Make selection face hover have a thick outline, and make it cut into terrain. Change selection color to be different from unknown block.
Remove dead code.
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51d8cbf1b6
commit
e0e83cfa91
@ -280,9 +280,6 @@ class SelectionTool(EditorTool):
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def fill(self):
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fillCommand(self.editorSession)
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def replace(self):
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replaceCommand(self.editorSession)
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def boxHandleResized(self, box):
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if box is not None:
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self.selectionNode.selection = self.createShapedSelection(box)
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@ -358,7 +355,7 @@ class SelectionCursorRenderNode(rendergraph.RenderNode):
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class SelectionCursor(scenegraph.Node):
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RenderNodeClass = SelectionCursorRenderNode
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def __init__(self, point=Vector(0, 0, 0), face=faces.FaceXDecreasing, color=(1, .3, 1)):
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def __init__(self, point=Vector(0, 0, 0), face=faces.FaceXDecreasing, color=(.3, .3, 1)):
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super(SelectionCursor, self).__init__()
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self._point = point
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self._face = face
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@ -242,12 +242,12 @@ class SelectionScene(scenegraph.Node):
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faceShades = {
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faces.FaceNorth: (0x99, 0x33, 0x99),
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faces.FaceSouth: (0x99, 0x33, 0x99),
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faces.FaceEast: (0xCC, 0x44, 0xCC),
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faces.FaceWest: (0xCC, 0x44, 0xCC),
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faces.FaceUp: (0xFF, 0x55, 0xFF),
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faces.FaceDown: (0x77, 0x22, 0x77),
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faces.FaceNorth: (0x33, 0x33, 0x99),
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faces.FaceSouth: (0x33, 0x33, 0x99),
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faces.FaceEast: (0x44, 0x44, 0xCC),
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faces.FaceWest: (0x44, 0x44, 0xCC),
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faces.FaceUp: (0x55, 0x55, 0xFF),
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faces.FaceDown: (0x22, 0x22, 0x77),
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}
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class SelectionBoxRenderNode(rendergraph.RenderNode):
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@ -302,7 +302,7 @@ class SelectionBoxNode(scenegraph.Node):
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self._selectionBox = value
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self.dirty = True
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_color = (1, .3, 1, .3)
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_color = (.3, .3, 1, .3)
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@property
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def color(self):
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return self._color
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@ -329,15 +329,19 @@ class SelectionFaceRenderNode(rendergraph.RenderNode):
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if box is None:
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return
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alpha = 0.3
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alpha = 0.16
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r, g, b = self.sceneNode.color
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with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT):
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with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT | GL.GL_LINE_BIT):
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GL.glDisable(GL.GL_DEPTH_TEST)
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GL.glDepthMask(False)
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GL.glEnable(GL.GL_BLEND)
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GL.glPolygonOffset(self.sceneNode.depth, self.sceneNode.depth)
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GL.glColor(1.0, 1.0, 1.0, 1.0)
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GL.glLineWidth(2.0)
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cubes.drawFace(box, self.sceneNode.face, GL.GL_LINE_STRIP)
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GL.glColor(r, g, b, alpha)
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GL.glEnable(GL.GL_DEPTH_TEST)
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cubes.drawFace(box, self.sceneNode.face)
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@ -366,7 +370,7 @@ class SelectionFaceNode(scenegraph.Node):
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self._face = value
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self.dirty = True
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_color = (1, .3, 1)
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_color = (.3, .3, 1)
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@property
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def color(self):
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return self._color
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