pep8 compliance: E701 multiple statements on one line (colon)
This commit is contained in:
parent
f84c3ea3b3
commit
2caccd3702
156
renderer.py
156
renderer.py
@ -152,9 +152,11 @@ class ChunkRenderer(object):
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blockRenderer.drawArrays(self.chunkPosition, False)
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def makeDisplayLists(self):
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if not self.needsRedisplay: return
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if not self.needsRedisplay:
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return
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self.forgetDisplayLists()
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if not self.blockRenderers: return
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if not self.blockRenderers:
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return
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lists = defaultdict(list)
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@ -166,8 +168,10 @@ class ChunkRenderer(object):
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renderers = self.blockRenderers
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for blockRenderer in renderers:
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if self.detailLevel not in blockRenderer.detailLevels: continue
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if blockRenderer.layer not in self.visibleLayers: continue
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if self.detailLevel not in blockRenderer.detailLevels:
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continue
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if blockRenderer.layer not in self.visibleLayers:
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continue
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l = blockRenderer.makeArrayList(self.chunkPosition, self.needsBlockRedraw and showRedraw)
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lists[blockRenderer.renderstate].append(l)
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@ -389,8 +393,10 @@ class ChunkCalculator (object):
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def release(self):
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glDisable(GL_BLEND)
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class renderstateWater(_renderstateAlphaBlend): pass
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class renderstateIce(_renderstateAlphaBlend): pass
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class renderstateWater(_renderstateAlphaBlend):
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pass
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class renderstateIce(_renderstateAlphaBlend):
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pass
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class renderstateEntity(object):
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@classmethod
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@ -519,8 +525,10 @@ class ChunkCalculator (object):
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existingBlockRenderers = dict(((type(b), b) for b in cr.blockRenderers))
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for blockRendererClass in classes:
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if cr.detailLevel not in blockRendererClass.detailLevels: continue
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if blockRendererClass.layer not in cr.visibleLayers: continue
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if cr.detailLevel not in blockRendererClass.detailLevels:
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continue
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if blockRendererClass.layer not in cr.visibleLayers:
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continue
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if blockRendererClass.layer not in cr.invalidLayers:
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if blockRendererClass in existingBlockRenderers:
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brs.append(existingBlockRenderers[blockRendererClass])
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@ -538,7 +546,8 @@ class ChunkCalculator (object):
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# Recalculate high detail blocks if needed, otherwise retain the high detail renderers
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if lod == 0 and Layer.Blocks in cr.invalidLayers:
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for _ in self.calcHighDetailFaces(cr, blockRenderers): yield
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for _ in self.calcHighDetailFaces(cr, blockRenderers):
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yield
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else:
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blockRenderers.extend(br for br in cr.blockRenderers if type(br) not in classes)
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@ -725,7 +734,8 @@ class ChunkCalculator (object):
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for blockRendererClass in self.blockRendererClasses:
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mi = blockRendererClass.materialIndex
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if mi >= len(materialCounts) or materialCounts[mi] == 0: continue
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if mi >= len(materialCounts) or materialCounts[mi] == 0:
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continue
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blockRenderer = blockRendererClass(self)
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blockRenderer.y = y
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@ -814,7 +824,8 @@ class BlockRenderer(object):
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def drawArrays(self, chunkPosition, showRedraw):
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cx, cz = chunkPosition
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y = 0
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if hasattr(self, 'y'): y = self.y
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if hasattr(self, 'y'):
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y = self.y
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with gl.glPushMatrix(GL_MODELVIEW):
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glTranslate(cx << 4, y, cz << 4)
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@ -830,7 +841,8 @@ class BlockRenderer(object):
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self.drawFaceVertices(buf)
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def drawFaceVertices(self, buf):
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if 0 == len(buf): return
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if 0 == len(buf):
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return
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stride = elementByteLength
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glVertexPointer(3, GL_FLOAT, stride, (buf.ravel()))
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@ -845,7 +857,8 @@ class EntityRendererGeneric(BlockRenderer):
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detailLevels = (0,1,2)
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def drawFaceVertices(self, buf):
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if 0 == len(buf): return
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if 0 == len(buf):
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return
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stride = elementByteLength
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glVertexPointer(3, GL_FLOAT, stride, (buf.ravel()))
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@ -892,8 +905,10 @@ class TileEntityRenderer(EntityRendererGeneric):
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def makeChunkVertices(self, chunk):
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tilePositions = []
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for i, ent in enumerate (chunk.TileEntities):
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if i % 10 == 0: yield
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if not 'x' in ent: continue
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if i % 10 == 0:
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yield
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if not 'x' in ent:
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continue
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tilePositions.append(TileEntity.pos(ent))
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tiles = self._computeVertices(tilePositions, (0xff, 0xff, 0x33, 0x44), chunkPosition=chunk.chunkPosition)
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yield
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@ -910,9 +925,11 @@ class MonsterRenderer(BaseEntityRenderer):
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def makeChunkVertices(self, chunk):
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monsterPositions = []
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for i, ent in enumerate(chunk.Entities):
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if i % 10 == 0: yield
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if i % 10 == 0:
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yield
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id = ent["id"].value
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if id in self.notMonsters: continue
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if id in self.notMonsters:
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continue
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monsterPositions.append(Entity.pos(ent))
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@ -929,7 +946,8 @@ class EntityRenderer(BaseEntityRenderer):
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yield
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# entityPositions = []
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# for i, ent in enumerate(chunk.Entities):
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# if i % 10 == 0: yield
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# if i % 10 == 0:
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# yield
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# entityPositions.append(Entity.pos(ent))
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#
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# entities = self._computeVertices(entityPositions, (0x88, 0x00, 0x00, 0x66), offset=True, chunkPosition=chunk.chunkPosition)
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@ -948,9 +966,11 @@ class ItemRenderer(BaseEntityRenderer):
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"Painting": (134, 96, 67, 0x5f),
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}
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for i, ent in enumerate(chunk.Entities):
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if i % 10 == 0: yield
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if i % 10 == 0:
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yield
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color = colorMap.get(ent["id"].value)
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if color is None: continue
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if color is None:
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continue
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entityPositions.append(Entity.pos(ent))
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entityColors.append(color)
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@ -984,7 +1004,8 @@ class TerrainPopulatedRenderer(EntityRendererGeneric):
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vertexTemplate.view('uint8')[_RGBA] = color + (72,)
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def drawFaceVertices(self, buf):
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if 0 == len(buf): return
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if 0 == len(buf):
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return
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stride = elementByteLength
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glVertexPointer(3, GL_FLOAT, stride, (buf.ravel()))
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@ -1027,7 +1048,8 @@ class TerrainPopulatedRenderer(EntityRendererGeneric):
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pop = getpop(chunk)
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yield
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if pop: return
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if pop:
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return
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visibleFaces = [
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getpop(neighbors[FaceXIncreasing]),
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@ -1048,7 +1070,8 @@ class LowDetailBlockRenderer(BlockRenderer):
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renderstate = ChunkCalculator.renderstateLowDetail
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detailLevels = (1,)
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def drawFaceVertices(self, buf):
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if not len(buf): return
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if not len(buf):
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return
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stride = 16
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glVertexPointer(3, GL_FLOAT, stride, ravel(buf.ravel()))
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@ -1262,7 +1285,8 @@ class LeafBlockRenderer(BlockRenderer):
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facingBlockLight = areaBlockLights[self.directionOffsets[direction]]
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vertexArray = self.makeTemplate(direction, blockIndices)
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if not len(vertexArray): continue
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if not len(vertexArray):
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continue
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vertexArray[_ST] += texes[:, newaxis]
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@ -1320,7 +1344,8 @@ class PlantBlockRenderer(BlockRenderer):
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for direction in (FaceXIncreasing, FaceXDecreasing, FaceZIncreasing, FaceZDecreasing):
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vertexArray = self.makeTemplate(direction, blockIndices)
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if not len(vertexArray): return
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if not len(vertexArray):
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return
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if direction == FaceXIncreasing:
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vertexArray[_XYZ][..., 1:3, 0] -= 1
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@ -1485,7 +1510,8 @@ class TorchBlockRenderer(BlockRenderer):
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arrays = []
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for direction in range(6):
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vertexArray = self.makeTemplate(direction, blockIndices)
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if not len(vertexArray): return
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if not len(vertexArray):
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return
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vertexArray.view('uint8')[_RGBA] = 0xff
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vertexArray[_XYZ] += torchOffsets[:, direction]
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@ -1563,7 +1589,8 @@ class RailBlockRenderer(BlockRenderer):
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bdata[railBlocks != alphaMaterials.Rail.ID] &= ~0x8
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vertexArray = self.makeTemplate(direction, blockIndices)
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if not len(vertexArray): return
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if not len(vertexArray):
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return
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vertexArray[_ST] = self.railTextures[bdata]
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vertexArray[_ST] += tex
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@ -1613,7 +1640,8 @@ class LadderBlockRenderer(BlockRenderer):
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bdata = blockData[blockIndices]
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vertexArray = self.makeTemplate(FaceYIncreasing, blockIndices)
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if not len(vertexArray): return
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if not len(vertexArray):
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return
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vertexArray[_ST] = self.ladderTextures[bdata]
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vertexArray[_XYZ] += self.ladderOffsets[bdata]
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@ -1647,7 +1675,8 @@ class SnowBlockRenderer(BlockRenderer):
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lights = facingBlockLight[blockIndices][..., newaxis, newaxis]
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vertexArray = self.makeTemplate(direction, blockIndices)
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if not len(vertexArray): continue
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if not len(vertexArray):
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continue
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vertexArray[_ST] += texMap([self.snowID], 0, 0)[:, newaxis, 0:2]
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vertexArray.view('uint8')[_RGB] *= lights
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@ -1672,7 +1701,8 @@ class RedstoneBlockRenderer(BlockRenderer):
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blockIndices = self.getMaterialIndices(blockMaterials)
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yield
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vertexArray = self.makeTemplate(FaceYIncreasing, blockIndices)
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if not len(vertexArray): return
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if not len(vertexArray):
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return
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vertexArray[_ST] += alphaMaterials.blockTextures[55, 0, 0]
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vertexArray[_XYZ][..., 1] -= 0.9
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@ -1880,7 +1910,8 @@ class SlabBlockRenderer(BlockRenderer):
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bdata = blockData[blockIndices]
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vertexArray = self.makeTemplate(direction, blockIndices)
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if not len(vertexArray): return vertexArray
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if not len(vertexArray):
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return vertexArray
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vertexArray[_ST] += texMap(self.slabID, bdata, direction)[:, newaxis, 0:2]
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vertexArray.view('uint8')[_RGB] *= lights
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@ -2025,7 +2056,8 @@ class MCRenderer(object):
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def inSpace(self):
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if self.level is None: return True
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if self.level is None:
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return True
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h = self.position[1]
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return ((h > self.level.Height + self.spaceHeight) or
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(h <= -self.spaceHeight))
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@ -2129,7 +2161,8 @@ class MCRenderer(object):
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position = (0, 0, 0)
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def loadChunksStartingFrom(self, wx, wz, distance=None): # world position
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if None is self.level: return;
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if None is self.level:
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return;
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cx = wx >> 4
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cz = wz >> 4
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@ -2188,7 +2221,8 @@ class MCRenderer(object):
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self.discardChunks(box.chunkPositions)
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def discardChunksOutsideViewDistance(self):
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if self.overheadMode: return
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if self.overheadMode:
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return
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# print "discardChunksOutsideViewDistance"
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d = self.effectiveViewDistance
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@ -2198,7 +2232,8 @@ class MCRenderer(object):
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origin = (cx - d, cz - d)
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size = d * 2
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if not len(self.chunkRenderers): return;
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if not len(self.chunkRenderers):
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return;
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(ox, oz) = origin
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bytes = 0
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# chunks = fromiter(self.chunkRenderers.iterkeys(), dtype='int32', count=len(self.chunkRenderers))
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@ -2278,13 +2313,19 @@ class MCRenderer(object):
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def invalidateChunksInBox(self, box, layers=None):
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box = BoundingBox(box)
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if box.minx & 0xf == 0: box.minx -= 1
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if box.miny & 0xf == 0: box.miny -= 1
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if box.minz & 0xf == 0: box.minz -= 1
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if box.minx & 0xf == 0:
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box.minx -= 1
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if box.miny & 0xf == 0:
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box.miny -= 1
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if box.minz & 0xf == 0:
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box.minz -= 1
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if box.maxx & 0xf == 0: box.maxx += 1
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if box.maxy & 0xf == 0: box.maxy += 1
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if box.maxz & 0xf == 0: box.maxz += 1
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if box.maxx & 0xf == 0:
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box.maxx += 1
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if box.maxy & 0xf == 0:
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box.maxy += 1
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if box.maxz & 0xf == 0:
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box.maxz += 1
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self.invalidateChunks(box.chunkPositions, layers)
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@ -2351,7 +2392,8 @@ class MCRenderer(object):
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lastVisibleLoad = datetime.now()
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def loadNearbyChunks(self):
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if None is self.level: return
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if None is self.level:
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return
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# print "loadNearbyChunks"
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cameraPos = self.position
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@ -2423,7 +2465,8 @@ class MCRenderer(object):
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#
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# glColorPointer(4, GL_UNSIGNED_BYTE, 0, chunkColor);
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for size, chunks in sizedChunks.iteritems():
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if not len(chunks): continue
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if not len(chunks):
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continue
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chunks = array(chunks, dtype='float32')
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chunkPosition = zeros(shape=(chunks.shape[0], 4, 3), dtype='float32')
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@ -2453,7 +2496,8 @@ class MCRenderer(object):
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def drawCompressedChunkMarkers(self):
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chunkPositions = self.chunkRenderers.keys()
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if 0 == len(chunkPositions): return
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if 0 == len(chunkPositions):
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return
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chunkPositions = array(chunkPositions)
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@ -2543,7 +2587,8 @@ class MCRenderer(object):
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def callMasterLists(self):
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for renderstate in self.chunkCalculator.renderstates:
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if renderstate not in self.masterLists: continue
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if renderstate not in self.masterLists:
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continue
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if self.alpha != 0xff and renderstate is not ChunkCalculator.renderstateLowDetail:
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glEnable(GL_BLEND)
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@ -2559,9 +2604,12 @@ class MCRenderer(object):
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def draw(self):
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self.needsRedraw = False
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if not self.level: return;
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if not self.chunkCalculator: return
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if not self.render: return
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if not self.level:
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return;
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if not self.chunkCalculator:
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return
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if not self.render:
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return
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chunksDrawn = 0
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@ -2635,7 +2683,8 @@ class MCRenderer(object):
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if len(self.invalidChunkQueue):
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c = self.invalidChunkQueue[0]
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for i in self.workOnChunk(c): yield
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for i in self.workOnChunk(c):
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yield
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self.invalidChunkQueue.popleft()
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elif self.chunkIterator is None:
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@ -2660,10 +2709,12 @@ class MCRenderer(object):
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break
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else:
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for i in self.workOnChunk(c): yield
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for i in self.workOnChunk(c):
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yield
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else:
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for i in self.workOnChunk(c): yield
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for i in self.workOnChunk(c):
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yield
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yield
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@ -2825,7 +2876,8 @@ def rendermain():
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while True:
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evt = pygame.event.poll()
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if evt.type == pygame.MOUSEBUTTONDOWN: break
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if evt.type == pygame.MOUSEBUTTONDOWN:
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break
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# sleep(3.0)
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Block a user