Minetest Mapper C++
===================
A port of minetestmapper.py to C++ from https://github.com/minetest/minetest/tree/master/util
Requirements
------------
* libgd
* sqlite3
Compilation
-----------
Plain:
::
cmake .
make
With levelDB support:
::
cmake -DENABLE_LEVELDB=true .
make
Debug version:
::
cmake -DCMAKE_BUILD_TYPE:STRING=Debug .
make
Release version:
::
cmake -DCMAKE_BUILD_TYPE:STRING=Release .
make
Usage
-----
Binary `minetestmapper` has two mandatory paremeters, `-i` (input world path)
and `-o` (output image path).
::
./minetestmapper -i ~/.minetest/worlds/my_world/ -o ~/map.png
Parameters
^^^^^^^^^^
bgcolor:
Background color of image, `--bgcolor #ffffff`
scalecolor:
Color of scale, `--scalecolor #000000`
playercolor:
Color of player indicators, `--playercolor #ff0000`
origincolor:
Color of origin indicator, `--origincolor #ff0000`
drawscale:
Draw tick marks, `--drawscale`
drawplayers:
Draw player indicators, `--drawplayers`
draworigin:
Draw origin indicator, `--draworigin`
drawalpha:
Allow blocks to be drawn with transparency, `--drawalpha`
noshading:
Don't draw shading on nodes, `--noshading`
min-y:
Don't draw nodes below this y value, `--min-y -25`
max-y:
Don't draw nodes above this y value, `--max-y 75`
backend:
Use specific map backend, supported: sqlite3, leveldb, `--backend leveldb`
geometry:
Limit area to specific geometry, `--geometry -800:-800+1600+1600`
forcegeometry:
Generate a map of the requested size, even if the world is smaller.
sqlite-cacheworldrow:
When using sqlite, read an entire world row at one, instead of reading
one block at a time.
This may improve performance when a large percentage of the world is mapped.
--tiles <tilesize>[+<border>]
Divide the map in square tiles of the requested size. A border of the
requested width (or width 1, of not specfied) is drawn between the tiles.
In order to preserve all map pixels (and to prevent overwriting them with
borders), extra pixel rows and columns for the borders are inserted into
the map.
In order to allow partial world maps to be combined into larger maps, edge
borders of the map are always drawn on the same side (left or top). Other
edges are always border-less.
`--tiles 1000`
`--tiles 1000+2`
NOTE: As a consequence of preserving all map pixels:
* tiled maps may look slightly distorted, due to the inserted borders.
* scale markers never align with tile borders, as the borders are
logically *between* pixels, so they have no actual coordinates.
--tileorigin x:y
Arrange the tiles so that one tile has its bottom-left (i.e. south-west)
corner at map coordinates x,y.
By default, tiles are arranged so that one tile has map coordinate 0,0 at
its center.
`--tileorigin -500,-500`
`--tileorigin center-map`
`--tileorigin center-world`
--tilebordercolor
Color of border between tiles, `--tilebordercolor #000000`
verbose:
report some useful/ interesting information:
* maximum coordinates of the world
* world coordinates included the map being generated
* number of blocks: in the world, and in the map area.
* database access statistics.