示例#1
0
    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)
示例#2
0
    def drawCharacterHead(self, x, y, z):
        glEnable(GL_CULL_FACE)
        box = FloatBox()
        box.origin = (x - 0.25, y - 0.25, z - 0.25)
        box.size = (0.5, 0.5, 0.5)

        drawCube(box,
                 texture=self.charTex, textureVertices=self.texVerts)
        glDisable(GL_CULL_FACE)
示例#3
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)
                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
示例#4
0
 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)
示例#5
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
示例#6
0
    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)
示例#7
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(
                ):
                    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