Update to use gdpc Transform (simplifies a lot)
This commit is contained in:
@@ -17,7 +17,7 @@ class Building:
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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.foundations = Foundations(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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@@ -1,49 +1,35 @@
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import random as rd
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from utils.Enums import COLLUMN_STYLE, DIRECTION
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from gdpc import Editor
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from utils.Enums import COLLUMN_STYLE
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from gdpc import Editor, Transform
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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, rdata, vertices : list[Vertice], height : int, lenght : int, is_inner_or_outer : COLLUMN_STYLE):
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def __init__(self, rdata, vertices : list[Vertice], height : int, length : int, is_inner_or_outer : COLLUMN_STYLE):
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self.rdata = rdata
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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.lenght = lenght
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self.window_size = self.get_window_size()
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self.length = length
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self.padding = 0
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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(self, editor : Editor, materials : list[str], y : int):
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padding = 0
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if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
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padding = 1
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def build(self, editor : Editor, materials : list[str]):
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for vertice in self.vertices:
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xpadding, zpadding = 0, 0
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if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
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xpadding = padding
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else: zpadding = padding
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vertice.fill(editor, materials[0], y, y + self.height, xpadding = xpadding, zpadding = zpadding)
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self.window.build(editor, vertice, self.height, y, materials)
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def get_window_size(self) -> tuple[int,int]:
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max_width = self.lenght
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max_height = min(self.height, self.rdata["windows"]["size"]["max_height"])
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if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
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max_width -= 2
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return (
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rd.randint(self.rdata["windows"]["size"]["min_width"],max_width),
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rd.randint(self.rdata["windows"]["size"]["min_height"],max_height)
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)
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vertice.fill(editor, materials[0], self.height, xpadding = self.padding, zpadding = self.padding)
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with editor.pushTransform(Transform(vertice.point1.position,rotation = vertice.facing.value)):
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self.window.build(editor, vertice.get_len(), self.height, materials)
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def get_window(self) -> Window:
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return Window(self.rdata["windows"] ,self.window_size)
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if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
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self.padding = 1
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max_width = self.length-2*self.padding
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max_height = min(self.height, self.rdata["windows"]["size"]["max_height"])
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return Window(self.rdata["windows"] ,max_width, max_height)
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def has_balcony(self) -> bool:
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pass
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@@ -11,8 +11,7 @@ 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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def __init__(self,
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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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@@ -25,11 +24,8 @@ class Foundations:
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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.length, self.width = size
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self.matrice = matrice
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self.tiles = []
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self.vertices = []
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@@ -45,7 +41,7 @@ class Foundations:
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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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polygon = Polygon(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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@@ -53,10 +49,10 @@ class Foundations:
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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 utils.Enumerate(self.x_distribution):
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z_padding = self.position.z
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for z,zsize in utils.Enumerate(self.z_distribution):
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x_padding = 0
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for x,xsize in enumerate(self.x_distribution):
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z_padding = 0
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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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@@ -131,7 +127,7 @@ class Foundations:
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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 utils.Enumerate(collumns):
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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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@@ -1,14 +1,14 @@
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import random as rd
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import math
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from gdpc import Editor, Block, geometry
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from utils.Enums import DIRECTION
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from gdpc import Editor, Block, geometry, Transform
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from utils.Enums import COLLUMN_STYLE
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from buildings.geometry.Point import Point
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from buildings.geometry.Vertice import Vertice
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class Window:
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def __init__(self, rdata, size : tuple[int,int]):
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def __init__(self, rdata, max_width : int, max_height : int):
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self.rdata = rdata
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self.width, self.height = size
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self.width, self.height = self.get_size(max_width, max_height)
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self.is_grounded = self.is_grounded()
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self.has_multiple_windows = self.has_multiple_windows()
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self.is_alternate = self.is_alternate()
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@@ -16,26 +16,22 @@ class Window:
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self.padding = 0
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self.editor, self.materials = None,None
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def build(self, editor : Editor, vertice : Vertice, height : int, y : int, materials : list[str]):
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def build(self, editor : Editor, facade_len : int, facade_height : int, materials : list[str]):
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self.editor = editor
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self.materials = materials
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len = vertice.get_size()
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self.padding = (len - self.width)//2
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self.width = len - self.padding*2
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# correction to avoid asymetry
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self.padding = (facade_len - self.width)//2
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self.width = facade_len - self.padding*2
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self.is_alternate = True
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if not self.is_grounded: y += (height - self.height)//2
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if not self.is_grounded: editor.transform @= Transform((0,(facade_height-self.height)//2,0))
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if self.has_multiple_windows: self.build_multiple_windows(vertice, y)
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else :
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xpadding, zpadding = self.padding, self.padding
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if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH: zpadding = 0
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else: xpadding = 0
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self.place_glasses(Point(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
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Point(vertice.point2.x-xpadding, y+self.height, vertice.point2.z-zpadding))
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if self.has_multiple_windows: self.build_multiple_windows()
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else :
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self.place_glasses(self.padding, self.width+self.padding)
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def build_multiple_windows(self, vertice : Vertice, y : int):
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def build_multiple_windows(self):
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slices = rd.randint(3, self.width//self.rdata["size"]["min_width"])
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mid = math.ceil(slices/2)
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windows_count = mid
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@@ -53,46 +49,41 @@ class Window:
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# kepp a spacing between windows, "is revert" is used to keep symetry
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if is_window:
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#set the values to orient windows in x or z axis
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xpadding,xlen,zpadding,zlen = 0,0,0,0
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if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
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xpadding,xlen = self.padding + gap, wsize-1
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else: zpadding,zlen = self.padding + gap, wsize-1
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self.place_glasses(Point(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
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Point(vertice.point1.x+xpadding+xlen, y+self.height, vertice.point1.z+zpadding+zlen))
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x= self.padding + gap
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self.place_glasses(x, x+wsize)
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gap += wsize
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else :
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gap += isize
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is_window = not is_window
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def place_glasses(self, pos1 : Point, pos2 : Point):
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xlen, zlen = pos2.x - pos1.x, pos2.z - pos1.z
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len = xlen + zlen
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def place_glasses(self, x1 : int, x2 : int):
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len = x2 - x1
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if self.is_alternate:
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mid = len//2 + 1
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mid = x1 + len//2
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is_block, is_even = False, len % 2 == 1 # yeah the result isn't actually even but it's because either xlen or zlen is 1, we want to know of the other result is even
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for x in range(xlen+1):
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for z in range(zlen+1):
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if is_even and (x+z) == mid: is_block = not is_block # to keep symetry
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id = 1 if not is_block else 2
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geometry.placeCuboid(self.editor,(pos1.x+x,pos1.y,pos1.z+z),(pos1.x+x,pos2.y,pos1.z+z),Block(self.materials[id]))
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is_block = not is_block
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is_block, is_even = False, len % 2 == 0
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for x in range(x1,x2):
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if is_even and x == mid: is_block = not is_block # to keep symetry
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id = 1 if not is_block else 2
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geometry.placeCuboid(self.editor,(x,0,0),(x,self.height,0),Block(self.materials[id]))
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is_block = not is_block
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else:
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geometry.placeCuboid(self.editor,pos1.position,pos2.position,Block(self.materials[1]))
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geometry.placeCuboid(self.editor,(x1,0,0),(x2,self.height,0),Block(self.materials[1]))
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self.build_crossbars(pos1, pos2, len)
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def build_crossbars(self, pos1 : Point, pos2 : Point, len : int):
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self.build_crossbars(x1, x2-1, len)
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def get_size(self, max_width : int ,max_height : int) -> tuple[int,int]:
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return (
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rd.randint(self.rdata["size"]["min_width"],max_width),
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rd.randint(self.rdata["size"]["min_height"],max_height)
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)
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def build_crossbars(self, x1 : int, x2 : int, len : int):
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if self.has_vertical_crossbar and self.height >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]:
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print(pos1.x,pos2.x)
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y = self.height//2
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geometry.placeCuboid(self.editor,(pos1.x,pos1.y+y,pos1.z),(pos2.x,pos2.y-y,pos2.z),Block(self.materials[3]))
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geometry.placeCuboid(self.editor,(x1,y,0),(x2,self.height-y,0),Block(self.materials[3]))
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if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]:
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pass
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@@ -6,8 +6,7 @@ from buildings.geometry.Rectangle import Rectangle
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from buildings.geometry.Vertice import Vertice
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class Polygon:
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def __init__(self, position : Point, size: tuple[int,int]):
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self.position = position
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def __init__(self, size: tuple[int,int]):
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self.size = size
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self.shape = []
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self.vertices = []
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@@ -70,7 +69,7 @@ class Polygon:
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def set_vertices_and_neighbors(self, tiles : list[Tile], vertices : list[Vertice]):
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for tile in tiles:
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targets = tile.get_neighbors_coords()
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for vertice_num,target in utils.Enumerate(targets):
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for vertice_num,target in enumerate(targets):
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has_neighbor = self._has_neighbor(target, tiles)
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if not has_neighbor:
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vertice = tile.get_vertice(vertice_num)
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@@ -9,9 +9,8 @@ class Rectangle:
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def get_position(self):
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return (self.point1.position, self.point2.position)
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def fill(self,editor : Editor, material : str, y : int, y2 : int = None, xpadding : int = 0, zpadding : int = 0):
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def fill(self,editor : Editor, material : str, y : int = None, xpadding : int = 0, zpadding : int = 0):
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if self.point2.x - self.point1.x < 2*xpadding: xpadding = 0
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if self.point2.z - self.point1.z < 2*zpadding: zpadding = 0
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if y2 == None: y2 = y
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geometry.placeCuboid(editor, (self.point1.x+xpadding, y, self.point1.z+zpadding), (self.point2.x-xpadding, y2, self.point2.z-zpadding), Block(material))
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geometry.placeCuboid(editor, (self.point1.x+xpadding, 0, self.point1.z+zpadding), (self.point2.x-xpadding, y, self.point2.z-zpadding), Block(material))
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@@ -27,15 +27,14 @@ class Tile:
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self.north_vertice = None
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self.south_vertice = None
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def fill(self, editor : Editor, material : str, y : int, y2 : int = None) -> list[Point]:
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if y2 == None: y2 = y
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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))
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def fill(self, editor : Editor, material : str, y : int = 0) -> list[Point]:
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geometry.placeCuboid(editor, (self.pos.x, 0, self.pos.z), (self.pos.x+self.size-1, y, self.pos.z+self.size-1), Block(material))
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def get_neighbors_coords(self):
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return [Point(x = self.pos.x - self.size, z = self.pos.z), # west
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Point(x = self.pos.x + self.size, z = self.pos.z), # east
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Point(x = self.pos.x, z = self.pos.z - self.size), # north
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Point(x = self.pos.x, z = self.pos.z + self.size)] # south
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return [Point(x = self.pos.x, z = self.pos.z - self.size), # north
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Point(x = self.pos.x - self.size, z = self.pos.z), # west
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Point(x = self.pos.x, z = self.pos.z + self.size), # south
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Point(x = self.pos.x + self.size, z = self.pos.z)] # east
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def get_neighbor(self, direction) -> Point:
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@@ -62,16 +61,16 @@ class Tile:
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def get_vertice(self,vertice : int|DIRECTION) -> Vertice:
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# gives the corresponding vertice :
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# 0 = west, 1 = east, 2 = north, 3 = south
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# 0 = north, 1 = west, 2 = south, 3 = east
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match(vertice):
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case 0 :
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return Vertice(self.north_west, self.south_west, DIRECTION.WEST)
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case 1 :
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return Vertice(self.north_east, self.south_east, DIRECTION.EAST)
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case 2 :
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return Vertice(self.north_west, self.north_east, DIRECTION.NORTH)
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case 3 :
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case 1 :
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return Vertice(self.north_west, self.south_west, DIRECTION.WEST)
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case 2 :
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return Vertice(self.south_west, self.south_east, DIRECTION.SOUTH)
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case 3 :
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return Vertice(self.north_east, self.south_east, DIRECTION.EAST)
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case DIRECTION.WEST :
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return self.west_vertice
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case DIRECTION.EAST :
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@@ -16,6 +16,6 @@ class Vertice(Rectangle):
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return [Point(x = self.point1.x, z = self.point1.z - 1),
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Point(x = self.point2.x, z = self.point2.z + 1)]
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def get_size(self):
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def get_len(self):
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return self.point2.x - self.point1.x + self.point2.z - self.point1.z + 1
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4
main.py
4
main.py
@@ -18,7 +18,7 @@ shapes = f.data
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y = YamlReader('params.yml')
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random_data = y.data
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transform = Transform((-2,0,-5),rotation = 3)
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transform = Transform((0,-60,0),rotation = 0)
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editor.transform.push(transform)
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geometry.placeCuboid(editor, (0,-60,-5), (100,-45,-5), Block("air"))
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@@ -31,7 +31,7 @@ for i in range(3,13):
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x += i+2
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for f in facade:
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f.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall"], -60)
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f.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall"])
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# F = Foundations((0,0), (20,20), shapes[0]['matrice'])
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@@ -1,10 +1,10 @@
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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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NORTH = 0
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WEST = 1
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SOUTH = 2
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EAST = 3
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class COLLUMN_STYLE(Enum):
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NONE = 0
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