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| 1. HDK API Reference .3 | |
| 1.1 HdkApi.Core.Collections .3 | |
| 1.1.1 HdkApi.Core.Collections.HdkDictionary .3 | |
| 1.2 HdkApi.Core.Communication .5 | |
| 1.2.1 HdkApi.Core.Communication.Target .6 | |
| 1.2.2 HdkApi.Core.Communication.TargetException .9 | |
| 1.2.3 HdkApi.Core.Communication.TargetManager.9 | |
| 1.2.4 HdkApi.Core.Communication.TargetResult. 12 | |
| 1.3 HdkApi.Core.Debug . 12 | |
| 1.3.1 HdkApi.Core. Debug. Logger . 13 | |
| 1.4 HdkApi.Core.Maths . 14 | |
| 1.4.1 HdkApi.Core.Maths.Converters . 14 | |
| 1.4.2 HdkApi.Core.Maths.Vector3 . 15 | |
| 1.5 HdkApi.Core.Utilities . 16 | |
| 1.5.1 HdkApi.Core.Utilities.PathUtilities . 17 | |
| 1.6 HdkApi.Data.AgeRating . 17 | |
| 1.6.1 HdkApi.Data.AgeRating.AgeRatingltem . 18 | |
| 1.7 HdkApi.Data.Collect .24 | |
| 1.7.1 HdkApi.Data.Collect.Collect .24 | |
| 1.8 HdkApi.Data.Object .25 | |
| 1.8.1 HdkApi.Data.Object.ComponentTypes .26 | |
| 1.8.2 HdkApi.Data.Object.HomeObject .27 | |
| 1.8.3 HdkApi.Data.Object.Localisationltem .30 | |
| 1.8.4 HdkApi.Data.Object.ObjectComponent .30 | |
| 1.8.5 HdkApi.Data.Object.ObjectManager .33 | |
| 1.8.6 HdkApi.Data.Object.ObjectResource .35 | |
| 1.8.7 HdkApi.Data.Object.TerritoryTypes .36 | |
| 1.8.8 HdkApi.Data.Object.Uuid .37 | |
| 1.9 HdkApi.Data.Object.Components .38 | |
| 1.9.1 HdkApi.Data.Object.Components.ClothingComponent .39 | |
| 1.9.2 HdkApi.Data.Object.Components.FurnitureComponent .40 | |
| 1.9.3 HdkApi.Data.Object.Components.GameLaunchComponent .41 | |
| 1.9.4 HdkApi.Data.Object.Components.HeaderComponent .42 | |
| 1.10 HdkApi.Data.Packager .45 | |
| 1.10.1 HdkApi.Data.Packager.Packager .45 | |
| 1.11 HdkApi.Data.Reporting .45 | |
| 1.11.1 HdkApi.Data.Reporting.MessageType .46 | |
| 1.12 HdkApi.Data.Scene .46 | |
| 1.12.1 HdkApi. Data.Scene.GameObject .47 | |
| 1.12.2 HdkApi.Data.Scene.GameObjectFolder .48 | |
| 1.12.3 HdkApi.Data.Scene.GameObjectTypes .49 | |
| 1.12.4 HdkApi.Data.Scene.HomeScene .50 | |
| 1.12.5 HdkApi.Data.Scene.SceneConverter .51 | |
| 1.12.6 HdkApi.Data.Scene.SceneTypes .52 | |
| 1.13 HdkApi.Data.Scene.GameObjects .53 | |
| 1.13.1 HdkApi.Data.Scene.GameObjects.GameObjectGroup .53 | |
| 1.14 HdkApi.Data.Validator .54 | |
| 1.14.1 HdkApi.Data. Validator. Validator .55 | |
| 1.15 HdkApi.ObjectEditor .55 | |
| 1.15.1 HdkApi.ObjectEditor.ObjectEditor .55 | |
| 1.16 HdkApi.ObjectEditor.Userlnterface .57 | |
| 1.16.1 HdkApi.ObjectEditor.Userlnterface.Menu .58 | |
| 1.16.2 HdkApi.ObjectEditor.Userlnterface.Menultem .59 | |
| 1.16.3 HdkApi.ObjectEditor.Userlnterface.MenuManager .61 | |
| 1.17 HdkApi.RepertoireEditor .62 | |
| 1.17.1 HdkApi.RepertoireEditor.Action .65 | |
| 1.17.2 HdkApi.RepertoireEditor.Behaviour.66 | |
| 1.17.3 HdkApi.RepertoireEditor.BooleanRegister .69 | |
| 1.17.4 HdkApi.RepertoireEditor.EaseCurve .69 | |
| 1.17.5 HdkApi.RepertoireEditor.EaseCurveType .70 | |
| 1.17.6 HdkApi.RepertoireEditor.IntegerRegister .71 | |
| 1.17.7 HdkApi.RepertoireEditor.Locomotion .71 | |
| 1.17.8 HdkApi.RepertoireEditor.LocomotionState .72 | |
| 1.17.9 HdkApi.RepertoireEditor.NumberRegister.73 | |
| 1.17.10 HdkApi.RepertoireEditor.Repertoire .73 | |
| 1.17.11 HdkApi.RepertoireEditor.RepertoireEditor.75 | |
| 1.17.12 HdkApi.RepertoireEditor.RepertoireEvent .77 | |
| 1.17.13 HdkApi.RepertoireEditor.RepertoireRegister.78 | |
| 1.17.14 HdkApi.RepertoireEditor.RepertoireTargetRig .78 | |
| 1.17.15 HdkApi.RepertoireEditor.State .78 | |
| 1.17.16 HdkApi.RepertoireEditor.StringRegister .79 | |
| 1.17.17 HdkApi.RepertoireEditor.Transition .80 | |
| 1.18 HdkApi.RepertoireEditor.Animation .81 | |
| 1.18.1 HdkApi.RepertoireEditor.Animation.BlendNode .82 | |
| 1.18.2 HdkApi.RepertoireEditor.Animation.BlendTree .83 | |
| 1.18.3 HdkApi.RepertoireEditor.Animation.BlendTreeAnimation .84 | |
| 1.18.4 HdkApi.RepertoireEditor.Animation.SkeletalAnimation .84 | |
| 1.19 HdkApi.RepertoireEditor.Conditions .85 | |
| 1.19.1 HdkApi.RepertoireEditor.Conditions.And .86 | |
| 1.19.2 HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour .87 | |
| 1.19.3 HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge .88 | |
| 1.19.4 HdkApi.RepertoireEditor.Conditions.CompareNetworkAge .88 | |
| 1.19.5 HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour .89 | |
| 1.19.6 HdkApi.RepertoireEditor.Conditions.ComparePreviousState .89 | |
| 1.19.7 HdkApi.RepertoireEditor.Conditions.CompareRegister.90 | |
| 1.19.8 HdkApi.RepertoireEditor.Conditions.CompareStateAge .90 | |
| 1.19.9 HdkApi.RepertoireEditor.Conditions.ComparisonType .91 | |
| 1.19.10 HdkApi.RepertoireEditor.Conditions.Condition .91 | |
| 1.19.11 HdkApi.RepertoireEditor.Conditions.Or .92 | |
| 1.19.12 HdkApi.RepertoireEditor.Conditions.RandomValue .93 | |
| 1.20 HdkApi.RepertoireEditor.Emotes .93 | |
| 1.20.1 HdkApi.RepertoireEditor.Emotes.ActionEmote .94 | |
| 1.20.2 HdkApi.RepertoireEditor.Emotes.BehaviourEmote .95 | |
| 1.20.3 HdkApi.RepertoireEditor.Emotes.EmoteContext .97 | |
| 1.20.4 HdkApi.RepertoireEditor.Emotes.EmoteGroup .98 | |
| 1.20.5 HdkApi.RepertoireEditor.Emotes.GlobalEmotes . 100 | |
| 1.20.6 HdkApi.RepertoireEditor.Emotes.RegionalEmotes . 101 | |
| 1.21 HdkApi.RepertoireEditor.Outputs . 103 | |
| 1.21.1 HdkApi.RepertoireEditor.Outputs.ClearRegister . 104 | |
| 1.21.2 HdkApi.RepertoireEditor.Outputs.Output . 105 | |
| 1.21.3 HdkApi.RepertoireEditor.Outputs.OutputType . 106 | |
| 1.21.4 HdkApi.RepertoireEditor.Outputs.SetNextBehaviour . 107 | |
| 1.21.5 HdkApi.RepertoireEditor.Outputs.SetRegister . 108 | |
| 1.21.6 HdkApi.RepertoireEditor.Outputs.SpawnAction . 109 | |
| 1.21.7 HdkApi.RepertoireEditor.Outputs.TriggerEvent. 110 | |
| 1.22 HdkApi.RepertoireEditor.Userlnterface . Ill | |
| 1.22.1 HdkApi.RepertoireEditor.Userlnterface.Menu . 112 | |
| 1.22.2 HdkApi.RepertoireEditor.Userlnterface.Menultem . 114 | |
| 1.22.3 HdkApi.RepertoireEditor.Userlnterface.MenuManager . 117 | |
| 1.23 HdkApi.SceneEditor . 119 | |
| 1.23.1 HdkApi.SceneEditor.SceneEditor . 119 | |
| 1.24 HdkApi.SceneEditor.Camera . 122 | |
| 1.24.1 HdkApi.SceneEditor.Camera.Camera . 122 | |
| 1.24.2 HdkApi.SceneEditor.Camera.CameraManager. 123 | |
| 1.24.3 HdkApi.SceneEditor.Camera.SceneCamera. 124 | |
| 1.25 HdkApi.SceneEditor.Selection . 125 | |
| 1.25.1 HdkApi.SceneEditor.Selection.SelectionManager. 125 | |
| 1.26 HdkApi.SceneEditor.Userlnterface . 126 | |
| 1.26.1 HdkApi.SceneEditor.Userlnterface.Menu . 127 | |
| 1.26.2 HdkApi.SceneEditor.Userlnterface.Menultem . 128 | |
| 1.26.3 HdkApi.SceneEditor.Userlnterface.MenuManager . 130 | |
| 1.27 HdkApi.SceneEditor.Utilities . 131 | |
| 1.27.1 HdkApi.SceneEditor.Utilities.SynchronizationObject . 132 | |
| HDK API Reference | |
| HDK API is the full HDK scripting cookbook which allows you to add extra functionality to your tools using IronPython. | |
| Collapse all | |
| Expand all Collapse all | |
| HdkApi.Core.Collections | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| HdkDictionary | |
| HdkDictionary is a light wrapper around a .NET Dictionary, it provides all the standard functionality of the .NET Dictionary. | |
| Home.Core.Scripting | |
| HdkApi.Core.Collections.HdkDictionary | |
| HdkDictionary | |
| HdkDictionary is a light wrapper around a .NET Dictionary, it provides all the standard functionality of the .NET Dictionary. | |
| Namespace: HdkApi.Core.Collections | |
| Assembly: Home.Core.Scripting.dll | |
| Constructors | |
| HdkDictionary() | |
| HdkDictionary( resizable, dictionary) | |
| HdkDictionary( equalityComparer) | |
| HdkDictionary( size) | |
| HdkDictionary( resizable, dictionary, equalityComparer) | |
| HdkDictionary( size, equalityComparer) | |
| Methods | |
| Add( key, value) | |
| System.Boolean ContainsKey( key ) | |
| System.Boolean Remove( key ) | |
| System.Boolean TryGetValue( key, value ) | |
| Add( item ) | |
| Clear() | |
| System.Boolean Contains( item ) | |
| CopyTo( array, array Index ) | |
| System.Boolean Remove( item ) | |
| System.Collections.Generic.IEnumerator[System.Collections.Generic.KeyValuePair[T1 ,T2]] GetEnumerator() | |
| Properties | |
| Keys | |
| Values | |
| [key] | |
| Count | |
| IsReadOnly | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # The HdkDictionary class must be imported from Collections before it is used | |
| from HdkApi.Core.Collections import HdkDictionary | |
| class HdkDictionaryExample(): | |
| def _init_(self) : | |
| # Create a new HdkDictionary mapping int to string | |
| dictionary = HdkDictionary[int, str] () | |
| # Add some new entries into the dictionary | |
| dictionary.Add(1, "red") | |
| dictionary.Add(2, "two") | |
| # Edit the value of an entry | |
| dictionary[1] = "one" | |
| # Entries can also be added by trying to edit a key which does not yet exist | |
| dictionary[3] = "three" | |
| dictionary[4] = "four" | |
| # Check that the dictionary contains a specific key | |
| if dictionary.ContainsKey(1): | |
| # Get the value associated with that key | |
| print dictionary[1] | |
| # Remove the entry with the key '1' | |
| dictionary.Remove(1) | |
| # Iterate through all the keys in the dictionary | |
| for key in dictionary.Keys: | |
| # Get each value | |
| print dictionary[key] | |
| HdkApi.Core.Communication | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Target | |
| Provides information about a PS3 target obtained from the TargetManager class. Once connected allows communications such as sending of | |
| messages. | |
| Home.Core.Scripting | |
| TargetException | |
| Exception which provides a Result Code for a failed communications operation | |
| Home.Core.Scripting | |
| TargetManager | |
| TargetManager is used to manage and connect to PS3 targets | |
| Home.Core.Scripting | |
| TargetResult | |
| Result codes for operations with the Target Manager, can be accessed through the TargetException's ResultCode | |
| Home.Core.Scripting | |
| HdkApi.Core.Communication.Target | |
| Target | |
| Provides information about a PS3 target obtained from the TargetManager class. Once connected allows communications such as sending of | |
| messages. | |
| Namespace: HdkApi.Core.Communication | |
| Assembly: Home.Core.Scripting.dll | |
| Methods | |
| Connect() | |
| ConnectAsync( connectCompleted) | |
| Disconnect) | |
| Send( command ) | |
| RegisterChannelOutput( channel) | |
| UnregisterChannelOutput( channel) | |
| Properties | |
| Name | |
| Ip | |
| Port | |
| Status | |
| IsConnected | |
| Events | |
| ReceivedResponse | |
| OnConnectionStatusChanged | |
| Delegates | |
| Response | |
| ConnectCompleted | |
| ConnectionStatus | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Communication classes | |
| from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult | |
| # Example of connecting to a target | |
| class TargetManagerExample(): | |
| def _init_(self) : | |
| # Before using the TargetManager API you must call Initialize | |
| # Initialize automatically connects to the first Target it finds which already has a | |
| 'connected' status | |
| # If there are no targets with a 'connected' status the TargetManager API will remain | |
| disconnected | |
| TargetManager.Initialize() | |
| # Check whether the TargetManager is connected to a target | |
| if TargetManager.ConnectedTarget == None: | |
| try: | |
| # Connect to the first available target | |
| # This function blocks until the connect is completed | |
| TargetManager.ConnectToDefault () | |
| except TargetException, e: | |
| # Catch any exceptions thrown by the connect | |
| print "TargetManagerExample failed to connect to default target: | |
| {0}".format(e.ResultCode) | |
| return | |
| # Send a command enabling rendering of sound volumes in the client | |
| exampleCmd = "enableAudioRender3d 1" | |
| TargetManager.ConnectedTarget.Send(exampleCmd) | |
| # Send a lua command activating the editor camera in the client | |
| exampleLuaCmd = "lc Editor.ActivateEditorCamera()" | |
| TargetManager.ConnectedTarget.Send(exampleLuaCmd) | |
| # Example of asynchronously connecting to a target | |
| class TargetManagerAsyncExample(): | |
| def _init_(self) : | |
| # Before using the TargetManager API you must call Initialize | |
| TargetManager.Initialize() | |
| # Check whether the TargetManager is connected to a target | |
| if TargetManager.ConnectedTarget == None: | |
| try: | |
| # Connect to the first available target asynchronously | |
| # The ConnectCallback function will be called when the connect has completed | |
| TargetManager.ConnectToDefaultAsync(ConnectCallback) | |
| except TargetException, e: | |
| # Catch any exceptions thrown before the asynchronous connect begins | |
| # Any exceptions thrown will cause the connect to be aborted so the ConnectCallback | |
| will never be called | |
| print "TargetManagerAsyncExample failed to connect to default target: | |
| {0}".format(e.ResultCode) | |
| return | |
| else: | |
| # If the target is already connected proceed with sending the commands | |
| self.SendCommands() | |
| def SendCommands(self): | |
| # Send a command enabling rendering of sound volumes in the client | |
| exampleCmd = "enableAudioRender3d 1" | |
| TargetManager.ConnectedTarget.Send(exampleCmd) | |
| # Send a lua command activating the editor camera in the client | |
| exampleLuaCmd = "lc Editor.ActivateEditorCamera()" | |
| TargetManager.ConnectedTarget.Send(exampleLuaCmd) | |
| def ConnectCallback(self, target, result): | |
| # Example of a callback function triggered by a completed asynchronous connect | |
| if result == TargetResult.SUCCEEDED: | |
| self.SendCommands() | |
| HdkApi.Core.Communication.TargetException | |
| TargetException | |
| Exception which provides a Result Code for a failed communications operation | |
| Namespace: HdkApi.Core.Communication | |
| Assembly: Home.Core.Scripting.dll | |
| Properties | |
| ResultCode | |
| Message | |
| HdkApi.Core.Communication.TargetManager | |
| TargetManager | |
| TargetManager is used to manage and connect to PS3 targets | |
| Namespace: HdkApi.Core.Communication | |
| Assembly: Home.Core.Scripting.dll | |
| Remarks | |
| Before attempting to connect to a target TargetManager must be initialised by calling TargetManager.lnitialize() | |
| If multiple targets are connected to through the SN Target Manager, only the first connected target will be connected to in the HdkApi | |
| TargetManager | |
| TargetManager only supports connecting and communicating with one target at a time | |
| Methods | |
| TargetManager.lnitialize() | |
| System.Collections.Generic.Dictionary[System.String,HdkApi.Core.Communication.Target] TargetManager.ListTargets]) | |
| TargetManager.DisplayTargetsForm] connectCompleted ) | |
| TargetManager.ConnectToDefault]) | |
| TargetManager.ConnectToDefaultAsync] connectCompleted) | |
| Properties | |
| ConnectedTarget | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Communication classes | |
| from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult | |
| # Example of connecting to a target | |
| class TargetManagerExample(): | |
| def _init_(self) : | |
| # Before using the TargetManager API you must call Initialize | |
| # Initialize automatically connects to the first Target it finds which already has a | |
| 'connected' status | |
| # If there are no targets with a 'connected' status the TargetManager API will remain | |
| disconnected | |
| TargetManager.Initialize() | |
| # Check whether the TargetManager is connected to a target | |
| if TargetManager.ConnectedTarget == None: | |
| try: | |
| # Connect to the first available target | |
| # This function blocks until the connect is completed | |
| TargetManager.ConnectToDefault () | |
| except TargetException, e: | |
| # Catch any exceptions thrown by the connect | |
| print "TargetManagerExample failed to connect to default target: | |
| {0}".format(e.ResultCode) | |
| return | |
| # Send a command enabling rendering of sound volumes in the client | |
| exampleCmd = "enableAudioRender3d 1" | |
| TargetManager.ConnectedTarget.Send(exampleCmd) | |
| # Send a lua command activating the editor camera in the client | |
| exampleLuaCmd = "lc Editor.ActivateEditorCamera()" | |
| TargetManager.ConnectedTarget.Send(exampleLuaCmd) | |
| # Example of asynchronously connecting to a target | |
| class TargetManagerAsyncExample(): | |
| def _init_(self) : | |
| # Before using the TargetManager API you must call Initialize | |
| TargetManager.Initialize() | |
| # Check whether the TargetManager is connected to a target | |
| if TargetManager.ConnectedTarget == None: | |
| try: | |
| # Connect to the first available target asynchronously | |
| # The ConnectCallback function will be called when the connect has completed | |
| TargetManager.ConnectToDefaultAsync(ConnectCallback) | |
| except TargetException, e: | |
| # Catch any exceptions thrown before the asynchronous connect begins | |
| # Any exceptions thrown will cause the connect to be aborted so the ConnectCallback | |
| will never be called | |
| print "TargetManagerAsyncExample failed to connect to default target: | |
| {0}".format(e.ResultCode) | |
| return | |
| else: | |
| # If the target is already connected proceed with sending the commands | |
| self.SendCommands() | |
| def SendCommands(self) : | |
| # Send a command enabling rendering of sound volumes in the client | |
| exampleCmd = "enableAudioRender3d 1" | |
| TargetManager.ConnectedTarget.Send(exampleCmd) | |
| # Send a lua command activating the editor camera in the client | |
| exampleLuaCmd = "lc Editor.ActivateEditorCamera() | |
| TargetManager.ConnectedTarget.Send(exampleLuaCmd) | |
| def ConnectCallback(self, target, result): | |
| # Example of a callback function triggered by a completed asynchronous connect | |
| if result == TargetResult.SUCCEEDED: | |
| self.SendCommands() | |
| HdkApi.Core.Communication.TargetResult | |
| TargetResult | |
| Result codes for operations with the Target Manager, can be accessed through the TargetException's ResultCode | |
| Namespace: HdkApi.Core.Communication | |
| Assembly: Home.Core.Scripting.dll | |
| Fields | |
| SUCCEEDED | |
| TM_FAILED_TO_START | |
| TARGET_COMMS_ERROR | |
| TARGETJNJJSE | |
| TM_NO_TARGETS | |
| TARGET_NOT_FOUND | |
| TARGET_NOT_CONNECTED | |
| TM_NOT_INITIALIZED | |
| FAILED | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Communication classes | |
| from HdkApi.Core.Communication import TargetManager, Target, TargetException, TargetResult | |
| # Example of using Target Result | |
| class TargetResultExample() : | |
| def _init_(self) : | |
| try: | |
| TargetManager.Initialise() | |
| except TargetException, e: | |
| # Print the Target Result for the exception | |
| print e.ResultCode | |
| # Check for a specific Target Result | |
| if e.ResultCode == TargetResult.TM_FAILED_TO_START: | |
| print "Target Manager failed to start" | |
| # Run some fallback code | |
| HdkApi.Core.Debug | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Logger | |
| Provides simple file logging functionality, allowing output from a program to be written to a log file. | |
| Home.Core.Scripting | |
| HdkApi.Core.Debug. Logger | |
| Logger | |
| Provides simple file logging functionality, allowing output from a program to be written to a log file. | |
| Namespace: HdkApi.Core.Debug | |
| Assembly: Home.Core.Scripting.dll | |
| Constructors | |
| Logger( logFilePath) | |
| Methods | |
| ClearLog() | |
| Loglnfo( info ) | |
| LogWarning( warning ) | |
| LogError( error) | |
| Log Fatal (fatal) | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # The Logger class must be imported from Debug before it is used | |
| from HdkApi.Core.Debug import Logger | |
| class LoggerExample(): | |
| def _init_(self) : | |
| # Create a new logger which writes to the file C:/MyLog.txt | |
| logger = Logger("C:/MyLog.txt") | |
| # Write an information message to the log | |
| logger.Loglnfo("Example started") | |
| # Write a warning message to the log | |
| logger.LogWarning("Example warning") | |
| # Write an error message to the log | |
| logger.LogError(("Example error")) | |
| try: | |
| raise Exception("Example fatal error") | |
| except Exception as e: | |
| # Write a fatal error message to the log | |
| logger.LogFatal(str(e)) | |
| HdkApi.Core.Maths | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Converters | |
| Provides helper functions for performing various mathematical conversions such as converting radian values to degrees. | |
| Home.Core.Scripting | |
| Vector3 | |
| A simple vector structure containing 3 float components. | |
| Home.Core.Scripting | |
| HdkApi.Core.Maths.Converters | |
| Converters | |
| Provides helper functions for performing various mathematical conversions such as converting radian values to degrees. | |
| Namespace: HdkApi.Core.Maths | |
| Assembly: Home.Core.Scripting.dll | |
| Methods | |
| System.Double Converters.RadToDeg( radians ) | |
| System.Double Converters.DegToRad( degrees ) | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # The Converters class must be imported from Maths before it is used | |
| from HdkApi.Core.Maths import Converters | |
| class ConvertersExample(): | |
| def _init_(self) : | |
| anglelnDegrees = 180 | |
| # Convert our angle in degrees to radians | |
| anglelnRadians = Converters.DegToRad(anglelnDegrees) | |
| print anglelnRadians | |
| # Convert our angle in radians to degrees | |
| anglelnDegrees = Converters.RadToDeg(anglelnRadians) | |
| print anglelnDegrees | |
| HdkApi.Core.Maths.Vector3 | |
| Vector3 | |
| A simple vector structure containing 3 float components. | |
| Namespace: HdkApi.Core.Maths | |
| Assembly: Home.Core.Scripting.dll | |
| Constructors | |
| Vector3( x, y, z ) | |
| Methods | |
| System.String ToString( format, formatProvider) | |
| Properties | |
| X | |
| Y | |
| Z | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Vector3 class from Maths | |
| from HdkApi.Core.Maths import Vector3 | |
| class Vector3Example(): | |
| def _init_(self) : | |
| # Example of creating Vector3 objects | |
| vecA = Vector3(1.0, 1.0, 1.0) | |
| vecB = Vector3(1.0, 1.0, 1.0) | |
| # Various arithmetic operations can be performed on the Vector3 objects | |
| vecC = vecA + vecB | |
| vecD = vecA - vecB | |
| vecE = vecA * vecB | |
| vecF = vecA * 5 | |
| vecG = vecA / vecB | |
| vecH = vecA / 2 | |
| # Comparison operations can also be performed | |
| if vecA == vecB: | |
| print "Vectors are equal" | |
| if vecA != vecB: | |
| print "Vectors are not equal" | |
| # The X, Y and Z components of a Vector3 can be accessed through properties | |
| print vecC.X | |
| print vecC.Y | |
| print vecC.Z | |
| HdkApi.Core.Utilities | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Pathlltilities | |
| Pathlltilities can be used to get the current Project path and the HDK install root. These paths are useful for referring to scripts or other files | |
| relative from your project or HDK install. | |
| Home.Core.Scripting | |
| HdkApi.Core.Utilities.PathUtilities | |
| PathUtilities | |
| PathUtilities can be used to get the current Project path and the HDK install root. These paths are useful for referring to scripts or other files | |
| relative from your project or HDK install. | |
| Namespace: HdkApi.Core.Utilities | |
| Assembly: Home.Core.Scripting.dll | |
| Properties | |
| ProjectPath | |
| HdklnstallRoot | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # The PathUtilities class must be imported from Utilities before it is used | |
| from HdkApi.Core.Utilities import PathUtilities | |
| class PathUtilitiesExample(): | |
| def _init_(self) : | |
| # Get the current project path | |
| projectPath = PathUtilities.ProjectPath | |
| textFilePath = System.10.Path.Combine(projectPath, "myFile.txt") | |
| print(textFilePath) | |
| # Get the current hdk install root | |
| hdklnstallRoot = PathUtilities.HdklnstallRoot | |
| iconPath = System.10.Path.Combine(hdklnstallRoot, "dev/scripts/SceneEditor/icons/myFile.png") | |
| print(iconPath) | |
| HdkApi. Data. AgeRating | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| AgeRatingltem | |
| Provides information about an age rating item | |
| Home.Data.Scripting | |
| HdkApi. Data. AgeRating. AgeRatingltem | |
| AgeRatingltem | |
| Provides information about an age rating item | |
| Namespace: HdkApi.Data.AgeRating | |
| Assembly: Home.Data.Scripting.dll | |
| Additional Information | |
| Country | |
| Code | |
| Region | |
| Rating System | |
| United States | |
| US | |
| SCEA | |
| ESRB | |
| Canada | |
| CA | |
| SCEA | |
| ESRB | |
| United Kingdom | |
| GB | |
| SCEE | |
| PEGI BBFC | |
| Ireland | |
| IE | |
| SCEE | |
| PEGI | |
| Belgium | |
| BE | |
| SCEE | |
| PEGI | |
| Luxembourg | |
| LU | |
| SCEE | |
| PEGI | |
| Netherlands | |
| NL | |
| SCEE | |
| PEGI | |
| France | |
| FR | |
| SCEE | |
| PEGI | |
| Germany | |
| DE | |
| SCEE | |
| USK | |
| Austria | |
| AT | |
| SCEE | |
| PEGI | |
| Switzerland | |
| CH | |
| SCEE | |
| PEGI | |
| Italy | |
| IT | |
| SCEE | |
| PEGI | |
| Portugal | |
| PT | |
| SCEE | |
| PEGI | |
| Denmark | |
| DK | |
| SCEE | |
| PEGI | |
| Finland | |
| FI | |
| SCEE | |
| PEGI | |
| Norway | |
| NO | |
| SCEE | |
| PEGI | |
| Sweden | |
| SE | |
| SCEE | |
| PEGI | |
| Australia | |
| AU | |
| SCEE | |
| ACB | |
| New Zealand | |
| NZ | |
| SCEE | |
| OFLCNZACB | |
| Spain | |
| ES | |
| SCEE | |
| PEGI | |
| Russia | |
| RU | |
| SCEE | |
| PEGI | |
| UAE | |
| AE | |
| SCEE | |
| PEGI | |
| South Africa | |
| ZA | |
| SCEE | |
| PEGI | |
| Czech Republic | |
| CZ | |
| SCEE | |
| PEGI | |
| Saudi Arabia | |
| SA | |
| SCEE | |
| PEGI | |
| Poland | |
| PL | |
| SCEE | |
| PEGI | |
| Greece | |
| GR | |
| SCEE | |
| PEGI | |
| Hong Kong | |
| HK | |
| SCEAsia | |
| Taiwan | |
| TW | |
| SCEAsia | |
| CGSRR | |
| Singapore | |
| SG | |
| SCEAsia | |
| Malaysia | |
| MY | |
| SCEAsia | |
| Thailand | |
| TH | |
| SCEAsia | |
| Indonesia | |
| ID | |
| SCEAsia | |
| Korea | |
| KR | |
| SCEK | |
| GRB | |
| Japan | |
| JP | |
| SCEJ | |
| SCEJ | |
| Rating System | |
| Rating Code | |
| Description | |
| Descriptor | |
| ESRB | |
| EC | |
| Early Childhood | |
| Alcohol Reference | |
| E | |
| Everyone | |
| Animated Blood | |
| E10+ | |
| Everyone 10+ | |
| Blood | |
| T | |
| Teen | |
| Blood and Gore | |
| M | |
| Mature | |
| Cartoon Violence | |
| AO | |
| Adults Only | |
| Comic Mischief | |
| RP | |
| Rating Pending | |
| Crude Humour | |
| Drug Reference | |
| Edutainment | |
| Fantasy Violence | |
| Informational | |
| Intense Violence | |
| Language | |
| Lyrics | |
| Mature Humour | |
| Mild Blood | |
| Mild Cartoon Violence | |
| Mild Fantasy Violence | |
| Mild Language | |
| Mild Lyrics | |
| Mild Violence | |
| Mild Suggestive Themes | |
| Nudity | |
| Partial Nudity | |
| Real Gambling | |
| Sexual Themes | |
| Sexual Violence | |
| Simulated Gambling | |
| Some Assistance May Be Needed | |
| Strong Language | |
| Strong Lyrics | |
| Strong Sexual Content | |
| Suggestive Themes | |
| Tobacco References | |
| Use of Alcohol | |
| Use of Drugs | |
| Use of Tobacco | |
| Violence | |
| Online Interactions Not Rated by the ESRB | |
| Visit www.esrb.org for rating information. | |
| May contain content inappropriate for children. | |
| PEGI | |
| OK | |
| PEGI OK | |
| Bad Language | |
| 3+ | |
| PEGI3+ | |
| Discrimination | |
| 4+ | |
| PEGI4+ | |
| Drugs | |
| 6+ | |
| PEGI6+ | |
| Fear | |
| 7+ | |
| PEGI 7+ | |
| Sexual Content | |
| 12+ | |
| PEGI12+ | |
| Violence | |
| 16+ | |
| PEGI16+ | |
| Gambling | |
| 18+ | |
| PEGI18+ | |
| Online | |
| BBFC | |
| Uc | |
| U | |
| PG | |
| 12A | |
| 15 | |
| 18 | |
| R18 | |
| Universal Children | |
| Universal | |
| Parental Guidance | |
| 12 Advisory | |
| 15 | |
| 18 | |
| Restricted 18 | |
| USK | |
| 0 | |
| 0 | |
| 6 | |
| 6 | |
| 12 | |
| 12 | |
| 16 | |
| 16 | |
| 18 | |
| 18 | |
| ACB | |
| CTC | |
| Check The Classification | |
| Blood and Gore | |
| G | |
| Content May Change When Played Online | |
| PG | |
| General | |
| Crude Humor | |
| M | |
| ParentalGuidance | |
| Dangerous Stunts | |
| MAI 5+ | |
| Mature | |
| Mild Battle Violence | |
| Mature Restricted | |
| Mild Coarse Language | |
| Mild Drug References | |
| Mild Fantasy Violence | |
| Mild Gambling References | |
| Mild Florror Theme | |
| Mild Nudity | |
| Mild Science Fiction Violence | |
| Mild Sex Scene | |
| Mild Sex Scenes | |
| Mild Sexual Reference | |
| Mild Sexual References | |
| Mild Themes | |
| Mild Violence | |
| Moderate Battle Violence | |
| Moderate Coarse Language | |
| Moderate Drug References | |
| Moderate Drug Use | |
| Moderate Fantasy Violence | |
| Moderate Florror Themes | |
| Moderate Florror Violence | |
| Moderate Nudity | |
| Moderate Science Fiction Violence | |
| Moderate Sex Scene | |
| Moderate Sex Scenes | |
| Moderate Sexual Reference | |
| Moderate Sexual References | |
| Moderate Themes | |
| Moderate Violence | |
| Scary Scenes | |
| Strong Battle Violence | |
| Strong Coarse Language | |
| Strong Drug References | |
| Strong Drug Use | |
| Strong Fantasy Violence | |
| Strong Graphic Violence | |
| Strong Horror Themes | |
| Strong Horror Violence | |
| Strong Nudity | |
| Strong Science Fiction Violence | |
| Strong Sex Scene | |
| Strong Sex Scenes | |
| Strong Sexual Reference | |
| Strong Sexual References | |
| Strong Sexual Violence | |
| Strong Themes | |
| Strong Violence | |
| General Adult Themes | |
| ParentalGuidance Anti-Social Behaviour | |
| Mature Battle Violence | |
| Restricted 13 Brutal Violence | |
| Restricted 15 Content That May Disturb | |
| Restricted 16 Content That May Offend | |
| Restricted 18 Could Have a Negative Effect on Children | |
| Restricted Cruelty | |
| Depicts Graphic And Realistic War Scenes | |
| Disturbing Content | |
| Drug Use | |
| Explicit Language | |
| Explicit Sex Scenes | |
| Extra Material May Offend or Disturb | |
| Graphic Animal Cruelty | |
| Graphic Violence | |
| Horror Scenes | |
| Irresponsible Behaviour Associated With Alcohol | |
| Nudity | |
| Offensive Language | |
| Other Content That May Offend | |
| Realistic Horror | |
| Sadistic Cruelty | |
| Sadistic Violence | |
| Sex Scenes | |
| Sexual Abuse | |
| Sexual Abuse Themes | |
| Sexual Coercion | |
| Sexual Content That May Offend | |
| Sexual Material | |
| Sexual References | |
| Sexual Themes | |
| Sexual Violence | |
| Strong Offensive Language | |
| Suicide | |
| Torture | |
| Use of Menstrual Blood | |
| Violence | |
| GRB | |
| ALL | |
| 12 | |
| 15 | |
| 18 | |
| ALL | |
| 12 | |
| 15 | |
| 18 | |
| Violence | |
| Sexual | |
| Horror | |
| Language | |
| Drug | |
| Crime | |
| Gamble | |
| SCEJ | |
| B | |
| 12+ | |
| Love | |
| C | |
| 15+ | |
| Sexual Content | |
| D | |
| 17+ | |
| Violence | |
| Z | |
| 18+ | |
| Horror | |
| Gambling | |
| Crime | |
| Use of alcohol or tobacco | |
| Use of drugs | |
| Language | |
| CGSRR All Ages All Ages | |
| 6 and above 6 and above | |
| 12 and above 12 and above | |
| 18 and above | |
| 18 and above | |
| Methods | |
| HdkApi.Data.AgeRating.AgeRatingltem AgeRatingltem.Create( rating ) | |
| Properties | |
| OFLCNZ G | |
| PG | |
| M | |
| R13 | |
| R15 | |
| R16 | |
| R18 | |
| R | |
| Rating | |
| MinimumAge | |
| ParentalControlLevel | |
| ContentDescriptors | |
| AdditionalData | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| #</copyright> | |
| # Import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes | |
| # Import the AgeRatingltem class | |
| from HdkApi.Data.AgeRating import AgeRatingltem | |
| class AgeRatingsExample(): | |
| def _init_(self) : | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| loadedObject = None | |
| try: | |
| # First load the object whose age rating data we wish to edit | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| except Exception, e: | |
| print "Failed to load object '{0}': {1}".format(uuid, e) | |
| return | |
| if not loadedObject: | |
| print "Object '{0}’ was not found".format(uuid) | |
| return | |
| # An object's age ratings are accessed through its header component | |
| header = loadedObject.Components[ComponentTypes.Header] | |
| # The age ratings are returned as a HdkDictionary keyed by the country which each rating | |
| belongs to | |
| for ageRating in header.AgeRatings: | |
| print "{0} - {1}".format(ageRating.Key, ageRating.Value.Rating) | |
| # To create a new age rating use the AgeRatingltem.Create method | |
| # This method takes in a string containing the rating system and rating | |
| pegiltem = AgeRatingltem.Create ("PEGI__12 + ") | |
| # To set the Parental Control Level use the ParentalControlLevel property | |
| pegiltem.ParentalControlLevel = 8 | |
| # To set the Minimum Age use the MinimumAge property | |
| pegiltem.MinimumAge = 12 | |
| # To set a particular content descriptor use the ContentDescriptors property | |
| # This property returns a HdkDictionary of descriptors to booleans | |
| # By default all descriptors are set to False | |
| pegiltem.ContentDescriptors["Violence"] = True | |
| # Once the age rating has been setup it can be assigned to a country | |
| # If the country does not support the age rating's rating system an exception is thrown | |
| header.AgeRatings["GB"] = pegiltem | |
| # The same age rating can be assigned to multiple countries | |
| header.AgeRatings["FR"] = pegiltem | |
| # An age rating can also be assigned to all countries which use a particular rating system | |
| header.AgeRatings["ALL-PEGI"] = pegiltem | |
| # To remove an age rating use the Remove method of the HdkDictionary | |
| header.AgeRatings.Remove("ALL-PEGI") | |
| # To write the changed age ratings to disc use the HomeObject Save method | |
| loadedObject.Save() | |
| HdkApi.Data.Collect | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Collect | |
| A utility class used to collect dependencies of objects or scenes. | |
| Home.Data.Scripting | |
| HdkApi.Data.Collect.Collect | |
| Collect | |
| A utility class used to collect dependencies of objects or scenes. | |
| Namespace: HdkApi.Data.Collect | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| System.Stringj] Collect.DependenciesForObject( obj) | |
| System.Stringj] Collect.DependenciesForObjects( objs ) | |
| System.Stringj] Collect.DependenciesForScene( scene ) | |
| System.Stringj] Collect.DependenciesForScenes( scenes ) | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| from HdkApi.Data.Object import ObjectManager | |
| from HdkApi.Data.Collect import Collect | |
| import zipfile | |
| class CollectExample(): | |
| def _init_(self) : | |
| components = ["network"] | |
| foundObjects = ObjectManager.SearchByComponents(components) | |
| dependentFiles = Collect.DependenciesForObjects(foundObjects) | |
| f = zipfile.ZipFile('d:\\collect_test.zip', 'w’) | |
| for dependentFile in dependentFiles: | |
| f.write(dependentFile) | |
| f.close () | |
| collectExample = CollectExample() | |
| Associated Types | |
| • HdkApi.Data.Object.Uuid | |
| HdkApi.Data.Object | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| ObjectComponent | |
| Provides information about an object component | |
| Home.Data.Scripting | |
| ComponentTypes | |
| Lists all of the object component types | |
| Home.Data.Scripting | |
| HomeObject | |
| Provides information about an object loaded through the ObjectManager class. Allows an object's data to be viewed and edited. | |
| Home.Data.Scripting | |
| Localisationltem | |
| Home.Data.Scripting | |
| ObjectManager | |
| ObjectManager is used to load objects for viewing and editing | |
| Home.Data.Scripting | |
| ObjectResource | |
| Provides information about a resource on disk which may be associated with an object and used by a component | |
| Home.Data.Scripting | |
| TerritoryTypes | |
| Lists ail of the territory types | |
| Home.Data.Scripting | |
| Uuid | |
| Uuid object used to identify an object. To create a new Uuid use Uuid.Createj) | |
| Home.Data.Scripting | |
| HdkApi.Data.Object.ComponentTypes | |
| ComponentTypes | |
| Lists all of the object component types | |
| Namespace: HdkApi.Data.Object | |
| Assembly: Home.Data.Scripting.dll | |
| Remarks | |
| Each type is used to look up a specific component in the Components dictionary accessed through an Object's Components property | |
| Constructors | |
| ComponentTypesj) | |
| Fields | |
| Active | |
| ArcadeGame | |
| Clothing | |
| EmbeddedObject | |
| Furniture | |
| GameLaunch | |
| Fleader | |
| MiniGame | |
| Portable | |
| Targetable | |
| LuaEnvironment | |
| Entity | |
| Particles | |
| Network | |
| EventTimer | |
| Osd | |
| Pad | |
| Renderer | |
| Screen | |
| Camera | |
| System | |
| GameLaunchProperties | |
| Light | |
| Repertoire | |
| GameSpawner | |
| RealTimeGame | |
| GroupDoor | |
| ResourcePack | |
| MemorySlots | |
| SceneTransition | |
| Associated Types | |
| • FHdkApi. Data. Object. PlomeObject | |
| • FHdkApi. Data. Object. ObjectComponent | |
| HdkApi.Data.Object.HomeObject | |
| HomeObject | |
| Provides information about an object loaded through the ObjectManager class. Allows an object's data to be viewed and edited. | |
| Namespace: FHdkApi.Data.Object | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| System.Boolean Validate( validatorOutput) | |
| System.Boolean Package( validatorOutput, packagerOutput) | |
| Save() | |
| System.Collections.Generic.List[HdkApi.Data.Object.ObjectResource] GetResources() | |
| System.Collections.Generic.ListjHdkApi.Data.Object.ObjectResource] GetResources( type ) | |
| HdkApi.Data.Object.ObjectResource AddResource( name, type, filepath ) | |
| RemoveResourcef resource) | |
| System.Collections.Generic. ListjHdkApi. Data.Object.Localisation Item] GetLocalisationltemsj) | |
| HdkApi.Data.Object.Localisationltem GetLocalisationltemj key) | |
| HdkApi.Data.Object.Localisationltem AddLocalisationltem( reference ) | |
| RemoveLocalisationltemj item) | |
| Properties | |
| Uuid | |
| Name | |
| Components | |
| Entitlementld | |
| Categoryld | |
| Productld | |
| Dependencies | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes, | |
| TerritoryTypes | |
| # Import the MessageType class as we need this for the object validation and packaging output | |
| from HdkApi.Data.Reporting import MessageType | |
| # Also import PathUtilities as we use it to get the project path | |
| from HdkApi.Core.Utilities import PathUtilities | |
| class ObjectManagerExample(): | |
| def _init_(self) : | |
| try: | |
| # Load an object by its uuid | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| # Load an object by its object.xml path | |
| objectPath = PathUtilities.ProjectPath + | |
| /build/objects/00000000-00000000-00000000-00000018/object.xml" | |
| loadedObject = ObjectManager.LoadByFilename(objectPath) | |
| except Exception, e: | |
| print "Failed to load object {0}: {1}".format(uuid, e) | |
| # Get the Uuids of all objects which contain either a 'furniture' or an 'active' component | |
| components = ["furniture", "active"] | |
| foundObjects = ObjectManager.SearchByComponents(components) | |
| # Get the Uuids of all objects which contain a resource with the path 'resourcePath' | |
| resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua" | |
| foundObjects = ObjectManager.SearchByResource(resourcePath) | |
| # Print the entitlement_id for the territory 'SCEA' | |
| print loadedObject.Entitlementld[TerritoryTypes.SCEA] | |
| # Set the entitlement_id for the territory 'SCEE' | |
| loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD" | |
| # Print the name of each component which loadedObject contains | |
| for component in loadedObject.Components.Keys: | |
| print component | |
| # Try to access the furniture component and set the furniture metadata item | |
| if loadedObject.Components.ContainsKey(ComponentTypes.Furniture): | |
| loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair" | |
| # Validate an object | |
| if loadedObject.Validate(self.Output): | |
| print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid) | |
| # Validate and package an object | |
| # The first passed in callback is triggered for validation output | |
| # The second callback is triggered for packager output | |
| if loadedObject.Package(self.Output, self.Output): | |
| print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid) | |
| # Example function for handling object validation and packager output | |
| def Output(self, msg, msgType): | |
| if (msgType == MessageType.INFO): | |
| print "INFO: {0}\n".format(msg) | |
| elif (msgType == MessageType.WARNING): | |
| print "WARNING: {0}\n".format(msg) | |
| elif (msgType == MessageType.ERROR): | |
| print "ERROR: {0}\n".format(msg) | |
| elif (msgType == MessageType.FATAL): | |
| print "FATAL: {0}\n".format(msg) | |
| objectManagerExample = ObjectManagerExample() | |
| Associated Types | |
| • HdkApi.Data.Object.ObjectManager | |
| • HdkApi. Data. Object. ObjectComponent | |
| HdkApi.Data.Object.Localisationltem | |
| Localisationltem | |
| Namespace: HdkApi.Data.Object | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| System.Boolean HasLanguage( language ) | |
| System.String GetPhrase( language ) | |
| SetPhrase( language, phrase) | |
| HdkApi.Core.Collections.HdkDictionaryjSystem.String,System.String] GetPhrases]) | |
| Properties | |
| Key | |
| SupportedLanguages | |
| Associated Types | |
| • HdkApi. Data.Object.ObjectManager | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi. Data.Object.ObjectComponent | |
| ObjectComponent | |
| Provides information about an object component | |
| Namespace: HdkApi.Data.Object | |
| Assembly: Home.Data.Scripting.dll | |
| Properties | |
| Type | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes, | |
| TerritoryTypes | |
| # Import the MessageType class as we need this for the object validation and packaging output | |
| from HdkApi.Data.Reporting import MessageType | |
| # Also import PathUtilities as we use it to get the project path | |
| from HdkApi.Core.Utilities import PathUtilities | |
| class ObjectManagerExample(): | |
| def _init_(self) : | |
| try: | |
| # Load an object by its uuid | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| # Load an object by its object.xml path | |
| objectPath = PathUtilities.ProjectPath + | |
| "/build/objects/00000000-00000000-00000000-00000018/object.xml" | |
| loadedObject = ObjectManager.LoadByFilename(objectPath) | |
| except Exception, e: | |
| print "Failed to load object {0}: {1}".format(uuid, e) | |
| # Get the Uuids of all objects which contain either a 'furniture' or an 'active' component | |
| components = ["furniture", "active"] | |
| foundObjects = ObjectManager.SearchByComponents(components) | |
| # Get the Uuids of all objects which contain a resource with the path 'resourcePath' | |
| resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua" | |
| foundObjects = ObjectManager.SearchByResource(resourcePath) | |
| # Print the entitlement_id for the territory 'SCEA' | |
| print loadedObject.Entitlementld[TerritoryTypes.SCEA] | |
| # Set the entitlement_id for the territory 'SCEE' | |
| loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD" | |
| # Print the name of each component which loadedObject contains | |
| for component in loadedObject.Components.Keys: | |
| print component | |
| # Try to access the furniture component and set the furniture metadata item | |
| if loadedObject.Components.ContainsKey(ComponentTypes.Furniture): | |
| loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair" | |
| # Validate an object | |
| if loadedObject.Validate(self.Output): | |
| print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid) | |
| # Validate and package an object | |
| # The first passed in callback is triggered for validation output | |
| # The second callback is triggered for packager output | |
| if loadedObject.Package(self.Output, self.Output): | |
| print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid) | |
| # Example function for handling object validation and packager output | |
| def Output(self, msg, msgType): | |
| if (msgType == MessageType.INFO): | |
| print "INFO: {0}\n".format(msg) | |
| elif (msgType == MessageType.WARNING): | |
| print "WARNING: {0}\n".format(msg) | |
| elif (msgType == MessageType.ERROR): | |
| print "ERROR: {0}\n".format(msg) | |
| elif (msgType == MessageType.FATAL): | |
| print "FATAL: {0}\n".format(msg) | |
| objectManagerExample = ObjectManagerExample() | |
| Associated Types | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi. Data. Object. ObjectManager | |
| ObjectManager | |
| ObjectManager is used to load objects for viewing and editing | |
| Namespace: HdkApi.Data.Object | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| HdkApi.Data.Object.HomeObject ObjectManager.LoadByFilenamef objectFilename ) | |
| HdkApi.Data.Object.HomeObject ObjectManager.LoadBylluid( uuidToLoad ) | |
| System.Collections.Generic. IEnumerable[HdkApi. Data.Object.Uuid] ObjectManager.SearchByComponents] components ) | |
| System.Collections.Generic.IEnumerable[HdkApi.Data.Object.Uuid] ObjectManager.SearchByResourcef resourcePath ) | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes, | |
| TerritoryTypes | |
| # Import the MessageType class as we need this for the object validation and packaging output | |
| from HdkApi.Data.Reporting import MessageType | |
| # Also import PathUtilities as we use it to get the project path | |
| from HdkApi.Core.Utilities import PathUtilities | |
| class ObjectManagerExample(): | |
| def _init_(self) : | |
| try: | |
| # Load an object by its uuid | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| # Load an object by its object.xml path | |
| objectPath = PathUtilities.ProjectPath + | |
| "/build/objects/00000000-00000000-00000000-00000018/object.xml" | |
| loadedObject = ObjectManager.LoadByFilename(objectPath) | |
| except Exception, e: | |
| print "Failed to load object {0}: {1}".format(uuid, e) | |
| # Get the Uuids of all objects which contain either a 'furniture' or an 'active' component | |
| components = ["furniture", "active"] | |
| foundObjects = ObjectManager.SearchByComponents(components) | |
| # Get the Uuids of all objects which contain a resource with the path 'resourcePath' | |
| resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua" | |
| foundObjects = ObjectManager.SearchByResource(resourcePath) | |
| # Print the entitlement_id for the territory 'SCEA' | |
| print loadedObject.Entitlementld[TerritoryTypes.SCEA] | |
| # Set the entitlement_id for the territory 'SCEE' | |
| loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD" | |
| # Print the name of each component which loadedObject contains | |
| for component in loadedObject.Components.Keys: | |
| print component | |
| # Try to access the furniture component and set the furniture metadata item | |
| if loadedObject.Components.ContainsKey(ComponentTypes.Furniture): | |
| loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair" | |
| # Validate an object | |
| if loadedObject.Validate(self.Output): | |
| print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid) | |
| # Validate and package an object | |
| # The first passed in callback is triggered for validation output | |
| # The second callback is triggered for packager output | |
| if loadedObject.Package(self.Output, self.Output): | |
| print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid) | |
| # Example function for handling object validation and packager output | |
| def Output(self, msg, msgType): | |
| if (msgType == MessageType.INFO): | |
| print "INFO: {0}\n".format(msg) | |
| elif (msgType == MessageType.WARNING): | |
| print "WARNING: {0}\n".format(msg) | |
| elif (msgType == MessageType.ERROR): | |
| print "ERROR: {0}\n".format(msg) | |
| elif (msgType == MessageType.FATAL): | |
| print "FATAL: {0}\n".format(msg) | |
| objectManagerExample = ObjectManagerExample() | |
| Associated Types | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi.Data.Object.ObjectResource | |
| ObjectResource | |
| Provides information about a resource on disk which may be associated with an object and used by a component | |
| Namespace: HdkApi.Data.Object | |
| Assembly: Home.Data.Scripting.dll | |
| Additional Information | |
| Resource Types: | |
| • "model" | |
| • "texture" | |
| • "particle" | |
| • "file" | |
| • "xml" | |
| • "collision" | |
| • "anim" | |
| • "skeleton” | |
| • "soundbank" | |
| • "soundstream" | |
| • "repertoire" | |
| • "rig_settings" | |
| • "control_rig" | |
| • "emotes” | |
| • "lua" | |
| • "image" | |
| Properties | |
| Path | |
| Type | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, HomeObject, Uuid, ObjectResource | |
| # Also import PathUtilities as we use it to get the project path | |
| from HdkApi.Core.Utilities import PathUtilities | |
| class HomeObjectResourceExample(): | |
| def _init_(self) : | |
| try: | |
| # Load an object by its uuid | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| # Add model resource to the object | |
| resourcePath = PathUtilities.ProjectPath + | |
| '/Build/Furniture/Home_Rug_Sample/Home_Rug_Sample.mdl' | |
| resource = loadedObject.AddResource("test_resource", 'model 1 , resourcePath) | |
| # Print the name of each resource the loadedObject contains | |
| for objectResource in loadedObject.GetResources(): | |
| print objectResource.Name | |
| # Print the name of each model resource the loadedObject contains | |
| for objectResource in loadedObject.GetResources('model'): | |
| print objectResource.Name | |
| # Remove the resource from the object | |
| loadedObject.RemoveResource(resource) | |
| except Exception, e: | |
| print "{0}".format(e) | |
| resourceExample = HomeObjectResourceExample() | |
| Associated Types | |
| • HdkApi.Data.Object.HomeObject | |
| HdkApi.Data.Object.TerritoryTypes | |
| TerritoryTypes | |
| Lists all of the territory types | |
| Namespace: HdkApi.Data.Object | |
| Assembly: Home.Data.Scripting.dll | |
| Remarks | |
| Each type is used to look up a specific value in the entitlementjd, categoryJd and productjd dictionaries accessed through an Object's | |
| Entitlementld, Categoryld and Productld properties | |
| Fields | |
| SCEE | |
| SCEA | |
| SCEJ | |
| SCEAsia | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the TerritoryTypes class | |
| from HdkApi.Data.Object import TerritoryTypes | |
| class TerritoryTypes_Example(): | |
| def _init_(self) : | |
| territories = [TerritoryTypes.SCEA,TerritoryTypes.SCEE,TerritoryTypes.SCEJ,TerritoryTypes.SCEAsia] | |
| for territory in territories: | |
| print (territory) | |
| tt_example = TerritoryTypes_Example() | |
| Associated Types | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi. Data.Object.Uuid | |
| Uuid | |
| Uuid object used to identify an object. To create a new Uuid use Uuid.CreateQ | |
| Namespace: HdkApi.Data.Object | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| HdkApi.Data.Object.Uuid Uuid.Create( uuid ) | |
| System.Boolean Uuid.IsValidj uuid ) | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Uuid class | |
| from HdkApi.Data.Object import Uuid | |
| class UuidExample(): | |
| def _init_(self) : | |
| strHelicopterUuid = "45864836-89475616-84123186-13213216 | |
| isValid = Uuid.IsValid(strHelicopterUuid) | |
| if isValid: | |
| HelicopterUuid = Uuid.Create(strHelicopterUuid) | |
| print "Get to the chopper! %s" % strHelicopterUuid | |
| strDinosaurUuid = "DINOSAUR-SARENOTA-UUIDVELO-CIRAPTOR" | |
| isValid = Uuid.IsValid(strDinosaurUuid) | |
| if isValid == False: | |
| print "Dinosaurs are extinct!" | |
| ux = UuidExample() | |
| Associated Types | |
| • HdkApi.Data.Object.ObjectManager | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi.Data.Object.Components | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| ClothingComponent | |
| Provides information about a clothing component | |
| Home.Data.Scripting | |
| HeaderComponent | |
| Header information for an object, used for indexing and general information. | |
| Home.Data.Scripting | |
| FurnitureComponent | |
| Provides information about a furniture component | |
| Home. Data. Scripting | |
| GameLaunchComponent | |
| Provides information about a gamejaunch component | |
| Home.Data.Scripting | |
| HdkApi.Data.Object.Components.ClothingComponent | |
| ClothingComponent | |
| Provides information about a clothing component | |
| Namespace: HdkApi.Data.Object.Components | |
| Assembly: Home.Data.Scripting.dll | |
| Properties | |
| Name | |
| ClothingType | |
| Clothing | |
| Rigs | |
| Type | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # Import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes | |
| # Import the ClothingComponent class | |
| from HdkApi.Data.Object.Components import ClothingComponent | |
| class ClothingExample(): | |
| def _init_(self) : | |
| # Load an object by its uuid | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| try: | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| if loadedObject.Components.ContainsKey(ComponentTypes.Clothing): | |
| # Change the category of the clothing item | |
| loadedObject.Components[ComponentTypes.Clothing].Clothing = "Hat | |
| # Change the rig which the clothing item is designed for | |
| loadedObject.Components[ComponentTypes.Clothing].Rigs = | |
| " 00000000 - 00000000 - 00000010 - 00000000 " | |
| except Exception, e: | |
| print "Failed to load object {0}: {1}".format(uuid, e) | |
| Associated Types | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi.Data.Object.Components.FurnitureComponent | |
| FurnitureComponent | |
| Provides information about a furniture component | |
| Namespace: HdkApi.Data.Object.Components | |
| Assembly: Home.Data.Scripting.dll | |
| Properties | |
| Furniture | |
| Type | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # Import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes | |
| # Import the FurnitureComponent class | |
| from HdkApi.Data.Object.Components import FurnitureComponent | |
| class FurnitureExample(): | |
| def _init_(self) : | |
| # Load an object by its uuid | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| try: | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| if loadedObject.Components.ContainsKey(ComponentTypes.Furniture): | |
| # Change the category of the furniture item | |
| loadedObject.Components[ComponentTypes.Furniture].Furniture = | |
| except Exception, e: | |
| print "Failed to load object {0}: {1}".format(uuid, e) | |
| Associated Types | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi.Data.Object.Components.GameLaunchComponent | |
| GameLaunchComponent | |
| Provides information about a gamejaunch component | |
| Namespace: HdkApi.Data.Object.Components | |
| Assembly: Home.Data.Scripting.dll | |
| Properties | |
| Communicationid | |
| Titleld | |
| Type | |
| "Desk" | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # Import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, Uuid, ComponentTypes | |
| # Import the GameLaunchComponent class | |
| from HdkApi.Data.Object.Components import GameLaunchComponent | |
| class GameLaunchExample(): | |
| def _init_(self) : | |
| # Load an object by its uuid | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| try: | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| if loadedObject.Components.ContainsKey(ComponentTypes.GameLaunch): | |
| # Change the communication id | |
| loadedObject.Components[ComponentTypes.GameLaunch].Communicationld = "COMM_ID | |
| # Change the title id | |
| loadedObject.Components[ComponentTypes.GameLaunch].Titleld = "GAME_TITLE" | |
| except Exception, e: | |
| print "Failed to load object {0}: {1}".format(uuid, e) | |
| Associated Types | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi. Data.Object.Components.HeaderComponent | |
| HeaderComponent | |
| Header information for an object, used for indexing and general information. | |
| Namespace: HdkApi.Data.Object.Components | |
| Assembly: Home.Data.Scripting.dll | |
| Properties | |
| Name | |
| Description | |
| Author | |
| ObjectVersion | |
| Publisher | |
| Template | |
| TemplateVersion | |
| AgeRatings | |
| HelpText | |
| Lpid | |
| Type | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Object classes | |
| from HdkApi.Data.Object import ObjectManager, HomeObject, ObjectComponent, Uuid, ComponentTypes, | |
| TerritoryTypes | |
| # Import the MessageType class as we need this for the object validation and packaging output | |
| from HdkApi.Data.Reporting import MessageType | |
| # Also import PathUtilities as we use it to get the project path | |
| from HdkApi.Core.Utilities import PathUtilities | |
| class ObjectManagerExample(): | |
| def _init_(self) : | |
| try: | |
| # Load an object by its uuid | |
| uuid = Uuid.Create("00000000-00000000-00000000-00000018") | |
| loadedObject = ObjectManager.LoadByUuid(uuid) | |
| # Load an object by its object.xml path | |
| objectPath = PathUtilities.ProjectPath + | |
| "/build/objects/00000000-00000000-00000000-00000018/object.xml" | |
| loadedObject = ObjectManager.LoadByFilename(objectPath) | |
| except Exception, e: | |
| print "Failed to load object {0}: {1}".format(uuid, e) | |
| # Get the Uuids of all objects which contain either a 'furniture' or an 'active' component | |
| components = ["furniture", "active"] | |
| foundObjects = ObjectManager.SearchByComponents(components) | |
| # Get the Uuids of all objects which contain a resource with the path 'resourcePath' | |
| resourcePath = "objects/00000000-00000000-00000000-00000018/main.lua" | |
| foundObjects = ObjectManager.SearchByResource(resourcePath) | |
| # Print the entitlement_id for the territory 'SCEA' | |
| print loadedObject.Entitlementld[TerritoryTypes.SCEA] | |
| # Set the entitlement_id for the territory 'SCEE' | |
| loadedObject.Entitlementld[TerritoryTypes.SCEE] = "LUA_REWARD" | |
| # Print the name of each component which loadedObject contains | |
| for component in loadedObject.Components.Keys: | |
| print component | |
| # Try to access the furniture component and set the furniture metadata item | |
| if loadedObject.Components.ContainsKey(ComponentTypes.Furniture): | |
| loadedObject.Components[ComponentTypes.Furniture].Furniture = "Chair" | |
| # Validate an object | |
| if loadedObject.Validate(self.Output): | |
| print "{0} - {1} passed validations\n".format(loadedObject.Name, loadedObject.Uuid) | |
| # Validate and package an object | |
| # The first passed in callback is triggered for validation output | |
| # The second callback is triggered for packager output | |
| if loadedObject.Package(self.Output, self.Output): | |
| print "{0} - {1} succesfully packaged\n".format(loadedObject.Name, loadedObject.Uuid) | |
| # Example function for handling object validation and packager output | |
| def Output(self, msg, msgType): | |
| if (msgType == MessageType.INFO): | |
| print "INFO: {0}\n".format(msg) | |
| elif (msgType == MessageType.WARNING): | |
| print "WARNING: {0}\n".format(msg) | |
| elif (msgType == MessageType.ERROR): | |
| print "ERROR: {0}\n".format(msg) | |
| elif (msgType == MessageType.FATAL): | |
| print "FATAL: {0}\n".format(msg) | |
| objectManagerExample = ObjectManagerExample() | |
| Associated Types | |
| • HdkApi. Data. Object. HomeObject | |
| HdkApi.Data.Packager | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Packager | |
| The Packager class is used to package objects and scenes | |
| Home.Data.Scripting | |
| HdkApi. Data.Packager.Packager | |
| Packager | |
| The Packager class is used to package objects and scenes | |
| Namespace: HdkApi.Data.Packager | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| System.Boolean Packager.PackageObjectj uuid, validatorOutput, packagerOutput) | |
| System.Boolean Packager.PackageScene( scenePath, sceneType, validatorOutput, packagerOutput) | |
| HdkApi.Data.Reporting | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| MessageType | |
| The types of messages which can be returned through the MessageOutput delegate | |
| Home.Data.Scripting | |
| HdkApi.Data.Reporting. MessageType | |
| MessageType | |
| The types of messages which can be returned through the MessageOutput delegate | |
| Namespace: HdkApi.Data.Reporting | |
| Assembly: Home.Data.Scripting.dll | |
| Fields | |
| INFO | |
| WARNING | |
| ERROR | |
| FATAL | |
| HdkApi.Data.Scene | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| GameObjectFolder | |
| Provides information about a GameObjectFolder within a Scene | |
| Home.Data.Scripting | |
| GameObject | |
| Provides information about a Game Object within a Scene | |
| Home.Data.Scripting | |
| GameObjectTypes | |
| Lists all of the game object types | |
| Home.Data.Scripting | |
| HomeScene | |
| Provides information about a scene | |
| Home.Data.Scripting | |
| SceneConverter | |
| Provides functions for converting between scene (.scene) and scene project (.scproj) files. | |
| Home.Data.Scripting | |
| SceneTypes | |
| Lists all of the scene types | |
| Home.Data.Scripting | |
| HdkApi.Data.Scene.GameObject | |
| GameObject | |
| Provides information about a Game Object within a Scene | |
| Namespace: HdkApi.Data.Scene | |
| Assembly: Home.Data.Scripting.dll | |
| Properties | |
| Name | |
| Type | |
| Translation | |
| Rotation | |
| Scale | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the SceneProject classes | |
| from HdkApi.Data.Scene import HomeScene, GameObject | |
| # Import the SceneEditor class so we can get the current scene project open in the Scene Editor | |
| from HdkApi.SceneEditor import SceneEditor | |
| # Import the Maths Converters class so we can use the degrees to radians function | |
| from HdkApi.Core.Maths import Converters | |
| class SceneProjectExample() : | |
| def _init_(self) : | |
| # Get the scene project which is currently open in the Scene Editor | |
| openSceneProj = SceneEditor.CurrentScene | |
| # Print the scene project's full file path | |
| print openSceneProj.FilePath | |
| # Print the name and type of each game object within the scene project | |
| for gameObject in openSceneProj.AllGameObjects: | |
| print "{0} : {1}".format(gameObject.Name, gameObject.Type) | |
| # Find a game object by its name | |
| spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point") | |
| if spawnPoint != None: | |
| # Change the translation, rotation and scale of the spawn point | |
| spawnPoint.Translation = Vector3(20, 0, 0) | |
| spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0) | |
| spawnPoint.Scale = Vector3(2, 1, 1) | |
| # Find all game objects of the type 'entityType' | |
| entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity) | |
| # Print the name of all entities in the scene project | |
| for entity in entities: | |
| print entity.Name | |
| Associated Types | |
| • HdkApi.Data.Scene.HomeScene | |
| • HdkApi. Data. Scene. GameObjectTypes | |
| HdkApi. Data.Scene.GameObjectFolder | |
| GameObjectFolder | |
| Provides information about a GameObjectFolder within a Scene | |
| Namespace: HdkApi.Data.Scene | |
| Assembly: Home.Data.Scripting.dll | |
| Properties | |
| Name | |
| GameObjects | |
| Folders | |
| Associated Types | |
| • HdkApi. Data. Scene. FlomeScene | |
| HdkApi.Data.Scene.GameObjectTypes | |
| GameObjectTypes | |
| Lists all of the game object types | |
| Namespace: FldkApi.Data.Scene | |
| Assembly: Home.Data.Scripting.dll | |
| Fields | |
| CollisionFile | |
| Entity | |
| EnvironmentMap | |
| EyeEnvironmentMap | |
| ProbeFile | |
| AtmosphereFile | |
| Model | |
| SkinEnvironmentMap | |
| DefaultFurniturePoint | |
| Seat | |
| SeatArea | |
| PicturePlook | |
| SpawnPoint | |
| Script | |
| EmbeddedObject | |
| Screen | |
| ClubBulletinScreen | |
| ScreenLinksFile | |
| ArcadeGame | |
| MiniGame | |
| AmbientSound | |
| SphereEmitter | |
| CubeEmitter | |
| ConeEmitter | |
| CylinderEmitter | |
| ConePointSound | |
| CubePointSound | |
| CylinderPointSound | |
| SpherePointSound | |
| SoundBank | |
| SoundPortal | |
| SoundZone | |
| ChangeEventBoxTrigger | |
| ChangeEventT rigger | |
| ParticleEffect | |
| GameObjectGroup | |
| Associated Types | |
| • HdkApi.Data.Scene.HomeScene | |
| • HdkApi.Data.Scene.GameObject | |
| HdkApi.Data.Scene.HomeScene | |
| HomeScene | |
| Provides information about a scene | |
| Namespace: HdkApi.Data.Scene | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| HdkApi.Data.Scene.GameObjectFolder FindGameObjectFolderByName( name ) | |
| HdkApi.Data.Scene.GameObject FindGameObjectByName( name ) | |
| System.Collections.Generic.lEnumerablejHdkApi.Data.Scene.GameObject] FindGameObjectsByTypej type ) | |
| System.Boolean Validatej validatorOutput, sceneType ) | |
| System.Boolean Packagej validatorOutput, packagerOutput, sceneType ) | |
| Save() | |
| Properties | |
| FilePath | |
| AIIGameObjects | |
| GameObjectFolder | |
| Dependencies | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the SceneProject classes | |
| from HdkApi.Data.Scene import HomeScene, GameObject | |
| # Import the SceneEditor class so we can get the current scene project open in the Scene Editor | |
| from HdkApi.SceneEditor import SceneEditor | |
| # Import the Maths Converters class so we can use the degrees to radians function | |
| from HdkApi.Core.Maths import Converters | |
| class SceneProjectExample() : | |
| def _init_(self) : | |
| # Get the scene project which is currently open in the Scene Editor | |
| openSceneProj = SceneEditor.CurrentScene | |
| # Print the scene project's full file path | |
| print openSceneProj.FilePath | |
| # Print the name and type of each game object within the scene project | |
| for gameObject in openSceneProj.AllGameObjects: | |
| print "{0} : {1}".format(gameObject.Name, gameObject.Type) | |
| # Find a game object by its name | |
| spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point") | |
| if spawnPoint != None: | |
| # Change the translation, rotation and scale of the spawn point | |
| spawnPoint.Translation = Vector3(20, 0, 0) | |
| spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0) | |
| spawnPoint.Scale = Vector3(2, 1, 1) | |
| # Find all game objects of the type 'entityType' | |
| entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity) | |
| # Print the name of all entities in the scene project | |
| for entity in entities: | |
| print entity.Name | |
| Associated Types | |
| • HdkApi.Data.Scene.GameObject | |
| • HdkApi. Data. Scene. GameObjectTypes | |
| HdkApi. Data.Scene.SceneConverter | |
| SceneConverter | |
| Provides functions for converting between scene (.scene) and scene project (.scproj) files. | |
| Namespace: HdkApi.Data.Scene | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| System.String SceneConverter.SceneToProject( sceneToConvert, forceOverwrite ) | |
| System.String SceneConverter.ProjectToScene( projectToConvert, forceOverwrite ) | |
| System.String SceneConverter.GetSceneVersion( sceneToCheck ) | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the SceneConverter class | |
| from HdkApi.Data.Scene import SceneConverter | |
| class SceneConverterExample(): | |
| def _init_(self) : | |
| # Convert a scene to a project | |
| scprojFile = SceneConverter.SceneToProject("D:\foo\bar\demo.scene", True) | |
| # Convert a project to a scene | |
| sceneFile = SceneConverter.ProjectToScene("D:\foo\bar\demo.scproj", True) | |
| # Get a scenes version number | |
| version = SceneConverter.GetSceneVersion("D:\foo\bar\demo.scene") | |
| HdkApi.Data.Scene.SceneTypes | |
| SceneTypes | |
| Lists all of the scene types | |
| Namespace: HdkApi.Data.Scene | |
| Assembly: Home.Data.Scripting.dll | |
| Fields | |
| Public | |
| Personal | |
| ClubHouse | |
| Game16 | |
| Game32 | |
| Game60 | |
| PublicNoVideo | |
| Video | |
| PersonalVideo | |
| PersonalNoVideo | |
| Associated Types | |
| HdkApi. Data. Scene. HomeScene | |
| HdkApi.Data.Scene.GameObjects | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| GameObjectGroup | |
| Provides information about a Game Object Group | |
| Home.Data.Scripting | |
| HdkApi. Data.Scene.GameObjects.GameObjectGroup | |
| GameObjectGroup | |
| Provides information about a Game Object Group | |
| Namespace: HdkApi.Data.Scene.GameObjects | |
| Assembly: Home.Data.Scripting.dll | |
| Properties | |
| GameObjects | |
| Name | |
| Type | |
| Translation | |
| Rotation | |
| Scale | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.60.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the SceneProject classes | |
| from HdkApi.Data.Scene import HomeScene, GameObject | |
| # Import the SceneEditor class so we can get the current scene project open in the Scene Editor | |
| from HdkApi.SceneEditor import SceneEditor | |
| # Import the Maths Converters class so we can use the degrees to radians function | |
| from HdkApi.Core.Maths import Converters | |
| class SceneProjectExample() : | |
| def _init_(self) : | |
| # Get the scene project which is currently open in the Scene Editor | |
| openSceneProj = SceneEditor.CurrentScene | |
| # Print the scene project's full file path | |
| print openSceneProj.FilePath | |
| # Print the name and type of each game object within the scene project | |
| for gameObject in openSceneProj.AllGameObjects: | |
| print "{0} : {1}".format(gameObject.Name, gameObject.Type) | |
| # Find a game object by its name | |
| spawnPoint = openSceneProj.FindGameObjectByName("Spawn Point") | |
| if spawnPoint != None: | |
| # Change the translation, rotation and scale of the spawn point | |
| spawnPoint.Translation = Vector3(20, 0, 0) | |
| spawnPoint.Rotation = Vector3(Converters.DegToRad(90) , 0, 0) | |
| spawnPoint.Scale = Vector3(2, 1, 1) | |
| # Find all game objects of the type 'entityType' | |
| entities = openSceneProj.FindGameObjectsByType(GameObjectTypes.Entity) | |
| # Print the name of all entities in the scene project | |
| for entity in entities: | |
| print entity.Name | |
| Associated Types | |
| • HdkApi.Data.Scene.HomeScene | |
| HdkApi.Data. Validator | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Validator | |
| The Validator class is used to validate objects and scenes | |
| Home.Data.Scripting | |
| HdkApi.Data.Validator.Validator | |
| Validator | |
| The Validator class is used to validate objects and scenes | |
| Namespace: HdkApi.Data.Validator | |
| Assembly: Home.Data.Scripting.dll | |
| Methods | |
| System.Boolean Validator.ValidateObject( uuid, validatorOutput) | |
| System.Boolean Validator.ValidateScene( scenePath, sceneType, validatorOutput) | |
| HdkApi.ObjectEditor | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| ObjectEditor | |
| Provides access to core functionality of the Object Editor, such as events for when objects are opened. | |
| Home. Editors.ObjectEditor.Scripting | |
| HdkApi.ObjectEditor.ObjectEditor | |
| ObjectEditor | |
| Provides access to core functionality of the Object Editor, such as events for when objects are opened. | |
| Namespace: HdkApi.ObjectEditor | |
| Assembly: Home.Editors.ObjectEditor.Scripting.dll | |
| Methods | |
| ObjectEditor.OpenObjectBylluid( uuid) | |
| ObjectEditor.CloseEditor() | |
| System.Collections.Generic.IEnumerable[HdkApi.Data.Object.HomeObject] ObjectEditor.GetOpenObjectsf) | |
| Events | |
| OnSaving | |
| OnSaved | |
| OnOpened | |
| OnPackaging | |
| OnPackaged | |
| Delegates | |
| ObjectAction | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the ObjectEditor class | |
| from HdkApi.ObjectEditor import ObjectEditor | |
| # Import the HomeObject class | |
| from HdkApi.Data.Object import HomeObject | |
| class ObjectEditorExample(): | |
| def _init_(self) : | |
| # Hook up to the OnOpened event called when an object is opened in the Object Editor | |
| ObjectEditor.OnOpened += self.onOpened | |
| # Hook up to the OnSaving event called when an object is about to be saved | |
| ObjectEditor.OnSaving += self.onSaving | |
| # Hook up to the OnSaved event called when an object has been successfully saved | |
| ObjectEditor.OnSaved += self.onSaved | |
| # Hook up to the OnPackaging event called when an object is about to be packaged | |
| ObjectEditor.OnPackaging += self.onPackaging | |
| # Hook up to the OnPackaged event called when an object has been successfully packaged | |
| ObjectEditor.OnPackaged += self.onPackaged | |
| # Example of a callback function triggered when an object is opened in the Object Editor | |
| def onOpened(self, object): | |
| print "Opened: {0}".format(object.FilePath) | |
| # Example of a callback function triggered when an object is about to be saved in the Object | |
| Editor | |
| def onSaving(self, object): | |
| print "Saving: {0}".format(object.FilePath) | |
| # Example of a callback function triggered when an object has been successfully saved in the | |
| Object Editor | |
| def onSaved(self, object): | |
| print "Saved: {0}".format(object.FilePath) | |
| # Example of a callback function triggered when an object is about to be packaged in the Object | |
| Editor | |
| def onPackaging(self, object): | |
| print "Packaging: {0}".format(object.FilePath) | |
| # Example of a callback function triggered when an object has been successfully packaged in the | |
| Object Editor | |
| def onPackaged(self, object): | |
| print "Packaged: {0}".format(object.FilePath) | |
| Associated Types | |
| • HdkApi.Data.Object.HomeObject | |
| HdkApi.ObjectEditor.Userlnterface | |
| Summary | |
| Menu represents a menu in the Object Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be | |
| created through MenuManager.CreateMenu | |
| Home. Editors.ObjectEditor.Scripting | |
| Menultem | |
| Menultem represents an item within a Menu in the Object Editor Ul, it provides access to properties about the menu item such as what icon it | |
| uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a | |
| new Menultem call MenuManager.CreateMenultem | |
| Home. Editors.ObjectEditor.Scripting | |
| MenuManager | |
| MenuManager is used to add new menus and menu items to the Object Editor Ul, to add a new menu call CreateMenu, to add a new menu item | |
| call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function | |
| Home. Editors.ObjectEditor.Scripting | |
| HdkApi.ObjectEditor.Userlnterface.Menu | |
| Menu | |
| Menu represents a menu in the Object Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be | |
| created through MenuManager.CreateMenu | |
| Namespace: HdkApi.ObjectEditor.Userlnterface | |
| Assembly: Home.Editors.ObjectEditor.Scripting.dll | |
| Methods | |
| AddMenultemj menultem ) | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Userlnterface classes | |
| from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExampleO: | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("Example Menu") | |
| # Create a new Menultem | |
| itemDisplayText = "Example Item" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Example menu item used in the UI Example" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M | |
| menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu item is pressed | |
| menultem.Execute += self.exampleExecute | |
| # Hook up the can execute event to set whether the menu item is enabled | |
| menultem.CanExecute += self.exampleCanExecute | |
| # Add the Menultem to the example menu | |
| menu.AddMenuItem(menultem) | |
| def exampleCanExecute(self) : | |
| return True | |
| def exampleExecute(self, sender, args) : | |
| print("Example executed") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi.ObjectEditor.Userlnterface.MenuManager | |
| • HdkApi.ObjectEditor.Userlnterface.Menultem | |
| HdkApi.ObjectEditor.Userlnterface.Menultem | |
| Menultem | |
| Menultem represents an item within a Menu in the Object Editor UI, it provides access to properties about the menu item such as what icon it | |
| uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenuItem, to create a | |
| new Menultem call MenuManager.CreateMenultem | |
| Namespace: HdkApi.ObjectEditor.Userlnterface | |
| Assembly: Home.Editors.ObjectEditor.Scripting.dll | |
| Properties | |
| DisplayText | |
| Description | |
| Icon Path | |
| Shortcut | |
| Toggleable | |
| HasToolbarButton | |
| Events | |
| Execute | |
| CanExecute | |
| Delegates | |
| CanExecuteHandler | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Userlnterface classes | |
| from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExampleO: | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("Example Menu") | |
| # Create a new Menultem | |
| itemDisplayText = "Example Item" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Example menu item used in the UI Example" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M | |
| menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu item is pressed | |
| menultem.Execute += self.exampleExecute | |
| # Hook up the can execute event to set whether the menu item is enabled | |
| menultem.CanExecute += self.exampleCanExecute | |
| # Add the Menultem to the example menu | |
| menu.AddMenuItem(menultem) | |
| def exampleCanExecute(self) : | |
| return True | |
| def exampleExecute(self, sender, args) : | |
| print("Example executed") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi.ObjectEditor.Userlnterface.MenuManager | |
| • HdkApi.ObjectEditor.Userlnterface.Menu | |
| HdkApi.ObjectEditor.Userlnterface.MenuManager | |
| MenuManager | |
| MenuManager is used to add new menus and menu items to the Object Editor UI, to add a new menu call CreateMenu, | |
| call CreateMenuItem and then pass the returned Menultem to a menu's AddMenuItem function | |
| to add a new | |
| Namespace: HdkApi.ObjectEditor.Userlnterface | |
| Assembly: Home.Editors.ObjectEditor.Scripting.dll | |
| Methods | |
| HdkApi.ObjectEditor.Userlnterface.Menu MenuManager.CreateMenu( name) | |
| HdkApi.ObjectEditor.Userlnterface.Menu MenuManager.GetMenu( name ) | |
| HdkApi.ObjectEditor.Userlnterface.Menultem MenuManager.CreateMenultemj displayText) | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.55.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Userlnterface classes | |
| from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExample(): | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("Example Menu") | |
| # Create a new Menultem | |
| itemDisplayText = "Example Item" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Example menu item used in the UI Example" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M | |
| menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu item is pressed | |
| menultem.Execute += self.exampleExecute | |
| # Hook up the can execute event to set whether the menu item is enabled | |
| menultem.CanExecute += self.exampleCanExecute | |
| # Add the Menultem to the example menu | |
| menu.AddMenuItem(menultem) | |
| def exampleCanExecute(self): | |
| return True | |
| def exampleExecute(self, sender, args) : | |
| print("Example executed") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi. ObjectEditor.Userlnterface. Menu | |
| • HdkApi.ObjectEditor.Userlnterface.Menu Item | |
| HdkApi.RepertoireEditor | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Action | |
| An action defines one off animations within repertoire | |
| Home. Editors. RepertoireEditor.Scripting | |
| Behaviour | |
| A behaviour defines repetitive behaviour in repertoire | |
| Home. Editors. RepertoireEditor.Scripting | |
| EaseCurveType | |
| Determines how a curve blends over time | |
| Home. Editors. RepertoireEditor.Scripting | |
| EaseCurve | |
| Describes how a blend in or out of a state happens over time | |
| Home. Editors. RepertoireEditor.Scripting | |
| Locomotion | |
| Locomotion defines movement within repertoires | |
| Home. Editors. RepertoireEditor.Scripting | |
| LocomotionState | |
| Locomotion state module used to define locomotions in repertoire | |
| Home. Editors. RepertoireEditor.Scripting | |
| RepertoireRegister | |
| Home. Editors. RepertoireEditor.Scripting | |
| BooleanRegister | |
| A boolean value register | |
| Home. Editors. RepertoireEditor.Scripting | |
| IntegerRegister | |
| An integer value register | |
| Home. Editors. RepertoireEditor.Scripting | |
| NumberRegister | |
| A number value register | |
| Home. Editors. RepertoireEditor.Scripting | |
| StringRegister | |
| A string value register | |
| Home. Editors. RepertoireEditor.Scripting | |
| Repertoire | |
| Repertoire class used to create and access repertoire modules | |
| Home. Editors. RepertoireEditor.Scripting | |
| RepertoireEditor | |
| The main class for repertoire editor, use it to access currently open repertoires | |
| Home. Editors. RepertoireEditor.Scripting | |
| RepertoireEvent | |
| Home. Editors. RepertoireEditor.Scripting | |
| RepertoireTargetRig | |
| The rig, emotes and repertoire resources referenced in the repertoire component. | |
| Home. Editors. RepertoireEditor.Scripting | |
| State | |
| A state can be part of a behaviour or an action | |
| Home. Editors. RepertoireEditor.Scripting | |
| Transition | |
| Create a transition between 2 animations by specifying a transition animation | |
| Home. Editors. RepertoireEditor.Scripting | |
| HdkApi.RepertoireEditor. Action | |
| Action | |
| An action defines one off animations within repertoire | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Conditions.Condition GetCondition() | |
| HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name ) | |
| SetDuration( duration ) | |
| System.Object GetDuration() | |
| HdkApi.RepertoireEditor.State GetlnitialState() | |
| SetlnitialState( state) | |
| System.Collections.Generic. List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs() | |
| HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.State] GetStates]) | |
| HdkApi.RepertoireEditor.State CreateState] name ) | |
| Delete]) | |
| Properties | |
| Layer | |
| Blocking | |
| Priority | |
| States | |
| Attributes | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateAction(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| action = rep.CreateAction("Action") | |
| if(action): | |
| #set some properties | |
| action.Name = "Action" | |
| action.Layer = "my_layer" | |
| action.Blocking = True | |
| action.Priority = 1 | |
| action.Position = Point (500, 100) | |
| #set the duration of the action | |
| action.SetDuration(5) | |
| #set some attributes | |
| action.Attributes["something"] = 10 | |
| #create a condition for this action | |
| condition = action.CreateCondition("condition") | |
| if (condition) : | |
| print("created condition, you may wish to use this to add some logic") | |
| condition.Position = Point (350, 100) | |
| #create a state for this action | |
| state = action.CreateState("State") | |
| if (state) : | |
| print("created state, you may wish to add animations to this state") | |
| state.Position = Point(500, 100) | |
| #set this state as the initial state for the action | |
| action.SetlnitialState(state) | |
| #create an output for this action | |
| output = action.CreateOutput("Output") | |
| if (output) : | |
| print("created output, you may wish to use this to define behaviour on entry and exit | |
| to this action") | |
| output.Position = Point(500, 200) | |
| #get the conditon back from the action | |
| theCondition = action.GetCondition() | |
| if (theCondition) : | |
| print("got the condition of this action") | |
| #get the list of states from this action | |
| theStates = action.GetStates() | |
| if (theStates) : | |
| print("got the states of this action") | |
| #get the list of outputs from this action | |
| theOutputs = action.GetOutputs() | |
| if (theOutputs) : | |
| print("got the list of outputs of this action") | |
| CreateAction() | |
| HdkApi.RepertoireEditor. Behaviour | |
| Behaviour | |
| A behaviour defines repetitive behaviour in repertoire | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Conditions.Condition GetCondition() | |
| HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs() | |
| HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name ) | |
| HdkApi.RepertoireEditor.State GetlnitialState() | |
| SetlnitialState] state) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.State] GetStates]) | |
| HdkApi.RepertoireEditor.State CreateState( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.LocomotionState] GetLocomotionStates]) | |
| HdkApi.RepertoireEditor.LocomotionState CreateLocomotionState] name ) | |
| Delete]) | |
| Properties | |
| States | |
| Attributes | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateBehaviour(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| behaviour = rep.CreateBehaviour("Behaviour") | |
| if (behaviour) : | |
| #set some properties | |
| behaviour.Name = "Behaviour" | |
| behaviour.Position = Point(500,100) | |
| #set some attributes | |
| behaviour.Attributes["something"] = 10 | |
| #create a condition for this behaviour | |
| condition = behaviour.CreateCondition("condition”) | |
| if(condition): | |
| print("created condition, you may wish to use this to add some logic") | |
| condition.Position = Point(350,100) | |
| #create a state for this behaviour | |
| state = behaviour.CreateState("State") | |
| if (state) : | |
| print("created state, you may wish to add animations to this state") | |
| state.Position = Point(500,100) | |
| #set the initial state | |
| behaviour.SetInitialState(state) | |
| #create a locomotion state for this behaviour | |
| locomotionState = behaviour.CreateLocomotionState("Locomotion_State") | |
| if(locomotionState): | |
| print("created locomotion state, you may wish to add animations to this state") | |
| locomotionState.Position = Point (500,200) | |
| #create an output for this behaviour | |
| output = behaviour.CreateOutput("Output") | |
| if (output) : | |
| print("created output, you may wish to use this to define behaviour on entry and exit | |
| to this behaviour") | |
| output.Position = Point(500,300) | |
| #get the conditon back from the behaviour | |
| theCondition = behaviour.GetCondition() | |
| if(theCondition): | |
| print("got the condition of this behaviour") | |
| #get the list of states from this behaviour | |
| theStates = behaviour.GetStates() | |
| if (theStates) : | |
| print("got the states of this behaviour") | |
| #get the list of states from this behaviour | |
| theLocomotionStates = behaviour.GetLocomotionStates() | |
| if (theLocomotionStates) : | |
| print("got the locomotion states of this behaviour") | |
| #get the list of outputs from this behaviour | |
| theOutputs = behaviour.GetOutputs() | |
| if (theOutputs) : | |
| print("got the list of outputs of this behaviour") | |
| CreateBehaviour () | |
| HdkApi.RepertoireEditor.Boolean Register | |
| BooleanRegister | |
| A boolean value register | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| Delete() | |
| Properties | |
| Name | |
| RepertoireWrite | |
| RepertoireRead | |
| LuaRead | |
| LuaWrite | |
| IsCore | |
| HdkApi.RepertoireEditor.EaseCurve | |
| EaseCurve | |
| Describes how a blend in or out of a state happens over time | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Constructors | |
| EaseCurve( curveType, duration ) | |
| Methods | |
| SetDuration( duration ) | |
| System.Object GetDuration() | |
| HdkApi.RepertoireEditor.EaseCurveType GetCurveType() | |
| SetCurveType( curveType) | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateEaseCurve(): | |
| #create an ease curve | |
| easeCurve = EaseCurve(EaseCurveType.linear, 5.0) | |
| if(easeCurve): | |
| print("created ease curve") | |
| #get the type | |
| type = easeCurve.GetCurveType() | |
| print("type = " + str(type)) | |
| #get the duration | |
| duration = easeCurve.GetDuration() | |
| print("duration = " + str(duration)) | |
| #set the duration | |
| easeCurve.SetDuration(2.5) | |
| #set the type | |
| easeCurve.SetCurveType(EaseCurveType.s_curve) | |
| CreateEaseCurve() | |
| HdkApi.RepertoireEditor.EaseCurveType | |
| EaseCurveType | |
| Determines how a curve blends over time | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Fields | |
| linear | |
| s_curve | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateEaseCurve(): | |
| #create an ease curve | |
| easeCurve = EaseCurve(EaseCurveType.linear, 5.0) | |
| if(easeCurve): | |
| print("created ease curve") | |
| #get the type | |
| type = easeCurve.GetCurveType() | |
| print("type = " + str(type)) | |
| #get the duration | |
| duration = easeCurve.GetDuration() | |
| print("duration = " + str(duration)) | |
| #set the duration | |
| easeCurve.SetDuration(2.5) | |
| #set the type | |
| easeCurve.SetCurveType(EaseCurveType.s_curve) | |
| CreateEaseCurve() | |
| HdkApi.RepertoireEditor.IntegerRegister | |
| IntegerRegister | |
| An integer value register | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| Delete() | |
| Properties | |
| Min | |
| Max | |
| Name | |
| RepertoireWrite | |
| RepertoireRead | |
| LuaRead | |
| LuaWrite | |
| IsCore | |
| HdkApi.RepertoireEditor.Locomotion | |
| Locomotion | |
| Locomotion defines movement within repertoires | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation() | |
| HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation( name ) | |
| HdkApi.RepertoireEditor.Animation.BlendTreeAnimation GetBlendTreeAnimation() | |
| HdkApi.RepertoireEditor.Animation.BlendTreeAnimation CreateBlendTreeAnimation( name ) | |
| Delete() | |
| Properties | |
| Speed | |
| Threshold | |
| Position | |
| Name | |
| HdkApi.RepertoireEditor.LocomotionState | |
| LocomotionState | |
| Locomotion state module used to define locomotions in repertoire | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Conditions.Condition GetCondition() | |
| HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Locomotion] GetLocomotions]) | |
| HdkApi.RepertoireEditor.Locomotion CreateLocomotion( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations]) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTreeAnimation] GetBlendTreeAnimations]) | |
| SetDuration] duration ) | |
| System.Object GetDuration]) | |
| HdkApi.RepertoireEditor.EaseCurve GetEaselnf) | |
| SetEaseln] easeCurve) | |
| HdkApi.RepertoireEditor.EaseCurve GetEaseOut]) | |
| SetEaseOut] easeCurve) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs]) | |
| HdkApi.RepertoireEditor.Outputs.Output CreateOutput] name ) | |
| Delete() | |
| Properties | |
| SkeletalAnimations | |
| BlendTreeAnimations | |
| Position | |
| Name | |
| HdkApi.RepertoireEditor.NumberRegister | |
| NumberRegister | |
| A number value register | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| Delete() | |
| Properties | |
| Min | |
| Max | |
| Name | |
| RepertoireWrite | |
| RepertoireRead | |
| LuaRead | |
| LuaWrite | |
| IsCore | |
| HdkApi.RepertoireEditor.Repertoire | |
| Repertoire | |
| Repertoire class used to create and access repertoire modules | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| System.Boolean Save() | |
| HdkApi.Core.Collections.HdkDictionary[System.String,System.Collections.Generic.List[System.String]] Validate() | |
| System.Boolean Export() | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Action] GetActions() | |
| HdkApi.RepertoireEditor.Action CreateAction] name ) | |
| HdkApi.RepertoireEditor.Behaviour CreateBehaviour( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Behaviour] GetBehaviours() | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Transition] GetTransitions() | |
| HdkApi.RepertoireEditor.Emotes.RegionalEmotes CreateRegionalEmotes( name ) | |
| System.Collections.Generic. List[HdkApi.RepertoireEditor. Emotes. Regional Emotes] GetRegionalEmotes() | |
| HdkApi.RepertoireEditor.Emotes.GlobalEmotes CreateGlobalEmotes( name ) | |
| HdkApi.RepertoireEditor.Emotes.GlobalEmotes GetGlobalEmotes() | |
| HdkApi.RepertoireEditor.Animation.BlendTree CreateBlendTree( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTree] GetBlendTrees() | |
| HdkApi.Data.Object.HomeObject GetObject() | |
| System.Collections.Generic.List[HdkApi.Data.Object.ObjectResource] GetAnimationResources() | |
| HdkApi.RepertoireEditor.RepertoireRegister CreateStringRegister( name ) | |
| HdkApi.RepertoireEditor.RepertoireRegister CreateBooleanRegister( name ) | |
| HdkApi.RepertoireEditor.RepertoireRegister CreateNumberRegister( name ) | |
| HdkApi.RepertoireEditor.RepertoireRegister CreatelntegerRegister( name ) | |
| Properties | |
| RepertoireCircuitFilepath | |
| RepertoireFilepath | |
| EmotesFilepath | |
| Actions | |
| Behaviours | |
| Transitions | |
| BlendTrees | |
| Events | |
| Registers | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| import System | |
| def UseRepertoire(): | |
| repertoire = RepertoireEditor.CurrentRepertoire | |
| if (repertoire) : | |
| action = repertoire.CreateAction("action") | |
| if (action) : | |
| action.Position = Point(500,100) | |
| print("created action") | |
| behaviour = repertoire.CreateBehaviour("behaviour") | |
| if(behaviour): | |
| behaviour.Position = Point(500,100) | |
| print("created behaviour") | |
| emotes = repertoire.CreateGlobalEmotes("global_emotes") | |
| if(emotes): | |
| emotes.Position = Point (500, 100) | |
| print("created emotes") | |
| object = repertoire.GetObject() | |
| if (object) : | |
| print "Object Name : " + object.Name | |
| animationResources = repertoire.GetAnimationResources() | |
| for resource in animationResources: | |
| print "Object Resource : " + resource.Name | |
| print("Save") | |
| repertoire.Save() | |
| #you could validate your repertoire like this: | |
| print("Validate") | |
| results = repertoire.Validate() | |
| for resultLevel in results.Keys: | |
| for resultValue in results[resultLevel]: | |
| print(resultLevel + " : " + resultValue) | |
| #or handle the exceptions thrown from the validation that happens when you export, | |
| try: | |
| repertoire.Export() | |
| except System.Exception, e: | |
| print(e.Message) | |
| print(e.InnerException) | |
| UseRepertoire() | |
| HdkApi.RepertoireEditor.RepertoireEditor | |
| RepertoireEditor | |
| The main class for repertoire editor, use it to access currently open repertoires | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Repertoire RepertoireEditor.Open( homeObject, targetRig ) | |
| RepertoireEditor.Close( repertoire) | |
| RepertoireEditor.CloseAII() | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Repertoire] RepertoireEditor.GetOpenRepertoires() | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.RepertoireTargetRig] RepertoireEditor.GetRepertoireTargetRigs( homeObject) | |
| Properties | |
| SynchronizationObject | |
| CurrentRepertoire | |
| Events | |
| OnSaving | |
| OnSaved | |
| OnOpened | |
| OnExporting | |
| OnExported | |
| Delegates | |
| RepertoireAction | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| class TestRepertoireEditor(): | |
| def _init_(self) : | |
| RepertoireEditor.OnExporting += self.exporting | |
| RepertoireEditor.OnExported += self.exported | |
| RepertoireEditor.OnSaving += self.saving | |
| RepertoireEditor.OnSaved += self.saved | |
| RepertoireEditor.OnOpened += self.opened | |
| def exporting(self, args): | |
| print("exporting") | |
| def exported(self, args): | |
| print("exported") | |
| def saving(self, args): | |
| print("saving") | |
| def saved(self, args): | |
| print("saved") | |
| def opened(self, args): | |
| print("opened") | |
| def openARepertoireFromAnObject(self) : | |
| components = ["repertoire"] | |
| foundObjects = ObjectManager.SearchByComponents(components) | |
| if (len(foundObjects) > 0): | |
| #we have a loaded object that contains a repertoire component | |
| obj = ObjectManager.LoadByUuid(foundObjects[0]) | |
| #we need to get the supported target rigs of the object, a mini game will have male and | |
| female, a full body suit may only have one. | |
| supportedTargetRigs = RepertoireEditor.GetRepertoireTargetRigs(obj) | |
| if (len(supportedTargetRigs) > 0): | |
| RepertoireEditor.Open(obj, supportedTargetRigs[0]) | |
| example = TestRepertoireEditor() | |
| example.openARepertoireFromAnObject() | |
| HdkApi.RepertoireEditor.RepertoireEvent | |
| RepertoireEvent | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Properties | |
| Name | |
| Values | |
| HdkApi.RepertoireEditor.RepertoireRegister | |
| RepertoireRegister | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| Delete() | |
| Properties | |
| Name | |
| RepertoireWrite | |
| RepertoireRead | |
| LuaRead | |
| LuaWrite | |
| IsCore | |
| HdkApi.RepertoireEditor.RepertoireTargetRig | |
| RepertoireTargetRig | |
| The rig, emotes and repertoire resources referenced in the repertoire component. | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Properties | |
| Name | |
| RepertoireResource | |
| EmotesResource | |
| HdkApi.RepertoireEditor.State | |
| State | |
| A state can be part of a behaviour or an action | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Conditions.Condition GetCondition() | |
| HdkApi.RepertoireEditor.Conditions.Condition CreateCondition( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations() | |
| HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Animation.BlendTreeAnimation] GetBlendTreeAnimations() | |
| HdkApi.RepertoireEditor.Animation.BlendTreeAnimation CreateBlendTreeAnimation( name ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.Output] GetOutputs() | |
| HdkApi.RepertoireEditor.Outputs.Output CreateOutput( name ) | |
| SetDuration( duration ) | |
| System.Object GetDuration() | |
| HdkApi.RepertoireEditor.EaseCurve GetEaselnf) | |
| SetEaseln( easeCurve) | |
| HdkApi.RepertoireEditor.EaseCurve GetEaseOut() | |
| SetEaseOut( easeCurve) | |
| Delete]) | |
| Properties | |
| SkeletalAnimations | |
| BlendT reeAnimations | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateState(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| action = rep.CreateAction("Action") | |
| if(action): | |
| #set some properties | |
| action.Name = "Action" | |
| action.Position = Point (500, 100) | |
| #create a state for this action | |
| state = action.CreateState("State") | |
| if (state) : | |
| state.Position = Point(500,100) | |
| condition = state.CreateCondition("Condition") | |
| if(condition): | |
| condition.Position = Point(350,100) | |
| animation = state.CreateSkeletalAnimation("Animation") | |
| if(animation): | |
| animation.Position = Point(500,100) | |
| CreateState() | |
| HdkApi.RepertoireEditor.StringRegister | |
| StringRegister | |
| A string value register | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| Delete() | |
| Properties | |
| Values | |
| Name | |
| RepertoireWrite | |
| RepertoireRead | |
| LuaRead | |
| LuaWrite | |
| IsCore | |
| HdkApi.RepertoireEditor.Transition | |
| Transition | |
| Create a transition between 2 animations by specifying a transition animation | |
| Namespace: HdkApi.RepertoireEditor | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Remarks | |
| i | |
| -*-> Transitions can be achieved by other means | |
| Methods | |
| HdkApi.Data.Object.ObjectResource GetToAnimation() | |
| HdkApi.Data.Object.ObjectResource GetFromAnimation() | |
| HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def GetTransitions(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| transitions = rep.GetTransitions() | |
| for transition in transitions: | |
| print(transition.Name) | |
| fromAnimationResource = transition.GetFromAnimation() | |
| if(fromAnimationResource) : | |
| print("From: " + fromAnimationResource.Name) | |
| transitionAnimationModule = transition.GetSkeletalAnimation() | |
| if (transitionAnimationModule) : | |
| transitionAnimationResource = transitionAnimationModule.GetResource() | |
| if (transitionAnimationResource) : | |
| print("Via: " + transitionAnimationResource.Name) | |
| toAnimationResource = transition.GetToAnimation() | |
| if(toAnimationResource) : | |
| print("To: " + toAnimationResource.Name) | |
| GetTransitions() | |
| HdkApi.RepertoireEditor.Animation | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| BlendT reeAnimation | |
| Blend tree animation used for referencing blend trees | |
| Home. Editors. RepertoireEditor.Scripting | |
| BlendNode | |
| Blends up to 8 animations or blends together to produce one output | |
| Home. Editors. RepertoireEditor.Scripting | |
| BlendTree | |
| A circuit of blend node animations | |
| Home. Editors. RepertoireEditor.Scripting | |
| SkeletalAnimation | |
| Skeletal animation used for referencing animation object resources | |
| Home. Editors. RepertoireEditor.Scripting | |
| HdkApi.RepertoireEditor. Animation. BlendNode | |
| BlendNode | |
| Blends up to 8 animations or blends together to produce one output | |
| Namespace: HdkApi.RepertoireEditor.Animation | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.Core.Collections.HdkDictionary[System.lnt32,HdkApi.RepertoireEditor.Animation.BlendNode] GetBlendNodes]) | |
| HdkApi.RepertoireEditor.Animation.BlendNode GetBlendNode] index ) | |
| HdkApi.RepertoireEditor.Animation.BlendNode CreateBlendNode] name, index ) | |
| HdkApi.Core.Collections.HdkDictionary[System.lnt32,HdkApi.RepertoireEditor.Animation.SkeletalAnimation] GetSkeletalAnimations]) | |
| HdkApi.RepertoireEditor.Animation.SkeletalAnimation GetSkeletalAnimation] index ) | |
| HdkApi.RepertoireEditor.Animation.SkeletalAnimation CreateSkeletalAnimation] name, index ) | |
| SetRegister] register) | |
| HdkApi.RepertoireEditor.RepertoireRegister GetRegister]) | |
| Delete]) | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateBlendTree(): | |
| blendTree = repertoire.CreateBlendTree(name) | |
| if(blendTree): | |
| root = blendTree.GetRootBlendNode() | |
| if (root) : | |
| childl = root.CreateBlendNode(0) | |
| animO = childl.CreateSkeletalAnimation("0", 0) | |
| animl = childl.CreateSkeletalAnimation("1", 1) | |
| child2 = root.CreateBlendNode(1) | |
| anim2 = child2.CreateSkeletalAnimation("0", 0) | |
| anim3 = child2.CreateSkeletalAnimation("1", 1) | |
| CreateBlendTree() | |
| HdkApi.RepertoireEditor. Animation.BlendTree | |
| BlendTree | |
| A circuit of blend node animations | |
| Namespace: HdkApi.RepertoireEditor.Animation | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Animation.BlendNode GetBlendNode() | |
| HdkApi.RepertoireEditor.Animation.BlendNode CreateBlendNode( name ) | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateBlendTree(): | |
| blendTree = repertoire.CreateBlendTree(name) | |
| if(blendTree): | |
| root = blendTree.GetRootBlendNode() | |
| if (root) : | |
| childl = root.CreateBlendNode(0) | |
| animO = childl.CreateSkeletalAnimation("0", 0) | |
| animl = childl.CreateSkeletalAnimation("1", 1) | |
| child2 = root.CreateBlendNode(1) | |
| anim2 = child2.CreateSkeletalAnimation("0", 0) | |
| anim3 = child2.CreateSkeletalAnimation("1", 1) | |
| CreateBlendTree() | |
| HdkApi.RepertoireEditor. Animation. BlendTreeAnimation | |
| BlendT reeAnimation | |
| Blend tree animation used for referencing blend trees | |
| Namespace: HdkApi.RepertoireEditor.Animation | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Animation.BlendTree GetBlendTree() | |
| SetBlendTree( blendTree) | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| HdkApi.RepertoireEditor. Animation.SkeletalAnimation | |
| SkeletalAnimation | |
| Skeletal animation used for referencing animation object resources | |
| Namespace: HdkApi.RepertoireEditor.Animation | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.Data.Object.ObjectResource GetResource() | |
| SetResource( resource) | |
| Delete() | |
| Properties | |
| OverrideDuration | |
| Position | |
| Name | |
| HdkApi.RepertoireEditor.Conditions | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| And | |
| Performs an and operation on inputs | |
| Home. Editors. RepertoireEditor.Scripting | |
| RandomValue | |
| A random value from a selection or range | |
| Home. Editors. RepertoireEditor.Scripting | |
| CompareCurrentESehaviour | |
| Compare a behaviour to the behaviour which is currently playing | |
| Home. Editors. RepertoireEditor.Scripting | |
| CompareCurrentNetworkAge | |
| Compare the current network age to a number | |
| Home. Editors. RepertoireEditor.Scripting | |
| CompareNetworkAge | |
| Compare the network age to a number | |
| Home. Editors. RepertoireEditor.Scripting | |
| ComparePreviousBehaviour | |
| Compare the previous behaviour to behaviour | |
| Home. Editors. RepertoireEditor.Scripting | |
| ComparePreviousState | |
| Compare the previous state to a state | |
| Home. Editors. RepertoireEditor.Scripting | |
| CompareRegister | |
| Compare a register to a value | |
| Home. Editors. RepertoireEditor.Scripting | |
| CompareStateAge | |
| Compare the current state age to a value | |
| Home. Editors. RepertoireEditor.Scripting | |
| ComparisonType | |
| An enumeration of comparison types | |
| Home. Editors. RepertoireEditor.Scripting | |
| Condition | |
| Define condition logic for use with behaviours, actions and states | |
| Home. Editors. RepertoireEditor.Scripting | |
| Or | |
| Performs an or operation on inputs | |
| Home. Editors. RepertoireEditor.Scripting | |
| HdkApi.RepertoireEditor.Conditions.And | |
| And | |
| Performs an and operation on inputs | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| System.Collections.Generic.List[System.Object] Getlnputs() | |
| HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviourf) | |
| HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAge() | |
| HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAge() | |
| HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf) | |
| HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousState() | |
| HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegister() | |
| HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAge() | |
| HdkApi.RepertoireEditor.Conditions.And CreateAnd() | |
| HdkApi.RepertoireEditor.Conditions.Or CreateOr() | |
| HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValue() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| ! #<copyright> | |
| ; # - | |
| # SCE CONFIDENTIAL | |
| ! # Home Development Kit (HDK) 1.65.0 | |
| j # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| | # - | |
| ; #</copyright> | |
| HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour | |
| CompareCurrentBehaviour | |
| Compare a behaviour to the behaviour which is currently playing | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetComparison( comparisonType, behaviour) | |
| IronPython.Runtime.PythonTuple GetComparison() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge | |
| CompareCurrentNetworkAge | |
| Compare the current network age to a number | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetComparisonf comparisonType, value) | |
| IronPython.Runtime.PythonTuple GetComparison() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| HdkApi.RepertoireEditor.Conditions.CompareNetworkAge | |
| CompareNetworkAge | |
| Compare the network age to a number | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetComparison( comparisonType, value) | |
| IronPython.Runtime.PythonTuple GetComparison() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour | |
| ComparePreviousBehaviour | |
| Compare the previous behaviour to behaviour | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetComparison( comparisonType, behaviour) | |
| IronPython.Runtime.PythonTuple GetComparison() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| ! #<copyright> | |
| ; # - | |
| | # SCE CONFIDENTIAL | |
| ! # Home Development Kit (HDK) 1.65.0 | |
| ; # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| ; # All Rights Reserved. | |
| | # - | |
| ■ #</copyright> | |
| HdkApi.RepertoireEditor.Conditions.ComparePreviousState | |
| ComparePreviousState | |
| Compare the previous state to a state | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetComparison( comparisonType, state) | |
| IronPython.Runtime.PythonTuple GetComparison() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| HdkApi.RepertoireEditor.Conditions.CompareRegister | |
| CompareRegister | |
| Compare a register to a value | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetComparison( type, register, value ) | |
| IronPython.Runtime.PythonTuple GetComparison() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| HdkApi.RepertoireEditor.Conditions.CompareStateAge | |
| CompareStateAge | |
| Compare the current state age to a value | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetComparison( comparisonType, value) | |
| IronPython.Runtime.PythonTuple GetComparison() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| ! #<copyright> | |
| I # - | |
| # SCE CONFIDENTIAL | |
| j # Home Development Kit (HDK) 1.65.0 | |
| ; # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| j # All Rights Reserved. | |
| ; # - | |
| | #</copyright> | |
| HdkApi.RepertoireEditor.Conditions.ComparisonType | |
| ComparisonType | |
| An enumeration of comparison types | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Fields | |
| Equal | |
| Not_Equal | |
| Less_Than | |
| Less_Than_Or_Equal_To | |
| Greater_Than | |
| Greater_Than_Or_Equal_To | |
| HdkApi.RepertoireEditor.Conditions.Condition | |
| Condition | |
| Define condition logic for use with behaviours, actions and states | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| Delete() | |
| HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviour() | |
| HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAge() | |
| HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAgef) | |
| HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf) | |
| HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousState() | |
| HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegister() | |
| HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAge() | |
| HdkApi.RepertoireEditor.Conditions.And CreateAnd() | |
| HdkApi.RepertoireEditor.Conditions.Or CreateOr() | |
| HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValue() | |
| System.Object Getlnput() | |
| Properties | |
| Position | |
| Name | |
| HdkApi.RepertoireEditor.Conditions.Or | |
| Or | |
| Performs an or operation on inputs | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| System.Collections.Generic.ListjSystem.Object] Getlnputsf) | |
| HdkApi.RepertoireEditor.Conditions.CompareCurrentBehaviour CreateCompareCurrentBehaviourf) | |
| HdkApi.RepertoireEditor.Conditions.CompareCurrentNetworkAge CreateCompareCurrentNetworkAgef) | |
| HdkApi.RepertoireEditor.Conditions.CompareNetworkAge CreateCompareNetworkAgef) | |
| HdkApi.RepertoireEditor.Conditions.ComparePreviousBehaviour CreateComparePreviousBehaviourf) | |
| HdkApi.RepertoireEditor.Conditions.ComparePreviousState CreateComparePreviousStatef) | |
| HdkApi.RepertoireEditor.Conditions.CompareRegister CreateCompareRegisterf) | |
| HdkApi.RepertoireEditor.Conditions.CompareStateAge CreateCompareStateAgef) | |
| HdkApi.RepertoireEditor.Conditions.And CreateAndf) | |
| HdkApi.RepertoireEditor.Conditions.Or CreateOrf) | |
| HdkApi.RepertoireEditor.Conditions.RandomValue CreateRandomValuef) | |
| Deletef) | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| HdkApi.RepertoireEditor.Conditions.RandomValue | |
| RandomValue | |
| A random value from a selection or range | |
| Namespace: HdkApi.RepertoireEditor.Conditions | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetComparison( type, value, range ) | |
| SetComparisonf type, value, intSelection ) | |
| IronPython.Runtime.PythonTuple GetComparison() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| HdkApi.RepertoireEditor.Emotes | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| ActionEmote | |
| An emote to trigger an action | |
| Home. Editors. RepertoireEditor.Scripting | |
| BehaviourEmote | |
| An emote to trigger a behaviour | |
| Home. Editors. RepertoireEditor.Scripting | |
| EmoteContext | |
| Group emotes into sub-menus | |
| Home. Editors. RepertoireEditor.Scripting | |
| EmoteGroup | |
| Group emotes into sub-menus | |
| Home. Editors. RepertoireEditor.Scripting | |
| GlobalEmotes | |
| Global emotes are emotes that are available in every region. | |
| Home. Editors. RepertoireEditor.Scripting | |
| RegionalEmotes | |
| Determines which region these emotes will be used | |
| Home. Editors. RepertoireEditor.Scripting | |
| HdkApi.RepertoireEditor.Emotes. ActionEmote | |
| ActionEmote | |
| An emote to trigger an action | |
| Namespace: HdkApi.RepertoireEditor.Emotes | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetAction( action ) | |
| HdkApi.RepertoireEditor.Action GetAction() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateEmotes(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| print("create a test behaviour and a test action") | |
| behaviour = rep.CreateBehaviour("Behaviour") | |
| action = rep.CreateAction("Action") | |
| if (behaviour and action) : | |
| behaviour.Position = Point(500,100) | |
| action.Position = Point (500, 100) | |
| globalEmotes = rep.CreateGlobalEmotes("global") | |
| print("Created global emotes") | |
| if(globalEmotes): | |
| globalEmotes.Position = Point(500,100) | |
| regionalSitldleContext = globalEmotes.SitIdle | |
| regionalSitOnFloorContext = globalEmotes.SitOnFloor | |
| regionalStandldleContext = globalEmotes.Standldle | |
| if(regionalSitldleContext): | |
| someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group") | |
| print("Created an emote group within the sit on floor context") | |
| if(someGroup): | |
| someGroup.Position = Point (500, 100) | |
| actionEmote = someGroup.CreateActionEmote("action_emote") | |
| print("Created an action emote") | |
| if(actionEmote): | |
| actionEmote.Position = Point (500, 100) | |
| actionEmote.SetAction(action) | |
| behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote") | |
| print("Created a behaviour emote") | |
| if(behaviourEmote): | |
| behaviourEmote.Position = Point (500,200) | |
| behaviourEmote.SetBehaviour(behaviour) | |
| CreateEmotes() | |
| HdkApi.RepertoireEditor.Emotes.BehaviourEmote | |
| BehaviourEmote | |
| An emote to trigger a behaviour | |
| Namespace: HdkApi.RepertoireEditor.Emotes | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetBehaviour( behaviour) | |
| HdkApi.RepertoireEditor.Behaviour GetBehaviour() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateEmotes(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| print("create a test behaviour and a test action") | |
| behaviour = rep.CreateBehaviour("Behaviour") | |
| action = rep.CreateAction("Action") | |
| if (behaviour and action) : | |
| behaviour.Position = Point(500,100) | |
| action.Position = Point (500, 100) | |
| globalEmotes = rep.CreateGlobalEmotes("global") | |
| print("Created global emotes") | |
| if(globalEmotes): | |
| globalEmotes.Position = Point(500,100) | |
| regionalSitIdleContext = globalEmotes.SitIdle | |
| regionalSitOnFloorContext = globalEmotes.SitOnFloor | |
| regionalStandldleContext = globalEmotes.Standldle | |
| if(regionalSitldleContext): | |
| someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group") | |
| print("Created an emote group within the sit on floor context") | |
| if(someGroup): | |
| someGroup.Position = Point (500, 100) | |
| actionEmote = someGroup.CreateActionEmote("action_emote") | |
| print("Created an action emote") | |
| if(actionEmote): | |
| actionEmote.Position = Point (500, 100) | |
| actionEmote.SetAction(action) | |
| behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote") | |
| print("Created a behaviour emote") | |
| if(behaviourEmote): | |
| behaviourEmote.Position = Point(500,200) | |
| behaviourEmote.SetBehaviour(behaviour) | |
| CreateEmotes() | |
| HdkApi.RepertoireEditor.Emotes.EmoteContext | |
| EmoteContext | |
| Group emotes into sub-menus | |
| Namespace: HdkApi.RepertoireEditor.Emotes | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Remarks | |
| J The available emote contexts are specified by the client and may not be created, deleted or renamed. | |
| Methods | |
| HdkApi.RepertoireEditor.Emotes.EmoteGroup CreateEmoteGroup( groupName ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.EmoteGroup] GetEmoteGroups() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateEmotes(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| print("create a test behaviour and a test action") | |
| behaviour = rep.CreateBehaviour("Behaviour") | |
| action = rep.CreateAction("Action") | |
| if (behaviour and action) : | |
| behaviour.Position = Point(500,100) | |
| action.Position = Point (500, 100) | |
| globalEmotes = rep.CreateGlobalEmotes("global") | |
| print("Created global emotes") | |
| if(globalEmotes): | |
| globalEmotes.Position = Point(500,100) | |
| regionalSitIdleContext = globalEmotes.SitIdle | |
| regionalSitOnFloorContext = globalEmotes.SitOnFloor | |
| regionalStandldleContext = globalEmotes.Standldle | |
| if(regionalSitldleContext): | |
| someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group") | |
| print("Created an emote group within the sit on floor context") | |
| if(someGroup): | |
| someGroup.Position = Point (500, 100) | |
| actionEmote = someGroup.CreateActionEmote("action_emote") | |
| print("Created an action emote") | |
| if(actionEmote): | |
| actionEmote.Position = Point(500,100) | |
| actionEmote.SetAction(action) | |
| behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote") | |
| print("Created a behaviour emote") | |
| if(behaviourEmote): | |
| behaviourEmote.Position = Point(500,200) | |
| behaviourEmote.SetBehaviour(behaviour) | |
| CreateEmotes() | |
| HdkApi.RepertoireEditor.Emotes.EmoteGroup | |
| EmoteGroup | |
| Group emotes into sub-menus | |
| Namespace: HdkApi.RepertoireEditor.Emotes | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.ActionEmote] GetActionEmotes() | |
| HdkApi.RepertoireEditor.Emotes.ActionEmote CreateActionEmote( emoteName ) | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Emotes.BehaviourEmote] GetBehaviourEmotes() | |
| HdkApi.RepertoireEditor.Emotes.BehaviourEmote CreateBehaviourEmote( emoteName ) | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateEmotes(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| print("create a test behaviour and a test action") | |
| behaviour = rep.CreateBehaviour("Behaviour") | |
| action = rep.CreateAction("Action") | |
| if (behaviour and action) : | |
| behaviour.Position = Point(500,100) | |
| action.Position = Point (500, 100) | |
| globalEmotes = rep.CreateGlobalEmotes("global") | |
| print("Created global emotes") | |
| if(globalEmotes): | |
| globalEmotes.Position = Point(500,100) | |
| regionalSitIdleContext = globalEmotes.SitIdle | |
| regionalSitOnFloorContext = globalEmotes.SitOnFloor | |
| regionalStandldleContext = globalEmotes.Standldle | |
| if(regionalSitldleContext): | |
| someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group") | |
| print("Created an emote group within the sit on floor context") | |
| if(someGroup): | |
| someGroup.Position = Point (500, 100) | |
| actionEmote = someGroup.CreateActionEmote("action_emote") | |
| print("Created an action emote") | |
| if(actionEmote): | |
| actionEmote.Position = Point (500, 100) | |
| actionEmote.SetAction(action) | |
| behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote") | |
| print("Created a behaviour emote") | |
| if(behaviourEmote): | |
| behaviourEmote.Position = Point(500,200) | |
| behaviourEmote.SetBehaviour(behaviour) | |
| CreateEmotes() | |
| HdkApi.RepertoireEditor.Emotes.Global Emotes | |
| GlobalEmotes | |
| Global emotes are emotes that are available in every region. | |
| Namespace: HdkApi.RepertoireEditor.Emotes | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| Delete() | |
| Properties | |
| Standldle | |
| Sitldle | |
| SitOnFloor | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateEmotes(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| print("create a test behaviour and a test action") | |
| behaviour = rep.CreateBehaviour("Behaviour") | |
| action = rep.CreateAction("Action") | |
| if(behaviour and action): | |
| behaviour.Position = Point(500,100) | |
| action.Position = Point (500, 100) | |
| globalEmotes = rep.CreateGlobalEmotes("global") | |
| print("Created global emotes") | |
| if(globalEmotes): | |
| globalEmotes.Position = Point(500,100) | |
| regionalSitldleContext = globalEmotes.SitIdle | |
| regionalSitOnFloorContext = globalEmotes.SitOnFloor | |
| regionalStandldleContext = globalEmotes.Standldle | |
| if(regionalSitldleContext): | |
| someGroup = regionalSitOnFloorContext.CreateEmoteGroup("group") | |
| print("Created an emote group within the sit on floor context") | |
| if(someGroup): | |
| someGroup.Position = Point (500, 100) | |
| actionEmote = someGroup.CreateActionEmote("action_emote") | |
| print("Created an action emote") | |
| if(actionEmote): | |
| actionEmote.Position = Point (500, 100) | |
| actionEmote.SetAction(action) | |
| behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote") | |
| print("Created a behaviour emote") | |
| if(behaviourEmote): | |
| behaviourEmote.Position = Point (500,200) | |
| behaviourEmote.SetBehaviour(behaviour) | |
| CreateEmotes() | |
| HdkApi.RepertoireEditor.Emotes.Regional Emotes | |
| RegionalEmotes | |
| Determines which region these emotes will be used | |
| Namespace: HdkApi.RepertoireEditor.Emotes | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| Delete() | |
| Properties | |
| Region | |
| Standldle | |
| Sitldle | |
| SitOnFloor | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateEmotes(): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| print("create a test behaviour and a test action") | |
| behaviour = rep.CreateBehaviour("Behaviour") | |
| action = rep.CreateAction("Action") | |
| if (behaviour and action) : | |
| behaviour.Position = Point(500,100) | |
| action.Position = Point (500, 100) | |
| regionalEmotes = rep.CreateRegionalEmotes("japan") | |
| print("Created regional emotes") | |
| if (regionalEmotes) : | |
| regionalEmotes.Position = Point(500,100) | |
| regionalEmotes.Region = "ja-JP" | |
| regionalSitldleContext = regionalEmotes.SitIdle | |
| regionalSitOnFloorContext = regionalEmotes.SitOnFloor | |
| regionalStandldleContext = regionalEmotes.Standldle | |
| if(regionalSitldleContext): | |
| someGroup = regionalSitldleContext.CreateEmoteGroup("group") | |
| print("Created an emote group within the sit idle context") | |
| if(someGroup): | |
| someGroup.Position = Point (500, 100) | |
| actionEmote = someGroup.CreateActionEmote("action_emote") | |
| print("Created an action emote") | |
| if(actionEmote): | |
| actionEmote.Position = Point (500, 100) | |
| actionEmote.SetAction(action) | |
| behaviourEmote = someGroup.CreateBehaviourEmote("behaviour_emote") | |
| print("Created a behaviour emote") | |
| if(behaviourEmote): | |
| behaviourEmote.Position = Point(500,200) | |
| behaviourEmote.SetBehaviour(behaviour) | |
| CreateEmotes() | |
| HdkApi.RepertoireEditor.Outputs | |
| Summary | |
| Clear a register value as part of an output | |
| Home. Editors. RepertoireEditor.Scripting | |
| OutputType | |
| Whether onEntry or onExit | |
| Home. Editors. RepertoireEditor.Scripting | |
| Output | |
| Outputs are a way of defining behaviour before or after an action/behaviour/state is triggered | |
| Home. Editors. RepertoireEditor.Scripting | |
| SetNextBehaviour | |
| Set the next behaviour as part of an output | |
| Home. Editors. RepertoireEditor.Scripting | |
| SetRegister | |
| Set a register value as part of an output | |
| Home. Editors. RepertoireEditor.Scripting | |
| SpawnAction | |
| Spawn an action as part of an output | |
| Home. Editors. RepertoireEditor.Scripting | |
| TriggerEvent | |
| Trigger an event as part of an output | |
| Home. Editors. RepertoireEditor.Scripting | |
| HdkApi.RepertoireEditor.Outputs.ClearRegister | |
| ClearRegister | |
| Clear a register value as part of an output | |
| Namespace: HdkApi.RepertoireEditor.Outputs | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetRegister( register) | |
| HdkApi.RepertoireEditor.RepertoireRegister GetRegister() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| #</copyright> | |
| def CreateOutput(): | |
| repertoire = RepertoireEditor.CurrentRepertoire | |
| #create action | |
| action = repertoire.CreateAction("action") | |
| #add an output | |
| output = action.CreateOutput("output") | |
| #add a few output types | |
| clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry) | |
| clearRegister.SetRegister(register) | |
| setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry) | |
| setNextBehaviour.SetBehaviour(behaviour) | |
| setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry) | |
| setRegister.SetValue(register, value) | |
| spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit) | |
| spawnAction.SetAction(action) | |
| triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit) | |
| triggerEvent.SetEvent(event) | |
| CreateOutput () | |
| HdkApi.RepertoireEditor.Outputs.Output | |
| Output | |
| Outputs are a way of defining behaviour before or after an action/behaviour/state is triggered | |
| Namespace: HdkApi.RepertoireEditor.Outputs | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| System.Collections.Generic.List[HdkApi.RepertoireEditor.Outputs.BaseOutput] GetOutputs( type ) | |
| HdkApi.RepertoireEditor.Outputs.ClearRegister CreateClearRegister( type ) | |
| HdkApi.RepertoireEditor.Outputs.SetNextBehaviour CreateSetNextBehaviour( type ) | |
| HdkApi.RepertoireEditor.Outputs.SetRegister CreateSetRegister( type ) | |
| HdkApi.RepertoireEditor.Outputs.SpawnAction CreateSpawnAction( type ) | |
| HdkApi.RepertoireEditor.Outputs.TriggerEvent CreateTriggerEvent( type ) | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateOutput(): | |
| repertoire = RepertoireEditor.CurrentRepertoire | |
| #create action | |
| action = repertoire.CreateAction("action") | |
| #add an output | |
| output = action.CreateOutput("output") | |
| #add a few output types | |
| ClearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry) | |
| ClearRegister.SetRegister(register) | |
| SetNextBehaviour = output.CreateSetNextBehaviour("SetNextBehaviour", OutputType.OnEntry) | |
| SetNextBehaviour.SetBehaviour(behaviour) | |
| SetRegister = output.CreateSetRegister("SetRegister", OutputType.OnEntry) | |
| SetRegister.SetValue(register, value) | |
| SpawnAction = output.CreateSpawnAction("SpawnAction", OutputType.OnExit) | |
| SpawnAction.SetAction(action) | |
| triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit) | |
| triggerEvent.SetEvent(event) | |
| CreateOutput() | |
| HdkApi.RepertoireEditor.Outputs.OutputType | |
| OutputType | |
| Whether onEntry or onExit | |
| Namespace: HdkApi.RepertoireEditor.Outputs | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Fields | |
| OnEntry | |
| OnExit | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateOutput(): | |
| repertoire = RepertoireEditor.CurrentRepertoire | |
| #create action | |
| action = repertoire.CreateAction("action") | |
| #add an output | |
| output = action.CreateOutput("output") | |
| #add a few output types | |
| clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry) | |
| clearRegister.SetRegister(register) | |
| setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry) | |
| setNextBehaviour.SetBehaviour(behaviour) | |
| setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry) | |
| setRegister.SetValue(register, value) | |
| spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit) | |
| spawnAction.SetAction(action) | |
| triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit) | |
| triggerEvent.SetEvent(event) | |
| CreateOutput() | |
| HdkApi.RepertoireEditor.Outputs.SetNextBehaviour | |
| SetNextBehaviour | |
| Set the next behaviour as part of an output | |
| Namespace: HdkApi.RepertoireEditor.Outputs | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Behaviour GetBehaviour() | |
| SetBehaviour( behaviour) | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| #</copyright> | |
| def CreateOutput(): | |
| repertoire = RepertoireEditor.CurrentRepertoire | |
| #create action | |
| action = repertoire.CreateAction("action") | |
| #add an output | |
| output = action.CreateOutput("output") | |
| #add a few output types | |
| clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry) | |
| clearRegister.SetRegister(register) | |
| setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry) | |
| setNextBehaviour.SetBehaviour(behaviour) | |
| setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry) | |
| setRegister.SetValue(register, value) | |
| spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit) | |
| spawnAction.SetAction(action) | |
| triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit) | |
| triggerEvent.SetEvent(event) | |
| CreateOutput () | |
| HdkApi.RepertoireEditor.Outputs.SetRegister | |
| SetRegister | |
| Set a register value as part of an output | |
| Namespace: HdkApi.RepertoireEditor.Outputs | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetValue( register, value) | |
| IronPython.Runtime.PythonTuple GetValue() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateOutput(): | |
| repertoire = RepertoireEditor.CurrentRepertoire | |
| #create action | |
| action = repertoire.CreateAction("action" ) | |
| #add an output | |
| output = action.CreateOutput("output") | |
| #add a few output types | |
| clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry) | |
| clearRegister.SetRegister(register) | |
| setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry) | |
| setNextBehaviour.SetBehaviour(behaviour) | |
| setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry) | |
| setRegister.SetValue(register, value) | |
| spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit) | |
| spawnAction.SetAction(action) | |
| triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit) | |
| triggerEvent.SetEvent(event) | |
| CreateOutput () | |
| HdkApi.RepertoireEditor.Outputs.SpawnAction | |
| SpawnAction | |
| Spawn an action as part of an output | |
| Namespace: HdkApi.RepertoireEditor.Outputs | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Action GetAction() | |
| SetAction( action ) | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateOutput(): | |
| repertoire = RepertoireEditor.CurrentRepertoire | |
| #create action | |
| action = repertoire.CreateAction("action" ) | |
| #add an output | |
| output = action.CreateOutput("output") | |
| #add a few output types | |
| clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry) | |
| clearRegister.SetRegister(register) | |
| setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry) | |
| setNextBehaviour.SetBehaviour(behaviour) | |
| setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry) | |
| setRegister.SetValue(register, value) | |
| spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit) | |
| spawnAction.SetAction(action) | |
| triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit) | |
| triggerEvent.SetEvent(event) | |
| CreateOutput () | |
| HdkApi.RepertoireEditor.Outputs.TriggerEvent | |
| TriggerEvent | |
| Trigger an event as part of an output | |
| Namespace: HdkApi.RepertoireEditor.Outputs | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| SetEvent( repertoireEvent, value) | |
| IronPython.Runtime.PythonTuple GetEvent() | |
| Delete() | |
| Properties | |
| Position | |
| Name | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| def CreateOutput(): | |
| repertoire = RepertoireEditor.CurrentRepertoire | |
| #create action | |
| action = repertoire.CreateAction("action" ) | |
| #add an output | |
| output = action.CreateOutput("output") | |
| #add a few output types | |
| clearRegister = output.CreateClearRegister("clearRegister", OutputType.OnEntry) | |
| clearRegister.SetRegister(register) | |
| setNextBehaviour = output.CreateSetNextBehaviour("setNextBehaviour", OutputType.OnEntry) | |
| setNextBehaviour.SetBehaviour(behaviour) | |
| setRegister = output.CreateSetRegister("setRegister", OutputType.OnEntry) | |
| setRegister.SetValue(register, value) | |
| spawnAction = output.CreateSpawnAction("spawnAction", OutputType.OnExit) | |
| spawnAction.SetAction(action) | |
| triggerEvent = output.CreateTriggerEvent("triggerEvent", OutputType.OnExit) | |
| triggerEvent.SetEvent(event) | |
| CreateOutput () | |
| HdkApi.RepertoireEditor.Userlnterface | |
| Summary | |
| Menu represents a menu in the Scene Editor Ui, new items can be added to the menu by calling the AddMenultem function, a new Menu can be | |
| created through MenuManager.CreateMenu | |
| Home. Editors. RepertoireEditor.Scripting | |
| Menultem | |
| Menultem represents an item within a Menu in the Scene Editor UI, it provides access to properties about the menu item such as what icon it | |
| uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a | |
| new Menultem call MenuManager.CreateMenultem | |
| Home. Editors. RepertoireEditor.Scripting | |
| MenuManager | |
| MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item | |
| call CreateMenu Item and then pass the returned Menultem to a menu's AddMenultem function | |
| Home. Editors. RepertoireEditor.Scripting | |
| HdkApi.RepertoireEditor.Userlnterface.Menu | |
| Menu | |
| Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be | |
| created through MenuManager.CreateMenu | |
| Namespace: HdkApi.RepertoireEditor.Userlnterface | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| AddMenultem( menultem ) | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExample(): | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("My Hdk API Scripts") | |
| actionMenuItem = self.createActionMenu() | |
| behaviourMenuItem = self.createBehaviourMenu() | |
| # Add the Menultem to the example menu | |
| menu.AddMenultem(actionMenuItem) | |
| menu.AddMenultem(behaviourMenuItem) | |
| def createActionMenu(self): | |
| # Create a new Menultem | |
| itemDisplayText = "CreateAction" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Create an action with one state" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A | |
| #menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu item is pressed | |
| menultem.Execute += self.createAction | |
| # Hook up the can execute event to set whether the menu item is enabled | |
| menultem.CanExecute += self.repertoireCanExecute | |
| return menultem | |
| def createBehaviourMenu(self): | |
| # Create a new Menultem | |
| itemDisplayText = "CreateBehaviour" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Create a behaviour with one state" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B | |
| #menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu item is pressed | |
| menultem.Execute += self.CreateBehaviour | |
| # Hook up the can execute event to set whether the menu item is enabled | |
| menultem.CanExecute += self.repertoireCanExecute | |
| return menultem | |
| def repertoireCanExecute(self): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if (rep is None) : | |
| return False | |
| return True | |
| def CreateBehaviour(self, sender, args) : | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| behaviour = rep.CreateBehaviour("behaviour") | |
| if(behaviour): | |
| behaviour.Position = Point (500, 100) | |
| state = behaviour.CreateState("state") | |
| if (state) : | |
| state.Position = Point(500,100) | |
| print("Created behaviour") | |
| def createAction(self, sender, args): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| action = rep.CreateAction ("action") | |
| action.Position = Point (416,192) | |
| state = action.CreateState("state") | |
| if (state) : | |
| state.Position = Point(500,100) | |
| print("Created action") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi.RepertoireEditor.Userlnterface.MenuManager | |
| • HdkApi.RepertoireEditor.Userlnterface.Menu Item | |
| HdkApi.RepertoireEditor.Userlnterface.Menultem | |
| Menultem | |
| Menultem represents an item within a Menu in the Scene Editor Ul, it provides access to properties about the menu item such as what icon it | |
| uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a | |
| new Menultem call MenuManager.CreateMenultem | |
| Namespace: HdkApi.RepertoireEditor.Userlnterface | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Properties | |
| DisplayText | |
| Description | |
| IconPath | |
| Shortcut | |
| Toggleable | |
| HasToolbarButton | |
| Events | |
| Execute | |
| CanExecute | |
| Delegates | |
| CanExecuteHandler | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExampleO: | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("My Hdk API Scripts") | |
| actionMenuItem = self.createActionMenu() | |
| behaviourMenuItem = self.createBehaviourMenu() | |
| # Add the Menultem to the example menu | |
| menu.AddMenuItem(actionMenuItem) | |
| menu.AddMenuItem(behaviourMenuItem) | |
| def createActionMenu(self) : | |
| # Create a new Menultem | |
| itemDisplayText = "CreateAction" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Create an action with one state" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A | |
| #menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu | |
| menultem.Execute += self.createAction | |
| # Hook up the can execute event to set whether the menu item | |
| menultem.CanExecute += self.repertoireCanExecute | |
| return menultem | |
| def createBehaviourMenu(self) : | |
| # Create a new Menultem | |
| itemDisplayText = "CreateBehaviour" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Create a behaviour with one state" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B | |
| #menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu | |
| menultem.Execute += self.CreateBehaviour | |
| # Hook up the can execute event to set whether the menu item | |
| menultem.CanExecute += self.repertoireCanExecute | |
| return menultem | |
| def repertoireCanExecute(self) : | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if (rep is None) : | |
| return False | |
| return True | |
| def CreateBehaviour(self, sender, args): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| behaviour = rep.CreateBehaviour("behaviour") | |
| if (behaviour) : | |
| behaviour.Position = Point(500,100) | |
| state = behaviour.CreateState("state") | |
| if (state) : | |
| state.Position = Point(500,100) | |
| print("Created behaviour") | |
| def createAction(self, sender, args): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| action = rep.CreateAction("action") | |
| action.Position = Point (416,192) | |
| item is pressed | |
| is enabled | |
| item is pressed | |
| is enabled | |
| state = action.CreateState("state") | |
| if (state) : | |
| state.Position = Point(500,100) | |
| print("Created action") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi.RepertoireEditor.Userlnterface.MenuManager | |
| • HdkApi.RepertoireEditor.Userlnterface.Menu | |
| HdkApi.RepertoireEditor.Userlnterface.MenuManager | |
| MenuManager | |
| MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item | |
| call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function | |
| Namespace: HdkApi.RepertoireEditor.Userlnterface | |
| Assembly: Home.Editors.RepertoireEditor.Scripting.dll | |
| Methods | |
| HdkApi.RepertoireEditor.Userlnterface.Menu MenuManager.CreateMenu( name) | |
| HdkApi.RepertoireEditor.Userlnterface.Menu MenuManager.GetMenu( name) | |
| HdkApi.RepertoireEditor.Userlnterface.Menultem MenuManager.CreateMenultem( displayText) | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.65.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExampleO: | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("My Hdk API Scripts") | |
| actionMenuItem = self.createActionMenu() | |
| behaviourMenuItem = self.createBehaviourMenu() | |
| # Add the Menultem to the example menu | |
| menu.AddMenultem(actionMenuItem) | |
| menu.AddMenultem(behaviourMenuItem) | |
| def createActionMenu(self) : | |
| # Create a new Menultem | |
| itemDisplayText = "CreateAction" | |
| menultem = MenuManager.CreateMenultem(itemDisplayText) | |
| menultem.Description = "Create an action with one state" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.A | |
| #menultem.HasToolbarButton | |
| True | |
| # Hook up the execute event to set what happens when the menu | |
| menultem.Execute += self.createAction | |
| # Hook up the can execute event to set whether the menu item | |
| menultem.CanExecute += self.repertoireCanExecute | |
| return menultem | |
| def createBehaviourMenu(self): | |
| # Create a new Menultem | |
| itemDisplayText = "CreateBehaviour" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Create a behaviour with one state" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.B | |
| #menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu | |
| menultem.Execute += self.CreateBehaviour | |
| # Hook up the can execute event to set whether the menu item | |
| menultem.CanExecute += self.repertoireCanExecute | |
| return menultem | |
| def repertoireCanExecute(self): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if (rep is None) : | |
| return False | |
| return True | |
| def CreateBehaviour(self, sender, args) : | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| behaviour = rep.CreateBehaviour("behaviour") | |
| if(behaviour): | |
| behaviour.Position = Point (500, 100) | |
| state = behaviour.CreateState("state") | |
| if (state) : | |
| state.Position = Point(500,100) | |
| print("Created behaviour") | |
| def createAction(self, sender, args): | |
| rep = RepertoireEditor.CurrentRepertoire | |
| if(rep): | |
| action = rep.CreateAction ("action") | |
| action.Position = Point (416,192) | |
| state = action.CreateState("state") | |
| if (state) : | |
| state.Position = Point(500,100) | |
| item is pressed | |
| is enabled | |
| item is pressed | |
| is enabled | |
| print("Created action") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi.RepertoireEditor.Userlnterface.Menu | |
| • HdkApi.RepertoireEditor.Userlnterface.Menu Item | |
| HdkApi.SceneEditor | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| SceneEditor | |
| Provides access to core functionality of the Scene Editor, such as getting the currently open scene. | |
| Home. Editors.SceneEditor.Scripting | |
| HdkApi.SceneEditor.SceneEditor | |
| SceneEditor | |
| Provides access to core functionality of the Scene Editor, such as getting the currently open scene. | |
| Namespace: HdkApi.SceneEditor | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Methods | |
| SceneEditor.OpenSceneProject( scprojPath) | |
| System.Boolean SceneEditor.Export( validate ) | |
| Properties | |
| CurrentScene | |
| Events | |
| OnSaving | |
| OnSaved | |
| OnOpened | |
| OnExporting | |
| OnExported | |
| OnPackaging | |
| OnPackaged | |
| Delegates | |
| SceneAction | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the SceneEditor class | |
| from HdkApi.SceneEditor import SceneEditor | |
| # Import the HomeScene class | |
| from HdkApi.Data.Scene import HomeScene | |
| class SceneEditorExample(): | |
| def _init_(self) : | |
| # Get the current scene which is open in the Scene Editor | |
| openScene = SceneEditor.CurrentScene | |
| # Print the scene's filepath | |
| print openScene.FilePath | |
| # Export the currently open scene to a (.scene) file so it can be tested in game | |
| validate = True | |
| succeeded = SceneEditor.Export(validate) | |
| print succeeded | |
| self.RegisterCallbacks() | |
| def RegisterCallbacks(self) : | |
| # Hook up to the OnOpened event called when a scene is opened in the Scene Editor | |
| SceneEditor.OnOpened += self.onOpened | |
| # Hook up to the OnSaving event called when a scene is about to be saved | |
| SceneEditor.OnSaving += self.onSaving | |
| # Hook up to the OnSaved event called when a scene has been successfully saved | |
| SceneEditor.OnSaved += self.onSaved | |
| # Hook up to the OnExporting event called when a scene is about to be exported from an .scproj | |
| file to a .scene file | |
| SceneEditor.OnExporting += self.onExporting | |
| # Hook up to the OnExported event called when a scene has been successfully exported from an | |
| .scproj file to a .scene file | |
| SceneEditor.OnExported += self.OnExported | |
| # Hook up to the OnPackaging event called when a scene is about to be packaged | |
| SceneEditor.OnPackaging += self.OnPackaging | |
| # Hook up to the OnPackaged event called when a scene has been successfully packaged | |
| SceneEditor.OnPackaged += self.OnPackaged | |
| # Example of a callback function triggered when a scene is opened in the Scene Editor | |
| def onOpened(self, scene): | |
| print "Opened: {0}".format(scene.FilePath) | |
| # Example of a callback function triggered when the scene open in the Scene Editor is about to be | |
| saved | |
| def onSaving(self, scene): | |
| print "Saving: {0}".format(scene.FilePath) | |
| # Example of a callback function triggered when the scene open in the Scene Editor has been | |
| successfully saved | |
| def onSaved(self, scene): | |
| print "Saved: {0}".format(scene.FilePath) | |
| # Example of a callback function triggered when the scene open in the Scene Editor is about to be | |
| exported | |
| def onExporting(self, scene): | |
| print "Exporting: {0}".format(scene.FilePath) | |
| # Example of a callback function triggered when the scene open in the Scene Editor has been | |
| successfully exported | |
| def onExported(self, scene): | |
| print "Exported: {0}".format(scene.FilePath) | |
| # Example of a callback function triggered when the scene open in the Scene Editor is about to be | |
| packaged | |
| def onPackaging(self, scene): | |
| print "Packaging: {0}".format(scene.FilePath) | |
| # Example of a callback function triggered when the scene open in the Scene Editor is about to be | |
| packaged | |
| def onPackaged(self, scene): | |
| print "Packaged: {0}".format(scene.FilePath) | |
| Associated Types | |
| • HdkApi. Data. Scene. HomeScene | |
| HdkApi.SceneEditor.Camera | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Camera | |
| The Camera class is the basis for derived camera classes in the HdkApi such as SceneCamera. | |
| Home. Editors.SceneEditor.Scripting | |
| CameraManager | |
| The CameraManager has access to Camera objects from the SceneEditor. Currently it provides access to the perspective camera that is used | |
| to navigate in the scene editor. | |
| Home. Editors.SceneEditor.Scripting | |
| SceneCamera | |
| The SceneCamera class represents the perspective camera that is used to navigate the scene in the editor. You may use this class to retrieve | |
| position and look at point data. | |
| Home. Editors.SceneEditor.Scripting | |
| HdkApi.SceneEditor.Camera.Camera | |
| Camera | |
| The Camera class is the basis for derived camera classes in the HdkApi such as SceneCamera. | |
| Namespace: HdkApi.SceneEditor.Camera | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Properties | |
| Position | |
| LookAt | |
| Events | |
| CameraChanged | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| #</copyright> | |
| # First import the Camera classes | |
| from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera | |
| class CameraExample(): | |
| def _init_(self) : | |
| self.camera = CameraManager.SceneCamera | |
| self.camera.CameraChanged += self.cameraUpdated | |
| def printPosition(self): | |
| str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z) | |
| print(str) | |
| def printLookAt(self): | |
| str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z) | |
| print(str) | |
| def cameraUpdated(self, sender, args): | |
| print("Camera Updated") | |
| self.printPosition() | |
| self.printLookAt() | |
| camExample = CameraExample() | |
| Associated Types | |
| • HdkApi. SceneEditor. Camera.CameraManager | |
| • HdkApi.SceneEditor.Camera.SceneCamera | |
| HdkApi.SceneEditor.Camera.CameraManager | |
| CameraManager | |
| The CameraManager has access to Camera objects from the SceneEditor. Currently it provides access to the perspective camera that is used to | |
| navigate in the scene editor. | |
| Namespace: HdkApi.SceneEditor.Camera | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Properties | |
| SceneCamera | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Camera classes | |
| from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera | |
| class CameraExample(): | |
| def _init_(self) : | |
| self.camera = CameraManager.SceneCamera | |
| self.camera.CameraChanged += self.cameraUpdated | |
| def printPosition(self): | |
| str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z) | |
| print(str) | |
| def printLookAt(self): | |
| str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z) | |
| print(str) | |
| def cameraUpdated(self, sender, args): | |
| print("Camera Updated") | |
| self.printPosition() | |
| self.printLookAt() | |
| camExample = CameraExample() | |
| Associated Types | |
| • HdkApi.SceneEditor.Camera.Camera | |
| • HdkApi.SceneEditor.Camera.SceneCamera | |
| HdkApi.SceneEditor.Camera.SceneCamera | |
| SceneCamera | |
| The SceneCamera class represents the perspective camera that is used to navigate the scene in the editor. You may use this class to retrieve | |
| position and look at point data. | |
| Namespace: HdkApi.SceneEditor.Camera | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Methods | |
| ZoomToSelection() | |
| Properties | |
| Position | |
| LookAt | |
| Events | |
| CameraChanged | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Camera classes | |
| from HdkApi.SceneEditor.Camera import CameraManager, SceneCamera | |
| class CameraExample(): | |
| def _init_(self) : | |
| self.camera = CameraManager.SceneCamera | |
| self.camera.CameraChanged += self.cameraUpdated | |
| def printPosition(self): | |
| str = "{0}{1}{2}".format(self.camera.Position.X, self.camera.Position.Y, self.camera.Position.Z) | |
| print(str) | |
| def printLookAt(self): | |
| str = "{0}{1}{2}".format(self.camera.LookAt.X, self.camera.LookAt.Y, self.camera.LookAt.Z) | |
| print(str) | |
| def cameraUpdated(self, sender, args) : | |
| print("Camera Updated") | |
| self.printPosition() | |
| self.printLookAt() | |
| camExample = CameraExample() | |
| Associated Types | |
| • HdkApi.SceneEditor.Camera.Camera | |
| • HdkApi.SceneEditor.Camera.CameraManager | |
| HdkApi.SceneEditor.Selection | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| SelectionManager | |
| Provides events and data relating to the current selection in the Scene Editor | |
| Home. Editors.SceneEditor.Scripting | |
| HdkApi.SceneEditor.Selection. SelectionManager | |
| SelectionManager | |
| Provides events and data relating to the current selection in the Scene Editor | |
| Namespace: HdkApi.SceneEditor.Selection | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Events | |
| SelectionChanged | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Selection classes | |
| from HdkApi.SceneEditor.Selection import SelectionManager | |
| class SelectionExample(): | |
| def _init_(self) : | |
| # Hook up to the SelectionChanged event | |
| SelectionManager.SelectionChanged += self.SelectionChanged | |
| def SelectionChanged(self, sender, args): | |
| # Print a message when ever the selection in the Scene Editor changes | |
| print("Selection Changed") | |
| selExample = SelectionExample() | |
| HdkApi.SceneEditor.Userlnterface | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| Menu | |
| Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be | |
| created through MenuManager.CreateMenu | |
| Home. Editors.SceneEditor.Scripting | |
| Menultem | |
| Menultem represents an item within a Menu in the Scene Editor Ul, it provides access to properties about the menu item such as what icon it | |
| uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenultem, to create a | |
| new Menultem call MenuManager.CreateMenultem | |
| Home. Editors.SceneEditor.Scripting | |
| MenuManager | |
| MenuManager is used to add new menus and menu items to the Scene Editor Ul, to add a new menu call CreateMenu, to add a new menu item | |
| call CreateMenultem and then pass the returned Menultem to a menu's AddMenultem function | |
| Home. Editors.SceneEditor.Scripting | |
| HdkApi.SceneEditor.Userlnterface.Menu | |
| Menu | |
| Menu represents a menu in the Scene Editor Ul, new items can be added to the menu by calling the AddMenultem function, a new Menu can be | |
| created through MenuManager.CreateMenu | |
| Namespace: HdkApi.SceneEditor.Userlnterface | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Methods | |
| AddMenultem( menultem ) | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Userlnterface classes | |
| from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExampleO: | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("Example Menu") | |
| # Create a new Menultem | |
| itemDisplayText = "Example Item" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Example menu item used in the UI Example" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M | |
| menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu item is pressed | |
| menultem.Execute += self.exampleExecute | |
| # Hook up the can execute event to set whether the menu item is enabled | |
| menultem.CanExecute += self.exampleCanExecute | |
| # Add the Menultem to the example menu | |
| menu.AddMenuItem(menultem) | |
| def exampleCanExecute(self) : | |
| return True | |
| def exampleExecute(self, sender, args) : | |
| print("Example executed") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi.SceneEditor. Userlnterface.MenuManager | |
| • HdkApi.SceneEditor. Userlnterface.Menultem | |
| HdkApi.SceneEditor.Userlnterface. Menultem | |
| Menultem | |
| Menultem represents an item within a Menu in the Scene Editor UI, it provides access to properties about the menu item such as what icon it | |
| uses and whether it has a button associated with it, for a menu item to be visible it must be added to a Menu through AddMenuItem, to create a | |
| new Menultem call MenuManager.CreateMenultem | |
| Namespace: HdkApi.SceneEditor.Userlnterface | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Properties | |
| DisplayText | |
| Description | |
| Icon Path | |
| Shortcut | |
| Toggleable | |
| HasToolbarButton | |
| Events | |
| Execute | |
| CanExecute | |
| Delegates | |
| CanExecuteHandler | |
| Example | |
| #<copyright> | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Userlnterface classes | |
| from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExampleO: | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("Example Menu") | |
| # Create a new Menultem | |
| itemDisplayText = "Example Item" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Example menu item used in the UI Example" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M | |
| menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu item is pressed | |
| menultem.Execute += self.exampleExecute | |
| # Hook up the can execute event to set whether the menu item is enabled | |
| menultem.CanExecute += self.exampleCanExecute | |
| # Add the Menultem to the example menu | |
| menu.AddMenuItem(menultem) | |
| def exampleCanExecute(self) : | |
| return True | |
| def exampleExecute(self, sender, args) : | |
| print("Example executed") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi.SceneEditor. Userlnterface.MenuManager | |
| • HdkApi.SceneEditor. Userlnterface.Menu | |
| HdkApi.SceneEditor.Userlnterface. MenuManager | |
| MenuManager | |
| MenuManager is used to add new menus and menu items to the Scene Editor UI, to add a new menu call CreateMenu, to add a new menu ii | |
| call CreateMenuItem and then pass the returned Menultem to a menu's AddMenuItem function | |
| Namespace: HdkApi.SceneEditor.Userlnterface | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Methods | |
| HdkApi.SceneEditor.Userlnterface.Menu MenuManager.CreateMenu( name) | |
| HdkApi.SceneEditor.Userlnterface.Menu MenuManager.GetMenu( name) | |
| HdkApi.SceneEditor.Userlnterface.Menultem MenuManager.CreateMenultem( displayText) | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the Userlnterface classes | |
| from HdkApi.SceneEditor.Userlnterface import MenuManager, Menu, Menultem | |
| # Also add the System.Windows.Forms dll and import Keys so we can set a keyboard shortcut | |
| clr.AddReference("System.Windows.Forms") | |
| from System.Windows.Forms import Keys | |
| class UiExample(): | |
| def _init_(self) : | |
| # Create a new menu | |
| menu = MenuManager.CreateMenu("Example Menu") | |
| # Create a new Menultem | |
| itemDisplayText = "Example Item" | |
| menultem = MenuManager.CreateMenuItem(itemDisplayText) | |
| menultem.Description = "Example menu item used in the UI Example" | |
| menultem.Toggleable = True | |
| menultem.Shortcut = Keys.Control | Keys.Shift | Keys.M | |
| menultem.HasToolbarButton = True | |
| # Hook up the execute event to set what happens when the menu item is pressed | |
| menultem.Execute += self.exampleExecute | |
| # Hook up the can execute event to set whether the menu item is enabled | |
| menultem.CanExecute += self.exampleCanExecute | |
| # Add the Menultem to the example menu | |
| menu.AddMenuItem(menultem) | |
| def exampleCanExecute(self): | |
| return True | |
| def exampleExecute(self, sender, args) : | |
| print("Example executed") | |
| example = UiExampleO | |
| Associated Types | |
| • HdkApi.SceneEditor. Userlnterface.Menu | |
| • HdkApi.SceneEditor. Userlnterface.Menu Item | |
| HdkApi.SceneEditor.Utilities | |
| Summary | |
| Type | |
| Description | |
| Assembly | |
| SynchronizationObject | |
| Provides a synchronization object for the main Scene Editor thread, this is useful for forcing a delegate to be executed on the main Scene Editor | |
| thread, for more information about synchronization objects see: | |
| http://msdn.microsoft.com/en-us/library/system.componentmodel.isynchronizeinvoke.aspx | |
| Home. Editors.SceneEditor.Scripting | |
| HdkApi.SceneEditor.Utilities.SynchronizationObject | |
| SynchronizationObject | |
| Provides a synchronization object for the main Scene Editor thread, this is useful for forcing a delegate to be executed on the main Scene Editor | |
| thread, for more information about synchronization objects see: | |
| http://msdn.microsoft.com/en-us/library/system.componentmodel.isynchronizeinvoke.aspx | |
| Namespace: HdkApi.SceneEditor.Utilities | |
| Assembly: Home.Editors.SceneEditor.Scripting.dll | |
| Remarks | |
| G# SynchronizationObject is an advanced class which you should only have to use if you are dealing with multithreading, in general you should | |
| rarely need to use this class | |
| Methods | |
| System.ComponentModel.lSynchronizelnvoke SynchronizationObject.Get() | |
| Example | |
| #<copyright> | |
| #- | |
| # SCE CONFIDENTIAL | |
| # Home Development Kit (HDK) 1.70.0 | |
| # Copyright (C) 2011 Sony Computer Entertainment Inc. | |
| # All Rights Reserved. | |
| # - | |
| #</copyright> | |
| # First import the SynchronizationObject class | |
| from HdkApi.SceneEditor.Utilities import SynchronizationObject | |
| # We also use the communications classes in this example, so import them as well | |
| from HdkApi.Core.Communication import TargetManager, Target, TargetResult, TargetException | |
| class SyncObjectExample(): | |
| def _init_(self) : | |
| # Create a timer | |
| self.timerlnterval = 30 | |
| self.timer = Timer() | |
| self.timer.Interval = (1000/timerInterval) | |
| # Initialise the TargetManager so it is ready to be used | |
| TargetManager.Initialize() | |
| # Use the SynchronizationObject to force the Elapsed callback to run on the main Scene Editor | |
| thread | |
| # Normally the Elapsed callback would execute on a separate thread, but by setting the | |
| SynchronizingObject to | |
| # the main Scene Editor thread timerEvent will now be called on the Scene Editor thread | |
| instead | |
| self.timer.SynchronizingObject = SynchronizationObject.Get() | |
| self.timer.Elapsed += self.timerEvent | |
| def timerEvent(self, sender, arg) : | |
| # TargetManager can only be called on the thread it was created on (the main Scene Editor | |
| thread), | |
| # by setting the SynchronizingObject we know that it will be called on the correct thread | |
| TargetManager.ConnectToDefault () | |