Scenegraph refactor part 3

Change fully qualified imports to name imports
This commit is contained in:
David Vierra 2015-07-12 13:32:42 -10:00
parent 9f0b337f0e
commit 5de1f764fd
12 changed files with 46 additions and 50 deletions

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@ -11,9 +11,8 @@ from mcedit2.command import SimplePerformCommand
from mcedit2.editortools.brush.masklevel import FakeBrushSection from mcedit2.editortools.brush.masklevel import FakeBrushSection
from mcedit2.editortools.brush.modes import BrushModes from mcedit2.editortools.brush.modes import BrushModes
from mcedit2.rendering import worldscene from mcedit2.rendering import worldscene
from mcedit2.rendering.scenegraph import scenenode
from mcedit2.rendering.depths import DepthOffset from mcedit2.rendering.depths import DepthOffset
import mcedit2.rendering.scenegraph.matrix from mcedit2.rendering.scenegraph.matrix import TranslateNode
from mcedit2.rendering.selection import SelectionBoxNode from mcedit2.rendering.selection import SelectionBoxNode
from mcedit2.util.load_ui import load_ui, registerCustomWidget from mcedit2.util.load_ui import load_ui, registerCustomWidget
from mcedit2.util.settings import Settings from mcedit2.util.settings import Settings
@ -105,7 +104,7 @@ class BrushTool(EditorTool):
BrushModeSetting.connectAndCall(self.modeSettingChanged) BrushModeSetting.connectAndCall(self.modeSettingChanged)
self.cursorWorldScene = None self.cursorWorldScene = None
self.cursorNode = mcedit2.rendering.scenegraph.matrix.TranslateNode() self.cursorNode = TranslateNode()
self.toolWidget.xSpinSlider.setMinimum(1) self.toolWidget.xSpinSlider.setMinimum(1)
self.toolWidget.ySpinSlider.setMinimum(1) self.toolWidget.ySpinSlider.setMinimum(1)

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@ -11,7 +11,7 @@ from mcedit2.command import SimpleRevisionCommand
from mcedit2.editortools import EditorTool from mcedit2.editortools import EditorTool
from mcedit2.handles.boxhandle import BoxHandle from mcedit2.handles.boxhandle import BoxHandle
from mcedit2.rendering.scenegraph import scenenode from mcedit2.rendering.scenegraph import scenenode
import mcedit2.rendering.scenegraph.matrix from mcedit2.rendering.scenegraph.matrix import TranslateNode
from mcedit2.rendering.worldscene import WorldScene from mcedit2.rendering.worldscene import WorldScene
from mcedit2.util.showprogress import showProgress from mcedit2.util.showprogress import showProgress
from mcedit2.util.worldloader import WorldLoader from mcedit2.util.worldloader import WorldLoader
@ -209,7 +209,7 @@ class GenerateTool(EditorTool):
self.overlayNode = scenenode.Node() self.overlayNode = scenenode.Node()
self.sceneHolderNode = mcedit2.rendering.scenegraph.matrix.TranslateNode() self.sceneHolderNode = TranslateNode()
self.overlayNode.addChild(self.sceneHolderNode) self.overlayNode.addChild(self.sceneHolderNode)
self.previewNode = None self.previewNode = None

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@ -10,7 +10,7 @@ from PySide.QtCore import Qt
from mcedit2.editorsession import PendingImport from mcedit2.editorsession import PendingImport
from mcedit2.editortools import EditorTool from mcedit2.editortools import EditorTool
from mcedit2.command import SimpleRevisionCommand from mcedit2.command import SimpleRevisionCommand
import mcedit2.rendering.scenegraph.matrix from mcedit2.rendering.scenegraph.matrix import TranslateNode
from mcedit2.rendering.selection import SelectionBoxNode, SelectionFaceNode, boxFaceUnderCursor from mcedit2.rendering.selection import SelectionBoxNode, SelectionFaceNode, boxFaceUnderCursor
from mcedit2.rendering.scenegraph import scenenode from mcedit2.rendering.scenegraph import scenenode
from mcedit2.rendering.depths import DepthOffset from mcedit2.rendering.depths import DepthOffset
@ -120,7 +120,7 @@ class CoordinateWidget(QtGui.QWidget):
x, y, z = self.point x, y, z = self.point
self.point = Vector(x, y, value) self.point = Vector(x, y, value)
class PendingImportNode(mcedit2.rendering.scenegraph.matrix.TranslateNode): class PendingImportNode(TranslateNode):
def __init__(self, pendingImport, textureAtlas): def __init__(self, pendingImport, textureAtlas):
super(PendingImportNode, self).__init__() super(PendingImportNode, self).__init__()
self.pendingImport = pendingImport self.pendingImport = pendingImport

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@ -8,11 +8,10 @@ from OpenGL import GL
import numpy import numpy
from mcedit2.rendering import renderstates from mcedit2.rendering import renderstates
from mcedit2.rendering.scenegraph import scenenode
from mcedit2.rendering.blockmeshes import standardCubeTemplates from mcedit2.rendering.blockmeshes import standardCubeTemplates
from mcedit2.rendering.blockmeshes import ChunkMeshBase from mcedit2.rendering.blockmeshes import ChunkMeshBase
from mcedit2.rendering.layers import Layer from mcedit2.rendering.layers import Layer
import mcedit2.rendering.scenegraph.vertex_array from mcedit2.rendering.scenegraph.vertex_array import VertexNode
from mcedit2.rendering.slices import _XYZ, _RGBA from mcedit2.rendering.slices import _XYZ, _RGBA
from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer
@ -36,6 +35,6 @@ class ChunkSectionsRenderer(ChunkMeshBase):
buffer.buffer[i, :] = self.vertexTemplate buffer.buffer[i, :] = self.vertexTemplate
buffer.vertex[i, ..., 1] += cy * 16 buffer.vertex[i, ..., 1] += cy * 16
self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(buffer) self.sceneNode = VertexNode(buffer)
yield yield

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@ -13,11 +13,11 @@ from mcedit2.rendering.blockmeshes import standardCubeTemplates
from mcedit2.rendering.blockmeshes import ChunkMeshBase from mcedit2.rendering.blockmeshes import ChunkMeshBase
from mcedit2.rendering.chunkmeshes.entity import models from mcedit2.rendering.chunkmeshes.entity import models
from mcedit2.rendering.layers import Layer from mcedit2.rendering.layers import Layer
import mcedit2.rendering.scenegraph.bind_texture from mcedit2.rendering.scenegraph.bind_texture import BindTextureNode
import mcedit2.rendering.scenegraph.matrix from mcedit2.rendering.scenegraph.matrix import TranslateNode, RotateNode
from mcedit2.rendering.scenegraph.misc import PolygonModeNode from mcedit2.rendering.scenegraph.misc import PolygonModeNode
from mcedit2.rendering.scenegraph.depth_test import DepthFuncNode from mcedit2.rendering.scenegraph.depth_test import DepthFuncNode
import mcedit2.rendering.scenegraph.vertex_array from mcedit2.rendering.scenegraph.vertex_array import VertexNode
from mcedit2.rendering.slices import _XYZ from mcedit2.rendering.slices import _XYZ
from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer
from mceditlib.anvil.entities import PCPaintingEntityRefBase from mceditlib.anvil.entities import PCPaintingEntityRefBase
@ -69,7 +69,7 @@ class TileEntityMesh(EntityMeshBase):
tiles = self._computeVertices(tilePositions, (0xff, 0xff, 0x33, 0x44), chunkPosition=chunk.chunkPosition) tiles = self._computeVertices(tilePositions, (0xff, 0xff, 0x33, 0x44), chunkPosition=chunk.chunkPosition)
yield yield
self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(tiles) self.sceneNode = VertexNode(tiles)
@ -115,9 +115,9 @@ class ItemFrameMesh(EntityMeshBase):
texCorners = [(1, 1), (1, 0), (0, 0), (0, 1)] texCorners = [(1, 1), (1, 0), (0, 0), (0, 1)]
vertexBuffer.texcoord[:] += texCorners vertexBuffer.texcoord[:] += texCorners
vertexNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode([vertexBuffer]) vertexNode = VertexNode([vertexBuffer])
if mapTex is not None: if mapTex is not None:
bindTexNode = mcedit2.rendering.scenegraph.bind_texture.BindTextureNode(mapTex) bindTexNode = BindTextureNode(mapTex)
bindTexNode.addChild(vertexNode) bindTexNode.addChild(vertexNode)
nodes.append(bindTexNode) nodes.append(bindTexNode)
else: else:
@ -157,15 +157,15 @@ class MonsterModelRenderer(ChunkMeshBase):
vertexBuffer.vertex[:] = modelVerts[..., :3] vertexBuffer.vertex[:] = modelVerts[..., :3]
vertexBuffer.texcoord[:] = modelVerts[..., 3:5] vertexBuffer.texcoord[:] = modelVerts[..., 3:5]
node = mcedit2.rendering.scenegraph.vertex_array.VertexNode(vertexBuffer) node = VertexNode(vertexBuffer)
rotateNode = mcedit2.rendering.scenegraph.matrix.RotateNode(ref.Rotation[0], (0., 1., 0.)) rotateNode = RotateNode(ref.Rotation[0], (0., 1., 0.))
rotateNode.addChild(node) rotateNode.addChild(node)
translateNode = mcedit2.rendering.scenegraph.matrix.TranslateNode((ref.Position - (chunk.cx << 4, 0, chunk.cz << 4))) translateNode = TranslateNode((ref.Position - (chunk.cx << 4, 0, chunk.cz << 4)))
translateNode.addChild(rotateNode) translateNode.addChild(rotateNode)
modelTex = self.chunkUpdate.updateTask.getModelTexture(models.textures[ID]) modelTex = self.chunkUpdate.updateTask.getModelTexture(models.textures[ID])
textureNode = mcedit2.rendering.scenegraph.bind_texture.BindTextureNode(modelTex, (1./modelTex.w, 1./modelTex.h, 1)) textureNode = BindTextureNode(modelTex, (1./modelTex.w, 1./modelTex.h, 1))
textureNode.addChild(translateNode) textureNode.addChild(translateNode)
sceneNode.addChild(textureNode) sceneNode.addChild(textureNode)
@ -198,7 +198,7 @@ class MonsterRenderer(EntityMeshBase):
chunkPosition=chunk.chunkPosition) chunkPosition=chunk.chunkPosition)
yield yield
vertexNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(monsters) vertexNode = VertexNode(monsters)
polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE) polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
polyNode.addChild(vertexNode) polyNode.addChild(vertexNode)
depthNode = DepthFuncNode(GL.GL_ALWAYS) depthNode = DepthFuncNode(GL.GL_ALWAYS)
@ -236,5 +236,5 @@ class ItemRenderer(EntityMeshBase):
numpy.array(entityColors, dtype='uint8')[:, numpy.newaxis, numpy.newaxis], numpy.array(entityColors, dtype='uint8')[:, numpy.newaxis, numpy.newaxis],
offset=True, chunkPosition=chunk.chunkPosition) offset=True, chunkPosition=chunk.chunkPosition)
yield yield
self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(items) self.sceneNode = VertexNode(items)

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@ -10,7 +10,7 @@ from mcedit2.rendering import renderstates
from mcedit2.rendering.scenegraph import scenenode from mcedit2.rendering.scenegraph import scenenode
from mcedit2.rendering.blockmeshes import standardCubeTemplates from mcedit2.rendering.blockmeshes import standardCubeTemplates
from mcedit2.rendering.blockmeshes import ChunkMeshBase from mcedit2.rendering.blockmeshes import ChunkMeshBase
import mcedit2.rendering.scenegraph.vertex_array from mcedit2.rendering.scenegraph.vertex_array import VertexNode
from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer
from mceditlib import faces from mceditlib import faces
@ -102,7 +102,7 @@ class LowDetailBlockMesh(ChunkMeshBase):
yield yield
if self.detailLevel == 2: if self.detailLevel == 2:
self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(va0) self.sceneNode = VertexNode(va0)
return return
# Calculate how deep each column needs to go to be flush with the adjacent column; # Calculate how deep each column needs to go to be flush with the adjacent column;
@ -137,7 +137,7 @@ class LowDetailBlockMesh(ChunkMeshBase):
va2.vertex[:, (0, 3), 0] -= 1.0 # turn diagonally va2.vertex[:, (0, 3), 0] -= 1.0 # turn diagonally
nodes = [mcedit2.rendering.scenegraph.vertex_array.VertexNode(v) for v in (va1, va2, va0)] nodes = [VertexNode(v) for v in (va1, va2, va0)]
self.sceneNode = scenenode.Node() self.sceneNode = scenenode.Node()
for node in nodes: for node in nodes:

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@ -11,7 +11,7 @@ from mcedit2.rendering.scenegraph import scenenode
from mcedit2.rendering.blockmeshes import standardCubeTemplates from mcedit2.rendering.blockmeshes import standardCubeTemplates
from mcedit2.rendering.blockmeshes import ChunkMeshBase from mcedit2.rendering.blockmeshes import ChunkMeshBase
from mcedit2.rendering.layers import Layer from mcedit2.rendering.layers import Layer
import mcedit2.rendering.scenegraph.vertex_array from mcedit2.rendering.scenegraph.vertex_array import VertexNode
from mcedit2.rendering.slices import _XYZ, _RGBA from mcedit2.rendering.slices import _XYZ, _RGBA
from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer
from mceditlib import faces from mceditlib import faces
@ -90,6 +90,6 @@ class TerrainPopulatedRenderer(ChunkMeshBase):
verts = self.vertexTemplate[visibleFaces] verts = self.vertexTemplate[visibleFaces]
buffer = QuadVertexArrayBuffer(0, textures=False, lights=False) buffer = QuadVertexArrayBuffer(0, textures=False, lights=False)
buffer.buffer = verts buffer.buffer = verts
self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(buffer) self.sceneNode = VertexNode(buffer)
yield yield

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@ -4,10 +4,9 @@
from __future__ import absolute_import, division, print_function, unicode_literals from __future__ import absolute_import, division, print_function, unicode_literals
import logging import logging
from mcedit2.rendering.scenegraph import scenenode
from mcedit2.rendering.chunkmeshes.entitymesh import EntityMeshBase from mcedit2.rendering.chunkmeshes.entitymesh import EntityMeshBase
from mcedit2.rendering.layers import Layer from mcedit2.rendering.layers import Layer
import mcedit2.rendering.scenegraph.vertex_array from mcedit2.rendering.scenegraph.vertex_array import VertexNode
log = logging.getLogger(__name__) log = logging.getLogger(__name__)
@ -19,7 +18,7 @@ class TileTicksRenderer(EntityMeshBase):
if hasattr(chunk, "TileTicks"): if hasattr(chunk, "TileTicks"):
ticks = chunk.TileTicks ticks = chunk.TileTicks
if len(ticks): if len(ticks):
self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode( self.sceneNode = VertexNode(
self._computeVertices([[t[i].value for i in "xyz"] for t in ticks], self._computeVertices([[t[i].value for i in "xyz"] for t in ticks],
(0xff, 0xff, 0xff, 0x44), (0xff, 0xff, 0xff, 0x44),
chunkPosition=chunk.chunkPosition)) chunkPosition=chunk.chunkPosition))

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@ -4,15 +4,15 @@
from __future__ import absolute_import, division, print_function from __future__ import absolute_import, division, print_function
import logging import logging
from mcedit2.rendering.scenegraph import scenenode, rendernode from mcedit2.rendering.scenegraph import scenenode
import mcedit2.rendering.scenegraph.matrix from mcedit2.rendering.scenegraph.matrix import TranslateRenderNode
from mcedit2.rendering.scenegraph.scenenode import NamedChildrenNode from mcedit2.rendering.scenegraph.scenenode import NamedChildrenNode
log = logging.getLogger(__name__) log = logging.getLogger(__name__)
class ChunkNode(scenenode.Node): class ChunkNode(scenenode.Node):
RenderNodeClass = mcedit2.rendering.scenegraph.matrix.TranslateRenderNode RenderNodeClass = TranslateRenderNode
def __init__(self, chunkPosition): def __init__(self, chunkPosition):
""" """

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@ -7,8 +7,8 @@ import logging
from OpenGL import GL from OpenGL import GL
from mcedit2.rendering.scenegraph import scenenode from mcedit2.rendering.scenegraph import scenenode
import mcedit2.rendering.scenegraph.matrix from mcedit2.rendering.scenegraph.matrix import TranslateNode
import mcedit2.rendering.scenegraph.vertex_array from mcedit2.rendering.scenegraph.vertex_array import VertexNode
from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer
log = logging.getLogger(__name__) log = logging.getLogger(__name__)
@ -19,7 +19,7 @@ class WorkplaneNode(scenenode.Node):
def __init__(self): def __init__(self):
super(WorkplaneNode, self).__init__() super(WorkplaneNode, self).__init__()
self.translateNode = mcedit2.rendering.scenegraph.matrix.TranslateNode() self.translateNode = TranslateNode()
self.addChild(self.translateNode) self.addChild(self.translateNode)
self.axis = 1 self.axis = 1
@ -69,7 +69,7 @@ class WorkplaneNode(scenenode.Node):
if self.vertexNode: if self.vertexNode:
self.translateNode.removeChild(self.vertexNode) self.translateNode.removeChild(self.vertexNode)
self.vertexNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode([gridArrayBuffer]) self.vertexNode = VertexNode([gridArrayBuffer])
self.translateNode.addChild(self.vertexNode) self.translateNode.addChild(self.vertexNode)
@property @property

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@ -18,8 +18,8 @@ from mcedit2.rendering.chunknode import ChunkNode, ChunkGroupNode
from mcedit2.rendering.chunkupdate import ChunkRenderInfo from mcedit2.rendering.chunkupdate import ChunkRenderInfo
from mcedit2.rendering.depths import DepthOffset from mcedit2.rendering.depths import DepthOffset
from mcedit2.rendering.geometrycache import GeometryCache from mcedit2.rendering.geometrycache import GeometryCache
import mcedit2.rendering.scenegraph.depth_test from mcedit2.rendering.scenegraph.depth_test import DepthOffsetNode
import mcedit2.rendering.scenegraph.texture_atlas from mcedit2.rendering.scenegraph.texture_atlas import TextureAtlasNode
from mcedit2.util.glutils import Texture from mcedit2.util.glutils import Texture
from mcedit2.util.load_png import loadPNGData from mcedit2.util.load_png import loadPNGData
from mceditlib.anvil.biome_types import BiomeTypes from mceditlib.anvil.biome_types import BiomeTypes
@ -209,10 +209,10 @@ class WorldScene(scenenode.Node):
self.dimension = dimension self.dimension = dimension
self.textureAtlas = textureAtlas self.textureAtlas = textureAtlas
self.depthOffsetNode = mcedit2.rendering.scenegraph.depth_test.DepthOffsetNode(DepthOffset.Renderer) self.depthOffsetNode = DepthOffsetNode(DepthOffset.Renderer)
self.addChild(self.depthOffsetNode) self.addChild(self.depthOffsetNode)
self.textureAtlasNode = mcedit2.rendering.scenegraph.texture_atlas.TextureAtlasNode(textureAtlas) self.textureAtlasNode = TextureAtlasNode(textureAtlas)
self.depthOffsetNode.addChild(self.textureAtlasNode) self.depthOffsetNode.addChild(self.textureAtlasNode)
self.renderstateNodes = {} self.renderstateNodes = {}

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@ -20,9 +20,9 @@ from mcedit2.rendering.chunknode import ChunkNode
from mcedit2.rendering.frustum import Frustum from mcedit2.rendering.frustum import Frustum
from mcedit2.rendering.geometrycache import GeometryCache from mcedit2.rendering.geometrycache import GeometryCache
from mcedit2.rendering.layers import Layer from mcedit2.rendering.layers import Layer
import mcedit2.rendering.scenegraph.matrix from mcedit2.rendering.scenegraph.matrix import MatrixNode, OrthoNode
import mcedit2.rendering.scenegraph.misc from mcedit2.rendering.scenegraph.misc import ClearNode
import mcedit2.rendering.scenegraph.vertex_array from mcedit2.rendering.scenegraph.vertex_array import VertexNode
from mcedit2.rendering.textureatlas import TextureAtlas from mcedit2.rendering.textureatlas import TextureAtlas
from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer
from mcedit2.rendering.scenegraph import scenenode, rendernode from mcedit2.rendering.scenegraph import scenenode, rendernode
@ -48,8 +48,7 @@ def worldMeshVertexSize(worldMesh):
for cm in worldMesh.chunkGroupNode.children: for cm in worldMesh.chunkGroupNode.children:
assert isinstance(cm, ChunkNode) assert isinstance(cm, ChunkNode)
for bm in cm.getChunkVertexNodes(): for bm in cm.getChunkVertexNodes():
assert isinstance(bm, assert isinstance(bm, VertexNode)
mcedit2.rendering.scenegraph.vertex_array.VertexNode)
for va in bm.vertexArrays: for va in bm.vertexArrays:
assert isinstance(va, VertexArrayBuffer) assert isinstance(va, VertexArrayBuffer)
yield va.buffer.nbytes yield va.buffer.nbytes
@ -121,7 +120,7 @@ class WorldView(QGLWidget):
self.autoUpdateInterval = 0.5 # frequency of screen redraws in response to loaded chunks self.autoUpdateInterval = 0.5 # frequency of screen redraws in response to loaded chunks
self.compassNode = self.createCompass() self.compassNode = self.createCompass()
self.compassOrthoNode = mcedit2.rendering.scenegraph.matrix.OrthoNode((1, float(self.height()) / self.width())) self.compassOrthoNode = OrthoNode((1, float(self.height()) / self.width()))
self.compassOrthoNode.addChild(self.compassNode) self.compassOrthoNode.addChild(self.compassNode)
self.viewActions = [] self.viewActions = []
@ -223,11 +222,11 @@ class WorldView(QGLWidget):
self.worldScene = self.createWorldScene() self.worldScene = self.createWorldScene()
self.worldScene.setVisibleLayers(self.layerToggleGroup.getVisibleLayers()) self.worldScene.setVisibleLayers(self.layerToggleGroup.getVisibleLayers())
clearNode = mcedit2.rendering.scenegraph.misc.ClearNode() clearNode = ClearNode()
skyNode = sky.SkyNode() skyNode = sky.SkyNode()
self.loadableChunksNode = loadablechunks.LoadableChunksNode(self.dimension) self.loadableChunksNode = loadablechunks.LoadableChunksNode(self.dimension)
self.matrixNode = mcedit2.rendering.scenegraph.matrix.MatrixNode() self.matrixNode = MatrixNode()
self._updateMatrices() self._updateMatrices()
self.matrixNode.addChild(self.loadableChunksNode) self.matrixNode.addChild(self.loadableChunksNode)