Scenegraph refactor part 3
Change fully qualified imports to name imports
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@ -11,9 +11,8 @@ from mcedit2.command import SimplePerformCommand
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from mcedit2.editortools.brush.masklevel import FakeBrushSection
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from mcedit2.editortools.brush.modes import BrushModes
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from mcedit2.rendering import worldscene
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from mcedit2.rendering.scenegraph import scenenode
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from mcedit2.rendering.depths import DepthOffset
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import mcedit2.rendering.scenegraph.matrix
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from mcedit2.rendering.scenegraph.matrix import TranslateNode
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from mcedit2.rendering.selection import SelectionBoxNode
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from mcedit2.util.load_ui import load_ui, registerCustomWidget
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from mcedit2.util.settings import Settings
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@ -105,7 +104,7 @@ class BrushTool(EditorTool):
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BrushModeSetting.connectAndCall(self.modeSettingChanged)
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self.cursorWorldScene = None
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self.cursorNode = mcedit2.rendering.scenegraph.matrix.TranslateNode()
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self.cursorNode = TranslateNode()
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self.toolWidget.xSpinSlider.setMinimum(1)
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self.toolWidget.ySpinSlider.setMinimum(1)
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@ -11,7 +11,7 @@ from mcedit2.command import SimpleRevisionCommand
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from mcedit2.editortools import EditorTool
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from mcedit2.handles.boxhandle import BoxHandle
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from mcedit2.rendering.scenegraph import scenenode
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import mcedit2.rendering.scenegraph.matrix
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from mcedit2.rendering.scenegraph.matrix import TranslateNode
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from mcedit2.rendering.worldscene import WorldScene
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from mcedit2.util.showprogress import showProgress
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from mcedit2.util.worldloader import WorldLoader
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@ -209,7 +209,7 @@ class GenerateTool(EditorTool):
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self.overlayNode = scenenode.Node()
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self.sceneHolderNode = mcedit2.rendering.scenegraph.matrix.TranslateNode()
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self.sceneHolderNode = TranslateNode()
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self.overlayNode.addChild(self.sceneHolderNode)
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self.previewNode = None
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@ -10,7 +10,7 @@ from PySide.QtCore import Qt
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from mcedit2.editorsession import PendingImport
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from mcedit2.editortools import EditorTool
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from mcedit2.command import SimpleRevisionCommand
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import mcedit2.rendering.scenegraph.matrix
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from mcedit2.rendering.scenegraph.matrix import TranslateNode
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from mcedit2.rendering.selection import SelectionBoxNode, SelectionFaceNode, boxFaceUnderCursor
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from mcedit2.rendering.scenegraph import scenenode
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from mcedit2.rendering.depths import DepthOffset
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@ -120,7 +120,7 @@ class CoordinateWidget(QtGui.QWidget):
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x, y, z = self.point
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self.point = Vector(x, y, value)
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class PendingImportNode(mcedit2.rendering.scenegraph.matrix.TranslateNode):
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class PendingImportNode(TranslateNode):
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def __init__(self, pendingImport, textureAtlas):
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super(PendingImportNode, self).__init__()
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self.pendingImport = pendingImport
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@ -8,11 +8,10 @@ from OpenGL import GL
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import numpy
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from mcedit2.rendering import renderstates
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from mcedit2.rendering.scenegraph import scenenode
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from mcedit2.rendering.blockmeshes import standardCubeTemplates
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from mcedit2.rendering.blockmeshes import ChunkMeshBase
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from mcedit2.rendering.layers import Layer
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import mcedit2.rendering.scenegraph.vertex_array
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from mcedit2.rendering.scenegraph.vertex_array import VertexNode
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from mcedit2.rendering.slices import _XYZ, _RGBA
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from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer
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@ -36,6 +35,6 @@ class ChunkSectionsRenderer(ChunkMeshBase):
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buffer.buffer[i, :] = self.vertexTemplate
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buffer.vertex[i, ..., 1] += cy * 16
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self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(buffer)
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self.sceneNode = VertexNode(buffer)
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yield
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@ -13,11 +13,11 @@ from mcedit2.rendering.blockmeshes import standardCubeTemplates
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from mcedit2.rendering.blockmeshes import ChunkMeshBase
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from mcedit2.rendering.chunkmeshes.entity import models
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from mcedit2.rendering.layers import Layer
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import mcedit2.rendering.scenegraph.bind_texture
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import mcedit2.rendering.scenegraph.matrix
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from mcedit2.rendering.scenegraph.bind_texture import BindTextureNode
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from mcedit2.rendering.scenegraph.matrix import TranslateNode, RotateNode
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from mcedit2.rendering.scenegraph.misc import PolygonModeNode
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from mcedit2.rendering.scenegraph.depth_test import DepthFuncNode
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import mcedit2.rendering.scenegraph.vertex_array
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from mcedit2.rendering.scenegraph.vertex_array import VertexNode
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from mcedit2.rendering.slices import _XYZ
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from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer
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from mceditlib.anvil.entities import PCPaintingEntityRefBase
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@ -69,7 +69,7 @@ class TileEntityMesh(EntityMeshBase):
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tiles = self._computeVertices(tilePositions, (0xff, 0xff, 0x33, 0x44), chunkPosition=chunk.chunkPosition)
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yield
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self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(tiles)
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self.sceneNode = VertexNode(tiles)
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@ -115,9 +115,9 @@ class ItemFrameMesh(EntityMeshBase):
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texCorners = [(1, 1), (1, 0), (0, 0), (0, 1)]
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vertexBuffer.texcoord[:] += texCorners
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vertexNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode([vertexBuffer])
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vertexNode = VertexNode([vertexBuffer])
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if mapTex is not None:
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bindTexNode = mcedit2.rendering.scenegraph.bind_texture.BindTextureNode(mapTex)
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bindTexNode = BindTextureNode(mapTex)
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bindTexNode.addChild(vertexNode)
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nodes.append(bindTexNode)
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else:
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@ -157,15 +157,15 @@ class MonsterModelRenderer(ChunkMeshBase):
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vertexBuffer.vertex[:] = modelVerts[..., :3]
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vertexBuffer.texcoord[:] = modelVerts[..., 3:5]
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node = mcedit2.rendering.scenegraph.vertex_array.VertexNode(vertexBuffer)
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rotateNode = mcedit2.rendering.scenegraph.matrix.RotateNode(ref.Rotation[0], (0., 1., 0.))
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node = VertexNode(vertexBuffer)
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rotateNode = RotateNode(ref.Rotation[0], (0., 1., 0.))
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rotateNode.addChild(node)
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translateNode = mcedit2.rendering.scenegraph.matrix.TranslateNode((ref.Position - (chunk.cx << 4, 0, chunk.cz << 4)))
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translateNode = TranslateNode((ref.Position - (chunk.cx << 4, 0, chunk.cz << 4)))
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translateNode.addChild(rotateNode)
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modelTex = self.chunkUpdate.updateTask.getModelTexture(models.textures[ID])
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textureNode = mcedit2.rendering.scenegraph.bind_texture.BindTextureNode(modelTex, (1./modelTex.w, 1./modelTex.h, 1))
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textureNode = BindTextureNode(modelTex, (1./modelTex.w, 1./modelTex.h, 1))
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textureNode.addChild(translateNode)
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sceneNode.addChild(textureNode)
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@ -198,7 +198,7 @@ class MonsterRenderer(EntityMeshBase):
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chunkPosition=chunk.chunkPosition)
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yield
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vertexNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(monsters)
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vertexNode = VertexNode(monsters)
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polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
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polyNode.addChild(vertexNode)
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depthNode = DepthFuncNode(GL.GL_ALWAYS)
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@ -236,5 +236,5 @@ class ItemRenderer(EntityMeshBase):
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numpy.array(entityColors, dtype='uint8')[:, numpy.newaxis, numpy.newaxis],
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offset=True, chunkPosition=chunk.chunkPosition)
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yield
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self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(items)
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self.sceneNode = VertexNode(items)
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@ -10,7 +10,7 @@ from mcedit2.rendering import renderstates
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from mcedit2.rendering.scenegraph import scenenode
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from mcedit2.rendering.blockmeshes import standardCubeTemplates
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from mcedit2.rendering.blockmeshes import ChunkMeshBase
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import mcedit2.rendering.scenegraph.vertex_array
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from mcedit2.rendering.scenegraph.vertex_array import VertexNode
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from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer
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from mceditlib import faces
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@ -102,7 +102,7 @@ class LowDetailBlockMesh(ChunkMeshBase):
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yield
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if self.detailLevel == 2:
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self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(va0)
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self.sceneNode = VertexNode(va0)
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return
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# Calculate how deep each column needs to go to be flush with the adjacent column;
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@ -137,7 +137,7 @@ class LowDetailBlockMesh(ChunkMeshBase):
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va2.vertex[:, (0, 3), 0] -= 1.0 # turn diagonally
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nodes = [mcedit2.rendering.scenegraph.vertex_array.VertexNode(v) for v in (va1, va2, va0)]
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nodes = [VertexNode(v) for v in (va1, va2, va0)]
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self.sceneNode = scenenode.Node()
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for node in nodes:
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@ -11,7 +11,7 @@ from mcedit2.rendering.scenegraph import scenenode
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from mcedit2.rendering.blockmeshes import standardCubeTemplates
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from mcedit2.rendering.blockmeshes import ChunkMeshBase
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from mcedit2.rendering.layers import Layer
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import mcedit2.rendering.scenegraph.vertex_array
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from mcedit2.rendering.scenegraph.vertex_array import VertexNode
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from mcedit2.rendering.slices import _XYZ, _RGBA
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from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer
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from mceditlib import faces
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@ -90,6 +90,6 @@ class TerrainPopulatedRenderer(ChunkMeshBase):
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verts = self.vertexTemplate[visibleFaces]
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buffer = QuadVertexArrayBuffer(0, textures=False, lights=False)
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buffer.buffer = verts
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self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(buffer)
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self.sceneNode = VertexNode(buffer)
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yield
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@ -4,10 +4,9 @@
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from __future__ import absolute_import, division, print_function, unicode_literals
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import logging
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from mcedit2.rendering.scenegraph import scenenode
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from mcedit2.rendering.chunkmeshes.entitymesh import EntityMeshBase
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from mcedit2.rendering.layers import Layer
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import mcedit2.rendering.scenegraph.vertex_array
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from mcedit2.rendering.scenegraph.vertex_array import VertexNode
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log = logging.getLogger(__name__)
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@ -19,7 +18,7 @@ class TileTicksRenderer(EntityMeshBase):
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if hasattr(chunk, "TileTicks"):
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ticks = chunk.TileTicks
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if len(ticks):
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self.sceneNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode(
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self.sceneNode = VertexNode(
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self._computeVertices([[t[i].value for i in "xyz"] for t in ticks],
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(0xff, 0xff, 0xff, 0x44),
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chunkPosition=chunk.chunkPosition))
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@ -4,15 +4,15 @@
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from __future__ import absolute_import, division, print_function
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import logging
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from mcedit2.rendering.scenegraph import scenenode, rendernode
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import mcedit2.rendering.scenegraph.matrix
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from mcedit2.rendering.scenegraph import scenenode
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from mcedit2.rendering.scenegraph.matrix import TranslateRenderNode
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from mcedit2.rendering.scenegraph.scenenode import NamedChildrenNode
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log = logging.getLogger(__name__)
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class ChunkNode(scenenode.Node):
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RenderNodeClass = mcedit2.rendering.scenegraph.matrix.TranslateRenderNode
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RenderNodeClass = TranslateRenderNode
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def __init__(self, chunkPosition):
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"""
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@ -7,8 +7,8 @@ import logging
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from OpenGL import GL
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from mcedit2.rendering.scenegraph import scenenode
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import mcedit2.rendering.scenegraph.matrix
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import mcedit2.rendering.scenegraph.vertex_array
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from mcedit2.rendering.scenegraph.matrix import TranslateNode
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from mcedit2.rendering.scenegraph.vertex_array import VertexNode
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from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer
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log = logging.getLogger(__name__)
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@ -19,7 +19,7 @@ class WorkplaneNode(scenenode.Node):
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def __init__(self):
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super(WorkplaneNode, self).__init__()
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self.translateNode = mcedit2.rendering.scenegraph.matrix.TranslateNode()
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self.translateNode = TranslateNode()
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self.addChild(self.translateNode)
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self.axis = 1
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@ -69,7 +69,7 @@ class WorkplaneNode(scenenode.Node):
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if self.vertexNode:
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self.translateNode.removeChild(self.vertexNode)
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self.vertexNode = mcedit2.rendering.scenegraph.vertex_array.VertexNode([gridArrayBuffer])
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self.vertexNode = VertexNode([gridArrayBuffer])
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self.translateNode.addChild(self.vertexNode)
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@property
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@ -18,8 +18,8 @@ from mcedit2.rendering.chunknode import ChunkNode, ChunkGroupNode
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from mcedit2.rendering.chunkupdate import ChunkRenderInfo
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from mcedit2.rendering.depths import DepthOffset
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from mcedit2.rendering.geometrycache import GeometryCache
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import mcedit2.rendering.scenegraph.depth_test
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import mcedit2.rendering.scenegraph.texture_atlas
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from mcedit2.rendering.scenegraph.depth_test import DepthOffsetNode
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from mcedit2.rendering.scenegraph.texture_atlas import TextureAtlasNode
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from mcedit2.util.glutils import Texture
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from mcedit2.util.load_png import loadPNGData
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from mceditlib.anvil.biome_types import BiomeTypes
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@ -209,10 +209,10 @@ class WorldScene(scenenode.Node):
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self.dimension = dimension
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self.textureAtlas = textureAtlas
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self.depthOffsetNode = mcedit2.rendering.scenegraph.depth_test.DepthOffsetNode(DepthOffset.Renderer)
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self.depthOffsetNode = DepthOffsetNode(DepthOffset.Renderer)
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self.addChild(self.depthOffsetNode)
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self.textureAtlasNode = mcedit2.rendering.scenegraph.texture_atlas.TextureAtlasNode(textureAtlas)
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self.textureAtlasNode = TextureAtlasNode(textureAtlas)
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self.depthOffsetNode.addChild(self.textureAtlasNode)
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self.renderstateNodes = {}
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@ -20,9 +20,9 @@ from mcedit2.rendering.chunknode import ChunkNode
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from mcedit2.rendering.frustum import Frustum
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from mcedit2.rendering.geometrycache import GeometryCache
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from mcedit2.rendering.layers import Layer
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import mcedit2.rendering.scenegraph.matrix
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import mcedit2.rendering.scenegraph.misc
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import mcedit2.rendering.scenegraph.vertex_array
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from mcedit2.rendering.scenegraph.matrix import MatrixNode, OrthoNode
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from mcedit2.rendering.scenegraph.misc import ClearNode
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from mcedit2.rendering.scenegraph.vertex_array import VertexNode
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from mcedit2.rendering.textureatlas import TextureAtlas
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from mcedit2.rendering.vertexarraybuffer import VertexArrayBuffer
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from mcedit2.rendering.scenegraph import scenenode, rendernode
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@ -48,8 +48,7 @@ def worldMeshVertexSize(worldMesh):
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for cm in worldMesh.chunkGroupNode.children:
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assert isinstance(cm, ChunkNode)
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for bm in cm.getChunkVertexNodes():
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assert isinstance(bm,
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mcedit2.rendering.scenegraph.vertex_array.VertexNode)
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assert isinstance(bm, VertexNode)
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for va in bm.vertexArrays:
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assert isinstance(va, VertexArrayBuffer)
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yield va.buffer.nbytes
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@ -121,7 +120,7 @@ class WorldView(QGLWidget):
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self.autoUpdateInterval = 0.5 # frequency of screen redraws in response to loaded chunks
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self.compassNode = self.createCompass()
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self.compassOrthoNode = mcedit2.rendering.scenegraph.matrix.OrthoNode((1, float(self.height()) / self.width()))
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self.compassOrthoNode = OrthoNode((1, float(self.height()) / self.width()))
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self.compassOrthoNode.addChild(self.compassNode)
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self.viewActions = []
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@ -223,11 +222,11 @@ class WorldView(QGLWidget):
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self.worldScene = self.createWorldScene()
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self.worldScene.setVisibleLayers(self.layerToggleGroup.getVisibleLayers())
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clearNode = mcedit2.rendering.scenegraph.misc.ClearNode()
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clearNode = ClearNode()
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skyNode = sky.SkyNode()
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self.loadableChunksNode = loadablechunks.LoadableChunksNode(self.dimension)
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self.matrixNode = mcedit2.rendering.scenegraph.matrix.MatrixNode()
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self.matrixNode = MatrixNode()
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self._updateMatrices()
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self.matrixNode.addChild(self.loadableChunksNode)
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