@@ -1,6 +1,10 @@
|
||||
import random as rd
|
||||
from utils.Enums import DIRECTION
|
||||
from gdpc import Editor, Block, geometry
|
||||
from buildings.Foundations import Foundations
|
||||
from buildings.Facade import Facade
|
||||
from buildings.Entrance import Entrance
|
||||
from buildings.Roof import Roof
|
||||
|
||||
class Building:
|
||||
def __init__(self,rdata, position : tuple[int,int], size : tuple[int, int], matrice : list[list[int]], floors : int):
|
||||
@@ -14,16 +18,21 @@ class Building:
|
||||
|
||||
self.foundations = Foundations(rdata["foundations"], size, matrice, tile_size,)
|
||||
self.facade = Facade(rdata["facade"], self.foundations.vertices, self.foundations.is_inner_or_outer)
|
||||
self.entrance = Entrance(rdata, self.foundations.vertices, DIRECTION.EAST, self.foundations.is_inner_or_outer)
|
||||
self.roof = Roof(rdata["roof"], self.foundations.polygon)
|
||||
|
||||
def build(self, editor, materials : list[str]):
|
||||
for y in range(self.floors):
|
||||
with editor.pushTransform((self.position[0], y*(self.foundations.floor_height+1), self.position[1])):
|
||||
def build(self, editor : Editor, materials : list[str]):
|
||||
for y in range(self.floors+1):
|
||||
with editor.pushTransform((self.position[0], y*(self.foundations.floor_height+1) -1, self.position[1])):
|
||||
if y == self.floors:
|
||||
self.roof.build(editor, materials)
|
||||
break
|
||||
self.foundations.build(editor, materials)
|
||||
self.facade.build(editor, materials)
|
||||
if y == 0: self.entrance.build(editor, materials)
|
||||
else : self.facade.build(editor, materials)
|
||||
|
||||
def gen_tile_size(self) -> int:
|
||||
# Tiles are constant square units different for each buildings
|
||||
return self.length
|
||||
smaller_side = min(self.length, self.width)
|
||||
|
||||
# area is too small, will work but not very well
|
||||
|
||||
@@ -0,0 +1,114 @@
|
||||
import random as rd
|
||||
from gdpc import Editor, Block, geometry
|
||||
from utils.Enums import DIRECTION,COLLUMN_STYLE
|
||||
from buildings.geometry.Vertice import Vertice
|
||||
from buildings.Facade import Facade
|
||||
|
||||
class Entrance:
|
||||
def __init__(self,
|
||||
rdata,
|
||||
vertices : list[Vertice],
|
||||
direction : DIRECTION,
|
||||
collumn_style : COLLUMN_STYLE):
|
||||
self.vertices = self.correct_vertices(vertices)
|
||||
self.direction = direction
|
||||
self.rdata = rdata
|
||||
self.collumn_style = collumn_style
|
||||
self.is_centered = self.is_centered()
|
||||
self.door_vertice, self.facade = self.get_door_and_facade()
|
||||
self.door_width, self.door_height, self.padding, self.ypadding = self.get_door_dimention()
|
||||
self.editor, self.materials = None,None
|
||||
|
||||
def build(self, editor : Editor, materials : list[str]):
|
||||
self.editor = editor
|
||||
self.materials = materials
|
||||
self.correct_facade()
|
||||
with self.editor.pushTransform((0,1,0)):
|
||||
self.facade.build(self.editor, self.materials)
|
||||
self.build_door()
|
||||
|
||||
def build_door(self):
|
||||
# self.padding is the padding from the door to the facade, padding is the padding from the door+self.padding to the end of the vertice
|
||||
padding = (len(self.door_vertice) - (self.padding*2 + self.door_width // 2)) // 2
|
||||
self.door_vertice.fill(self.editor, self.materials[0],
|
||||
y = self.door_height+self.ypadding,
|
||||
xpadding = padding,
|
||||
zpadding = padding)
|
||||
# padding is now the padding from the door to the end of the vertice
|
||||
padding += self.padding
|
||||
self.door_vertice.fill(self.editor, "air",
|
||||
y = self.door_height,
|
||||
xpadding = padding,
|
||||
zpadding = padding)
|
||||
|
||||
def correct_facade(self):
|
||||
self.facade.has_balcony = False
|
||||
|
||||
def correct_vertices(self, vertices : list[Vertice]) -> list[Vertice]:
|
||||
for v in vertices:
|
||||
v.point2.set_position(y=v.point2.y-1)
|
||||
return vertices
|
||||
|
||||
def is_centered(self) -> bool:
|
||||
return rd.random() <= self.rdata["entrance"]["centered"]
|
||||
|
||||
def get_door_and_facade(self) -> tuple[Vertice, Facade]:
|
||||
oriented_vertices = self.get_oriented_vertices()
|
||||
door_vertice = None
|
||||
|
||||
if self.is_centered:
|
||||
oriented_vertices.sort(key = lambda v: v.point1.x if self.direction.value % 2 == 0 else v.point1.z) # if direction is north or south, sort by x, else sort by z
|
||||
mid = len(oriented_vertices) // 2
|
||||
ver1, ver2 = oriented_vertices[mid], oriented_vertices[-mid-1]
|
||||
|
||||
if ver1.point1.x != ver2.point1.x and ver1.point1.z != ver2.point1.z:
|
||||
door_vertice = rd.choice([ver1, ver2])
|
||||
elif ver1.point1.position == ver2.point1.position:
|
||||
door_vertice = ver1
|
||||
else :
|
||||
door_vertice = Vertice(ver2.point1.copy(), ver1.point2.copy())
|
||||
|
||||
else:
|
||||
door_vertice = rd.choice(oriented_vertices)
|
||||
|
||||
facade = Facade(self.rdata["facade"], self.vertices, self.collumn_style)
|
||||
return(door_vertice, facade)
|
||||
|
||||
def get_oriented_vertices(self) -> list[Vertice]:
|
||||
# Get all the vertice that can contain the door
|
||||
|
||||
# if direction is north or south, compare by x, else compare by z
|
||||
compare = lambda v: (v.point1.z,v.point1.x) if self.direction.value % 2 == 0 else (v.point1.x,v.point1.z)
|
||||
# if direction is north or west, the most off_centered is the maximum, else it is the minimum
|
||||
off_centered = lambda p1,p2: max(p1,p2) if self.direction == DIRECTION.NORTH or self.direction == DIRECTION.WEST else min(p1,p2)
|
||||
|
||||
oriented_vertices = []
|
||||
for v in self.vertices:
|
||||
if v.facing != self.direction: continue
|
||||
sortby,position = compare(v)
|
||||
alreadyset = False
|
||||
for ov in oriented_vertices:
|
||||
ov_sorted, ov_position = compare(ov)
|
||||
if position == ov_position:
|
||||
if off_centered(sortby,ov_sorted) == sortby: oriented_vertices.remove(ov)
|
||||
else: alreadyset = True
|
||||
if not alreadyset: oriented_vertices.append(v)
|
||||
|
||||
return oriented_vertices
|
||||
|
||||
def get_door_dimention(self) -> tuple[int,int,int,int]: # return width, height, padding, ypadding
|
||||
max_width = len(self.door_vertice) - 2
|
||||
max_height = self.door_vertice.get_height() - 1
|
||||
|
||||
door_width = rd.randint(self.rdata["entrance"]["door"]["size"]["min_width"], self.rdata["entrance"]["door"]["size"]["max_width"])
|
||||
door_height = rd.randint(self.rdata["entrance"]["door"]["size"]["min_height"], self.rdata["entrance"]["door"]["size"]["max_height"])
|
||||
xpadding = rd.randint(1, self.rdata["entrance"]["door"]["padding"]["max"])
|
||||
ypadding = rd.randint(1, self.rdata["entrance"]["door"]["padding"]["max_top"])
|
||||
|
||||
if door_width > max_width: door_width = max_width
|
||||
if door_height > max_height: door_height = max_height
|
||||
if xpadding*2 + door_width > max_width: xpadding += (max_width - (xpadding*2 + door_width)-1)//2
|
||||
if ypadding + door_height > max_height: ypadding += max_height - (ypadding + door_height)
|
||||
|
||||
return door_width,door_height,xpadding,ypadding
|
||||
|
||||
@@ -8,7 +8,10 @@ from buildings.elements.Window import Window
|
||||
from buildings.elements.Balcony import Balcony
|
||||
|
||||
class Facade:
|
||||
def __init__(self, rdata, vertices : list[Vertice], collumn_style : COLLUMN_STYLE):
|
||||
def __init__(self,
|
||||
rdata,
|
||||
vertices : list[Vertice],
|
||||
collumn_style : COLLUMN_STYLE):
|
||||
self.rdata = rdata
|
||||
self.vertices = vertices
|
||||
self.collumn_style = collumn_style
|
||||
@@ -37,10 +40,10 @@ class Facade:
|
||||
def correct_corners(self,points : list[Point], v : Vertice):
|
||||
if self.padding == 0:
|
||||
if self.window.border_radius != 0 and self.window.width == self.length:
|
||||
if v.point1 in points:
|
||||
if points.count(v.point1) >= 2:
|
||||
self.editor.placeBlock((0,self.window.ypadding,0), Block(self.materials[8]))
|
||||
self.editor.placeBlock((0,self.window.ypadding+self.window.height,0), Block(self.materials[8], {"type": "top"}))
|
||||
if v.point2 in points:
|
||||
if points.count(v.point2) >= 2:
|
||||
self.editor.placeBlock((self.length-1,self.window.ypadding,0), Block(self.materials[8]))
|
||||
self.editor.placeBlock((self.length-1,self.window.ypadding+self.window.height,0), Block(self.materials[8], {"type": "top"}))
|
||||
|
||||
@@ -51,16 +54,16 @@ class Facade:
|
||||
elif self.inter_floor_border_style == INTER_FLOOR_BORDER.STAIRS:
|
||||
material = Block(self.materials[4], {"facing": "south", "half": "top"})
|
||||
|
||||
if v.point1 in points:
|
||||
if points.count(v.point1) >= 2:
|
||||
self.editor.placeBlock((-1,self.height,-1), material)
|
||||
if v.point2 in points:
|
||||
if points.count(v.point2) >= 2:
|
||||
self.editor.placeBlock((self.length,self.height,-1), material)
|
||||
|
||||
|
||||
def get_window(self) -> Window:
|
||||
if self.collumn_style.value >= 2: # collumn_style >= 2 = outer collumns
|
||||
self.padding = 1
|
||||
|
||||
|
||||
max_width = self.length-2*self.padding
|
||||
max_height = min(self.height, self.rdata["windows"]["size"]["max_height"])
|
||||
|
||||
@@ -81,6 +84,6 @@ class Facade:
|
||||
def has_inter_floor(self) -> bool:
|
||||
return (self.rdata["inter_floor"]["proba"] >= rd.random(), select_random(self.rdata["inter_floor"]["border_style"], INTER_FLOOR_BORDER))
|
||||
|
||||
def get_dimentions(self) -> tuple[int]:
|
||||
def get_dimentions(self) -> tuple[int,int]:
|
||||
return ( self.vertices[0].get_height(), len(self.vertices[0]))
|
||||
|
||||
@@ -45,7 +45,7 @@ class Foundations:
|
||||
for collumn in self.collumns:
|
||||
if collumn.is_outer and self.is_inner_or_outer == COLLUMN_STYLE.INNER: continue
|
||||
if not collumn.is_outer and self.is_inner_or_outer == COLLUMN_STYLE.OUTER: continue
|
||||
collumn.fill(editor, materials[7], self.floor_height)
|
||||
collumn.fill(editor, materials[7], self.floor_height+1)
|
||||
|
||||
def add_tile(self, tile : Tile):
|
||||
self.tiles.append(tile)
|
||||
|
||||
15
buildings/Roof.py
Normal file
15
buildings/Roof.py
Normal file
@@ -0,0 +1,15 @@
|
||||
import random as rd
|
||||
from buildings.geometry.Polygon import Polygon
|
||||
|
||||
class Roof:
|
||||
def __init__(self,rdata, polygon : Polygon):
|
||||
self.rdata = rdata
|
||||
self.polygon = polygon
|
||||
self.has_rembard = self.has_rembard()
|
||||
|
||||
def build(self, editor, materials : list[str]):
|
||||
self.polygon.fill(editor, materials[0])
|
||||
if self.has_rembard: self.polygon.fill_vertice(editor, materials[9],1)
|
||||
|
||||
def has_rembard(self):
|
||||
return rd.random() <= self.rdata["rembard"]
|
||||
@@ -1,13 +1,19 @@
|
||||
Encadrement fenêtre
|
||||
toit de balcon avec/sans pilliers
|
||||
border radius balcon
|
||||
collumn style
|
||||
rembard object
|
||||
détails facade
|
||||
rdc
|
||||
toit
|
||||
toit (clim, chateau deau, pubs)
|
||||
tiles 3d
|
||||
textures object
|
||||
opti textures
|
||||
opti géométrique
|
||||
opti gdpc
|
||||
opti gdpc
|
||||
pilliers quand trop de fenêtres + pas de pilliers si tile trop petite
|
||||
limitateur taille
|
||||
facade lisses/ immeubles collés
|
||||
matrices pré-distribués
|
||||
angles 270
|
||||
bug entrée au milieu du O
|
||||
bug entrée dans le pillier
|
||||
@@ -7,7 +7,11 @@ from buildings.geometry.Vertice import Vertice
|
||||
from buildings.elements.Window import Window
|
||||
|
||||
class Balcony:
|
||||
def __init__(self, rdata, max_width : int, windows : Window, collumn_style : COLLUMN_STYLE):
|
||||
def __init__(self,
|
||||
rdata,
|
||||
max_width : int,
|
||||
windows : Window,
|
||||
collumn_style : COLLUMN_STYLE):
|
||||
self.rdata = rdata
|
||||
self.windows = windows
|
||||
self.max_width = max_width
|
||||
|
||||
@@ -5,7 +5,7 @@ class FacadeDetails:
|
||||
self.zones = zones
|
||||
self.sizes = self.get_sizes()
|
||||
|
||||
def get_sizes(self) -> list[tuple[int]]:
|
||||
def get_sizes(self) -> list[tuple[int,int,int]]:
|
||||
# foreach different zone sizes in self.zones, we will gen different details
|
||||
sizes = []
|
||||
center_for_symetry = len(self.zones) // 2
|
||||
|
||||
@@ -8,7 +8,12 @@ from buildings.geometry.Vertice import Vertice
|
||||
from buildings.elements.WindowElt.Glass import Glass
|
||||
|
||||
class Window:
|
||||
def __init__(self, rdata, max_width : int, max_height : int, facade_len : int, facade_height : int):
|
||||
def __init__(self,
|
||||
rdata,
|
||||
max_width : int,
|
||||
max_height : int,
|
||||
facade_len : int,
|
||||
facade_height : int):
|
||||
self.rdata = rdata
|
||||
self.width, self.height = self.get_size(max_width, max_height)
|
||||
self.is_grounded = self.is_grounded()
|
||||
@@ -121,7 +126,7 @@ class Window:
|
||||
rd.randint(self.rdata["size"]["min_height"],max_height)
|
||||
)
|
||||
|
||||
def get_padding(self, facade_len : int, facade_height : int) -> tuple[int]:
|
||||
def get_padding(self, facade_len : int, facade_height : int) -> tuple[int,int]:
|
||||
padding,ypadding = 0,0
|
||||
if not self.is_grounded: ypadding = (facade_height - self.height)//2
|
||||
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
class Point:
|
||||
def __init__(self, x : int = 0, y : int = 0, z : int = 0, p : tuple[int] = None):
|
||||
def __init__(self, x : int = 0, y : int = 0, z : int = 0, p : tuple[int,int,int] = None):
|
||||
if p != None: x,y,z = p
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.z = z
|
||||
self.position = (x,y,z)
|
||||
|
||||
def set_position(self, x : int = 0, y : int = 0, z : int = 0, p : tuple[int] = None):
|
||||
def set_position(self, x : int = None, y : int = None, z : int = None, p : tuple[int,int,int] = None):
|
||||
if p != None: x,y,z = p
|
||||
self.x = x if x != None else self.x
|
||||
self.y = y if y != None else self.y
|
||||
@@ -14,4 +14,7 @@ class Point:
|
||||
self.position = (self.x,self.y,self.z)
|
||||
|
||||
def __repr__(self):
|
||||
return f"Point({self.position})"
|
||||
return f"Point({self.position})"
|
||||
|
||||
def copy(self) -> 'Point':
|
||||
return Point(self.x, self.y, self.z)
|
||||
@@ -18,9 +18,10 @@ class Polygon:
|
||||
rect.fill(editor, material, y2)
|
||||
|
||||
def fill_vertice(self, editor : Editor, material : str, y : int, y2 : int = None):
|
||||
if y2 == None: y2 = y
|
||||
if y2 == None: y2 = 0
|
||||
for vertice in self.vertices:
|
||||
vertice.fill(editor, Block(material), y, y2)
|
||||
with editor.pushTransform(Transform((0,y,0))):
|
||||
vertice.fill(editor, material, y2)
|
||||
|
||||
def compress(self, tiles : list[Tile], vertices : list[Vertice]):
|
||||
remaining_tiles = tiles.copy()
|
||||
@@ -58,9 +59,9 @@ class Polygon:
|
||||
has_next2 = self._has_next(neighbors[1], current.facing, remaining_vertices)
|
||||
|
||||
if has_next1:
|
||||
current = Vertice(has_next1.point1, current.point2, current.facing)
|
||||
current = Vertice(has_next1.point1.copy(), current.point2.copy(), current.facing)
|
||||
elif has_next2:
|
||||
current = Vertice(current.point1, has_next2.point2, current.facing)
|
||||
current = Vertice(current.point1.copy(), has_next2.point2.copy(), current.facing)
|
||||
else:
|
||||
self.vertices.append(current)
|
||||
current = remaining_vertices.pop()
|
||||
@@ -89,7 +90,7 @@ class Polygon:
|
||||
for tile in new_line: remaining_tiles.remove(tile)
|
||||
line = new_line
|
||||
|
||||
def _has_neighbor(self, target : tuple[int], tiles : list[Tile]) -> bool|Tile:
|
||||
def _has_neighbor(self, target : Point, tiles : list[Tile]) -> bool|Tile:
|
||||
for tile in tiles:
|
||||
if tile.pos.position == target.position:
|
||||
return tile
|
||||
|
||||
@@ -61,16 +61,16 @@ class Tile:
|
||||
|
||||
def get_vertice(self,vertice : int|DIRECTION) -> Vertice:
|
||||
# gives the corresponding vertice :
|
||||
# 0 = north, 1 = west, 2 = south, 3 = east
|
||||
# 0 = north, 1 = east, 2 = south, 3 = west
|
||||
match(vertice):
|
||||
case 0 :
|
||||
return Vertice(self.north_west, self.north_east, DIRECTION.NORTH)
|
||||
return Vertice(self.north_west.copy(), self.north_east.copy(), DIRECTION.NORTH)
|
||||
case 1 :
|
||||
return Vertice(self.north_west, self.south_west, DIRECTION.WEST)
|
||||
return Vertice(self.north_east.copy(), self.south_east.copy(), DIRECTION.EAST)
|
||||
case 2 :
|
||||
return Vertice(self.south_west, self.south_east, DIRECTION.SOUTH)
|
||||
return Vertice(self.south_west.copy(), self.south_east.copy(), DIRECTION.SOUTH)
|
||||
case 3 :
|
||||
return Vertice(self.north_east, self.south_east, DIRECTION.EAST)
|
||||
return Vertice(self.north_west.copy(), self.south_west.copy(), DIRECTION.WEST)
|
||||
case DIRECTION.WEST :
|
||||
return self.west_vertice
|
||||
case DIRECTION.EAST :
|
||||
@@ -82,7 +82,7 @@ class Tile:
|
||||
|
||||
def set_vertice(self, direction : DIRECTION, vertice : Vertice, height : int):
|
||||
self.has_vertice = True
|
||||
vertice.point2.y = height
|
||||
vertice.point2.set_position(y = height)
|
||||
match(direction):
|
||||
case DIRECTION.WEST :
|
||||
self.west_vertice = vertice
|
||||
|
||||
19
main.py
19
main.py
@@ -21,25 +21,26 @@ random_data = y.data
|
||||
# with editor.pushTransform(Transform(rotation = i)):
|
||||
# geometry.placeCuboid(editor, (0,0,0), (0,3,5), Block("stone"))
|
||||
|
||||
transform = Transform((0,-60,80),rotation = 0)
|
||||
transform = Transform((0,-60,110),rotation = 0)
|
||||
editor.transform.push(transform)
|
||||
|
||||
geometry.placeCuboid(editor, (-5,0,-8), (170,25,25), Block("air"))
|
||||
geometry.placeCuboid(editor, (-5,0,-8), (60,10,70), Block("air"))
|
||||
|
||||
buildings = []
|
||||
buildings.append(Building(random_data["buildings"], (0, 0), (20,20), shapes[0]['matrice'], 1))
|
||||
buildings.append(Building(random_data["buildings"], (25, 0), (30,30), shapes[5]['matrice'], 1))
|
||||
buildings.append(Building(random_data["buildings"], (0, 35), (30,30), shapes[6]['matrice'], 1))
|
||||
buildings.append(Building(random_data["buildings"], (35, 35), (20,20), shapes[7]['matrice'], 1))
|
||||
|
||||
padd = 0
|
||||
for i in range(4,13):
|
||||
building = Building(random_data["buildings"], (padd, 0), (i,i), shapes[0]['matrice'], 3)
|
||||
building.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall","stone_brick_stairs","oak_planks","white_concrete","cobblestone","stone_brick_slab"])
|
||||
padd += i + 10
|
||||
|
||||
for building in buildings :
|
||||
building.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall","stone_brick_stairs","oak_planks","white_concrete","cobblestone","stone_brick_slab","iron_bars"])
|
||||
|
||||
|
||||
# # Get a block
|
||||
# block = editor.getBlock((0,48,0))
|
||||
|
||||
# # Place a block
|
||||
#editor.placeBlock((0 , 5, 0), Block("stone"))
|
||||
# editor.placeBlock((0 , 5, 0), Block("stone"))
|
||||
|
||||
# # Build a cube
|
||||
# geometry.placeCuboid(editor, (458, 92, 488), (468, 99, 471), Block("oak_planks"))
|
||||
|
||||
31
params.yml
31
params.yml
@@ -8,7 +8,7 @@ buildings:
|
||||
collumn_style :
|
||||
# proportion of each style
|
||||
none: 1
|
||||
inner: 1
|
||||
inner: 5
|
||||
outer: 1
|
||||
both: 1
|
||||
floor:
|
||||
@@ -62,17 +62,30 @@ buildings:
|
||||
medium: 1
|
||||
full: 1
|
||||
|
||||
Entrance:
|
||||
centered: 0.8
|
||||
different_facade: 0.75
|
||||
size:
|
||||
min_height: 5
|
||||
max_height: 9
|
||||
|
||||
inter_floor:
|
||||
proba: 0.5
|
||||
border_style:
|
||||
# bloc used to fill the corner of the interfloor
|
||||
none: 1
|
||||
slab: 2
|
||||
stairs: 2
|
||||
stairs: 2
|
||||
|
||||
entrance:
|
||||
centered: 0.8
|
||||
different_facade: 0.75
|
||||
size:
|
||||
min_height: 5
|
||||
max_height: 9
|
||||
door:
|
||||
size:
|
||||
min_height: 2
|
||||
max_height: 4
|
||||
min_width: 1
|
||||
max_width: 3
|
||||
padding:
|
||||
max: 2
|
||||
max_top: 2
|
||||
|
||||
roof:
|
||||
rembard: 0.5
|
||||
|
||||
Reference in New Issue
Block a user