本文整理汇总了Python中mceutils.loadPNGTexture函数的典型用法代码示例。如果您正苦于以下问题:Python loadPNGTexture函数的具体用法?Python loadPNGTexture怎么用?Python loadPNGTexture使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了loadPNGTexture函数的14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: drawSelf
def drawSelf(self):
if self._tex is None:
if self.small:
filename = "compass_small.png"
else:
filename = "compass.png"
self._tex = loadPNGTexture("toolicons/" + filename)#, minFilter=GL.GL_LINEAR, magFilter=GL.GL_LINEAR)
self._tex.bind()
size = 0.075
with gl.glPushMatrix(GL.GL_MODELVIEW):
GL.glLoadIdentity()
yaw, pitch = self.yawPitch
GL.glTranslatef(1.-size, size, 0.0) # position on upper right corner
GL.glRotatef(180-yaw, 0., 0., 1.) # adjust to north
GL.glColor3f(1., 1., 1.)
with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY):
GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-size, -size, 2*size, 2*size))
GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 256, 256))
with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D):
GL.glDrawArrays(GL.GL_QUADS, 0, 4)
示例2: drawSelf
def drawSelf(self):
if self._tex is None:
filename = os.path.join("toolicons", "compass.png")
self._tex = loadPNGTexture(filename)
self._tex.bind()
size = 0.001 * config.settings.compassSize.get()
with gl.glPushMatrix(GL.GL_MODELVIEW):
GL.glLoadIdentity()
yaw, pitch = self.yawPitch
if config.settings.viewMode.get() == "Chunk":
yaw = -180
GL.glTranslatef(1. - (size + self.x), size + self.y, 0.0) # position on upper right corner
GL.glRotatef(180 - yaw, 0., 0., 1.) # adjust to north
GL.glColor3f(1., 1., 1.)
with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY):
GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-size, -size, 2 * size, 2 * size))
GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 256, 256))
with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D):
GL.glDrawArrays(GL.GL_QUADS, 0, 4)
示例3: perform
def perform(self, recordUndo=True):
self.player = input_text_buttons("Enter a Player Name: ", 160)
if not self.player:
return
if len(self.player) > 16:
alert("Name to long. Maximum name length is 16.")
return
elif len(self.player) < 4:
alert("Name to short. Minimum name length is 4.")
return
try:
self.uuid = version_utils.getUUIDFromPlayerName(self.player)
self.player = version_utils.getPlayerNameFromUUID(self.uuid) #Case Corrected
except:
action = ask("Could not get {}'s UUID. Please make sure that you are connected to the internet and that the player {} exists.".format(self.player, self.player), ["Enter UUID manually", "Cancel"])
if action != "Enter UUID manually":
return
self.uuid = input_text_buttons("Enter a Player UUID: ", 160)
if not self.uuid:
return
self.player = version_utils.getPlayerNameFromUUID(self.uuid)
if self.player == self.uuid.replace("-", ""):
if ask("UUID was not found. Continue anyways?") == "Cancel":
return
if self.uuid in self.level.players:
alert("Player already exists in this World.")
return
self.playerTag = self.newPlayer()
if self.tool.panel:
self.tool.panel.players.append(self.player)
if self.level.oldPlayerFolderFormat:
self.level.playerTagCache[self.level.getPlayerPath(self.player)] = self.playerTag
self.level.players.append(self.player)
if self.tool.panel:
self.tool.panel.player_UUID[self.player] = self.player
else:
self.level.playerTagCache[self.level.getPlayerPath(self.uuid)] = self.playerTag
self.level.players.append(self.uuid)
if self.tool.panel:
self.tool.panel.player_UUID[self.player] = self.uuid
self.tool.playerPos[(0,0,0)] = self.uuid
self.tool.revPlayerPos[self.uuid] = (0,0,0)
self.tool.playerTexture[self.uuid] = loadPNGTexture(version_utils.getPlayerSkin(self.uuid, force=False))
self.tool.markerList.invalidate()
self.tool.recordMove = False
self.tool.movingPlayer = self.uuid
if self.tool.panel:
self.tool.hidePanel()
self.tool.showPanel()
self.canUndo = True
示例4: reloadSkins
def reloadSkins(self):
#result = ask("This pulls skins from the online server, so this may take a while", ["Ok", "Cancel"])
#if result == "Ok":
try:
for player in self.editor.level.players:
if player != "Player" and player in self.playerTexture.keys():
del self.playerTexture[player]
self.playerTexture[player] = loadPNGTexture(version_utils.getPlayerSkin(player, force=True, instance=self))
except:
raise Exception("Could not connect to the skins server, please check your Internet connection and try again.")
示例5: reloadSkins
def reloadSkins(self):
#result = ask("This pulls skins from the online server, so this may take a while", ["Ok", "Cancel"])
#if result == "Ok":
try:
for player in self.editor.level.players:
if player != "Player" and player in self.playerTexture.keys():
del self.playerTexture[player]
# print 6
r = self.playercache.getPlayerSkin(player, force_download=True, instance=self)
if isinstance(r, (str, unicode)):
r = r.join()
self.playerTexture[player] = loadPNGTexture(r)
#self.markerList.call(self._drawToolMarkers)
except:
raise Exception("Could not connect to the skins server, please check your Internet connection and try again.")
示例6: redo
def redo(self):
if not (self.playerTag is None):
self.level.playerTagCache[self.level.getPlayerPath(self.uuid)] = self.playerTag
self.level.players.append(self.uuid)
if self.tool.panel:
self.tool.panel.players.append(self.player)
self.tool.panel.player_UUID[self.player] = self.uuid
self.tool.playerTexture[self.uuid] = loadPNGTexture(version_utils.getPlayerSkin(self.uuid))
self.tool.playerPos[(0,0,0)] = self.uuid
self.tool.revPlayerPos[self.uuid] = (0,0,0)
self.playerTag.save(self.level.getPlayerPath(self.uuid))
self.tool.nonSavedPlayers.append(self.level.getPlayerPath(self.uuid))
self.tool.markerList.invalidate()
示例7: _drawToolMarkers
def _drawToolMarkers(self):
GL.glColor(1.0, 1.0, 1.0, 0.5)
GL.glEnable(GL.GL_DEPTH_TEST)
GL.glMatrixMode(GL.GL_MODELVIEW)
for player in self.editor.level.players:
try:
pos = self.editor.level.getPlayerPosition(player)
yaw, pitch = self.editor.level.getPlayerOrientation(player)
dim = self.editor.level.getPlayerDimension(player)
self.inOtherDimension[dim].append(player)
self.playerPos[dim][pos] = player
self.revPlayerPos[dim][player] = pos
if player != "Player" and config.settings.downloadPlayerSkins.get():
# print 7
r = self.playercache.getPlayerSkin(player, force_download=False)
if not isinstance(r, (str, unicode)):
r = r.join()
self.playerTexture[player] = loadPNGTexture(r)
else:
self.playerTexture[player] = self.charTex
if dim != self.editor.level.dimNo:
continue
x, y, z = pos
GL.glPushMatrix()
GL.glTranslate(x, y, z)
GL.glRotate(-yaw, 0, 1, 0)
GL.glRotate(pitch, 1, 0, 0)
GL.glColor(1, 1, 1, 1)
self.drawCharacterHead(0, 0, 0, (x,y,z), self.editor.level.dimNo)
GL.glPopMatrix()
# GL.glEnable(GL.GL_BLEND)
drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)),
c0=(0.3, 0.9, 0.7, 1.0),
c1=(0, 0, 0, 0),
)
#GL.glDisable(GL.GL_BLEND)
except Exception, e:
print "Exception in editortools.player.PlayerPositionTool._drawToolMarkers:", repr(e)
import traceback
print traceback.format_exc()
continue
示例8: loadTextures
def loadTextures(self):
self.terrainTextures = {}
def makeTerrainTexture(mats):
w, h = 1, 1
teximage = numpy.zeros((w, h, 4), dtype='uint8')
teximage[:] = 127, 127, 127, 255
GL.glTexImage2D(
GL.GL_TEXTURE_2D,
0,
GL.GL_RGBA8,
w,
h,
0,
GL.GL_RGBA,
GL.GL_UNSIGNED_BYTE,
teximage
)
textures = (
(pymclevel.classicMaterials, 'terrain-classic.png'),
(pymclevel.indevMaterials, 'terrain-classic.png'),
(pymclevel.alphaMaterials, resource_packs.packs.get_selected_resource_pack().terrain_path()),
(pymclevel.pocketMaterials, 'terrain-pocket.png')
)
for mats, matFile in textures:
try:
if mats.name == 'Alpha':
tex = mceutils.loadAlphaTerrainTexture()
else:
tex = mceutils.loadPNGTexture(matFile)
self.terrainTextures[mats.name] = tex
except Exception, e:
logging.warning(
'Unable to load terrain from {0}, using flat colors.'
'Error was: {1!r}'.format(matFile, e)
)
self.terrainTextures[mats.name] = glutils.Texture(
functools.partial(makeTerrainTexture, mats)
)
mats.terrainTexture = self.terrainTextures[mats.name]
示例9: _drawToolMarkers
def _drawToolMarkers(self):
GL.glColor(1.0, 1.0, 1.0, 0.5)
GL.glEnable(GL.GL_DEPTH_TEST)
GL.glMatrixMode(GL.GL_MODELVIEW)
for player in self.editor.level.players:
try:
pos = self.editor.level.getPlayerPosition(player)
yaw, pitch = self.editor.level.getPlayerOrientation(player)
dim = self.editor.level.getPlayerDimension(player)
self.inOtherDimension[dim].append(player)
self.playerPos[dim][pos] = player
self.revPlayerPos[dim][player] = pos
if player != "Player" and config.settings.downloadPlayerSkins.get():
self.playerTexture[player] = loadPNGTexture(version_utils.getPlayerSkin(player, force=False))
else:
self.playerTexture[player] = self.charTex
if dim != self.editor.level.dimNo:
continue
x, y, z = pos
GL.glPushMatrix()
GL.glTranslate(x, y, z)
GL.glRotate(-yaw, 0, 1, 0)
GL.glRotate(pitch, 1, 0, 0)
GL.glColor(1, 1, 1, 1)
self.drawCharacterHead(0, 0, 0, (x,y,z), self.editor.level.dimNo)
GL.glPopMatrix()
# GL.glEnable(GL.GL_BLEND)
drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)),
c0=(0.3, 0.9, 0.7, 1.0),
c1=(0, 0, 0, 0),
)
#GL.glDisable(GL.GL_BLEND)
except Exception, e:
print repr(e)
continue
示例10: redo
def redo(self):
if not (self.playerTag is None):
self.level.playerTagCache[self.level.getPlayerPath(self.uuid)] = self.playerTag
self.level.players.append(self.uuid)
if self.tool.panel:
#self.tool.panel.players.append(self.uuid)
#self.tool.panel.player_UUID[self.player] = self.uuid
self.tool.panel.player_UUID["UUID"].append(self.uuid)
self.tool.panel.player_UUID["Name"].append(self.player)
# print 4
r = self.playercache.getPlayerSkin(self.uuid)
if isinstance(r, (str, unicode)):
r = r.join()
self.tool.playerTexture[self.uuid] = loadPNGTexture(r)
self.tool.playerPos[(0,0,0)] = self.uuid
self.tool.revPlayerPos[self.uuid] = (0,0,0)
self.playerTag.save(self.level.getPlayerPath(self.uuid))
self.tool.nonSavedPlayers.append(self.level.getPlayerPath(self.uuid))
self.tool.markerList.invalidate()
示例11: reloadTextures
def reloadTextures(self):
self.charTex = loadPNGTexture('char.png')
示例12: perform
def perform(self, recordUndo=True):
initial = ""
allowed_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_"
while True:
self.player = input_text_buttons("Enter a Player Name: ", 160, initial=initial, allowed_chars=allowed_chars)
if self.player is None:
return
elif len(self.player) > 16:
alert("Name too long. Maximum name length is 16.")
initial = self.player
elif len(self.player) < 1:
alert("Name too short. Minimum name length is 1.")
initial = self.player
else:
break
# print 1
data = self.playercache.getPlayerInfo(self.player)
if "<Unknown UUID>" not in data and "Server not ready" not in data:
self.uuid = data[0]
self.player = data[1]
else:
action = ask("Could not get {}'s UUID. Please make sure that you are connected to the internet and that the player \"{}\" exists.".format(self.player, self.player), ["Enter UUID manually", "Cancel"])
if action != "Enter UUID manually":
return
self.uuid = input_text_buttons("Enter a Player UUID: ", 160)
if not self.uuid:
return
# print 2
self.player = self.playercache.getPlayerInfo(self.uuid)
if self.player == self.uuid.replace("-", ""):
if ask("UUID was not found. Continue anyways?") == "Cancel":
return
# print "PlayerAddOperation.perform::self.uuid", self.uuid
if self.uuid in self.level.players:
alert("Player already exists in this World.")
return
self.playerTag = self.newPlayer()
#if self.tool.panel:
# self.tool.panel.players.append(self.player)
if self.level.oldPlayerFolderFormat:
self.level.playerTagCache[self.level.getPlayerPath(self.player)] = self.playerTag
self.level.players.append(self.player)
#if self.tool.panel:
#self.tool.panel.player_UUID[self.player] = self.player
else:
self.level.playerTagCache[self.level.getPlayerPath(self.uuid)] = self.playerTag
self.level.players.append(self.uuid)
if self.tool.panel:
self.tool.panel.player_UUID["UUID"].append(self.uuid)
self.tool.panel.player_UUID["Name"].append(self.player)
self.tool.playerPos[self.editor.level.dimNo][(0,0,0)] = self.uuid
self.tool.revPlayerPos[self.editor.level.dimNo][self.uuid] = (0,0,0)
# print 3
r = self.playercache.getPlayerSkin(self.uuid, force_download=False)
if not isinstance(r, (str, unicode)):
# print 'r 1', r
r = r.join()
# print 'r 2', r
self.tool.playerTexture[self.uuid] = loadPNGTexture(r)
self.tool.markerList.invalidate()
self.tool.recordMove = False
self.tool.movingPlayer = self.uuid
if self.tool.panel:
self.tool.hidePanel()
self.tool.showPanel()
self.canUndo = True
self.playerTag.save(self.level.getPlayerPath(self.uuid))
self.tool.nonSavedPlayers.append(self.level.getPlayerPath(self.uuid))
self.tool.inOtherDimension[self.editor.level.dimNo].append(self.uuid)
示例13: delete_skin
def delete_skin(self, uuid):
del self.playerTexture[uuid]
self.playerTexture[uuid] = loadPNGTexture('char.png')
示例14: perform
def perform(self, recordUndo=True):
initial = ""
allowed_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_"
while True:
self.player = input_text_buttons("Enter a Player Name: ", 160, initial=initial, allowed_chars=allowed_chars)
if self.player is None:
return
elif len(self.player) > 16:
alert("Name too long. Maximum name length is 16.")
initial = self.player
elif len(self.player) < 1:
alert("Name too short. Minimum name length is 1.")
initial = self.player
else:
break
try:
'''
print "Player: \""+str(self.player)+"\""
self.uuid = version_utils.playercache.getPlayerFromPlayername(self.player)
print "UUID: \""+str(self.uuid)+"\""
self.player = version_utils.playercache.getPlayerFromUUID(self.uuid) #Case Corrected
'''
data = version_utils.playercache.getPlayerInfo(self.player, force=True)
if isinstance(data, tuple):
self.uuid = data[0]
self.player = data[1]
else:
self.uuid = data
except:
action = ask("Could not get {}'s UUID. Please make sure that you are connected to the internet and that the player {} exists.".format(self.player, self.player), ["Enter UUID manually", "Cancel"])
if action != "Enter UUID manually":
return
self.uuid = input_text_buttons("Enter a Player UUID: ", 160)
if not self.uuid:
return
self.player = version_utils.playercache.getPlayerFromUUID(self.uuid)
if self.player == self.uuid.replace("-", ""):
if ask("UUID was not found. Continue anyways?") == "Cancel":
return
if self.uuid in self.level.players:
alert("Player already exists in this World.")
return
self.playerTag = self.newPlayer()
if self.tool.panel:
self.tool.panel.players.append(self.player)
if self.level.oldPlayerFolderFormat:
self.level.playerTagCache[self.level.getPlayerPath(self.player)] = self.playerTag
self.level.players.append(self.player)
if self.tool.panel:
self.tool.panel.player_UUID[self.player] = self.player
else:
self.level.playerTagCache[self.level.getPlayerPath(self.uuid)] = self.playerTag
self.level.players.append(self.uuid)
if self.tool.panel:
self.tool.panel.player_UUID[self.player] = self.uuid
self.tool.playerPos[(0,0,0)] = self.uuid
self.tool.revPlayerPos[self.uuid] = (0,0,0)
self.tool.playerTexture[self.uuid] = loadPNGTexture(version_utils.getPlayerSkin(self.uuid, force=False))
self.tool.markerList.invalidate()
self.tool.recordMove = False
self.tool.movingPlayer = self.uuid
if self.tool.panel:
self.tool.hidePanel()
self.tool.showPanel()
self.canUndo = True
self.playerTag.save(self.level.getPlayerPath(self.uuid))
self.tool.nonSavedPlayers.append(self.level.getPlayerPath(self.uuid))
self.tool.inOtherDimension[self.editor.level.dimNo].append(self.uuid)