コード例 #1
0
ファイル: chunkupdate.py プロジェクト: Dester-Dasqwe/mcedit2
    def buildChunkMeshes(self):
        """
        Rebuild the meshes which render the entire chunk from top to bottom

        :return:
        :rtype:
        """
        chunkInfo = self.chunkInfo
        blockMeshes = self.blockMeshes

        for cls in self.wholeChunkMeshClasses:
            if chunkInfo.detailLevel not in cls.detailLevels:
                #log.info("%s (%s) not in detail levels (%s)", cls.__name__, self.chunkMeshGroup.detailLevel, cls.detailLevels)
                continue
            if cls.layer not in chunkInfo.visibleLayers:
                continue
            if cls.layer not in chunkInfo.invalidLayers and cls.layer in chunkInfo.renderedLayers:
                continue

            chunkMesh = cls(self)
            chunkMesh.detailLevel = chunkMesh.detailLevel

            name = cls.__name__
            try:
                worker = chunkMesh.makeChunkVertices(self.chunk, chunkInfo.worldScene.bounds)
                for _ in profiler.iterate(worker, name):
                    yield
            except Exception as e:
                log.exception("Failed rendering for mesh class %s: %s", cls, e)
                continue

            blockMeshes.append(chunkMesh)
            chunkMesh.chunkUpdate = None
コード例 #2
0
    def buildChunkMeshes(self):
        """
        Rebuild the meshes which render the entire chunk from top to bottom

        :return:
        :rtype:
        """
        chunkInfo = self.chunkInfo
        blockMeshes = self.blockMeshes

        for cls in self.wholeChunkMeshClasses:
            if chunkInfo.detailLevel not in cls.detailLevels:
                #log.info("%s (%s) not in detail levels (%s)", cls.__name__, self.chunkMeshGroup.detailLevel, cls.detailLevels)
                continue
            if cls.layer not in chunkInfo.visibleLayers:
                continue
            if cls.layer not in chunkInfo.invalidLayers and cls.layer in chunkInfo.renderedLayers:
                continue

            chunkMesh = cls(self)
            chunkMesh.detailLevel = chunkMesh.detailLevel

            name = cls.__name__
            try:
                worker = chunkMesh.makeChunkVertices(
                    self.chunk, chunkInfo.worldScene.bounds)
                for _ in profiler.iterate(worker, name):
                    yield
            except Exception as e:
                log.exception("Failed rendering for mesh class %s: %s", cls, e)
                continue

            blockMeshes.append(chunkMesh)
            chunkMesh.chunkUpdate = None
コード例 #3
0
ファイル: chunkloader.py プロジェクト: metehanboy/mcedit2
    def _loadChunk(self, cPos):

        if not self.dimension.containsChunk(*cPos):
            log.debug("Chunk %s is missing!", cPos)
            return

        if not any([client.wantsChunk(cPos) for client in self.clients]):
            log.debug("Chunk %s is unwanted.", cPos)
            return

        chunkStartTime = time.time()
        try:
            with profiler.context("getChunk"):
                chunk = self.dimension.getChunk(*cPos)
        except (EnvironmentError, LevelFormatError) as e:
            #log.exception(e)
            log.debug("Chunk %s had an error: %r!", cPos, e)
            for c in self.clients:
                if hasattr(c, 'chunkNotLoaded'):
                    c.chunkNotLoaded(cPos, e)
        else:
            for c in self.clients:
                log.debug("Chunk %s -> %s", cPos, c)
                iterator = profiler.iterate(c.recieveChunk(chunk),
                                            "Client %s" % type(c).__name__)

                if iterator:
                    for _ in iterator:
                        yield

        self.chunkSamples.append(time.time() - chunkStartTime)
        self.chunkCompleted.emit()
コード例 #4
0
ファイル: chunkloader.py プロジェクト: mcedit/mcedit2
    def _loadChunk(self, cPos):

        if not self.dimension.containsChunk(*cPos):
            for ref in self.clients:
                client = ref()
                if client is None:
                    continue
                if hasattr(client, 'chunkNotPresent'):
                    client.chunkNotPresent(cPos)
            return

        if not any([ref().wantsChunk(cPos)
                    for ref in self.clients
                    if ref() is not None]):
            log.debug("Chunk %s is unwanted.", cPos)
            return

        chunkStartTime = time.time()
        try:
            with profiler.context("getChunk"):
                chunk = self.dimension.getChunk(*cPos)
        except (EnvironmentError, LevelFormatError) as e:
            #log.exception(e)
            log.debug("Chunk %s had an error: %r!", cPos, e)
            for ref in self.clients:
                client = ref()
                if client is None:
                    continue
                if hasattr(client, 'chunkNotLoaded'):
                    client.chunkNotLoaded(cPos, e)
        else:
            for ref in self.clients:
                client = ref()
                if client is None:
                    continue
                log.debug("Chunk %s -> %s", cPos, client)
                iterator = profiler.iterate(client.recieveChunk(chunk), "Client %s" % type(client).__name__)

                if iterator:
                    for _ in iterator:
                        yield

        self.chunkSamples.append(time.time() - chunkStartTime)
        self.chunkCompleted.emit()
コード例 #5
0
ファイル: chunkupdate.py プロジェクト: metehanboy/mcedit2
    def buildChunkMeshes(self):
        """
        Rebuild the meshes which render the entire chunk from top to bottom
        :return:
        :rtype:
        """
        chunkInfo = self.chunkInfo
        blockMeshes = self.blockMeshes
        existingBlockVertexNodes = sum(
            [list(node.children) for node in chunkInfo.getChunkVertexNodes()],
            [])

        for cls in self.wholeChunkMeshClasses:
            if chunkInfo.detailLevel not in cls.detailLevels:
                #log.info("%s (%s) not in detail levels (%s)", cls.__name__, self.chunkMeshGroup.detailLevel, cls.detailLevels)
                continue
            if cls.layer not in chunkInfo.visibleLayers:
                continue
            if cls.layer not in chunkInfo.invalidLayers:
                for vertexNode in existingBlockVertexNodes:
                    if vertexNode.meshClass is cls:  # xxxxx
                        blockMeshes.append(existingBlockVertexNodes[cls])

                continue

            chunkMesh = cls(self)
            chunkMesh.detailLevel = chunkMesh.detailLevel

            name = cls.__name__
            worker = chunkMesh.makeChunkVertices(self.chunk,
                                                 chunkInfo.worldScene.bounds)
            for _ in profiler.iterate(worker, name):
                yield

            blockMeshes.append(chunkMesh)
            chunkMesh.chunkUpdate = None