base foudations

This commit is contained in:
KAymeric
2024-05-06 08:54:27 +02:00
parent 0e5e6a9313
commit 1da68576f4
9 changed files with 463 additions and 7 deletions

12
Enums.py Normal file
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from enum import Enum
class DIRECTION(Enum):
WEST = 0
EAST = 1
NORTH = 2
SOUTH = 3
class COLLUMN_STYLE(Enum):
INNER = 1
OUTER = 2
BOTH = 3

158
buildings/Foundations.py Normal file
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import random as rd
import numpy as np
import math
from buildings.geometry.Tile import Tile
from buildings.geometry.Polygon import Polygon
from buildings.geometry.Point import Point
from buildings.geometry.Rectangle import Rectangle
class Foundations:
def __init__(self, position : tuple[int,int], size : tuple[int, int], matrice : list[list[int]]):
# Foundations are the base of the building, they are made of tiles and based on a matrice
x,z = position
self.position = Point(x = x, z = z)
self.size = size
self.length = size[0]
self.width = size[1]
self.matrice = matrice
self.tiles = []
self.tile_size = self.define_tile_size()
self.length_in_tiles = self.length // self.tile_size
self.width_in_tiles = self.width // self.tile_size
self.x_distribution = []
self.z_distribution = []
self.polygon = self.get_polygon()
self.collumns = self.get_columns()
def define_tile_size(self) -> int:
# Tiles are constant square units different for each buildings
smaller_side = min(self.length, self.width)
# area is too small, will work but not very well
if smaller_side <= 15 : return smaller_side // 5
return rd.randint(3, smaller_side // len(self.matrice))
def add_tile(self, tile : Tile):
self.tiles.append(tile)
def get_polygon(self) -> Polygon:
## The polygon is a shape of tiles representing the foundation shape
polygon = Polygon(self.position, self.size)
avaliable_space = (self.length_in_tiles, self.width_in_tiles)
# we save the distribution, usefull for the next steps
self.x_distribution = self.get_distribution(len(self.matrice), avaliable_space[0])
self.z_distribution = self.get_distribution(len(self.matrice[0]), avaliable_space[1])
# this bullshit is to create tiles from the matrice and the distribution
x_padding = self.position.x
for x,xsize in enumerate(self.x_distribution):
z_padding = self.position.z
for z,zsize in enumerate(self.z_distribution):
if self.matrice[x][z] == 1:
for xi in range(xsize):
for zi in range(zsize):
tile = Tile(self.tile_size, (x_padding + xi*self.tile_size, z_padding + zi*self.tile_size))
self.add_tile(tile)
z_padding += zsize * self.tile_size
x_padding += xsize * self.tile_size
polygon.set_vertices_and_neighbors(self.tiles)
polygon.compress(self.tiles)
return polygon
def get_distribution(self,length,avaliable_tiles):
# foundations are based on a matrice,
# this function gives the number of tiles for each row/collumn of the matrice, giving a more random shape
# The real shit start here
if length == 1:
return [avaliable_tiles]
if length == 2:
l = rd.randint(1,avaliable_tiles-1)
return [l,avaliable_tiles-l]
if length >= 3:
is_len_even = length % 2 == 0
is_availiable_even = avaliable_tiles % 2 == 0
sizes = []
# This is to keep symetry in case of an even matrice
if not is_len_even:
center = rd.randint(1,avaliable_tiles-length+1)
avaliable_tiles -= center
is_availiable_even = avaliable_tiles % 2 == 0
if not is_availiable_even: center += 1
sizes.append(center)
is_availiable_even = True
intersection_number = length // 2 - 1
tiles_per_side = avaliable_tiles // 2
# we keep symetry we randomize only one side
intersect_values = np.random.choice(np.arange(1,tiles_per_side), size=intersection_number, replace=False)
# we duplicate the side for the symetry
last_pos = 0
intersect_values = np.append(intersect_values,tiles_per_side)
for intersect in intersect_values:
size = [intersect - last_pos]
sizes = size + sizes + size
last_pos = intersect
# if there is a tile left, add it randomly
if not is_availiable_even: sizes[rd.randint(0,len(sizes)-1)] += 1
return sizes
def get_columns(self) -> list[Rectangle]:
collumns = []
is_full_tile = bool(rd.getrandbits(1))
x_padding = self.position.x
for x,row in enumerate(self.matrice):
z_padding = self.position.z
lenx = self.x_distribution[x]
for z,value in enumerate(row):
lenz = self.z_distribution[z]
# conditions to not make a collumn on the facade of the building (no outter collumns)
skip_first_x,skip_first_z = False,False
# if it's the first or last row/collumn
if x == 0 : skip_first_x = True
if z == 0 : skip_first_z = True
last_value_x,last_value_z = self.matrice[x-1][z],self.matrice[x][z-1]
# if the previous row/collumn is empty
if last_value_x == 0 : skip_first_x = True
if last_value_z == 0 : skip_first_z = True
next_value_x,next_value_z = 0,0
try : next_value_x = self.matrice[x+1][z]
except : pass
try : next_value_z = self.matrice[x][z+1]
except : pass
# if this part of the building is too tiny
if last_value_x == 0 and next_value_x == 0 and self.x_distribution[x] == 1: continue
if last_value_z == 0 and next_value_z == 0 and self.z_distribution[z] == 1: continue
if value == 1:
self.create_collumns(x_padding, z_padding, lenx, lenz, skip_first_x, skip_first_z, collumns)
z_padding += lenz * self.tile_size
x_padding += lenx * self.tile_size
return collumns
def create_collumns(self, basex : int, basez : int, lenx : int, lenz : int, skip_first_x : bool, skip_first_z : bool, collumns : list[Rectangle]):
for x in range(lenx):
if x==0 and skip_first_x: continue
for z in range(lenz):
if z==0 and skip_first_z: continue
collumns.append(Rectangle(Point(x = basex+x*self.tile_size, z = basez+z*self.tile_size), Point(x = basex+x*self.tile_size-1, z = basez+z*self.tile_size-1)))

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class Point:
def __init__(self, x : int = None, y : int = None, z : int = None, p : tuple[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 = None, y : int = None, z : int = None, p : tuple[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
self.z = z if z != None else self.z
self.position = (self.x,self.y,self.z)

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from Enums import DIRECTION
from gdpc import Editor, Block, geometry
from buildings.geometry.Tile import Tile
from buildings.geometry.Point import Point
from buildings.geometry.Rectangle import Rectangle
from buildings.geometry.Vertice import Vertice
class Polygon:
def __init__(self, position : Point, size: tuple[int,int], vertices : list[Vertice] = []):
self.position = position
self.size = size
self.compressed = {"shape":[], "vertices":[]}
self.vertices = vertices
def fill_polygon(self, editor : Editor, material : str, y : int, y2 : int = None):
if y2 == None: y2 = y
for rect in self.compressed["shape"]:
rect.fill(editor, material, y, y2)
def fill_vertice(self, editor : Editor, material : str, y : int, y2 : int = None):
if y2 == None: y2 = y
for vertice in self.compressed["vertices"]:
vertice.fill(editor, Block(material), y, y2)
def compress(self, tiles : list[Tile]):
remaining_tiles = tiles.copy()
while len(remaining_tiles) > 0:
start = remaining_tiles[0]
neightbor = start.get_neighbor(DIRECTION.WEST)
row = []
# Find western border
while neightbor:
start = neightbor
neightbor = start.get_neighbor(DIRECTION.WEST)
# Find eastern border
while True:
row.append(start)
remaining_tiles.remove(start)
neightbor = start.get_neighbor(DIRECTION.EAST)
if not neightbor: break
start = neightbor
# Find northern border
north_row = self.find_row_border(row.copy(), DIRECTION.NORTH, remaining_tiles)
# Find southern border
south_row = self.find_row_border(row.copy(), DIRECTION.SOUTH, remaining_tiles)
area = Rectangle(north_row[0].north_west, south_row[-1].south_east)
self.compressed["shape"].append(area)
remaining_vertices = self.vertices.copy()
current = remaining_vertices.pop()
while len(remaining_vertices) > 0:
neighbors = current.get_neighbors()
has_next1 = self.has_next(neighbors[0], current.facing, remaining_vertices)
has_next2 = self.has_next(neighbors[1], current.facing, remaining_vertices)
if has_next1:
current = Vertice(has_next1.point1, current.point2, current.facing)
elif has_next2:
current = Vertice(current.point1, has_next2.point2, current.facing)
else:
self.compressed["vertices"].append(current)
current = remaining_vertices.pop()
if len(remaining_vertices) == 0: self.compressed["vertices"].append(current)
def find_row_border(self, line : list[Tile], direction : str, remaining_tiles : list[Tile]) -> list[Tile]:
while True:
new_line = []
for tile in line:
neightbor = tile.get_neighbor(direction)
if neightbor not in remaining_tiles: return line
new_line.append(neightbor)
for tile in new_line: remaining_tiles.remove(tile)
line = new_line
def set_vertices_and_neighbors(self, tiles : list[Tile]):
for tile in tiles:
targets = tile.get_neighbors_coords()
for vertice_num,target in enumerate(targets):
has_neighbor = self.has_neighbor(target, tiles)
if not has_neighbor:
self.vertices.append(tile.get_vertice(vertice_num))
else :
tile.set_neighbor(vertice_num, has_neighbor)
def has_neighbor(self, target : tuple[int], tiles : list[Tile]) -> bool|Tile:
for tile in tiles:
if tile.pos.position == target.position:
return tile
return False
def has_next(self, target : Point, facing : str, remaining_vertices : list[Vertice]) -> bool|Vertice:
for vertice in remaining_vertices:
if vertice.facing == facing:
if vertice.point1.position == target.position or vertice.point2.position == target.position:
remaining_vertices.remove(vertice)
return vertice
return False

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from gdpc import Editor, Block, geometry
from buildings.geometry.Point import Point
class Rectangle:
def __init__(self, point1 : Point, point2 : Point):
self.point1 = point1
self.point2 = point2
def get_position(self):
return (self.point1.position, self.point2.position)
def fill(self,editor : Editor, material : str, y : int, y2 : int = None):
if y2 == None: y2 = y
geometry.placeCuboid(editor, (self.point1.x, y, self.point1.z), (self.point2.x, y2, self.point2.z), Block(material))

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from gdpc import Editor, Block, geometry
from Enums import DIRECTION
from buildings.geometry.Point import Point
from buildings.geometry.Vertice import Vertice
class Tile:
def __init__(self, size : int, position : tuple[int, int]):
self.size = size
x,z = position
self.pos = Point(x = x, z = z)
leng = self.size-1
self.north_west = self.pos
self.north_east = Point(x = self.pos.x + leng, z =self.pos.z)
self.south_west = Point(x = self.pos.x, z = self.pos.z + leng)
self.south_east = Point(x = self.pos.x + leng, z = self.pos.z + leng)
self.west_neighbor = None
self.east_neighbor = None
self.north_neighbor = None
self.south_neighbor = None
def fill(self, editor : Editor, material : str, y : int, y2 : int = None) -> list[Point]:
if y2 == None: y2 = y
geometry.placeCuboid(editor, (self.pos.x, y, self.pos.z), (self.pos.x+self.size-1, y2, self.pos.z+self.size-1), Block(material))
def get_neighbors_coords(self):
return [Point(x = self.pos.x - self.size, z = self.pos.z), # west
Point(x = self.pos.x + self.size, z = self.pos.z), # east
Point(x = self.pos.x, z = self.pos.z - self.size), # north
Point(x = self.pos.x, z = self.pos.z + self.size)] # south
def get_vertice(self,vertice : int) -> Vertice:
# gives the corresponding vertice :
# 0 = west, 1 = east, 2 = north, 3 = south
match(vertice):
case 0 :
return Vertice(self.north_west, self.south_west, DIRECTION.WEST)
case 1 :
return Vertice(self.north_east, self.south_east, DIRECTION.EAST)
case 2 :
return Vertice(self.north_west, self.north_east, DIRECTION.NORTH)
case 3 :
return Vertice(self.south_west, self.south_east, DIRECTION.SOUTH)
def get_neighbor(self, direction) -> Point:
match(direction):
case DIRECTION.WEST:
return self.west_neighbor
case DIRECTION.EAST:
return self.east_neighbor
case DIRECTION.NORTH:
return self.north_neighbor
case DIRECTION.SOUTH:
return self.south_neighbor
def set_neighbor(self, direction, neighbor : Point):
match(direction):
case DIRECTION.WEST:
self.west_neighbor = neighbor
case DIRECTION.EAST:
self.east_neighbor = neighbor
case DIRECTION.NORTH:
self.north_neighbor = neighbor
case DIRECTION.SOUTH:
self.south_neighbor = neighbor

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from Enums import DIRECTION
from buildings.geometry.Point import Point
from buildings.geometry.Rectangle import Rectangle
class Vertice(Rectangle):
def __init__(self, point1 : Point, point2 : Point, facing : str):
Rectangle.__init__(self, point1, point2)
self.facing = facing
def get_neighbors(self):
match self.facing:
case DIRECTION.NORTH | DIRECTION.SOUTH:
return [Point(x = self.point1.x - 1, z = self.point1.z),
Point(x = self.point2.x + 1, z = self.point2.z)]
case DIRECTION.EAST | DIRECTION.WEST:
return [Point(x = self.point1.x, z = self.point1.z - 1),
Point(x = self.point2.x, z = self.point2.z + 1)]

59
buildings/shapes.json Normal file
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[
{
"id": 0,
"name": "basic_shape",
"matrice":[[1]]
},
{
"id": 1,
"name": "long_shape",
"matrice":[[0,1]]
},
{
"id": 2,
"name": "double_long_shape",
"matrice":[[1,0,1]]
},
{
"id": 3,
"name": "L_shape",
"matrice":[[1,0],
[1,1]]
},
{
"id": 4,
"name": "U_shape",
"matrice":[[1,0,1],
[1,1,1]]
},
{
"id": 5,
"name": "H_shape",
"matrice":[[1,0,1],
[1,1,1],
[1,0,1]]
},
{
"id": 6,
"name": "X_shape",
"matrice":[[0,1,0],
[1,1,1],
[0,1,0]]
},
{
"id": 7,
"name": "O_shape",
"matrice":[[1,1,1],
[1,0,1],
[1,1,1]]
},
{
"id": 8,
"name": "E_shape",
"matrice":[[1,1,1],
[1,0,0],
[1,1,1],
[1,0,0],
[1,1,1]]
}
]

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main.py
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from gdpc import Editor, Block, geometry
import networks.curve as curve
import numpy as np
import json
from buildings.Foundations import Foundations
editor = Editor(buffering=True)
f = open('buildings\shapes.json')
shapes = json.load(f)
# F = Foundations((0,0), (20,20), shapes[0]['matrice'])
# F.polygon.fill_polygon(editor, "stone", -60)
geometry.placeCuboid(editor, (-10,-60,-10), (85,-55,85), Block("air"))
F = Foundations((0,0), (75,75), shapes[8]['matrice'])
F.polygon.fill_polygon(editor, "stone", -60)
F.polygon.fill_vertice(editor, "pink_wool", -60)
for collumn in F.collumns:
collumn.fill(editor, "stone", -60, -55)
# # Get a block
# block = editor.getBlock((0,48,0))
# # Place a block
# editor.placeBlock((394, 132, 741), Block("stone"))
#editor.placeBlock((0 , 5, 0), Block("stone"))
# # Build a cube
# geometry.placeCuboid(editor, (458, 92, 488), (468, 99, 471), Block("oak_planks"))
curve = curve.Curve([(396, 132, 740), (435, 138, 730),
(443, 161, 758), (417, 73, 729)])
curve.compute_curve()
# curve = curve.Curve([(396, 132, 740), (435, 138, 730),
# (443, 161, 758), (417, 73, 729)])
# curve.compute_curve()
for point in curve.computed_points:
print(point)
editor.placeBlock(point, Block("stone"))
# for point in curve.computed_points:
# print(point)
# editor.placeBlock(point, Block("stone"))