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texture = self.world[position]
self.shown[position] = texture
if immediate:
self._show_block(position, texture)
else:
self._enqueue(self._show_block, position, texture)
def _show_block(self, position, texture):
""" Private implementation of the `show_block()` method.
Parameters
----------
position : tuple of len 3
The (x, y, z) position of the block to show.
texture : list of len 3
The coordinates of the texture squares. Use `tex_coords()` to
generate.
"""
x, y, z = position
vertex_data = cube_vertices(x, y, z, 0.5)
texture_data = list(texture)
# create vertex list
# FIXME Maybe `add_indexed()` should be used instead
self._shown[position] = self.batch.add(24, GL_QUADS, self.group,
('v3f/static', vertex_data),
('t2f/static', texture_data))
def hide_block(self, position, immediate=True):
""" Hide the block at the given `position`. Hiding does not remove the
block from the world.
Parameters
----------
position : tuple of len 3
The (x, y, z) position of the block to hide.
immediate : bool
Whether or not to immediately remove the block from the canvas.
"""
self.shown.pop(position)
if immediate:
self._hide_block(position)
else:
self._enqueue(self._hide_block, position)
def _hide_block(self, position):
""" Private implementation of the 'hide_block()` method.
"""
self._shown.pop(position).delete()
def show_sector(self, sector):
""" Ensure all blocks in the given sector that should be shown are
drawn to the canvas.
"""
for position in self.sectors.get(sector, []):
if position not in self.shown and self.exposed(position):
self.show_block(position, False)
def hide_sector(self, sector):
""" Ensure all blocks in the given sector that should be hidden are
removed from the canvas.
"""
for position in self.sectors.get(sector, []):
if position in self.shown:
self.hide_block(position, False)
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