コード例 #1
0
ファイル: entitymesh.py プロジェクト: brennced/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        tilePositions = []
        defaultColor = (0xff, 0xff, 0x33, 0x44)
        for i, ref in enumerate(chunk.TileEntities):
            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue
            if ref.id == "Control":
                continue
            tilePositions.append(ref.Position)

        if not len(tilePositions):
            return

        tiles = self._computeVertices(tilePositions,
                                      defaultColor,
                                      chunkPosition=chunk.chunkPosition)

        vertexNode = VertexNode([tiles])
        polygonMode = PolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        vertexNode.addState(polygonMode)
        lineWidth = LineWidth(2.0)
        vertexNode.addState(lineWidth)
        depthFunc = DepthFunc(GL.GL_ALWAYS)
        vertexNode.addState(depthFunc)

        self.sceneNode = Node("tileEntityLocations")
        self.sceneNode.addChild(vertexNode)

        vertexNode = VertexNode([tiles])
        self.sceneNode.addChild(vertexNode)
コード例 #2
0
ファイル: entitymesh.py プロジェクト: shipbiulder101/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        monsterPositions = []
        for i, entityRef in enumerate(chunk.Entities):
            if i % 10 == 0:
                yield
            ID = entityRef.id

            if ID in self.notMonsters:
                continue
            pos = entityRef.Position
            if limitBox and pos not in limitBox:
                continue
            monsterPositions.append(pos)

        monsters = self._computeVertices(monsterPositions,
                                         (0xff, 0x22, 0x22, 0x44),
                                         offset=True,
                                         chunkPosition=chunk.chunkPosition)
        yield

        vertexNode = VertexNode(monsters)
        polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        polyNode.addChild(vertexNode)
        lineNode = LineWidthNode(2.0)
        lineNode.addChild(polyNode)
        depthNode = DepthFuncNode(GL.GL_ALWAYS)
        depthNode.addChild(lineNode)

        self.sceneNode = Node()
        self.sceneNode.addChild(depthNode)

        vertexNode = VertexNode(monsters)
        self.sceneNode.addChild(vertexNode)
コード例 #3
0
ファイル: entitymesh.py プロジェクト: brennced/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        monsterPositions = []
        for i, entityRef in enumerate(chunk.Entities):
            if i % 10 == 0:
                yield
            ID = entityRef.id

            if ID in self.notMonsters:
                continue
            pos = entityRef.Position
            if limitBox and pos not in limitBox:
                continue
            monsterPositions.append(pos)

        if not len(monsterPositions):
            return

        monsters = self._computeVertices(monsterPositions,
                                         (0xff, 0x22, 0x22, 0x44),
                                         offset=True,
                                         chunkPosition=chunk.chunkPosition)
        yield

        vertexNode = VertexNode(monsters)
        vertexNode.addState(PolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE))
        vertexNode.addState(LineWidth(2.0))
        vertexNode.addState(DepthFunc(GL.GL_ALWAYS))

        self.sceneNode = Node("monsterLocations")
        self.sceneNode.addChild(vertexNode)

        vertexNode = VertexNode(monsters)
        self.sceneNode.addChild(vertexNode)
コード例 #4
0
ファイル: entitymesh.py プロジェクト: brennced/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        mapTiles = []
        for i, ref in enumerate(chunk.Entities):
            if ref.id != "ItemFrame":
                continue

            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue

            try:
                item = ref.Item
                if item.itemType.internalName != "minecraft:filled_map":
                    continue
            except KeyError:
                log.exception(
                    "Error while getting ItemFrame item ID in frame at %s",
                    ref.TilePos)
                continue

            mapID = item.Damage

            mapTex = self.chunkUpdate.updateTask.getMapTexture(mapID)
            # xxx if mapTex is None: mapTex = missingNoTex

            # xxxx assumes 1.8 TilePos - fix this in ref??
            mapTiles.append((mapTex, ref.TilePos, ref.Facing))

        if not len(mapTiles):
            return

        nodes = []

        for mapTex, (x, y, z), facing in mapTiles:
            vertexBuffer = QuadVertexArrayBuffer(1,
                                                 lights=False,
                                                 textures=True)

            # chunk is already translated - why?
            x -= chunk.cx << 4
            z -= chunk.cz << 4

            vertexBuffer.vertex[:] = x, y, z
            corners = self.faceCorners[facing]
            vertexBuffer.vertex[:] += corners
            texCorners = [(1, 1), (1, 0), (0, 0), (0, 1)]
            vertexBuffer.texcoord[:] += texCorners

            vertexNode = VertexNode([vertexBuffer])
            if mapTex is not None:
                bindTexture = BindTexture(mapTex)
                vertexNode.addState(bindTexture)
            nodes.append(vertexNode)

        self.sceneNode = scenenode.Node("itemFrames")
        for node in nodes:
            self.sceneNode.addChild(node)
コード例 #5
0
ファイル: entitymesh.py プロジェクト: KevinKelley/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        mapTiles = []
        for i, ref in enumerate(chunk.Entities):
            if ref.id != "ItemFrame":
                continue

            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue

            try:
                item = ref.Item
                if item.itemType.internalName != "minecraft:filled_map":
                    continue
            except KeyError:
                log.exception("Error while getting ItemFrame item ID in frame at %s", ref.TilePos)
                continue

            mapID = item.Damage

            mapTex = self.chunkUpdate.updateTask.getMapTexture(mapID)
            # xxx if mapTex is None: mapTex = missingNoTex

            # xxxx assumes 1.8 TilePos - fix this in ref??
            mapTiles.append((mapTex, ref.TilePos, ref.Facing))

        if not len(mapTiles):
            return

        nodes = []

        for mapTex, (x, y, z), facing in mapTiles:
            vertexBuffer = QuadVertexArrayBuffer(1, lights=False, textures=True)

            # chunk is already translated - why?
            x -= chunk.cx << 4
            z -= chunk.cz << 4

            vertexBuffer.vertex[:] = x, y, z
            corners = self.faceCorners[facing]
            vertexBuffer.vertex[:] += corners
            texCorners = [(1, 1), (1, 0), (0, 0), (0, 1)]
            vertexBuffer.texcoord[:] += texCorners

            vertexNode = VertexNode([vertexBuffer])
            if mapTex is not None:
                bindTexture = BindTexture(mapTex)
                vertexNode.addState(bindTexture)
            nodes.append(vertexNode)

        self.sceneNode = scenenode.Node("itemFrames")
        for node in nodes:
            self.sceneNode.addChild(node)
コード例 #6
0
ファイル: entitymesh.py プロジェクト: KevinKelley/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        monsterPositions = []
        for i, entityRef in enumerate(chunk.Entities):
            if i % 10 == 0:
                yield
            ID = entityRef.id

            if ID in self.notMonsters:
                continue
            pos = entityRef.Position
            if limitBox and pos not in limitBox:
                continue
            monsterPositions.append(pos)

        if not len(monsterPositions):
            return

        monsters = self._computeVertices(monsterPositions,
                                         (0xff, 0x22, 0x22, 0x44),
                                         offset=True,
                                         chunkPosition=chunk.chunkPosition)
        yield

        vertexNode = VertexNode(monsters)
        vertexNode.addState(PolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE))
        vertexNode.addState(LineWidth(2.0))
        vertexNode.addState(DepthFunc(GL.GL_ALWAYS))

        self.sceneNode = Node("monsterLocations")
        self.sceneNode.addChild(vertexNode)

        vertexNode = VertexNode(monsters)
        self.sceneNode.addChild(vertexNode)
コード例 #7
0
ファイル: entitymesh.py プロジェクト: KevinKelley/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        tilePositions = []
        defaultColor = (0xff, 0xff, 0x33, 0x44)
        for i, ref in enumerate(chunk.TileEntities):
            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue
            if ref.id == "Control":
                continue
            tilePositions.append(ref.Position)

        if not len(tilePositions):
            return

        tiles = self._computeVertices(tilePositions, defaultColor, chunkPosition=chunk.chunkPosition)

        vertexNode = VertexNode([tiles])
        polygonMode = PolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        vertexNode.addState(polygonMode)
        lineWidth = LineWidth(2.0)
        vertexNode.addState(lineWidth)
        depthFunc = DepthFunc(GL.GL_ALWAYS)
        vertexNode.addState(depthFunc)

        self.sceneNode = Node("tileEntityLocations")
        self.sceneNode.addChild(vertexNode)

        vertexNode = VertexNode([tiles])
        self.sceneNode.addChild(vertexNode)
コード例 #8
0
ファイル: entitymesh.py プロジェクト: brennced/mcedit2
def entityModelNode(ref, model, modelTex, chunk):
    modelVerts = numpy.array(model.vertices)
    modelVerts.shape = modelVerts.shape[0] // 4, 4, modelVerts.shape[1]
    # scale down
    modelVerts[..., :3] *= 1 / 16.
    modelVerts[..., 1] = -modelVerts[..., 1] + 1.5 + 1 / 64.
    modelVerts[..., 0] = -modelVerts[..., 0]

    vertexBuffer = QuadVertexArrayBuffer(len(modelVerts),
                                         lights=False,
                                         textures=True)
    vertexBuffer.vertex[:] = modelVerts[..., :3]
    vertexBuffer.texcoord[:] = modelVerts[..., 3:5]

    node = VertexNode([vertexBuffer])

    rotate = Rotate(ref.Rotation[0], (0., 1., 0.))
    node.addState(rotate)

    translate = Translate((ref.Position - (chunk.cx << 4, 0, chunk.cz << 4)))
    node.addState(translate)

    bindTexture = BindTexture(modelTex,
                              (1. / model.texWidth, 1. / model.texHeight, 1))
    node.addState(bindTexture)
    return node
コード例 #9
0
ファイル: entitymesh.py プロジェクト: wcpe/mcedit2
def entityModelNode(ref, model, modelTex=None, chunk=None, flip=False):
    modelVerts = numpy.array(model.vertices)
    modelVerts.shape = modelVerts.shape[0] // 4, 4, modelVerts.shape[1]
    # scale down
    modelVerts[..., :3] *= 1 / 16.
    modelVerts[..., 1] = -modelVerts[..., 1] + 1.5 + 1 / 64.
    modelVerts[..., 0] = -modelVerts[..., 0]

    vertexBuffer = QuadVertexArrayBuffer(len(modelVerts),
                                         lights=False,
                                         textures=modelTex is not None)
    vertexBuffer.vertex[:] = modelVerts[..., :3]
    if modelTex is not None:
        vertexBuffer.texcoord[:] = modelVerts[..., 3:5]

    node = VertexNode([vertexBuffer])

    pos = ref.Position
    if chunk is not None:
        pos = pos - (chunk.cx << 4, 0, chunk.cz << 4)

    translate = Translate(pos)
    node.addState(translate)

    rotate = Rotate(ref.Rotation[0], (0., 1., 0.))
    node.addState(rotate)

    if modelTex is not None:
        bindTexture = BindTexture(modelTex,
                                  (1. / model.texWidth, 1. / model.texHeight *
                                   (-1 if flip else 1), 1))
        node.addState(bindTexture)
    return node
コード例 #10
0
ファイル: entitymesh.py プロジェクト: brennced/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        entityPositions = []
        entityColors = []
        colorMap = {
            "Item": (0x22, 0xff, 0x22, 0x5f),
            "XPOrb": (0x88, 0xff, 0x88, 0x5f),
            "Painting": (134, 96, 67, 0x5f),
        }
        for i, entityRef in enumerate(chunk.Entities):
            if i % 10 == 0:
                yield
            color = colorMap.get(entityRef.id)
            if color is None:
                continue
            pos = entityRef.Position
            if limitBox and pos not in limitBox:
                continue

            entityPositions.append(pos)
            entityColors.append(color)

        items = self._computeVertices(entityPositions,
                                      entityColors,
                                      offset=True,
                                      chunkPosition=chunk.chunkPosition)
        yield
        self.sceneNode = VertexNode(items)
コード例 #11
0
    def loadSections(self):
        selection = self.renderSelection
        if selection is None:
            self.loadTimer.setInterval(333)
            return
        else:
            self.loadTimer.setInterval(0)

        for cx, cz in selection.chunkPositions():
            if self.groupNode.containsChunkNode((cx, cz)):
                continue

            vertexArrays = []
            for cy in selection.sectionPositions(cx, cz):
                box = SectionBox(cx, cy, cz).expand(1)
                mask = selection.box_mask(box)
                if mask is not None:
                    vertexArrays.extend(self.buildSection(mask, cy))
            if len(vertexArrays):
                chunkNode = ChunkNode((cx, cz))
                vertexNode = VertexNode(vertexArrays)
                chunkNode.addChild(vertexNode)
                self.groupNode.addChunkNode(chunkNode)
            yield
        self.loadTimer.setInterval(333)
コード例 #12
0
ファイル: entitymesh.py プロジェクト: brennced/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        tilePositions = []
        tileColors = []
        defaultColor = (0xff, 0xff, 0x33, 0x44)
        for i, ref in enumerate(chunk.TileEntities):
            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue
            if ref.id == "Control":
                cmdText = ref.Command
                if len(cmdText):
                    if cmdText[0] == "/":
                        cmdText = cmdText[1:]
                    command, _ = cmdText.split(None, 1)
                    color = commandColor(command)
                    tileColors.append(color + (0x44, ))
                else:
                    tileColors.append(defaultColor)
            else:
                continue
            tilePositions.append(ref.Position)

        tiles = self._computeVertices(tilePositions,
                                      tileColors,
                                      chunkPosition=chunk.chunkPosition)

        vertexNode = VertexNode([tiles])
        self.sceneNode = vertexNode
コード例 #13
0
ファイル: terrainpop.py プロジェクト: shipbiulder101/mcedit2
    def makeChunkVertices(self, chunk, _limitBox):
        neighbors = self.chunkUpdate.neighboringChunks

        def getpop(face):
            ch = neighbors.get(face)
            if ch:
                return getattr(ch, "TerrainPopulated", True)
            else:
                return True

        pop = getattr(chunk, "TerrainPopulated", True)
        yield
        if pop:
            return

        visibleFaces = [
            getpop(faces.FaceXIncreasing),
            getpop(faces.FaceXDecreasing),
            True,
            True,
            getpop(faces.FaceZIncreasing),
            getpop(faces.FaceZDecreasing),
        ]
        visibleFaces = numpy.array(visibleFaces, dtype='bool')
        verts = self.vertexTemplate[visibleFaces]
        buffer = QuadVertexArrayBuffer(0, textures=False, lights=False)
        buffer.buffer = verts
        self.sceneNode = VertexNode(buffer)

        yield
コード例 #14
0
ファイル: command_visuals.py プロジェクト: wcpe/mcedit2
def LineStripNode(points, rgba):
    vertexArray = VertexArrayBuffer(len(points), GL.GL_LINE_STRIP, False,
                                    False)
    vertexArray.vertex[:] = points
    vertexArray.rgba[:] = rgba
    node = VertexNode([vertexArray])
    return node
コード例 #15
0
ファイル: compass.py プロジェクト: wcpe/mcedit2
    def __init__(self, small=False):
        super(CompassNode, self).__init__()
        self.small = small
        v = QuadVertexArrayBuffer(1, textures=True)
        v.vertex[..., :2] = makeQuad(-.1, -.1, 0.2, 0.2)
        v.texcoord[:] = makeQuad(0, 0, 1, 1)
        v.rgba[:] = 0xff

        self.vertexNode = VertexNode([v])
        self.pitchState = Rotate(0, (1., 0., 0.))
        self.yawState = Rotate(0, (0., 0., 1.))

        self.addState(Identity())
        self.addState(Translate((0.9, 0.1, 0.0)))
        self.addState(self.pitchState)
        self.addState(self.yawState)
        self.addState(Disable(GL.GL_DEPTH_TEST))
        self.addState(Enable(GL.GL_BLEND, GL.GL_TEXTURE_2D))

        if small:
            filename = "compass_small.png"
        else:
            filename = "compass.png"

        self._tex = loadPNGTexture(filename,
                                   minFilter=GL.GL_LINEAR,
                                   magFilter=GL.GL_LINEAR)
        self.textureState = BindTexture(self._tex)
        self.addState(self.textureState)

        self.addChild(self.vertexNode)
コード例 #16
0
ファイル: entitymesh.py プロジェクト: KevinKelley/mcedit2
def entityModelNode(ref, model, modelTex=None, chunk=None, flip=False):
    modelVerts = numpy.array(model.vertices)
    modelVerts.shape = modelVerts.shape[0]//4, 4, modelVerts.shape[1]
    # scale down
    modelVerts[..., :3] *= 1/16.
    modelVerts[..., 1] = -modelVerts[..., 1] + 1.5 + 1/64.
    modelVerts[..., 0] = -modelVerts[..., 0]

    vertexBuffer = QuadVertexArrayBuffer(len(modelVerts), lights=False, textures=modelTex is not None)
    vertexBuffer.vertex[:] = modelVerts[..., :3]
    if modelTex is not None:
        vertexBuffer.texcoord[:] = modelVerts[..., 3:5]

    node = VertexNode([vertexBuffer])

    pos = ref.Position
    if chunk is not None:
        pos = pos - (chunk.cx << 4, 0, chunk.cz << 4)

    translate = Translate(pos)
    node.addState(translate)

    rotate = Rotate(ref.Rotation[0], (0., 1., 0.))
    node.addState(rotate)

    if modelTex is not None:
        bindTexture = BindTexture(modelTex, (1./model.texWidth, 1./model.texHeight * (-1 if flip else 1), 1))
        node.addState(bindTexture)
    return node
コード例 #17
0
ファイル: entitymesh.py プロジェクト: Dunimark/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        tilePositions = []
        tileColors = []
        defaultColor = (0xff, 0x33, 0x33, 0x44)
        for i, ref in enumerate(chunk.TileEntities):
            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue
            if ref.id == "Control":
                tilePositions.append(ref.Position)
                cmdText = ref.Command
                if len(cmdText):
                    if cmdText[0] == "/":
                        cmdText = cmdText[1:]
                    command, _ = cmdText.split(None, 1)
                    color = commandColor(command)
                    tileColors.append(color + (0x44,))
                else:
                    tileColors.append(defaultColor)
            else:
                continue

        tiles = self._computeVertices(tilePositions, tileColors, chunkPosition=chunk.chunkPosition)

        vertexNode = VertexNode([tiles])
        vertexNode.addState(PolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE))
        vertexNode.addState(LineWidth(2.0))
        vertexNode.addState(DepthFunc(GL.GL_ALWAYS))

        self.sceneNode = Node()
        self.sceneNode.addChild(vertexNode)
コード例 #18
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ファイル: l_system.py プロジェクト: wcpe/mcedit2
    def renderSceneNodes(self):
        vertexArray = VertexArrayBuffer(2, GL.GL_LINES, False, False)
        vertexArray.vertex[:] = [self.p1, self.p2]
        vertexArray.vertex[:] += 0.5  # draw using box centers
        vertexArray.rgba[:] = self.glColor

        node = VertexNode([vertexArray])  # xxx LineNode

        return [node]
コード例 #19
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    def makeChunkVertices(self, chunk, limitBox):
        if hasattr(chunk, "TileTicks"):
            ticks = chunk.TileTicks
            if len(ticks):
                self.sceneNode = VertexNode(
                    self._computeVertices([[t[i].value for i in "xyz"] for t in ticks],
                                          (0xff, 0xff, 0xff, 0x44),
                                          chunkPosition=chunk.chunkPosition))

        yield
コード例 #20
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    def makeChunkVertices(self, chunk, _limitBox):
        positions = chunk.sectionPositions()

        buffer = VertexArrayBuffer((len(positions), 6, 4), GL.GL_LINE_STRIP, textures=False, lights=False)
        for i, cy in enumerate(positions):
            buffer.buffer[i, :] = self.vertexTemplate
            buffer.vertex[i, ..., 1] += cy * 16

        self.sceneNode = VertexNode(buffer)

        yield
コード例 #21
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    def renderSceneNodes(self, symbol_list):
        points = []
        for cell in symbol_list:
            if not isinstance(cell, Cell):
                continue
            points.append(cell.origin)

        vertexArray = VertexArrayBuffer(len(points), GL.GL_LINE_STRIP, False,
                                        False)
        vertexArray.vertex[:] = points
        vertexArray.vertex[:] += 0.5  # draw using box centers
        vertexArray.rgba[:] = [(255, 0, 255, 255)]

        node = VertexNode([vertexArray])  # xxx LineNode
        return [node]
コード例 #22
0
ファイル: heightlevel.py プロジェクト: shipbiulder101/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        """

        :param chunk:
        :type chunk: WorldEditorChunk
        :param limitBox:
        :return: :raise:
        """

        if not hasattr(chunk, 'HeightMap') or chunk.HeightMap is None:
            return

        heightMap = chunk.HeightMap
        chunkWidth = chunkLength = 16
        chunkHeight = chunk.dimension.bounds.height

        z, x = list(numpy.indices((chunkLength, chunkWidth)))
        y = (heightMap - 1)[:chunkLength, :chunkWidth]
        numpy.clip(y, 0, chunkHeight - 1, y)

        nonZeroHeights = y > 0

        x = x[nonZeroHeights]
        if not len(x):
            return

        z = z[nonZeroHeights]
        y = y[nonZeroHeights]

        yield
        vertexBuffer = QuadVertexArrayBuffer(len(x),
                                             textures=False,
                                             lights=False)

        vertexBuffer.vertex[..., 0] = x[:, numpy.newaxis]
        vertexBuffer.vertex[..., 1] = y[:, numpy.newaxis]
        vertexBuffer.vertex[..., 2] = z[:, numpy.newaxis]

        vertexBuffer.vertex[:] += standardCubeTemplates[faces.FaceYIncreasing,
                                                        ..., :3]

        vertexBuffer.rgba[:] = (0xff, 0x00, 0xff, 0x9f)
        self.sceneNode = VertexNode(vertexBuffer)

        yield
コード例 #23
0
ファイル: workplane.py プロジェクト: shipbiulder101/mcedit2
    def axis(self, axis):
        self._axis = axis
        self.dirty = True

        gridSize = 64
        left = -gridSize // 2
        right = gridSize // 2

        gridArrayBuffer = VertexArrayBuffer((gridSize * 4, ),
                                            GL.GL_LINES,
                                            textures=False,
                                            lights=False)

        gridArrayBuffer.rgba[:] = 255, 255, 255, 100

        # y=0, move by translating
        gridArrayBuffer.vertex[:, axis] = 0

        axis1 = (axis - 1) % 3
        axis2 = (axis + 1) % 3

        # left edge
        gridArrayBuffer.vertex[0:gridSize * 2:2, axis2] = left
        gridArrayBuffer.vertex[0:gridSize * 2:2, axis1] = range(left, right)

        # right edge
        gridArrayBuffer.vertex[1:gridSize * 2:2, axis2] = right - 1
        gridArrayBuffer.vertex[1:gridSize * 2:2, axis1] = range(left, right)

        # bottom edge
        gridArrayBuffer.vertex[gridSize * 2::2, axis1] = left
        gridArrayBuffer.vertex[gridSize * 2::2, axis2] = range(left, right)

        # top edge
        gridArrayBuffer.vertex[gridSize * 2 + 1::2, axis1] = right - 1
        gridArrayBuffer.vertex[gridSize * 2 + 1::2, axis2] = range(left, right)

        if self.vertexNode:
            self.translateNode.removeChild(self.vertexNode)
        self.vertexNode = VertexNode([gridArrayBuffer])
        self.translateNode.addChild(self.vertexNode)
コード例 #24
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ファイル: entitymesh.py プロジェクト: brennced/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        tilePositions = []
        tileColors = []
        defaultColor = (0xff, 0x33, 0x33, 0x44)
        for i, ref in enumerate(chunk.TileEntities):
            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue
            if ref.id == "Control":
                tilePositions.append(ref.Position)
                cmdText = ref.Command
                if len(cmdText):
                    if cmdText[0] == "/":
                        cmdText = cmdText[1:]
                    command, _ = cmdText.split(None, 1)
                    color = commandColor(command)
                    tileColors.append(color + (0x44, ))
                else:
                    tileColors.append(defaultColor)
            else:
                continue

        if not len(tileColors):
            return

        tiles = self._computeVertices(tilePositions,
                                      tileColors,
                                      chunkPosition=chunk.chunkPosition)

        vertexNode = VertexNode([tiles])
        vertexNode.addState(PolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE))
        vertexNode.addState(LineWidth(2.0))
        vertexNode.addState(DepthFunc(GL.GL_ALWAYS))

        self.sceneNode = Node("commandBlockLocations")
        self.sceneNode.addChild(vertexNode)
コード例 #25
0
ファイル: entitymesh.py プロジェクト: shipbiulder101/mcedit2
def chestEntityModelNode(ref, model, modelTex, chunk, facing, largeX, largeZ):
    modelVerts = numpy.array(model.vertices)
    modelVerts.shape = modelVerts.shape[0] // 4, 4, modelVerts.shape[1]
    # scale down
    modelVerts[..., :3] *= 1 / 16.
    # modelVerts[..., 1] = -modelVerts[..., 1]
    # modelVerts[..., 0] = -modelVerts[..., 0]

    vertexBuffer = QuadVertexArrayBuffer(len(modelVerts),
                                         lights=False,
                                         textures=True)
    vertexBuffer.vertex[:] = modelVerts[..., :3]
    vertexBuffer.texcoord[:] = modelVerts[..., 3:5]

    node = VertexNode([vertexBuffer])
    rotations = {"north": 180, "east": 270, "south": 0, "west": 90}
    decenterTranslateNode = TranslateNode((-0.5, -0.5, -0.5))
    decenterTranslateNode.addChild(node)

    rotateNode = RotateNode(rotations[facing], (0., 1., 0.))
    # rotateNode = RotateNode(0, (0., 1., 0.))
    rotateNode.addChild(decenterTranslateNode)
    dx = dz = 0
    if largeX and facing == "north":
        dx = 1.
    if largeZ and facing == "east":
        dz = -1.
    recenterTranslateNode = TranslateNode((0.5 + dx, 0.5, 0.5 + dz))
    recenterTranslateNode.addChild(rotateNode)
    x, y, z = (ref.Position - (chunk.cx << 4, 0, chunk.cz << 4))
    scaleNode = ScaleNode((1., -1., -1.))
    scaleNode.addChild(recenterTranslateNode)
    posTranslateNode = TranslateNode((x, y + 1., z + 1.))
    posTranslateNode.addChild(scaleNode)

    textureNode = BindTextureNode(
        modelTex, (1. / model.texWidth, 1. / model.texHeight, 1))
    textureNode.addChild(posTranslateNode)
    return textureNode
コード例 #26
0
ファイル: entitymesh.py プロジェクト: brennced/mcedit2
def entityModelNode(ref, model, modelTex, chunk):
    modelVerts = numpy.array(model.vertices)
    modelVerts.shape = modelVerts.shape[0]//4, 4, modelVerts.shape[1]
    # scale down
    modelVerts[..., :3] *= 1/16.
    modelVerts[..., 1] = -modelVerts[..., 1] + 1.5 + 1/64.
    modelVerts[..., 0] = -modelVerts[..., 0]

    vertexBuffer = QuadVertexArrayBuffer(len(modelVerts), lights=False, textures=True)
    vertexBuffer.vertex[:] = modelVerts[..., :3]
    vertexBuffer.texcoord[:] = modelVerts[..., 3:5]

    node = VertexNode([vertexBuffer])

    rotate = Rotate(ref.Rotation[0], (0., 1., 0.))
    node.addState(rotate)

    translate = Translate((ref.Position - (chunk.cx << 4, 0, chunk.cz << 4)))
    node.addState(translate)

    bindTexture = BindTexture(modelTex, (1./model.texWidth, 1./model.texHeight, 1))
    node.addState(bindTexture)
    return node
コード例 #27
0
ファイル: lowdetail.py プロジェクト: nkjcqvcpi/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        """

        :param chunk:
        :type chunk: WorldEditorChunk
        :param limitBox:
        :return: :raise:
        """
        dim = chunk.dimension
        cx, cz = chunk.chunkPosition

        if not hasattr(chunk, 'HeightMap') or chunk.HeightMap is None:
            return

        heightMap = chunk.HeightMap
        chunkWidth = chunkLength = 16
        chunkHeight = chunk.dimension.bounds.height

        z, x = list(numpy.indices((chunkLength, chunkWidth)))
        y = (heightMap - 1)[:chunkLength, :chunkWidth]
        numpy.clip(y, 0, chunkHeight - 1, y)

        nonZeroHeights = y > 0
        heights = y.reshape((16, 16))

        x = x[nonZeroHeights]
        if not len(x):
            return

        z = z[nonZeroHeights]
        y = y[nonZeroHeights]

        # Get the top block in each column
        blockResult = dim.getBlocks(x + (cx * 16), y, z + (cz * 16), return_Data=True)
        topBlocks = blockResult.Blocks
        topBlockData = blockResult.Data

        # Get the block above each column top. We'll recolor the top face of the column if a flower or another
        # transparent block is on top.

        aboveY = y + 1
        numpy.clip(aboveY, 0, chunkHeight - 1, aboveY)
        blocksAbove = dim.getBlocks(x + (cx * 16), aboveY, z + (cz * 16)).Blocks

        flatcolors = dim.blocktypes.mapColor[topBlocks, topBlockData][:, numpy.newaxis, :]

        yield
        vertexBuffer = QuadVertexArrayBuffer(len(x), textures=False, lights=False)

        vertexBuffer.vertex[..., 0] = x[:, numpy.newaxis]
        vertexBuffer.vertex[..., 1] = y[:, numpy.newaxis]
        vertexBuffer.vertex[..., 2] = z[:, numpy.newaxis]

        va0 = vertexBuffer.copy()

        va0.vertex[:] += standardCubeTemplates[faces.FaceYIncreasing, ..., :3]

        overmask = blocksAbove > 0
        colors = dim.blocktypes.mapColor[:, 0][blocksAbove[overmask]][:, numpy.newaxis]
        flatcolors[overmask] = colors

        if self.detailLevel == 2:
            heightfactor = (y / float(chunk.dimension.bounds.height)) * 0.33 + 0.66
            flatcolors[..., :3] *= heightfactor[:, numpy.newaxis, numpy.newaxis]  # xxx implicit cast from byte to float and back

        va0.rgb[:] = flatcolors

        yield
        if self.detailLevel == 2:
            self.sceneNode = VertexNode(va0)
            return

        # Calculate how deep each column needs to go to be flush with the adjacent column;
        # If columns extend all the way down, performance suffers due to fill rate.

        depths = numpy.zeros((chunkWidth, chunkLength), dtype='uint16')
        depths[1:-1, 1:-1] = reduce(numpy.minimum,
                                    (heights[1:-1, :-2],
                                     heights[1:-1, 2:],
                                     heights[:-2, 1:-1],
                                     heights[2:, 1:-1]))
        depths = depths[nonZeroHeights]
        yield

        va1 = vertexBuffer.copy()
        va1.vertex[..., :3] += standardCubeTemplates[faces.FaceXIncreasing, ..., :3]

        va1.vertex[:, 0, 1] = depths
        va1.vertex[:, 0, 1] = depths  # stretch to floor
        va1.vertex[:, (2, 3), 1] -= 0.5  # drop down to prevent intersection pixels

        numpy.multiply(flatcolors, 0.8, out=flatcolors, casting='unsafe')
        #flatcolors *= 0.8

        va1.rgb[:] = flatcolors
        grassmask = topBlocks == 2
        # color grass sides with dirt's color
        va1.rgb[grassmask] = dim.blocktypes.mapColor[:, 0][[3]][:, numpy.newaxis]

        va2 = va1.copy()
        va1.vertex[:, (1, 2), 0] -= 1.0  # turn diagonally
        va2.vertex[:, (0, 3), 0] -= 1.0  # turn diagonally


        nodes = [VertexNode(v) for v in (va1, va2, va0)]

        self.sceneNode = scenenode.Node()
        for node in nodes:
            self.sceneNode.addChild(node)
コード例 #28
0
ファイル: entitymesh.py プロジェクト: KevinKelley/mcedit2
def chestEntityModelNode(ref, model, modelTex, chunk, facing, largeX, largeZ):
    modelVerts = numpy.array(model.vertices)
    modelVerts.shape = modelVerts.shape[0]//4, 4, modelVerts.shape[1]
    # scale down
    modelVerts[..., :3] *= 1/16.
    # modelVerts[..., 1] = -modelVerts[..., 1]
    # modelVerts[..., 0] = -modelVerts[..., 0]

    vertexBuffer = QuadVertexArrayBuffer(len(modelVerts), lights=False, textures=True)
    vertexBuffer.vertex[:] = modelVerts[..., :3]
    vertexBuffer.texcoord[:] = modelVerts[..., 3:5]

    node = VertexNode([vertexBuffer])
    rotations = {
        "north": 180,
        "east": 270,
        "south": 0,
        "west": 90
    }
    decenterState = Translate((-0.5, -0.5, -0.5))
    node.addState(decenterState)

    rotate = Rotate(rotations[facing], (0., 1., 0.))
    node.addState(rotate)

    dx = dz = 0
    if largeX and facing == "north":
        dx = 1.
    if largeZ and facing == "east":
        dz = -1.

    recenterState = Translate((0.5 + dx, 0.5, 0.5 + dz))
    node.addState(recenterState)

    x, y, z = (ref.Position - (chunk.cx << 4, 0, chunk.cz << 4))

    scale = Scale((1., -1., -1.))
    node.addState(scale)

    posTranslate = Translate((x, y + 1., z + 1.))
    node.addState(posTranslate)

    bindTexture = BindTexture(modelTex, (1./model.texWidth, 1./model.texHeight, 1))
    node.addState(bindTexture)
    return node
コード例 #29
0
ファイル: lowdetail.py プロジェクト: shipbiulder101/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        """

        :param chunk:
        :type chunk: WorldEditorChunk
        :param limitBox:
        :return: :raise:
        """
        dim = chunk.dimension
        cx, cz = chunk.chunkPosition

        if not hasattr(chunk, 'HeightMap') or chunk.HeightMap is None:
            return

        heightMap = chunk.HeightMap
        chunkWidth = chunkLength = 16
        chunkHeight = chunk.dimension.bounds.height

        z, x = list(numpy.indices((chunkLength, chunkWidth)))
        y = (heightMap - 1)[:chunkLength, :chunkWidth]
        numpy.clip(y, 0, chunkHeight - 1, y)

        nonZeroHeights = y > 0
        heights = y.reshape((16, 16))

        x = x[nonZeroHeights]
        if not len(x):
            return

        z = z[nonZeroHeights]
        y = y[nonZeroHeights]

        # Get the top block in each column
        blockResult = dim.getBlocks(x + (cx * 16),
                                    y,
                                    z + (cz * 16),
                                    return_Data=True)
        topBlocks = blockResult.Blocks
        topBlockData = blockResult.Data

        # Get the block above each column top. We'll recolor the top face of the column if a flower or another
        # transparent block is on top.

        aboveY = y + 1
        numpy.clip(aboveY, 0, chunkHeight - 1, aboveY)
        blocksAbove = dim.getBlocks(x + (cx * 16), aboveY,
                                    z + (cz * 16)).Blocks

        flatcolors = dim.blocktypes.mapColor[topBlocks,
                                             topBlockData][:, numpy.newaxis, :]

        yield
        vertexBuffer = QuadVertexArrayBuffer(len(x),
                                             textures=False,
                                             lights=False)

        vertexBuffer.vertex[..., 0] = x[:, numpy.newaxis]
        vertexBuffer.vertex[..., 1] = y[:, numpy.newaxis]
        vertexBuffer.vertex[..., 2] = z[:, numpy.newaxis]

        va0 = vertexBuffer.copy()

        va0.vertex[:] += standardCubeTemplates[faces.FaceYIncreasing, ..., :3]

        overmask = blocksAbove > 0
        colors = dim.blocktypes.mapColor[:, 0][
            blocksAbove[overmask]][:, numpy.newaxis]
        flatcolors[overmask] = colors

        if self.detailLevel == 2:
            heightfactor = (y /
                            float(chunk.dimension.bounds.height)) * 0.33 + 0.66
            flatcolors[
                ..., :
                3] *= heightfactor[:, numpy.newaxis, numpy.
                                   newaxis]  # xxx implicit cast from byte to float and back

        va0.rgb[:] = flatcolors

        yield
        if self.detailLevel == 2:
            self.sceneNode = VertexNode(va0)
            return

        # Calculate how deep each column needs to go to be flush with the adjacent column;
        # If columns extend all the way down, performance suffers due to fill rate.

        depths = numpy.zeros((chunkWidth, chunkLength), dtype='uint16')
        depths[1:-1, 1:-1] = reduce(numpy.minimum,
                                    (heights[1:-1, :-2], heights[1:-1, 2:],
                                     heights[:-2, 1:-1], heights[2:, 1:-1]))
        depths = depths[nonZeroHeights]
        yield

        va1 = vertexBuffer.copy()
        va1.vertex[..., :3] += standardCubeTemplates[faces.FaceXIncreasing,
                                                     ..., :3]

        va1.vertex[:, 0, 1] = depths
        va1.vertex[:, 0, 1] = depths  # stretch to floor
        va1.vertex[:, (2, 3),
                   1] -= 0.5  # drop down to prevent intersection pixels

        numpy.multiply(flatcolors, 0.8, out=flatcolors, casting='unsafe')
        #flatcolors *= 0.8

        va1.rgb[:] = flatcolors
        grassmask = topBlocks == 2
        # color grass sides with dirt's color
        va1.rgb[grassmask] = dim.blocktypes.mapColor[:, 0][[3]][:,
                                                                numpy.newaxis]

        va2 = va1.copy()
        va1.vertex[:, (1, 2), 0] -= 1.0  # turn diagonally
        va2.vertex[:, (0, 3), 0] -= 1.0  # turn diagonally

        nodes = [VertexNode(v) for v in (va1, va2, va0)]

        self.sceneNode = scenenode.Node()
        for node in nodes:
            self.sceneNode.addChild(node)
コード例 #30
0
ファイル: mobspawns.py プロジェクト: wcpe/mcedit2
    def makeChunkVertices(self, chunk, limitBox):
        """

        :param chunk:
        :type chunk: WorldEditorChunk
        :param limitBox:
        :return: :raise:
        """

        vertexes = []
        blocktypes = chunk.blocktypes

        for cy in chunk.sectionPositions():
            section = chunk.getSection(cy)
            if section is None:
                continue

            blockLight = section.BlockLight
            skyLight = section.SkyLight
            blocks = section.Blocks

            # This `!= 0` is weird. blocktypes.normalCube has dtype 'uint8'; numpy 1.10
            # refuses to perform an `&` between a 'uint8' and a 'bool'; so we use `!= 0`
            # to coerce the 'uint8' to a 'bool'
            #
            # If blocktypes.normalCube and other arrays on blocktypes were changed to
            # 'bool', Cython will refuse to coerce the arrays to typed memoryviews,
            # claiming the array format string '?' is not understood.

            normalCube = blocktypes.normalCube[blocks] != 0
            materialLiquid = blocktypes.materialLiquid[blocks] != 0

            # A block can spawn monsters if:
            #   the block is not a normal cube
            #   the block is not a liquid
            #   the block above is not a normal cube
            #   the block below has a solid top surface
            #   the block below is not bedrock or barrier
            # And the block's light level:
            #   blockLight < 8 AND skyLight < 8 will always spawn monsters
            #   blockLight < 8 AND skyLight >= 8 will only spawn monsters at night

            # A block "has a solid top surface" if:
            #   it is opaque and is a full cube OR
            #   it is a stairs of type "half=top" OR
            #   it is a slab of type "half=top" OR
            #   it is a hopper OR
            #   it is a snow layer of type "level==7"

            # f**k it
            validBelowBlocks = normalCube & (blocks != blocktypes['minecraft:bedrock'].ID)
            if 'minecraft:barrier' in blocktypes:
                validBelowBlocks &= (blocks != blocktypes['minecraft:barrier'].ID)

            lowBlockLight = blockLight < 8
            lowNightLight = lowBlockLight & (skyLight < 8)
            lowDayLight = lowBlockLight & (skyLight >= 8)

            validBlocks = normalCube == 0                  # block is not normal
            validBlocks &= materialLiquid == 0             # block is not liquid
            validBlocks[:-1] &= normalCube[1:] == 0        # block above is not normal
            validBlocks[1:] &= validBelowBlocks[:-1]       # block below has solid top surface

            belowSection = chunk.getSection(cy-1)
            if belowSection:
                belowSectionBlocks = belowSection.Blocks[-1:]
                validBlocks[:1] &= blocktypes.normalCube[belowSectionBlocks] != 0
            else:
                validBlocks[:1] = 0

            aboveSection = chunk.getSection(cy+1)
            if aboveSection:
                validBlocks[-1:] &= blocktypes.normalCube[aboveSection.Blocks[:1]] == 0

            def getVertexes(mask, color):
                y, z, x = mask.nonzero()
                vertexBuffer = QuadVertexArrayBuffer(len(x), textures=False, lights=False)
                vertexBuffer.vertex[..., 0] = x[:, None]
                vertexBuffer.vertex[..., 1] = y[:, None]
                vertexBuffer.vertex[..., 2] = z[:, None]

                vertexBuffer.vertex[:] += (0, (cy << 4), 0)

                vertexBuffer.vertex[:] += standardCubeTemplates[faces.FaceYDecreasing, ..., :3]

                vertexBuffer.rgba[:] = color
                return vertexBuffer

            nightVertexes = getVertexes(lowNightLight & validBlocks, (0xff, 0x00, 0x00, 0x6f))
            dayVertexes = getVertexes(lowDayLight & validBlocks, (0xff, 0xFF, 0x00, 0x6f))

            vertexes.append(dayVertexes)
            vertexes.append(nightVertexes)

        self.sceneNode = VertexNode(vertexes)

        yield