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Python Vec.join方法代碼示例

本文整理匯總了Python中utils.Vec.join方法的典型用法代碼示例。如果您正苦於以下問題:Python Vec.join方法的具體用法?Python Vec.join怎麽用?Python Vec.join使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在utils.Vec的用法示例。


在下文中一共展示了Vec.join方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: res_cutout_tile

# 需要導入模塊: from utils import Vec [as 別名]
# 或者: from utils.Vec import join [as 別名]

#.........這裏部分代碼省略.........

        if SETTINGS['rotate_beams']:
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(
                box_min + (-64, -64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin']
            )

        # Add a player_clip brush across the whole area
        conditions.VMF.add_brush(conditions.VMF.make_prism(
            p1=box_min - (64, 64, FLOOR_DEPTH),
            p2=box_max + (64, 64, 0),
            mat=MATS['clip'][0],
        ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = conditions.VMF.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = conditions.VMF.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x)+1,
                min_y=int(box_min.y),
                max_y=int(box_max.y)+1,
                stride=128,
                ):
            convert_floor(
                Vec(x, y, z),
                overlay_ids,
                MATS,
                SETTINGS,
                sign_loc,
                detail_ent,
            )

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_max.y + 64, z - 64),
                ceil=Vec_tuple(x, box_max.y + 128, z),
                rot=270,
            ))
            # South
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_min.y - 64, z - 64),
                ceil=Vec_tuple(x, box_min.y - 128, z),
                rot=90,
            ))

        for y in range(int(box_min.y), int(box_max.y) + 1, 128):
            # East
            floor_edges.append(BorderPoints(
                wall=Vec(box_max.x + 64, y, z - 64),
                ceil=Vec_tuple(box_max.x + 128, y, z),
                rot=180,
            ))

            # West
            floor_edges.append(BorderPoints(
                wall=Vec(box_min.x - 64, y, z - 64),
                ceil=Vec_tuple(box_min.x - 128, y, z),
                rot=0,
            ))

    add_floor_sides(floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return True
開發者ID:goodDOS,項目名稱:BEE2.4,代碼行數:104,代碼來源:cutoutTile.py

示例2: res_cutout_tile

# 需要導入模塊: from utils import Vec [as 別名]
# 或者: from utils.Vec import join [as 別名]

#.........這裏部分代碼省略.........
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(
                box_min + (-64, -64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin']
            )

        # Add a player_clip brush across the whole area
        conditions.VMF.add_brush(conditions.VMF.make_prism(
            p1=box_min - (64, 64, FLOOR_DEPTH),
            p2=box_max + (64, 64, 0),
            mat=MATS['clip'][0],
        ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = conditions.VMF.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = conditions.VMF.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
                noise=alpha_noise,
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x) + 1,
                min_y=int(box_min.y),
                max_y=int(box_max.y) + 1,
                stride=128,
                ):
            # Build the set of all positions..
            floor_neighbours[z][x, y] = -1

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_max.y + 64, z - 64),
                ceil=Vec_tuple(x, box_max.y + 128, z),
                rot=270,
            ))
開發者ID:GLiTcH2,項目名稱:BEE2.4,代碼行數:70,代碼來源:cutoutTile.py


注:本文中的utils.Vec.join方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。