mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-25 04:32:33 -06:00
308 lines
8.8 KiB
Python
308 lines
8.8 KiB
Python
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from pandac.PandaModules import *
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from direct.fsm.FSM import FSM
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from direct.interval.IntervalGlobal import *
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from direct.distributed.DistributedObject import DistributedObject
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class Fixture(NodePath, FSM):
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def __init__(self, id, parent, pos, hpr, fov):
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NodePath.__init__(self, 'cam-%s' % id)
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FSM.__init__(self, '%s-fsm' % self.getName())
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self.id = id
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self.lens = PerspectiveLens()
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self.lens.setFov(base.camLens.getFov())
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model = loader.loadModel('models/misc/camera', okMissing = True)
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model.reparentTo(self)
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self.reparentTo(parent)
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self.setPos(pos)
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self.setHpr(hpr)
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self.setFov(fov)
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self.setLightOff(100)
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self.hide()
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self.scaleIval = None
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self.recordingInProgress = False
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self.dirty = False
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pass
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def __str__(self):
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return 'Fixture(%d, \'%s\', %s, %s, %s)' % (self.id, self.state, self.getPos(), self.getHpr(), self.getFov())
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def pack(self):
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return 'Camera(%s, %s, %s)' % (self.getPos(), self.getHpr(), self.getFov())
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def setId(self, id):
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self.id = id
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pass
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def setFov(self, fov):
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"""
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fov should be a VBase2. Use VBase2(0) to indicate default.
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"""
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if fov != VBase2(0):
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self.lens.setFov(fov)
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pass
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self.setupFrustum()
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pass
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def adjustFov(self, x, y):
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fov = self.lens.getFov()
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self.lens.setFov(fov[0]+x, fov[1]+y)
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self.dirty = True
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pass
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def getFov(self):
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return self.lens.getFov()
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def setupFrustum(self):
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oldFrustum = self.find('frustum')
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if oldFrustum:
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oldFrustum.detachNode()
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pass
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self.attachNewNode(GeomNode('frustum')).node().addGeom(self.lens.makeGeometry())
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pass
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def setRecordingInProgress(self, inProgress):
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self.recordingInProgress = inProgress
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if self.recordingInProgress and \
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base.config.GetInt('camera-id', -1) >= 0:
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self.hide()
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pass
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else:
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self.show()
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pass
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pass
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def show(self):
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if base.config.GetBool('aware-of-cameras',0) and \
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not self.recordingInProgress:
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NodePath.show(self)
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pass
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pass
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def getScaleIval(self):
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if not self.scaleIval:
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self.scaleIval = Sequence(LerpScaleInterval(self.getChild(0), 0.25, 2, startScale = 1, blendType = 'easeInOut'),
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LerpScaleInterval(self.getChild(0), 0.25, 1, startScale = 2, blendType = 'easeInOut'))
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pass
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return self.scaleIval
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def setState(self, state):
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self.request(state)
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pass
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def defaultFilter(self, request, args):
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if request == self.getCurrentOrNextState():
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return None
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return FSM.defaultFilter(self, request, args)
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def exitOff(self):
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self.accept('recordingInProgress', self.setRecordingInProgress)
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pass
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def enterOff(self):
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self.ignore('recordingInProgress')
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if self.scaleIval:
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self.scaleIval.finish()
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self.scaleIval = None
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pass
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self.hide()
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pass
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def enterStandby(self):
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self.show()
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if self.id == base.config.GetInt('camera-id', -1):
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self.setColorScale(3,0,0,1)
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self.getScaleIval().loop()
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else:
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self.setColorScale(3,3,0,1)
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self.getScaleIval().finish()
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pass
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pass
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def enterBlinking(self):
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self.show()
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self.setColorScale(0,3,0,1)
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self.getScaleIval().loop()
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pass
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def exitBlinking(self):
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if self.scaleIval:
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self.scaleIval.finish()
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pass
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pass
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def enterRecording(self):
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if base.config.GetInt('camera-id', -1) == self.id:
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self.demand('Using')
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pass
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else:
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self.show()
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self.setColorScale(3,0,0,1)
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self.getScaleIval().loop()
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pass
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pass
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def exitRecording(self):
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if self.scaleIval:
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self.scaleIval.finish()
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pass
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pass
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def enterUsing(self, args = []):
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localAvatar.b_setGameState('Camera')
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camera.setPosHpr(0,0,0,0,0,0)
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camera.reparentTo(self)
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self.hide()
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base.cam.node().setLens(self.lens)
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if args and args[0]:
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self.accept('arrow_left', self.adjustFov, [-0.5,0])
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self.accept('arrow_left-repeat', self.adjustFov, [-2,0])
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self.accept('arrow_right', self.adjustFov, [0.5,0])
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self.accept('arrow_right-repeat', self.adjustFov, [2,0])
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self.accept('arrow_down', self.adjustFov, [0,-0.5])
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self.accept('arrow_down-repeat', self.adjustFov, [0,-2])
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self.accept('arrow_up', self.adjustFov, [0,0.5])
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self.accept('arrow_up-repeat', self.adjustFov, [0,2])
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# Could be toggled on/off on a fixture by fixture basis
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# if added to the dc definition of the Fixture struct and
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# saved out to the Camera file.
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lodNodes = render.findAllMatches('**/+LODNode')
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for i in xrange(0,lodNodes.getNumPaths()):
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lodNodes[i].node().forceSwitch(lodNodes[i].node().getHighestSwitch())
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pass
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pass
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def exitUsing(self):
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self.ignore('arrow_left')
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self.ignore('arrow_left-repeat')
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self.ignore('arrow_right')
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self.ignore('arrow_right-repeat')
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self.ignore('arrow_down')
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self.ignore('arrow_down-repeat')
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self.ignore('arrow_up')
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self.ignore('arrow_up-repeat')
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base.cam.node().setLens(base.camLens)
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localAvatar.b_setGameState('LandRoam')
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self.show()
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if self.dirty:
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messenger.send('refresh-fixture', [self.id, self.pack()])
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self.dirty = False
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pass
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pass
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class DistributedCamera(DistributedObject):
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def __init__(self, cr):
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DistributedObject.__init__(self, cr)
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self.parent = None
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self.fixtures = {}
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self.cameraId = base.config.GetInt('camera-id',0)
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pass
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def __getitem__(self, index):
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return self.fixtures.get(index)
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def __str__(self):
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out = ''
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for fixture in self.fixtures.itervalues():
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out = '%s\n%s' % (out, fixture)
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return out[1:]
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def pack(self):
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out = ''
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for fixture in self.fixtures.itervalues():
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out = '%s\n%s' % (out, fixture.pack())
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return out[1:]
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def disable(self):
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self.ignore('escape')
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self.parent = None
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for fixture in self.fixtures.itervalues():
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fixture.cleanup()
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fixture.detachNode()
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pass
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self.fixtures = {}
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DistributedObject.disable(self)
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def getOV(self):
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return self.cr.doId2ownerView.get(self.getDoId())
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def setCamParent(self, doId):
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if doId != self.parent:
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if not doId:
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self.parent = render
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else:
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self.parent = self.cr.getDo(doId)
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pass
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for fix in self.fixtures.itervalues():
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fix.reparentTo(self.parent)
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pass
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pass
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pass
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def getCamParent(self):
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return self.parent
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def setFixtures(self, fixtures):
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for x in range(len(fixtures), len(self.fixtures)):
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fixture = self.fixtures.pop(x)
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fixture.cleanup()
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fixture.detachNode()
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pass
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recordingInProgress = False
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for x,fixture in enumerate(fixtures):
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pos = Point3(*(fixture[:3]))
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hpr = Point3(*(fixture[3:6]))
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fov = VBase2(*(fixture[6:8]))
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state = fixture[8]
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if x not in self.fixtures:
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self.fixtures[x] = Fixture(x, self.parent, Point3(0), hpr = Point3(0), fov = VBase2(0))
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pass
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fix = self.fixtures.get(x)
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fix.setId(x)
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fix.setPosHpr(pos,hpr)
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fix.setState(state)
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fix.setFov(fov)
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recordingInProgress |= state == 'Recording'
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pass
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messenger.send('recordingInProgress', [recordingInProgress])
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def testFixture(self, index):
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fixture = self.fixtures.get(index)
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if fixture:
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fixture.request('Using', [True])
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self.accept('escape', self.stopTesting, [index])
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pass
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pass
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def stopTesting(self, index):
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fixture = self.fixtures.get(index)
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if fixture:
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self.ignore('escape')
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fixture.request('Standby')
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localAvatar.b_setGameState('LandRoam')
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pass
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