Merge remote-tracking branch 'ion1/master'
This commit is contained in:
@@ -25,7 +25,7 @@ import time
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import errno
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import stat
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from collections import namedtuple
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from itertools import product, izip
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from itertools import product, izip, chain
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from PIL import Image
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@@ -377,7 +377,7 @@ class TileSet(object):
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# This warning goes here so it's only shown once
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if self.treedepth >= 15:
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logging.warning("Just letting you know, your map requries %s zoom levels. This is REALLY big!",
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logging.warning("Just letting you know, your map requires %s zoom levels. This is REALLY big!",
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self.treedepth)
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# Do any tile re-arranging if necessary. Skip if there was no config
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@@ -446,7 +446,7 @@ class TileSet(object):
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# render. Iterate over the tiles in using the posttraversal() method.
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# Yield each item. Easy.
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if self.options['renderchecks'] in (0,2):
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for tilepath in self.dirtytree.posttraversal():
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for tilepath in self.dirtytree.posttraversal(robin=True):
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dependencies = []
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# These tiles may or may not exist, but the dispatcher won't
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# care according to the worker interface protocol It will only
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@@ -1268,21 +1268,19 @@ class RendertileSet(object):
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It is typically used to hold tiles that need rendering. This implementation
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collapses subtrees that are completely in or out of the set to save memory.
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Each instance of this class is a node in the tree, and therefore each
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instance is the root of a subtree.
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An instance of this class holds a full tree.
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Each node knows its "level", which corresponds to the zoom level where 0 is
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the inner-most (most zoomed in) tiles.
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The instance knows its "level", which corresponds to the zoom level where 1
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is the inner-most (most zoomed in) tiles.
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Instances hold the state of their children (in or out of the set). Leaf
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nodes are images and do not physically exist in the tree as objects, but
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are represented as booleans held by the objects at the second-to-last
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level; level 1 nodes keep track of leaf image state. Level 2 nodes keep
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track of level 1 state, and so fourth.
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track of level 1 state, and so forth.
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"""
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__slots__ = ("depth", "children")
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__slots__ = ("depth", "children", "num_tiles", "num_tiles_all")
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def __init__(self, depth):
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"""Initialize a new tree with the specified depth. This actually
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initializes a node, which is the root of a subtree, with `depth` levels
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@@ -1303,52 +1301,15 @@ class RendertileSet(object):
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# All children down this subtree are not in the set
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# True
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# All children down this subtree are in the set
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# A RendertileSet instance
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# the instance defines which children down that subtree are in the
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# set.
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# An array of the same format
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# The array defines which children down that subtree are in the set
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# A node with depth=1 cannot have a RendertileSet instance in its
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# children since its children are leaves, representing images, not more
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# tree
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self.children = [False] * 4
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def posttraversal(self):
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"""Returns an iterator over tile paths for every tile in the
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set, including the explictly marked render-tiles, as well as the
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implicitly marked ancestors of those render-tiles. Returns in
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post-traversal order, so that tiles with dependencies will always be
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yielded after their dependencies.
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"""
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return (tuple(reversed(rpath)) for rpath in self._posttraversal_helper())
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def _posttraversal_helper(self):
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"""Each node returns an iterator over lists of reversed paths"""
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if self.depth == 1:
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# Base case
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if self.children[0]: yield [0]
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if self.children[1]: yield [1]
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if self.children[2]: yield [2]
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if self.children[3]: yield [3]
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else:
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for childnum, child in enumerate(self.children):
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if child == True:
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for path in post_traversal_complete_subtree_recursion_helper(self.depth-1):
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path.append(childnum)
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yield path
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elif child == False:
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pass # do nothing
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else:
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# Recurse
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for path in child._posttraversal_helper():
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path.append(childnum)
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yield path
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# Now do this node itself
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if bool(self):
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yield []
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self.num_tiles = 0
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self.num_tiles_all = 0
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def add(self, path):
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"""Marks the requested leaf node as in this set
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@@ -1359,72 +1320,66 @@ class RendertileSet(object):
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"""
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path = list(path)
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assert len(path) == self.depth
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path.reverse()
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self._set_add_helper(path)
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def _set_add_helper(self, path):
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if self.num_tiles == 0:
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# The first child is being added. A root composite tile will be
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# rendered.
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self.num_tiles_all += 1
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self._add_helper(self.children, list(reversed(path)))
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def _add_helper(self, children, path):
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"""Recursive helper for add()
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Expects path to be a list in reversed order
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If *all* the nodes below this one are in the set, this function returns
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true. Otherwise, returns None.
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"""
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if self.depth == 1:
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# Base case
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self.children[path[0]] = True
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childnum = path.pop()
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# Check to see if all children are in the set
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if all(self.children):
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return True
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else:
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# Recursive case
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if path:
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# We are not at the leaf, recurse.
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childnum = path.pop()
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child = self.children[childnum]
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if child == False:
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# Create a new node and recurse.
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# (The use of __class__ is so possible subclasses of this class
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# work as expected)
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child = self.__class__(self.depth-1)
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child._set_add_helper(path)
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self.children[childnum] = child
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elif child == True:
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# Every child is already in the set and the subtree is already
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# collapsed. Nothing to do.
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if children[childnum] == True:
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# The child is already in the tree.
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return
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else:
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# subtree is mixed. Recurse to the already existing child node
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ret = child._set_add_helper(path)
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if ret:
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# Child says every descendent is in the set, so we can
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# purge the subtree and mark it as such. The subtree will
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# be garbage collected when this method exits.
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self.children[childnum] = True
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elif children[childnum] == False:
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# Expand all-false.
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children[childnum] = [False]*4
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# Since we've marked an entire sub-tree as in the set, we
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# may be able to signal to our parent to do the same
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if all(x is True for x in self.children):
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return True
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# This also means an additional composite tile.
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self.num_tiles_all += 1
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self._add_helper(children[childnum], path)
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if children[childnum] == [True]*4:
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# Collapse all-true.
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children[childnum] = True
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else:
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# We are at the leaf.
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if not children[childnum]:
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self.num_tiles += 1
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self.num_tiles_all += 1
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children[childnum] = True
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def __iter__(self):
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return self.iterate()
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def iterate(self, level=None):
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def iterate(self, level=None, robin=False, offset=(0,0)):
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"""Returns an iterator over every tile in this set. Each item yielded
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is a sequence of integers representing the quadtree path to the tiles
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in the set. Yielded sequences are of length self.depth.
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If level is None, iterates over tiles of the highest level, i.e.
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worldtiles. If level is a value between 0 and the depth of this tree,
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this method iterates over tiles at that level. Zoom level 0 is zoomed
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worldtiles. If level is a value between 1 and the depth of this tree,
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this method iterates over tiles at that level. Zoom level 1 is zoomed
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all the way out, zoom level `depth` is all the way in.
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In other words, specifying level causes the tree to be iterated as if
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it was only that depth.
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If the `robin` parameter is True, recurses to the four top-level
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subtrees simultaneously in a round-robin manner.
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"""
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if level is None:
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todepth = 1
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@@ -1433,31 +1388,48 @@ class RendertileSet(object):
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raise ValueError("Level parameter must be between 1 and %s" % self.depth)
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todepth = self.depth - level + 1
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return (tuple(reversed(rpath)) for rpath in self._iterate_helper(todepth))
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return (tuple(path) for path in self._iterate_helper([], self.children, self.depth, onlydepth=todepth, robin=robin, offset=offset))
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def _iterate_helper(self, todepth):
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if self.depth == todepth:
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def posttraversal(self, robin=False, offset=(0,0)):
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"""Returns an iterator over tile paths for every tile in the
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set, including the explictly marked render-tiles, as well as the
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implicitly marked ancestors of those render-tiles. Returns in
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post-traversal order, so that tiles with dependencies will always be
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yielded after their dependencies.
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If the `robin` parameter is True, recurses to the four top-level
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subtrees simultaneously in a round-robin manner.
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"""
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return (tuple(path) for path in self._iterate_helper([], self.children, self.depth, robin=robin, offset=offset))
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def _iterate_helper(self, path, children, depth, onlydepth=None, robin=False, offset=(0,0)):
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"""Returns an iterator over tile paths for every tile in the set."""
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# A variant of children with a collapsed False/True expanded to a list.
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children_list = [children] * 4 if isinstance(children, bool) else children
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targetdepth = 1 if onlydepth is None else onlydepth
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if depth == targetdepth:
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# Base case
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if self.children[0]: yield [0]
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if self.children[1]: yield [1]
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if self.children[2]: yield [2]
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if self.children[3]: yield [3]
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for (childnum, child), _ in distance_sort(enumerate(children_list), offset):
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if child:
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yield path + [childnum]
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else:
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# Higher levels:
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for c, child in enumerate(self.children):
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if child == True:
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# All render-tiles are in the set down this subtree,
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# iterate over every leaf using iterate_base4
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for x in iterate_base4(self.depth-todepth):
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x = list(x)
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x.append(c)
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yield x
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elif child != False:
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# Mixed in/out of the set down this subtree, recurse
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for path in child._iterate_helper(todepth):
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path.append(c)
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yield path
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gens = []
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for (childnum_, child), childoffset_ in distance_sort(enumerate(children_list), offset):
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if child:
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def go(childnum, childoffset):
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for p in self._iterate_helper(path + [childnum], children_list[childnum], depth-1, onlydepth=onlydepth, offset=childoffset):
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yield p
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gens.append(go(childnum_, childoffset_))
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for p in roundrobin(gens) if robin else chain(*gens):
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yield p
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if onlydepth is None and children:
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yield path
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def query_path(self, path):
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"""Queries for the state of the given tile in the tree.
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@@ -1471,74 +1443,46 @@ class RendertileSet(object):
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# collapsed, then just return the stored boolean. Otherwise, if we find
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# the specific tree node requested, return its state using the
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# __nonzero__ call.
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treenode = self
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treenode = self.children
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for pathelement in path:
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treenode = treenode.children[pathelement]
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if not isinstance(treenode, RendertileSet):
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treenode = treenode[pathelement]
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if isinstance(treenode, bool):
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return treenode
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# If the method has not returned at this point, treenode is the
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# requested node, but it is an inner node with possibly mixed state
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# subtrees. If any of the children are True return True. This call
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# relies on the __nonzero__ method
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return bool(treenode)
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# requested node, but it is an inner node. That will only happen if one
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# or more of the children down the tree are True.
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return True
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def __nonzero__(self):
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"""Returns the boolean context of this particular node. If any
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descendent of this node is True return True. Otherwise, False.
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"""
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# Any chilren that are True or are a RendertileSet that evaluate to
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# True
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# IDEA: look at all children for True before recursing
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# Better idea: every node except the root /must/ have a descendent in
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# the set or it wouldn't exist. This assumption is only valid as long
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# as there is no method to remove a tile from the set. So this should
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# check to see if any children are not False.
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# Any children that are True or are a list evaluate to True.
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return any(self.children)
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def count(self):
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"""Returns the total number of render-tiles in this set.
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"""
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# TODO: Make this more efficient (although for even the largest trees,
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# this takes only seconds)
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c = 0
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for _ in self.iterate():
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c += 1
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return c
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return self.num_tiles
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def count_all(self):
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"""Returns the total number of render-tiles plus implicitly marked
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upper-tiles in this set
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"""
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# TODO: Optimize this too with its own recursive method that avoids
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# some of the overheads of posttraversal()
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c = 0
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for _ in self.posttraversal():
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c += 1
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return c
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return self.num_tiles_all
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def post_traversal_complete_subtree_recursion_helper(depth):
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"""Fakes the recursive calls for RendertileSet.posttraversal() for the case
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that a subtree is collapsed, so that items are still yielded in the correct
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order.
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def distance_sort(children, (off_x, off_y)):
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order = []
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for child, (dx, dy) in izip(children, [(-1,-1), (1,-1), (-1,1), (1,1)]):
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x = off_x*2 + dx
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y = off_y*2 + dy
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order.append((child, (x,y)))
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"""
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if depth == 1:
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# Base case
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yield [0]
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yield [1]
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yield [2]
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yield [3]
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else:
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for childnum in xrange(4):
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for item in post_traversal_complete_subtree_recursion_helper(depth-1):
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item.append(childnum)
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yield item
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yield []
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return sorted(order, key=lambda (_, (x,y)): x*x + y*y)
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class RenderTile(object):
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"""A simple container class that represents a single render-tile.
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Reference in New Issue
Block a user