def _drawToolMarkers(self): GL.glColor(1.0, 1.0, 1.0, 0.5) GL.glEnable(GL.GL_DEPTH_TEST) GL.glMatrixMode(GL.GL_MODELVIEW) for player in self.editor.level.players: try: pos = self.editor.level.getPlayerPosition(player) yaw, pitch = self.editor.level.getPlayerOrientation(player) dim = self.editor.level.getPlayerDimension(player) if dim != self.editor.level.dimNo: continue x, y, z = pos GL.glPushMatrix() GL.glTranslate(x, y, z) GL.glRotate(-yaw, 0, 1, 0) GL.glRotate(pitch, 1, 0, 0) GL.glColor(1, 1, 1, 1) self.drawCharacterHead(0, 0, 0) GL.glPopMatrix() #GL.glEnable(GL.GL_BLEND) drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)), c0=(0.3, 0.9, 0.7, 1.0), c1=(0, 0, 0, 0), ) #GL.glDisable(GL.GL_BLEND) except Exception, e: print repr(e) continue
def drawToolReticle(self): """ Draws a yellow reticle at every position where you dragged the brush. Called by leveleditor.render """ for pos in self.draggedPositions: drawTerrainCuttingWire(BoundingBox(pos, (1, 1, 1)), (0.75, 0.75, 0.1, 0.4), (1.0, 1.0, 0.5, 1.0))
def _drawToolMarkers(self): GL.glColor(1.0, 1.0, 1.0, 0.5) GL.glEnable(GL.GL_DEPTH_TEST) GL.glMatrixMode(GL.GL_MODELVIEW) for player in self.editor.level.players: try: pos = self.editor.level.getPlayerPosition(player) yaw, pitch = self.editor.level.getPlayerOrientation(player) dim = self.editor.level.getPlayerDimension(player) self.inOtherDimension[dim].append(player) self.playerPos[dim][pos] = player self.revPlayerPos[dim][player] = pos if player != "Player" and config.settings.downloadPlayerSkins.get(): # print 7 r = self.playercache.getPlayerSkin(player, force_download=False) if not isinstance(r, (str, unicode)): r = r.join() self.playerTexture[player] = loadPNGTexture(r) else: self.playerTexture[player] = self.charTex if dim != self.editor.level.dimNo: continue x, y, z = pos GL.glPushMatrix() GL.glTranslate(x, y, z) GL.glRotate(-yaw, 0, 1, 0) GL.glRotate(pitch, 1, 0, 0) GL.glColor(1, 1, 1, 1) self.drawCharacterHead(0, 0, 0, (x,y,z), self.editor.level.dimNo) GL.glPopMatrix() # GL.glEnable(GL.GL_BLEND) drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)), c0=(0.3, 0.9, 0.7, 1.0), c1=(0, 0, 0, 0), ) #GL.glDisable(GL.GL_BLEND) except Exception, e: print "Exception in editortools.player.PlayerPositionTool._drawToolMarkers:", repr(e) import traceback print traceback.format_exc() continue
def _drawToolMarkers(self): GL.glColor(1.0, 1.0, 1.0, 0.5) GL.glEnable(GL.GL_DEPTH_TEST) GL.glMatrixMode(GL.GL_MODELVIEW) for player in self.editor.level.players: try: pos = self.editor.level.getPlayerPosition(player) yaw, pitch = self.editor.level.getPlayerOrientation(player) dim = self.editor.level.getPlayerDimension(player) self.inOtherDimension[dim].append(player) self.playerPos[dim][pos] = player self.revPlayerPos[dim][player] = pos if player != "Player" and config.settings.downloadPlayerSkins.get(): self.playerTexture[player] = loadPNGTexture(version_utils.getPlayerSkin(player, force=False)) else: self.playerTexture[player] = self.charTex if dim != self.editor.level.dimNo: continue x, y, z = pos GL.glPushMatrix() GL.glTranslate(x, y, z) GL.glRotate(-yaw, 0, 1, 0) GL.glRotate(pitch, 1, 0, 0) GL.glColor(1, 1, 1, 1) self.drawCharacterHead(0, 0, 0, (x,y,z), self.editor.level.dimNo) GL.glPopMatrix() # GL.glEnable(GL.GL_BLEND) drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)), c0=(0.3, 0.9, 0.7, 1.0), c1=(0, 0, 0, 0), ) #GL.glDisable(GL.GL_BLEND) except Exception, e: print repr(e) continue
def drawToolReticle(self): pos, direction = self.editor.blockFaceUnderCursor x, y, z = map(lambda p, d: p + d, pos, direction) color = (1.0, 1.0, 1.0, 0.5) if isinstance(self.editor.level, pymclevel.MCInfdevOldLevel) and self.spawnProtection: if not positionValid(self.editor.level, (x, y, z)): color = (1.0, 0.0, 0.0, 0.5) GL.glColor(*color) GL.glEnable(GL.GL_BLEND) self.drawCage(x, y, z) self.drawCharacterHead(x + 0.5, y + 0.5, z + 0.5) GL.glDisable(GL.GL_BLEND) GL.glEnable(GL.GL_DEPTH_TEST) self.drawCage(x, y, z) self.drawCharacterHead(x + 0.5, y + 0.5, z + 0.5) color2 = map(lambda a: a * 0.4, color) drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1)), color2, color) GL.glDisable(GL.GL_DEPTH_TEST)
def drawToolReticle(self): if self.movingPlayer is None: return pos, direction = self.editor.blockFaceUnderCursor pos = (pos[0], pos[1] + 2, pos[2]) x, y, z = pos #x,y,z=map(lambda p,d: p+d, pos, direction) GL.glEnable(GL.GL_BLEND) GL.glColor(1.0, 1.0, 1.0, 0.5) self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5) GL.glDisable(GL.GL_BLEND) GL.glEnable(GL.GL_DEPTH_TEST) self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5) drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1))) drawTerrainCuttingWire(BoundingBox((x, y - 1, z), (1, 1, 1))) #drawTerrainCuttingWire( BoundingBox((x,y-2,z), (1,1,1)) ) GL.glDisable(GL.GL_DEPTH_TEST)
def drawToolReticle(self): if self.movingPlayer is None: return pos, direction = self.editor.blockFaceUnderCursor dim = self.editor.level.getPlayerDimension(self.movingPlayer) pos = (pos[0], pos[1] + 2, pos[2]) x, y, z = pos # x,y,z=map(lambda p,d: p+d, pos, direction) GL.glEnable(GL.GL_BLEND) GL.glColor(1.0, 1.0, 1.0, 0.5) self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim) GL.glDisable(GL.GL_BLEND) GL.glEnable(GL.GL_DEPTH_TEST) self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim) drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1))) drawTerrainCuttingWire(BoundingBox((x, y - 1, z), (1, 1, 1))) #drawTerrainCuttingWire( BoundingBox((x,y-2,z), (1,1,1)) ) GL.glDisable(GL.GL_DEPTH_TEST)
def _drawToolMarkers(self): GL.glColor(1.0, 1.0, 1.0, 0.5) GL.glEnable(GL.GL_DEPTH_TEST) GL.glMatrixMode(GL.GL_MODELVIEW) for player in self.editor.level.players: try: pos = self.editor.level.getPlayerPosition(player) yaw, pitch = self.editor.level.getPlayerOrientation(player) dim = self.editor.level.getPlayerDimension(player) if dim != self.editor.level.dimNo: continue self.playerPos[pos] = player self.revPlayerPos[player] = pos if player != "Player" and config.settings.downloadPlayerSkins.get(): self.playerTexture[player] = loadPNGTexture(version_utils.getPlayerSkin(player, force=False)) else: self.playerTexture[player] = self.charTex x, y, z = pos GL.glPushMatrix() GL.glTranslate(x, y, z) GL.glRotate(-yaw, 0, 1, 0) GL.glRotate(pitch, 1, 0, 0) GL.glColor(1, 1, 1, 1) self.drawCharacterHead(0, 0, 0, (x,y,z)) GL.glPopMatrix() # GL.glEnable(GL.GL_BLEND) drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)), c0=(0.3, 0.9, 0.7, 1.0), c1=(0, 0, 0, 0), ) #GL.glDisable(GL.GL_BLEND) except Exception, e: print repr(e) continue