formatting
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@ -301,7 +301,7 @@ class GravityWalker(DirectObject.DirectObject):
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self.cTrav = collisionTraverser
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self.setupRay(self.floorBitmask, floorOffset, reach )
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self.setupRay(self.floorBitmask, floorOffset, reach)
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self.setupWallSphere(self.wallBitmask, avatarRadius)
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self.setupEventSphere(self.wallBitmask, avatarRadius)
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if self.wantFloorSphere:
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@ -280,8 +280,8 @@ class DirectBoundingBox:
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# Create a line segments object for the bbox
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lines = LineNodePath(hidden)
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lines.node().setName('bboxLines')
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lines.setColor( VBase4( 1., 0., 0., 1. ) )
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lines.setThickness( 0.5 )
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lines.setColor(VBase4(1., 0., 0., 1.))
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lines.setThickness(0.5)
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minX = self.min[0]
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minY = self.min[1]
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@ -291,26 +291,26 @@ class DirectBoundingBox:
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maxZ = self.max[2]
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# Bottom face
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lines.moveTo( minX, minY, minZ )
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lines.drawTo( maxX, minY, minZ )
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lines.drawTo( maxX, maxY, minZ )
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lines.drawTo( minX, maxY, minZ )
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lines.drawTo( minX, minY, minZ )
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lines.moveTo(minX, minY, minZ)
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lines.drawTo(maxX, minY, minZ)
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lines.drawTo(maxX, maxY, minZ)
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lines.drawTo(minX, maxY, minZ)
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lines.drawTo(minX, minY, minZ)
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# Front Edge/Top face
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lines.drawTo( minX, minY, maxZ )
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lines.drawTo( maxX, minY, maxZ )
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lines.drawTo( maxX, maxY, maxZ )
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lines.drawTo( minX, maxY, maxZ )
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lines.drawTo( minX, minY, maxZ )
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lines.drawTo(minX, minY, maxZ)
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lines.drawTo(maxX, minY, maxZ)
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lines.drawTo(maxX, maxY, maxZ)
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lines.drawTo(minX, maxY, maxZ)
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lines.drawTo(minX, minY, maxZ)
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# Three remaining edges
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lines.moveTo( maxX, minY, minZ )
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lines.drawTo( maxX, minY, maxZ )
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lines.moveTo( maxX, maxY, minZ )
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lines.drawTo( maxX, maxY, maxZ )
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lines.moveTo( minX, maxY, minZ )
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lines.drawTo( minX, maxY, maxZ )
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lines.moveTo(maxX, minY, minZ)
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lines.drawTo(maxX, minY, maxZ)
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lines.moveTo(maxX, maxY, minZ)
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lines.drawTo(maxX, maxY, maxZ)
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lines.moveTo(minX, maxY, minZ)
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lines.drawTo(minX, maxY, maxZ)
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# Create and return bbox lines
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lines.create()
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@ -331,26 +331,26 @@ class DirectBoundingBox:
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maxZ = self.max[2]
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# Bottom face
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ls.setVertex( 0, minX, minY, minZ )
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ls.setVertex( 1, maxX, minY, minZ )
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ls.setVertex( 2, maxX, maxY, minZ )
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ls.setVertex( 3, minX, maxY, minZ )
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ls.setVertex( 4, minX, minY, minZ )
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ls.setVertex(0, minX, minY, minZ)
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ls.setVertex(1, maxX, minY, minZ)
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ls.setVertex(2, maxX, maxY, minZ)
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ls.setVertex(3, minX, maxY, minZ)
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ls.setVertex(4, minX, minY, minZ)
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# Front Edge/Top face
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ls.setVertex( 5, minX, minY, maxZ )
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ls.setVertex( 6, maxX, minY, maxZ )
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ls.setVertex( 7, maxX, maxY, maxZ )
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ls.setVertex( 8, minX, maxY, maxZ )
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ls.setVertex( 9, minX, minY, maxZ )
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ls.setVertex(5, minX, minY, maxZ)
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ls.setVertex(6, maxX, minY, maxZ)
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ls.setVertex(7, maxX, maxY, maxZ)
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ls.setVertex(8, minX, maxY, maxZ)
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ls.setVertex(9, minX, minY, maxZ)
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# Three remaining edges
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ls.setVertex( 10, maxX, minY, minZ )
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ls.setVertex( 11, maxX, minY, maxZ )
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ls.setVertex( 12, maxX, maxY, minZ )
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ls.setVertex( 13, maxX, maxY, maxZ )
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ls.setVertex( 14, minX, maxY, minZ )
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ls.setVertex( 15, minX, maxY, maxZ )
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ls.setVertex(10, maxX, minY, minZ)
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ls.setVertex(11, maxX, minY, maxZ)
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ls.setVertex(12, maxX, maxY, minZ)
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ls.setVertex(13, maxX, maxY, maxZ)
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ls.setVertex(14, minX, maxY, minZ)
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ls.setVertex(15, minX, maxY, maxZ)
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def getBounds(self):
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# Get a node path's bounds
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@ -388,7 +388,7 @@ class DirectBoundingBox:
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'Max:\t\t%s\n' % self.vecAsString(self.max) +
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'Center:\t\t%s\n' % self.vecAsString(self.center) +
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'Radius:\t\t%.2f' % self.radius
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)
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)
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class SelectionQueue(CollisionHandlerQueue):
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@ -424,7 +424,7 @@ class SelectionQueue(CollisionHandlerQueue):
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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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self.collisionNode.addSolid(self.collider)
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def collideWithBitMask(self, bitMask):
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# The into collide mask is the bit pattern colliders look at
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@ -554,8 +554,8 @@ class SelectionRay(SelectionQueue):
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return
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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.collider.setFromLens(base.camNode, mx, my)
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self.ct.traverse(targetNodePath)
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self.sortEntries()
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def pickBitMask(self, bitMask = BitMask32.allOff(),
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@ -581,9 +581,9 @@ class SelectionRay(SelectionQueue):
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def pick3D(self, targetNodePath, origin, dir):
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# Determine ray direction based upon the mouse coordinates
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self.collider.setOrigin( origin )
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self.collider.setDirection( dir )
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self.ct.traverse( targetNodePath )
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self.collider.setOrigin(origin)
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self.collider.setDirection(dir)
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self.ct.traverse(targetNodePath)
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self.sortEntries()
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def pickGeom3D(self, targetNodePath = render,
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@ -619,7 +619,7 @@ class SelectionSegment(SelectionQueue):
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# Record new collision object
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self.colliders.append(collider)
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# Add the collider to the collision Node
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self.collisionNode.addSolid( collider )
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self.collisionNode.addSolid(collider)
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self.numColliders += 1
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def pickGeom(self, targetNodePath = render, endPointList = [],
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@ -628,9 +628,9 @@ class SelectionSegment(SelectionQueue):
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for i in range(min(len(endPointList), self.numColliders)):
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pointA, pointB = endPointList[i]
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collider = self.colliders[i]
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collider.setPointA( pointA )
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collider.setPointB( pointB )
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self.ct.traverse( targetNodePath )
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collider.setPointA(pointA)
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collider.setPointB(pointB)
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self.ct.traverse(targetNodePath)
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# Determine collision entry
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return self.findCollisionEntry(skipFlags)
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@ -641,9 +641,9 @@ class SelectionSegment(SelectionQueue):
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for i in range(min(len(endPointList), self.numColliders)):
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pointA, pointB = endPointList[i]
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collider = self.colliders[i]
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collider.setPointA( pointA )
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collider.setPointB( pointB )
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self.ct.traverse( targetNodePath )
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collider.setPointA(pointA)
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collider.setPointB(pointB)
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self.ct.traverse(targetNodePath)
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# Determine collision entry
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return self.findCollisionEntry(skipFlags)
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@ -662,7 +662,7 @@ class SelectionSphere(SelectionQueue):
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# Record new collision object
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self.colliders.append(collider)
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# Add the collider to the collision Node
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self.collisionNode.addSolid( collider )
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self.collisionNode.addSolid(collider)
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self.numColliders += 1
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def setCenter(self, i, center):
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@ -695,7 +695,7 @@ class SelectionSphere(SelectionQueue):
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return v.dot(n) >= 0
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def pick(self, targetNodePath, skipFlags):
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self.ct.traverse( targetNodePath )
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self.ct.traverse(targetNodePath)
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self.sortEntries()
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return self.findCollisionEntry(skipFlags)
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@ -157,7 +157,7 @@ class ParticlePanel(AppShell):
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self.particlesLabel.pack(side = LEFT, fill = 'x', expand = 1)
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self.bind(self.particlesLabel,
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('Select particles object to configure ' +
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'or add new particles object to current effect' ))
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'or add new particles object to current effect'))
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self.particlesLabelMenu.add_command(label = 'Create New Particles',
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command = self.createNewParticles)
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self.particlesEnableMenu = Menu(self.particlesLabelMenu, tearoff = 0)
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@ -223,7 +223,7 @@ class EntryScale(Pmw.MegaWidget):
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sd = self['numDigits']
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self.entryFormat = '%.' + '%d' % sd + 'f'
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# And reset value to reflect change
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self.entryValue.set( self.entryFormat % self.value )
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self.entryValue.set( self.entryFormat % self.value)
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def get(self):
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return self.value
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@ -328,7 +328,7 @@ class SliderWidget(Pmw.MegaWidget):
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# Get width of label
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minW = self._minLabel.winfo_width()
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# Width of canvas to adjust for
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cw = (self._getMarkerX() - self.left ) + self.xPad
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cw = (self._getMarkerX() - self.left) + self.xPad
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popupOffset = bd + minW + cw
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ch = self._widget.winfo_height()
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sh = self.winfo_screenheight()
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@ -209,7 +209,7 @@ class VectorEntry(Pmw.MegaWidget):
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self.action()
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def _refreshEntry(self,index):
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self.variableList[index].set( self.entryFormat % self._value[index] )
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self.variableList[index].set(self.entryFormat % self._value[index])
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self.entryList[index].checkentry()
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def _refreshFloaters(self):
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