예제 #1
0
    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)
예제 #2
0
    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)
예제 #3
0
def LineArcNode(p1, p2, color):
    arcSegments = 20

    rgba = [c * 255 for c in color]
    points = [p1]
    x, y, z = p1
    dx = p2[0] - p1[0]
    dz = p2[2] - p1[2]
    dx /= arcSegments
    dz /= arcSegments
    heightDiff = p2[1] - p1[1]
    # maxRise = 8

    # initial y-velocity
    dy = 0.3 if heightDiff >= 0 else -0.3
    dy += 2 * heightDiff / arcSegments

    # the height of p2 without gravity

    overshot = y + dy * arcSegments - p2[1]

    # needed gravity so the last point is p2
    ddy = -overshot / (arcSegments * (arcSegments - 1) / 2)

    for i in range(arcSegments):
        y += dy
        dy += ddy
        x += dx
        z += dz
        points.append((x, y, z))

    arcNode = Node("lineArc")

    lineNode = LineStripNode(points, rgba)
    arcNode.addChild(lineNode)

    arcNode.addState(LineWidth(3.0))

    backLineNode = Node("lineArcBack")
    backLineNode.addChild(lineNode)
    arcNode.addChild(backLineNode)

    backLineNode.addState(DepthFunc(GL.GL_GREATER))
    backLineNode.addState(LineWidth(1.0))

    return arcNode
예제 #4
0
    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)