0

Update doors to use pseudo data.

This commit is contained in:
Alejandro Aguilera
2012-03-01 10:50:39 +01:00
parent e66e55484f
commit 4ac2c872b8
2 changed files with 125 additions and 45 deletions

View File

@@ -374,6 +374,33 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
} else if ((state->block == 90) || (state->block == 113)) {
/* portal and nether brick fences */
return check_adjacent_blocks(state, x, y, z, state->block);
} else if ((state->block == 64) || (state->block == 71)) {
/* use bottom block data format plus one bit for top/down
* block (0x8) and one bit for hinge position (0x10)
*/
unsigned char data = 0;
if ((ancilData & 0x8) == 0x8) {
/* top door block */
unsigned char b_data = get_data(state, DATA, x, y-1, z);
if ((ancilData & 0x1) == 0x1) {
/* hinge on the left */
data = b_data | 0x8 | 0x10;
} else {
data = b_data | 0x8;
}
} else {
/* bottom door block */
unsigned char t_data = get_data(state, DATA, x, y+1, z);
if ((t_data & 0x1) == 0x1) {
/* hinge on the left */
data = ancilData | 0x10;
} else {
data = ancilData;
}
}
return data;
}
@@ -517,7 +544,8 @@ chunk_render(PyObject *self, PyObject *args) {
* ice, fence, portal, iron bars, glass panes */
if ((state.block == 2) || (state.block == 9) ||
(state.block == 20) || (state.block == 54) ||
(state.block == 55) || (state.block == 79) ||
(state.block == 55) || (state.block == 64) ||
(state.block == 71) || (state.block == 79) ||
(state.block == 85) || (state.block == 90) ||
(state.block == 101) || (state.block == 102) ||
(state.block == 113)) {

View File

@@ -1770,24 +1770,25 @@ def signpost(self, blockid, data):
# wooden and iron door
@material(blockid=[64,71], data=range(16), transparent=True)
# uses pseudo-ancildata found in iterate.c
@material(blockid=[64,71], data=range(32), transparent=True)
def door(self, blockid, data):
#Masked to not clobber block top/bottom & swung info
if self.rotation == 1:
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 2
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 0
if (data & 0b00011) == 0: data = data & 0b11100 | 1
elif (data & 0b00011) == 1: data = data & 0b11100 | 2
elif (data & 0b00011) == 2: data = data & 0b11100 | 3
elif (data & 0b00011) == 3: data = data & 0b11100 | 0
elif self.rotation == 2:
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 (data & 0b00011) == 0: data = data & 0b11100 | 2
elif (data & 0b00011) == 1: data = data & 0b11100 | 3
elif (data & 0b00011) == 2: data = data & 0b11100 | 0
elif (data & 0b00011) == 3: data = data & 0b11100 | 1
elif self.rotation == 3:
if (data & 0b0011) == 0: data = data & 0b1100 | 3
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 1
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
if (data & 0b00011) == 0: data = data & 0b11100 | 3
elif (data & 0b00011) == 1: data = data & 0b11100 | 0
elif (data & 0b00011) == 2: data = data & 0b11100 | 1
elif (data & 0b00011) == 3: data = data & 0b11100 | 2
if data & 0x8 == 0x8: # top of the door
raw_door = self.terrain_images[81 if blockid == 64 else 82]
@@ -1795,48 +1796,99 @@ def door(self, blockid, data):
raw_door = self.terrain_images[97 if blockid == 64 else 98]
# if you want to render all doors as closed, then force
# force swung to be False
# force closed to be True
if data & 0x4 == 0x4:
swung=True
closed = False
else:
swung=False
closed = True
if data & 0x10 == 0x10:
# hinge on the left (facing same door direction)
hinge_on_left = True
else:
# hinge on the right (default single door)
hinge_on_left = False
# mask out the high bits to figure out the orientation
img = Image.new("RGBA", (24,24), self.bgcolor)
if (data & 0x03) == 0: # northeast corner
if not swung:
tex = self.transform_image_side(raw_door)
alpha_over(img, tex, (0,6), tex)
if (data & 0x03) == 0: # facing west when closed
if hinge_on_left:
if closed:
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
alpha_over(img, tex, (0,6), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = tex.transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (12,6), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = tex.transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (0,0), tex)
if closed:
tex = self.transform_image_side(raw_door)
alpha_over(img, tex, (0,6), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = tex.transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (0,0), tex)
if (data & 0x03) == 1: # southeast corner
if not swung:
tex = self.transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (0,0), tex)
else:
tex = self.transform_image_side(raw_door)
alpha_over(img, tex, (12,0), tex)
if (data & 0x03) == 1: # facing north when closed
if hinge_on_left:
if closed:
tex = self.transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (0,0), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door)
alpha_over(img, tex, (0,6), tex)
if (data & 0x03) == 2: # southwest corner
if not swung:
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
alpha_over(img, tex, (12,0), tex)
else:
tex = self.transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (12,6), tex)
if closed:
tex = self.transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (0,0), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door)
alpha_over(img, tex, (12,0), tex)
if (data & 0x03) == 3: # northwest corner
if not swung:
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (12,6), tex)
if (data & 0x03) == 2: # facing east when closed
if hinge_on_left:
if closed:
tex = self.transform_image_side(raw_door)
alpha_over(img, tex, (12,0), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door)
tex = tex.transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (0,0), tex)
else:
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
alpha_over(img, tex, (0,6), tex)
if closed:
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
alpha_over(img, tex, (12,0), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (12,6), tex)
if (data & 0x03) == 3: # facing south when closed
if hinge_on_left:
if closed:
tex = self.transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (12,6), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
alpha_over(img, tex, (12,0), tex)
else:
if closed:
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = tex.transpose(Image.FLIP_LEFT_RIGHT)
alpha_over(img, tex, (12,6), tex)
else:
# flip first to set the doornob on the correct side
tex = self.transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
alpha_over(img, tex, (0,6), tex)
return img
# ladder