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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
This commit is contained in:
Andrew Chin
2010-09-30 21:38:14 -04:00
parent fd43331350
commit 822dd75431
2 changed files with 64 additions and 2 deletions

View File

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

View File

@@ -114,7 +114,7 @@ def _split_terrain(terrain):
# This maps terainids to 16x16 images # This maps terainids to 16x16 images
terrain_images = _split_terrain(_get_terrain_image()) terrain_images = _split_terrain(_get_terrain_image())
def _transform_image(img, blockID): def _transform_image(img, blockID=None):
"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis """Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
by a factor of 2. Returns the resulting image, which will be 24x12 pixels by a factor of 2. Returns the resulting image, which will be 24x12 pixels
@@ -201,6 +201,8 @@ def _build_block(top, side, blockID=None):
otherside.putalpha(othersidealpha) otherside.putalpha(othersidealpha)
## special case for non-block things ## special case for non-block things
# TODO once torches are handled by generate_special_texture, remove
# them from this list
if blockID in (37,38,6,39,40,50,83): ## flowers, sapling, mushrooms, regular torch, reeds if blockID in (37,38,6,39,40,50,83): ## flowers, sapling, mushrooms, regular torch, reeds
# instead of pasting these blocks at the cube edges, place them in the middle: # instead of pasting these blocks at the cube edges, place them in the middle:
# and omit the top # and omit the top
@@ -321,3 +323,41 @@ def load_water():
blockmap[10] = lavablock.convert("RGB"), lavablock blockmap[10] = lavablock.convert("RGB"), lavablock
blockmap[11] = blockmap[10] blockmap[11] = blockmap[10]
load_water() load_water()
def generate_special_texture(blockID, data):
"""Generates a special texture, such as a correctly facing minecraft track"""
#print "%s has ancillary data: %X" %(blockID, data)
# TODO torches, redstone torches, crops, ladders, stairs,
# levers, doors, buttons, and signs all need to be handled here (and in chunkpy)
if blockID == 66: # minetrack:
raw_straight = terrain_images[128]
raw_corner = terrain_images[112]
## use _transform_image to scale and shear
if data == 0:
track = _transform_image(raw_straight, blockID)
elif data == 6:
track = _transform_image(raw_corner, blockID)
elif data == 7:
track = _transform_image(raw_corner.rotate(270), blockID)
elif data == 8:
# flip
track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
blockID)
elif data == 9:
track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
blockID)
elif data == 1:
track = _transform_image(raw_straight.rotate(90), blockID)
else:
# TODO render carts that slop up or down
track = _transform_image(raw_straight, blockID)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(track, (0,12), track)
return (img.convert("RGB"), img.split()[3])
return None