Fix heightmap generation with trees
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@@ -17,28 +17,30 @@ def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask
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start = build_rectangle.begin
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distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]),
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distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]),
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max(build_rectangle.end[1], build_rectangle.begin[1]) - min(build_rectangle.end[1], build_rectangle.begin[1]))
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heightmap = handle_import_image(heightmap).convert('L')
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treesmap = handle_import_image(treesmap ).convert('L')
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mask = handle_import_image(mask)
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treesmap = handle_import_image(treesmap).convert('L')
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mask = handle_import_image(mask)
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removed_treesmap = img.new("L", distance, 0)
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for (x,z) in [(x,z) for x in range(distance[0]) for z in range(distance[1])] :
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for (x, z) in [(x, z) for x in range(distance[0]) for z in range(distance[1])]:
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if mask.getpixel((x, z)) != 0 and treesmap.getpixel((x, z)) > 0 :
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if mask.getpixel((x, z)) != 0 and treesmap.getpixel((x, z)) > 0:
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tree_area = morphology.flood(treesmap, (z, x), tolerance=1)
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blend = img.blend(img.fromarray(tree_area).convert('L'), removed_treesmap.convert('L'), 0.5)
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blend = img.blend(img.fromarray(tree_area).convert(
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'L'), removed_treesmap.convert('L'), 0.5)
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array = np.array(blend.convert('L'))
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bool_array = array > 1
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removed_treesmap = img.fromarray(bool_array)
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y = heightmap.getpixel((x, z))
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y_top = removed_treesmap.getpixel((x, z))
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geometry.placeLine(editor, (start[0] + x, y+1, start[1] + z), (start[0] + x, y_top, start[1] + z), Block('air'))
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geometry.placeLine(
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editor, (start[0] + x, y+1, start[1] + z), (start[0] + x, y_top, start[1] + z), Block('air'))
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removed_treesmap.save('./world_maker/data/removed_treesmap.png')
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print("[Remove tree] Done.")
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@@ -53,12 +55,12 @@ def smooth_terrain(heightmap: Union[str, Image], heightmap_smooth: Union[str, Im
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start = build_rectangle.begin
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distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]),
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distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]),
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max(build_rectangle.end[1], build_rectangle.begin[1]) - min(build_rectangle.end[1], build_rectangle.begin[1]))
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heightmap = handle_import_image(heightmap).convert('L')
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heightmap = handle_import_image(heightmap).convert('L')
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heightmap_smooth = handle_import_image(heightmap_smooth).convert('L')
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mask = handle_import_image(mask).convert('L')
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mask = handle_import_image(mask).convert('L')
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smooth_terrain_delta = img.new("RGB", distance, 0)
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@@ -82,11 +84,14 @@ def smooth_terrain(heightmap: Union[str, Image], heightmap_smooth: Union[str, Im
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if block.id not in smoothable_blocks:
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continue
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if delta > 0:
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geometry.placeLine(editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), Block('air'))
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editor.placeBlock((start[0] + x, y_smooth, start[1] + z), block)
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geometry.placeLine(
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editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), Block('air'))
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editor.placeBlock(
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(start[0] + x, y_smooth, start[1] + z), block)
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else:
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geometry.placeLine(editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), block)
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geometry.placeLine(
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editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), block)
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smooth_terrain_delta.save('./world_maker/data/smooth_terrain_delta.png')
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print("[Smooth terrain] Done.")
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