClassName(self): return self.classname def isWorld(self): return False def r_findAllParents(self, parents, type): if not self.parent or self.parent.isWorld(): return if type is None or isinstance(self.parent, type): parents.append(self.parent) self.parent.r_findAllParents(parents, type) def findAllParents(self, type = None): parents = [] self.r_findAllParents(parents, type) return parents def findTopmostParent(self, type = None): parents = self.findAllParents(type) if len(parents) == 0: return None return parents[len(parents) - 1] def r_findAllChildren(self, children, type): for child in self.children.values(): if type is None or isinstance(child, type): children.append(child) child.r_findAllChildren(children, type) def findAllChildren(self, type = None): children = [] self.r_findAllChildren(children, type) return children def applyCollideMask(self): self.np.setCollideMask(LEGlobals.ObjectMask) def setTemporary(self, flag): self.temporary = flag # Returns the bounding volume of the object itself, not including children objects. def getObjBounds(self, other = None): if not other: other = self.np.getParent() return self.np.getTightBounds(other) # Returns the min and max points of the bounds of the object, not including children. def getBounds(self, other = None): if not other: other = self.np.getParent() mins = Point3() maxs = Point3() self.np.calcTightBounds(mins, maxs, other) return [mins, maxs] def findChildByID(self, id): if id == self.id: return self if id in self.children: return self.children[id] for child in self.children.values(): ret = child.findChildByID(id) if ret is not None: return ret return None def hasChildWithID(self, id): return id in self.children def copy(self, generator): raise NotImplementedError def paste(self, o, generator): raise NotImplementedError def clone(self): raise NotImplementedError def unclone(self, o): raise NotImplementedError # # Base copy and paste functions shared by all MapObjects. # Each specific MapObject must implement the functions above for their # specific functionality. # def copyProperties(self, props): newProps = {} for key, prop in props.items(): newProp = prop.clone(self) newProp.setValue(prop.getValue()) newProps[key] = newProp self.updateProperties(newProps) def copyBase(self, other, generator, clone = False): if clone and other.id != self.id: parent = other.parent setPar = other.parent is not None and other.parent.hasChildWithID(other.id) and other.parent.children[other.id] == other if setPar: other.reparentTo(NodePath()) other.id = self.id if setPar: other.reparentTo(parent) other.parent = self.parent for child in self.children.values(): if clone: newChild = child.clone() else: newChild = child.copy(generator) newChild.reparentTo(other) other.setClassname(self.classname) other.copyProperties(self.properties) other.selected = self.selected def pasteBase(self, o, generator, performUnclone = False): if performUnclone and o.id != self.id: parent = self.parent setPar = self.parent is not None and self.parent.hasChildWithID(self.id) and self.parent.children[self.id] == self if setPar: self.reparentTo(NodePath()) self.id = o.id if setPar: self.reparentTo(parent) for child in o.children.values(): if performUnclone: newChild = child.clone() else: newChild = child.copy(generator) newChild.reparentTo(self) self.setClassname(o.classname) self.copyProperties(o.properties) self.selected = o.selected def getName(self): return "Object" def getDescription(self): return "Object in a map." def addProperty(self, prop): self.properties[prop.name] = prop # Returns list of property names with the specified value types. def getPropsWithValueType(self, types): if isinstance(types, str): types = [types] props = [] for propName, prop in self.properties.items(): if prop.valueType in types: props.append(propName) return props def getPropNativeType(self, key): prop = self.properties.get(key, None) if not prop: return str return prop.getNativeType() def getPropValueType(self, key): prop = self.properties.get(key, None) if not prop: return "string" return prop.valueType def getPropDefaultValue(self, prop): if isinstance(prop, str): prop = self.properties.get(prop, None) if not prop: return "" return prop.defaultValue def getPropertyValue(self, key, asString = False, default = ""): prop = self.properties.get(key, None) if not prop: return default if asString: return prop.getSerializedValue() else: return prop.getValue() def getProperty(self, name): return self.properties.get(name, None) def updateProperties(self, data): for key, value in data.items(): if not isinstance(value, ObjectProperty): # If only a value was specified and not a property object itself, # this is an update to an existing property. prop = self.properties.get(key, None) if not prop: continue oldValue = prop.getValue() val = prop.getUnserializedValue(value) # If the property has a min/max range, ensure the value we want to # set is within that range. if (not prop.testMinValue(val)) or (not prop.testMaxValue(val)): # Not within range. Use the default value val = prop.defaultValue prop.setValue(val) else: # A property object was given, simply add it to the dict of properties. prop = value oldValue = None val = prop.getValue() self.properties[prop.name] = prop self.propertyChanged(prop, oldValue, val) def propertyChanged(self, prop, oldValue, newValue): if oldValue != newValue: self.send('objectPropertyChanged', [self, prop, newValue]) def setAbsOrigin(self, origin): self.np.setPos(base.render, origin) self.transformChanged() def setOrigin(self, origin): self.np.setPos(origin) self.transformChanged() def getAbsOrigin(self): return self.np.getPos(base.render) def getOrigin(self): return self.np.getPos() def setAngles(self, angles): self.np.setHpr(angles) self.transformChanged() def setAbsAngles(self, angles): self.np.setHpr(base.render, angles) self.transformChanged() def getAbsAngles(self): return self.np.getHpr(base.render) def getAngles(self): return self.np.getHpr() def setScale(self, scale): self.np.setScale(scale) self.transformChanged() def setAbsScale(self, scale): self.np.setScale(base.render, scale) self.transformChanged() def getAbsScale(self): return self.np.getScale(base.render) def getScale(self): return self.np.getScale() def setShear(self, shear): self.np.setShear(shear) self.transformChanged() def setAbsShear(self, shear): self.np.setShear(base.render, shear) self.transformChanged() def getAbsShear(self): return self.np.getShear(base.render) def getShear(self): return self.np.getShear() def transformChanged(self): self.recalcBoundingBox() self.send('objectTransformChanged', [self]) def showBoundingBox(self): self.boundsBox.np.reparentTo(self.np) def hideBoundingBox(self): self.boundsBox.np.reparentTo(NodePath()) def select(self): self.selected = True self.showBoundingBox() #self.np.setColorScale(1, 0, 0, 1) def deselect(self): self.selected = False self.hideBoundingBox() #self.np.setColorScale(1, 1, 1, 1) def setClassname(self, classname): self.classname = classname def fixBounds(self, mins, maxs): # Ensures that the bounds are not flat on any axis sameX = mins.x == maxs.x sameY = mins.y == maxs.y sameZ = mins.z == maxs.z invalid = False if sameX: # Flat horizontal if sameY and sameZ: invalid = True elif not sameY: mins.x = mins.y maxs.x = maxs.y elif not sameZ: mins.x = mins.z maxs.x = maxs.z if sameY: # Flat forward/back if sameX and sameZ: invalid = True elif not sameX: mins.y = mins.x maxs.y = maxs.x elif not sameZ: mins.y = mins.z maxs.y = maxs.z if sameZ: if sameX and sameY: invalid = True elif not sameX: mins.z = mins.x maxs.z = maxs.x elif not sameY: mins.z = mins.y maxs.z = maxs.y return [invalid, mins, maxs] def recalcBoundingBox(self): if not self.np: return # Don't have the picker box or selection visualization contribute to the # calculation of the bounding box. if self.collNp: self.collNp.stash() self.hideBoundingBox() # Calculate a bounding box relative to ourself mins, maxs = self.getBounds(self.np) invalid, mins, maxs = self.fixBounds(mins, maxs) if invalid: mins = Point3(-8) maxs = Point3(8) self.boundingBox = BoundingBox(mins, maxs) self.boundsBox.setMinMax(mins, maxs) if self.selected: self.showBoundingBox() if self.collNp: self.collNp.unstash() self.collNp.node().clearSolids() self.collNp.node().addSolid(CollisionBox(mins, maxs)) self.collNp.hide(~VIEWPORT_3D_MASK) self.send('mapObjectBoundsChanged', [self]) def removePickBox(self): if self.collNp: self.collNp.removeNode() self.collNp = None def delete(self): if not self.temporary: # Take the children with us for child in list(self.children.values()): child.delete() self.children = None # if we are selected, deselect base.selectionMgr.deselect(self) if self.boundsBox: self.boundsBox.cleanup() self.boundsBox = None self.removePickBox() if not self.temporary: self.reparentTo(NodePath()) self.np.removeNode() self.np = None self.properties = None self.metaData = None self.temporary = None def __clearParent(self): if self.parent: self.parent.__removeChild(self) self.np.reparentTo(NodePath()) self.parent = None def __setParent(self, other): if isinstance(other, NodePath): # We are reparenting directly to a NodePath, outside of the MapObject tree. self.parent = None self.np.reparentTo(other) else: self.parent = other if self.parent: self.parent.__addChild(self) self.np.reparentTo(self.parent.np) else: # If None was passed, assume base.render self.np.reparentTo(base.render) def reparentTo(self, other): # If a NodePath is passed to this method, the object will be placed under the specified node # in the Panda3D scene graph, but will be taken out of the MapObject tree. If None is passed, # the object will be parented to base.render and taken out of the MapObject tree. # # Use reparentTo(NodePath()) to place the object outside of both the scene graph and the # MapObject tree. self.__clearParent() self.__setParent(other) def __addChild(self, child): self.children[child.id] = child #self.recalcBoundingBox() def __removeChild(self, child): if child.id in self.children: del self.children[child.id] #self.recalcBoundingBox() def doWriteKeyValues(self, parent): kv = CKeyValues(self.ObjectName, parent) self.writeKeyValues(kv) for child in self.children.values(): child.doWriteKeyValues(kv) def writeKeyValues(self, keyvalues): keyvalues.setKeyValue("id", str(self.id)) # Write out our object properties for name, prop in self.properties.items(): prop.writeKeyValues(keyvalues) def readKeyValues(self, keyvalues): for i in range(keyvalues.getNumKeys()): key = keyvalues.getKey(i) value = keyvalues.getValue(i) if MetaData.isPropertyExcluded(key): continue # Find the property with this name. prop = self.properties.get(key, None) if not prop: # Prop wasn't explicit or part of FGD metadata (if it's an Entity) continue nativeValue = prop.getUnserializedValue(value) # Set the value! self.updateProperties({prop.name: nativeValue})
class TQGraphicsNodePath: """ Anything that fundamentally is a only a graphics object in this engine should have these properties. Kwargs: TQGraphicsNodePath_creation_parent_node : this is assigned in the constructor, and after makeObject and the return of the p3d Nodepath, each TQGraphicsNodePath object has to call set_p3d_node """ def __init__(self, **kwargs): """ """ self.TQGraphicsNodePath_creation_parent_node = None self.p3d_nodepath = NodePath("empty") self.p3d_nodepath_changed_post_init_p = False self.p3d_parent_nodepath = NodePath("empty") self.node_p3d = None self.p3d_nodepath.reparentTo(self.p3d_parent_nodepath) self.apply_kwargs(**kwargs) def apply_kwargs(self, **kwargs): """ """ if 'color' in kwargs: TQGraphicsNodePath.setColor(self, kwargs.get('color')) else: TQGraphicsNodePath.setColor(self, Vec4(1., 1., 1., 1.)) def attach_to_render(self): """ """ # assert self.p3d_nodepath # self.p3d_nodepath.reparentTo(render) assert self.p3d_nodepath self.reparentTo(engine.tq_graphics_basics.tq_render) def attach_to_aspect2d(self): """ """ # assert self.p3d_nodepath # self.p3d_nodepath.reparentTo(aspect2d) assert self.p3d_nodepath self.reparentTo(engine.tq_graphics_basics.tq_aspect2d) def _set_p3d_nodepath_plain_post_init(p3d_nodepath): """ """ self.p3d_nodepath = p3d_nodepath self.p3d_nodepath_changed_post_init_p = True @staticmethod def from_p3d_nodepath(p3d_nodepath, **tq_graphics_nodepath_kwargs): """ factory """ go = TQGraphicsNodePath(**tq_graphics_nodepath_kwargs) go.set_p3d_nodepath(p3d_nodepath) return go def set_parent_node_for_nodepath_creation( self, TQGraphicsNodePath_creation_parent_node): """ when calling attachNewNode_p3d, a new node pat is generated. E.g.: To attach a line to render (3d world) is different than attaching it to aspect2d (2d GUI plane), since the aspect2d children are not directly affected by camera movements Args: - TQGraphicsNodePath_creation_parent_node : the NodePath to attach the TQGraphicsNodePath to (e.g. render or aspect2d in p3d) """ # self.set_parent_node_for_nodepath_creation(self.TQGraphicsNodePath_creation_parent_node) self.TQGraphicsNodePath_creation_parent_node = TQGraphicsNodePath_creation_parent_node def set_p3d_nodepath(self, p3d_nodepath, remove_old_nodepath=True): """ """ self.p3d_nodepath = p3d_nodepath def get_p3d_nodepath(self): """ """ return self.p3d_nodepath def set_render_above_all(self, p): """ set render order to be such that it renders normally (false), or above all (true) Args: p: True or False to enable or disable the 'above all' rendering mode """ try: if p == True: self.p3d_nodepath.setBin("fixed", 0) self.p3d_nodepath.setDepthTest(False) self.p3d_nodepath.setDepthWrite(False) else: self.p3d_nodepath.setBin("default", 0) self.p3d_nodepath.setDepthTest(True) self.p3d_nodepath.setDepthWrite(True) except NameError: # if p3d_nodepath is not yet defined print("NameError in set_render_above_all()") def remove(self): """ """ self.p3d_nodepath.removeNode() def setPos(self, *args, **kwargs): """ """ return self.p3d_nodepath.setPos(*args, **kwargs) def getPos(self): """ """ return self.p3d_nodepath.getPos() def setScale(self, *args, **kwargs): """ """ return self.p3d_nodepath.setScale(*args, **kwargs) def getScale(self): """ """ return self.p3d_nodepath.getScale() def setMat(self, *args, **kwargs): """ """ return self.p3d_nodepath.setMat(*args, **kwargs) def setMat_normal(self, mat4x4_normal_np): """ normal convention (numpy array), i.e. convert to forrowvecs convention for p3d setMat call """ return self.p3d_nodepath.setMat(math_utils.to_forrowvecs(mat4x4_normal_np)) def getMat(self, *args, **kwargs): """ """ return self.p3d_nodepath.getMat(*args, **kwargs) def getMat_normal(self, *args, **kwargs): """ """ return math_utils.from_forrowvecs(self.p3d_nodepath.getMat(*args, **kwargs)) def setTexture(self, *args, **kwargs): """ """ return self.p3d_nodepath.setTexture(*args, **kwargs) def setColor(self, *args, **kwargs): """ """ return self.p3d_nodepath.setColor(*args, **kwargs) def setTwoSided(self, *args, **kwargs): """ """ return self.p3d_nodepath.setTwoSided(*args, **kwargs) def setRenderModeWireframe(self, *args, **kwargs): """ """ return self.p3d_nodepath.setRenderModeWireframe(*args, **kwargs) def reparentTo(self, *args, **kwargs): """ """ new_args = list(args) new_args[0] = new_args[0].p3d_nodepath return self.p3d_nodepath.reparentTo(*new_args, **kwargs) def reparentTo_p3d(self, *args, **kwargs): """ input a p3d nodepath directly """ # new_args = list(args) # new_args[0] = new_args[0].p3d_nodepath return self.p3d_nodepath.reparentTo(*args, **kwargs) def get_node_p3d(self): """ """ # return self.p3d_nodepath.node() return self.node_p3d def set_node_p3d(self, node_p3d): """ not available in p3d NodePath class """ self.node_p3d = node_p3d def setRenderModeFilled(self, *args, **kwargs): """ """ return self.p3d_nodepath.setRenderModeFilled(*args, **kwargs) def setLightOff(self, *args, **kwargs): """ """ return self.p3d_nodepath.setLightOff(*args, **kwargs) def show(self): """ """ return self.p3d_nodepath.show() def hide(self): """ """ return self.p3d_nodepath.hide() def setRenderModeThickness(self, *args, **kwargs): """ """ return self.p3d_nodepath.setRenderModeThickness(*args, **kwargs) def removeNode(self): """ """ return self.p3d_nodepath.removeNode() def setHpr(self, *args, **kwargs): """ """ return self.p3d_nodepath.setHpr(*args, **kwargs) def showBounds(self): """ """ return self.p3d_nodepath.showBounds() def setCollideMask(self, *args, **kwargs): """ """ return self.p3d_nodepath.setCollideMask(*args, **kwargs) def getParent_p3d(self, *args, **kwargs): """ """ return self.p3d_nodepath.getParent(*args, **kwargs) def wrtReparentTo(self, *args, **kwargs): """ """ return self.p3d_nodepath.wrtReparentTo(*args, **kwargs) def setBin(self, *args, **kwargs): """ """ return self.p3d_nodepath.setBin(*args, **kwargs) def setDepthTest(self, *args, **kwargs): """ """ return self.p3d_nodepath.setDepthTest(*args, **kwargs) def setDepthWrite(self, *args, **kwargs): """ """ return self.p3d_nodepath.setDepthWrite(*args, **kwargs) def get_children_p3d(self, *args, **kwargs): """ """ return self.p3d_nodepath.get_children(*args, **kwargs) def attachNewNode_p3d(self, *args, **kwargs): """ """ return self.p3d_nodepath.attachNewNode(*args, **kwargs) def lookAt(self, *args, **kwargs): """ """ return self.p3d_nodepath.lookAt(*args, **kwargs) def setLight(self, *args, **kwargs): """ """ return self.p3d_nodepath.setLight(*args, **kwargs) def setAntialias(self, *args, **kwargs): """ """ return self.p3d_nodepath.setAntialias(*args, **kwargs) def getRelativeVector(self, *args, **kwargs): """ """ return self.p3d_nodepath.getRelativeVector(*args, **kwargs) def setTransparency(self, *args, **kwargs): """ """ return self.p3d_nodepath.setTransparency(*args, **kwargs) def getHpr(self, *args, **kwargs): """ """ return self.p3d_nodepath.getHpr(*args, **kwargs) def setHpr(self, *args, **kwargs): """ """ return self.p3d_nodepath.setHpr(*args, **kwargs) def getTightBounds(self, *args, **kwargs): """ """ return self.p3d_nodepath.getTightBounds(*args, **kwargs) def showTightBounds(self, *args, **kwargs): """ """ return self.p3d_nodepath.showTightBounds(*args, **kwargs)