pep8 compliance: E231 missing whitespace after ','
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parent
d235fa90d7
commit
63d1abae92
20
renderer.py
20
renderer.py
@ -650,7 +650,7 @@ class ChunkCalculator (object):
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slabs = areaBlocks == alphaMaterials.StoneSlab.ID
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if slabs.any():
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areaBlockLights[slabs] = areaBlockLights[:,:,1:][slabs[:,:,:-1]]
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areaBlockLights[slabs] = areaBlockLights[:, :, 1:][slabs[:, :, :-1]]
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yield
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showHiddenOres = cr.renderer.showHiddenOres
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@ -823,7 +823,7 @@ class BlockRenderer(object):
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class EntityRendererGeneric(BlockRenderer):
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renderstate = ChunkCalculator.renderstateEntity
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detailLevels = (0,1,2)
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detailLevels = (0, 1, 2)
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def drawFaceVertices(self, buf):
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if 0 == len(buf):
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@ -848,7 +848,7 @@ class EntityRendererGeneric(BlockRenderer):
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glDrawArrays(GL_QUADS, 0, len(buf) * 4)
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glDepthMask(True)
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def _computeVertices(self, positions, colors, offset=False, chunkPosition=(0,0)):
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def _computeVertices(self, positions, colors, offset=False, chunkPosition=(0, 0)):
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cx, cz = chunkPosition
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x = cx << 4
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z = cz << 4
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@ -1095,7 +1095,7 @@ class LowDetailBlockRenderer(BlockRenderer):
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flatcolors = level.materials.flatColors[blockTypes, ch.Data[blockIndices] & 0xf][:, newaxis, :]
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# flatcolors[:,:,:3] *= (0.6 + (h * (0.4 / float(chunkHeight-1)))) [topBlocks != 0][:, newaxis, newaxis]
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x,z,y = blockIndices.nonzero()
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x, z, y = blockIndices.nonzero()
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yield
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vertexArray = zeros( (len(x), 4, 4), dtype='float32')
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@ -1108,7 +1108,7 @@ class LowDetailBlockRenderer(BlockRenderer):
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va0[..., :3] += faceVertexTemplates[FaceYIncreasing, ..., :3]
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overmask = overblocks > 0
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flatcolors[overmask] = level.materials.flatColors[:,0][overblocks[overmask]][:,newaxis]
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flatcolors[overmask] = level.materials.flatColors[:, 0][overblocks[overmask]][:, newaxis]
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if self.detailLevel == 2:
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heightfactor = (y / float(2.0 * ch.world.Height)) + 0.5
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@ -1140,7 +1140,7 @@ class LowDetailBlockRenderer(BlockRenderer):
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va1.view('uint8')[_RGBA] = flatcolors
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grassmask = topBlocks[nonAirBlocks] == 2
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# color grass sides with dirt's color
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va1.view('uint8')[_RGBA][grassmask] = level.materials.flatColors[:,0][[3]][:,newaxis]
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va1.view('uint8')[_RGBA][grassmask] = level.materials.flatColors[:, 0][[3]][:, newaxis]
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va2 = array(va1)
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va2[_XYZ][:, (1, 2), 0] += step
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@ -1799,7 +1799,7 @@ class FeatureBlockRenderer(BlockRenderer):
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vertexArray.view('uint8')[_RGBA] = self.fenceTemplates[..., 5][..., newaxis]
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vertexArray.view('uint8')[_RGB] *= areaBlockLights[1:-1,1:-1,1:-1][fenceIndices][..., newaxis, newaxis, newaxis]
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vertexArray.view('uint8')[_RGB] *= areaBlockLights[1:-1, 1:-1, 1:-1][fenceIndices][..., newaxis, newaxis, newaxis]
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vertexArray.shape = (vertexArray.shape[0] * 6, 4, 6)
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yield
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self.vertexArrays = [vertexArray]
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@ -1838,12 +1838,12 @@ class StairBlockRenderer(BlockRenderer):
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stairData = blockData[materialIndices] & 0x3
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blockLight = areaBlockLights[1:-1, 1:-1, 1:-1]
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x,z,y = materialIndices.nonzero()
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x, z, y = materialIndices.nonzero()
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for _ in ("slab", "step"):
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vertexArray = zeros( (len(x), 6, 4, 6), dtype='float32')
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for i in range(3):
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vertexArray[_XYZ][..., i] = (x,y,z)[i][:, newaxis, newaxis]
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vertexArray[_XYZ][..., i] = (x, y, z)[i][:, newaxis, newaxis]
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if _ == "step":
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vertexArray[_XYZST] += self.stairTemplates[4][..., :5]
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@ -2334,7 +2334,7 @@ class MCRenderer(object):
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cameraDelta = self.distanceToChunkReload
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return any([abs(x - y) > cameraDelta for x,y in zip(cPos, oldPos)])
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return any([abs(x - y) > cameraDelta for x, y in zip(cPos, oldPos)])
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def loadVisibleChunks(self):
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""" loads nearby chunks if the camera has moved beyond a certain distance """
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