示例#1
0
    def __init__(self):
        #loadPrcFileData('startup', 'window-type none')
        self.currentFile = None
        self.fNeedToSave = False
        self.actionEvents = []
        #self.objectMgr = ObjectMgr(self)
        self.curveEditor = CurveEditor(self)
        self.fileMgr = FileMgr(self)
        self.actionMgr = ActionMgr()

        self.fMoveCamera = False

        self.NPParent = render

        # define your own config file in inherited class
        self.settingsFile = None

        # you can show/hide specific properties by using propertiesMask and this mode
        self.BASE_MODE = BitMask32.bit(0)
        self.CREATE_CURVE_MODE = BitMask32.bit(2)
        self.EDIT_CURVE_MODE = BitMask32.bit(3)
        self.ANIM_MODE = BitMask32.bit(4)
        self.GRAPH_EDITOR = False

        self.mode = self.BASE_MODE
        self.preMode = None
示例#2
0
    def __init__(self):
        #loadPrcFileData('startup', 'window-type none')
        self.currentFile = None
        
        self.fNeedToSave = False    #if there are unsaved changes
        self.actionEvents = []
        #self.objectMgr = ObjectMgr(self)
        self.fileMgr = FileMgr(self)
        self.actionMgr = ActionMgr()
        self.standaloneExporter = StandaloneExporter(self)
        self.saved = False  #if the project has been saved at all

        self.fMoveCamera = False

        self.NPParent = render

        # define your own config file in inherited class
        self.settingsFile = None

        # you can show/hide specific properties by using propertiesMask and this mode
        self.mode = BitMask32()
        
        self.tempDir = None
        
        self.manipMode = 'translate'
        
        groundRay = CollisionNode('groundRay')
        groundRay.addSolid(CollisionRay(Point3(0,0,0), Vec3(0,0,-1)))
        groundRay.setFromCollideMask(BitMask32.allOn())
        self.groundCollide = render.attachNewNode(groundRay)
        self.groundCollideHandler = CollisionHandlerQueue()
        self.groundCollideTraverser = CollisionTraverser()
        self.groundCollideTraverser.addCollider(self.groundCollide, self.groundCollideHandler)
示例#3
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    def __init__(self, parent, editor, terrain):
        pre = wx.PreDialog()
        self.res = xrc.XmlResource(GUI_FILENAME)
        self.res.LoadOnDialog(pre, parent, 'dlgTerrainPaint')
        self.PostCreate(pre)
        self.Bind(wx.EVT_INIT_DIALOG, self.onCreate)

        self.parent = parent
        self.editor = editor
        self.terrain = terrain
        #self.oldCanvas = PNMImgae()
        #self.oldCanvas.copyFrom(terrain.heightField())
        self.brushRadius = 1
        self.viewport = None

        self.oldX = -1
        self.oldY = -1

        self.paintCursor = loader.loadModel(
            "models/terrain_cursor.egg")  #jack")
        self.paintRing = loader.loadModel("models/terrain_ring.egg")
        self.paintCursor.setScale(12)
        self.paintCursor.reparentTo(self.editor.NPParent)
        self.paintCursor.setPos(self.terrain.getNodePath().getPos())
        self.paintRing.reparentTo(self.editor.NPParent)
        self.paintRing.setPos(self.paintCursor.getPos())

        taskMgr.add(self.followMouseTask, "followMouseTask")
        self.customImage = PNMImage(32, 32)
        self.customImage.read("full_white_square_gradiant_alpha.tif")
        self.raiseImageWithCustomImage()

        #TO DO:if no light check for later
        light = PointLight('Terrain Light')
        light.setColor(Vec4(1, 1, 1, 1))
        self.light = self.editor.NPParent.attachNewNode(light)
        pos = self.terrain.getNodePath().getPos()
        self.light.setPos(Point3(0, 0, pos[2] + 240))
        self.terrain.getNodePath().setLight(
            self.light)  #self.editor.NPParent.setLight(self.light)
        #self.editor.NPParent.setPoint(Point3(0,0, pos[2]+400))

        self.actionMgr = ActionMgr()