Region editor
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@@ -4,6 +4,7 @@ from dusk.event import Event
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from dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_VERTEX_COUNT_MAX, TILE_SHAPE_NULL
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from dusk.tile import Tile
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from dusk.entity import Entity
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from dusk.region import Region
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from editortool.map.vertexbuffer import VertexBuffer
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from OpenGL.GL import *
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@@ -16,12 +17,24 @@ class Chunk:
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self.current = {}
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self.original = {}
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self.entities = {}
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self.regions = {}
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self.onChunkData = Event()
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self.dirty = False
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self.tiles = {}
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self.vertexBuffer = VertexBuffer()
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# Test Region
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region = self.regions[0] = Region(self)
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region.minX = 0
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region.minY = 0
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region.minZ = 0
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region.maxX = 32
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region.maxY = 32
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region.maxZ = 32
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region.updateVertexs()
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# Gen tiles.
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tileIndex = 0
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for tz in range(CHUNK_DEPTH):
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for ty in range(CHUNK_HEIGHT):
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@@ -222,6 +222,12 @@ class Map:
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for entity in chunk.entities.values():
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entity.draw()
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# Only render on Region tab
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if self.parent.leftPanel.tabs.currentWidget() == self.parent.leftPanel.regionPanel:
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for chunk in self.chunks.values():
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for region in chunk.regions.values():
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region.draw()
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def getChunkAtWorldPos(self, x, y, z):
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chunkX = x // CHUNK_WIDTH
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chunkY = y // CHUNK_HEIGHT
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141
tools/dusk/region.py
Normal file
141
tools/dusk/region.py
Normal file
@@ -0,0 +1,141 @@
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from dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
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from editortool.map.vertexbuffer import VertexBuffer
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from OpenGL.GL import *
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from OpenGL.GLU import *
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class Region:
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def __init__(self, chunk):
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self.minX = 0
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self.minY = 0
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self.minZ = 0
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self.maxX = 0
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self.maxY = 0
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self.maxZ = 0
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self.chunk = chunk
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self.vertexBuffer = VertexBuffer()
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self.color = (1.0, 0.0, 0.0)
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self.updateVertexs()
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pass
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def updateVertexs(self):
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# Draw a quad, semi transparent with solid outlines
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vminX = (self.minX * CHUNK_WIDTH) * TILE_WIDTH
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vminY = (self.minY * CHUNK_HEIGHT) * TILE_HEIGHT
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vminZ = (self.minZ * CHUNK_DEPTH) * TILE_DEPTH
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vmaxX = (self.maxX * CHUNK_WIDTH) * TILE_WIDTH
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vmaxY = (self.maxY * CHUNK_HEIGHT) * TILE_HEIGHT
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vmaxZ = (self.maxZ * CHUNK_DEPTH) * TILE_DEPTH
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alpha = 0.25
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# Move back half a tile width
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vminX -= TILE_WIDTH / 2
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vmaxX -= TILE_WIDTH / 2
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vminY -= TILE_HEIGHT / 2
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vmaxY -= TILE_HEIGHT / 2
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vminZ -= TILE_DEPTH / 2
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vmaxZ -= TILE_DEPTH / 2
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# Cube (6 verts per face)
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self.vertexBuffer.vertices = [
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# Front face
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vminX, vminY, vmaxZ,
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vmaxX, vminY, vmaxZ,
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vmaxX, vmaxY, vmaxZ,
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vminX, vminY, vmaxZ,
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vmaxX, vmaxY, vmaxZ,
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vminX, vmaxY, vmaxZ,
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# Back face
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vmaxX, vminY, vminZ,
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vminX, vminY, vminZ,
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vminX, vmaxY, vminZ,
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vmaxX, vminY, vminZ,
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vminX, vmaxY, vminZ,
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vmaxX, vmaxY, vminZ,
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# Left face
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vminX, vminY, vminZ,
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vminX, vminY, vmaxZ,
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vminX, vmaxY, vmaxZ,
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vminX, vminY, vminZ,
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vminX, vmaxY, vmaxZ,
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vminX, vmaxY, vminZ,
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# Right face
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vmaxX, vminY, vmaxZ,
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vmaxX, vminY, vminZ,
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vmaxX, vmaxY, vminZ,
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vmaxX, vminY, vmaxZ,
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vmaxX, vmaxY, vminZ,
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vmaxX, vmaxY, vmaxZ,
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# Top face
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vminX, vmaxY, vmaxZ,
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vmaxX, vmaxY, vmaxZ,
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vmaxX, vmaxY, vminZ,
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vminX, vmaxY, vmaxZ,
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vmaxX, vmaxY, vminZ,
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vminX, vmaxY, vminZ,
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# Bottom face
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vminX, vminY, vminZ,
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vmaxX, vminY, vminZ,
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vmaxX, vminY, vmaxZ,
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vminX, vminY, vminZ,
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vmaxX, vminY, vmaxZ,
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vminX, vminY, vmaxZ,
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]
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self.vertexBuffer.colors = [
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# Front face
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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# Back face
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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# Left face
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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# Right face
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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# Top face
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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# Bottom face
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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self.color[0], self.color[1], self.color[2], alpha,
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]
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self.vertexBuffer.buildData()
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def draw(self):
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self.vertexBuffer.draw()
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