Render minetracks (with correct orientation)
Other things with direction (torches, ladders, stairs, etc) will be handled in a similar fashion. Note: minetracks on slopes are still not rendered correctly
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24
chunk.py
24
chunk.py
@@ -59,6 +59,11 @@ def get_skylight_array(level):
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"""
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return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
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def get_blockdata_array(level):
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"""Returns the ancillary data from the 'Data' byte array. Data is packed
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in a similar manner to skylight data"""
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return numpy.frombuffer(level['Data'], dtype=numpy.uint8).reshape((16,16,64))
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# This set holds blocks ids that can be seen through, for occlusion calculations
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transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53,
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59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 79, 81, 83, 85])
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@@ -237,6 +242,13 @@ class ChunkRenderer(object):
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blocks = blocks.copy()
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blocks[skylight_expanded != 0] = 21
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blockData = get_blockdata_array(self.level)
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blockData_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
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# Even elements get the lower 4 bits
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blockData_expanded[:,:,::2] = blockData & 0x0F
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# Odd elements get the upper 4 bits
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blockData_expanded[:,:,1::2] = blockData >> 4
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# Each block is 24x24
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# The next block on the X axis adds 12px to x and subtracts 6px from y in the image
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@@ -255,7 +267,17 @@ class ChunkRenderer(object):
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for z in xrange(128):
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try:
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blockid = blocks[x,y,z]
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t = textures.blockmap[blockid]
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# the following blocks don't have textures that can be pre-computed from the blockid
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# alone. additional data is required.
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# TODO torches, redstone torches, crops, ladders, stairs,
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# levers, doors, buttons, and signs all need to be handled here (and in textures.py)
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if blockid in (66,): ## minecart track
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ancilData = blockData_expanded[x,y,z]
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t = textures.generate_special_texture(blockid, ancilData)
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else:
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t = textures.blockmap[blockid]
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if not t:
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continue
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