Merge remote-tracking branch 'origin/configurable-north' into configurable-north
This commit is contained in:
@@ -96,6 +96,7 @@ def main():
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cpus = 1
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avail_rendermodes = c_overviewer.get_render_modes()
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avail_north_dirs = ['lower-left', 'upper-left', 'upper-right', 'lower-right']
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parser = ConfigOptionParser(usage=helptext, config="settings.py")
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parser.add_option("-V", "--version", dest="version", help="Displays version information and then exits", action="store_true")
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@@ -118,7 +119,7 @@ def main():
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parser.add_option("--skip-js", dest="skipjs", action="store_true", help="Don't output marker.js or regions.js")
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parser.add_option("--no-signs", dest="nosigns", action="store_true", help="Don't output signs to markers.js")
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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)
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parser.add_option("--north-direction", dest="north_direction", help="Specifies which corner of the screen North will point to.", type="string", default="upper-right")
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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)
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#parser.add_option("--write-config", dest="write_config", action="store_true", help="Writes out a sample config file", commandLineOnly=True)
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options, args = parser.parse_args()
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@@ -155,6 +155,7 @@ if "web_assets_hook" in locals():
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################################################################################
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### north_direction
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## Make north point somewhere else!
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## Valid options are 'lower-left', 'upper-left', 'upper-right', 'upper-left'
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## default: upper-right
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## Type: string
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## Example:
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154
textures.py
154
textures.py
@@ -506,6 +506,8 @@ def generate_special_texture(blockID, data, north_direction):
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# TODO ladders, stairs, levers, buttons, and signs
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# all need to behandled here (and in chunkpy)
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data = convert_data(blockID, data, north_direction)
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if blockID == 2: # grass
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# data & 0x10 means SNOW sides
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side_img = terrain_images[3]
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@@ -594,11 +596,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID == 26: # bed
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if north_direction == 'upper-right':
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if (data & 0x3) == 0: data = data & 0x8 | 0x2
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elif (data & 0x3) == 1: data = data & 0x8 | 0x3
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elif (data & 0x3) == 2: data = data & 0x8 | 0x0
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elif (data & 0x3) == 3: data = data & 0x8 | 0x1
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increment = 5
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left_face = None
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right_face = None
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@@ -713,12 +710,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID in (50,75,76): # torch, off redstone torch, on redstone torch
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if north_direction == 'upper-right':
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if data == 1: data = 2
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elif data == 2: data = 1
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elif data == 3: data = 4
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elif data == 4: data = 3
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# choose the proper texture
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if blockID == 50: # torch
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small = terrain_images[80]
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@@ -787,11 +778,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID in (53,67): # wooden and cobblestone stairs.
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if north_direction == 'upper-right':
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if data == 0: data = 1
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elif data == 1: data = 0
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elif data == 2: data = 3
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elif data == 3: data = 2
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if blockID == 53: # wooden
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texture = terrain_images[4]
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@@ -1003,11 +989,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID in (61, 62, 23): #furnace and burning furnace
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if north_direction == 'upper-right':
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if data == 2: data = 3
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elif data == 3: data = 2
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elif data == 4: data = 5
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elif data == 5: data = 4
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top = terrain_images[62]
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side = terrain_images[45]
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@@ -1033,13 +1014,10 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID == 63: # singposts
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texture = terrain_images[4].copy()
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# cut the planks to the size of a signpost
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ImageDraw.Draw(texture).rectangle((0,12,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
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if north_direction == 'upper-right':
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data = (data + 8) % 16
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# If the signpost is looking directly to the image, draw some
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# random dots, they will look as text.
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if data in (0,1,2,3,4,5,15):
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@@ -1092,11 +1070,6 @@ def generate_special_texture(blockID, data, north_direction):
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# mask out the high bits to figure out the orientation
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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if north_direction == 'upper-right':
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if (data & 0x3) == 0: data = data & 0xc | 0x2
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elif (data & 0x3) == 1: data = data & 0xc | 0x3
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elif (data & 0x3) == 2: data = data & 0xc | 0x0
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elif (data & 0x3) == 3: data = data & 0xc | 0x1
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if (data & 0x03) == 0:
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if not swung:
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tex = transform_image_side(raw_door)
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@@ -1135,11 +1108,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID == 65: # ladder
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if north_direction == 'upper-right':
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if data == 2: data = 3
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elif data == 3: data = 2
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elif data == 4: data = 5
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elif data == 5: data = 4
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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raw_texture = terrain_images[83]
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#print "ladder is facing: %d" % data
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@@ -1186,17 +1154,6 @@ def generate_special_texture(blockID, data, north_direction):
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raw_straight = terrain_images[128]
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raw_corner = terrain_images[112]
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if north_direction == 'upper-right':
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if data == 2: data = 3
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elif data == 3: data = 2
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elif data == 4: data = 5
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elif data == 5: data = 4
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elif data == 6: data = 8
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elif data == 7: data = 9
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elif data == 8: data = 6
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elif data == 9: data = 7
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## use transform_image to scale and shear
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if data == 0:
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track = transform_image(raw_straight, blockID)
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@@ -1245,11 +1202,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID == 68: # wall sign
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if north_direction == 'upper-right':
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if data == 2: data = 3
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elif data == 3: data = 2
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elif data == 4: data = 5
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elif data == 5: data = 4
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texture = terrain_images[4].copy()
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# cut the planks to the size of a signpost
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ImageDraw.Draw(texture).rectangle((0,12,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
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@@ -1380,11 +1332,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID in (86,91): # pumpkins, jack-o-lantern
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if north_direction == 'upper-right':
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if data == 0: data = 2
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elif data == 1: data = 3
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elif data == 2: data = 0
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elif data == 3: data = 1
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top = terrain_images[102]
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frontID = 119 if blockID == 86 else 120
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front = terrain_images[frontID]
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@@ -1446,11 +1393,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID in (93, 94): # redstone repeaters, ON and OFF
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# NOTE: this function uses the redstone torches generated above,
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# this must run after the function of the torches.
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if north_direction == 'upper-right':
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if (data & 0x3) == 0: data = data & 0xc | 0x2
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elif (data & 0x3) == 1: data = data & 0xc | 0x3
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elif (data & 0x3) == 2: data = data & 0xc | 0x0
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elif (data & 0x3) == 3: data = data & 0xc | 0x1
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top = terrain_images[131] if blockID == 93 else terrain_images[147]
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side = terrain_images[5]
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@@ -1567,11 +1509,6 @@ def generate_special_texture(blockID, data, north_direction):
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if blockID == 96: # trapdoor
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if north_direction == 'upper-right':
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if (data & 0x3) == 0: data = data & 0x4 | 0x1
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elif (data & 0x3) == 1: data = data & 0x4 | 0x0
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elif (data & 0x3) == 2: data = data & 0x4 | 0x3
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elif (data & 0x3) == 3: data = data & 0x4 | 0x2
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texture = terrain_images[84]
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if data & 0x4 == 0x4: # opened trapdoor
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if data & 0x3 == 0: # west
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@@ -1588,9 +1525,94 @@ def generate_special_texture(blockID, data, north_direction):
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return generate_texture_tuple(img, blockID)
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return None
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def convert_data(blockID, data, north_direction):
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if blockID == 26: # bed
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if north_direction == 'upper-right':
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#Masked to not clobber block head/foot info
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if (data & 0b0011) == 0: data = data & 0b1100 | 2
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elif (data & 0b0011) == 1: data = data & 0b1100 | 3
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elif (data & 0b0011) == 2: data = data & 0b1100 | 0
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elif (data & 0b0011) == 3: data = data & 0b1100 | 1
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if blockID in (27, 28, 66): # minetrack:
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if north_direction == 'upper-right':
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#Masked to not clobber powered rail on/off info
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#Ascending
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if (data & 0b0111) == 2: data = data & 0b1000 | 3
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elif (data & 0b0111) == 3: data = data & 0b1000 | 2
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elif (data & 0b0111) == 4: data = data & 0b1000 | 5
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elif (data & 0b0111) == 5: data = data & 0b1000 | 4
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if blockID == 66: #normal minetrack only
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if north_direction == 'upper-right':
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#Corners
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if data == 6: data = 8
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elif data == 7: data = 9
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elif data == 8: data = 6
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elif data == 9: data = 7
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if blockID in (50, 75, 76): # torch, off/on redstone torch
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if north_direction == 'upper-right':
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if data == 1: data = 2
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elif data == 2: data = 1
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elif data == 3: data = 4
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elif data == 4: data = 3
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if blockID in (53,67): # wooden and cobblestone stairs.
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if north_direction == 'upper-right':
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if data == 0: data = 1
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elif data == 1: data = 0
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elif data == 2: data = 3
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elif data == 3: data = 2
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if blockID in (61, 62, 23): # furnace and burning furnace
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if north_direction == 'upper-right':
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if data == 2: data = 3
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elif data == 3: data = 2
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elif data == 4: data = 5
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elif data == 5: data = 4
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if blockID == 63: # signposts
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if north_direction == 'upper-right':
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data = (data + 8) % 16
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if blockID in (64,71): # wooden door, or iron door
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if north_direction == 'upper-right':
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#Masked to not clobber block top/bottom & swung info
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if (data & 0b0011) == 0: data = data & 0b1100 | 2
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elif (data & 0b0011) == 1: data = data & 0b1100 | 3
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elif (data & 0b0011) == 2: data = data & 0b1100 | 0
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elif (data & 0b0011) == 3: data = data & 0b1100 | 1
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if blockID == 65: # ladder
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if north_direction == 'upper-right':
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if data == 2: data = 3
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elif data == 3: data = 2
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elif data == 4: data = 5
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elif data == 5: data = 4
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if blockID == 68: # wall sign
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if north_direction == 'upper-right':
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if data == 2: data = 3
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elif data == 3: data = 2
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elif data == 4: data = 5
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elif data == 5: data = 4
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if blockID in (86,91): # pumpkins, jack-o-lantern
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if north_direction == 'upper-right':
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if data == 0: data = 2
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elif data == 1: data = 3
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elif data == 2: data = 0
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elif data == 3: data = 1
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if blockID in (93, 94): # redstone repeaters, ON and OFF
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if north_direction == 'upper-right':
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#Masked to not clobber delay info
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if (data & 0b0011) == 0: data = data & 0b1100 | 2
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elif (data & 0b0011) == 1: data = data & 0b1100 | 3
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elif (data & 0b0011) == 2: data = data & 0b1100 | 0
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elif (data & 0b0011) == 3: data = data & 0b1100 | 1
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if blockID == 96: # trapdoor
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if north_direction == 'upper-right':
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#Masked to not clobber opened/closed info
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if (data & 0b0011) == 0: data = data & 0b1100 | 1
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elif (data & 0b0011) == 1: data = data & 0b1100 | 0
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elif (data & 0b0011) == 2: data = data & 0b1100 | 3
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elif (data & 0b0011) == 3: data = data & 0b1100 | 2
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return data
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def tintTexture(im, c):
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# apparently converting to grayscale drops the alpha channel?
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i = ImageOps.colorize(ImageOps.grayscale(im), (0,0,0), c)
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@@ -492,20 +492,17 @@ var overviewer = {
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var perPixel = 1.0 / (overviewerConfig.CONST.tileSize *
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Math.pow(2, overviewerConfig.map.maxZoom));
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if(overviewerConfig.map.north_direction == 'lower-left'){
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x = x;
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y = y;
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} else if(overviewerConfig.map.north_direction == 'upper-right'){
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x = -x-1;
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y = -y-1;
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if(overviewerConfig.map.north_direction == 'upper-right'){
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x = -x-1+512;
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y = -y-1+512;
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} else if(overviewerConfig.map.north_direction == 'upper-left'){
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temp = x;
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x = -y-1;
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y = temp-16;
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x = -y-1+512;
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y = temp;
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} else if(overviewerConfig.map.north_direction == 'lower-right'){
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temp = x;
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x = y;
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y = -temp-1+16;
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y = -temp-1+512;
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}
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// This information about where the center column is may change with
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@@ -517,13 +514,7 @@ var overviewer = {
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// ((tileSize / 2) / (tileSize * 2^maxZoom))
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// or equivalently, 0.5 - (1 / 2^(maxZoom + 1))
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lat = 0.5;
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if(overviewerConfig.map.north_direction == 'lower-left' ||
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overviewerConfig.map.north_direction == 'lower-right'){
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lng = 0.5 - (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
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} else{
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lng = 0.5 + (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
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}
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lng = 0.5 - (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
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// the following metrics mimic those in ChunkRenderer.chunk_render
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// in "chunk.py" or, equivalently, chunk_render in src/iterate.c
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@@ -570,12 +561,7 @@ var overviewer = {
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// See equivalent code in fromWorldToLatLng()
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lat -= 0.5;
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if(overviewerConfig.map.north_direction == 'lower-left' ||
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overviewerConfig.map.north_direction == 'lower-right'){
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lng -= 0.5 - (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
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} else{
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lng -= 0.5 + (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
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}
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lng -= 0.5 - (1.0 / Math.pow(2, overviewerConfig.map.maxZoom + 1));
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// I'll admit, I plugged this into Wolfram Alpha:
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// a = (x * 12 * r) + (z * 12 * r), b = (z * 6 * r) - (x * 6 * r)
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@@ -591,20 +577,17 @@ var overviewer = {
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point.x += 64;
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point.z -= 64;
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if(overviewerConfig.map.north_direction == 'lower-left'){
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point.x = point.x;
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point.z = point.z;
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} else if(overviewerConfig.map.north_direction == 'upper-right'){
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point.x = -point.x;
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point.z = -point.z;
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if(overviewerConfig.map.north_direction == 'upper-right'){
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point.x = -point.x+512;
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point.z = -point.z+512;
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} else if(overviewerConfig.map.north_direction == 'upper-left'){
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temp = point.z;
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point.z = -point.x;
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point.x = temp+16;
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point.z = -point.x+512;
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point.x = temp;
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} else if(overviewerConfig.map.north_direction == 'lower-right'){
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temp = point.z;
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point.z = point.x;
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point.x = -temp+16;
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point.x = -temp+512;
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}
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return point;
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32
world.py
32
world.py
@@ -189,7 +189,6 @@ class World(object):
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||||
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def unconvert_coords(self, col, row):
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"""Undoes what convert_coords does. Returns (chunkx, chunky)."""
|
||||
|
||||
return ((col - row) / 2, (row + col) / 2)
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||||
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||||
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
|
||||
|
||||
Reference in New Issue
Block a user