def updateCursor(self): log.info("Updating brush cursor") if self.cursorWorldScene: self.brushLoader.timer.stop() self.cursorNode.removeChild(self.cursorWorldScene) self.cursorWorldScene = None if self.cursorBoxNode: self.cursorNode.removeChild(self.cursorBoxNode) self.cursorBoxNode = None cursorLevel = self.brushMode.createCursorLevel(self) if cursorLevel is not None: self.cursorWorldScene = worldscene.WorldScene(cursorLevel, self.editorSession.textureAtlas) self.cursorWorldScene.depthOffset.depthOffset = DepthOffsets.PreviewRenderer self.cursorNode.addChild(self.cursorWorldScene) self.brushLoader = WorldLoader(self.cursorWorldScene) self.brushLoader.startLoader() cursorBox = self.brushMode.brushBoxForPoint((0, 0, 0), self.options) if cursorBox is not None: self.cursorBoxNode = SelectionBoxNode() self.cursorBoxNode.selectionBox = cursorBox self.cursorBoxNode.filled = False self.cursorNode.addChild(self.cursorBoxNode)
def updateCursor(self): log.info("Updating brush cursor") if self.cursorWorldScene: self.brushLoader.timer.stop() self.cursorNode.removeChild(self.cursorWorldScene) cursorLevel = self.brushMode.createCursorLevel(self) self.cursorWorldScene = worldscene.WorldScene(cursorLevel, self.editorSession.textureAtlas) self.cursorWorldScene.depthOffsetNode.depthOffset = DepthOffset.PreviewRenderer self.cursorNode.addChild(self.cursorWorldScene) self.brushLoader = WorldLoader(self.cursorWorldScene) self.brushLoader.timer.start()
def updateCursor(self): log.info("Updating brush cursor: %s %s", self.brushStyle, self.brushSelectionForCursor()) if self.cursorWorldScene: self.brushLoader.timer.stop() self.cursorNode.removeChild(self.cursorWorldScene) cursorLevel = MaskLevel(self.brushSelectionForCursor(), self.fillBlock, self.editorSession.worldEditor.blocktypes) self.cursorWorldScene = worldscene.WorldScene(cursorLevel, self.editorSession.textureAtlas) self.cursorWorldScene.depthOffsetNode.depthOffset = DepthOffset.PreviewRenderer self.cursorNode.addChild(self.cursorWorldScene) self.brushLoader = WorldLoader(self.cursorWorldScene) self.brushLoader.timer.start()
def updateMeshes(self): v = self.pos for depth in range(v - self.depthLimit - self.advancedDepthLimit, v + self.depthLimit + self.advancedDepthLimit + 1): if depth not in self.sliceScenes: scene = self.sliceScenes[depth] = worldscene.WorldScene(self.dimension, self.textureAtlas, bounds=self.visibleBounds(depth)) scene.sliceDepth = depth scene.visible = depth == v i = 0 for i, child in enumerate(self.children): if child.sliceDepth > depth: break self.insertChild(i, scene) for old in self.sliceScenes.keys(): if old < v - self.depthLimit - self.advancedDepthLimit or old > v + self.depthLimit + self.advancedDepthLimit: scene = self.sliceScenes.pop(old) scene.discardAllChunks() self.removeChild(scene)
def createWorldScene(self): return worldscene.WorldScene(self.dimension, self.textureAtlas, self.geometryCache)