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Python Node.addChild方法代码示例

本文整理汇总了Python中mcedit2.rendering.scenegraph.scenenode.Node.addChild方法的典型用法代码示例。如果您正苦于以下问题:Python Node.addChild方法的具体用法?Python Node.addChild怎么用?Python Node.addChild使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在mcedit2.rendering.scenegraph.scenenode.Node的用法示例。


在下文中一共展示了Node.addChild方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: MonsterLocationRenderer

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]
class MonsterLocationRenderer(EntityMeshBase):
    layer = Layer.MonsterLocations
    notMonsters = {"Item", "XPOrb", "Painting", "ItemFrame"}

    def makeChunkVertices(self, chunk, limitBox):
        monsterPositions = []
        for i, entityRef in enumerate(chunk.Entities):
            if i % 10 == 0:
                yield
            ID = entityRef.id

            if ID in self.notMonsters:
                continue
            pos = entityRef.Position
            if limitBox and pos not in limitBox:
                continue
            monsterPositions.append(pos)

        monsters = self._computeVertices(monsterPositions,
                                         (0xff, 0x22, 0x22, 0x44),
                                         offset=True,
                                         chunkPosition=chunk.chunkPosition)
        yield

        vertexNode = VertexNode(monsters)
        vertexNode.addState(PolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE))
        vertexNode.addState(LineWidth(2.0))
        vertexNode.addState(DepthFunc(GL.GL_ALWAYS))

        self.sceneNode = Node()
        self.sceneNode.addChild(vertexNode)

        vertexNode = VertexNode(monsters)
        self.sceneNode.addChild(vertexNode)
开发者ID:Dunimark,项目名称:mcedit2,代码行数:36,代码来源:entitymesh.py

示例2: TileEntityLocationMesh

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]
class TileEntityLocationMesh(EntityMeshBase):
    layer = Layer.TileEntityLocations

    def makeChunkVertices(self, chunk, limitBox):
        tilePositions = []
        defaultColor = (0xff, 0xff, 0x33, 0x44)
        for i, ref in enumerate(chunk.TileEntities):
            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue
            if ref.id == "Control":
                continue
            tilePositions.append(ref.Position)

        tiles = self._computeVertices(tilePositions, defaultColor, chunkPosition=chunk.chunkPosition)

        vertexNode = VertexNode([tiles])
        polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        polyNode.addChild(vertexNode)
        lineNode = LineWidthNode(2.0)
        lineNode.addChild(polyNode)
        depthNode = DepthFuncNode(GL.GL_ALWAYS)
        depthNode.addChild(lineNode)

        self.sceneNode = Node()
        self.sceneNode.addChild(depthNode)

        vertexNode = VertexNode([tiles])
        self.sceneNode.addChild(vertexNode)
开发者ID:nkjcqvcpi,项目名称:mcedit2,代码行数:33,代码来源:entitymesh.py

示例3: CommandBlockLocationMesh

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]
class CommandBlockLocationMesh(EntityMeshBase):
    layer = Layer.CommandBlockLocations

    def makeChunkVertices(self, chunk, limitBox):
        tilePositions = []
        tileColors = []
        defaultColor = (0xff, 0x33, 0x33, 0x44)
        for i, ref in enumerate(chunk.TileEntities):
            if i % 10 == 0:
                yield

            if limitBox and ref.Position not in limitBox:
                continue
            if ref.id == "Control":
                tilePositions.append(ref.Position)
                cmdText = ref.Command
                if len(cmdText):
                    if cmdText[0] == "/":
                        cmdText = cmdText[1:]
                    command, _ = cmdText.split(None, 1)
                    color = commandColor(command)
                    tileColors.append(color + (0x44,))
                else:
                    tileColors.append(defaultColor)
            else:
                continue

        tiles = self._computeVertices(tilePositions, tileColors, chunkPosition=chunk.chunkPosition)

        vertexNode = VertexNode([tiles])
        polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        polyNode.addChild(vertexNode)
        lineNode = LineWidthNode(2.0)
        lineNode.addChild(polyNode)
        depthNode = DepthFuncNode(GL.GL_ALWAYS)
        depthNode.addChild(lineNode)

        self.sceneNode = Node()
        self.sceneNode.addChild(depthNode)
开发者ID:nkjcqvcpi,项目名称:mcedit2,代码行数:41,代码来源:entitymesh.py

示例4: LineArcNode

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]
def LineArcNode(p1, p2, color):
    arcSegments = 20

    rgba = [c * 255 for c in color]
    points = [p1]
    x, y, z = p1
    dx = p2[0] - p1[0]
    dz = p2[2] - p1[2]
    dx /= arcSegments
    dz /= arcSegments
    heightDiff = p2[1] - p1[1]
    # maxRise = 8

    # initial y-velocity
    dy = 0.3 if heightDiff >= 0 else -0.3
    dy += 2 * heightDiff / arcSegments

    # the height of p2 without gravity

    overshot = y + dy * arcSegments - p2[1]

    # needed gravity so the last point is p2
    ddy = -overshot / (arcSegments * (arcSegments-1) / 2)

    for i in range(arcSegments):
        y += dy
        dy += ddy
        x += dx
        z += dz
        points.append((x, y, z))

    arcNode = Node("lineArc")

    lineNode = LineStripNode(points, rgba)
    arcNode.addChild(lineNode)

    arcNode.addState(LineWidth(3.0))

    backLineNode = Node("lineArcBack")
    backLineNode.addChild(lineNode)
    arcNode.addChild(backLineNode)

    backLineNode.addState(DepthFunc(GL.GL_GREATER))
    backLineNode.addState(LineWidth(1.0))

    return arcNode
开发者ID:KevinKelley,项目名称:mcedit2,代码行数:48,代码来源:command_visuals.py

示例5: WorldScene

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]
class WorldScene(scenenode.Node):
    def __init__(self, dimension, textureAtlas=None, geometryCache=None, bounds=None):
        super(WorldScene, self).__init__()

        self.dimension = dimension
        self.textureAtlas = textureAtlas
        self.depthOffset = DepthOffset(DepthOffsets.Renderer)
        self.addState(self.depthOffset)

        self.textureAtlasNode = Node()
        self.textureAtlasState = TextureAtlasState(textureAtlas)
        self.textureAtlasNode.addState(self.textureAtlasState)
        self.addChild(self.textureAtlasNode)

        self.renderstateNodes = {}
        for rsClass in renderstates.allRenderstates:
            rsNode = Node()
            rsNode.addState(rsClass())
            self.textureAtlasNode.addChild(rsNode)
            self.renderstateNodes[rsClass] = rsNode

        self.groupNodes = {}  # by renderstate
        self.chunkRenderInfo = {}
        self.visibleLayers = set(Layer.DefaultVisibleLayers)

        self.updateTask = SceneUpdateTask(self, textureAtlas)

        if geometryCache is None:
            geometryCache = GeometryCache()
        self.geometryCache = geometryCache

        self.showRedraw = False

        self.minlod = 0
        self.bounds = bounds

    def setTextureAtlas(self, textureAtlas):
        if textureAtlas is not self.textureAtlas:
            self.textureAtlas = textureAtlas
            self.textureAtlasState.textureAtlas = textureAtlas
            self.updateTask.textureAtlas = textureAtlas
            self.discardAllChunks()

    def chunkPositions(self):
        return self.chunkRenderInfo.iterkeys()

    def getRenderstateGroup(self, rsClass):
        groupNode = self.groupNodes.get(rsClass)
        if groupNode is None:
            groupNode = ChunkGroupNode()
            self.groupNodes[rsClass] = groupNode
            self.renderstateNodes[rsClass].addChild(groupNode)

        return groupNode

    def discardChunk(self, cx, cz):
        """
        Discard the chunk at the given position from the scene
        """
        for groupNode in self.groupNodes.itervalues():
            groupNode.discardChunkNode(cx, cz)
        self.chunkRenderInfo.pop((cx, cz), None)

    def discardChunks(self, chunks):
        for cx, cz in chunks:
            self.discardChunk(cx, cz)

    def discardAllChunks(self):
        for groupNode in self.groupNodes.itervalues():
            groupNode.clear()
        self.chunkRenderInfo.clear()

    def invalidateChunk(self, cx, cz, invalidLayers=None):
        """
        Mark the chunk for regenerating vertex data
        """
        if invalidLayers is None:
            invalidLayers = Layer.AllLayers

        node = self.chunkRenderInfo.get((cx, cz))
        if node:
            node.invalidLayers.update(invalidLayers)

    _fastLeaves = False

    @property
    def fastLeaves(self):
        return self._fastLeaves

    @fastLeaves.setter
    def fastLeaves(self, val):
        if self._fastLeaves != bool(val):
            self.discardAllChunks()

        self._fastLeaves = bool(val)

    _roughGraphics = False

    @property
    def roughGraphics(self):
#.........这里部分代码省略.........
开发者ID:Dunimark,项目名称:mcedit2,代码行数:103,代码来源:worldscene.py

示例6: PendingImportNode

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]
class PendingImportNode(Node, QtCore.QObject):
    __node_id_counter = 0

    def __init__(self, pendingImport, textureAtlas, hasHandle=True):
        """
        A scenegraph node displaying an object that will be imported later, including
        live and deferred views of the object with transformed items, and a BoxHandle
        for moving the item.

        Parameters
        ----------

        pendingImport: PendingImport
            The object to be imported. The PendingImportNode responds to changes in this
            object's position, rotation, and scale.
        textureAtlas: TextureAtlas
            The textures and block models used to render the preview of the object.
        hasHandle: bool
            True if this import node should have a user-interactive BoxHandle associated
            with it. This is False for the extra copies displayed by a repeated clone.

        Attributes
        ----------

        basePosition: Vector
            The pre-transform position of the pending import. This is equal to
            `self.pendingImport.basePosition` except when the node is currently being
            dragged.
        transformedPosition: Vector
            The post-transform position of the pending import. This is equal to
            `self.pendingImport.importPos` except when the node is currently being
            dragged, scaled, or rotated.
        """
        super(PendingImportNode, self).__init__()

        self.textureAtlas = textureAtlas
        self.pendingImport = pendingImport
        self.hasHandle = hasHandle

        dim = pendingImport.sourceDim

        self.transformedPosition = Vector(0, 0, 0)

        # worldScene is contained by rotateNode, and
        # translates the world scene back to 0, 0, 0 so the rotateNode can
        # rotate it around the anchor, and the plainSceneNode can translate
        # it to the current position.

        self.worldScene = WorldScene(dim, textureAtlas, bounds=pendingImport.selection)
        self.worldScene.depthOffset.depthOffset = DepthOffsets.PreviewRenderer

        self.worldSceneTranslate = Translate(-self.pendingImport.selection.origin)
        self.worldScene.addState(self.worldSceneTranslate)

        # rotateNode is used to rotate the non-transformed preview during live rotation

        self.rotateNode = Rotate3DNode()
        self.rotateNode.setAnchor(self.pendingImport.selection.size * 0.5)
        self.rotateNode.addChild(self.worldScene)

        self.scaleNode = Scale3DNode()
        self.scaleNode.setAnchor(self.pendingImport.selection.size * 0.5)
        self.scaleNode.addChild(self.rotateNode)

        # plainSceneNode contains the non-transformed preview of the imported
        # object, including its world scene. This preview will be rotated model-wise
        # while the user is dragging the rotate controls.

        self.plainSceneNode = Node("plainScene")
        self.positionTranslate = Translate()
        self.plainSceneNode.addState(self.positionTranslate)
        self.plainSceneNode.addChild(self.scaleNode)

        self.addChild(self.plainSceneNode)

        # transformedSceneNode contains the transformed preview of the imported
        # object, including a world scene that displays the object wrapped by a
        # DimensionTransform.

        self.transformedSceneNode = Node("transformedScene")
        self.transformedSceneTranslate = Translate()
        self.transformedSceneNode.addState(self.transformedSceneTranslate)

        self.transformedWorldScene = None
        self.addChild(self.transformedSceneNode)

        box = BoundingBox(pendingImport.importPos, pendingImport.importBounds.size)

        if hasHandle:
            # handleNode displays a bounding box that can be moved around, and responds
            # to mouse events.
            self.handleNode = BoxHandle()
            self.handleNode.bounds = box
            self.handleNode.resizable = False
            self.boxNode = None
        else:
            # boxNode displays a plain, non-movable bounding box
            self.boxNode = SelectionBoxNode()
            self.boxNode.wireColor = (1, 1, 1, .2)
            self.boxNode.filled = False
#.........这里部分代码省略.........
开发者ID:mcedit,项目名称:mcedit2,代码行数:103,代码来源:imports.py

示例7: BrushTool

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]

#.........这里部分代码省略.........
    def setY(self, val):
        x, y, z = self.brushSize
        y = float(val)
        self.brushSize = x, y, z

    def setZ(self, val):
        x, y, z = self.brushSize
        z = float(val)
        self.brushSize = x, y, z

    def hoverPosition(self, event):
        if event.blockPosition:
            vector = (event.blockFace.vector * self.hoverDistance)
            pos = event.blockPosition + vector
            return pos

    def mousePress(self, event):
        self.dragPoints[:] = []
        pos = self.hoverPosition(event)
        if pos:
            self.dragPoints.append(pos)
            
    def mouseMove(self, event):
        pos = self.hoverPosition(event)
        if pos:
            self.cursorTranslate.translateOffset = pos

    def mouseDrag(self, event):
        p2 = self.hoverPosition(event)
        if p2:
            if len(self.dragPoints):
                p1 = self.dragPoints.pop(-1)
                points = list(bresenham.bresenham(p1, p2))
                self.dragPoints.extend(points)
            else:
                self.dragPoints.append(p2)

    def mouseRelease(self, event):
        if not len(self.dragPoints):
            pos = self.hoverPosition(event)
            if pos:
                self.dragPoints.append(pos)
        if len(self.dragPoints):
            dragPoints = sorted(set(self.dragPoints))
            self.dragPoints[:] = []
            command = BrushCommand(self.editorSession, dragPoints, self.options)
            self.editorSession.pushCommand(command)

    @property
    def options(self):
        options = {'brushSize': self.brushSize,
                   'brushShape': self.brushShape,
                   'brushMode': self.brushMode,
                   'brushHollow': self.brushHollow}
        options.update(self.brushMode.getOptions())
        return options

    def modeSettingChanged(self, value):
        self.brushMode = self.brushModesByName[value]
        stack = self.toolWidget.modeOptionsStack
        while stack.count():
            stack.removeWidget(stack.widget(0))
        if self.brushMode.optionsWidget:
            stack.addWidget(self.brushMode.optionsWidget)

    @property
    def brushShape(self):
        return self.toolWidget.brushShapeInput.currentShape

    @property
    def brushHollow(self):
        return self.toolWidget.hollowCheckBox.isChecked()

    def updateCursor(self):
        log.info("Updating brush cursor")
        if self.cursorWorldScene:
            self.brushLoader.timer.stop()
            self.cursorNode.removeChild(self.cursorWorldScene)
            self.cursorWorldScene = None

        if self.cursorBoxNode:
            self.cursorNode.removeChild(self.cursorBoxNode)
            self.cursorBoxNode = None

        cursorLevel = self.brushMode.createCursorLevel(self)
        if cursorLevel is not None:
            self.cursorWorldScene = worldscene.WorldScene(cursorLevel, self.editorSession.textureAtlas)
            self.cursorWorldScene.depthOffset.depthOffset = DepthOffsets.PreviewRenderer
            self.cursorNode.addChild(self.cursorWorldScene)

            self.brushLoader = WorldLoader(self.cursorWorldScene)
            self.brushLoader.startLoader()

        cursorBox = self.brushMode.brushBoxForPoint((0, 0, 0), self.options)
        if cursorBox is not None:
            self.cursorBoxNode = SelectionBoxNode()
            self.cursorBoxNode.selectionBox = cursorBox
            self.cursorBoxNode.filled = False

            self.cursorNode.addChild(self.cursorBoxNode)
开发者ID:mcedit,项目名称:mcedit2,代码行数:104,代码来源:__init__.py

示例8: GenerateTool

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]
class GenerateTool(EditorTool):
    name = "Generate"
    iconName = "generate"

    instantDisplayChunks = 32

    def __init__(self, *args, **kwargs):
        EditorTool.__init__(self, *args, **kwargs)
        self.livePreview = False
        self.blockPreview = False
        self.glPreview = True

        toolWidget = QtGui.QWidget()

        self.toolWidget = toolWidget

        column = []
        self.generatorTypes = [pluginClass(self) for pluginClass in _pluginClasses]
        self.currentGenerator = None
        if len(self.generatorTypes):
            self.currentGenerator = self.generatorTypes[0]

        self.generatorTypeInput = QtGui.QComboBox()
        self.generatorTypesChanged()

        self.generatorTypeInput.currentIndexChanged.connect(self.currentTypeChanged)

        self.livePreviewCheckbox = QtGui.QCheckBox("Live Preview")
        self.livePreviewCheckbox.setChecked(self.livePreview)
        self.livePreviewCheckbox.toggled.connect(self.livePreviewToggled)

        self.blockPreviewCheckbox = QtGui.QCheckBox("Block Preview")
        self.blockPreviewCheckbox.setChecked(self.blockPreview)
        self.blockPreviewCheckbox.toggled.connect(self.blockPreviewToggled)

        self.glPreviewCheckbox = QtGui.QCheckBox("GL Preview")
        self.glPreviewCheckbox.setChecked(self.glPreview)
        self.glPreviewCheckbox.toggled.connect(self.glPreviewToggled)

        self.optionsHolder = QtGui.QStackedWidget()
        self.optionsHolder.setSizePolicy(QtGui.QSizePolicy.Preferred, QtGui.QSizePolicy.Expanding)

        self.generateButton = QtGui.QPushButton(self.tr("Generate"))
        self.generateButton.clicked.connect(self.generateClicked)

        column.append(self.generatorTypeInput)
        column.append(self.livePreviewCheckbox)
        column.append(self.blockPreviewCheckbox)
        column.append(self.glPreviewCheckbox)
        column.append(self.optionsHolder)
        column.append(self.generateButton)

        self.toolWidget.setLayout(Column(*column))

        self.overlayNode = scenenode.Node()

        self.sceneHolderNode = Node()
        self.sceneTranslate = Translate()
        self.sceneHolderNode.addState(self.sceneTranslate)

        self.overlayNode.addChild(self.sceneHolderNode)

        self.previewNode = None

        self.boxHandleNode = BoxHandle()
        self.boxHandleNode.boundsChanged.connect(self.boundsDidChange)
        self.boxHandleNode.boundsChangedDone.connect(self.boundsDidChangeDone)
        self.overlayNode.addChild(self.boxHandleNode)

        self.worldScene = None
        self.loader = None

        self.previewBounds = None
        self.schematicBounds = None
        self.currentSchematic = None

        self.currentTypeChanged(0)

        # Name of last selected generator plugin is saved after unloading
        # so it can be reselected if it is immediately reloaded
        self._lastTypeName = None

        _GeneratePlugins.instance.pluginAdded.connect(self.addPlugin)
        _GeneratePlugins.instance.pluginRemoved.connect(self.removePlugin)

    def removePlugin(self, cls):
        log.info("Removing plugin %s", cls.__name__)
        self.generatorTypes[:] = [gt for gt in self.generatorTypes if not isinstance(gt, cls)]
        self.generatorTypesChanged()
        if self.currentGenerator not in self.generatorTypes:
            lastTypeName = self.currentGenerator.__class__.__name__
            self.currentTypeChanged(0)  # resets self._lastTypeName
            self._lastTypeName = lastTypeName

    def addPlugin(self, cls):
        log.info("Adding plugin %s", cls.__name__)
        self.generatorTypes.append(cls(self))
        self.generatorTypesChanged()
        if self._lastTypeName is not None:
            if cls.__name__ == self._lastTypeName:
#.........这里部分代码省略.........
开发者ID:Dunimark,项目名称:mcedit2,代码行数:103,代码来源:generate.py

示例9: WorldView

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]

#.........这里部分代码省略.........
    def setTextureAtlas(self, textureAtlas):
        self.textureAtlas = textureAtlas
        if self.worldScene:
            self.worldScene.setTextureAtlas(textureAtlas)

        if textureAtlas is not None:
            self.waitForSwapThread()
            self.makeCurrent()
            textureAtlas.load()
            self.resetLoadOrder()

    # --- Graph construction ---

    def createCompass(self):
        return compass.CompassNode()

    def createWorldScene(self):
        return worldscene.WorldScene(self.dimension, self.textureAtlas, self.geometryCache)

    def createSceneGraph(self):
        sceneGraph = scenenode.Node("WorldView SceneGraph")
        self.worldScene = self.createWorldScene()
        self.worldScene.setVisibleLayers(self.layerToggleGroup.getVisibleLayers())

        clearNode = ClearNode()
        self.skyNode = sky.SkyNode()
        self.loadableChunksNode = loadablechunks.LoadableChunksNode(self.dimension)

        self.worldNode = Node("World Container")
        self.matrixState = MatrixState()
        self.worldNode.addState(self.matrixState)
        self._updateMatrices()

        self.worldNode.addChild(self.loadableChunksNode)
        self.worldNode.addChild(self.worldScene)
        self.worldNode.addChild(self.overlayNode)

        sceneGraph.addChild(clearNode)
        sceneGraph.addChild(self.skyNode)
        sceneGraph.addChild(self.worldNode)
        sceneGraph.addChild(self.compassNode)
        if self.cursorNode:
            self.worldNode.addChild(self.cursorNode)

        return sceneGraph

    # --- Tool support ---

    def setToolCursor(self, cursorNode):
        if self.cursorNode:
            self.worldNode.removeChild(self.cursorNode)
        self.cursorNode = cursorNode
        if cursorNode:
            self.worldNode.addChild(cursorNode)

    def setToolOverlays(self, overlayNodes):
        self.overlayNode.clear()
        for node in overlayNodes:
            self.overlayNode.addChild(node)

    # --- View settings ---

    def setLayerVisible(self, layerName, visible):
        self.worldScene.setLayerVisible(layerName, visible)
        self.resetLoadOrder()
开发者ID:qtx0213,项目名称:mcedit2,代码行数:69,代码来源:worldview.py

示例10: BrushTool

# 需要导入模块: from mcedit2.rendering.scenegraph.scenenode import Node [as 别名]
# 或者: from mcedit2.rendering.scenegraph.scenenode.Node import addChild [as 别名]

#.........这里部分代码省略.........
        self.fillBlock = editorSession.worldEditor.blocktypes["stone"]

        self.brushSize = BrushSizeSetting.value(QtGui.QVector3D(5, 5, 5)).toTuple()  # calls updateCursor

        self.toolWidget.xSpinSlider.setValue(self.brushSize[0])
        self.toolWidget.ySpinSlider.setValue(self.brushSize[1])
        self.toolWidget.zSpinSlider.setValue(self.brushSize[2])

    @property
    def hoverDistance(self):
        return self.toolWidget.hoverSpinSlider.value()

    _brushSize = (0, 0, 0)

    @property
    def brushSize(self):
        return self._brushSize

    @brushSize.setter
    def brushSize(self, value):
        self._brushSize = value
        BrushSizeSetting.setValue(QtGui.QVector3D(*self.brushSize))
        self.updateCursor()

    def setX(self, val):
        x, y, z = self.brushSize
        x = float(val)
        self.brushSize = x, y, z

    def setY(self, val):
        x, y, z = self.brushSize
        y = float(val)
        self.brushSize = x, y, z

    def setZ(self, val):
        x, y, z = self.brushSize
        z = float(val)
        self.brushSize = x, y, z

    def setBlocktypes(self, types):
        if len(types) == 0:
            return

        self.fillBlock = types[0]
        self.updateCursor()

    def mousePress(self, event):
        pos = event.blockPosition
        vector = (event.blockFace.vector * self.hoverDistance)
        command = BrushCommand(self.editorSession, [pos + vector], self.options)
        self.editorSession.pushCommand(command)

    def mouseMove(self, event):
        if event.blockPosition:
            vector = (event.blockFace.vector * self.hoverDistance)
            assert isinstance(vector, Vector), "vector isa %s" % type(vector)
            self.cursorTranslate.translateOffset = event.blockPosition + vector

    @property
    def options(self):
        options = {'brushSize': self.brushSize,
                   'brushShape': self.brushShape,
                   'brushMode': self.brushMode}
        options.update(self.brushMode.getOptions())
        return options

    def modeSettingChanged(self, value):
        self.brushMode = self.brushModesByName[value]
        stack = self.toolWidget.modeOptionsStack
        while stack.count():
            stack.removeWidget(stack.widget(0))
        widget = self.brushMode.createOptionsWidget(self)
        if widget:
            stack.addWidget(widget)

    @property
    def brushShape(self):
        return self.toolWidget.brushShapeInput.currentShape

    def updateCursor(self):
        log.info("Updating brush cursor")
        if self.cursorWorldScene:
            self.brushLoader.timer.stop()
            self.cursorNode.removeChild(self.cursorWorldScene)
            self.cursorNode.removeChild(self.cursorBoxNode)

        cursorLevel = self.brushMode.createCursorLevel(self)
        cursorBox = self.brushMode.brushBoxForPoint((0, 0, 0), self.options)

        self.cursorBoxNode = SelectionBoxNode()
        self.cursorBoxNode.selectionBox = cursorBox
        self.cursorBoxNode.filled = False

        self.cursorWorldScene = worldscene.WorldScene(cursorLevel, self.editorSession.textureAtlas)
        self.cursorWorldScene.depthOffset.depthOffset = DepthOffsets.PreviewRenderer
        self.cursorNode.addChild(self.cursorWorldScene)
        self.cursorNode.addChild(self.cursorBoxNode)

        self.brushLoader = WorldLoader(self.cursorWorldScene)
        self.brushLoader.startLoader()
开发者ID:pamunoz,项目名称:mcedit2,代码行数:104,代码来源:__init__.py


注:本文中的mcedit2.rendering.scenegraph.scenenode.Node.addChild方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。