Update DirectSelection to create new SelectionQueue and SelectionRay classes
More generalized to support new Selection(Object) types
This commit is contained in:
parent
613dea6208
commit
ba8d32a738
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@ -25,14 +25,22 @@ ClientConfigs = {
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'pos' : Vec3(0),
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'hpr' : Vec3(0)}
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],
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'two-server' : [{'display name' : 'display0',
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'two-server' : [{'display name' : 'master',
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'display mode' : 'client',
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'pos' : Vec3(0),
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'hpr' : Vec3(30,0,0)},
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{'display name' : 'display1',
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{'display name' : 'la',
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'pos' : Vec3(0),
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'hpr' : Vec3(-30,0,0)}
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],
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'parallax-two-server' : [{'display name' : 'master',
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'display mode' : 'client',
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'pos' : Vec3(0),
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'hpr' : Vec3(0)},
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{'display name' : 'la',
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'pos' : Vec3(0),
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'hpr' : Vec3(0)}
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],
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'mono-modelcave-pipe0': [{'display name' : 'display0',
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'display mode' : 'client',
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'pos' : Vec3(0),
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@ -1,6 +1,7 @@
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from PandaObject import *
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from DirectUtil import *
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from DirectGeometry import *
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from DirectGlobals import *
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import Task
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CAM_MOVE_DURATION = 1.2
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@ -96,16 +97,19 @@ class DirectCameraControl(PandaObject):
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# current mouse position
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# Allow intersection with unpickable objects
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# And then spawn task to determine mouse mode
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node, hitPt, hitPtDist = direct.iRay.pickGeom(
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fIntersectUnpickable = 1,
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fIgnoreCamera = 1 - base.getControl())
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self.computeCOA(node, hitPt, hitPtDist)
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# Don't intersect with hidden or backfacing objects
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skipFlags = SKIP_HIDDEN | SKIP_BACKFACE
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# Skip camera (and its children), unless control key is pressed
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skipFlags |= SKIP_CAMERA * (1 - base.getControl())
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nodePath, hitPt, hitPtDist = direct.iRay.pickGeom(
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skipFlags = skipFlags)
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self.computeCOA(nodePath, hitPt, hitPtDist)
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# Record reference point
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self.coaMarkerRef.iPosHprScale(direct.iRay.collisionRef)
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self.coaMarkerRef.iPosHprScale(base.cam)
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# Record entries
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self.cqEntries = []
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for i in range(direct.iRay.cq.getNumEntries()):
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self.cqEntries.append(direct.iRay.cq.getEntry(i))
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for i in range(direct.iRay.getNumEntries()):
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self.cqEntries.append(direct.iRay.getEntry(i))
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# Show the marker
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self.coaMarker.show()
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# Resize it
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@ -292,13 +296,10 @@ class DirectCameraControl(PandaObject):
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entry = self.cqEntries[0]
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self.cqEntries = self.cqEntries[1:] + self.cqEntries[:1]
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# Filter out object's under camera
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node = entry.getIntoNode()
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nodePath = render.findPathTo(node)
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nodePath = entry.getIntoNodePath()
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if direct.camera not in nodePath.getAncestry():
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# Compute hit point
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# KEH: use current display region ray
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# hitPt = direct.iRay.parentToHitPt(entry)
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hitPt = direct.drList.getCurrentDr().iRay.parentToHitPt(entry)
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# Compute new hit point
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hitPt = entry.getFromIntersectionPoint()
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# Move coa marker to new point
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self.updateCoa(hitPt, ref = self.coaMarkerRef)
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else:
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@ -306,7 +307,7 @@ class DirectCameraControl(PandaObject):
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self.cqEntries = self.cqEntries[:-1]
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self.pickNextCOA()
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def computeCOA(self, node, hitPt, hitPtDist):
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def computeCOA(self, nodePath, hitPt, hitPtDist):
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coa = Point3(0)
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dr = direct.drList.getCurrentDr()
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if self.fLockCOA:
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@ -315,7 +316,7 @@ class DirectCameraControl(PandaObject):
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coa.assign(self.coaMarker.getPos(direct.camera))
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# Reset hit point count
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self.nullHitPointCount = 0
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elif node:
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elif nodePath:
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# Got a hit point (hit point is in camera coordinates)
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# Set center of action
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coa.assign(hitPt)
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@ -639,6 +640,9 @@ class DirectCameraControl(PandaObject):
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# Ignore events
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for event in self.actionEvents:
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self.ignore(event[0])
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# Kill tasks
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self.removeManipulateCameraTask()
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taskMgr.remove('stickToWidget')
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base.enableMouse()
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def removeManipulateCameraTask(self):
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@ -24,3 +24,11 @@ DIRECT_NO_MOD = 0
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DIRECT_SHIFT_MOD = 1
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DIRECT_CONTROL_MOD = 2
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DIRECT_ALT_MOD = 4
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SKIP_NONE = 0
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SKIP_HIDDEN = 1
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SKIP_BACKFACE = 2
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SKIP_CAMERA = 4
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SKIP_UNPICKABLE = 8
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SKIP_ALL = SKIP_HIDDEN | SKIP_BACKFACE | SKIP_CAMERA | SKIP_UNPICKABLE
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@ -40,14 +40,14 @@ class DirectManipulationControl(PandaObject):
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# Start out in select mode
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self.mode = 'select'
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# Check for a widget hit point
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node, hitPt, hitPtDist = direct.iRay.pickWidget()
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nodePath, hitPt, hitPtDist = direct.iRay.pickWidget()
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# Did we hit a widget?
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if node:
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if nodePath:
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# Yes!
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self.hitPt.assign(hitPt)
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self.hitPtDist = hitPtDist
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# Constraint determined by nodes name
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self.constraint = node.getName()
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self.constraint = nodePath.getName()
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else:
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# Nope, off the widget, no constraint
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self.constraint = None
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@ -86,18 +86,16 @@ class DirectManipulationControl(PandaObject):
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# depending on flag.....
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if self.mode == 'select':
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# Check for object under mouse
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if direct.fControl:
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node, hitPt, hitPtDist = direct.iRay.pickGeom(
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fIgnoreCamera = 0)
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else:
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node, hitPt, hitPtDist = direct.iRay.pickGeom(
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fIgnoreCamera = 1)
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if node:
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# Don't intersect with hidden or backfacing objects
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skipFlags = SKIP_HIDDEN | SKIP_BACKFACE
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# Skip camera (and its children), unless control key is pressed
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skipFlags |= SKIP_CAMERA * (1 - base.getControl())
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nodePath, hitPt, hitPtDist = direct.iRay.pickGeom(
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skipFlags = skipFlags)
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if nodePath:
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# Record hit point information
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self.hitPt.assign(hitPt)
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self.hitPtDist = hitPtDist
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# Find the node path from the node found above
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nodePath = render.findPathTo(node)
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# Select it
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direct.select(nodePath, direct.fShift)
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else:
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@ -153,6 +151,12 @@ class DirectManipulationControl(PandaObject):
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# Ignore events
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for event in self.actionEvents:
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self.ignore(event[0])
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self.removeManipulateObjectTask()
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taskMgr.remove('manipulateObject')
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taskMgr.remove('manip-move-wait')
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taskMgr.remove('manip-watch-mouse')
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taskMgr.remove('highlightWidgetTask')
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taskMgr.remove('resizeObjectHandles')
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def toggleObjectHandlesMode(self):
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self.fSetCoa = 1 - self.fSetCoa
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@ -480,10 +484,10 @@ class DirectManipulationControl(PandaObject):
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def plantSelectedNodePath(self):
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""" Move selected object to intersection point of cursor on scene """
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# Check for intersection
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node, hitPt, hitPtDist = direct.iRay.pickGeom(
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fIntersectUnpickable = 1)
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nodePath, hitPt, hitPtDist = direct.iRay.pickGeom(
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skipFlags = SKIP_HIDDEN | SKIP_BACKFACE | SKIP_CAMERA)
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# MRM: Need to handle moving COA
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if (node != None) and (direct.selected.last != None):
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if (nodePath != None) and (direct.selected.last != None):
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# Record undo point
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direct.pushUndo(direct.selected)
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# Record wrt matrix
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@ -503,9 +507,9 @@ class ObjectHandles(NodePath,PandaObject):
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# Load up object handles model and assign it to self
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self.assign(loader.loadModel('models/misc/objectHandles'))
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self.node().setName('objectHandles')
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self.setName('objectHandles')
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self.scalingNode = self.getChild(0)
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self.scalingNode.node().setName('ohScalingNode')
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self.scalingNode.setName('ohScalingNode')
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self.ohScalingFactor = 1.0
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# To avoid recreating a vec every frame
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self.hitPt = Vec3(0)
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@ -847,7 +851,7 @@ class ObjectHandles(NodePath,PandaObject):
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lines.moveTo(-500,0,0)
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lines.drawTo(500,0,0)
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lines.create()
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lines.node().setName('x-guide')
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lines.setName('x-guide')
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# Y guide lines
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lines = LineNodePath(self.guideLines)
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@ -856,7 +860,7 @@ class ObjectHandles(NodePath,PandaObject):
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lines.moveTo(0,-500,0)
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lines.drawTo(0,500,0)
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lines.create()
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lines.node().setName('y-guide')
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lines.setName('y-guide')
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# Z guide lines
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lines = LineNodePath(self.guideLines)
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@ -865,7 +869,7 @@ class ObjectHandles(NodePath,PandaObject):
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lines.moveTo(0,0,-500)
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lines.drawTo(0,0,500)
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lines.create()
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lines.node().setName('z-guide')
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lines.setName('z-guide')
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def getAxisIntersectPt(self, axis):
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# Calc the xfrom from camera to widget
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@ -378,33 +378,45 @@ class DirectBoundingBox:
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)
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class SelectionRay:
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class SelectionQueue(CollisionHandlerQueue):
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def __init__(self, parent):
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# Initialize the superclass
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CollisionHandlerQueue.__init__(self)
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# Current entry in collision queue
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self.index = -1
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# Create a collision node path attached to the given parent
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self.rayCollisionNodePath = parent.attachNewNode( CollisionNode("ray") )
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self.collisionNodePath = parent.attachNewNode( CollisionNode("ray") )
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# Don't pay the penalty of drawing this collision ray
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self.rayCollisionNodePath.hide()
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self.rayCollisionNode = self.rayCollisionNodePath.node()
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self.collisionNodePath.hide()
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self.collisionNode = self.collisionNodePath.node()
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# Intersect with geometry to begin with
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self.collideWithGeom()
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# Create a collision ray
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self.ray = CollisionRay()
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# Add the ray to the collision Node
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self.rayCollisionNode.addSolid( self.ray )
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# Create a queue to hold the collision results
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self.cq = CollisionHandlerQueue()
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# Number of entries in CollisionHandlerQueue
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self.numEntries = 0
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# Current entry in collision queue
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self.cqIndex = 0
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# And a traverser to do the actual collision tests
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self.ct = CollisionTraverser()
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# Let the traverser know about the queue and the collision node
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self.ct.addCollider(self.rayCollisionNode, self.cq )
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# Reference node path (for picking next)
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self.collisionRef = direct.group.attachNewNode('collisionRef')
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# Let the traverser know about the collision node and the queue
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self.ct.addCollider(self.collisionNode, self)
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# List of objects that can't be selected
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self.unpickable = UNPICKABLE
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# Derived class must add Collider to complete initialization
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def addCollider(self, collider):
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# Inherited class must call this function to specify collider object
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# Record collision object
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self.collider = collider
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# Add the collider to the collision Node
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self.collisionNode.addSolid( self.collider )
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def collideWithGeom(self):
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self.collisionNode.setIntoCollideMask(BitMask32().allOff())
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self.collisionNode.setFromCollideMask(BitMask32().allOff())
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self.collisionNode.setCollideGeom(1)
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def collideWithWidget(self):
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self.collisionNode.setIntoCollideMask(BitMask32().allOff())
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mask = BitMask32()
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mask.setWord(0x80000000)
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self.collisionNode.setFromCollideMask(mask)
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self.collisionNode.setCollideGeom(0)
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def addUnpickable(self, item):
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if item not in self.unpickable:
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@ -414,168 +426,96 @@ class SelectionRay:
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if item in self.unpickable:
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self.unpickable.remove(item)
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def pickGeom(self, targetNodePath = render, fIntersectUnpickable = 0,
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fIgnoreCamera = 0):
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self.collideWithGeom()
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self.pick(targetNodePath,
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direct.dr.mouseX,
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direct.dr.mouseY)
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# Init self.cqIndex
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self.cqIndex = -1
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# Pick out the closest object that isn't a widget
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for i in range(0,self.numEntries):
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entry = self.cq.getEntry(i)
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node = entry.getIntoNode()
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nodePath = targetNodePath.findPathTo(node)
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# Don't pick hidden nodes
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if nodePath.isHidden():
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pass
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if fIgnoreCamera and (direct.camera in nodePath.getAncestry()):
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# This avoids things parented to a camera. Good idea?
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pass
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# Can pick unpickable, use the first visible node
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elif fIntersectUnpickable:
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self.cqIndex = i
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break
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# Is it a named node?, If so, see if it has a name
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elif issubclass(node.__class__, PandaNode):
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name = node.getName()
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if name in self.unpickable:
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pass
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else:
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self.cqIndex = i
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break
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# Not hidden and not one of the widgets, use it
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else:
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self.cqIndex = i
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break
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# Did we hit an object?
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if(self.cqIndex >= 0):
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# Yes!
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# Find hit point in parent's space
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entry = self.cq.getEntry(self.cqIndex)
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hitPt = self.parentToHitPt(entry)
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hitPtDist = Vec3(hitPt - ZERO_POINT).length()
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return (node, hitPt, hitPtDist)
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def getCurrentEntry(self):
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if self.index < 0:
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return None
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else:
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return (None, ZERO_POINT, 0)
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return self.getEntry(self.index)
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def isEntryBackfacing(self, entry):
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# If dot product of collision point surface normal and
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# ray from camera to collision point is positive, we are
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# looking at the backface of the polygon
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v = Vec3(entry.getFromIntersectionPoint())
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v.normalize()
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return v.dot(entry.getFromSurfaceNormal()) >= 0
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def pickWidget(self, targetNodePath = render):
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self.collideWithWidget()
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self.pick(targetNodePath,
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direct.dr.mouseX,
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direct.dr.mouseY)
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# Did we hit a widget?
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if self.numEntries:
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# Yes!
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# Entry 0 is the closest hit point if multiple hits
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minPt = 0
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# Find hit point in parent's space
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entry = self.cq.getEntry(minPt)
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hitPt = self.parentToHitPt(entry)
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hitPtDist = Vec3(hitPt).length()
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# Get the associated collision queue object
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entry = self.cq.getEntry(minPt)
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# Extract the node
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node = entry.getIntoNode()
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# Return info
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return (node, hitPt, hitPtDist)
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else:
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return (None, ZERO_POINT, 0)
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def pick(self, targetNodePath, mouseX, mouseY):
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class NewSelectionRay(SelectionQueue):
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def __init__(self,parent):
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# Initialize the superclass
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SelectionQueue.__init__(self, parent)
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self.addCollider(CollisionRay())
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def pick(self, targetNodePath):
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# Determine ray direction based upon the mouse coordinates
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# Note! This has to be a cam object (of type LensNode)
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self.ray.setFromLens( base.camNode, mouseX, mouseY )
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if direct:
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mx = direct.dr.mouseX
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my = direct.dr.mouseY
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else:
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mx = base.mouseWatcherNode.getMouseX()
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my = base.mouseWatcherNode.getMouseY()
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self.collider.setFromLens( base.camNode, mx, my )
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self.ct.traverse( targetNodePath )
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self.numEntries = self.cq.getNumEntries()
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self.cq.sortEntries()
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# Record cam's current position (used for cycling through
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# other hit points)
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self.collisionRef.iPosHprScale(base.cam)
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return self.numEntries
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self.sortEntries()
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def getHitPt(self, entry):
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if self.cqIndex >= 0:
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self.cqIndex = (self.cqIndex + 1) % self.numEntries
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entry = self.cq.getEntry(self.cqIndex)
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node = entry.getIntoNode()
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# Find hit point in parent's space
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hitPt = self.parentToHitPt(entry)
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hitPtDist = Vec3(hitPt - ZERO_POINT).length()
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return (node, hitPt, hitPtDist)
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else:
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return (None, ZERO_POINT, 0)
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def pickGeom3D(self, targetNodePath = render, origin = Point3(0),
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dir = Vec3(0,0,-1), fIntersectUnpickable = 0):
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def pickGeom(self, targetNodePath = render, skipFlags = SKIP_ALL ):
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self.collideWithGeom()
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numEntries = self.pick3D(targetNodePath, origin, dir)
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# Init self.cqIndex
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self.cqIndex = -1
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# Pick out the closest object that isn't a widget
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for i in range(0,numEntries):
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entry = self.cq.getEntry(i)
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node = entry.getIntoNode()
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nodePath = targetNodePath.findPathTo(node)
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# Don't pick hidden nodes
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if nodePath.isHidden():
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pass
|
||||
# Can pick unpickable, use the first visible node
|
||||
if fIntersectUnpickable:
|
||||
self.cqIndex = i
|
||||
break
|
||||
# Is it a named node?, If so, see if it has a name
|
||||
elif issubclass(node.__class__, PandaNode):
|
||||
name = node.getName()
|
||||
if name in self.unpickable:
|
||||
pass
|
||||
else:
|
||||
self.cqIndex = i
|
||||
break
|
||||
# Not hidden and not one of the widgets, use it
|
||||
else:
|
||||
self.cqIndex = i
|
||||
break
|
||||
# Did we hit an object?
|
||||
if(self.cqIndex >= 0):
|
||||
# Yes!
|
||||
# Find hit point in parent's space
|
||||
entry = self.cq.getEntry(self.cqIndex)
|
||||
hitPt = self.parentToHitPt(entry)
|
||||
hitPtDist = Vec3(hitPt - ZERO_POINT).length()
|
||||
return (node, hitPt, hitPtDist)
|
||||
else:
|
||||
return (None, ZERO_POINT, 0)
|
||||
self.pick(targetNodePath)
|
||||
# Determine collision entry
|
||||
return self.findCollisionEntry(skipFlags)
|
||||
|
||||
def pickWidget(self, targetNodePath = render, skipFlags = SKIP_NONE ):
|
||||
self.collideWithWidget()
|
||||
self.pick(targetNodePath)
|
||||
# Determine collision entry
|
||||
return self.findCollisionEntry(skipFlags)
|
||||
|
||||
def pick3D(self, targetNodePath, origin, dir):
|
||||
# Determine ray direction based upon the mouse coordinates
|
||||
# Note! This has to be a cam object (of type ProjectionNode)
|
||||
self.ray.setOrigin( origin )
|
||||
self.ray.setDirection( dir )
|
||||
self.collider.setOrigin( origin )
|
||||
self.collider.setDirection( dir )
|
||||
self.ct.traverse( targetNodePath )
|
||||
self.numEntries = self.cq.getNumEntries()
|
||||
self.cq.sortEntries()
|
||||
return self.numEntries
|
||||
self.sortEntries()
|
||||
|
||||
def collideWithGeom(self):
|
||||
self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
|
||||
self.rayCollisionNode.setFromCollideMask(BitMask32().allOff())
|
||||
self.rayCollisionNode.setCollideGeom(1)
|
||||
def pickGeom3D(self, targetNodePath = render,
|
||||
origin = Point3(0), dir = Vec3(0,0,-1),
|
||||
skipFlags = SKIP_HIDDEN | SKIP_CAMERA ):
|
||||
self.collideWithGeom()
|
||||
self.pick3D(targetNodePath, origin, dir)
|
||||
# Determine collision entry
|
||||
return self.findCollisionEntry(skipFlags)
|
||||
|
||||
def collideWithWidget(self):
|
||||
self.rayCollisionNode.setIntoCollideMask(BitMask32().allOff())
|
||||
mask = BitMask32()
|
||||
mask.setWord(0x80000000)
|
||||
self.rayCollisionNode.setFromCollideMask(mask)
|
||||
self.rayCollisionNode.setCollideGeom(0)
|
||||
|
||||
def objectToHitPt(self, index):
|
||||
return self.cq.getEntry(index).getIntoIntersectionPoint()
|
||||
|
||||
def parentToHitPt(self, entry):
|
||||
# Get hit point
|
||||
hitPt = entry.getIntoIntersectionPoint()
|
||||
# Convert point from object local space to parent's space
|
||||
return entry.getInvWrtSpace().xformPoint(hitPt)
|
||||
def findCollisionEntry(self, skipFlags = SKIP_NONE ):
|
||||
# Init self.index
|
||||
self.index = -1
|
||||
# Pick out the closest object that isn't a widget
|
||||
for i in range(0,self.getNumEntries()):
|
||||
entry = self.getEntry(i)
|
||||
nodePath = entry.getIntoNodePath()
|
||||
if (skipFlags & SKIP_HIDDEN) and nodePath.isHidden():
|
||||
# Skip if hidden node
|
||||
pass
|
||||
elif (skipFlags & SKIP_BACKFACE) and self.isEntryBackfacing(entry):
|
||||
# Skip, if backfacing poly
|
||||
pass
|
||||
elif ((skipFlags & SKIP_CAMERA) and
|
||||
(camera in nodePath.getAncestry())):
|
||||
# Skip if parented to a camera.
|
||||
pass
|
||||
# Can pick unpickable, use the first visible node
|
||||
elif ((skipFlags & SKIP_UNPICKABLE) and
|
||||
(nodePath.getName() in self.unpickable)):
|
||||
# Skip if in unpickable list
|
||||
pass
|
||||
else:
|
||||
self.index = i
|
||||
break
|
||||
# Did we hit an object?
|
||||
if(self.index >= 0):
|
||||
# Yes! Find hit point in parent's space
|
||||
hitPt = entry.getFromIntersectionPoint()
|
||||
hitPtDist = Vec3(hitPt).length()
|
||||
return (nodePath, hitPt, hitPtDist)
|
||||
else:
|
||||
return (None, ZERO_POINT, 0)
|
||||
|
||||
|
|
|
|||
|
|
@ -216,6 +216,10 @@ class DirectSession(PandaObject):
|
|||
self.disableKeyEvents()
|
||||
self.disableMouseEvents()
|
||||
self.disableActionEvents()
|
||||
# Kill tasks
|
||||
taskMgr.remove('flashNodePath')
|
||||
taskMgr.remove('hideDirectMessage')
|
||||
taskMgr.remove('hideDirectMessageLater')
|
||||
# Set flag
|
||||
self.fEnabled = 0
|
||||
|
||||
|
|
@ -558,6 +562,9 @@ class DirectSession(PandaObject):
|
|||
|
||||
def flashDone(self,state):
|
||||
# Return node Path to original state
|
||||
if state.nodePath.isEmpty():
|
||||
# Node path doesn't exist anymore, bail
|
||||
return
|
||||
if state.doneColor:
|
||||
state.nodePath.setColor(state.doneColor)
|
||||
else:
|
||||
|
|
@ -777,7 +784,7 @@ class DisplayRegionContext(PandaObject):
|
|||
DisplayRegionContext.regionCount += 1
|
||||
self.camLens.setChangeEvent(changeEvent)
|
||||
self.accept(changeEvent, self.camUpdate)
|
||||
self.iRay = SelectionRay(self.cam)
|
||||
self.iRay = NewSelectionRay(self.cam)
|
||||
self.nearVec = Vec3(0)
|
||||
self.mouseX = 0.0
|
||||
self.mouseY = 0.0
|
||||
|
|
|
|||
|
|
@ -388,7 +388,7 @@ class TaskManager:
|
|||
# Alert the world, a new task is born!
|
||||
index = len(self.doLaterList)
|
||||
messenger.send('TaskManager-spawnDoLater',
|
||||
sentArgs = [task, task.name, index])
|
||||
sentArgs = [task, task.name, task.id])
|
||||
return task
|
||||
|
||||
def doLater(self, delayTime, task, taskName):
|
||||
|
|
|
|||
|
|
@ -1675,8 +1675,8 @@ class MopathRecorder(AppShell, PandaObject):
|
|||
|
||||
def followTerrain(self, height = 1.0):
|
||||
self.iRay.rayCollisionNodePath.reparentTo(self.nodePath)
|
||||
node, hitPt, hitPtDist = self.iRay.pickGeom3D()
|
||||
if node:
|
||||
nodePath, hitPt, hitPtDist = self.iRay.pickGeom3D()
|
||||
if nodePath:
|
||||
self.nodePath.setZ(self.nodePath, height - hitPtDist)
|
||||
self.iRay.rayCollisionNodePath.reparentTo(self.recorderNodePath)
|
||||
|
||||
|
|
|
|||
|
|
@ -58,12 +58,7 @@ class NotifyPanel:
|
|||
# Severity frame
|
||||
Label(severityFrame, text = 'Severity:',
|
||||
font=('MSSansSerif', 10, 'bold'),
|
||||
<<<<<<< NotifyPanel.py
|
||||
justify = 'right', anchor = 'w').pack(fill = X, padx = 5)
|
||||
=======
|
||||
justify = RIGHT, anchor = W).pack(
|
||||
fill = X, padx = 5)
|
||||
>>>>>>> 1.2
|
||||
justify = RIGHT, anchor = W).pack(fill = X, padx = 5)
|
||||
self.severity = IntVar()
|
||||
self.severity.set(0)
|
||||
self.fatalSeverity = Radiobutton(severityFrame, text = 'Fatal',
|
||||
|
|
|
|||
Loading…
Reference in New Issue