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Move special texture rotation to it's own function

This commit is contained in:
Ryan Rector
2011-07-11 15:47:45 -06:00
parent d32cc2aa10
commit 3f3ca1979f

View File

@@ -505,7 +505,9 @@ def generate_special_texture(blockID, data, north_direction):
#print "%s has ancillary data: %X" %(blockID, data)
# TODO ladders, stairs, levers, buttons, and signs
# all need to behandled here (and in chunkpy)
data = convert_data(blockID, data, north_direction)
if blockID == 2: # grass
# data & 0x10 means SNOW sides
side_img = terrain_images[3]
@@ -594,11 +596,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID == 26: # bed
if north_direction == 'upper-right':
if (data & 0x3) == 0: data = data & 0x8 | 0x2
elif (data & 0x3) == 1: data = data & 0x8 | 0x3
elif (data & 0x3) == 2: data = data & 0x8 | 0x0
elif (data & 0x3) == 3: data = data & 0x8 | 0x1
increment = 5
left_face = None
right_face = None
@@ -713,12 +710,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID in (50,75,76): # torch, off redstone torch, on redstone torch
if north_direction == 'upper-right':
if data == 1: data = 2
elif data == 2: data = 1
elif data == 3: data = 4
elif data == 4: data = 3
# choose the proper texture
if blockID == 50: # torch
small = terrain_images[80]
@@ -787,11 +778,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID in (53,67): # wooden and cobblestone stairs.
if north_direction == 'upper-right':
if data == 0: data = 1
elif data == 1: data = 0
elif data == 2: data = 3
elif data == 3: data = 2
if blockID == 53: # wooden
texture = terrain_images[4]
@@ -1003,11 +989,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID in (61, 62, 23): #furnace and burning furnace
if north_direction == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
top = terrain_images[62]
side = terrain_images[45]
@@ -1033,13 +1014,10 @@ def generate_special_texture(blockID, data, north_direction):
if blockID == 63: # singposts
texture = terrain_images[4].copy()
# cut the planks to the size of a signpost
ImageDraw.Draw(texture).rectangle((0,12,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
if north_direction == 'upper-right':
data = (data + 8) % 16
# If the signpost is looking directly to the image, draw some
# random dots, they will look as text.
if data in (0,1,2,3,4,5,15):
@@ -1092,11 +1070,6 @@ def generate_special_texture(blockID, data, north_direction):
# mask out the high bits to figure out the orientation
img = Image.new("RGBA", (24,24), (38,92,255,0))
if north_direction == 'upper-right':
if (data & 0x3) == 0: data = data & 0xc | 0x2
elif (data & 0x3) == 1: data = data & 0xc | 0x3
elif (data & 0x3) == 2: data = data & 0xc | 0x0
elif (data & 0x3) == 3: data = data & 0xc | 0x1
if (data & 0x03) == 0:
if not swung:
tex = transform_image_side(raw_door)
@@ -1135,11 +1108,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID == 65: # ladder
if north_direction == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
img = Image.new("RGBA", (24,24), (38,92,255,0))
raw_texture = terrain_images[83]
#print "ladder is facing: %d" % data
@@ -1186,17 +1154,6 @@ def generate_special_texture(blockID, data, north_direction):
raw_straight = terrain_images[128]
raw_corner = terrain_images[112]
if north_direction == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
elif data == 6: data = 8
elif data == 7: data = 9
elif data == 8: data = 6
elif data == 9: data = 7
## use transform_image to scale and shear
if data == 0:
track = transform_image(raw_straight, blockID)
@@ -1245,11 +1202,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID == 68: # wall sign
if north_direction == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
texture = terrain_images[4].copy()
# cut the planks to the size of a signpost
ImageDraw.Draw(texture).rectangle((0,12,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
@@ -1380,11 +1332,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID in (86,91): # pumpkins, jack-o-lantern
if north_direction == 'upper-right':
if data == 0: data = 2
elif data == 1: data = 3
elif data == 2: data = 0
elif data == 3: data = 1
top = terrain_images[102]
frontID = 119 if blockID == 86 else 120
front = terrain_images[frontID]
@@ -1446,11 +1393,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID in (93, 94): # redstone repeaters, ON and OFF
# NOTE: this function uses the redstone torches generated above,
# this must run after the function of the torches.
if north_direction == 'upper-right':
if (data & 0x3) == 0: data = data & 0xc | 0x2
elif (data & 0x3) == 1: data = data & 0xc | 0x3
elif (data & 0x3) == 2: data = data & 0xc | 0x0
elif (data & 0x3) == 3: data = data & 0xc | 0x1
top = terrain_images[131] if blockID == 93 else terrain_images[147]
side = terrain_images[5]
@@ -1567,11 +1509,6 @@ def generate_special_texture(blockID, data, north_direction):
if blockID == 96: # trapdoor
if north_direction == 'upper-right':
if (data & 0x3) == 0: data = data & 0x4 | 0x1
elif (data & 0x3) == 1: data = data & 0x4 | 0x0
elif (data & 0x3) == 2: data = data & 0x4 | 0x3
elif (data & 0x3) == 3: data = data & 0x4 | 0x2
texture = terrain_images[84]
if data & 0x4 == 0x4: # opened trapdoor
if data & 0x3 == 0: # west
@@ -1588,9 +1525,94 @@ def generate_special_texture(blockID, data, north_direction):
return generate_texture_tuple(img, blockID)
return None
def convert_data(blockID, data, north_direction):
if blockID == 26: # bed
if north_direction == 'upper-right':
#Masked to not clobber block head/foot info
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
if blockID in (27, 28, 66): # minetrack:
if north_direction == 'upper-right':
#Masked to not clobber powered rail on/off info
#Ascending
if (data & 0b0111) == 2: data = data & 0b1000 | 3
elif (data & 0b0111) == 3: data = data & 0b1000 | 2
elif (data & 0b0111) == 4: data = data & 0b1000 | 5
elif (data & 0b0111) == 5: data = data & 0b1000 | 4
if blockID == 66: #normal minetrack only
if north_direction == 'upper-right':
#Corners
if data == 6: data = 8
elif data == 7: data = 9
elif data == 8: data = 6
elif data == 9: data = 7
if blockID in (50, 75, 76): # torch, off/on redstone torch
if north_direction == 'upper-right':
if data == 1: data = 2
elif data == 2: data = 1
elif data == 3: data = 4
elif data == 4: data = 3
if blockID in (53,67): # wooden and cobblestone stairs.
if north_direction == 'upper-right':
if data == 0: data = 1
elif data == 1: data = 0
elif data == 2: data = 3
elif data == 3: data = 2
if blockID in (61, 62, 23): # furnace and burning furnace
if north_direction == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
if blockID == 63: # signposts
if north_direction == 'upper-right':
data = (data + 8) % 16
if blockID in (64,71): # wooden door, or iron door
if north_direction == 'upper-right':
#Masked to not clobber block top/bottom & swung info
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
if blockID == 65: # ladder
if north_direction == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
if blockID == 68: # wall sign
if north_direction == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
if blockID in (86,91): # pumpkins, jack-o-lantern
if north_direction == 'upper-right':
if data == 0: data = 2
elif data == 1: data = 3
elif data == 2: data = 0
elif data == 3: data = 1
if blockID in (93, 94): # redstone repeaters, ON and OFF
if north_direction == 'upper-right':
#Masked to not clobber delay info
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
if blockID == 96: # trapdoor
if north_direction == 'upper-right':
#Masked to not clobber opened/closed info
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
return data
def tintTexture(im, c):
# apparently converting to grayscale drops the alpha channel?
i = ImageOps.colorize(ImageOps.grayscale(im), (0,0,0), c)