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design/designdoc.rst
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====================
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Design Documentation
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====================
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So you'd like a technical overview of how The Overviewer works, huh? You've come
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to the right place!
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This document's scope does not cover the details of the code. The code is fairly
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well commented and not difficult to understand. Instead, this document is
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intended to give an explanation to how the Overviewer was designed and how all
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the pieces fit together. Think of this document as commenting on how all the
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high level pieces of the code work.
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This document is probably a good read to anyone that wants to get involved in
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Overviewer development.
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So let's get started!
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Background Info
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===============
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The Overviewer's task is to take Minecraft worlds and render them into a set of tiles that can be displayed with a Google Maps interface.
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A Minecraft world extends indefinitely along the two horizontal axes, and are
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exactly 128 units high. Minecraft worlds are made of cubes, where each slot in
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the world's grid has a type that determines what it is (grass, stone, ...).
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This makes worlds relatively uncomplicated to render, the Overviewer simply
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determines what cubes to draw and where. Since everything in Minecraft is
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aligned to a strict grid, placement and rendering decisions are completely
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deterministic and can be performed in an iterative fashon.
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The coordinate system for Minecraft has three axes. The X and Z axes are the
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horizontal axes. They extend indefinitely towards both positive and negative
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infinity. (There are practical limits, but no theoretical limits). The Y axis
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extends from 0 to 127, which corresponds with the world height limit. Each
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block in Minecraft has a coordinate address, e.g. the block at 15,78,-35 refers
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to 15 along the X axis, -35 along the Z axis, and 78 units up from bedrock.
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The world is divided up into *chunks*. A chunk is a 16 by 16 area of the world
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that extends from bedrock to sky. In other words, a 16,128,16 "chunk" of the
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world. Chunks also have an address, but in only 2 dimensions. To find the which
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chunk a block is in, simply divide its X and Z coordinates by 16 and take the
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floor.
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Minecraft worlds are generated on-the-fly by the chunk. This means not all
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chunks will exist. There is no pattern to chunk generation, the game simply
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generates them as needed.
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Chunks are stored on-disk in region files. A Minecraft region is a "region" of
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32 by 32 chunks. Regions have their own address, and for a particular chunk one
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can find its region by dividing its coordinates by 32 and taking the floor. A
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region may contain all 1024 of its chunks, or only a subset of them, since not
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all chunks may exist. The absence of a region file indicates none of its chunks
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exist.
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About the Rendering
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===================
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Minecraft worlds are rendered in an approximated Isometric projection
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[#isomorphicref]_, or
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what I call the "Sim City projection" [#isomorphicnote]_. In the original design, the projection
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acts as if your eye is infinitely far away looking down at the world at a 45
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degree angle in the South-East direction (now, the world can be rendered at any
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of the 4 oblique directions).
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.. [#isomorphicref] http://en.wikipedia.org/wiki/Isometric_projection
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.. [#isomorphicnote] To be honest, I'm not entirely sure it's technically an isomorphic projection. There are a lot of very similar projections.
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In order to render a Minecraft world, there are a few steps that need to happen.
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These steps are explained in detail in the next few sections.
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1. Render each block
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2. Render the chunks from the blocks
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3. Render the tiles of the map from the chunks
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4. Shrink and combine the tiles for the other zoom levels
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Block Rendering
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===============
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.. This section shows how each block is pre-rendered
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The first step is rendering the blocks from the textures. Each block is built
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and cached in global variables of the :mod:`textures` module.
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Textures come in the size 16 by 16 [#f1]_. In order to render a cube out of
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this, I apply an `affine transformation`_ to the texture in order to skew it to
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the right shape.
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.. image:: texturecubing.png
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:alt: A texture gets rendered into a cube
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.. [#f1]
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Textures can come in other sizes and are re-sized so this section applies
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just the same.
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.. _affine transformation: http://en.wikipedia.org/wiki/Affine_transformation
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The result is an image of a cube that is 24 by 24 pixels large. This particular
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size for the cubes was chosen for an important reason: 24 is divisible by 2 and
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by 4. This makes placement much easier. E.g. in order to draw two cubes that are
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next to each other in the world, one are drawn exactly 12 pixels over and 6
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pixels down from the other. These kind of placement decisions all happen on
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exact pixel boundaries.
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The transformation happens in two stages. First, the texture is transformed for
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the top of the cube. Then the texture is transformed for the left side of the
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cube, which is mirrored for the right side of the cube.
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Top Transformation
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------------------
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The transformation from the top is a simple `affine transformation`_. It is
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actually several affine transformations: a re-size, a rotation, and a scaling;
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but since multiple affine transformations can be chained together simply by
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multiplying the transformation matrices together, only one transformation is
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actually done.
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This can be seen in the function :func:`textures.transform_image`. It takes
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these steps:
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1. The texture is re-sized to 17 by 17 pixels. This is done because the diagonal
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of a square with sides 17 is approximately 24, which is the target size for
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the bounding box of the cube image. So when it's rotated, it will be the
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correct width.
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2. The image is rotated 45 degrees about its center.
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3. The image is scaled on the vertical axis by a factor of 1/2.
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This produces an image of size 24 by 12 as seen in the following sequence.
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.. image:: texturetopsteps.png
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:alt: The 4 steps for transforming a texture square into the top of the cube.
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The final image, shown below, becomes the top of the cube.
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.. image:: dirt_top.png
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:alt: Top of dirt
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On the left is the top of the dirt block at actual size after the
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transformation, the right is the same but blown up by a factor of 10 with no
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interpolation to show the pixels.
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Side Transformation
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-------------------
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The texture square is transformed for the sides of the cube in
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:func:`textures.transform_image_side`. This is another `affine transformation`_,
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but this time only two transformations are done: a re-size and a shear.
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1. First the texture is re-sized to 12 by 12 pixels. This is half the width of
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24 so it will have the correct width after the shear.
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2. The 12 by 12 square is sheared by a factor of 1.5 in the Y direction,
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producing an image that is bounded by a 12 by 18 pixel square.
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.. image:: texturesidesteps.png
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:alt: Texture being sheared for the side of the cube.
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This image is simply flipped along the horizontal axis for the other visible
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side of the cube.
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.. image:: dirt_side.png
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:alt: The sides of the dirt block
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Again, the left are the two sides of the dirt block at actual size, the right is
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scaled with no interpolation by a factor of 10 to show the pixels.
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An Entire Cube
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--------------
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These three images, the top and two sides, are pasted into a single 24 by 24
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pixel image to get the cube, as shown.
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However, notice from the middle of the three images in the sequence below that
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the images as transformed don't fit together exactly. There is some overlap when
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put in the 24 by 24 box in which they must fit.
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.. image:: cube_parts.png
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:alt: How the cube parts fit together
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There is one more complication. The cubes don't tessellate perfectly. This
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diagram illustrates when a cube is positioned next to another. The lower cubes
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are 18 pixels lower and 12 pixels to either side, which is half the width and
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3/4 the height respectively.
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.. image:: tessellation.png
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:alt: Cubes don't tessellate perfectly
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The solution is to manually touch up those 6 pixels. 3 pixels are added on the
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upper left of each cube, 3 on the lower right. Therefore, they all line up
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perfectly!
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This is done at the end of :func:`textures._build_block`
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.. image:: pixelfix.png
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:alt: The 6 pixels manually added to each cube.
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Chunk Rendering
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===============
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.. This goes over the rendering of a chunk
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Tile Rendering
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==============
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.. Covers the placement of chunk images on a tile
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Reading the Data Files
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======================
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..
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Covers how to extract the blocks of each chunk from the region files. Also
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covers the nbt file stuff.
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Image Composition
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=================
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..
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Covers the issues I had with PIL's image composition and why we needed
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something fancier.
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Multiprocessing
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===============
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..
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Covers how the Overviewer utilizes multiple processors to render faster
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Caching
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=======
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.. How the overviewer determines what needs to be rendered and what doesn't
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Lighting
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========
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Cave Mode
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=========
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