690 lines
25 KiB
Python
690 lines
25 KiB
Python
# This file is part of the Minecraft Overviewer.
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#
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# Minecraft Overviewer is free software: you can redistribute it and/or
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# modify it under the terms of the GNU General Public License as published
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# by the Free Software Foundation, either version 3 of the License, or (at
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# your option) any later version.
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#
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# Minecraft Overviewer is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
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# Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along
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# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
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import multiprocessing
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import itertools
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import os
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import os.path
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import functools
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import re
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import shutil
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import collections
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import json
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import logging
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import util
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import cPickle
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import stat
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import errno
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import time
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from time import gmtime, strftime, sleep
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from PIL import Image
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import nbt
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import chunk
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from c_overviewer import get_render_mode_inheritance
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from optimizeimages import optimize_image
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import composite
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"""
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This module has routines related to generating a quadtree of tiles
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"""
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def iterate_base4(d):
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"""Iterates over a base 4 number with d digits"""
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return itertools.product(xrange(4), repeat=d)
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class QuadtreeGen(object):
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def __init__(self, worldobj, destdir, bgcolor="#1A1A1A", depth=None, tiledir=None, forcerender=False, imgformat='png', imgquality=95, optimizeimg=None, rendermode="normal"):
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"""Generates a quadtree from the world given into the
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given dest directory
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worldobj is a world.WorldRenderer object that has already been processed
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If depth is given, it overrides the calculated value. Otherwise, the
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minimum depth that contains all chunks is calculated and used.
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"""
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self.forcerender = forcerender
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self.imgformat = imgformat
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self.imgquality = imgquality
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self.optimizeimg = optimizeimg
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self.bgcolor = bgcolor
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self.rendermode = rendermode
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# force png renderformat if we're using an overlay mode
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if 'overlay' in get_render_mode_inheritance(rendermode):
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self.imgformat = "png"
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# Make the destination dir
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if not os.path.exists(destdir):
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os.makedirs(os.path.abspath(destdir))
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if tiledir is None:
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tiledir = rendermode
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self.tiledir = tiledir
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if depth is None:
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# Determine quadtree depth (midpoint is always 0,0)
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for p in xrange(33):
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# Will 2^p tiles wide and high suffice?
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# X has twice as many chunks as tiles, then halved since this is a
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# radius
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xradius = 2**p
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# Y has 4 times as many chunks as tiles, then halved since this is
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# a radius
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yradius = 2*2**p
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if xradius >= worldobj.maxcol and -xradius <= worldobj.mincol and \
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yradius >= worldobj.maxrow and -yradius <= worldobj.minrow:
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break
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if p < 15:
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self.p = p
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else:
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raise ValueError("Your map is waaaay too big! Use the 'zoom' option in 'settings.py'. Overviewer is estimating %i zoom levels, but you probably want less." % (p,))
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else:
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self.p = depth
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xradius = 2**depth
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yradius = 2*2**depth
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# Make new row and column ranges
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self.mincol = -xradius
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self.maxcol = xradius
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self.minrow = -yradius
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self.maxrow = yradius
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self.world = worldobj
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self.destdir = destdir
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self.full_tiledir = os.path.join(destdir, tiledir)
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def _get_cur_depth(self):
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"""How deep is the quadtree currently in the destdir? This glances in
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config.js to see what maxZoom is set to.
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returns -1 if it couldn't be detected, file not found, or nothing in
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config.js matched
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"""
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indexfile = os.path.join(self.destdir, "overviewerConfig.js")
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if not os.path.exists(indexfile):
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return -1
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matcher = re.compile(r"zoomLevels(?:\'|\")\s*:\s*(\d+)")
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p = -1
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for line in open(indexfile, "r"):
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res = matcher.search(line)
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if res:
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p = int(res.group(1))
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break
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return p
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def _increase_depth(self):
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"""Moves existing tiles into place for a larger tree"""
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getpath = functools.partial(os.path.join, self.destdir, self.tiledir)
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# At top level of the tree:
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# quadrant 0 is now 0/3
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# 1 is now 1/2
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# 2 is now 2/1
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# 3 is now 3/0
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# then all that needs to be done is to regenerate the new top level
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for dirnum in range(4):
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newnum = (3,2,1,0)[dirnum]
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newdir = "new" + str(dirnum)
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newdirpath = getpath(newdir)
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files = [str(dirnum)+"."+self.imgformat, str(dirnum)]
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newfiles = [str(newnum)+"."+self.imgformat, str(newnum)]
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os.mkdir(newdirpath)
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for f, newf in zip(files, newfiles):
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p = getpath(f)
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if os.path.exists(p):
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os.rename(p, getpath(newdir, newf))
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os.rename(newdirpath, getpath(str(dirnum)))
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def _decrease_depth(self):
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"""If the map size decreases, or perhaps the user has a depth override
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in effect, re-arrange existing tiles for a smaller tree"""
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getpath = functools.partial(os.path.join, self.destdir, self.tiledir)
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# quadrant 0/3 goes to 0
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# 1/2 goes to 1
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# 2/1 goes to 2
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# 3/0 goes to 3
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# Just worry about the directories here, the files at the top two
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# levels are cheap enough to replace
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if os.path.exists(getpath("0", "3")):
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os.rename(getpath("0", "3"), getpath("new0"))
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shutil.rmtree(getpath("0"))
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os.rename(getpath("new0"), getpath("0"))
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if os.path.exists(getpath("1", "2")):
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os.rename(getpath("1", "2"), getpath("new1"))
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shutil.rmtree(getpath("1"))
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os.rename(getpath("new1"), getpath("1"))
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if os.path.exists(getpath("2", "1")):
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os.rename(getpath("2", "1"), getpath("new2"))
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shutil.rmtree(getpath("2"))
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os.rename(getpath("new2"), getpath("2"))
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if os.path.exists(getpath("3", "0")):
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os.rename(getpath("3", "0"), getpath("new3"))
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shutil.rmtree(getpath("3"))
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os.rename(getpath("new3"), getpath("3"))
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# Delete the files in the top directory to make sure they get re-created.
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files = [str(num)+"."+self.imgformat for num in xrange(4)] + ["base." + self.imgformat]
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for f in files:
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try:
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os.unlink(getpath(f))
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except OSError, e:
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pass # doesn't exist maybe?
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def check_depth(self):
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"""Ensure the current quadtree is the correct depth. If it's not,
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employ some simple re-arranging of tiles to save on computation.
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"""
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curdepth = self._get_cur_depth()
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if curdepth != -1:
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if self.p > curdepth:
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logging.warning("Your map seemes to have expanded beyond its previous bounds.")
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logging.warning( "Doing some tile re-arrangements... just a sec...")
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for _ in xrange(self.p-curdepth):
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self._increase_depth()
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elif self.p < curdepth:
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logging.warning("Your map seems to have shrunk. Re-arranging tiles, just a sec...")
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for _ in xrange(curdepth - self.p):
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self._decrease_depth()
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def get_chunks_in_range(self, colstart, colend, rowstart, rowend):
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"""Get chunks that are relevant to the tile rendering function that's
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rendering that range"""
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chunklist = []
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unconvert_coords = self.world.unconvert_coords
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#get_region_path = self.world.get_region_path
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get_region = self.world.regionfiles.get
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regionx = None
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regiony = None
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c = None
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mcr = None
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for row in xrange(rowstart-16, rowend+1):
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for col in xrange(colstart, colend+1):
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# due to how chunks are arranged, we can only allow
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# even row, even column or odd row, odd column
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# otherwise, you end up with duplicates!
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if row % 2 != col % 2:
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continue
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chunkx, chunky = unconvert_coords(col, row)
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regionx_ = chunkx//32
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regiony_ = chunky//32
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if regionx_ != regionx or regiony_ != regiony:
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regionx = regionx_
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regiony = regiony_
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_, _, c, mcr = get_region((regionx, regiony),(None,None,None,None))
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if c is not None and mcr.chunkExists(chunkx,chunky):
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chunklist.append((col, row, chunkx, chunky, c))
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return chunklist
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def get_worldtiles(self):
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"""Returns an iterator over the tiles of the most detailed layer
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"""
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for path in iterate_base4(self.p):
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# Get the range for this tile
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tile = Tile.from_path(path)
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# Put this in the batch to be submited to the pool.
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# The quadtree object gets replaced by the caller in rendernode.py,
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# but we still have to let them know which quadtree this tile
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# belongs to.
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yield [self, tile]
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def get_innertiles(self,zoom):
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"""Same as get_worldtiles but for the inntertile routine.
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"""
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for path in iterate_base4(zoom):
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# This image is rendered at(relative to the worker's destdir):
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tilepath = [str(x) for x in path[:-1]]
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tilepath = os.sep.join(tilepath)
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name = str(path[-1])
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yield [self,tilepath, name]
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def render_innertile(self, dest, name):
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"""
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Renders a tile at os.path.join(dest, name)+".ext" by taking tiles from
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os.path.join(dest, name, "{0,1,2,3}.png")
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"""
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imgformat = self.imgformat
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imgpath = os.path.join(dest, name) + "." + imgformat
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if name == "base":
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quadPath = [[(0,0),os.path.join(dest, "0." + imgformat)],[(192,0),os.path.join(dest, "1." + imgformat)], [(0, 192),os.path.join(dest, "2." + imgformat)],[(192,192),os.path.join(dest, "3." + imgformat)]]
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else:
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quadPath = [[(0,0),os.path.join(dest, name, "0." + imgformat)],[(192,0),os.path.join(dest, name, "1." + imgformat)],[(0, 192),os.path.join(dest, name, "2." + imgformat)],[(192,192),os.path.join(dest, name, "3." + imgformat)]]
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#stat the tile, we need to know if it exists or it's mtime
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try:
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tile_mtime = os.stat(imgpath)[stat.ST_MTIME];
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except OSError, e:
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if e.errno != errno.ENOENT:
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raise
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tile_mtime = None
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#check mtimes on each part of the quad, this also checks if they exist
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needs_rerender = (tile_mtime is None) or self.forcerender
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quadPath_filtered = []
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for path in quadPath:
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try:
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quad_mtime = os.stat(path[1])[stat.ST_MTIME];
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quadPath_filtered.append(path)
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if quad_mtime > tile_mtime:
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needs_rerender = True
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except OSError:
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# We need to stat all the quad files, so keep looping
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pass
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# do they all not exist?
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if quadPath_filtered == []:
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if tile_mtime is not None:
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os.unlink(imgpath)
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return
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# quit now if we don't need rerender
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if not needs_rerender:
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return
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#logging.debug("writing out innertile {0}".format(imgpath))
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# Create the actual image now
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img = Image.new("RGBA", (384, 384), self.bgcolor)
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# we'll use paste (NOT alpha_over) for quadtree generation because
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# this is just straight image stitching, not alpha blending
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for path in quadPath_filtered:
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try:
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quad = Image.open(path[1]).resize((192,192), Image.ANTIALIAS)
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img.paste(quad, path[0])
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except Exception, e:
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logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", path[1], e)
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# Save it
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if self.imgformat == 'jpg':
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img.save(imgpath, quality=self.imgquality, subsampling=0)
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else: # png
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img.save(imgpath)
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if self.optimizeimg:
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optimize_image(imgpath, self.imgformat, self.optimizeimg)
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def render_worldtile(self, tile):
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"""Renders the given tile. All the other relevant information is
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already stored in this quadtree object or in self.world.
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The image is rendered and saved to disk in the place this quadtree is
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configured to store images.
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If there are no chunks, this tile is not saved (if it already exists, it is
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deleted)
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There is no return value
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"""
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poi_queue = self.world.poi_q
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imgpath = tile.get_filepath(self.full_tiledir, self.imgformat)
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# Tiles always involve 3 columns of chunks and 5 rows of tiles (end
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# ranges are inclusive)
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colstart = tile.col
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colend = colstart + 2
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rowstart = tile.row
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rowend = rowstart + 4
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width = 384
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height = 384
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# Calculate which chunks are relevant to this tile
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chunks = self.get_chunks_in_range(colstart, colend, rowstart, rowend)
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world = self.world
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#stat the file, we need to know if it exists or it's mtime
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try:
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tile_mtime = os.stat(imgpath)[stat.ST_MTIME];
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except OSError, e:
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if e.errno != errno.ENOENT:
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raise
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tile_mtime = None
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if not chunks:
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# No chunks were found in this tile
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if tile_mtime is not None:
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os.unlink(imgpath)
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return None
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# Create the directory if not exists
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dirdest = os.path.dirname(imgpath)
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if not os.path.exists(dirdest):
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try:
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os.makedirs(dirdest)
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except OSError, e:
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# Ignore errno EEXIST: file exists. Since this is multithreaded,
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# two processes could conceivably try and create the same directory
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# at the same time.
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if e.errno != errno.EEXIST:
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raise
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# check chunk mtimes to see if they are newer
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try:
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needs_rerender = False
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get_region_mtime = world.get_region_mtime
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for col, row, chunkx, chunky, regionfile in chunks:
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region, regionMtime = get_region_mtime(regionfile)
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# don't even check if it's not in the regionlist
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if self.world.regionlist and os.path.abspath(region._filename) not in self.world.regionlist:
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continue
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# bail early if forcerender is set
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if self.forcerender:
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needs_rerender = True
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break
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# check region file mtime first.
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# on windows (and possibly elsewhere) minecraft won't update
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# the region file mtime until after shutdown.
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# for servers this is unacceptable, so skip this check.
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#if regionMtime <= tile_mtime:
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# continue
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# checking chunk mtime
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if region.get_chunk_timestamp(chunkx, chunky) > tile_mtime:
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needs_rerender = True
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break
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# if after all that, we don't need a rerender, return
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if not needs_rerender:
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return None
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except OSError:
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# couldn't get tile mtime, skip check
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pass
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#logging.debug("writing out worldtile {0}".format(imgpath))
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# Compile this image
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tileimg = Image.new("RGBA", (width, height), self.bgcolor)
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world = self.world
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rendermode = self.rendermode
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# col colstart will get drawn on the image starting at x coordinates -(384/2)
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# row rowstart will get drawn on the image starting at y coordinates -(192/2)
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for col, row, chunkx, chunky, regionfile in chunks:
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xpos = -192 + (col-colstart)*192
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ypos = -96 + (row-rowstart)*96
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# draw the chunk!
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try:
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a = chunk.ChunkRenderer((chunkx, chunky), world, rendermode, poi_queue)
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a.chunk_render(tileimg, xpos, ypos, None)
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except chunk.ChunkCorrupt:
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# an error was already printed
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pass
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# Save them
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if self.imgformat == 'jpg':
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tileimg.save(imgpath, quality=self.imgquality, subsampling=0)
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else: # png
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tileimg.save(imgpath)
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#Add tile to list of rendered tiles
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poi_queue.put(['rendered',imgpath])
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if self.optimizeimg:
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optimize_image(imgpath, self.imgformat, self.optimizeimg)
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class DirtyTiles(object):
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"""This tree holds which tiles need rendering.
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Each instance is a node, and the root of a subtree.
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Each node knows its "level", which corresponds to the zoom level where 0 is
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the inner-most (most zoomed in) tiles.
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Instances hold the clean/dirty state of their children. Leaf nodes are
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images and do not physically exist in the tree, level 1 nodes keep track of
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leaf image state. Level 2 nodes keep track of level 1 state, and so fourth.
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In attempt to keep things memory efficient, subtrees that are completely
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dirty are collapsed
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"""
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def __init__(self, level):
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"""Initialize a new node of the tree at the specified level
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"""
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self.level = level
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# the self.children array holds the 4 children of this node. This
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# follows the same quadtree convention as elsewhere: children 0, 1, 2,
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# 3 are the upper-left, upper-right, lower-left, and lower-right
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# respectively
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# Values are:
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# False
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# All children down this subtree are clean
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# True
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# All children down this subtree are dirty
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# A DirtyTileTree instance
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# the instance defines which children down that subtree are
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# clean/dirty.
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# A node with level=1 cannot have a DirtyTileTree instance in its
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# children since its leaves are images, not more tree
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self.children = [False] * 4
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|
def set_dirty(self, path):
|
|
"""Marks the requested leaf node as "dirty".
|
|
|
|
Path is a list of integers representing the path to the leaf node
|
|
that is requested to be marked as dirty. Path must be presented in
|
|
reverse order (leaf node at index 0, root node at index -1)
|
|
|
|
If *all* the nodes below this one are dirty, this function returns
|
|
true. Otherwise, returns None.
|
|
|
|
"""
|
|
assert len(path) == self.level
|
|
|
|
if self.level == 1:
|
|
# Base case
|
|
self.children[path[0]] = True
|
|
|
|
# Check to see if all children are dirty
|
|
if all(self.children):
|
|
return True
|
|
else:
|
|
# Recursive case
|
|
if not isinstance(path,list):
|
|
path = list(path)
|
|
|
|
childnum = path.pop()
|
|
child = self.children[childnum]
|
|
|
|
if child == False:
|
|
# Create a new node
|
|
child = self.__class__(self.level-1)
|
|
child.set_dirty(path)
|
|
self.children[childnum] = child
|
|
elif child == True:
|
|
# Every child is already dirty. Nothing to do.
|
|
return
|
|
else:
|
|
# subtree is mixed clean/dirty. Recurse
|
|
ret = child.set_dirty(path)
|
|
if ret:
|
|
# Child says it's completely dirty, so we can purge the
|
|
# subtree and mark it as dirty. The subtree will be garbage
|
|
# collected when this method exits.
|
|
self.children[childnum] = True
|
|
|
|
# Since we've marked an entire sub-tree as dirty, we may be
|
|
# able to signal to our parent
|
|
if all(x is True for x in self.children):
|
|
return True
|
|
|
|
def iterate_dirty(self):
|
|
"""Returns an iterator over every dirty tile in this subtree. Each item
|
|
yielded is a sequence of integers representing the quadtree path to the
|
|
dirty tile. Yielded sequences are of length self.level.
|
|
|
|
Remember yielded paths are in reverse order. Leaf nodes at index 0!
|
|
|
|
"""
|
|
if self.level == 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:
|
|
# Higher levels:
|
|
for c, child in enumerate(self.children):
|
|
if child == True:
|
|
# All dirty down this subtree, iterate over every leaf
|
|
for x in quadtree.iterate_base4(self.level-1):
|
|
x = list(x)
|
|
x.append(c)
|
|
yield x
|
|
elif child != False:
|
|
# Mixed dirty/clean down this subtree, recurse
|
|
for path in child.iterate_dirty():
|
|
path.append(c)
|
|
yield path
|
|
|
|
class Tile(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.
|
|
|
|
"""
|
|
__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
|
|
|
|
"""
|
|
path = os.path.join(tiledir, *(str(x) for x in self.path))
|
|
imgpath = 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.
|
|
|
|
"""
|
|
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)
|