Update to use gdpc Transform (simplifies a lot)

This commit is contained in:
AKreuzer
2024-05-20 20:47:12 +02:00
parent fb6206c52f
commit 7071b0a81c
10 changed files with 84 additions and 114 deletions

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@@ -17,7 +17,7 @@ class Building:
is_inner_or_outer = COLLUMN_STYLE.BOTH
self.foundations = Foundations(position, size, matrice, tile_size, is_collumn_full_tile, is_inner_or_outer)
self.foundations = Foundations(size, matrice, tile_size, is_collumn_full_tile, is_inner_or_outer)
self.facade = Facade(self.foundations.vertices, floor_height, is_inner_or_outer)
def gen_tile_size(self) -> int:

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@@ -1,49 +1,35 @@
import random as rd
from utils.Enums import COLLUMN_STYLE, DIRECTION
from gdpc import Editor
from utils.Enums import COLLUMN_STYLE
from gdpc import Editor, Transform
from buildings.geometry.Vertice import Vertice
from buildings.geometry.Rectangle import Rectangle
from buildings.elements.Window import Window
class Facade:
def __init__(self, rdata, vertices : list[Vertice], height : int, lenght : int, is_inner_or_outer : COLLUMN_STYLE):
def __init__(self, rdata, vertices : list[Vertice], height : int, length : int, is_inner_or_outer : COLLUMN_STYLE):
self.rdata = rdata
self.vertices = vertices
self.is_inner_or_outer = is_inner_or_outer
self.height = height
self.lenght = lenght
self.window_size = self.get_window_size()
self.length = length
self.padding = 0
self.window = self.get_window()
self.has_balcony = self.has_balcony()
self.has_inter_floor = self.has_inter_floor()
def build(self, editor : Editor, materials : list[str], y : int):
padding = 0
if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
padding = 1
def build(self, editor : Editor, materials : list[str]):
for vertice in self.vertices:
xpadding, zpadding = 0, 0
if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
xpadding = padding
else: zpadding = padding
vertice.fill(editor, materials[0], y, y + self.height, xpadding = xpadding, zpadding = zpadding)
self.window.build(editor, vertice, self.height, y, materials)
def get_window_size(self) -> tuple[int,int]:
max_width = self.lenght
max_height = min(self.height, self.rdata["windows"]["size"]["max_height"])
if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
max_width -= 2
return (
rd.randint(self.rdata["windows"]["size"]["min_width"],max_width),
rd.randint(self.rdata["windows"]["size"]["min_height"],max_height)
)
vertice.fill(editor, materials[0], self.height, xpadding = self.padding, zpadding = self.padding)
with editor.pushTransform(Transform(vertice.point1.position,rotation = vertice.facing.value)):
self.window.build(editor, vertice.get_len(), self.height, materials)
def get_window(self) -> Window:
return Window(self.rdata["windows"] ,self.window_size)
if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
self.padding = 1
max_width = self.length-2*self.padding
max_height = min(self.height, self.rdata["windows"]["size"]["max_height"])
return Window(self.rdata["windows"] ,max_width, max_height)
def has_balcony(self) -> bool:
pass

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@@ -11,8 +11,7 @@ from buildings.elements.Collumn import Collumn
class Foundations:
# TODO : gérer les collones sur les tiles trop petites et les colones 1tile/2 + fulltile
def __init__(self,
position : tuple[int,int],
def __init__(self,
size : tuple[int, int],
matrice : list[list[int]],
tile_size : int,
@@ -25,11 +24,8 @@ class Foundations:
self.is_collumn_full_tile = is_collumn_full_tile
self.is_inner_or_outer = is_inner_or_outer
x,z = position
self.position = Point(x = x, z = z)
self.size = size
self.length = size[0]
self.width = size[1]
self.length, self.width = size
self.matrice = matrice
self.tiles = []
self.vertices = []
@@ -45,7 +41,7 @@ class Foundations:
def get_polygon(self) -> Polygon:
## The polygon is a shape of tiles representing the foundation shape
polygon = Polygon(self.position, self.size)
polygon = Polygon(self.size)
avaliable_space = (self.length_in_tiles, self.width_in_tiles)
# we save the distribution, usefull for the next steps
@@ -53,10 +49,10 @@ class Foundations:
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 utils.Enumerate(self.x_distribution):
z_padding = self.position.z
for z,zsize in utils.Enumerate(self.z_distribution):
x_padding = 0
for x,xsize in enumerate(self.x_distribution):
z_padding = 0
for z,zsize in enumerate(self.z_distribution):
if self.matrice[x][z] == 1:
for xi in range(xsize):
for zi in range(zsize):
@@ -131,7 +127,7 @@ class Foundations:
return self._suppr_doubblons_collumns(collumns)
def _suppr_doubblons_collumns(self, collumns : list[Collumn]):
for index,collumn in utils.Enumerate(collumns):
for index,collumn in enumerate(collumns):
if index == len(collumns)-1: break
for compare in collumns[index+1:]:
if collumn.point1.position == compare.point1.position :

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@@ -1,14 +1,14 @@
import random as rd
import math
from gdpc import Editor, Block, geometry
from utils.Enums import DIRECTION
from gdpc import Editor, Block, geometry, Transform
from utils.Enums import COLLUMN_STYLE
from buildings.geometry.Point import Point
from buildings.geometry.Vertice import Vertice
class Window:
def __init__(self, rdata, size : tuple[int,int]):
def __init__(self, rdata, max_width : int, max_height : int):
self.rdata = rdata
self.width, self.height = size
self.width, self.height = self.get_size(max_width, max_height)
self.is_grounded = self.is_grounded()
self.has_multiple_windows = self.has_multiple_windows()
self.is_alternate = self.is_alternate()
@@ -16,26 +16,22 @@ class Window:
self.padding = 0
self.editor, self.materials = None,None
def build(self, editor : Editor, vertice : Vertice, height : int, y : int, materials : list[str]):
def build(self, editor : Editor, facade_len : int, facade_height : int, materials : list[str]):
self.editor = editor
self.materials = materials
len = vertice.get_size()
self.padding = (len - self.width)//2
self.width = len - self.padding*2
# correction to avoid asymetry
self.padding = (facade_len - self.width)//2
self.width = facade_len - self.padding*2
self.is_alternate = True
if not self.is_grounded: y += (height - self.height)//2
if not self.is_grounded: editor.transform @= Transform((0,(facade_height-self.height)//2,0))
if self.has_multiple_windows: self.build_multiple_windows(vertice, y)
else :
xpadding, zpadding = self.padding, self.padding
if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH: zpadding = 0
else: xpadding = 0
self.place_glasses(Point(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
Point(vertice.point2.x-xpadding, y+self.height, vertice.point2.z-zpadding))
if self.has_multiple_windows: self.build_multiple_windows()
else :
self.place_glasses(self.padding, self.width+self.padding)
def build_multiple_windows(self, vertice : Vertice, y : int):
def build_multiple_windows(self):
slices = rd.randint(3, self.width//self.rdata["size"]["min_width"])
mid = math.ceil(slices/2)
windows_count = mid
@@ -53,46 +49,41 @@ class Window:
# kepp a spacing between windows, "is revert" is used to keep symetry
if is_window:
#set the values to orient windows in x or z axis
xpadding,xlen,zpadding,zlen = 0,0,0,0
if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
xpadding,xlen = self.padding + gap, wsize-1
else: zpadding,zlen = self.padding + gap, wsize-1
self.place_glasses(Point(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
Point(vertice.point1.x+xpadding+xlen, y+self.height, vertice.point1.z+zpadding+zlen))
x= self.padding + gap
self.place_glasses(x, x+wsize)
gap += wsize
else :
gap += isize
is_window = not is_window
def place_glasses(self, pos1 : Point, pos2 : Point):
xlen, zlen = pos2.x - pos1.x, pos2.z - pos1.z
len = xlen + zlen
def place_glasses(self, x1 : int, x2 : int):
len = x2 - x1
if self.is_alternate:
mid = len//2 + 1
mid = x1 + len//2
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
for x in range(xlen+1):
for z in range(zlen+1):
if is_even and (x+z) == mid: is_block = not is_block # to keep symetry
id = 1 if not is_block else 2
geometry.placeCuboid(self.editor,(pos1.x+x,pos1.y,pos1.z+z),(pos1.x+x,pos2.y,pos1.z+z),Block(self.materials[id]))
is_block = not is_block
is_block, is_even = False, len % 2 == 0
for x in range(x1,x2):
if is_even and x == mid: is_block = not is_block # to keep symetry
id = 1 if not is_block else 2
geometry.placeCuboid(self.editor,(x,0,0),(x,self.height,0),Block(self.materials[id]))
is_block = not is_block
else:
geometry.placeCuboid(self.editor,pos1.position,pos2.position,Block(self.materials[1]))
geometry.placeCuboid(self.editor,(x1,0,0),(x2,self.height,0),Block(self.materials[1]))
self.build_crossbars(pos1, pos2, len)
def build_crossbars(self, pos1 : Point, pos2 : Point, len : int):
self.build_crossbars(x1, x2-1, len)
def get_size(self, max_width : int ,max_height : int) -> tuple[int,int]:
return (
rd.randint(self.rdata["size"]["min_width"],max_width),
rd.randint(self.rdata["size"]["min_height"],max_height)
)
def build_crossbars(self, x1 : int, x2 : int, len : int):
if self.has_vertical_crossbar and self.height >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]:
print(pos1.x,pos2.x)
y = self.height//2
geometry.placeCuboid(self.editor,(pos1.x,pos1.y+y,pos1.z),(pos2.x,pos2.y-y,pos2.z),Block(self.materials[3]))
geometry.placeCuboid(self.editor,(x1,y,0),(x2,self.height-y,0),Block(self.materials[3]))
if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]:
pass

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@@ -6,8 +6,7 @@ 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
def __init__(self, size: tuple[int,int]):
self.size = size
self.shape = []
self.vertices = []
@@ -70,7 +69,7 @@ class Polygon:
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 utils.Enumerate(targets):
for vertice_num,target in enumerate(targets):
has_neighbor = self._has_neighbor(target, tiles)
if not has_neighbor:
vertice = tile.get_vertice(vertice_num)

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@@ -9,9 +9,8 @@ class Rectangle:
def get_position(self):
return (self.point1.position, self.point2.position)
def fill(self,editor : Editor, material : str, y : int, y2 : int = None, xpadding : int = 0, zpadding : int = 0):
def fill(self,editor : Editor, material : str, y : int = None, xpadding : int = 0, zpadding : int = 0):
if self.point2.x - self.point1.x < 2*xpadding: xpadding = 0
if self.point2.z - self.point1.z < 2*zpadding: zpadding = 0
if y2 == None: y2 = y
geometry.placeCuboid(editor, (self.point1.x+xpadding, y, self.point1.z+zpadding), (self.point2.x-xpadding, y2, self.point2.z-zpadding), Block(material))
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:
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 fill(self, editor : Editor, material : str, y : int = 0) -> list[Point]:
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))
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
return [Point(x = self.pos.x, z = self.pos.z - self.size), # north
Point(x = self.pos.x - self.size, z = self.pos.z), # west
Point(x = self.pos.x, z = self.pos.z + self.size), # south
Point(x = self.pos.x + self.size, z = self.pos.z)] # east
def get_neighbor(self, direction) -> Point:
@@ -62,16 +61,16 @@ class Tile:
def get_vertice(self,vertice : int|DIRECTION) -> Vertice:
# gives the corresponding vertice :
# 0 = west, 1 = east, 2 = north, 3 = south
# 0 = north, 1 = west, 2 = south, 3 = east
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 :
case 1 :
return Vertice(self.north_west, self.south_west, DIRECTION.WEST)
case 2 :
return Vertice(self.south_west, self.south_east, DIRECTION.SOUTH)
case 3 :
return Vertice(self.north_east, self.south_east, DIRECTION.EAST)
case DIRECTION.WEST :
return self.west_vertice
case DIRECTION.EAST :

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@@ -16,6 +16,6 @@ class Vertice(Rectangle):
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):
def get_len(self):
return self.point2.x - self.point1.x + self.point2.z - self.point1.z + 1

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@@ -18,7 +18,7 @@ shapes = f.data
y = YamlReader('params.yml')
random_data = y.data
transform = Transform((-2,0,-5),rotation = 3)
transform = Transform((0,-60,0),rotation = 0)
editor.transform.push(transform)
geometry.placeCuboid(editor, (0,-60,-5), (100,-45,-5), Block("air"))
@@ -31,7 +31,7 @@ for i in range(3,13):
x += i+2
for f in facade:
f.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall"], -60)
f.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall"])
# F = Foundations((0,0), (20,20), shapes[0]['matrice'])

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@@ -1,10 +1,10 @@
from enum import Enum
class DIRECTION(Enum):
WEST = 0
EAST = 1
NORTH = 2
SOUTH = 3
NORTH = 0
WEST = 1
SOUTH = 2
EAST = 3
class COLLUMN_STYLE(Enum):
NONE = 0