diff --git "a/DEV/1.86 Docs/HDK API_djvu.txt" "b/DEV/1.86 Docs/HDK API_djvu.txt" new file mode 100644--- /dev/null +++ "b/DEV/1.86 Docs/HDK API_djvu.txt" @@ -0,0 +1,10245 @@ +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 () + + + + +