Merge remote-tracking branch 'origin/main' into road
This commit is contained in:
12
Enums.py
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12
Enums.py
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from enum import Enum
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class DIRECTION(Enum):
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WEST = 0
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EAST = 1
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NORTH = 2
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SOUTH = 3
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class COLLUMN_STYLE(Enum):
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INNER = 1
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OUTER = 2
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BOTH = 3
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31
buildings/Building.py
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31
buildings/Building.py
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@@ -0,0 +1,31 @@
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import random as rd
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from Enums import COLLUMN_STYLE
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from buildings.Foundations import Foundations
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from buildings.Facade import Facade
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class Building:
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def __init__(self, position : tuple[int,int], size : tuple[int, int], matrice : list[list[int]]):
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self.position = position
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self.length, self.width = size
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self.matrice = matrice
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# Generate every random components here
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is_collumn_full_tile = bool(rd.getrandbits(1))
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is_inner_or_outer = rd.choice(list(COLLUMN_STYLE))
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tile_size = self.gen_tile_size()
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floor_height = rd.randint(4, 7)
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is_inner_or_outer = COLLUMN_STYLE.BOTH
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self.foundations = Foundations(position, size, matrice, tile_size, is_collumn_full_tile, is_inner_or_outer)
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self.facade = Facade(self.foundations.vertices, floor_height, is_inner_or_outer)
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def gen_tile_size(self) -> int:
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# Tiles are constant square units different for each buildings
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smaller_side = min(self.length, self.width)
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# area is too small, will work but not very well
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if smaller_side <= 15 : return smaller_side // 5
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return rd.randint(3, smaller_side // len(self.matrice))
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29
buildings/Facade.py
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29
buildings/Facade.py
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@@ -0,0 +1,29 @@
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from Enums import COLLUMN_STYLE
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from buildings.geometry.Vertice import Vertice
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from buildings.geometry.Rectangle import Rectangle
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from buildings.elements.Window import Window
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class Facade:
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def __init__(self, vertices : list[Vertice], height : int, is_inner_or_outer : COLLUMN_STYLE):
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self.vertices = vertices
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self.is_inner_or_outer = is_inner_or_outer
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self.height = height
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self.window_size = self.get_window_size()
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self.window = self.get_window()
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self.has_balcony = self.has_balcony()
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self.has_inter_floor = self.has_inter_floor()
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def build_facade(self):
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pass
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def get_window_size(self) -> tuple[int,int]:
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pass
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def has_balcony(self) -> bool:
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pass
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def has_inter_floor(self) -> bool:
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pass
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def get_window(self) -> Window:
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pass
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144
buildings/Foundations.py
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144
buildings/Foundations.py
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@@ -0,0 +1,144 @@
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import random as rd
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import numpy as np
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import math
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from Enums import COLLUMN_STYLE
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from buildings.geometry.Tile import Tile
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from buildings.geometry.Polygon import Polygon
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from buildings.geometry.Point import Point
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from buildings.geometry.Rectangle import Rectangle
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from buildings.elements.Collumn import Collumn
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class Foundations:
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# TODO : gérer les collones sur les tiles trop petites et les colones 1tile/2 + fulltile
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def __init__(self,
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position : tuple[int,int],
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size : tuple[int, int],
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matrice : list[list[int]],
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tile_size : int,
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is_collumn_full_tile : bool,
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is_inner_or_outer : COLLUMN_STYLE):
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# Foundations are the base of the building, they are made of tiles and based on a matrice
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# Random components
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self.tile_size = tile_size
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self.is_collumn_full_tile = is_collumn_full_tile
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self.is_inner_or_outer = is_inner_or_outer
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x,z = position
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self.position = Point(x = x, z = z)
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self.size = size
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self.length = size[0]
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self.width = size[1]
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self.matrice = matrice
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self.tiles = []
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self.vertices = []
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self.length_in_tiles = self.length // self.tile_size
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self.width_in_tiles = self.width // self.tile_size
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self.x_distribution = []
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self.z_distribution = []
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self.polygon = self.get_polygon()
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self.collumns = self.get_columns()
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def add_tile(self, tile : Tile):
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self.tiles.append(tile)
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def get_polygon(self) -> Polygon:
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## The polygon is a shape of tiles representing the foundation shape
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polygon = Polygon(self.position, self.size)
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avaliable_space = (self.length_in_tiles, self.width_in_tiles)
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# we save the distribution, usefull for the next steps
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self.x_distribution = self.get_distribution(len(self.matrice), avaliable_space[0])
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self.z_distribution = self.get_distribution(len(self.matrice[0]), avaliable_space[1])
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# this bullshit is to create tiles from the matrice and the distribution
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x_padding = self.position.x
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for x,xsize in enumerate(self.x_distribution):
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z_padding = self.position.z
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for z,zsize in enumerate(self.z_distribution):
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if self.matrice[x][z] == 1:
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for xi in range(xsize):
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for zi in range(zsize):
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tile = Tile(self.tile_size, (x_padding + xi*self.tile_size, z_padding + zi*self.tile_size))
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self.add_tile(tile)
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z_padding += zsize * self.tile_size
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x_padding += xsize * self.tile_size
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polygon.set_vertices_and_neighbors(self.tiles, self.vertices)
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polygon.compress(self.tiles, self.vertices)
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return polygon
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def get_distribution(self,length,avaliable_tiles):
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# foundations are based on a matrice,
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# this function gives the number of tiles for each row/collumn of the matrice, giving a more random shape
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# The real shit start here
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if length == avaliable_tiles:
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return [1 for i in range(avaliable_tiles)]
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if length == 1:
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return [avaliable_tiles]
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if length == 2:
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l = rd.randint(1,avaliable_tiles-1)
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return [l,avaliable_tiles-l]
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if length >= 3:
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sizes = []
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intersections_count = math.ceil(length/2)-1
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tiles_per_side = avaliable_tiles//2
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correction = 0
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intersect_values = np.random.choice(np.arange(1,tiles_per_side), size=intersections_count, replace=False)
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#we generate only half of the distribution
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last_pos = 0
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intersect_values = np.append(intersect_values,tiles_per_side)
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for intersect in intersect_values:
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sizes.append(intersect - last_pos)
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last_pos = intersect
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# we duplicate the side for the symetry
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symetry = sizes.copy()
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symetry.reverse()
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if avaliable_tiles%2 == 1: correction = 1 # if there is a tile left, add it randomly
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if length%2 == 1 : sizes[-1], symetry = sizes[-1]*2 + correction, symetry[1:]
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sizes += symetry
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return sizes
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def get_columns(self) -> list[Collumn]:
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collumns = []
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for tile in self.tiles:
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north_west_collumn = Collumn(Point(x = tile.north_west.x-1, z = tile.north_west.z-1), tile.north_west)
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north_east_collumn = Collumn(Point(x = tile.north_east.x, z = tile.north_east.z-1), Point(x = tile.north_east.x+1, z = tile.north_east.z))
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south_west_collumn = Collumn(Point(x = tile.south_west.x-1, z = tile.south_west.z), Point(x = tile.south_west.x, z = tile.south_west.z+1))
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south_east_collumn = Collumn(tile.south_east, Point(x = tile.south_east.x+1, z = tile.south_east.z+1))
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if tile.north_vertice != None or tile.west_vertice != None: north_west_collumn.set_is_outer(True)
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if tile.north_vertice != None or tile.east_vertice != None: north_east_collumn.set_is_outer(True)
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if tile.south_vertice != None or tile.west_vertice != None: south_west_collumn.set_is_outer(True)
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if tile.south_vertice != None or tile.east_vertice != None: south_east_collumn.set_is_outer(True)
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collumns.extend([north_west_collumn, north_east_collumn, south_west_collumn, south_east_collumn])
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return self._suppr_doubblons_collumns(collumns)
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def _suppr_doubblons_collumns(self, collumns : list[Collumn]):
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for index,collumn in enumerate(collumns):
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if index == len(collumns)-1: break
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for compare in collumns[index+1:]:
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if collumn.point1.position == compare.point1.position :
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if compare.is_outer : collumn.set_is_outer(True)
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collumns.remove(compare)
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print(len(collumns))
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return collumns
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11
buildings/elements/Collumn.py
Normal file
11
buildings/elements/Collumn.py
Normal file
@@ -0,0 +1,11 @@
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from buildings.geometry.Rectangle import Rectangle
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from buildings.geometry.Point import Point
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class Collumn(Rectangle):
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def __init__(self, point1 : Point, point2 : Point, is_outer : bool = False) :
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Rectangle.__init__(self, point1, point2)
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self.is_outer = is_outer
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def set_is_outer(self, is_outer : bool):
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|
self.is_outer = is_outer
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10
buildings/elements/Window.py
Normal file
10
buildings/elements/Window.py
Normal file
@@ -0,0 +1,10 @@
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class Window:
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def __init__(self, size : tuple[int,int]):
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self.size = size
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def open(self):
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pass
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def close(self):
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|
pass
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14
buildings/geometry/Point.py
Normal file
14
buildings/geometry/Point.py
Normal file
@@ -0,0 +1,14 @@
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class Point:
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def __init__(self, x : int = None, y : int = None, z : int = None, p : tuple[int] = None):
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|
if p != None: x,y,z = p
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|
self.x = x
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|
self.y = y
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|
self.z = z
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self.position = (x,y,z)
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|
|
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|
def set_position(self, x : int = None, y : int = None, z : int = None, p : tuple[int] = None):
|
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|
if p != None: x,y,z = p
|
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|
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
|
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|
self.position = (self.x,self.y,self.z)
|
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106
buildings/geometry/Polygon.py
Normal file
106
buildings/geometry/Polygon.py
Normal file
@@ -0,0 +1,106 @@
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|
from Enums import DIRECTION
|
||||||
|
from gdpc import Editor, Block, geometry
|
||||||
|
from buildings.geometry.Tile import Tile
|
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|
from buildings.geometry.Point import Point
|
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|
from buildings.geometry.Rectangle import Rectangle
|
||||||
|
from buildings.geometry.Vertice import Vertice
|
||||||
|
|
||||||
|
class Polygon:
|
||||||
|
def __init__(self, position : Point, size: tuple[int,int]):
|
||||||
|
self.position = position
|
||||||
|
self.size = size
|
||||||
|
self.shape = []
|
||||||
|
self.vertices = []
|
||||||
|
|
||||||
|
def fill_polygon(self, editor : Editor, material : str, y : int, y2 : int = None):
|
||||||
|
if y2 == None: y2 = y
|
||||||
|
for rect in self.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.vertices:
|
||||||
|
vertice.fill(editor, Block(material), y, y2)
|
||||||
|
|
||||||
|
def compress(self, tiles : list[Tile], vertices : list[Vertice]):
|
||||||
|
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.shape.append(area)
|
||||||
|
|
||||||
|
remaining_vertices = 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.vertices.append(current)
|
||||||
|
current = remaining_vertices.pop()
|
||||||
|
|
||||||
|
if len(remaining_vertices) == 0: self.vertices.append(current)
|
||||||
|
|
||||||
|
def set_vertices_and_neighbors(self, tiles : list[Tile], vertices : list[Vertice]):
|
||||||
|
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:
|
||||||
|
vertice = tile.get_vertice(vertice_num)
|
||||||
|
vertices.append(vertice)
|
||||||
|
tile.set_vertice(DIRECTION(vertice_num), vertice)
|
||||||
|
else :
|
||||||
|
tile.set_neighbor(vertice_num, has_neighbor)
|
||||||
|
|
||||||
|
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 _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
|
||||||
|
|
||||||
|
|
||||||
14
buildings/geometry/Rectangle.py
Normal file
14
buildings/geometry/Rectangle.py
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
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))
|
||||||
94
buildings/geometry/Tile.py
Normal file
94
buildings/geometry/Tile.py
Normal file
@@ -0,0 +1,94 @@
|
|||||||
|
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
|
||||||
|
leng = self.size-1
|
||||||
|
self.pos = Point(x = x, z = z)
|
||||||
|
|
||||||
|
self.has_vertice = False
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
self.west_vertice = None
|
||||||
|
self.east_vertice = None
|
||||||
|
self.north_vertice = None
|
||||||
|
self.south_vertice = 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_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 : 'Tile'):
|
||||||
|
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
|
||||||
|
|
||||||
|
def get_vertice(self,vertice : int|DIRECTION) -> 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)
|
||||||
|
case DIRECTION.WEST :
|
||||||
|
return self.west_vertice
|
||||||
|
case DIRECTION.EAST :
|
||||||
|
return self.east_vertice
|
||||||
|
case DIRECTION.NORTH :
|
||||||
|
return self.north_vertice
|
||||||
|
case DIRECTION.SOUTH :
|
||||||
|
return self.south_vertice
|
||||||
|
|
||||||
|
def set_vertice(self, direction : DIRECTION, vertice : Vertice):
|
||||||
|
self.has_vertice = True
|
||||||
|
match(direction):
|
||||||
|
case DIRECTION.WEST :
|
||||||
|
self.west_vertice = vertice
|
||||||
|
case DIRECTION.EAST :
|
||||||
|
self.east_vertice = vertice
|
||||||
|
case DIRECTION.NORTH :
|
||||||
|
self.north_vertice = vertice
|
||||||
|
case DIRECTION.SOUTH :
|
||||||
|
self.south_vertice = vertice
|
||||||
21
buildings/geometry/Vertice.py
Normal file
21
buildings/geometry/Vertice.py
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
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)]
|
||||||
|
|
||||||
|
def get_size(self):
|
||||||
|
return self.point2.x - self.point1.x + self.point2.z - self.point1.z
|
||||||
|
|
||||||
59
buildings/shapes.json
Normal file
59
buildings/shapes.json
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
[
|
||||||
|
{
|
||||||
|
"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]]
|
||||||
|
}
|
||||||
|
]
|
||||||
14
main.py
14
main.py
@@ -3,10 +3,24 @@ import networks.Curve as curve
|
|||||||
import networks.CurveSurface as CurveSurface
|
import networks.CurveSurface as CurveSurface
|
||||||
import networks.Segment as segment
|
import networks.Segment as segment
|
||||||
import numpy as np
|
import numpy as np
|
||||||
|
import json
|
||||||
|
from buildings.Building import Building
|
||||||
import random
|
import random
|
||||||
|
|
||||||
editor = Editor(buffering=True)
|
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"))
|
||||||
|
B = Building((0, 0), (75, 75), shapes[7]['matrice'])
|
||||||
|
B.foundations.polygon.fill_vertice(editor, "pink_wool", -60)
|
||||||
|
for collumn in B.foundations.collumns:
|
||||||
|
collumn.fill(editor, "white_concrete", -60, -55)
|
||||||
|
B.foundations.polygon.fill_polygon(editor, "white_concrete", -60)
|
||||||
|
|
||||||
y = 25
|
y = 25
|
||||||
block_list = ["blue_concrete", "red_concrete", "green_concrete",
|
block_list = ["blue_concrete", "red_concrete", "green_concrete",
|
||||||
"yellow_concrete", "purple_concrete", "pink_concrete"]
|
"yellow_concrete", "purple_concrete", "pink_concrete"]
|
||||||
|
|||||||
1
params.yml
Normal file
1
params.yml
Normal file
@@ -0,0 +1 @@
|
|||||||
|
// contains all random variables
|
||||||
Reference in New Issue
Block a user