initial comit
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142
chunk.py
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142
chunk.py
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import numpy
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from PIL import Image
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from itertools import izip, count
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import nbt
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import textures
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from textures import texturemap as txtarray
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# General note about pasting transparent image objects onto an image with an
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# alpha channel:
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# If you use the image as its own mask, it will work fine only if the alpha
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# channel is binary. If there's any translucent parts, then the alpha channel
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# of the dest image will have its alpha channel modified. To prevent this:
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# first use im.split() and take the third item which is the alpha channel and
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# use that as the mask. Then take the image and use im.convert("RGB") to strip
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# the image from its alpha channel, and use that as the source to paste()
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def get_lvldata(filename):
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"""Takes a filename and returns the Level struct, which contains all the
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level info"""
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return nbt.load(filename)[1]['Level']
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def get_blockarray(level):
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"""Takes the level struct as returned from get_lvldata, and returns the
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Block array, which just contains all the block ids"""
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return numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128))
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def get_blockarray_fromfile(filename):
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"""Same as get_blockarray except takes a filename and uses get_lvldata to
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open it. This is a shortcut"""
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level = get_lvldata(filename)
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return get_blockarray(level)
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def get_skylight_array(level):
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"""Returns the skylight array. Remember this is 4 bits per block, so divide
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the z component by 2 when accessing the array. and mask off the top or
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bottom 4 bits if it's odd or even respectively
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"""
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return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
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# This set holds blocks ids that can be seen through
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transparent_blocks = set([0, 8, 9, 18, 20, 37, 38, 39, 40, 50, 51, 52, 53, 59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 79, 83, 85])
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def chunk_render(chunkfile, img=None, xoff=0, yoff=0, cave=False):
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level = get_lvldata(chunkfile)
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blocks = get_blockarray(level)
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if cave:
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skylight = get_skylight_array(level)
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# Cave mode. Actually go through and 0 out all blocks that are not in a
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# cave, so that it only renders caves.
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# 1st task: this array is 2 blocks per byte, expand it so we can just
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# do a bitwise and on the arrays
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skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
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# Even elements get the lower 4 bits
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skylight_expanded[:,:,::2] = skylight & 0x0F
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# Odd elements get the upper 4 bits
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skylight_expanded[:,:,1::2] = skylight >> 4
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# Places where the skylight is not 0 (there's some amount of skylight
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# touching it) change it to something that won't get rendered, AND
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# won't get counted as "transparent".
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blocks = blocks.copy()
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blocks[skylight_expanded != 0] = 21
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# Don't render
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# Each block is 24x24
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# The next block on the X axis adds 12px to x and subtracts 6px from y in the image
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# The next block on the Y axis adds 12px to x and adds 6px to y in the image
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# The next block up on the Z axis subtracts 12 from y axis in the image
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# Since there are 16x16x128 blocks in a chunk, the image will be 384x1728
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# (height is 128*24 high, plus the size of the horizontal plane: 16*12)
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if not img:
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img = Image.new("RGBA", (384, 1728))
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for x in xrange(15,-1,-1):
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for y in xrange(16):
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imgx = xoff + x*12 + y*12
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imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
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for z in xrange(128):
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try:
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blockid = blocks[x,y,z]
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t = textures.blockmap[blockid]
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if not t:
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continue
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# Check if this block is occluded
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if cave and (
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x == 0 and y != 15 and z != 127
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):
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# If it's on the x face, only render if there's a
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# transparent block in the y+1 direction OR the z-1
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# direction
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if (
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blocks[x,y+1,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif cave and (
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y == 15 and x != 0 and z != 127
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):
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# If it's on the facing y face, only render if there's
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# a transparent block in the x-1 direction OR the z-1
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# direction
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if (
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blocks[x-1,y,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif cave and (
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y == 15 and x == 0
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):
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# If it's on the facing edge, only render if what's
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# above it is transparent
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if (
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif (
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# Normal block or not cave mode, check sides for
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# transparentcy or render unconditionally if it's
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# on a shown face
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x != 0 and y != 15 and z != 127 and
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blocks[x-1,y,z] not in transparent_blocks and
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blocks[x,y+1,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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# Don't render if all sides aren't transparent and
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# we're not on the edge
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continue
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img.paste(t[0], (imgx, imgy), t[1])
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finally:
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# Do this no mater how the above block exits
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imgy -= 12
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return img
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