diff --git a/overviewer_core/chunk.py b/overviewer_core/chunk.py index f8aa1f6..dad71e4 100644 --- a/overviewer_core/chunk.py +++ b/overviewer_core/chunk.py @@ -114,10 +114,10 @@ def get_tileentity_data(level): return data # This set holds blocks ids that can be seen through, for occlusion calculations -transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 31, 32, 37, 38, - 39, 40, 44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67, - 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85, - 90, 92, 93, 94, 96]) +transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 29, 30, 31, 32, 33, + 34, 37, 38, 39, 40, 44, 50, 51, 52, 53, 55, 59, 63, 64, + 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, + 81, 83, 85, 90, 92, 93, 94, 96]) # This set holds block ids that are solid blocks solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, diff --git a/overviewer_core/textures.py b/overviewer_core/textures.py index 0f12a70..fb15001 100644 --- a/overviewer_core/textures.py +++ b/overviewer_core/textures.py @@ -339,7 +339,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None increment = 0 if isinstance(top, tuple): - increment = int(math.floor((top[1] / 16.)*12.)) # range increment in the block height in pixels (half texture size) + increment = int(round((top[1] / 16.)*12.)) # range increment in the block height in pixels (half texture size) crop_height = increment top = top[0] if side1 != None: @@ -382,7 +382,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None if bottom != None : bottom = transform_image(bottom, blockID) - composite.alpha_over(img, bottom, (0,12), top) + composite.alpha_over(img, bottom, (0,12), bottom) # front sides if side3 != None : @@ -649,6 +649,7 @@ def generate_special_texture(blockID, data): return generate_texture_tuple(img, blockID) + if blockID == 31: # tall grass if data == 0: # dead shrub texture = terrain_images[55] @@ -661,8 +662,134 @@ def generate_special_texture(blockID, data): img = _build_block(texture, texture, blockID) return generate_texture_tuple(img,31) + + + if blockID in (29,33): # sticky and normal body piston. + if blockID == 29: # sticky + piston_t = terrain_images[106].copy() + else: # normal + piston_t = terrain_images[107].copy() + # other textures + side_t = terrain_images[108].copy() + back_t = terrain_images[109].copy() + interior_t = terrain_images[110].copy() + + if data & 0x08 == 0x08: # pushed out, non full blocks, tricky stuff + # remove piston texture from piston body + ImageDraw.Draw(side_t).rectangle((0, 0,16,3),outline=(0,0,0,0),fill=(0,0,0,0)) + if data & 0x07 == 0x0: # down + side_t = side_t.rotate(180) + img = _build_full_block(back_t ,None ,None ,side_t, side_t) + + elif data & 0x07 == 0x1: # up + img = _build_full_block((interior_t, 4) ,None ,None ,side_t, side_t) + + elif data & 0x07 == 0x2: # east + img = _build_full_block(side_t , None, None ,side_t.rotate(90), back_t) + + elif data & 0x07 == 0x3: # west + img = _build_full_block(side_t.rotate(180) ,None ,None ,side_t.rotate(270), None) + temp = transform_image_side(interior_t, blockID) + temp = temp.transpose(Image.FLIP_LEFT_RIGHT) + composite.alpha_over(img, temp, (9,5), temp) + + elif data & 0x07 == 0x4: # north + img = _build_full_block(side_t.rotate(90) ,None ,None , None, side_t.rotate(270)) + temp = transform_image_side(interior_t, blockID) + composite.alpha_over(img, temp, (3,5), temp) + + elif data & 0x07 == 0x5: # south + img = _build_full_block(side_t.rotate(270) ,None , None ,back_t, side_t.rotate(90)) + + else: # pushed in, normal full blocks, easy stuff + if data & 0x07 == 0x0: # down + side_t = side_t.rotate(180) + img = _build_full_block(back_t ,None ,None ,side_t, side_t) + elif data & 0x07 == 0x1: # up + img = _build_full_block(piston_t ,None ,None ,side_t, side_t) + elif data & 0x07 == 0x2: # east + img = _build_full_block(side_t ,None ,None ,side_t.rotate(90), back_t) + elif data & 0x07 == 0x3: # west + img = _build_full_block(side_t.rotate(180) ,None ,None ,side_t.rotate(270), piston_t) + elif data & 0x07 == 0x4: # north + img = _build_full_block(side_t.rotate(90) ,None ,None ,piston_t, side_t.rotate(270)) + elif data & 0x07 == 0x5: # south + img = _build_full_block(side_t.rotate(270) ,None ,None ,back_t, side_t.rotate(90)) + + + return generate_texture_tuple(img, blockID) + + + if blockID == 34: # piston extension (sticky and normal) + if (data & 0x8) == 0x8: # sticky + piston_t = terrain_images[106].copy() + else: # normal + piston_t = terrain_images[107].copy() + + # other textures + side_t = terrain_images[108].copy() + back_t = terrain_images[107].copy() + # crop piston body + ImageDraw.Draw(side_t).rectangle((0, 4,16,16),outline=(0,0,0,0),fill=(0,0,0,0)) + + # generate the horizontal piston extension stick + h_stick = Image.new("RGBA", (24,24), (38,92,255,0)) + temp = transform_image_side(side_t, blockID) + composite.alpha_over(h_stick, temp, (1,7), temp) + temp = transform_image(side_t.rotate(90)) + composite.alpha_over(h_stick, temp, (1,1), temp) + # Darken it + sidealpha = h_stick.split()[3] + h_stick = ImageEnhance.Brightness(h_stick).enhance(0.85) + h_stick.putalpha(sidealpha) + + # generate the vertical piston extension stick + v_stick = Image.new("RGBA", (24,24), (38,92,255,0)) + temp = transform_image_side(side_t.rotate(90), blockID) + composite.alpha_over(v_stick, temp, (12,6), temp) + temp = temp.transpose(Image.FLIP_LEFT_RIGHT) + composite.alpha_over(v_stick, temp, (1,6), temp) + # Darken it + sidealpha = v_stick.split()[3] + v_stick = ImageEnhance.Brightness(v_stick).enhance(0.85) + v_stick.putalpha(sidealpha) + + # Piston orientation is stored in the 3 first bits + if data & 0x07 == 0x0: # down + side_t = side_t.rotate(180) + img = _build_full_block((back_t, 12) ,None ,None ,side_t, side_t) + composite.alpha_over(img, v_stick, (0,-3), v_stick) + elif data & 0x07 == 0x1: # up + img = Image.new("RGBA", (24,24), (38,92,255,0)) + img2 = _build_full_block(piston_t ,None ,None ,side_t, side_t) + composite.alpha_over(img, v_stick, (0,4), v_stick) + composite.alpha_over(img, img2, (0,0), img2) + elif data & 0x07 == 0x2: # east + img = _build_full_block(side_t ,None ,None ,side_t.rotate(90), None) + temp = transform_image_side(back_t, blockID).transpose(Image.FLIP_LEFT_RIGHT) + composite.alpha_over(img, temp, (2,2), temp) + composite.alpha_over(img, h_stick, (6,3), h_stick) + elif data & 0x07 == 0x3: # west + img = Image.new("RGBA", (24,24), (38,92,255,0)) + img2 = _build_full_block(side_t.rotate(180) ,None ,None ,side_t.rotate(270), piston_t) + composite.alpha_over(img, h_stick, (0,0), h_stick) + composite.alpha_over(img, img2, (0,0), img2) + elif data & 0x07 == 0x4: # north + img = _build_full_block(side_t.rotate(90) ,None ,None , piston_t, side_t.rotate(270)) + composite.alpha_over(img, h_stick.transpose(Image.FLIP_LEFT_RIGHT), (0,0), h_stick.transpose(Image.FLIP_LEFT_RIGHT)) + elif data & 0x07 == 0x5: # south + img = Image.new("RGBA", (24,24), (38,92,255,0)) + img2 = _build_full_block(side_t.rotate(270) ,None ,None ,None, side_t.rotate(90)) + temp = transform_image_side(back_t, blockID) + composite.alpha_over(img2, temp, (10,2), temp) + composite.alpha_over(img, img2, (0,0), img2) + composite.alpha_over(img, h_stick.transpose(Image.FLIP_LEFT_RIGHT), (-3,2), h_stick.transpose(Image.FLIP_LEFT_RIGHT)) + + return generate_texture_tuple(img, blockID) + + if blockID == 35: # wool if data == 0: # white top = side = terrain_images[64] @@ -1081,7 +1208,7 @@ def generate_special_texture(blockID, data): # mask out the high bits to figure out the orientation img = Image.new("RGBA", (24,24), (38,92,255,0)) - if (data & 0x03) == 0: + if (data & 0x03) == 0: # northeast corner if not swung: tex = transform_image_side(raw_door) composite.alpha_over(img, tex, (0,6), tex) @@ -1091,7 +1218,7 @@ def generate_special_texture(blockID, data): tex = tex.transpose(Image.FLIP_LEFT_RIGHT) composite.alpha_over(img, tex, (0,0), tex) - if (data & 0x03) == 1: + if (data & 0x03) == 1: # southeast corner if not swung: tex = transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT) composite.alpha_over(img, tex, (0,0), tex) @@ -1099,7 +1226,7 @@ def generate_special_texture(blockID, data): tex = transform_image_side(raw_door) composite.alpha_over(img, tex, (12,0), tex) - if (data & 0x03) == 2: + if (data & 0x03) == 2: # southwest corner if not swung: tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)) composite.alpha_over(img, tex, (12,0), tex) @@ -1107,7 +1234,7 @@ def generate_special_texture(blockID, data): tex = transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT) composite.alpha_over(img, tex, (12,6), tex) - if (data & 0x03) == 3: + if (data & 0x03) == 3: # northwest corner if not swung: tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT) composite.alpha_over(img, tex, (12,6), tex) @@ -1609,9 +1736,10 @@ def getBiomeData(worlddir, chunkX, chunkY): # (when adding new blocks here and in generate_special_textures, # please, if possible, keep the ascending order of blockid value) -special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 31, 35, 43, 44, - 50, 51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66, - 67, 68, 71, 75, 76, 85, 86, 90, 91, 92, 93, 94, 96]) +special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 29, 31, 33, 34, + 35, 43, 44, 50, 51, 53, 54, 55, 58, 59, 61, 62, 63, + 64, 65, 66, 67, 68, 71, 75, 76, 85, 86, 90, 91, 92, + 93, 94, 96]) # this is a map of special blockIDs to a list of all # possible values for ancillary data that it might have. @@ -1625,6 +1753,9 @@ special_map[26] = range(12) # bed, orientation special_map[23] = range(6) # dispensers, orientation special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered special_map[28] = range(6) # detector rail, orientation/slope +special_map[29] = (0,1,2,3,4,5,8,9,10,11,12,13) # sticky piston body, orientation, pushed in/out +special_map[33] = (0,1,2,3,4,5,8,9,10,11,12,13) # normal piston body, orientation, pushed in/out +special_map[34] = (0,1,2,3,4,5,8,9,10,11,12,13) # normal and sticky piston extension, orientation, sticky/normal special_map[35] = range(16) # wool, colored and white special_map[43] = range(4) # stone, sandstone, wooden and cobblestone double-slab special_map[44] = range(4) # stone, sandstone, wooden and cobblestone slab