def applymesh(ent, meshuuid): try: ent.mesh except AttributeError: ent.prim.MeshID = meshuuid #new else: ent.mesh.SetMesh(meshuuid) r.sendRexPrimData(ent.id)
def applymesh(ent, meshuuid): try: ent.mesh except AttributeError: ent.prim.MeshID = meshuuid #new else: ent.mesh.SetMesh(meshuuid) r.sendRexPrimData(ent.id)
def applymesh(ent, meshuuid): #ent.meshid = meshuuid #old if ent.mesh is not None: ent.mesh.SetMesh(meshuuid) #r.logDebug("Mesh asset UUID after before sending to server: %s" % ent.mesh) else: ent.prim.MeshID = meshuuid #new r.sendRexPrimData(ent.id)
def applymesh(ent, meshuuid): try: ent.mesh except AttributeError: ent.prim.MeshID = meshuuid #new #r.logDebug("Mesh asset UUID after before sending to server: %s" % ent.mesh) else: ent.mesh.SetMesh(meshuuid) #ent.prim.MeshID = meshuuid # change meshuuid r.sendRexPrimData(ent.id)
def applymesh(ent, meshuuid): #ent.meshid = meshuuid #old if ent.mesh is not None: ent.mesh.SetMesh(meshuuid) #r.logDebug("Mesh asset UUID after before sending to server: %s" % ent.mesh) else: ent.prim.MeshID = meshuuid #new r.sendRexPrimData(ent.id) #~ r.logDebug("Mesh asset UUID after prim data sent to server: %s" % ent.mesh)
def applyAction(self): ent = self.mainedit.active if self.combobox is not None and ent is not None: qprim = ent.id.prim mats = qprim.Materials asset_type_text = self.combobox.currentText asset_type = PRIMTYPES_REVERSED[asset_type_text] #need to encode to something else? mats[self.index] = (asset_type, self.text) qprim.Materials = mats r.sendRexPrimData(ent.id) self.deactivateButtons()
def applyAction(self): ent = self.mainedit.active if self.combobox is not None and ent is not None: qprim = ent.prim mats = qprim.Materials asset_type_text = self.combobox.currentText asset_type = PRIMTYPES_REVERSED[asset_type_text] #need to encode to something else? mats[self.index] = (asset_type, self.text) qprim.Materials = mats r.sendRexPrimData(ent.id) self.deactivateButtons()
def applyaudio(ent, audiouuid, soundRadius, soundVolume): try: ent.sound except AttributeError: ent.prim.SoundID = audiouuid # default radius and volume ent.prim.SoundRadius = soundRadius ent.prim.SoundVolume = soundVolume else: ent.prim.SoundID = audiouuid ent.prim.SoundRadius = soundRadius ent.prim.SoundVolume = soundVolume ent.sound.SetSound(audiouuid, ent.placeable.Position, ent.prim.SoundRadius, ent.prim.SoundVolume) soundRulerUpdate(ent) r.sendRexPrimData(ent.id)
def applyanimation(ent, animationuuid, animationname, animationrate): ent.prim.AnimationPackageID = animationuuid ent.prim.AnimationName = animationname ent.prim.AnimationRate = animationrate try: ent.mesh except: return try: ac = ent.animationcontroller except: ent.createComponent('EC_OgreAnimationController') ac = ent.animationcontroller ac.SetMeshEntity(ent.mesh) r.sendRexPrimData(ent.id)
def applyanimation(ent, animationuuid, animationname, animationrate): ent.prim.AnimationPackageID = animationuuid ent.prim.AnimationName = animationname ent.prim.AnimationRate = animationrate try: ent.mesh except: return try: ac = ent.animationcontroller except: ent.GetOrCreateComponentRaw('EC_AnimationController') ac = ent.animationcontroller ac.SetNetworkSyncEnabled(False) ac.SetMeshEntity(ent.mesh) r.sendRexPrimData(ent.id)
def applyaudio(ent, audiouuid, soundRadius, soundVolume): # First try to get an existing sound component (EC_AttachedSound) try: ent.sound except AttributeError: # It didn't exist, so we only set the ID, radius and volume. # The network roundtrip will ensure that a sound component # (EC_AttachedSound) will be created ent.prim.SoundID = audiouuid ent.prim.SoundRadius = soundRadius ent.prim.SoundVolume = soundVolume else: ent.prim.SoundID = audiouuid ent.prim.SoundRadius = soundRadius ent.prim.SoundVolume = soundVolume ent.sound.SetSound(audiouuid, ent.placeable.Position, ent.prim.SoundRadius, ent.prim.SoundVolume) soundRulerUpdate(ent) r.sendRexPrimData(ent.id)
def applyanimation(ent, animationuuid, animationname, animationrate): ent.prim.AnimationPackageID = animationuuid ent.prim.AnimationName = animationname ent.prim.AnimationRate = animationrate try: ent.mesh except: return try: ac = ent.animationcontroller except: ent.GetOrCreateComponentRaw('EC_AnimationController') ac = ent.animationcontroller ac.SetNetworkSyncEnabled(False) ac.SetMeshEntity(ent.mesh) r.sendRexPrimData(ent.id)
def applyaudio(ent, audiouuid, soundRadius, soundVolume): # First try to get an existing sound component (EC_AttachedSound) try: ent.sound except AttributeError: # It didn't exist, so we only set the ID, radius and volume. # The network roundtrip will ensure that a sound component # (EC_AttachedSound) will be created ent.prim.SoundID = audiouuid ent.prim.SoundRadius = soundRadius ent.prim.SoundVolume = soundVolume else: ent.prim.SoundID = audiouuid ent.prim.SoundRadius = soundRadius ent.prim.SoundVolume = soundVolume ent.sound.SetSound(audiouuid, ent.placeable.Position, ent.prim.SoundRadius, ent.prim.SoundVolume) soundRulerUpdate(ent) r.sendRexPrimData(ent.id)
if 0: #test changing the mesh asset a prim is using ent_id = 2088826433 #print arkku_id, type(arkku_id) ent = naali.getEntity(ent_id) print "Test entity:", ent print ent.mesh #ent.mesh = 1 #should raise an exception #ruukku = "681b1680-fab5-4203-83a7-c567571c6acf" #penkki = "04d335b6-8f0c-480e-a941-33517bf438d8" jack = "6b9cf239-d1ec-4290-8bc7-f5ac51288dea" #on w.r.o:9000 ent.mesh.SetMesh(jack) #"35da6174-8743-4026-a83e-18b23984120d" print "new mesh set:", ent.mesh print "sending prim data update to server" r.sendRexPrimData(ent.id) #arkku print "..done", ent.mesh if 0: #property editor tests #print r.c #print r, dir(r) pe = r.getPropertyEditor() #print pe, pe.setObject, pe.show pe.setObject(r.c.widget) pe.show() if 0: #getting args from outside to run tests automatically import os naaliargs = os.getenv('NAALIARGS') print naaliargs
def applyMaterial(self, ent, matinfo, index): qprim = ent.prim mats = qprim.Materials mats[index] = matinfo qprim.Materials = mats r.sendRexPrimData(ent.id)
def applyMaterial(self, ent, matinfo, index): qprim =ent.prim mats = qprim.Materials mats[index] = matinfo qprim.Materials = mats r.sendRexPrimData(ent.id)
print r.getCameraRight() if 0: #test changing the mesh asset a prim is using ent_id = 1659586053 #penkki, arkku was: 2461025163 #print arkku_id, type(arkku_id) ent = r.getEntity(ent_id) print "Test entity:", ent print ent.mesh ent.mesh = 1 #should raise an exception ruukku = "681b1680-fab5-4203-83a7-c567571c6acf" penkki = "04d335b6-8f0c-480e-a941-33517bf438d8" ent.mesh = penkki #"35da6174-8743-4026-a83e-18b23984120d" print "new mesh set:", ent.mesh print "sending prim data update to server" r.sendRexPrimData(ent.id) #arkku print "..done", ent.mesh if 0: #testing vector3/quat wrapping #import PythonQt #print PythonQt.__dict__.has_key("Core::Vector3df") #Vector3 = PythonQt.__dict__["Core::Vector3df"] from PythonQt import * from editgui.conversions import * print "Creating Vectors:" vec = Vector3df(0, 0, 0) print "vec1 (%.1f, %.1f, %.1f)" % (vec.x(), vec.y(), vec.z()) vec2 = Vector3df(1, 1, 1) print "vec2 (%.1f, %.1f, %.1f)" % (vec2.x(), vec2.y(), vec2.z())