0

Merge remote-tracking branch 'origin/configurable-north' into configurable-north

This commit is contained in:
Ryan Rector
2011-07-11 21:49:31 -06:00
5 changed files with 135 additions and 102 deletions

View File

@@ -96,6 +96,7 @@ def main():
cpus = 1
avail_rendermodes = c_overviewer.get_render_modes()
avail_north_dirs = ['lower-left', 'upper-left', 'upper-right', 'lower-right']
parser = ConfigOptionParser(usage=helptext, config="settings.py")
parser.add_option("-V", "--version", dest="version", help="Displays version information and then exits", action="store_true")
@@ -118,7 +119,7 @@ def main():
parser.add_option("--skip-js", dest="skipjs", action="store_true", help="Don't output marker.js or regions.js")
parser.add_option("--no-signs", dest="nosigns", action="store_true", help="Don't output signs to markers.js")
parser.add_option("--display-config", dest="display_config", action="store_true", help="Display the configuration parameters, but don't render the map. Requires all required options to be specified", commandLineOnly=True)
parser.add_option("--north-direction", dest="north_direction", help="Specifies which corner of the screen North will point to.", type="string", default="upper-right")
parser.add_option("--north-direction", dest="north_direction", help="Specifies which corner of the screen north will point to. Valid options are: " + ", ".join(avail_north_dirs) + ".", type="choice", default=avail_north_dirs[0], choices=avail_north_dirs)
#parser.add_option("--write-config", dest="write_config", action="store_true", help="Writes out a sample config file", commandLineOnly=True)
options, args = parser.parse_args()

View File

@@ -155,6 +155,7 @@ if "web_assets_hook" in locals():
################################################################################
### north_direction
## Make north point somewhere else!
## Valid options are 'lower-left', 'upper-left', 'upper-right', 'upper-left'
## default: upper-right
## Type: string
## Example:

View File

@@ -505,7 +505,9 @@ def generate_special_texture(blockID, data, north_direction):
#print "%s has ancillary data: %X" %(blockID, data)
# TODO ladders, stairs, levers, buttons, and signs
# all need to behandled here (and in chunkpy)
data = convert_data(blockID, data, north_direction)
if blockID == 2: # grass
# data & 0x10 means SNOW sides
side_img = terrain_images[3]
@@ -594,11 +596,6 @@ def generate_special_texture(blockID, data, north_direction):
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
@@ -713,12 +710,6 @@ def generate_special_texture(blockID, data, north_direction):
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
small = terrain_images[80]
@@ -787,11 +778,6 @@ def generate_special_texture(blockID, data, north_direction):
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]
@@ -1003,11 +989,6 @@ def generate_special_texture(blockID, data, north_direction):
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]
@@ -1033,13 +1014,10 @@ def generate_special_texture(blockID, data, north_direction):
if blockID == 63: # singposts
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))
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):
@@ -1092,11 +1070,6 @@ def generate_special_texture(blockID, data, north_direction):
# 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)
@@ -1135,11 +1108,6 @@ def generate_special_texture(blockID, data, north_direction):
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
@@ -1186,17 +1154,6 @@ def generate_special_texture(blockID, data, north_direction):
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)
@@ -1245,11 +1202,6 @@ def generate_special_texture(blockID, data, north_direction):
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))
@@ -1380,11 +1332,6 @@ def generate_special_texture(blockID, data, north_direction):
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]
@@ -1446,11 +1393,6 @@ def generate_special_texture(blockID, data, north_direction):
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]
@@ -1567,11 +1509,6 @@ def generate_special_texture(blockID, data, north_direction):
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
@@ -1588,9 +1525,94 @@ def generate_special_texture(blockID, data, north_direction):
return generate_texture_tuple(img, blockID)
return None
def convert_data(blockID, data, north_direction):
if blockID == 26: # bed
if north_direction == 'upper-right':
#Masked to not clobber block head/foot info
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 blockID in (27, 28, 66): # minetrack:
if north_direction == 'upper-right':
#Masked to not clobber powered rail on/off info
#Ascending
if (data & 0b0111) == 2: data = data & 0b1000 | 3
elif (data & 0b0111) == 3: data = data & 0b1000 | 2
elif (data & 0b0111) == 4: data = data & 0b1000 | 5
elif (data & 0b0111) == 5: data = data & 0b1000 | 4
if blockID == 66: #normal minetrack only
if north_direction == 'upper-right':
#Corners
if data == 6: data = 8
elif data == 7: data = 9
elif data == 8: data = 6
elif data == 9: data = 7
if blockID in (50, 75, 76): # torch, off/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
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 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
if blockID == 63: # signposts
if north_direction == 'upper-right':
data = (data + 8) % 16
if blockID in (64,71): # wooden door, or iron door
if north_direction == 'upper-right':
#Masked to not clobber block top/bottom & swung info
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 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
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
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
if blockID in (93, 94): # redstone repeaters, ON and OFF
if north_direction == 'upper-right':
#Masked to not clobber delay info
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 blockID == 96: # trapdoor
if north_direction == 'upper-right':
#Masked to not clobber opened/closed info
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
return data
def tintTexture(im, c):
# apparently converting to grayscale drops the alpha channel?
i = ImageOps.colorize(ImageOps.grayscale(im), (0,0,0), c)

View File

@@ -492,20 +492,17 @@ var overviewer = {
var perPixel = 1.0 / (overviewerConfig.CONST.tileSize *
Math.pow(2, overviewerConfig.map.maxZoom));
if(overviewerConfig.map.north_direction == 'lower-left'){
x = x;
y = y;
} else if(overviewerConfig.map.north_direction == 'upper-right'){
x = -x-1;
y = -y-1;
if(overviewerConfig.map.north_direction == 'upper-right'){
x = -x-1+512;
y = -y-1+512;
} else if(overviewerConfig.map.north_direction == 'upper-left'){
temp = x;
x = -y-1;
y = temp-16;
x = -y-1+512;
y = temp;
} else if(overviewerConfig.map.north_direction == 'lower-right'){
temp = x;
x = y;
y = -temp-1+16;
y = -temp-1+512;
}
// This information about where the center column is may change with
@@ -517,13 +514,7 @@ var overviewer = {
// ((tileSize / 2) / (tileSize * 2^maxZoom))
// or equivalently, 0.5 - (1 / 2^(maxZoom + 1))
lat = 0.5;
if(overviewerConfig.map.north_direction == 'lower-left' ||
overviewerConfig.map.north_direction == 'lower-right'){
lng = 0.5 - (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
} else{
lng = 0.5 + (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
}
lng = 0.5 - (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
// the following metrics mimic those in ChunkRenderer.chunk_render
// in "chunk.py" or, equivalently, chunk_render in src/iterate.c
@@ -570,12 +561,7 @@ var overviewer = {
// See equivalent code in fromWorldToLatLng()
lat -= 0.5;
if(overviewerConfig.map.north_direction == 'lower-left' ||
overviewerConfig.map.north_direction == 'lower-right'){
lng -= 0.5 - (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
} else{
lng -= 0.5 + (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
}
lng -= 0.5 - (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
// I'll admit, I plugged this into Wolfram Alpha:
// a = (x * 12 * r) + (z * 12 * r), b = (z * 6 * r) - (x * 6 * r)
@@ -591,20 +577,17 @@ var overviewer = {
point.x += 64;
point.z -= 64;
if(overviewerConfig.map.north_direction == 'lower-left'){
point.x = point.x;
point.z = point.z;
} else if(overviewerConfig.map.north_direction == 'upper-right'){
point.x = -point.x;
point.z = -point.z;
if(overviewerConfig.map.north_direction == 'upper-right'){
point.x = -point.x+512;
point.z = -point.z+512;
} else if(overviewerConfig.map.north_direction == 'upper-left'){
temp = point.z;
point.z = -point.x;
point.x = temp+16;
point.z = -point.x+512;
point.x = temp;
} else if(overviewerConfig.map.north_direction == 'lower-right'){
temp = point.z;
point.z = point.x;
point.x = -temp+16;
point.x = -temp+512;
}
return point;

View File

@@ -189,7 +189,6 @@ class World(object):
def unconvert_coords(self, col, row):
"""Undoes what convert_coords does. Returns (chunkx, chunky)."""
return ((col - row) / 2, (row + col) / 2)
def findTrueSpawn(self):
@@ -285,6 +284,7 @@ class World(object):
world.
Returns (regionx, regiony, filename)"""
join = os.path.join
if regionlist is not None:
for path in regionlist:
@@ -293,7 +293,20 @@ class World(object):
if f.startswith("r.") and f.endswith(".mcr"):
p = f.split(".")
logging.debug("Using path %s from regionlist", f)
yield (int(p[1]), int(p[2]), join(self.worlddir, 'region', f))
x = int(p[1])
y = int(p[2])
if self.north_direction == 'upper-right':
x = -x
y = -y
elif self.north_direction == 'upper-left':
temp = x
x = -y
y = temp
elif self.north_direction == 'lower-right':
temp = x
x = y
y = -temp
yield (x, y, join(self.worlddir, 'region', f))
else:
logging.warning("Ignore path '%s' in regionlist", f)
@@ -301,7 +314,20 @@ class World(object):
for path in glob(os.path.join(self.worlddir, 'region') + "/r.*.*.mcr"):
dirpath, f = os.path.split(path)
p = f.split(".")
yield (int(p[1]), int(p[2]), join(dirpath, f))
x = int(p[1])
y = int(p[2])
if self.north_direction == 'upper-right':
x = -x
y = -y
elif self.north_direction == 'upper-left':
temp = x
x = -y
y = temp
elif self.north_direction == 'lower-right':
temp = x
x = y
y = -temp
yield (x, y, join(dirpath, f))
def get_save_dir():
"""Returns the path to the local saves directory