Esempio n. 1
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    def drawCage(self, x, y, z):
        cageTexVerts = pymclevel.MCInfdevOldLevel.materials.blockTextures[52, 0]
        cageTexVerts = numpy.array([((tx, ty), (tx + 16, ty), (tx + 16, ty + 16), (tx, ty + 16)) for (tx, ty) in cageTexVerts], dtype='float32')
        GL.glEnable(GL.GL_ALPHA_TEST)

        drawCube(BoundingBox((x, y, z), (1, 1, 1)), texture=pymclevel.alphaMaterials.terrainTexture, textureVertices=cageTexVerts)
        GL.glDisable(GL.GL_ALPHA_TEST)
Esempio n. 2
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    def drawCharacterHead(self, x, y, z):
        GL.glEnable(GL.GL_CULL_FACE)
        origin = (x - 0.25, y - 0.25, z - 0.25)
        size = (0.5, 0.5, 0.5)
        box = FloatBox(origin, size)

        drawCube(box, texture=self.charTex, textureVertices=self.texVerts)
        GL.glDisable(GL.GL_CULL_FACE)
Esempio n. 3
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    def drawCharacterHead(self, x, y, z):
        GL.glEnable(GL.GL_CULL_FACE)
        origin = (x - 0.25, y - 0.25, z - 0.25)
        size = (0.5, 0.5, 0.5)
        box = FloatBox(origin, size)

        drawCube(box,
                 texture=self.charTex, textureVertices=self.texVerts)
        GL.glDisable(GL.GL_CULL_FACE)
Esempio n. 4
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    def drawCage(self, x, y, z):
        cageTexVerts = numpy.array(pymclevel.MCInfdevOldLevel.materials.blockTextures[52, 0])

        pixelScale = 0.5 if self.editor.level.materials.name in ("Pocket", "Alpha") else 1.0
        texSize = 16 * pixelScale
        cageTexVerts *= pixelScale

        cageTexVerts = numpy.array([((tx, ty), (tx + texSize, ty), (tx + texSize, ty + texSize), (tx, ty + texSize)) for (tx, ty) in cageTexVerts], dtype='float32')
        GL.glEnable(GL.GL_ALPHA_TEST)

        drawCube(BoundingBox((x, y, z), (1, 1, 1)), texture=pymclevel.alphaMaterials.terrainTexture, textureVertices=cageTexVerts)
        GL.glDisable(GL.GL_ALPHA_TEST)
Esempio n. 5
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    def drawCage(self, x, y, z):
        cageTexVerts = pymclevel.MCInfdevOldLevel.materials.blockTextures[52,
                                                                          0]
        cageTexVerts = numpy.array([((tx, ty), (tx + 16, ty),
                                     (tx + 16, ty + 16), (tx, ty + 16))
                                    for (tx, ty) in cageTexVerts],
                                   dtype='float32')
        GL.glEnable(GL.GL_ALPHA_TEST)

        drawCube(BoundingBox((x, y, z), (1, 1, 1)),
                 texture=pymclevel.alphaMaterials.terrainTexture,
                 textureVertices=cageTexVerts)
        GL.glDisable(GL.GL_ALPHA_TEST)
Esempio n. 6
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    def drawCage(self, x, y, z):
        cageTexVerts = numpy.array(pymclevel.MCInfdevOldLevel.materials.blockTextures[52, 0])

        pixelScale = 0.5 if self.editor.level.materials.name in ("Pocket", "Alpha") else 1.0
        texSize = 16 * pixelScale
        cageTexVerts *= pixelScale

        cageTexVerts = numpy.array(
            [((tx, ty), (tx + texSize, ty), (tx + texSize, ty + texSize), (tx, ty + texSize)) for (tx, ty) in
             cageTexVerts], dtype='float32')
        GL.glEnable(GL.GL_ALPHA_TEST)

        drawCube(BoundingBox((x, y, z), (1, 1, 1)), texture=pymclevel.alphaMaterials.terrainTexture,
                 textureVertices=cageTexVerts)
        GL.glDisable(GL.GL_ALPHA_TEST)
Esempio n. 7
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    def drawCharacterHead(self, x, y, z, realCoords=None):
        # FIXME: Top head texture is rotated incorrectly
        # TODO: Possible add hat layer support
        GL.glEnable(GL.GL_CULL_FACE)
        origin = (x - 0.25, y - 0.25, z - 0.25)
        size = (0.5, 0.5, 0.5)
        box = FloatBox(origin, size)

        if realCoords != None and self.playerPos[realCoords] != "Player":
            drawCube(box,
                     texture=self.playerTexture[self.playerPos[realCoords]],
                     textureVertices=self.texVerts)
        else:
            drawCube(box, texture=self.charTex, textureVertices=self.texVerts)
        GL.glDisable(GL.GL_CULL_FACE)
Esempio n. 8
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    def drawCharacterHead(self, x, y, z, realCoords=None):
        # FIXME: Top head texture is rotated incorrectly
        # TODO: Possible add hat layer support
        GL.glEnable(GL.GL_CULL_FACE)
        origin = (x - 0.25, y - 0.25, z - 0.25)
        size = (0.5, 0.5, 0.5)
        box = FloatBox(origin, size)

        if realCoords != None and self.playerPos[realCoords] != "Player":
            drawCube(box,
                     texture=self.playerTexture[self.playerPos[realCoords]], textureVertices=self.texVerts)
        else:
            drawCube(box,
                     texture=self.charTex, textureVertices=self.texVerts)
        GL.glDisable(GL.GL_CULL_FACE)
Esempio n. 9
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 def _drawToolMarkers(self):
     x, y, z = self.editor.level.playerSpawnPosition()
     
     GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
     GL.glEnable(GL.GL_BLEND)
     
     color = config.selectionColors.black.get() + (0.35,)
     GL.glColor(*color)
     GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
     GL.glLineWidth(2.0)
     drawCube(FloatBox((x, y, z), (1, 1, 1)))
     GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
     drawCube(FloatBox((x, y, z), (1, 1, 1)))
     GL.glDisable(GL.GL_BLEND)
     
     GL.glEnable(GL.GL_DEPTH_TEST)
     GL.glColor(1.0, 1.0, 1.0, 1.0)
     self.drawCage(x, y, z)
     self.drawCharacterHead(x + 0.5, y + 0.5 + 0.125 * numpy.sin(self.editor.frames * 0.05), z + 0.5)
     GL.glDisable(GL.GL_DEPTH_TEST)
Esempio n. 10
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 def _drawToolMarkers(self):
     x, y, z = self.editor.level.playerSpawnPosition()
     
     GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
     GL.glEnable(GL.GL_BLEND)
     
     color = config.selectionColors.black.get() + (0.35,)
     GL.glColor(*color)
     GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
     GL.glLineWidth(2.0)
     drawCube(FloatBox((x, y, z), (1, 1, 1)))
     GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
     drawCube(FloatBox((x, y, z), (1, 1, 1)))
     GL.glDisable(GL.GL_BLEND)
     
     GL.glEnable(GL.GL_DEPTH_TEST)
     GL.glColor(1.0, 1.0, 1.0, 1.0)
     self.drawCage(x, y, z)
     self.drawCharacterHead(x + 0.5, y + 0.5 + 0.125 * numpy.sin(self.editor.frames * 0.05), z + 0.5)
     GL.glDisable(GL.GL_DEPTH_TEST)
Esempio n. 11
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    def drawCharacterHead(self, x, y, z, realCoords=None, dim=0):
        GL.glEnable(GL.GL_CULL_FACE)
        origin = (x - 0.25, y - 0.25, z - 0.25)
        size = (0.5, 0.5, 0.5)
        box = FloatBox(origin, size)

        hat_origin = (x - 0.275, y - 0.275, z - 0.275)
        hat_size = (0.55, 0.55, 0.55)
        hat_box = FloatBox(hat_origin, hat_size)

        if realCoords is not None and self.playerPos[dim][
                realCoords] != "Player" and config.settings.downloadPlayerSkins.get(
                ):
            drawCube(
                box,
                texture=self.playerTexture[self.playerPos[dim][realCoords]],
                textureVertices=self.texVerts[0])
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            drawCube(
                hat_box,
                texture=self.playerTexture[self.playerPos[dim][realCoords]],
                textureVertices=self.texVerts[1])
            GL.glDisable(GL.GL_BLEND)
        else:
            drawCube(box,
                     texture=self.charTex,
                     textureVertices=self.texVerts[0])
        GL.glDisable(GL.GL_CULL_FACE)
Esempio n. 12
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    def drawCharacterHead(self, x, y, z, realCoords=None, dim=0):
        GL.glEnable(GL.GL_CULL_FACE)
        origin = (x - 0.25, y - 0.25, z - 0.25)
        size = (0.5, 0.5, 0.5)
        box = FloatBox(origin, size)
        
        hat_origin = (x - 0.275, y - 0.275, z - 0.275)
        hat_size = (0.55, 0.55, 0.55)
        hat_box = FloatBox(hat_origin, hat_size)

        if realCoords is not None and self.playerPos[dim][realCoords] != "Player" and config.settings.downloadPlayerSkins.get():
            drawCube(box,
                     texture=self.playerTexture[self.playerPos[dim][realCoords]], textureVertices=self.texVerts[0])
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            drawCube(hat_box,
                     texture=self.playerTexture[self.playerPos[dim][realCoords]], textureVertices=self.texVerts[1])
            GL.glDisable(GL.GL_BLEND)
        else:
            drawCube(box,
                     texture=self.charTex, textureVertices=self.texVerts[0])
        GL.glDisable(GL.GL_CULL_FACE)