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Early work on rotating stubborn textures

This commit is contained in:
Ryan Rector
2011-07-10 21:06:09 -06:00
parent e732eb6450
commit 6124ffd0ed
2 changed files with 68 additions and 4 deletions

View File

@@ -500,7 +500,7 @@ def generate_texture_tuple(img, blockid):
blockmap list and specialblockmap dictionary."""
return (img.convert("RGB"), img.split()[3], generate_opaque_mask(img))
def generate_special_texture(blockID, data):
def generate_special_texture(blockID, data, north_direction):
"""Generates a special texture, such as a correctly facing minecraft track"""
#print "%s has ancillary data: %X" %(blockID, data)
# TODO ladders, stairs, levers, buttons, and signs
@@ -594,6 +594,11 @@ def generate_special_texture(blockID, data):
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
@@ -708,6 +713,11 @@ def generate_special_texture(blockID, data):
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
@@ -777,6 +787,11 @@ def generate_special_texture(blockID, data):
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]
@@ -988,6 +1003,11 @@ def generate_special_texture(blockID, data):
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]
@@ -1018,6 +1038,8 @@ def generate_special_texture(blockID, data):
# 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):
@@ -1070,6 +1092,11 @@ 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 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)
@@ -1108,6 +1135,11 @@ def generate_special_texture(blockID, data):
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
@@ -1154,6 +1186,17 @@ def generate_special_texture(blockID, data):
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)
@@ -1202,6 +1245,11 @@ def generate_special_texture(blockID, data):
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))
@@ -1332,6 +1380,11 @@ def generate_special_texture(blockID, data):
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]
@@ -1393,6 +1446,11 @@ def generate_special_texture(blockID, data):
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]
@@ -1509,6 +1567,11 @@ def generate_special_texture(blockID, data):
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
@@ -1664,7 +1727,7 @@ biome_tall_fern_texture = None
biome_leaf_texture = None
specialblockmap = None
def generate(path=None):
def generate(north_direction, path=None):
global _find_file_local_path
_find_file_local_path = path
@@ -1689,4 +1752,4 @@ def generate(path=None):
specialblockmap = {}
for blockID in special_blocks:
for data in special_map[blockID]:
specialblockmap[(blockID, data)] = generate_special_texture(blockID, data)
specialblockmap[(blockID, data)] = generate_special_texture(blockID, data, north_direction)