0
This repository has been archived on 2025-04-25. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
Minecraft-Overviewer/overviewer_core/tileset.py
Andrew Brown 054e502885 setup rendercheck mode 1 to go layer-by-layer
Doesn't work yet.
2011-12-29 02:03:57 -05:00

1012 lines
39 KiB
Python

# 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 itertools
import logging
import os
import os.path
import shutil
import random
from collections import namedtuple
import threading, Queue
from .util import iterate_base4, convert_coords
"""
tileset.py contains the TileSet class, and in general, routines that manage a
set of output tiles corresponding to a requested rendermode for a world. In
general, there will be one TileSet object per world per rendermode requested by
the user.
The TileSet class implements the Worker interface. This interface has the
following methods:
do_preprocessing()
This method is called before iterate_work_items(). It should do any work
that needs to be done prior to iterate_work_items(). It is not called for
instances that will not have iterate_work_items() called.
get_num_phases()
This method returns an integer indicating how many phases of work this
worker has to perform. Each phase of work is completed serially with the
other phases... all work done by one phase is done before the next phase is
started.
get_phase_length(phase)
This method returns an integer indicating how many work items there are in
this phase. This number is used for purely informational purposes. It can
be exact, or an estimate. If there is no useful information on the size of
a phase, return None.
iterate_work_items(phase)
Takes a phase number (a non-negative integer). This method should return an
iterator over work items and a list of dependencies i.e. (work_item, [d1,
d2, ...]). The work items and dependencies can be any pickelable object;
they are treated as opaque by the Dispatcher. The work item objects are
passed back in to the do_work() method (perhaps in a different, identically
configured instance).
The dependency items are other work items that are compared for equality
with work items that are already in the queue. The dispatcher guarantees
that dependent items which are currently in the queue or in progress finish
before the corresponding work item is started. Note that dependencies must
have already been yielded as work items before they can be used as
dependencies; the dispatcher requires this ordering or it cannot guarantee
the dependencies are met.
do_work(workobj)
Does the work for a given work object. This method is not expected to
return anything, so the results of its work should be reflected on the
filesystem or by sending signals.
"""
# A named tuple class storing the row and column bounds for the to-be-rendered
# world
Bounds = namedtuple("Bounds", ("mincol", "maxcol", "minrow", "maxrow"))
# A note about the implementation of the different rendercheck modes:
#
# For reference, here's what the rendercheck modes are:
# 0
# Only render tiles that have chunks with a greater mtime than
# the last render timestamp, and their ancestors.
#
# In other words, only renders parts of the map that have changed
# since last render, nothing more, nothing less.
#
# This is the fastest option, but will not detect tiles that have
# e.g. been deleted from the directory tree, or pick up where a
# partial interrupted render left off.
# 1
# For render-tiles, render all whose chunks have an mtime greater
# than the mtime of the tile on disk, and their upper-tile
# ancestors.
#
# Also check all other upper-tiles and render any that have
# children with more rencent mtimes than itself.
#
# This is slower due to stat calls to determine tile mtimes, but
# safe if the last render was interrupted.
# 2
# Render all tiles unconditionally. This is a "forcerender" and
# is the slowest, but SHOULD be specified if this is the first
# render because the scan will forgo tile stat calls. It's also
# useful for changing texture packs or other options that effect
# the output.
#
# For 0 our caller has explicitly requested not to check mtimes on
# disk, to speed things up. So the mode 0 chunk scan only looks at
# chunk mtimes and the last render mtime, and has marked only the
# render-tiles that need rendering. Mode 0 then iterates over all dirty
# render-tiles and upper-tiles that depend on them. It does not check
# mtimes of upper-tiles, so this is only a good option if the last
# render was not interrupted.
# For mode 2, this is a forcerender, the caller has requested we render
# everything. The mode 2 chunk scan marks every tile as needing
# rendering, and disregards mtimes completely. Mode 2 then iterates
# over all render-tiles and upper-tiles that depend on them, which is
# every tile that should exist.
# In both 0 and 2 the render iteration is the same: the dirtytile tree
# built is authoritive on every tile that needs rendering.
# In mode 1, things are most complicated. The mode 2 chunk scan checks
# every render tile's mtime for each chunk that touches it, so it can
# determine accurately which tiles need rendering regardless of the
# state on disk.
# The mode 1 render iteration falls back to the old layer-by-layer instead of a
# post-traversal iteration order. This uses the phases feature of the worker
# API. A post-traversal is theoretically possible, but the implementation was
# significantly more complicated and I have decided it not to be worth it.
__all__ = ["TileSet"]
class TileSet(object):
"""The TileSet object manages the work required to produce a set of tiles
on disk. It calculates the work that needs to be done and tells the
dipatcher (through the Worker interface) this information. The Dispatcher
then tells this object when and where to do the work of rendering the tiles.
"""
def __init__(self, regionsetobj, assetmanagerobj, options, outputdir):
"""Construct a new TileSet object with the given configuration options
dictionary.
options is a dictionary of configuration parameters (strings mapping to
values) that are interpreted by the rendering engine.
regionsetobj is the RegionSet object that is used to render the tiles.
assetmanagerobj is the AssetManager object that represents the
destination directory where we'll put our tiles.
outputdir is the absolute path to the tile output directory where the
tiles are saved. It is assumed to exist already.
TODO: This should probably be relative to the asset manager's output
directory to avoid redundancy.
Current valid options for the options dictionary are shown below. All
the options must be specified unless they are not relevant. If the
given options do not conform to the specifications, behavior is
undefined (this class does not do any error checking and assumes items
are given in the correct form).
bgcolor
A hex string specifying the background color for jpeg output.
e.g.: "#1A1A1A". Not relevant unless rendering jpeg.
renderchecks
An integer indicating how to determine which tiles need updating
and which don't. This is one of three levels:
0
Only render tiles that have chunks with a greater mtime than
the last render timestamp, and their ancestors.
In other words, only renders parts of the map that have changed
since last render, nothing more, nothing less.
This is the fastest option, but will not detect tiles that have
e.g. been deleted from the directory tree, or pick up where a
partial interrupted render left off.
1
For render-tiles, render all whose chunks have an mtime greater
than the mtime of the tile on disk, and their upper-tile
ancestors.
Also check all other upper-tiles and render any that have
children with more rencent mtimes than itself.
This is slower due to stat calls to determine tile mtimes, but
safe if the last render was interrupted.
2
Render all tiles unconditionally. This is a "forcerender" and
is the slowest, but SHOULD be specified if this is the first
render because the scan will forgo tile stat calls. It's also
useful for changing texture packs or other options that effect
the output.
imgformat
A string indicating the output format. Must be one of 'png' or
'jpeg'
imgquality
An integer 1-100 indicating the quality of the jpeg output. Only
relevant in jpeg mode.
optimizeimg
an integer indiating optimizations to perform on png outputs. 0
indicates no optimizations. Only relevant in png mode.
1 indicates pngcrush is run on all output images
2 indicates pngcrush and advdef are run on all output images with advdef -z2
3 indicates pngcrush and advdef are run on all output images with advdef -z4
rendermode
Perhaps the most important/relevant option: a string indicating the
render mode to render. This rendermode must have already been
registered with the C extension module.
rerender_prob
A floating point number between 0 and 1 indicating the probability
that a tile which is not marked for render by any mtime checks will
be rendered anyways. 0 disables this option.
"""
self.options = options
self.regionset = regionsetobj
self.am = assetmanagerobj
# Throughout the class, self.outputdir is an absolute path to the
# directory where we output tiles. It is assumed to exist.
self.outputdir = os.path.abspath(outputdir)
# Set the image format according to the options
if self.options['imgformat'] == 'png':
self.imgextension = 'png'
elif self.options['imgformat'] == 'jpeg':
self.imgextension = 'jpg'
def do_preprocessing(self):
"""For the preprocessing step of the Worker interface, this does the
chunk scan and stores the resulting tree as a private instance
attribute for later use in iterate_work_items()
"""
# REMEMBER THAT ATTRIBUTES ASSIGNED IN THIS METHOD ARE NOT AVAILABLE IN
# THE do_work() METHOD (because this is only called in the main process
# not the workers)
# Calculate the min and max column over all the chunks.
# This sets self.bounds to a Bounds namedtuple
self.bounds = self._find_chunk_range()
# Calculate the depth of the tree
for p in xrange(1,33): # max 32
# Will 2^p tiles wide and high suffice?
# X has twice as many chunks as tiles, then halved since this is a
# radius
xradius = 2**p
# Y has 4 times as many chunks as tiles, then halved since this is
# a radius
yradius = 2*2**p
if xradius >= bounds.maxcol and -xradius <= bounds.mincol and \
yradius >= bounds.maxrow and -yradius <= bounds.minrow:
break
if p >= 15:
logging.warning("Just letting you know, your map requries %s zoom levels. This is REALLY big!",
p)
self.treedepth = p
# Do any tile re-arranging if necessary
self._rearrange_tiles()
# Do the chunk scan here
self.dirtytree = self._chunk_scan()
def get_num_phases(self):
"""Returns the number of levels in the quadtree, which is equal to the
number of phases of work that need to be done.
"""
if self.options['renderchecks'] == 1:
# Layer by layer for this mode
return self.treedepth
else:
# post-traversal does everything in one phase
return 1
def get_phase_length(self, phase):
"""Returns the number of work items in a given phase, or None if there
is no good estimate.
"""
# Yeah functional programming!
return {
0: lambda: self.dirtytree.count_all(),
1: lambda: self.dirtytree.count() if phase == 0 else None,
2: lambda: self.dirtytree.count_all(),
}[self.options['renderchecks']]()
def iterate_work_items(self, phase):
"""Iterates over the dirty tiles in the tree and return them in the
appropriate order with the appropriate dependencies.
This method returns an iterator over (obj, [dependencies, ...])
"""
# See note at the top of this file about the rendercheck modes for an
# explanation of what this method does in different situations.
#
# For modes 0 and 2, iterate over the tiles in self.dirtytree by using
# the posttraversal() method. Yield each item. Easy.
#
# For mode 1, invoke a more complex recursive routine
if self.options['renderchecks'] in (0,2):
for tilepath in self.dirtytree.posttraversal():
dependencies = []
# These tiles may or may not exist, but the dispatcher won't
# care according to the worker interface protocol It will only
# wait for the items that do exist and are in the queue.
for i in range(4):
dependencies.append( "%s/%s" % (tilepath, i) )
yield tilepath, dependencies
else:
raise NotImplementedError() # TODO
def do_work(self, tileobj):
"""Renders the given tile.
"""
pass # TODO
def get_persistent_data(self):
"""Returns a dictionary representing the persistent data of this
TileSet. Typically this is called by AssetManager
"""
return None
def _find_chunk_range(self):
"""Finds the chunk range in rows/columns and stores them in
self.minrow, self.maxrow, self.mincol, self.maxcol
"""
minrow = mincol = maxrow = maxcol = 0
for c_x, c_z, _ in self.regionset.iterate_chunks():
# Convert these coordinates to row/col
col, row = convert_coords(c_x, c_z)
minrow = min(minrow, row)
maxrow = max(maxrow, row)
mincol = min(mincol, col)
maxcol = max(maxcol, col)
return Bounds(mincol, maxcol, minrow, maxrow)
def _rearrange_tiles(self):
"""If the target size of the tree is not the same as the existing size
on disk, do some re-arranging
"""
try:
curdepth = get_dirdepth(self.outputdir)
except Exception:
logging.critical("Could not determine existing tile tree depth. Does it exist?")
raise
if self.treedepth != cur_depth:
if self.treedepth > curdepth:
logging.warning("Your map seems to have expanded beyond its previous bounds.")
logging.warning( "Doing some tile re-arrangements... just a sec...")
for _ in xrange(self.p-curdepth):
self._increase_depth()
elif self.p < curdepth:
logging.warning("Your map seems to have shrunk. Did you delete some chunks? No problem. Re-arranging tiles, just a sec...")
for _ in xrange(curdepth - self.p):
self._decrease_depth()
def _increase_depth(self):
"""Moves existing tiles into place for a larger tree"""
getpath = functools.partial(os.path.join, self.outputdir)
# At top level of the tree:
# quadrant 0 is now 0/3
# 1 is now 1/2
# 2 is now 2/1
# 3 is now 3/0
# then all that needs to be done is to regenerate the new top level
for dirnum in range(4):
newnum = (3,2,1,0)[dirnum]
newdir = "new" + str(dirnum)
newdirpath = getpath(newdir)
files = [str(dirnum)+"."+self.imgextension, str(dirnum)]
newfiles = [str(newnum)+"."+self.imgextension, str(newnum)]
os.mkdir(newdirpath)
for f, newf in zip(files, newfiles):
p = getpath(f)
if os.path.exists(p):
os.rename(p, getpath(newdir, newf))
os.rename(newdirpath, getpath(str(dirnum)))
def _decrease_depth(self):
"""If the map size decreases, or perhaps the user has a depth override
in effect, re-arrange existing tiles for a smaller tree"""
getpath = functools.partial(os.path.join, self.outputdir)
# quadrant 0/3 goes to 0
# 1/2 goes to 1
# 2/1 goes to 2
# 3/0 goes to 3
# Just worry about the directories here, the files at the top two
# levels are cheap enough to replace
if os.path.exists(getpath("0", "3")):
os.rename(getpath("0", "3"), getpath("new0"))
shutil.rmtree(getpath("0"))
os.rename(getpath("new0"), getpath("0"))
if os.path.exists(getpath("1", "2")):
os.rename(getpath("1", "2"), getpath("new1"))
shutil.rmtree(getpath("1"))
os.rename(getpath("new1"), getpath("1"))
if os.path.exists(getpath("2", "1")):
os.rename(getpath("2", "1"), getpath("new2"))
shutil.rmtree(getpath("2"))
os.rename(getpath("new2"), getpath("2"))
if os.path.exists(getpath("3", "0")):
os.rename(getpath("3", "0"), getpath("new3"))
shutil.rmtree(getpath("3"))
os.rename(getpath("new3"), getpath("3"))
# Delete the files in the top directory to make sure they get re-created.
files = [str(num)+"."+self.imgextension for num in xrange(4)] + ["base." + self.imgextension]
for f in files:
try:
os.unlink(getpath(f))
except OSError, e:
pass # doesn't exist maybe?
def _chunk_scan(self):
"""Scans the chunks of this TileSet's world to determine which
render-tiles need rendering. Returns a RendertileSet object.
For rendercheck mode 0: only compares chunk mtimes against last render
time of the map
For rendercheck mode 1: compares chunk mtimes against the tile mtimes
on disk, and also builds a tileset of every tile
For rendercheck mode 2: marks every tile, does not check any mtimes.
"""
# See note at the top of this file about the rendercheck modes for an
# explanation of what this method does in different situations.
depth = self.treedepth
dirty = RendertileSet(depth)
chunkcount = 0
stime = time.time()
rendercheck = self.options['rendercheck']
rerender_prob = self.options['rerender_prob']
# XXX TODO:
last_rendertime = 0 # TODO
if rendercheck == 0:
def compare_times(chunkmtime, tileobj):
# Compare chunk mtime to last render time
return chunkmtime > last_rendertime
elif rendercheck == 1:
def compare_times(chunkmtime, tileobj):
# Compare chunk mtime to tile mtime on disk
tile_path = tile.get_filepath(self.full_tiledir, self.imgformat)
try:
tile_mtime = os.stat(tile_path)[stat.ST_MTIME]
except OSError, e:
if e.errno != errno.ENOENT:
raise
# File doesn't exist. Render it.
return True
return chunkmtime > tile_mtime
# For each chunk, do this:
# For each tile that the chunk touches, do this:
# Compare the last modified time of the chunk and tile. If the
# tile is older, mark it in a RendertileSet object as dirty.
for chunkx, chunkz, chunkmtime in self.regionset.iterate_chunks():
chunkcount += 1
# Convert to diagonal coordinates
chunkcol, chunkrow = util.convert_coords(chunkx, chunkz)
# find tile coordinates. Remember tiles are identified by the
# address of the chunk in their upper left corner.
tilecol = chunkcol - chunkcol % 2
tilerow = chunkrow - chunkrow % 4
# Determine if this chunk is in a column that spans two columns of
# tiles, which are the even columns.
if chunkcol % 2 == 0:
x_tiles = 2
else:
x_tiles = 1
# Loop over all tiles that this chunk potentially touches.
# The tile at tilecol,tilerow obviously contains the chunk, but so
# do the next 4 tiles down because chunks are very tall, and maybe
# the next column over too.
for i in xrange(x_tiles):
for j in xrange(5):
# This loop iteration is for the tile at this column and
# row:
c = tilecol - 2*i
r = tilerow + 4*j
# Make sure the tile is in the range according to the given
# depth. This won't happen unless the user has given -z to
# render a smaller area of the map than everything
if (
c < self.bounds.mincol or
c >= self.bounds.maxcol or
r < self.bounds.minrow or
r >= self.bounds.maxrow
):
continue
# Computes the path in the quadtree from the col,row coordinates
tile = RenderTile.compute_path(c, r, depth)
if rendercheck == 2:
# Skip all other checks, mark tiles as dirty unconditionally
dirty.add(tile.path)
continue
# Stochastic check. Since we're scanning by chunks and not
# by tiles, and the tiles get checked multiple times for
# each chunk, this is only an approximation. The given
# probability is for a particular tile that needs
# rendering, but since a tile gets touched up to 32 times
# (once for each chunk in it), divide the probability by
# 32.
if rerender_prob and rerender_prob/32 > random.random():
dirty.add(tile.path)
continue
# Check if this tile has already been marked dirty. If so,
# no need to do any of the below.
if dirty.query_path(tile.path):
continue
# Check mtimes and conditionally add tile to dirty set
if compare_mtimes(chunkmtime, tile):
dirty.add(tile.path)
t = int(time.time()-stime)
logging.debug("%s finished chunk scan. %s chunks scanned in %s second%s",
self, chunkcount, t,
"s" if t != 1 else "")
return dirty
def __str__(self):
return "<TileSet for %s>" % os.basename(self.outputdir)
def get_dirdepth(outputdir):
"""Returns the current depth of the tree on disk
"""
# Traverses down the first directory until it reaches one with no
# subdirectories. While all paths of the tree may not exist, all paths
# of the tree should and are assumed to be the same depth
# This function returns a list of all subdirectories of the given
# directory. It's slightly more complicated than you'd think it should be
# because one must turn directory names returned by os.listdir into
# relative/absolute paths before they can be passed to os.path.isdir()
getsubdirs = lambda directory: [
abssubdir
for abssubdir in
(os.path.join(directory,subdir) for subdir in os.listdir(directory))
if os.path.isdir(abssubdir)
]
depth = 1
subdirs = getsubdirs(outputdir)
while subdirs:
subdirs = getsubdirs(subdirs[0])
depth += 1
return depth
class RendertileSet(object):
"""This object holds a set of render-tiles using a quadtree data structure.
It is typically used to hold tiles that need rendering. This implementation
collapses subtrees that are completely in or out of the set to save memory.
Each instance of this class is a node in the tree, and therefore each
instance is the root of a subtree.
Each node knows its "level", which corresponds to the zoom level where 0 is
the inner-most (most zoomed in) tiles.
Instances hold the state of their children (in or out of the set). Leaf
nodes are images and do not physically exist in the tree as objects, but
are represented as booleans held by the objects at the second-to-last
level; level 1 nodes keep track of leaf image state. Level 2 nodes keep
track of level 1 state, and so fourth.
"""
__slots__ = ("depth", "children")
def __init__(self, depth):
"""Initialize a new tree with the specified depth. This actually
initializes a node, which is the root of a subtree, with `depth` levels
beneath it.
"""
# Stores the depth of the tree according to this node. This is not the
# depth of this node, but rather the number of levels below this node
# (including this node).
self.depth = depth
# the self.children array holds the 4 children of this node. This
# follows the same quadtree convention as elsewhere: children 0, 1, 2,
# 3 are the upper-left, upper-right, lower-left, and lower-right
# respectively
# Values are:
# False
# All children down this subtree are not in the set
# True
# All children down this subtree are in the set
# A RendertileSet instance
# the instance defines which children down that subtree are in the
# set.
# A node with depth=1 cannot have a RendertileSet instance in its
# children since its children are leaves, representing images, not more
# tree
self.children = [False] * 4
def posttraversal(self):
"""Returns an iterator over tile paths for every tile in the
set, including the explictly marked render-tiles, as well as the
implicitly marked ancestors of those render-tiles. Returns in
post-traversal order, so that tiles with dependencies will always be
yielded after their dependencies.
"""
return (tuple(reversed(rpath)) for rpath in self._posttraversal_helper())
def _posttraversal_helper(self):
"""Each node returns an iterator over lists of reversed paths"""
if self.depth == 1:
# Base case
if self.children[0]: yield [0]
if self.children[1]: yield [1]
if self.children[2]: yield [2]
if self.children[3]: yield [3]
else:
for childnum, child in enumerate(self.children):
if child == True:
for path in post_traversal_complete_subtree_recursion_helper(self.depth-1):
path.append(childnum)
yield path
elif child == False:
pass # do nothing
else:
# Recurse
for path in child._posttraversal_helper():
path.append(childnum)
yield path
# Now do this node itself
if bool(self):
yield []
def add(self, path):
"""Marks the requested leaf node as in this set
Path is an iterable of integers representing the path to the leaf node
that is to be added to the set
"""
path = list(path)
assert len(path) == self.depth
path.reverse()
self._set_add_helper(path)
def _set_add_helper(self, path):
"""Recursive helper for add()
Expects path to be a list in reversed order
If *all* the nodes below this one are in the set, this function returns
true. Otherwise, returns None.
"""
if self.depth == 1:
# Base case
self.children[path[0]] = True
# Check to see if all children are in the set
if all(self.children):
return True
else:
# Recursive case
childnum = path.pop()
child = self.children[childnum]
if child == False:
# Create a new node and recurse.
# (The use of __class__ is so possible subclasses of this class
# work as expected)
child = self.__class__(self.depth-1)
child._set_add_helper(path)
self.children[childnum] = child
elif child == True:
# Every child is already in the set and the subtree is already
# collapsed. Nothing to do.
return
else:
# subtree is mixed. Recurse to the already existing child node
ret = child._set_add_helper(path)
if ret:
# Child says every descendent is in the set, so we can
# purge the subtree and mark it as such. The subtree will
# be garbage collected when this method exits.
self.children[childnum] = True
# Since we've marked an entire sub-tree as in the set, we
# may be able to signal to our parent to do the same
if all(x is True for x in self.children):
return True
def __iter__(self):
return self.iterate()
def iterate(self, level=None):
"""Returns an iterator over every tile in this set. Each item yielded
is a sequence of integers representing the quadtree path to the tiles
in the set. Yielded sequences are of length self.depth.
If level is None, iterates over tiles of the highest level, i.e.
worldtiles. If level is a value between 0 and the depth of this tree,
this method iterates over tiles at that level. Zoom level 0 is zoomed
all the way out, zoom level `depth` is all the way in.
In other words, specifying level causes the tree to be iterated as if
it was only that depth.
"""
if level is None:
todepth = 1
else:
if not (level > 0 and level <= self.depth):
raise ValueError("Level parameter must be between 1 and %s" % self.depth)
todepth = self.depth - level + 1
return (tuple(reversed(rpath)) for rpath in self._iterate_helper(todepth))
def _iterate_helper(self, todepth):
if self.depth == todepth:
# Base case
if self.children[0]: yield [0]
if self.children[1]: yield [1]
if self.children[2]: yield [2]
if self.children[3]: yield [3]
else:
# Higher levels:
for c, child in enumerate(self.children):
if child == True:
# All render-tiles are in the set down this subtree,
# iterate over every leaf using iterate_base4
for x in iterate_base4(self.depth-todepth):
x = list(x)
x.append(c)
yield x
elif child != False:
# Mixed in/out of the set down this subtree, recurse
for path in child._iterate_helper(todepth):
path.append(c)
yield path
def query_path(self, path):
"""Queries for the state of the given tile in the tree.
Returns True for items in the set, False otherwise. Works for
rendertiles as well as upper tiles (which are True if they have a
descendent that is in the set)
"""
# Traverse the tree down the given path. If the tree has been
# collapsed, then just return the stored boolean. Otherwise, if we find
# the specific tree node requested, return its state using the
# __nonzero__ call.
treenode = self
for pathelement in path:
treenode = treenode.children[pathelement]
if not isinstance(treenode, RendertileSet):
return treenode
# If the method has not returned at this point, treenode is the
# requested node, but it is an inner node with possibly mixed state
# subtrees. If any of the children are True return True. This call
# relies on the __nonzero__ method
return bool(treenode)
def __nonzero__(self):
"""Returns the boolean context of this particular node. If any
descendent of this node is True return True. Otherwise, False.
"""
# Any chilren that are True or are a RendertileSet that evaluate to
# True
# IDEA: look at all children for True before recursing
# Better idea: every node except the root /must/ have a descendent in
# the set or it wouldn't exist. This assumption is only valid as long
# as there is no method to remove a tile from the set. So this should
# check to see if any children are not False.
return any(self.children)
def count(self):
"""Returns the total number of render-tiles in this set.
"""
# TODO: Make this more efficient (although for even the largest trees,
# this takes only seconds)
c = 0
for _ in self.iterate():
c += 1
return c
def count_all(self):
"""Returns the total number of render-tiles plus implicitly marked
upper-tiles in this set
"""
# TODO: Optimize this too with its own recursive method that avoids
# some of the overheads of posttraversal()
c = 0
for _ in self.posttraversal():
c += 1
return c
def post_traversal_complete_subtree_recursion_helper(depth):
"""Fakes the recursive calls for RendertileSet.posttraversal() for the case
that a subtree is collapsed.
"""
if depth == 1:
# Base case
yield [0]
yield [1]
yield [2]
yield [3]
else:
for childnum in xrange(4):
for item in post_traversal_complete_subtree_recursion_helper(depth-1):
item.append(childnum)
yield item
yield []
class RenderTile(object):
"""A simple container class that represents a single render-tile.
A render-tile is a tile that is rendered, not a tile composed of other
tiles (composite-tile).
"""
__slots__ = ("col", "row", "path")
def __init__(self, col, row, path):
"""Initialize the tile obj with the given parameters. It's probably
better to use one of the other constructors though
"""
self.col = col
self.row = row
self.path = tuple(path)
def __repr__(self):
return "%s(%r,%r,%r)" % (self.__class__.__name__, self.col, self.row, self.path)
def __eq__(self,other):
return self.col == other.col and self.row == other.row and tuple(self.path) == tuple(other.path)
def __ne__(self, other):
return not self == other
def get_filepath(self, tiledir, imgformat):
"""Returns the path to this file given the directory to the tiles
"""
# os.path.join would be the proper way to do this path concatenation,
# but it is surprisingly slow, probably because it checks each path
# element if it begins with a slash. Since we know these components are
# all relative, just concatinate with os.path.sep
pathcomponents = [tiledir]
pathcomponents.extend(str(x) for x in self.path)
path = os.path.sep.join(pathcomponents)
imgpath = ".".join((path, imgformat))
return imgpath
@classmethod
def from_path(cls, path):
"""Constructor that takes a path and computes the col,row address of
the tile and constructs a new tile object.
"""
path = tuple(path)
depth = len(path)
# Radius of the world in chunk cols/rows
# (Diameter in X is 2**depth, divided by 2 for a radius, multiplied by
# 2 for 2 chunks per tile. Similarly for Y)
xradius = 2**depth
yradius = 2*2**depth
col = -xradius
row = -yradius
xsize = xradius
ysize = yradius
for p in path:
if p in (1,3):
col += xsize
if p in (2,3):
row += ysize
xsize //= 2
ysize //= 2
return cls(col, row, path)
@classmethod
def compute_path(cls, col, row, depth):
"""Constructor that takes a col,row of a tile and computes the path.
"""
assert col % 2 == 0
assert row % 4 == 0
xradius = 2**depth
yradius = 2*2**depth
colbounds = [-xradius, xradius]
rowbounds = [-yradius, yradius]
path = []
for level in xrange(depth):
# Strategy: Find the midpoint of this level, and determine which
# quadrant this row/col is in. Then set the bounds to that level
# and repeat
xmid = (colbounds[1] + colbounds[0]) // 2
ymid = (rowbounds[1] + rowbounds[0]) // 2
if col < xmid:
if row < ymid:
path.append(0)
colbounds[1] = xmid
rowbounds[1] = ymid
else:
path.append(2)
colbounds[1] = xmid
rowbounds[0] = ymid
else:
if row < ymid:
path.append(1)
colbounds[0] = xmid
rowbounds[1] = ymid
else:
path.append(3)
colbounds[0] = xmid
rowbounds[0] = ymid
return cls(col, row, path)