Merge branch 'master' into py-package
This commit is contained in:
@@ -19,7 +19,7 @@ import os.path
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import zipfile
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from cStringIO import StringIO
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import math
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from random import randint
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import numpy
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from PIL import Image, ImageEnhance, ImageOps, ImageDraw
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@@ -189,7 +189,47 @@ def transform_image_slope(img, blockID=None):
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newimg = img.transform((24,24), Image.AFFINE, transform)
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return newimg
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def transform_image_angle(img, angle, blockID=None):
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"""Takes an image an shears it in arbitrary angle with the axis of
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rotation being vertical.
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WARNING! Don't use angle = pi/2 (or multiplies), it will return
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a blank image (or maybe garbage).
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NOTE: angle is in the image not in game, so for the left side of a
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block angle = 30 degree.
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"""
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# Take the same size as trasform_image_side
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img = img.resize((12,12), Image.ANTIALIAS)
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# some values
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cos_angle = math.cos(angle)
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sin_angle = math.sin(angle)
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# function_x and function_y are used to keep the result image in the
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# same position, and constant_x and constant_y are the coordinates
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# for the center for angle = 0.
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constant_x = 6.
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constant_y = 6.
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function_x = 6.*(1-cos_angle)
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function_y = -6*sin_angle
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big_term = ( (sin_angle * (function_x + constant_x)) - cos_angle* (function_y + constant_y))/cos_angle
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# The numpy array is not really used, but is helpful to
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# see the matrix used for the transformation.
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transform = numpy.array([[1./cos_angle, 0, -(function_x + constant_x)/cos_angle],
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[-sin_angle/(cos_angle), 1., big_term ],
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[0, 0, 1.]])
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transform = tuple(transform[0]) + tuple(transform[1])
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newimg = img.transform((24,24), Image.AFFINE, transform)
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return newimg
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def _build_block(top, side, blockID=None):
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"""From a top texture and a side texture, build a block image.
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@@ -982,6 +1022,49 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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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 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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for i in range(15):
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x = randint(4,11)
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y = randint(3,7)
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texture.putpixel((x,y),(0,0,0,255))
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# Minecraft uses wood texture for the signpost stick
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texture_stick = terrain_images[20]
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texture_stick = texture_stick.resize((12,12), Image.ANTIALIAS)
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ImageDraw.Draw(texture_stick).rectangle((2,0,12,12),outline=(0,0,0,0),fill=(0,0,0,0))
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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# W N ~90 E S ~270
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angles = (330.,345.,0.,15.,30.,55.,95.,120.,150.,165.,180.,195.,210.,230.,265.,310.)
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angle = math.radians(angles[data])
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post = transform_image_angle(texture, angle)
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# choose the position of the "3D effect"
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incrementx = 0
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if data in (1,6,7,8,9,14):
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incrementx = -1
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elif data in (3,4,5,11,12,13):
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incrementx = +1
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composite.alpha_over(img, texture_stick,(11, 8),texture_stick)
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# post2 is a brighter signpost pasted with a small sift,
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# gives to the signpost some 3D effect.
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post2 = ImageEnhance.Brightness(post).enhance(1.2)
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composite.alpha_over(img, post2,(incrementx, -3),post2)
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composite.alpha_over(img, post, (0,-2), post)
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return (img.convert("RGB"), img.split()[3])
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if blockID in (64,71): #wooden door, or iron door
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if data & 0x8 == 0x8: # top of the door
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raw_door = terrain_images[81 if blockID == 64 else 82]
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@@ -1140,6 +1223,42 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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if blockID == 68: # wall sign
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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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# draw some random black dots, they will look as text
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""" don't draw text at the moment, they are used in blank for decoration
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if data in (3,4):
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for i in range(15):
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x = randint(4,11)
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y = randint(3,7)
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texture.putpixel((x,y),(0,0,0,255))
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"""
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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incrementx = 0
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if data == 2: # east
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incrementx = +1
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sign = _build_full_block(None, None, None, None, texture)
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elif data == 3: # west
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incrementx = -1
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sign = _build_full_block(None, texture, None, None, None)
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elif data == 4: # north
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incrementx = +1
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sign = _build_full_block(None, None, texture, None, None)
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elif data == 5: # south
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incrementx = -1
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sign = _build_full_block(None, None, None, texture, None)
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sign2 = ImageEnhance.Brightness(sign).enhance(1.2)
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composite.alpha_over(img, sign2,(incrementx, 2),sign2)
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composite.alpha_over(img, sign, (0,3), sign)
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return (img.convert("RGB"), img.split()[3])
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if blockID == 85: # fences
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# create needed images for Big stick fence
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@@ -1360,15 +1479,15 @@ def generate_special_texture(blockID, data):
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static_torch = (5,-1)
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elif (data & 0xC) == 4: # two ticks delay
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moving_torch = (2,0)
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moving_torch = (0,2)
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static_torch = (5,-1)
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elif (data & 0xC) == 8: # three ticks delay
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moving_torch = (3,0)
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moving_torch = (-1,2)
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static_torch = (5,-1)
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elif (data & 0xC) == 12: # four ticks delay
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moving_torch = (4,-1)
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moving_torch = (-2,3)
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static_torch = (5,-1)
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elif (data & 0x3) == 2: # pointing west
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@@ -1492,8 +1611,8 @@ def getBiomeData(worlddir, chunkX, chunkY):
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# please, if possible, keep the ascending order of blockid value)
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special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 35, 43, 44, 50,
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51, 53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71,
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75, 76, 85, 86, 90, 91, 92, 93, 94])
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51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66, 67,
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68, 71, 75, 76, 85, 86, 90, 91, 92, 93, 94])
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# this is a map of special blockIDs to a list of all
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# possible values for ancillary data that it might have.
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@@ -1519,10 +1638,12 @@ special_map[58] = (0,) # crafting table
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special_map[59] = range(8) # crops, grow from 0 to 7
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special_map[61] = range(6) # furnace, orientation
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special_map[62] = range(6) # burning furnace, orientation
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special_map[63] = range(16) # signpost, orientation
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special_map[64] = range(16) # wooden door, open/close and orientation
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special_map[65] = (2,3,4,5) # ladder, orientation
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special_map[66] = range(10) # minecrart tracks, orientation, slope
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special_map[67] = range(4) # cobblestone stairs, orientation
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special_map[68] = (2,3,4,5) # wall sing, orientation
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special_map[71] = range(16) # iron door, open/close and orientation
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special_map[75] = (1,2,3,4,5) # off redstone torch, orientation
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special_map[76] = (1,2,3,4,5) # on redstone torch, orientation
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