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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.60.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.55.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 ! # ; # - # SCE CONFIDENTIAL ! # Home Development Kit (HDK) 1.65.0 j # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. | # - ; # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 ! # ; # - | # SCE CONFIDENTIAL ! # Home Development Kit (HDK) 1.65.0 ; # Copyright (C) 2011 Sony Computer Entertainment Inc. ; # All Rights Reserved. | # - ■ # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 ! # I # - # SCE CONFIDENTIAL j # Home Development Kit (HDK) 1.65.0 ; # Copyright (C) 2011 Sony Computer Entertainment Inc. j # All Rights Reserved. ; # - | # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.65.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 # #- # SCE CONFIDENTIAL # Home Development Kit (HDK) 1.70.0 # Copyright (C) 2011 Sony Computer Entertainment Inc. # All Rights Reserved. # - # # 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 ()