pep8 compliance: E701 multiple statements on one line (colon)

This commit is contained in:
David Sowder 2012-02-19 17:06:27 -06:00
parent f84c3ea3b3
commit 2caccd3702

View File

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