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mcregionreader.py
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mcregionreader.py
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# FIXME - obsolete and likely no longer working as of 1.6.3... any reason to keep around?
import os
from struct import unpack #, error as StructError
import nbtreader
from mineregion import OPTIONS, EXCLUDED_BLOCKS, BLOCKDATA, REPORTING, unknownBlockIDs #, getMCBlockType, mcToBlendCoord #yuck!
##..yuck: they're immutable and don't return properly except for the dict-type ones. Get rid of this in next cleanup.
class ChunkReader:
#readBlock( cX,cZ,(sY?), (bX,bY,bZ) ... ) ignoring 'region' boundaries and chunk boundaries? We need an ignore-chunk-boundaries level of abstraction
def readChunk(self, chunkPosX, chunkPosZ, vertexBuffer): # aka "readChunkFromRegion" ...
"""Loads chunk located at the X,Z chunk location provided."""
from math import floor
global REPORTING
#region containing a given chunk is found thusly: floor of c over 32
regionX = floor(chunkPosX / 32)
regionZ = floor(chunkPosZ / 32)
rheaderoffset = ((chunkPosX % 32) + (chunkPosZ % 32) * 32) * 4
#print("Reading chunk %d,%d from region %d,%d" %(chunkPosX, chunkPosZ, regionX,regionZ))
rfileName = "r.%d.%d.mcr" % (regionX, regionZ)
if not os.path.exists(rfileName):
#Can't load: it doesn't exist!
print("No such region generated.")
return
with open(rfileName, 'rb') as regfile:
# header for the chunk we want is at...
#The location in the region file of a chunk at (x, z) (in chunk coordinates) can be found at byte offset 4 * ((x mod 32) + (z mod 32) * 32) in its McRegion file.
#Its timestamp can be found 4096 bytes later in the file
regfile.seek(rheaderoffset)
cheadr = regfile.read(4)
dataoffset = unpack(">i", b'\x00'+cheadr[0:3])[0]
chunksectorcount = cheadr[3]
if dataoffset == 0 and chunksectorcount == 0:
pass
#print("Region exists, but chunk has never been created within it.")
else:
chunkdata = self._readChunkData(regfile, dataoffset, chunksectorcount) #todo: rename that function!
#Geometry creation! etc... If surface only, can get heights etc from lightarray?
#top level tag in NBT is an unnamed TAG_Compound, for some reason, containing a named TAG_Compound "Level"
chunkLvl = chunkdata.value['Level'].value
#chunkXPos = chunkLvl['xPos'].value
#chunkZPos = chunkLvl['zPos'].value
#print("Reading blocks for chunk: (%d, %d)\n" % (chunkXPos, chunkZPos))
ChunkReader.readBlocks(chunkLvl, vertexBuffer)
#print("Loaded chunk %d,%d" % (chunkPosX,chunkPosZ))
REPORTING['totalchunks'] += 1
def _readChunkData(self, bstream, chunkOffset, chunkSectorCount): #rename this!
#get the datastring out of the file...
import io, zlib
#cf = open(fname, 'rb')
initialPos = bstream.tell()
cstart = chunkOffset * 4096 #4 kiB
clen = chunkSectorCount * 4096
bstream.seek(cstart) #this bstream is the region file
chunkHeaderAndData = bstream.read(clen)
#chunk header stuff is:
# 4 bytes: length (of remaining data)
# 1 byte : compression type (1 - gzip - unused; 2 - zlib: it should always be this in actual fact)
# then the rest, is length-1 bytes of compressed (zlib) NBT data.
chunkDLength = unpack(">i", chunkHeaderAndData[0:4])[0]
chunkDCompression = chunkHeaderAndData[4]
if chunkDCompression != 2:
print("Not a zlib-compressed chunk!?")
raise StringError() #MinecraftSomethingError, perhaps.
chunkZippedBytes = chunkHeaderAndData[5:]
#could/should check that chunkZippedBytes is same length as chunkDLength-1.
#put the regionfile byte stream back to where it started:
bstream.seek(initialPos)
#Read the compressed chunk data
zipper = zlib.decompressobj()
chunkData = zipper.decompress(chunkZippedBytes)
chunkDataAsFile = io.BytesIO(chunkData)
chunkNBT = nbtreader.readNBT(chunkDataAsFile)
return chunkNBT
#Hollow volumes optimisation (version1: in-chunk only)
def _isExposedBlock(dX,dY,dZ, blockData, blockID, idAbove, skyHighLimit, depthLimit):
#fail-fast. checks if all ortho adjacent neighbours fall inside this chunk.
#EASY! Because it's 0-15 for both X and Z. For Y, we're iterating downward,
#so get the previous value (the block above) passed in.
if dX == 0 or dX == 15 or dY == 0 or dZ == 0 or dZ == 15 or blockID == 18: #leaves
return True
if idAbove != blockID:
return True
if dY == skyHighLimit or dY == depthLimit:
return True
#GLOBALS (see readBlocks, below)
CHUNKSIZE_X = 16 #static consts - global?
CHUNKSIZE_Y = 128
CHUNKSIZE_Z = 16
_Y_SHIFT = 7 # 2**7 is 128. use for fast multiply
_YZ_SHIFT = 11 #16 * 128 is 2048, which is 2**11
#Check below:
ngbIndex = dY-1 + (dZ << _Y_SHIFT) + (dX << _YZ_SHIFT) #Check this lookup in readBlocks, below! Can it go o.o.b.?
neighbour = blockData[ngbIndex]
if neighbour != blockID:
return True
#Now checked above and below. Check all sides.
#Check -X
ngbIndex = dY + (dZ << _Y_SHIFT) + ((dX-1) << _YZ_SHIFT) #Check this lookup in readBlocks, below! Can it go o.o.b.?
neighbour = blockData[ngbIndex]
if neighbour != blockID:
return True
#Check +X
ngbIndex = dY + (dZ << _Y_SHIFT) + ((dX+1) << _YZ_SHIFT) #Check this lookup in readBlocks, below! Can it go o.o.b.?
neighbour = blockData[ngbIndex]
if neighbour != blockID:
return True
#Check -Z
ngbIndex = dY + ((dZ-1) << _Y_SHIFT) + (dX << _YZ_SHIFT) #Check this lookup in readBlocks, below! Can it go o.o.b.?
neighbour = blockData[ngbIndex]
if neighbour != blockID:
return True
#Check +Z
ngbIndex = dY + ((dZ+1) << _Y_SHIFT) + (dX << _YZ_SHIFT) #Check this lookup in readBlocks, below! Can it go o.o.b.?
neighbour = blockData[ngbIndex]
if neighbour != blockID:
return True
return False
#nb: 0 is bottom bedrock, 128 is top of sky. Sea is 64.
def readBlocks(chunkLevelData, vertexBuffer):
"""readBlocks(chunkLevelData) -> takes a named TAG_Compound 'Level' containing a chunk's blocks, data, heightmap, xpos,zpos, etc.
Adds the data points into a 'vertexBuffer' which is a per-named-type dictionary of ????'s. That later is made into Blender geometry via from_pydata."""
#TODO: also TileEntities and Entities. Entities will generally be an empty list.
#TileEntities are needed for some things to define fully...
global unknownBlockIDs
global OPTIONS, REPORTING
#skyHighLimit=128
#depthLimit=0
skyHighLimit = OPTIONS['highlimit']
if skyHighLimit > 127:
skyHighLimit = 127
depthLimit = OPTIONS['lowlimit']
#chunkLocation = 'xPos' 'zPos' ...
chunkX = chunkLevelData['xPos'].value
chunkZ = chunkLevelData['zPos'].value
CHUNKSIZE_X = 16 #static consts - global?
CHUNKSIZE_Y = 128
CHUNKSIZE_Z = 16
_Y_SHIFT = 7 # 2**7 is 128. use for fast multiply
_YZ_SHIFT = 11 #16 * 128 is 2048, which is 2**11
# Blocks, Data, Skylight, ... heightmap
#Blocks contain the block ids; Data contains the extra info: 4 bits of lighting info + 4 bits of 'extra fields'
# eg Lamp direction, crop wetness, etc.
# Heightmap gives us quick access to the top surface of everything - ie optimise out iterating through all sky blocks.
#To access a specific block from either the block or data array from XYZ coordinates, use the following formula:
# Index = x + (y * Height + z) * Width
#naive starting point: LOAD ALL THE BLOCKS! :D
blockData = chunkLevelData['Blocks'].value #yields a TAG_Byte_Array value (bytes object)
heightMap = chunkLevelData['HeightMap'].value
extraData = chunkLevelData['Data'].value
#256 bytes of heightmap data. 16 x 16. Each byte records the lowest level
#in each column where the light from the sky is at full strength. Speeds up
#computing of the SkyLight. Note: This array's indexes are ordered Z,X
#whereas the other array indexes are ordered X,Z,Y.
#loadedData -> we buffer everything into lists, then batch-create the
#vertices later. This makes the model build in Blender many, many times faster
#list of named, distinct material meshes. add vertices to each, only in batches.
#Optimisation: 'Hollow volumes': only add if there is at least 1 orthogonal non-same-type neighbour.
#Aggressive optimisation: only load if there is 1 air orthogonal neighbour (or transparent materials).
# dataX will be dX, blender X will be bX.
for dX in range(CHUNKSIZE_X):
#print("looping chunk x %d" % dX)
for dZ in range(CHUNKSIZE_Z): #-1, -1, -1):
#get starting Y from heightmap, ignoring excess height iterations.
#heightByte = heightMap[dX + (dZ << 4)] # z * 16
heightByte = 127 #Fix: always start from very top... for now
#This makes nether load properly, plus missed objects in overworld
#omitted due to lighting calculations being wrong.
if heightByte > skyHighLimit:
heightByte = skyHighLimit
#gives the LOWEST LEVEL where light is max. Start at this value, and y-- until we hit bedrock at y == 0.
dY = heightByte
oneBlockAbove = 0 #data value of the block 1 up from where we are now. (for neighbour comparisons)
#for dY in range(CHUNKSIZE_Y): # naive method (iterate all)
while dY >= depthLimit:
blockIndex = dY + (dZ << _Y_SHIFT) + (dX << _YZ_SHIFT) # max number of bytes in a chunk is 32768. this is coming in at 32839 for XYZ: (15,71,8)
blockID = blockData[ blockIndex ]
#except IndexError:
# print("X:%d Y:%d Z %d, blockID from before: %d, cx,cz: %d,%d. Blockindex: %d" % (dX,dY,dZ,blockID,chunkX,chunkZ, blockIndex))
# raise IndexError
#create this block in the output!
if blockID != 0 and blockID not in EXCLUDED_BLOCKS: # 0 is air
REPORTING['blocksread'] += 1
#hollowness test:
if blockID in BLOCKDATA:
if ChunkReader._isExposedBlock(dX,dY,dZ, blockData, blockID, oneBlockAbove, skyHighLimit, depthLimit):
#TODO: Make better version of this check, counting across chunks and regions.
#Load extra data (if applicable to blockID):
#if it has extra data, grab 4 bits from extraData
datOffset = (int(blockIndex /2)) #divided by 2
datHiBits = blockIndex % 2 #odd or even, will be hi or low nibble
extraDatByte = extraData[datOffset] # should be a byte of which we only want part.
hiMask = 0b11110000
loMask = 0b00001111
extraValue = None
if datHiBits:
#get high 4, and shift right 4.
extraValue = loMask & (extraDatByte >> 4)
else:
#mask hi 4 off.
extraValue = extraDatByte & loMask
#create block in corresponding blockmesh
ChunkReader.createBlock(blockID, (chunkX, chunkZ), (dX,dY,dZ), extraValue, vertexBuffer)
else:
REPORTING['blocksdropped'] += 1
else:
#print("Unrecognised Block ID: %d" % blockID)
#createUnknownMeshBlock()
unknownBlockIDs.add(blockID)
dY -= 1
oneBlockAbove = blockID # set 'last read block' to current value
def createBlock(blockID, chunkPos, blockPos, extraBlockData, vertBuffer):
"""adds a vertex to the blockmesh for blockID in the relevant location."""
print("ChunkReader.createBlock")
# print("blockID: " + str(blockID))
# print("chunkPos: " + str(chunkPos))
print("blockPos: " + str(blockPos))
# print("extraBlockData: " + str(extraBlockData))
# print("vertBuffer: " + str(vertBuffer))
# print("")
#chunkpos is X,Z; blockpos is x,y,z for block.
# mesh = getMCBlockType(blockID, extraBlockData) #this could be inefficient. Perhaps create all the types at the start, then STOP MAKING THIS CHECK!
# if mesh is None:
# return
#
# typeName = mesh.name
# vertex = mcToBlendCoord(chunkPos, blockPos)
#
# if typeName in vertBuffer:
# vertBuffer[typeName].append(vertex)
# else:
# vertBuffer[typeName] = [vertex]
#xyz is local to the 'stone' mesh for example. but that's from 0 (world).
#regionfile can be found from chunkPos.
#Chunkpos is an X,Z pair.
#Blockpos is an X,Y,Z triple - within chunk.