0

Merge remote branch 'upstream/master'

This commit is contained in:
Michael Jensen
2010-10-19 16:43:55 +11:00
8 changed files with 611 additions and 208 deletions

1
.gitignore vendored Normal file
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@@ -0,0 +1 @@
*.pyc

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@@ -15,9 +15,9 @@
import numpy import numpy
from PIL import Image, ImageDraw from PIL import Image, ImageDraw
from itertools import izip, count
import os.path import os.path
import hashlib import hashlib
import logging
import nbt import nbt
import textures import textures
@@ -60,9 +60,29 @@ def get_skylight_array(level):
""" """
return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64)) return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
def get_blockdata_array(level):
"""Returns the ancillary data from the 'Data' byte array. Data is packed
in a similar manner to skylight data"""
return numpy.frombuffer(level['Data'], dtype=numpy.uint8).reshape((16,16,64))
def iterate_chunkblocks(xoff,yoff):
"""Iterates over the 16x16x128 blocks of a chunk in rendering order.
Yields (x,y,z,imgx,imgy)
x,y,z is the block coordinate in the chunk
imgx,imgy is the image offset in the chunk image where that block should go
"""
for x in xrange(15,-1,-1):
for y in xrange(16):
imgx = xoff + x*12 + y*12
imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
for z in xrange(128):
yield x,y,z,imgx,imgy
imgy -= 12
# This set holds blocks ids that can be seen through, for occlusion calculations # This set holds blocks ids that can be seen through, for occlusion calculations
transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53, transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53,
59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 79, 81, 83, 85]) 59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85])
def render_and_save(chunkfile, cachedir, cave=False): def render_and_save(chunkfile, cachedir, cave=False):
"""Used as the entry point for the multiprocessing workers (since processes """Used as the entry point for the multiprocessing workers (since processes
@@ -72,6 +92,9 @@ def render_and_save(chunkfile, cachedir, cave=False):
a = ChunkRenderer(chunkfile, cachedir) a = ChunkRenderer(chunkfile, cachedir)
try: try:
return a.render_and_save(cave) return a.render_and_save(cave)
except ChunkCorrupt:
# This should be non-fatal, but should print a warning
pass
except Exception, e: except Exception, e:
import traceback import traceback
traceback.print_exc() traceback.print_exc()
@@ -85,6 +108,9 @@ def render_and_save(chunkfile, cachedir, cave=False):
# forever for it to finish. # forever for it to finish.
raise Exception() raise Exception()
class ChunkCorrupt(Exception):
pass
class ChunkRenderer(object): class ChunkRenderer(object):
def __init__(self, chunkfile, cachedir): def __init__(self, chunkfile, cachedir):
"""Make a new chunk renderer for the given chunkfile. """Make a new chunk renderer for the given chunkfile.
@@ -115,7 +141,11 @@ class ChunkRenderer(object):
def _load_level(self): def _load_level(self):
"""Loads and returns the level structure""" """Loads and returns the level structure"""
if not hasattr(self, "_level"): if not hasattr(self, "_level"):
try:
self._level = get_lvldata(self.chunkfile) self._level = get_lvldata(self.chunkfile)
except Exception, e:
logging.warning("Error opening chunk file %s. It may be corrupt. %s", self.chunkfile, e)
raise ChunkCorrupt(str(e))
return self._level return self._level
level = property(_load_level) level = property(_load_level)
@@ -168,7 +198,7 @@ class ChunkRenderer(object):
# An image exists? Instead of checking the hash which is kinda # An image exists? Instead of checking the hash which is kinda
# expensive (for tens of thousands of chunks, yes it is) check if # expensive (for tens of thousands of chunks, yes it is) check if
# the mtime of the chunk file is newer than the mtime of oldimg # the mtime of the chunk file is newer than the mtime of oldimg
if os.path.getmtime(self.chunkfile) < os.path.getmtime(oldimg_path): if os.path.getmtime(self.chunkfile) <= os.path.getmtime(oldimg_path):
# chunkfile is older than the image, don't even bother checking # chunkfile is older than the image, don't even bother checking
# the hash # the hash
return oldimg_path return oldimg_path
@@ -193,6 +223,9 @@ class ChunkRenderer(object):
if dest_filename == oldimg: if dest_filename == oldimg:
# There is an existing file, the chunk has a newer mtime, but the # There is an existing file, the chunk has a newer mtime, but the
# hashes match. # hashes match.
# Before we return it, update its mtime so the next round
# doesn't have to check the hash
os.utime(dest_path, None)
return dest_path return dest_path
else: else:
# Remove old image for this chunk. Anything already existing is # Remove old image for this chunk. Anything already existing is
@@ -238,6 +271,13 @@ class ChunkRenderer(object):
blocks = blocks.copy() blocks = blocks.copy()
blocks[skylight_expanded != 0] = 21 blocks[skylight_expanded != 0] = 21
blockData = get_blockdata_array(self.level)
blockData_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
# Even elements get the lower 4 bits
blockData_expanded[:,:,::2] = blockData & 0x0F
# Odd elements get the upper 4 bits
blockData_expanded[:,:,1::2] = blockData >> 4
# Each block is 24x24 # Each block is 24x24
# The next block on the X axis adds 12px to x and subtracts 6px from y in the image # The next block on the X axis adds 12px to x and subtracts 6px from y in the image
@@ -249,13 +289,24 @@ class ChunkRenderer(object):
if not img: if not img:
img = Image.new("RGBA", (384, 1728), (38,92,255,0)) img = Image.new("RGBA", (384, 1728), (38,92,255,0))
for x in xrange(15,-1,-1): for x,y,z,imgx,imgy in iterate_chunkblocks(xoff,yoff):
for y in xrange(16):
imgx = xoff + x*12 + y*12
imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
for z in xrange(128):
try:
blockid = blocks[x,y,z] blockid = blocks[x,y,z]
# the following blocks don't have textures that can be pre-computed from the blockid
# alone. additional data is required.
# TODO torches, redstone torches, crops, ladders, stairs,
# levers, doors, buttons, and signs all need to be handled here (and in textures.py)
## minecart track, crops, ladder, doors, etc.
if blockid in textures.special_blocks:
# also handle furnaces here, since one side has a different texture than the other
ancilData = blockData_expanded[x,y,z]
try:
t = textures.specialblockmap[(blockid, ancilData)]
except KeyError:
t = None
else:
t = textures.blockmap[blockid] t = textures.blockmap[blockid]
if not t: if not t:
continue continue
@@ -313,17 +364,19 @@ class ChunkRenderer(object):
img.paste(t[0], (imgx, imgy), t[1]) img.paste(t[0], (imgx, imgy), t[1])
# Draw edge lines # Draw edge lines
if blockid not in transparent_blocks: if blockid in (44,): # step block
increment = 6
elif blockid in (78,): # snow
increment = 9
else:
increment = 0
if blockid not in transparent_blocks or blockid in (78,): #special case snow so the outline is still drawn
draw = ImageDraw.Draw(img) draw = ImageDraw.Draw(img)
if x != 15 and blocks[x+1,y,z] == 0: if x != 15 and blocks[x+1,y,z] == 0:
draw.line(((imgx+12,imgy), (imgx+22,imgy+5)), fill=(0,0,0), width=1) draw.line(((imgx+12,imgy+increment), (imgx+22,imgy+5+increment)), fill=(0,0,0), width=1)
if y != 0 and blocks[x,y-1,z] == 0: if y != 0 and blocks[x,y-1,z] == 0:
draw.line(((imgx,imgy+6), (imgx+12,imgy)), fill=(0,0,0), width=1) draw.line(((imgx,imgy+6+increment), (imgx+12,imgy+increment)), fill=(0,0,0), width=1)
finally:
# Do this no mater how the above block exits
imgy -= 12
return img return img

27
gmap.py
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@@ -26,6 +26,9 @@ from optparse import OptionParser
import re import re
import multiprocessing import multiprocessing
import time import time
import logging
logging.basicConfig(level=logging.INFO,format="%(asctime)s [%(levelname)s] %(message)s")
import world import world
import quadtree import quadtree
@@ -46,6 +49,10 @@ def main():
parser.add_option("--cachedir", dest="cachedir", help="Sets the directory where the Overviewer will save chunk images, which is an intermediate step before the tiles are generated. You must use the same directory each time to gain any benefit from the cache. If not set, this defaults to your world directory.") parser.add_option("--cachedir", dest="cachedir", help="Sets the directory where the Overviewer will save chunk images, which is an intermediate step before the tiles are generated. You must use the same directory each time to gain any benefit from the cache. If not set, this defaults to your world directory.")
parser.add_option("--chunklist", dest="chunklist", help="A file containing, on each line, a path to a chunkfile to update. Instead of scanning the world directory for chunks, it will just use this list. Normal caching rules still apply.") parser.add_option("--chunklist", dest="chunklist", help="A file containing, on each line, a path to a chunkfile to update. Instead of scanning the world directory for chunks, it will just use this list. Normal caching rules still apply.")
parser.add_option("--imgformat", dest="imgformat", help="The image output format to use. Currently supported: png(default), jpg. NOTE: png will always be used as the intermediate image format.") parser.add_option("--imgformat", dest="imgformat", help="The image output format to use. Currently supported: png(default), jpg. NOTE: png will always be used as the intermediate image format.")
parser.add_option("--optimize-img", dest="optimizeimg", help="If using png, perform image file size optimizations on the output. Specify 1 for pngcrush, 2 for pngcrush+optipng+advdef. This may double (or more) render times, but will produce up to 30% smaller images. NOTE: requires corresponding programs in $PATH or %PATH%")
parser.add_option("-q", "--quiet", dest="quiet", action="count", default=0, help="Print less output. You can specify this option multiple times.")
parser.add_option("-v", "--verbose", dest="verbose", action="count", default=0, help="Print more output. You can specify this option multiple times.")
parser.add_option("--skip-js", dest="skipjs", action="store_true", help="Don't output marker.js or regions.js")
options, args = parser.parse_args() options, args = parser.parse_args()
@@ -93,12 +100,26 @@ def main():
else: else:
imgformat = 'png' imgformat = 'png'
if options.optimizeimg:
optimizeimg = options.optimizeimg
else:
optimizeimg = None
logging.getLogger().setLevel(
logging.getLogger().level + 10*options.quiet)
logging.getLogger().setLevel(
logging.getLogger().level - 10*options.verbose)
logging.info("Welcome to Minecraft Overviewer!")
logging.debug("Current log level: {0}".format(logging.getLogger().level))
# First generate the world's chunk images # First generate the world's chunk images
w = world.WorldRenderer(worlddir, cachedir, chunklist=chunklist) w = world.WorldRenderer(worlddir, cachedir, chunklist=chunklist)
w.go(options.procs) w.go(options.procs)
# Now generate the tiles # Now generate the tiles
q = quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat) q = quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg)
q.write_html(options.skipjs)
q.go(options.procs) q.go(options.procs)
def delete_all(worlddir, tiledir): def delete_all(worlddir, tiledir):
@@ -110,7 +131,7 @@ def delete_all(worlddir, tiledir):
for f in filenames: for f in filenames:
if matcher.match(f): if matcher.match(f):
filepath = os.path.join(dirpath, f) filepath = os.path.join(dirpath, f)
print "Deleting {0}".format(filepath) logging.info("Deleting {0}".format(filepath))
os.unlink(filepath) os.unlink(filepath)
# Now delete all /hash/ files in the tile dir. # Now delete all /hash/ files in the tile dir.
@@ -119,7 +140,7 @@ def delete_all(worlddir, tiledir):
for f in filenames: for f in filenames:
if f.endswith(".hash"): if f.endswith(".hash"):
filepath = os.path.join(dirpath, f) filepath = os.path.join(dirpath, f)
print "Deleting {0}".format(filepath) logging.info("Deleting {0}".format(filepath))
os.unlink(filepath) os.unlink(filepath)
def list_worlds(): def list_worlds():

36
optimizeimages.py Normal file
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@@ -0,0 +1,36 @@
# This file is part of the Minecraft Overviewer.
#
# Minecraft Overviewer is free software: you can redistribute it and/or
# modify it under the terms of the GNU General Public License as published
# by the Free Software Foundation, either version 3 of the License, or (at
# your option) any later version.
#
# Minecraft Overviewer is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
# Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
import os
import subprocess
import shlex
def optimize_image(imgpath, imgformat, optimizeimg):
if imgformat == 'png':
if optimizeimg == "1" or optimizeimg == "2":
# we can't do an atomic replace here because windows is terrible
# so instead, we make temp files, delete the old ones, and rename
# the temp files. go windows!
subprocess.Popen(shlex.split("pngcrush " + imgpath + " " + imgpath + ".tmp"),
stderr=subprocess.STDOUT, stdout=subprocess.PIPE).communicate()[0]
os.remove(imgpath)
os.rename(imgpath+".tmp", imgpath)
if optimizeimg == "2":
subprocess.Popen(shlex.split("optipng " + imgpath), stderr=subprocess.STDOUT,
stdout=subprocess.PIPE).communicate()[0]
subprocess.Popen(shlex.split("advdef -z4 " + imgpath), stderr=subprocess.STDOUT,
stdout=subprocess.PIPE).communicate()[0]

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@@ -23,10 +23,13 @@ import re
import shutil import shutil
import collections import collections
import json import json
import logging
import util
from PIL import Image from PIL import Image
import util from optimizeimages import optimize_image
""" """
This module has routines related to generating a quadtree of tiles This module has routines related to generating a quadtree of tiles
@@ -45,7 +48,7 @@ def catch_keyboardinterrupt(func):
try: try:
return func(*args, **kwargs) return func(*args, **kwargs)
except KeyboardInterrupt: except KeyboardInterrupt:
print "Ctrl-C caught!" logging.error("Ctrl-C caught!")
raise Exception("Exiting") raise Exception("Exiting")
except: except:
import traceback import traceback
@@ -54,7 +57,7 @@ def catch_keyboardinterrupt(func):
return newfunc return newfunc
class QuadtreeGen(object): class QuadtreeGen(object):
def __init__(self, worldobj, destdir, depth=None, imgformat=None): def __init__(self, worldobj, destdir, depth=None, imgformat=None, optimizeimg=None):
"""Generates a quadtree from the world given into the """Generates a quadtree from the world given into the
given dest directory given dest directory
@@ -66,6 +69,7 @@ class QuadtreeGen(object):
""" """
assert(imgformat) assert(imgformat)
self.imgformat = imgformat self.imgformat = imgformat
self.optimizeimg = optimizeimg
if depth is None: if depth is None:
# Determine quadtree depth (midpoint is always 0,0) # Determine quadtree depth (midpoint is always 0,0)
@@ -111,11 +115,13 @@ class QuadtreeGen(object):
else: else:
if not complete % 1000 == 0: if not complete % 1000 == 0:
return return
print "{0}/{1} tiles complete on level {2}/{3}".format( logging.info("{0}/{1} tiles complete on level {2}/{3}".format(
complete, total, level, self.p) complete, total, level, self.p))
def write_html(self, zoomlevel, imgformat): def write_html(self, skipjs=False):
"""Writes out index.html""" """Writes out index.html, marker.js, and region.js"""
zoomlevel = self.p
imgformat = self.imgformat
templatepath = os.path.join(util.get_program_path(), "template.html") templatepath = os.path.join(util.get_program_path(), "template.html")
html = open(templatepath, 'r').read() html = open(templatepath, 'r').read()
@@ -127,17 +133,29 @@ class QuadtreeGen(object):
with open(os.path.join(self.destdir, "index.html"), 'w') as output: with open(os.path.join(self.destdir, "index.html"), 'w') as output:
output.write(html) output.write(html)
with open(os.path.join(self.destdir, "markers.js"), 'w') as output:
output.write("var markerData=%s" % json.dumps(self.world.POI))
# Write a blank image # Write a blank image
blank = Image.new("RGBA", (1,1)) blank = Image.new("RGBA", (1,1))
tileDir = os.path.join(self.destdir, "tiles") tileDir = os.path.join(self.destdir, "tiles")
if not os.path.exists(tileDir): os.mkdir(tileDir) if not os.path.exists(tileDir): os.mkdir(tileDir)
blank.save(os.path.join(tileDir, "blank."+self.imgformat)) blank.save(os.path.join(tileDir, "blank."+self.imgformat))
if skipjs:
return
# write out the default marker table
with open(os.path.join(self.destdir, "markers.js"), 'w') as output:
output.write("var markerData=%s" % json.dumps(self.world.POI))
# write out the default (empty, but documented) region table
with open(os.path.join(self.destdir, "regions.js"), 'w') as output:
output.write('var regionData=[\n')
output.write(' // {"color": "#FFAA00", "opacity": 0.5, "closed": true, "path": [\n')
output.write(' // {"x": 0, "y": 0, "z": 0},\n')
output.write(' // {"x": 0, "y": 10, "z": 0},\n')
output.write(' // {"x": 0, "y": 0, "z": 10}\n')
output.write(' // ]},\n')
output.write('];')
def _get_cur_depth(self): def _get_cur_depth(self):
"""How deep is the quadtree currently in the destdir? This glances in """How deep is the quadtree currently in the destdir? This glances in
index.html to see what maxZoom is set to. index.html to see what maxZoom is set to.
@@ -172,8 +190,8 @@ class QuadtreeGen(object):
newdir = "new" + str(dirnum) newdir = "new" + str(dirnum)
newdirpath = getpath(newdir) newdirpath = getpath(newdir)
files = [str(dirnum)+"."+imgformat, str(dirnum)+".hash", str(dirnum)] files = [str(dirnum)+"."+self.imgformat, str(dirnum)+".hash", str(dirnum)]
newfiles = [str(newnum)+"."+imgformat, str(newnum)+".hash", str(newnum)] newfiles = [str(newnum)+"."+self.imgformat, str(newnum)+".hash", str(newnum)]
os.mkdir(newdirpath) os.mkdir(newdirpath)
for f, newf in zip(files, newfiles): for f, newf in zip(files, newfiles):
@@ -234,7 +252,8 @@ class QuadtreeGen(object):
# (even if tilechunks is empty, render_worldtile will delete # (even if tilechunks is empty, render_worldtile will delete
# existing images if appropriate) # existing images if appropriate)
yield pool.apply_async(func=render_worldtile, args= (tilechunks, yield pool.apply_async(func=render_worldtile, args= (tilechunks,
colstart, colend, rowstart, rowend, dest, self.imgformat)) colstart, colend, rowstart, rowend, dest, self.imgformat,
self.optimizeimg))
def _apply_render_inntertile(self, pool, zoom): def _apply_render_inntertile(self, pool, zoom):
"""Same as _apply_render_worltiles but for the inntertile routine. """Same as _apply_render_worltiles but for the inntertile routine.
@@ -246,7 +265,7 @@ class QuadtreeGen(object):
dest = os.path.join(self.destdir, "tiles", *(str(x) for x in path[:-1])) dest = os.path.join(self.destdir, "tiles", *(str(x) for x in path[:-1]))
name = str(path[-1]) name = str(path[-1])
yield pool.apply_async(func=render_innertile, args= (dest, name, self.imgformat)) yield pool.apply_async(func=render_innertile, args= (dest, name, self.imgformat, self.optimizeimg))
def go(self, procs): def go(self, procs):
"""Renders all tiles""" """Renders all tiles"""
@@ -258,12 +277,12 @@ class QuadtreeGen(object):
curdepth = self._get_cur_depth() curdepth = self._get_cur_depth()
if curdepth != -1: if curdepth != -1:
if self.p > curdepth: if self.p > curdepth:
print "Your map seemes to have expanded beyond its previous bounds." logging.warning("Your map seemes to have expanded beyond its previous bounds.")
print "Doing some tile re-arrangements... just a sec..." logging.warning( "Doing some tile re-arrangements... just a sec...")
for _ in xrange(self.p-curdepth): for _ in xrange(self.p-curdepth):
self._increase_depth() self._increase_depth()
elif self.p < curdepth: elif self.p < curdepth:
print "Your map seems to have shrunk. Re-arranging tiles, just a sec..." logging.warning("Your map seems to have shrunk. Re-arranging tiles, just a sec...")
for _ in xrange(curdepth - self.p): for _ in xrange(curdepth - self.p):
self._decrease_depth() self._decrease_depth()
@@ -273,17 +292,15 @@ class QuadtreeGen(object):
else: else:
pool = multiprocessing.Pool(processes=procs) pool = multiprocessing.Pool(processes=procs)
self.write_html(self.p, self.imgformat)
# Render the highest level of tiles from the chunks # Render the highest level of tiles from the chunks
results = collections.deque() results = collections.deque()
complete = 0 complete = 0
total = 4**self.p total = 4**self.p
print "Rendering highest zoom level of tiles now." logging.info("Rendering highest zoom level of tiles now.")
print "There are {0} tiles to render".format(total) logging.info("There are {0} tiles to render".format(total))
print "There are {0} total levels to render".format(self.p) logging.info("There are {0} total levels to render".format(self.p))
print "Don't worry, each level has only 25% as many tiles as the last." logging.info("Don't worry, each level has only 25% as many tiles as the last.")
print "The others will go faster" logging.info("The others will go faster")
for result in self._apply_render_worldtiles(pool): for result in self._apply_render_worldtiles(pool):
results.append(result) results.append(result)
if len(results) > 10000: if len(results) > 10000:
@@ -308,7 +325,7 @@ class QuadtreeGen(object):
assert len(results) == 0 assert len(results) == 0
complete = 0 complete = 0
total = 4**zoom total = 4**zoom
print "Starting level", level logging.info("Starting level {0}".format(level))
for result in self._apply_render_inntertile(pool, zoom): for result in self._apply_render_inntertile(pool, zoom):
results.append(result) results.append(result)
if len(results) > 10000: if len(results) > 10000:
@@ -324,13 +341,13 @@ class QuadtreeGen(object):
self.print_statusline(complete, total, level, True) self.print_statusline(complete, total, level, True)
print "Done" logging.info("Done")
pool.close() pool.close()
pool.join() pool.join()
# Do the final one right here: # Do the final one right here:
render_innertile(os.path.join(self.destdir, "tiles"), "base", self.imgformat) render_innertile(os.path.join(self.destdir, "tiles"), "base", self.imgformat, self.optimizeimg)
def _get_range_by_path(self, path): def _get_range_by_path(self, path):
"""Returns the x, y chunk coordinates of this tile""" """Returns the x, y chunk coordinates of this tile"""
@@ -361,7 +378,7 @@ class QuadtreeGen(object):
return chunklist return chunklist
@catch_keyboardinterrupt @catch_keyboardinterrupt
def render_innertile(dest, name, imgformat): def render_innertile(dest, name, imgformat, optimizeimg):
""" """
Renders a tile at os.path.join(dest, name)+".ext" by taking tiles from Renders a tile at os.path.join(dest, name)+".ext" by taking tiles from
os.path.join(dest, name, "{0,1,2,3}.png") os.path.join(dest, name, "{0,1,2,3}.png")
@@ -434,29 +451,44 @@ def render_innertile(dest, name, imgformat):
img = Image.new("RGBA", (384, 384), (38,92,255,0)) img = Image.new("RGBA", (384, 384), (38,92,255,0))
if q0path: if q0path:
try:
quad0 = Image.open(q0path).resize((192,192), Image.ANTIALIAS) quad0 = Image.open(q0path).resize((192,192), Image.ANTIALIAS)
img.paste(quad0, (0,0)) img.paste(quad0, (0,0))
except Exception, e:
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", q0path, e)
if q1path: if q1path:
try:
quad1 = Image.open(q1path).resize((192,192), Image.ANTIALIAS) quad1 = Image.open(q1path).resize((192,192), Image.ANTIALIAS)
img.paste(quad1, (192,0)) img.paste(quad1, (192,0))
except Exception, e:
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", q1path, e)
if q2path: if q2path:
try:
quad2 = Image.open(q2path).resize((192,192), Image.ANTIALIAS) quad2 = Image.open(q2path).resize((192,192), Image.ANTIALIAS)
img.paste(quad2, (0, 192)) img.paste(quad2, (0, 192))
except Exception, e:
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", q2path, e)
if q3path: if q3path:
try:
quad3 = Image.open(q3path).resize((192,192), Image.ANTIALIAS) quad3 = Image.open(q3path).resize((192,192), Image.ANTIALIAS)
img.paste(quad3, (192, 192)) img.paste(quad3, (192, 192))
except Exception, e:
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", q3path, e)
# Save it # Save it
if imgformat == 'jpg': if imgformat == 'jpg':
img.save(imgpath, quality=95, subsampling=0) img.save(imgpath, quality=95, subsampling=0)
else: # png else: # png
img.save(imgpath) img.save(imgpath)
if optimizeimg:
optimize_image(imgpath, imgformat, optimizeimg)
with open(hashpath, "wb") as hashout: with open(hashpath, "wb") as hashout:
hashout.write(newhash) hashout.write(newhash)
@catch_keyboardinterrupt @catch_keyboardinterrupt
def render_worldtile(chunks, colstart, colend, rowstart, rowend, path, imgformat): def render_worldtile(chunks, colstart, colend, rowstart, rowend, path, imgformat, optimizeimg):
"""Renders just the specified chunks into a tile and save it. Unlike usual """Renders just the specified chunks into a tile and save it. Unlike usual
python conventions, rowend and colend are inclusive. Additionally, the python conventions, rowend and colend are inclusive. Additionally, the
chunks around the edges are half-way cut off (so that neighboring tiles chunks around the edges are half-way cut off (so that neighboring tiles
@@ -561,8 +593,7 @@ def render_worldtile(chunks, colstart, colend, rowstart, rowend, path, imgformat
# corrupting it), then this could error. # corrupting it), then this could error.
# Since we have no easy way of determining how this chunk was # Since we have no easy way of determining how this chunk was
# generated, we need to just ignore it. # generated, we need to just ignore it.
print "Error opening file", chunkfile logging.warning("Could not open chunk '{0}' ({1})".format(chunkfile,e))
print "(Error was {0})".format(e)
try: try:
# Remove the file so that the next run will re-generate it. # Remove the file so that the next run will re-generate it.
os.unlink(chunkfile) os.unlink(chunkfile)
@@ -571,12 +602,12 @@ def render_worldtile(chunks, colstart, colend, rowstart, rowend, path, imgformat
# Ignore if file doesn't exist, another task could have already # Ignore if file doesn't exist, another task could have already
# removed it. # removed it.
if e.errno != errno.ENOENT: if e.errno != errno.ENOENT:
print "Could not remove the corrupt chunk!" logging.warning("Could not remove chunk '{0}'!".format(chunkfile))
raise raise
else: else:
print "Removed the corrupt file" logging.warning("Removed the corrupt file")
print "You will need to re-run the Overviewer to fix this chunk" logging.warning("You will need to re-run the Overviewer to fix this chunk")
continue continue
xpos = -192 + (col-colstart)*192 xpos = -192 + (col-colstart)*192
@@ -586,6 +617,10 @@ def render_worldtile(chunks, colstart, colend, rowstart, rowend, path, imgformat
# Save them # Save them
tileimg.save(imgpath) tileimg.save(imgpath)
if optimizeimg:
optimize_image(imgpath, imgformat, optimizeimg)
with open(hashpath, "wb") as hashout: with open(hashpath, "wb") as hashout:
hashout.write(digest) hashout.write(digest)

View File

@@ -8,6 +8,7 @@
#mcmap { height: 100% } #mcmap { height: 100% }
</style> </style>
<script type="text/javascript" src="markers.js"></script> <script type="text/javascript" src="markers.js"></script>
<script type="text/javascript" src="regions.js"></script>
<script type="text/javascript" <script type="text/javascript"
src="http://maps.google.com/maps/api/js?sensor=false"> src="http://maps.google.com/maps/api/js?sensor=false">
</script> </script>
@@ -22,6 +23,65 @@
debug: false debug: false
}; };
// our custom projection maps Latitude to Y, and Longitude to X as normal,
// but it maps the range [0.0, 1.0] to [0, tileSize] in both directions
// so it is easier to position markers, etc. based on their position
// (find their position in the lowest-zoom image, and divide by tileSize)
function MCMapProjection() {
this.inverseTileSize = 1.0 / config.tileSize;
}
MCMapProjection.prototype.fromLatLngToPoint = function(latLng) {
var x = latLng.lng() * config.tileSize;
var y = latLng.lat() * config.tileSize;
return new google.maps.Point(x, y);
};
MCMapProjection.prototype.fromPointToLatLng = function(point) {
var lng = point.x * this.inverseTileSize;
var lat = point.y * this.inverseTileSize;
return new google.maps.LatLng(lat, lng);
};
// helper to get map LatLng from world coordinates
// takes arguments in X, Y, Z order
// (arguments are *out of order*, because within the function we use
// the axes like the rest of Minecraft Overviewer -- with the Z and Y
// flipped from normal minecraft usage.)
function fromWorldToLatLng(x, z, y)
{
// the width and height of all the highest-zoom tiles combined, inverted
var perPixel = 1.0 / (config.tileSize * Math.pow(2, config.maxZoom));
// This information about where the center column is may change with a different
// drawing implementation -- check it again after any drawing overhauls!
// point (0, 0, 127) is at (0.5, 0.0) of tile (tiles/2 - 1, tiles/2)
// so the Y coordinate is at 0.5, and the X is at 0.5 - ((tileSize / 2) / (tileSize * 2^maxZoom))
// or equivalently, 0.5 - (1 / 2^(maxZoom + 1))
var lng = 0.5 - (1.0 / Math.pow(2, config.maxZoom + 1));
var lat = 0.5;
// the following metrics mimic those in ChunkRenderer.chunk_render in "chunk.py"
// each block on X axis adds 12px to x and subtracts 6px from y
lng += 12 * x * perPixel;
lat -= 6 * x * perPixel;
// each block on Y axis adds 12px to x and adds 6px to y
lng += 12 * y * perPixel;
lat += 6 * y * perPixel;
// each block down along Z adds 12px to y
lat += 12 * (128 - z) * perPixel;
// add on 12 px to the X coordinate and 18px to the Y to center our point
lng += 12 * perPixel;
lat += 18 * perPixel;
return new google.maps.LatLng(lat, lng);
}
var MCMapOptions = { var MCMapOptions = {
getTileUrl: function(tile, zoom) { getTileUrl: function(tile, zoom) {
var url = config.path; var url = config.path;
@@ -52,6 +112,7 @@
var MCMapType = new google.maps.ImageMapType(MCMapOptions); var MCMapType = new google.maps.ImageMapType(MCMapOptions);
MCMapType.name = "MC Map"; MCMapType.name = "MC Map";
MCMapType.alt = "Minecraft Map"; MCMapType.alt = "Minecraft Map";
MCMapType.projection = new MCMapProjection();
function CoordMapType() { function CoordMapType() {
} }
@@ -75,98 +136,104 @@
}; };
var map; var map;
var prot;
var markersInit = false; var markersInit = false;
function convertCoords (x,y,z) {
var imgx = 0;
var imgy = 0;
imgx = imgx + (12*x);
imgy = imgy - (6*x);
imgx = imgx + (12 * y);
imgy = imgy + (6* y);
imgy = imgy - (12*z);
// this math is mysterious. i don't fully understand it
// but the idea is to assume that block 0,0,0 in chunk 0,0
// is drawn in the very middle of the gmap at (192,192)
return [192*Math.pow(2,config.maxZoom)+imgx, 192*Math.pow(2,config.maxZoom)+imgy+768+768];
}
function initMarkers() { function initMarkers() {
if (markersInit) { return; } if (markersInit) { return; }
markersInit = true; markersInit = true;
prot = map.getProjection();
for (i in markerData) { for (i in markerData) {
var item = markerData[i]; var item = markerData[i];
var converted = convertCoords(item.x-16, item.z, item.y); var converted = fromWorldToLatLng(item.x, item.y, item.z);
var x = converted[0] / Math.pow(2, config.maxZoom);
var y = converted[1] / Math.pow(2, config.maxZoom);
var p = new google.maps.Point(x,y);
var marker = new google.maps.Marker({ var marker = new google.maps.Marker({
position: prot.fromPointToLatLng(p), position: converted,
map: map, map: map,
title: item.msg title: item.msg
}); });
}
} }
var regionsInit = false;
function initRegions() {
if (regionsInit) { return; }
regionsInit = true;
for (i in regionData) {
var region = regionData[i];
var converted = new google.maps.MVCArray();
for (j in region.path) {
var point = region.path[j];
converted.push(fromWorldToLatLng(point.x, point.y, point.z));
}
if (region.closed) {
new google.maps.Polygon({
clickable: false,
geodesic: false,
map: map,
strokeColor: region.color,
strokeOpacity: region.opacity,
strokeWeight: 2,
fillColor: region.color,
fillOpacity: region.opacity * 0.25,
zIndex: i,
paths: converted
});
} else {
new google.maps.Polyline({
clickable: false,
geodesic: false,
map: map,
strokeColor: region.color,
strokeOpacity: region.opacity,
strokeWeight: 2,
zIndex: i,
path: converted
});
}
}
} }
function initialize() { function initialize() {
var mapOptions = { var mapOptions = {
zoom: config.defaultZoom, zoom: config.defaultZoom,
center: new google.maps.LatLng(-45, 90), center: new google.maps.LatLng(0.5, 0.5),
navigationControl: true, navigationControl: true,
scaleControl: false, scaleControl: false,
mapTypeControl: false, mapTypeControl: false,
streetViewControl: false,
mapTypeId: 'mcmap' mapTypeId: 'mcmap'
}; };
map = new google.maps.Map(document.getElementById("mcmap"), mapOptions); map = new google.maps.Map(document.getElementById("mcmap"), mapOptions);
if(config.debug) { if(config.debug) {
map.overlayMapTypes.insertAt(0, new CoordMapType(new google.maps.Size(config.tileSize, config.tileSize))); map.overlayMapTypes.insertAt(0, new CoordMapType(new google.maps.Size(config.tileSize, config.tileSize)));
google.maps.event.addListener(map, 'click', function(event) {
console.log("latLng; " + event.latLng.lat() + ", " + event.latLng.lng());
var pnt = map.getProjection().fromLatLngToPoint(event.latLng);
console.log("point: " + pnt);
var pxx = pnt.x * config.tileSize * Math.pow(2, config.maxZoom);
var pxy = pnt.y * config.tileSize * Math.pow(2, config.maxZoom);
console.log("pixel: " + pxx + ", " + pxy);
});
} }
// Now attach the coordinate map type to the map's registry // Now attach the coordinate map type to the map's registry
map.mapTypes.set('mcmap', MCMapType); map.mapTypes.set('mcmap', MCMapType);
// We can now set the map to use the 'coordinate' map type // We can now set the map to use the 'coordinate' map type
map.setMapTypeId('mcmap'); map.setMapTypeId('mcmap');
prot = map.getProjection(); // initialize the markers and regions
if (config.debug)
google.maps.event.addListener(map, 'click', function(event) {
console.log("latLng: " + event.latLng.lat() + ", " + event.latLng.lng());
var pnt = prot.fromLatLngToPoint(event.latLng);
console.log("point: " + pnt);//
var pxx = pnt.x * Math.pow(2,config.maxZoom);
var pxy = pnt.y * Math.pow(2,config.maxZoom);
console.log("pixel: " + pxx + ", " + pxy);
});
google.maps.event.addListener(map, 'projection_changed', function(event) {
initMarkers(); initMarkers();
}); initRegions();
} }
</script> </script>
</head> </head>

View File

@@ -114,7 +114,7 @@ def _split_terrain(terrain):
# This maps terainids to 16x16 images # This maps terainids to 16x16 images
terrain_images = _split_terrain(_get_terrain_image()) terrain_images = _split_terrain(_get_terrain_image())
def _transform_image(img, blockID): def _transform_image(img, blockID=None):
"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis """Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
by a factor of 2. Returns the resulting image, which will be 24x12 pixels by a factor of 2. Returns the resulting image, which will be 24x12 pixels
@@ -147,18 +147,24 @@ def _transform_image(img, blockID):
newimg = img.transform((24,12), Image.AFFINE, transform) newimg = img.transform((24,12), Image.AFFINE, transform)
return newimg return newimg
def _transform_image_side(img, blockID): def _transform_image_side(img, blockID=None):
"""Takes an image and shears it for the left side of the cube (reflect for """Takes an image and shears it for the left side of the cube (reflect for
the right side)""" the right side)"""
if blockID in (44,): # step block if blockID in (44,): # step block
# make the top half transpartent # make the top half transparent
# (don't just crop img, since we want the size of # (don't just crop img, since we want the size of
# img to be unchanged # img to be unchanged
mask = img.crop((0,8,16,16)) mask = img.crop((0,8,16,16))
n = Image.new(img.mode, img.size, (38,92,255,0)) n = Image.new(img.mode, img.size, (38,92,255,0))
n.paste(mask,(0,0,16,8), mask) n.paste(mask,(0,0,16,8), mask)
img = n img = n
if blockID in (78,): # snow
# make the top three quarters transparent
mask = img.crop((0,12,16,16))
n = Image.new(img.mode, img.size, (38,92,255,0))
n.paste(mask,(0,12,16,16), mask)
img = n
# Size of the cube side before shear # Size of the cube side before shear
img = img.resize((12,12)) img = img.resize((12,12))
@@ -201,6 +207,8 @@ def _build_block(top, side, blockID=None):
otherside.putalpha(othersidealpha) otherside.putalpha(othersidealpha)
## special case for non-block things ## special case for non-block things
# TODO once torches are handled by generate_special_texture, remove
# them from this list
if blockID in (37,38,6,39,40,50,83): ## flowers, sapling, mushrooms, regular torch, reeds if blockID in (37,38,6,39,40,50,83): ## flowers, sapling, mushrooms, regular torch, reeds
# instead of pasting these blocks at the cube edges, place them in the middle: # instead of pasting these blocks at the cube edges, place them in the middle:
# and omit the top # and omit the top
@@ -218,6 +226,11 @@ def _build_block(top, side, blockID=None):
img.paste(side, (0,12), side) img.paste(side, (0,12), side)
img.paste(otherside, (12,12), otherside) img.paste(otherside, (12,12), otherside)
img.paste(top, (0,6), top) img.paste(top, (0,6), top)
elif blockID in (78,): # snow
# shift each texture down 9 pixels
img.paste(side, (0,6), side)
img.paste(otherside, (12,6), otherside)
img.paste(top, (0,9), top)
else: else:
img.paste(side, (0,6), side) img.paste(side, (0,6), side)
img.paste(otherside, (12,6), otherside) img.paste(otherside, (12,6), otherside)
@@ -251,7 +264,7 @@ def _build_blockimages():
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 # 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
-1, -1, -1, 64, 64, 13, 12, 29, 28, 23, 22, 6, 6, 7, 8, 35, # Gold/iron blocks? Doublestep? TNT from above? -1, -1, -1, 64, 64, 13, 12, 29, 28, 23, 22, 6, 6, 7, 8, 35, # Gold/iron blocks? Doublestep? TNT from above?
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, 1, 1, -1, # Torch from above? leaving out fire. Redstone wire? Crops left out. sign post 36, 37, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, 1, 1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
-1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, 1, 66, 67, # door,ladder left out. Minecart rail orientation -1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, 1, 66, 67, # door,ladder left out. Minecart rail orientation
# 80 81 82 83 84 # 80 81 82 83 84
@@ -268,7 +281,7 @@ def _build_blockimages():
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 # 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
-1, -1, -1, 64, 64, 13, 12, 29, 28, 23, 22, 5, 5, 7, 8, 35, -1, -1, -1, 64, 64, 13, 12, 29, 28, 23, 22, 5, 5, 7, 8, 35,
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, 1, 1, -1, 36, 37, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, 44, 61, -1,
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
-1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, 1, 66, 67, -1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, 1, 66, 67,
# 80 81 82 83 84 # 80 81 82 83 84
@@ -321,3 +334,176 @@ def load_water():
blockmap[10] = lavablock.convert("RGB"), lavablock blockmap[10] = lavablock.convert("RGB"), lavablock
blockmap[11] = blockmap[10] blockmap[11] = blockmap[10]
load_water() load_water()
def generate_special_texture(blockID, data):
"""Generates a special texture, such as a correctly facing minecraft track"""
#print "%s has ancillary data: %X" %(blockID, data)
# TODO torches, redstone torches, crops, ladders, stairs,
# levers, doors, buttons, and signs all need to be handled here (and in chunkpy)
if blockID == 66: # minetrack:
raw_straight = terrain_images[128]
raw_corner = terrain_images[112]
## use _transform_image to scale and shear
if data == 0:
track = _transform_image(raw_straight, blockID)
elif data == 6:
track = _transform_image(raw_corner, blockID)
elif data == 7:
track = _transform_image(raw_corner.rotate(270), blockID)
elif data == 8:
# flip
track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
blockID)
elif data == 9:
track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
blockID)
elif data == 1:
track = _transform_image(raw_straight.rotate(90), blockID)
else:
# TODO render carts that slop up or down
track = _transform_image(raw_straight, blockID)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(track, (0,12), track)
return (img.convert("RGB"), img.split()[3])
if blockID == 59: # crops
raw_crop = terrain_images[88+data]
crop1 = _transform_image(raw_crop, blockID)
crop2 = _transform_image_side(raw_crop, blockID)
crop3 = crop2.transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(crop1, (0,12), crop1)
img.paste(crop2, (6,3), crop2)
img.paste(crop3, (6,3), crop3)
return (img.convert("RGB"), img.split()[3])
if blockID == 61: #furnace
top = _transform_image(terrain_images[1])
side1 = _transform_image_side(terrain_images[45])
side2 = _transform_image_side(terrain_images[44]).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(side1, (0,6), side1)
img.paste(side2, (12,6), side2)
img.paste(top, (0,0), top)
return (img.convert("RGB"), img.split()[3])
if blockID == 62: # lit furnace
top = _transform_image(terrain_images[1])
side1 = _transform_image_side(terrain_images[45])
side2 = _transform_image_side(terrain_images[45+16]).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(side1, (0,6), side1)
img.paste(side2, (12,6), side2)
img.paste(top, (0,0), top)
return (img.convert("RGB"), img.split()[3])
if blockID == 65: # ladder
raw_texture = terrain_images[83]
#print "ladder is facing: %d" % data
if data == 5:
# normally this ladder would be obsured by the block it's attached to
# but since ladders can apparently be placed on transparent blocks, we
# have to render this thing anyway. same for data == 2
tex = _transform_image_side(raw_texture)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(tex, (0,6), tex)
return (img.convert("RGB"), img.split()[3])
if data == 2:
tex = _transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(tex, (12,6), tex)
return (img.convert("RGB"), img.split()[3])
if data == 3:
tex = _transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(tex, (0,0), tex)
return (img.convert("RGB"), img.split()[3])
if data == 4:
tex = _transform_image_side(raw_texture)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(tex, (12,0), tex)
return (img.convert("RGB"), img.split()[3])
if blockID in (64,71): #wooden door, or iron door
if data & 0x8 == 0x8: # top of the door
raw_door = terrain_images[81 if blockID == 64 else 82]
else: # bottom of the door
raw_door = terrain_images[97 if blockID == 64 else 98]
# if you want to render all doors as closed, then force
# force swung to be False
if data & 0x4 == 0x4:
swung=True
else:
swung=False
# mask out the high bits to figure out the orientation
img = Image.new("RGBA", (24,24), (38,92,255,0))
if (data & 0x03) == 0:
if not swung:
tex = _transform_image_side(raw_door)
img.paste(tex, (0,6), tex)
else:
# flip first to set the doornob on the correct side
tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = tex.transpose(Image.FLIP_LEFT_RIGHT)
img.paste(tex, (0,0), tex)
if (data & 0x03) == 1:
if not swung:
tex = _transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
img.paste(tex, (0,0), tex)
else:
tex = _transform_image_side(raw_door)
img.paste(tex, (12,0), tex)
if (data & 0x03) == 2:
if not swung:
tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
img.paste(tex, (12,0), tex)
else:
tex = _transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
img.paste(tex, (12,6), tex)
if (data & 0x03) == 3:
if not swung:
tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT)
img.paste(tex, (12,6), tex)
else:
tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
img.paste(tex, (0,6), tex)
return (img.convert("RGB"), img.split()[3])
return None
# This set holds block ids that require special pre-computing. These are typically
# things that require ancillary data to render properly (i.e. ladder plus orientation)
special_blocks = set([66,59,61,62, 65,64,71])
# this is a map of special blockIDs to a list of all
# possible values for ancillary data that it might have.
special_map = {}
special_map[66] = range(10) # minecrart tracks
special_map[59] = range(8) # crops
special_map[61] = (0,) # furnace
special_map[62] = (0,) # burning furnace
special_map[65] = (2,3,4,5) # ladder
special_map[64] = range(16) # wooden door
special_map[71] = range(16) # iron door
specialblockmap = {}
for blockID in special_blocks:
for data in special_map[blockID]:
specialblockmap[(blockID, data)] = generate_special_texture(blockID, data)

View File

@@ -18,9 +18,9 @@ import os
import os.path import os.path
import multiprocessing import multiprocessing
import sys import sys
import logging
import numpy import numpy
from PIL import Image
import chunk import chunk
import nbt import nbt
@@ -121,6 +121,11 @@ class WorldRenderer(object):
chunklist.append((base36decode(p[1]), base36decode(p[2]), chunklist.append((base36decode(p[1]), base36decode(p[2]),
path)) path))
if not chunklist:
logging.error("No valid chunks specified in your chunklist!")
logging.error("HINT: chunks are in your world directory and have names of the form 'c.*.*.dat'")
sys.exit(1)
# Translate to col, row coordinates # Translate to col, row coordinates
_, _, _, _, chunklist = _convert_coords(chunklist) _, _, _, _, chunklist = _convert_coords(chunklist)
@@ -147,10 +152,8 @@ class WorldRenderer(object):
chunkY = spawnZ/16 chunkY = spawnZ/16
## The filename of this chunk ## The filename of this chunk
chunkFile = "%s/%s/c.%s.%s.dat" % (base36encode(chunkX % 64), chunkFile = os.path.join(base36encode(chunkX % 64), base36encode(chunkY % 64),
base36encode(chunkY % 64), "c.%s.%s.dat" % (base36encode(chunkX), base36encode(chunkY)))
base36encode(chunkX),
base36encode(chunkY))
data=nbt.load(os.path.join(self.worlddir, chunkFile))[1] data=nbt.load(os.path.join(self.worlddir, chunkFile))[1]
@@ -171,8 +174,9 @@ class WorldRenderer(object):
def go(self, procs): def go(self, procs):
"""Starts the render. This returns when it is finished""" """Starts the render. This returns when it is finished"""
print "Scanning chunks" logging.info("Scanning chunks")
raw_chunks = self._find_chunkfiles() raw_chunks = self._find_chunkfiles()
logging.debug("Done scanning chunks")
# Translate chunks to our diagonal coordinate system # Translate chunks to our diagonal coordinate system
mincol, maxcol, minrow, maxrow, chunks = _convert_coords(raw_chunks) mincol, maxcol, minrow, maxrow, chunks = _convert_coords(raw_chunks)
@@ -208,7 +212,7 @@ class WorldRenderer(object):
os.path.join(dirpath, f))) os.path.join(dirpath, f)))
if not all_chunks: if not all_chunks:
print "Error: No chunks found!" logging.error("Error: No chunks found!")
sys.exit(1) sys.exit(1)
return all_chunks return all_chunks
@@ -229,7 +233,7 @@ class WorldRenderer(object):
results = {} results = {}
if processes == 1: if processes == 1:
# Skip the multiprocessing stuff # Skip the multiprocessing stuff
print "Rendering chunks synchronously since you requested 1 process" logging.debug("Rendering chunks synchronously since you requested 1 process")
for i, (col, row, chunkfile) in enumerate(chunks): for i, (col, row, chunkfile) in enumerate(chunks):
if inclusion_set and (col, row) not in inclusion_set: if inclusion_set and (col, row) not in inclusion_set:
# Skip rendering, just find where the existing image is # Skip rendering, just find where the existing image is
@@ -243,9 +247,9 @@ class WorldRenderer(object):
results[(col, row)] = result results[(col, row)] = result
if i > 0: if i > 0:
if 1000 % i == 0 or i % 1000 == 0: if 1000 % i == 0 or i % 1000 == 0:
print "{0}/{1} chunks rendered".format(i, len(chunks)) logging.info("{0}/{1} chunks rendered".format(i, len(chunks)))
else: else:
print "Rendering chunks in {0} processes".format(processes) logging.debug("Rendering chunks in {0} processes".format(processes))
pool = multiprocessing.Pool(processes=processes) pool = multiprocessing.Pool(processes=processes)
asyncresults = [] asyncresults = []
for col, row, chunkfile in chunks: for col, row, chunkfile in chunks:
@@ -268,10 +272,10 @@ class WorldRenderer(object):
results[(col, row)] = result.get() results[(col, row)] = result.get()
if i > 0: if i > 0:
if 1000 % i == 0 or i % 1000 == 0: if 1000 % i == 0 or i % 1000 == 0:
print "{0}/{1} chunks rendered".format(i, len(asyncresults)) logging.info("{0}/{1} chunks rendered".format(i, len(asyncresults)))
pool.join() pool.join()
print "Done!" logging.info("Done!")
return results return results