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.modes import BrushModes
from mcedit2.rendering import worldscene
from mcedit2.rendering.scenegraph import scenenode
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.util.load_ui import load_ui, registerCustomWidget
from mcedit2.util.settings import Settings
@ -105,7 +104,7 @@ class BrushTool(EditorTool):
BrushModeSetting.connectAndCall(self.modeSettingChanged)
self.cursorWorldScene = None
self.cursorNode = mcedit2.rendering.scenegraph.matrix.TranslateNode()
self.cursorNode = TranslateNode()
self.toolWidget.xSpinSlider.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.handles.boxhandle import BoxHandle
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.util.showprogress import showProgress
from mcedit2.util.worldloader import WorldLoader
@ -209,7 +209,7 @@ class GenerateTool(EditorTool):
self.overlayNode = scenenode.Node()
self.sceneHolderNode = mcedit2.rendering.scenegraph.matrix.TranslateNode()
self.sceneHolderNode = TranslateNode()
self.overlayNode.addChild(self.sceneHolderNode)
self.previewNode = None

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

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

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@ -13,11 +13,11 @@ from mcedit2.rendering.blockmeshes import standardCubeTemplates
from mcedit2.rendering.blockmeshes import ChunkMeshBase
from mcedit2.rendering.chunkmeshes.entity import models
from mcedit2.rendering.layers import Layer
import mcedit2.rendering.scenegraph.bind_texture
import mcedit2.rendering.scenegraph.matrix
from mcedit2.rendering.scenegraph.bind_texture import BindTextureNode
from mcedit2.rendering.scenegraph.matrix import TranslateNode, RotateNode
from mcedit2.rendering.scenegraph.misc import PolygonModeNode
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.vertexarraybuffer import QuadVertexArrayBuffer
from mceditlib.anvil.entities import PCPaintingEntityRefBase
@ -69,7 +69,7 @@ class TileEntityMesh(EntityMeshBase):
tiles = self._computeVertices(tilePositions, (0xff, 0xff, 0x33, 0x44), chunkPosition=chunk.chunkPosition)
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)]
vertexBuffer.texcoord[:] += texCorners
vertexNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode([vertexBuffer])
vertexNode = VertexNode([vertexBuffer])
if mapTex is not None:
bindTexNode = mcedit2.rendering.scenegraph.bind_texture.BindTextureNode(mapTex)
bindTexNode = BindTextureNode(mapTex)
bindTexNode.addChild(vertexNode)
nodes.append(bindTexNode)
else:
@ -157,15 +157,15 @@ class MonsterModelRenderer(ChunkMeshBase):
vertexBuffer.vertex[:] = modelVerts[..., :3]
vertexBuffer.texcoord[:] = modelVerts[..., 3:5]
node = mcedit2.rendering.scenegraph.vertex_array.VertexNode(vertexBuffer)
rotateNode = mcedit2.rendering.scenegraph.matrix.RotateNode(ref.Rotation[0], (0., 1., 0.))
node = VertexNode(vertexBuffer)
rotateNode = RotateNode(ref.Rotation[0], (0., 1., 0.))
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)
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)
sceneNode.addChild(textureNode)
@ -198,7 +198,7 @@ class MonsterRenderer(EntityMeshBase):
chunkPosition=chunk.chunkPosition)
yield
vertexNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(monsters)
vertexNode = VertexNode(monsters)
polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
polyNode.addChild(vertexNode)
depthNode = DepthFuncNode(GL.GL_ALWAYS)
@ -236,5 +236,5 @@ class ItemRenderer(EntityMeshBase):
numpy.array(entityColors, dtype='uint8')[:, numpy.newaxis, numpy.newaxis],
offset=True, chunkPosition=chunk.chunkPosition)
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.blockmeshes import standardCubeTemplates
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 mceditlib import faces
@ -102,7 +102,7 @@ class LowDetailBlockMesh(ChunkMeshBase):
yield
if self.detailLevel == 2:
self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(va0)
self.sceneNode = VertexNode(va0)
return
# 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
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()
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 ChunkMeshBase
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.vertexarraybuffer import QuadVertexArrayBuffer
from mceditlib import faces
@ -90,6 +90,6 @@ class TerrainPopulatedRenderer(ChunkMeshBase):
verts = self.vertexTemplate[visibleFaces]
buffer = QuadVertexArrayBuffer(0, textures=False, lights=False)
buffer.buffer = verts
self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(buffer)
self.sceneNode = VertexNode(buffer)
yield

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

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

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@ -7,8 +7,8 @@ import logging
from OpenGL import GL
from mcedit2.rendering.scenegraph import scenenode
import mcedit2.rendering.scenegraph.matrix
import mcedit2.rendering.scenegraph.vertex_array
from mcedit2.rendering.scenegraph.matrix import TranslateNode
from mcedit2.rendering.scenegraph.vertex_array import VertexNode
from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer
log = logging.getLogger(__name__)
@ -19,7 +19,7 @@ class WorkplaneNode(scenenode.Node):
def __init__(self):
super(WorkplaneNode, self).__init__()
self.translateNode = mcedit2.rendering.scenegraph.matrix.TranslateNode()
self.translateNode = TranslateNode()
self.addChild(self.translateNode)
self.axis = 1
@ -69,7 +69,7 @@ class WorkplaneNode(scenenode.Node):
if 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)
@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.depths import DepthOffset
from mcedit2.rendering.geometrycache import GeometryCache
import mcedit2.rendering.scenegraph.depth_test
import mcedit2.rendering.scenegraph.texture_atlas
from mcedit2.rendering.scenegraph.depth_test import DepthOffsetNode
from mcedit2.rendering.scenegraph.texture_atlas import TextureAtlasNode
from mcedit2.util.glutils import Texture
from mcedit2.util.load_png import loadPNGData
from mceditlib.anvil.biome_types import BiomeTypes
@ -209,10 +209,10 @@ class WorldScene(scenenode.Node):
self.dimension = dimension
self.textureAtlas = textureAtlas
self.depthOffsetNode = mcedit2.rendering.scenegraph.depth_test.DepthOffsetNode(DepthOffset.Renderer)
self.depthOffsetNode = DepthOffsetNode(DepthOffset.Renderer)
self.addChild(self.depthOffsetNode)
self.textureAtlasNode = mcedit2.rendering.scenegraph.texture_atlas.TextureAtlasNode(textureAtlas)
self.textureAtlasNode = TextureAtlasNode(textureAtlas)
self.depthOffsetNode.addChild(self.textureAtlasNode)
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.geometrycache import GeometryCache
from mcedit2.rendering.layers import Layer
import mcedit2.rendering.scenegraph.matrix
import mcedit2.rendering.scenegraph.misc
import mcedit2.rendering.scenegraph.vertex_array
from mcedit2.rendering.scenegraph.matrix import MatrixNode, OrthoNode
from mcedit2.rendering.scenegraph.misc import ClearNode
from mcedit2.rendering.scenegraph.vertex_array import VertexNode
from mcedit2.rendering.textureatlas import TextureAtlas
from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer
from mcedit2.rendering.scenegraph import scenenode, rendernode
@ -48,8 +48,7 @@ def worldMeshVertexSize(worldMesh):
for cm in worldMesh.chunkGroupNode.children:
assert isinstance(cm, ChunkNode)
for bm in cm.getChunkVertexNodes():
assert isinstance(bm,
mcedit2.rendering.scenegraph.vertex_array.VertexNode)
assert isinstance(bm, VertexNode)
for va in bm.vertexArrays:
assert isinstance(va, VertexArrayBuffer)
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.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.viewActions = []
@ -223,11 +222,11 @@ class WorldView(QGLWidget):
self.worldScene = self.createWorldScene()
self.worldScene.setVisibleLayers(self.layerToggleGroup.getVisibleLayers())
clearNode = mcedit2.rendering.scenegraph.misc.ClearNode()
clearNode = ClearNode()
skyNode = sky.SkyNode()
self.loadableChunksNode = loadablechunks.LoadableChunksNode(self.dimension)
self.matrixNode = mcedit2.rendering.scenegraph.matrix.MatrixNode()
self.matrixNode = MatrixNode()
self._updateMatrices()
self.matrixNode.addChild(self.loadableChunksNode)