minor cleanup, comments/docstring adjustment
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@@ -348,28 +348,45 @@ dir but you forgot to put quotes around the directory, since it contains spaces.
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logging.error(str(e))
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sys.exit(1)
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# First do world-level preprocessing
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# First do world-level preprocessing. This scans the world hierarchy, reads
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# in the region files and caches chunk modified times, and determines the
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# chunk bounds (max and min in both dimensions)
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w = world.World(worlddir, destdir, useBiomeData=useBiomeData, regionlist=regionlist, north_direction=north_direction)
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if north_direction == 'auto':
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north_direction = w.persistentData['north_direction']
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options.north_direction = north_direction
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elif w.persistentData['north_direction'] != north_direction and not options.forcerender and not w.persistentDataIsNew:
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elif (w.persistentData['north_direction'] != north_direction and
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not options.forcerender and
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not w.persistentDataIsNew
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):
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logging.error("Conflicting north-direction setting!")
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logging.error("Overviewer.dat gives previous north-direction as "+w.persistentData['north_direction'])
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logging.error("Requested north-direction was "+north_direction)
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logging.error("To change north-direction of an existing render, --forcerender must be specified")
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logging.error("To change north-direction of an existing render, use --forcerender")
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sys.exit(1)
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w.go(options.procs)
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logging.info("Rending the following tilesets: %s", ",".join(options.rendermode))
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bgcolor = (int(options.bg_color[1:3],16), int(options.bg_color[3:5],16), int(options.bg_color[5:7],16), 0)
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bgcolor = (int(options.bg_color[1:3],16),
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int(options.bg_color[3:5],16),
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int(options.bg_color[5:7],16),
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0)
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# create the quadtrees
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# TODO chunklist
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# Create the quadtrees. There is one quadtree per rendermode requested, and
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# therefore, per output directory hierarchy of tiles. Each quadtree
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# individually computes its depth and size. The constructor computes the
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# depth of the tree, while the go() method re-arranges tiles if teh current
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# depth differs from the computed depth.
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q = []
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qtree_args = {'depth' : options.zoom, 'imgformat' : imgformat, 'imgquality' : options.imgquality, 'optimizeimg' : optimizeimg, 'bgcolor' : bgcolor, 'forcerender' : options.forcerender}
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qtree_args = {'depth' : options.zoom,
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'imgformat' : imgformat,
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'imgquality' : options.imgquality,
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'optimizeimg' : optimizeimg,
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'bgcolor' : bgcolor,
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'forcerender' : options.forcerender,
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}
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for rendermode in options.rendermode:
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if rendermode == 'normal':
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qtree = quadtree.QuadtreeGen(w, destdir, rendermode=rendermode, tiledir='tiles', **qtree_args)
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@@ -80,7 +80,7 @@ class QuadtreeGen(object):
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if depth is None:
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# Determine quadtree depth (midpoint is always 0,0)
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for p in xrange(64):
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for p in xrange(33):
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# Will 2^p tiles wide and high suffice?
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# X has twice as many chunks as tiles, then halved since this is a
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@@ -241,7 +241,7 @@ class World(object):
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# col - row = chunkx + chunkx => (col - row)/2 = chunkx
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return ((col - row) / 2, (col + row) / 2)
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def findTrueSpawn(self):
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def find_true_spawn(self):
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"""Adds the true spawn location to self.POI. The spawn Y coordinate
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is almost always the default of 64. Find the first air block above
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that point for the true spawn location"""
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@@ -340,7 +340,7 @@ class World(object):
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self.minrow = minrow
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self.maxrow = maxrow
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self.findTrueSpawn()
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self.find_true_spawn()
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def _get_north_rotations(self):
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if self.north_direction == 'upper-left':
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