formatting

This commit is contained in:
Dave Schuyler 2005-07-22 01:50:59 +00:00
parent 65458d9edd
commit ffe2195d2a
6 changed files with 55 additions and 55 deletions

View File

@ -301,7 +301,7 @@ class GravityWalker(DirectObject.DirectObject):
self.cTrav = collisionTraverser
self.setupRay(self.floorBitmask, floorOffset, reach )
self.setupRay(self.floorBitmask, floorOffset, reach)
self.setupWallSphere(self.wallBitmask, avatarRadius)
self.setupEventSphere(self.wallBitmask, avatarRadius)
if self.wantFloorSphere:

View File

@ -280,8 +280,8 @@ class DirectBoundingBox:
# Create a line segments object for the bbox
lines = LineNodePath(hidden)
lines.node().setName('bboxLines')
lines.setColor( VBase4( 1., 0., 0., 1. ) )
lines.setThickness( 0.5 )
lines.setColor(VBase4(1., 0., 0., 1.))
lines.setThickness(0.5)
minX = self.min[0]
minY = self.min[1]
@ -291,26 +291,26 @@ class DirectBoundingBox:
maxZ = self.max[2]
# Bottom face
lines.moveTo( minX, minY, minZ )
lines.drawTo( maxX, minY, minZ )
lines.drawTo( maxX, maxY, minZ )
lines.drawTo( minX, maxY, minZ )
lines.drawTo( minX, minY, minZ )
lines.moveTo(minX, minY, minZ)
lines.drawTo(maxX, minY, minZ)
lines.drawTo(maxX, maxY, minZ)
lines.drawTo(minX, maxY, minZ)
lines.drawTo(minX, minY, minZ)
# Front Edge/Top face
lines.drawTo( minX, minY, maxZ )
lines.drawTo( maxX, minY, maxZ )
lines.drawTo( maxX, maxY, maxZ )
lines.drawTo( minX, maxY, maxZ )
lines.drawTo( minX, minY, maxZ )
lines.drawTo(minX, minY, maxZ)
lines.drawTo(maxX, minY, maxZ)
lines.drawTo(maxX, maxY, maxZ)
lines.drawTo(minX, maxY, maxZ)
lines.drawTo(minX, minY, maxZ)
# Three remaining edges
lines.moveTo( maxX, minY, minZ )
lines.drawTo( maxX, minY, maxZ )
lines.moveTo( maxX, maxY, minZ )
lines.drawTo( maxX, maxY, maxZ )
lines.moveTo( minX, maxY, minZ )
lines.drawTo( minX, maxY, maxZ )
lines.moveTo(maxX, minY, minZ)
lines.drawTo(maxX, minY, maxZ)
lines.moveTo(maxX, maxY, minZ)
lines.drawTo(maxX, maxY, maxZ)
lines.moveTo(minX, maxY, minZ)
lines.drawTo(minX, maxY, maxZ)
# Create and return bbox lines
lines.create()
@ -331,26 +331,26 @@ class DirectBoundingBox:
maxZ = self.max[2]
# Bottom face
ls.setVertex( 0, minX, minY, minZ )
ls.setVertex( 1, maxX, minY, minZ )
ls.setVertex( 2, maxX, maxY, minZ )
ls.setVertex( 3, minX, maxY, minZ )
ls.setVertex( 4, minX, minY, minZ )
ls.setVertex(0, minX, minY, minZ)
ls.setVertex(1, maxX, minY, minZ)
ls.setVertex(2, maxX, maxY, minZ)
ls.setVertex(3, minX, maxY, minZ)
ls.setVertex(4, minX, minY, minZ)
# Front Edge/Top face
ls.setVertex( 5, minX, minY, maxZ )
ls.setVertex( 6, maxX, minY, maxZ )
ls.setVertex( 7, maxX, maxY, maxZ )
ls.setVertex( 8, minX, maxY, maxZ )
ls.setVertex( 9, minX, minY, maxZ )
ls.setVertex(5, minX, minY, maxZ)
ls.setVertex(6, maxX, minY, maxZ)
ls.setVertex(7, maxX, maxY, maxZ)
ls.setVertex(8, minX, maxY, maxZ)
ls.setVertex(9, minX, minY, maxZ)
# Three remaining edges
ls.setVertex( 10, maxX, minY, minZ )
ls.setVertex( 11, maxX, minY, maxZ )
ls.setVertex( 12, maxX, maxY, minZ )
ls.setVertex( 13, maxX, maxY, maxZ )
ls.setVertex( 14, minX, maxY, minZ )
ls.setVertex( 15, minX, maxY, maxZ )
ls.setVertex(10, maxX, minY, minZ)
ls.setVertex(11, maxX, minY, maxZ)
ls.setVertex(12, maxX, maxY, minZ)
ls.setVertex(13, maxX, maxY, maxZ)
ls.setVertex(14, minX, maxY, minZ)
ls.setVertex(15, minX, maxY, maxZ)
def getBounds(self):
# Get a node path's bounds
@ -388,7 +388,7 @@ class DirectBoundingBox:
'Max:\t\t%s\n' % self.vecAsString(self.max) +
'Center:\t\t%s\n' % self.vecAsString(self.center) +
'Radius:\t\t%.2f' % self.radius
)
)
class SelectionQueue(CollisionHandlerQueue):
@ -424,7 +424,7 @@ class SelectionQueue(CollisionHandlerQueue):
# Record collision object
self.collider = collider
# Add the collider to the collision Node
self.collisionNode.addSolid( self.collider )
self.collisionNode.addSolid(self.collider)
def collideWithBitMask(self, bitMask):
# The into collide mask is the bit pattern colliders look at
@ -554,8 +554,8 @@ class SelectionRay(SelectionQueue):
return
mx = base.mouseWatcherNode.getMouseX()
my = base.mouseWatcherNode.getMouseY()
self.collider.setFromLens( base.camNode, mx, my )
self.ct.traverse( targetNodePath )
self.collider.setFromLens(base.camNode, mx, my)
self.ct.traverse(targetNodePath)
self.sortEntries()
def pickBitMask(self, bitMask = BitMask32.allOff(),
@ -581,9 +581,9 @@ class SelectionRay(SelectionQueue):
def pick3D(self, targetNodePath, origin, dir):
# Determine ray direction based upon the mouse coordinates
self.collider.setOrigin( origin )
self.collider.setDirection( dir )
self.ct.traverse( targetNodePath )
self.collider.setOrigin(origin)
self.collider.setDirection(dir)
self.ct.traverse(targetNodePath)
self.sortEntries()
def pickGeom3D(self, targetNodePath = render,
@ -619,7 +619,7 @@ class SelectionSegment(SelectionQueue):
# Record new collision object
self.colliders.append(collider)
# Add the collider to the collision Node
self.collisionNode.addSolid( collider )
self.collisionNode.addSolid(collider)
self.numColliders += 1
def pickGeom(self, targetNodePath = render, endPointList = [],
@ -628,9 +628,9 @@ class SelectionSegment(SelectionQueue):
for i in range(min(len(endPointList), self.numColliders)):
pointA, pointB = endPointList[i]
collider = self.colliders[i]
collider.setPointA( pointA )
collider.setPointB( pointB )
self.ct.traverse( targetNodePath )
collider.setPointA(pointA)
collider.setPointB(pointB)
self.ct.traverse(targetNodePath)
# Determine collision entry
return self.findCollisionEntry(skipFlags)
@ -641,9 +641,9 @@ class SelectionSegment(SelectionQueue):
for i in range(min(len(endPointList), self.numColliders)):
pointA, pointB = endPointList[i]
collider = self.colliders[i]
collider.setPointA( pointA )
collider.setPointB( pointB )
self.ct.traverse( targetNodePath )
collider.setPointA(pointA)
collider.setPointB(pointB)
self.ct.traverse(targetNodePath)
# Determine collision entry
return self.findCollisionEntry(skipFlags)
@ -662,7 +662,7 @@ class SelectionSphere(SelectionQueue):
# Record new collision object
self.colliders.append(collider)
# Add the collider to the collision Node
self.collisionNode.addSolid( collider )
self.collisionNode.addSolid(collider)
self.numColliders += 1
def setCenter(self, i, center):
@ -695,7 +695,7 @@ class SelectionSphere(SelectionQueue):
return v.dot(n) >= 0
def pick(self, targetNodePath, skipFlags):
self.ct.traverse( targetNodePath )
self.ct.traverse(targetNodePath)
self.sortEntries()
return self.findCollisionEntry(skipFlags)

View File

@ -157,7 +157,7 @@ class ParticlePanel(AppShell):
self.particlesLabel.pack(side = LEFT, fill = 'x', expand = 1)
self.bind(self.particlesLabel,
('Select particles object to configure ' +
'or add new particles object to current effect' ))
'or add new particles object to current effect'))
self.particlesLabelMenu.add_command(label = 'Create New Particles',
command = self.createNewParticles)
self.particlesEnableMenu = Menu(self.particlesLabelMenu, tearoff = 0)

View File

@ -223,7 +223,7 @@ class EntryScale(Pmw.MegaWidget):
sd = self['numDigits']
self.entryFormat = '%.' + '%d' % sd + 'f'
# And reset value to reflect change
self.entryValue.set( self.entryFormat % self.value )
self.entryValue.set( self.entryFormat % self.value)
def get(self):
return self.value

View File

@ -328,7 +328,7 @@ class SliderWidget(Pmw.MegaWidget):
# Get width of label
minW = self._minLabel.winfo_width()
# Width of canvas to adjust for
cw = (self._getMarkerX() - self.left ) + self.xPad
cw = (self._getMarkerX() - self.left) + self.xPad
popupOffset = bd + minW + cw
ch = self._widget.winfo_height()
sh = self.winfo_screenheight()

View File

@ -209,7 +209,7 @@ class VectorEntry(Pmw.MegaWidget):
self.action()
def _refreshEntry(self,index):
self.variableList[index].set( self.entryFormat % self._value[index] )
self.variableList[index].set(self.entryFormat % self._value[index])
self.entryList[index].checkentry()
def _refreshFloaters(self):