@@ -1,30 +1,33 @@
|
||||
import random as rd
|
||||
from utils.Enums import COLLUMN_STYLE
|
||||
from buildings.Foundations import Foundations
|
||||
from buildings.Facade import Facade
|
||||
|
||||
class Building:
|
||||
def __init__(self, position : tuple[int,int], size : tuple[int, int], matrice : list[list[int]]):
|
||||
def __init__(self,rdata, position : tuple[int,int], size : tuple[int, int], matrice : list[list[int]], floors : int):
|
||||
self.position = position
|
||||
self.length, self.width = size
|
||||
self.matrice = matrice
|
||||
self.floors = floors
|
||||
|
||||
# Generate every random components here
|
||||
is_collumn_full_tile = bool(rd.getrandbits(1))
|
||||
is_inner_or_outer = rd.choice(list(COLLUMN_STYLE))
|
||||
tile_size = self.gen_tile_size()
|
||||
floor_height = rd.randint(4, 7)
|
||||
|
||||
is_inner_or_outer = COLLUMN_STYLE.BOTH
|
||||
self.foundations = Foundations(rdata["foundations"], size, matrice, tile_size,)
|
||||
self.facade = Facade(rdata["facade"], self.foundations.vertices, self.foundations.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 build(self, editor, materials : list[str]):
|
||||
for y in range(self.floors):
|
||||
with editor.pushTransform((self.position[0], y*(self.foundations.floor_height+1), self.position[1])):
|
||||
self.foundations.build(editor, materials)
|
||||
self.facade.build(editor, materials)
|
||||
|
||||
def gen_tile_size(self) -> int:
|
||||
# Tiles are constant square units different for each buildings
|
||||
return self.length
|
||||
smaller_side = min(self.length, self.width)
|
||||
|
||||
# area is too small, will work but not very well
|
||||
if smaller_side <= 5 : return smaller_side
|
||||
if smaller_side <= 15 : return smaller_side // 5
|
||||
|
||||
return rd.randint(3, smaller_side // len(self.matrice))
|
||||
|
||||
0
buildings/Entrance.py
Normal file
0
buildings/Entrance.py
Normal file
@@ -1,48 +1,86 @@
|
||||
import random as rd
|
||||
from utils.Enums import COLLUMN_STYLE
|
||||
from utils.functions import *
|
||||
from utils.Enums import COLLUMN_STYLE,DIRECTION,INTER_FLOOR_BORDER
|
||||
from gdpc import Editor, Block, geometry, Transform
|
||||
from buildings.geometry.Vertice import Vertice
|
||||
from buildings.geometry.Point import Point
|
||||
from buildings.elements.Window import Window
|
||||
from buildings.elements.Balcony import Balcony
|
||||
|
||||
class Facade:
|
||||
def __init__(self, rdata, vertices : list[Vertice], height : int, length : int, is_inner_or_outer : COLLUMN_STYLE):
|
||||
def __init__(self, rdata, vertices : list[Vertice], collumn_style : COLLUMN_STYLE):
|
||||
self.rdata = rdata
|
||||
self.vertices = vertices
|
||||
self.is_inner_or_outer = is_inner_or_outer
|
||||
self.height = height
|
||||
self.length = length
|
||||
self.collumn_style = collumn_style
|
||||
self.height, self.length = self.get_dimentions()
|
||||
self.padding = 0
|
||||
self.window = self.get_window()
|
||||
self.has_balcony = self.has_balcony()
|
||||
self.has_inter_floor = self.has_inter_floor()
|
||||
self.balcony = self.get_balcony()
|
||||
self.has_inter_floor, self.inter_floor_border_style = self.has_inter_floor()
|
||||
self.editor, self.materials = None,None
|
||||
|
||||
def build(self, editor : Editor, materials : list[str]):
|
||||
self.editor = editor
|
||||
self.materials = materials
|
||||
points = sum([[vertice.point1, vertice.point2] for vertice in self.vertices], [])
|
||||
|
||||
for vertice in self.vertices:
|
||||
flip=(vertice.facing == DIRECTION.WEST or vertice.facing == DIRECTION.SOUTH, False, False)
|
||||
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.build_inter_floor(vertice)
|
||||
self.window.build(editor, vertice.get_len(), self.height, materials)
|
||||
with editor.pushTransform(Transform(vertice.point1.position,rotation = vertice.facing.value, flip = flip)):
|
||||
self.window.build(editor, materials)
|
||||
if self.has_inter_floor: self.build_inter_floor()
|
||||
if self.has_balcony: self.balcony.build(editor, materials)
|
||||
self.correct_corners(points,vertice)
|
||||
|
||||
def correct_corners(self,points : list[Point], v : Vertice):
|
||||
if self.padding == 0:
|
||||
if self.window.border_radius != 0 and self.window.width == self.length:
|
||||
if v.point1 in points:
|
||||
self.editor.placeBlock((0,self.window.ypadding,0), Block(self.materials[8]))
|
||||
self.editor.placeBlock((0,self.window.ypadding+self.window.height,0), Block(self.materials[8], {"type": "top"}))
|
||||
if v.point2 in points:
|
||||
self.editor.placeBlock((self.length-1,self.window.ypadding,0), Block(self.materials[8]))
|
||||
self.editor.placeBlock((self.length-1,self.window.ypadding+self.window.height,0), Block(self.materials[8], {"type": "top"}))
|
||||
|
||||
if self.has_inter_floor:
|
||||
material = Block("air")
|
||||
if self.inter_floor_border_style == INTER_FLOOR_BORDER.SLAB:
|
||||
material = Block(self.materials[8], {"type": "top"})
|
||||
elif self.inter_floor_border_style == INTER_FLOOR_BORDER.STAIRS:
|
||||
material = Block(self.materials[4], {"facing": "south", "half": "top"})
|
||||
|
||||
if v.point1 in points:
|
||||
self.editor.placeBlock((-1,self.height,-1), material)
|
||||
if v.point2 in points:
|
||||
self.editor.placeBlock((self.length,self.height,-1), material)
|
||||
|
||||
|
||||
def get_window(self) -> Window:
|
||||
if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
|
||||
if self.collumn_style.value >= 2: # collumn_style >= 2 = outer collumns
|
||||
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)
|
||||
return Window(self.rdata["windows"] ,max_width, max_height, self.length, self.height)
|
||||
|
||||
def build_inter_floor(self, vertice : Vertice):
|
||||
if self.has_inter_floor:
|
||||
geometry.placeCuboid(self.editor,(0,self.height,-1),(self.length,self.height,-1),Block(self.materials[4], {"facing": "south", "half": "top"}))
|
||||
def get_balcony(self) -> Balcony|None:
|
||||
if not self.has_balcony: return None
|
||||
max_width = self.length-2*self.padding
|
||||
return Balcony(self.rdata["balcony"], max_width, self.window, self.collumn_style)
|
||||
|
||||
def build_inter_floor(self):
|
||||
geometry.placeCuboid(self.editor,(self.padding,self.height,0),(self.length-1-self.padding,self.height,0),Block(self.materials[0]))
|
||||
geometry.placeCuboid(self.editor,(self.padding,self.height,-1),(self.length-1-self.padding,self.height,-1),Block(self.materials[4], {"facing": "south", "half": "top"}))
|
||||
|
||||
def has_balcony(self) -> bool:
|
||||
return self.rdata["balcony"] >= rd.random()
|
||||
return self.rdata["balcony"]["proba"] >= rd.random()
|
||||
|
||||
def has_inter_floor(self) -> bool:
|
||||
return self.rdata["inter_floor"] >= rd.random()
|
||||
return (self.rdata["inter_floor"]["proba"] >= rd.random(), select_random(self.rdata["inter_floor"]["border_style"], INTER_FLOOR_BORDER))
|
||||
|
||||
def get_dimentions(self) -> tuple[int]:
|
||||
return ( self.vertices[0].get_height(), len(self.vertices[0]))
|
||||
|
||||
@@ -1,28 +1,28 @@
|
||||
import random as rd
|
||||
import numpy as np
|
||||
import math
|
||||
|
||||
from utils.Enums import COLLUMN_STYLE
|
||||
from utils.functions import *
|
||||
from buildings.geometry.Tile import Tile
|
||||
from buildings.geometry.Polygon import Polygon
|
||||
from buildings.geometry.Point import Point
|
||||
from buildings.geometry.Rectangle import Rectangle
|
||||
from buildings.elements.Collumn import Collumn
|
||||
|
||||
class Foundations:
|
||||
# TODO : gérer les collones sur les tiles trop petites et les colones 1tile/2 + fulltile
|
||||
# TODO : gérer les collones sur les tiles trop petites et les colones 1tile/2
|
||||
|
||||
def __init__(self,
|
||||
rdata,
|
||||
size : tuple[int, int],
|
||||
matrice : list[list[int]],
|
||||
tile_size : int,
|
||||
is_collumn_full_tile : bool,
|
||||
is_inner_or_outer : COLLUMN_STYLE):
|
||||
tile_size : int):
|
||||
# Foundations are the base of the building, they are made of tiles and based on a matrice
|
||||
|
||||
# Random components
|
||||
self.tile_size = tile_size
|
||||
self.is_collumn_full_tile = is_collumn_full_tile
|
||||
self.is_inner_or_outer = is_inner_or_outer
|
||||
self.is_inner_or_outer = select_random(rdata["collumn_style"], COLLUMN_STYLE)
|
||||
self.floor_height = rd.randint(rdata["floor"]["min_height"], rdata["floor"]["max_height"])-1
|
||||
|
||||
self.size = size
|
||||
self.length, self.width = size
|
||||
@@ -35,6 +35,17 @@ class Foundations:
|
||||
self.z_distribution = []
|
||||
self.polygon = self.get_polygon()
|
||||
self.collumns = self.get_columns()
|
||||
|
||||
def build(self, editor, materials : list[str]):
|
||||
self.polygon.fill(editor, materials[5],0)
|
||||
self.polygon.fill(editor, materials[6], self.floor_height)
|
||||
self.build_collumns(editor, materials)
|
||||
|
||||
def build_collumns(self, editor, materials : list[str]):
|
||||
for collumn in self.collumns:
|
||||
if collumn.is_outer and self.is_inner_or_outer == COLLUMN_STYLE.INNER: continue
|
||||
if not collumn.is_outer and self.is_inner_or_outer == COLLUMN_STYLE.OUTER: continue
|
||||
collumn.fill(editor, materials[7], self.floor_height)
|
||||
|
||||
def add_tile(self, tile : Tile):
|
||||
self.tiles.append(tile)
|
||||
@@ -42,11 +53,10 @@ class Foundations:
|
||||
def get_polygon(self) -> Polygon:
|
||||
## The polygon is a shape of tiles representing the foundation shape
|
||||
polygon = Polygon(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])
|
||||
self.x_distribution = self.get_distribution(len(self.matrice), self.length_in_tiles)
|
||||
self.z_distribution = self.get_distribution(len(self.matrice[0]), self.width_in_tiles)
|
||||
|
||||
# this bullshit is to create tiles from the matrice and the distribution
|
||||
x_padding = 0
|
||||
@@ -61,7 +71,7 @@ class Foundations:
|
||||
z_padding += zsize * self.tile_size
|
||||
x_padding += xsize * self.tile_size
|
||||
|
||||
polygon.set_vertices_and_neighbors(self.tiles, self.vertices)
|
||||
polygon.set_vertices_and_neighbors(self.tiles, self.vertices, self.floor_height)
|
||||
polygon.compress(self.tiles, self.vertices)
|
||||
return polygon
|
||||
|
||||
@@ -106,6 +116,7 @@ class Foundations:
|
||||
return sizes
|
||||
|
||||
def get_columns(self) -> list[Collumn]:
|
||||
if self.is_inner_or_outer == COLLUMN_STYLE.NONE: return []
|
||||
collumns = []
|
||||
|
||||
for tile in self.tiles:
|
||||
|
||||
13
buildings/TODO
Normal file
13
buildings/TODO
Normal file
@@ -0,0 +1,13 @@
|
||||
Encadrement fenêtre
|
||||
toit de balcon avec/sans pilliers
|
||||
border radius balcon
|
||||
collumn style
|
||||
rembard object
|
||||
détails facade
|
||||
rdc
|
||||
toit
|
||||
tiles 3d
|
||||
textures object
|
||||
opti textures
|
||||
opti géométrique
|
||||
opti gdpc
|
||||
@@ -1,4 +1,131 @@
|
||||
import random as rd
|
||||
from gdpc import Editor, Block, geometry
|
||||
from utils.functions import *
|
||||
from utils.Enums import BALCONY_BORDER_RADIUS,COLLUMN_STYLE
|
||||
from buildings.geometry.Point import Point
|
||||
from buildings.geometry.Vertice import Vertice
|
||||
from buildings.elements.Window import Window
|
||||
|
||||
class Balcony:
|
||||
def __init__(self, length, width):
|
||||
self.length = length
|
||||
self.width = width
|
||||
def __init__(self, rdata, max_width : int, windows : Window, collumn_style : COLLUMN_STYLE):
|
||||
self.rdata = rdata
|
||||
self.windows = windows
|
||||
self.max_width = max_width
|
||||
self.collumn_style = collumn_style
|
||||
self.length = self.get_len()
|
||||
self.has_multiple = self.has_multiple()
|
||||
self.has_details = self.has_details()
|
||||
self.border_radius = self.has_border_radius()
|
||||
self.follow_window = self.follow_window()
|
||||
self.structure = self.get_structures()
|
||||
self.editor, self.materials = None,None
|
||||
|
||||
def build(self, editor : Editor, materials : list[str]):
|
||||
self.editor = editor
|
||||
self.materials = materials
|
||||
for s in self.structure:
|
||||
s.fill(editor, materials[0])
|
||||
self.build_rembard(s)
|
||||
self.build_details(s)
|
||||
self.build_border_radius(s)
|
||||
|
||||
def build_rembard(self, s : Vertice):
|
||||
geometry.placeCuboid(self.editor,(s.point1.x,1,-1),(s.point1.x,1,-self.length),Block(self.materials[3]))
|
||||
geometry.placeCuboid(self.editor,(s.point2.x,1,-1),(s.point2.x,1,-self.length),Block(self.materials[3]))
|
||||
geometry.placeCuboid(self.editor,(s.point1.x,1,-self.length),(s.point2.x,1,-self.length),Block(self.materials[3]))
|
||||
|
||||
def build_details(self, s : Vertice):
|
||||
if not self.has_details: return
|
||||
geometry.placeCuboid(self.editor,(s.point1.x,0,-1),(s.point1.x,0,-self.length),Block(self.materials[4], {"facing": "east", "half": "top"}))
|
||||
geometry.placeCuboid(self.editor,(s.point2.x,0,-1),(s.point2.x,0,-self.length),Block(self.materials[4], {"facing": "west", "half": "top"}))
|
||||
geometry.placeCuboid(self.editor,(s.point1.x,0,-self.length),(s.point2.x,0,-self.length),Block(self.materials[4], {"facing": "south", "half": "top"}))
|
||||
|
||||
def build_border_radius(self, s : Vertice):
|
||||
if self.border_radius == BALCONY_BORDER_RADIUS.NONE: return
|
||||
|
||||
geometry.placeCuboid(self.editor,(s.point1.x,0,-self.length),(s.point1.x,1,-self.length),Block("air"))
|
||||
geometry.placeCuboid(self.editor,(s.point2.x,0,-self.length),(s.point2.x,1,-self.length),Block("air"))
|
||||
self.editor.placeBlock((s.point1.x+1,1,-self.length+1), Block(self.materials[3]))
|
||||
self.editor.placeBlock((s.point2.x-1,1,-self.length+1), Block(self.materials[3]))
|
||||
|
||||
if self.has_details:
|
||||
self.editor.placeBlock((s.point1.x,0,-self.length+1), Block(self.materials[4], {"facing": "south", "half": "top"}))
|
||||
self.editor.placeBlock((s.point1.x+1,0,-self.length), Block(self.materials[4], {"facing": "east", "half": "top"}))
|
||||
self.editor.placeBlock((s.point2.x,0,-self.length+1), Block(self.materials[4], {"facing": "south", "half": "top"}))
|
||||
self.editor.placeBlock((s.point2.x-1,0,-self.length), Block(self.materials[4], {"facing": "west", "half": "top"}))
|
||||
|
||||
if self.border_radius == BALCONY_BORDER_RADIUS.FULL:
|
||||
self.editor.placeBlock((s.point1.x+1,0,-self.length+1), Block(self.materials[4], {"facing": "east", "half": "top"}))
|
||||
self.editor.placeBlock((s.point2.x-1,0,-self.length+1), Block(self.materials[4], {"facing": "west", "half": "top"}))
|
||||
|
||||
def get_structures(self) -> list[Vertice]:
|
||||
# structures are the base shape of the balcony
|
||||
attach_points = self.get_attach_points()
|
||||
len_attach_points = len(attach_points)-1
|
||||
min_wid = self.rdata["size"]["min_width"]
|
||||
min_gap = self.rdata["multiple"]["min_gap"]
|
||||
growth_chance = self.rdata["growth"]
|
||||
midpoint = len_attach_points//2
|
||||
x1,x2 = midpoint, len_attach_points - midpoint
|
||||
|
||||
structures = []
|
||||
centered = True
|
||||
while x1 > 0:
|
||||
x1 -= 1
|
||||
x2 += 1 if centered else 0
|
||||
leng = attach_points[x2] - attach_points[x1] - 1
|
||||
|
||||
if x1 == 0:
|
||||
if leng >= min_wid: self.append_structure(structures, x1, x2, attach_points, len_attach_points, centered)
|
||||
break
|
||||
if leng < min_wid: continue
|
||||
|
||||
if growth_chance < rd.random():
|
||||
self.append_structure(structures, x1, x2, attach_points, len_attach_points, centered)
|
||||
|
||||
if not self.has_multiple: break
|
||||
else:
|
||||
centered = False
|
||||
if attach_points[x1]-min_wid < min_gap: break
|
||||
gap = rd.randint(min_gap, attach_points[x1]-min_wid)
|
||||
x2 = x1-gap
|
||||
x1 = x2-min_wid+1
|
||||
|
||||
return structures
|
||||
|
||||
def get_attach_points(self) -> list[int]:
|
||||
# points where the structures can start/finish
|
||||
padding = 0 if self.collumn_style.value < 2 else 1 # collumn_style < 2 = no outer collumns
|
||||
points = [i + padding for i in range(self.max_width)]
|
||||
if self.follow_window:
|
||||
pad = self.windows.padding
|
||||
for w in self.windows.windows:
|
||||
for i in range(pad+w.x1, pad+w.x2+1):
|
||||
points.remove(i)
|
||||
|
||||
return points
|
||||
|
||||
def create_structure(self, x1 : int, x2 : int) -> Vertice:
|
||||
return Vertice(Point(x = x1), Point(x = x2,z = -self.length))
|
||||
|
||||
def append_structure(self, structures : list[Vertice], x1 : int, x2 : int, attach_points : list[int], len_attach_points : int, centered : bool):
|
||||
structures.append(self.create_structure(attach_points[x1], attach_points[x2]))
|
||||
if not centered:
|
||||
structures.append(self.create_structure(attach_points[len_attach_points-x1], attach_points[len_attach_points-x2]))
|
||||
|
||||
def follow_window(self) -> bool:
|
||||
return not self.windows.ypadding > 3
|
||||
|
||||
def has_multiple(self) -> bool:
|
||||
if self.max_width < self.rdata["multiple"]["min_width"]: return False
|
||||
return self.rdata["multiple"]["proba"] >= rd.random()
|
||||
|
||||
def has_details(self) -> bool:
|
||||
return self.rdata["details"] >= rd.random()
|
||||
|
||||
def has_border_radius(self) -> bool:
|
||||
if self.length < 2: return BALCONY_BORDER_RADIUS.NONE
|
||||
return select_random(self.rdata["border_radius"], BALCONY_BORDER_RADIUS)
|
||||
|
||||
def get_len(self) -> int:
|
||||
return rd.randint(self.rdata["size"]["min_len"], self.rdata["size"]["max_len"])
|
||||
@@ -8,4 +8,7 @@ class Collumn(Rectangle):
|
||||
|
||||
def set_is_outer(self, is_outer : bool):
|
||||
self.is_outer = is_outer
|
||||
|
||||
def __repr__(self):
|
||||
return super().__repr__() + f"\nIs outer : {self.is_outer}\n\n"
|
||||
|
||||
19
buildings/elements/FacadeDetails.py
Normal file
19
buildings/elements/FacadeDetails.py
Normal file
@@ -0,0 +1,19 @@
|
||||
from buildings.geometry.Vertice import Vertice
|
||||
|
||||
class FacadeDetails:
|
||||
def __init__(self,rdata , zones : list[Vertice]):
|
||||
self.zones = zones
|
||||
self.sizes = self.get_sizes()
|
||||
|
||||
def get_sizes(self) -> list[tuple[int]]:
|
||||
# foreach different zone sizes in self.zones, we will gen different details
|
||||
sizes = []
|
||||
center_for_symetry = len(self.zones) // 2
|
||||
for zone in self.zones:
|
||||
size = zone.point2.position - zone.point1.position
|
||||
if size not in sizes :
|
||||
sizes.append(size)
|
||||
|
||||
return sizes
|
||||
|
||||
|
||||
3
buildings/elements/FacadedetailsElt/Buttons.py
Normal file
3
buildings/elements/FacadedetailsElt/Buttons.py
Normal file
@@ -0,0 +1,3 @@
|
||||
class Buttons:
|
||||
def __init__(self):
|
||||
pass
|
||||
0
buildings/elements/FacadedetailsElt/InterFloor.py
Normal file
0
buildings/elements/FacadedetailsElt/InterFloor.py
Normal file
0
buildings/elements/FacadedetailsElt/Moldings.py
Normal file
0
buildings/elements/FacadedetailsElt/Moldings.py
Normal file
0
buildings/elements/FacadedetailsElt/Pillar.py
Normal file
0
buildings/elements/FacadedetailsElt/Pillar.py
Normal file
@@ -1,39 +1,61 @@
|
||||
import random as rd
|
||||
import math
|
||||
from gdpc import Editor, Block, geometry, Transform
|
||||
from utils.Enums import COLLUMN_STYLE, BORDER_RADIUS
|
||||
from utils.Enums import WINDOW_BORDER_RADIUS
|
||||
from utils.functions import *
|
||||
from buildings.geometry.Point import Point
|
||||
from buildings.geometry.Vertice import Vertice
|
||||
from buildings.elements.WindowElt.Glass import Glass
|
||||
|
||||
class Window:
|
||||
def __init__(self, rdata, max_width : int, max_height : int):
|
||||
def __init__(self, rdata, max_width : int, max_height : int, facade_len : int, facade_height : int):
|
||||
self.rdata = rdata
|
||||
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()
|
||||
self.has_vertical_crossbar, self.has_horizontal_crossbar = self.has_crossbars()
|
||||
self.border_radius = self.border_radius()
|
||||
self.padding = 0
|
||||
self.has_multiple = self.has_multiple_windows()
|
||||
self.has_vertical_crossbar, self.has_horizontal_crossbar = self.has_crossbars()
|
||||
self.padding, self.ypadding = self.get_padding(facade_len, facade_height)
|
||||
self.windows = self.get_windows()
|
||||
self.editor, self.materials = None,None
|
||||
|
||||
def build(self, editor : Editor, facade_len : int, facade_height : int, materials : list[str]):
|
||||
def build(self, editor : Editor, materials : list[str]):
|
||||
self.editor = editor
|
||||
self.materials = materials
|
||||
with editor.pushTransform(Transform((self.padding,self.ypadding,0))):
|
||||
for g in self.windows:
|
||||
leng = len(g)
|
||||
g.build(editor, materials[1], materials[2])
|
||||
self.build_crossbars(g.x1, g.x2, leng)
|
||||
if leng > 1: self.build_border_radius(g.x1, g.x2)
|
||||
|
||||
def build_crossbars(self, x1 : int, x2 : int, len : int):
|
||||
if self.has_vertical_crossbar and self.height+1 >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]:
|
||||
y = self.height//2
|
||||
geometry.placeCuboid(self.editor,(x1,y,0),(x2,y,0),Block(self.materials[3]))
|
||||
if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]:
|
||||
x = len//2
|
||||
geometry.placeCuboid(self.editor,(x1+x,0,0),(x2-x,self.height,0),Block(self.materials[3], {"up" : "true"}))
|
||||
|
||||
def build_border_radius(self, x1 : int, x2 : int):
|
||||
if self.border_radius != WINDOW_BORDER_RADIUS.NONE:
|
||||
self.editor.placeBlock((x1,self.height,0),Block(self.materials[4], {"facing": "west", "half": "top"}))
|
||||
self.editor.placeBlock((x2,self.height,0),Block(self.materials[4], {"facing": "east", "half": "top"}))
|
||||
if self.border_radius == WINDOW_BORDER_RADIUS.TOP_AND_BOTTOM:
|
||||
self.editor.placeBlock((x1,0,0),Block(self.materials[4], {"facing": "west"}))
|
||||
self.editor.placeBlock((x2,0,0),Block(self.materials[4], {"facing": "east"}))
|
||||
|
||||
def get_windows(self) -> list[Glass]:
|
||||
windows = []
|
||||
if not self.has_multiple: windows = [Glass(0,self.width-1,[self.create_window(0, self.width)])]
|
||||
else: windows = self.get_multiple_windows()
|
||||
if self.is_alternate: self.alternate(windows)
|
||||
|
||||
# correction to avoid asymetry
|
||||
self.padding = (facade_len - self.width)//2
|
||||
self.width = facade_len - self.padding*2
|
||||
return windows
|
||||
|
||||
if not self.is_grounded: editor.transform @= Transform((0,(facade_height-self.height)//2,0))
|
||||
editor.transform @= Transform((self.padding,0,0))
|
||||
|
||||
if self.has_multiple_windows: self.build_multiple_windows()
|
||||
else :
|
||||
self.place_glasses(0, self.width)
|
||||
|
||||
def build_multiple_windows(self):
|
||||
def get_multiple_windows(self) -> list[Glass]:
|
||||
windows = []
|
||||
slices = rd.randint(3, self.width//self.rdata["size"]["min_width"])
|
||||
mid = math.ceil(slices/2)
|
||||
windows_count = mid
|
||||
@@ -44,63 +66,43 @@ class Window:
|
||||
is_even= slices % 2 == 0
|
||||
is_window, gap = True, 0
|
||||
remainder = self.width - (window_size*windows_count + inter_size*inter_count)
|
||||
|
||||
if windows_count % 2 == 1 and inter_count % 2 == 1:
|
||||
inter_count -= 1
|
||||
remainder += inter_size
|
||||
is_even = not is_even
|
||||
|
||||
for i in range(1,slices+1):
|
||||
wsize,isize = window_size, inter_size
|
||||
if is_even and i == mid: wsize, isize = wsize*2, isize*2
|
||||
if i == mid: wsize, isize = wsize + remainder, isize + remainder
|
||||
|
||||
# kepp a spacing between windows, "is revert" is used to keep symetry
|
||||
if is_window:
|
||||
self.place_glasses(gap, gap+wsize)
|
||||
windows.append(Glass(gap, gap+wsize-1,[self.create_window(gap, wsize)]))
|
||||
gap += wsize
|
||||
else :
|
||||
gap += isize
|
||||
|
||||
is_window = not is_window
|
||||
|
||||
def place_glasses(self, x1 : int, x2 : int):
|
||||
len = x2 - x1
|
||||
if self.is_alternate:
|
||||
mid = x1 + len//2
|
||||
|
||||
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,(x1,0,0),(x2-1,self.height,0),Block(self.materials[1]))
|
||||
|
||||
self.build_crossbars(x1, x2-1, len)
|
||||
if len > 1: self.build_border_radius(x1, x2-1)
|
||||
|
||||
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"]:
|
||||
y = self.height//2
|
||||
geometry.placeCuboid(self.editor,(x1,y,0),(x2,y,0),Block(self.materials[3]))
|
||||
if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]:
|
||||
x = len//2
|
||||
geometry.placeCuboid(self.editor,(x1+x,0,0),(x2-x,self.height,0),Block(self.materials[3], {"up" : "true"}))
|
||||
return windows
|
||||
|
||||
def alternate(self, windows : list[Glass]):
|
||||
for g in windows:
|
||||
g.reset_groups()
|
||||
leng = len(g)
|
||||
mid = g.x1 + leng//2
|
||||
|
||||
def build_border_radius(self, x1 : int, x2 : int):
|
||||
if self.border_radius != BORDER_RADIUS.NONE:
|
||||
self.editor.placeBlock((x1,self.height,0),Block(self.materials[4], {"facing": "west", "half": "top"}))
|
||||
self.editor.placeBlock((x2,self.height,0),Block(self.materials[4], {"facing": "east", "half": "top"}))
|
||||
if self.border_radius == BORDER_RADIUS.TOP_AND_BOTTOM:
|
||||
self.editor.placeBlock((x1,0,0),Block(self.materials[4], {"facing": "west"}))
|
||||
self.editor.placeBlock((x2,0,0),Block(self.materials[4], {"facing": "east"}))
|
||||
|
||||
def is_grounded(self):
|
||||
# if the window is grounded or if there is a padding between the window and the ground
|
||||
return self.rdata["grounded"] >= rd.random()
|
||||
is_block, is_even = False, leng % 2 == 0
|
||||
for x in range(g.x1,g.x2+1):
|
||||
if is_even and x == mid: is_block = not is_block # to keep symetry
|
||||
if is_block: g.group2.append(self.create_window(x))
|
||||
else : g.group1.append(self.create_window(x))
|
||||
is_block = not is_block
|
||||
|
||||
def create_window(self, x1 : int, length : int = None) -> Vertice:
|
||||
x2 = x1 if length is None else x1 + length -1
|
||||
return Vertice(Point(x = x1), Point(x2,self.height))
|
||||
|
||||
def has_multiple_windows(self):
|
||||
if self.width > self.rdata["size"]["max_width"]: return True
|
||||
@@ -112,6 +114,27 @@ class Window:
|
||||
# if the window alternate between glass_blocks and glass_panes
|
||||
return self.rdata["alternate"] >= rd.random()
|
||||
|
||||
|
||||
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 get_padding(self, facade_len : int, facade_height : int) -> tuple[int]:
|
||||
padding,ypadding = 0,0
|
||||
if not self.is_grounded: ypadding = (facade_height - self.height)//2
|
||||
|
||||
# correction to avoid asymetry
|
||||
padding = (facade_len - self.width)//2
|
||||
self.width = facade_len - padding*2
|
||||
|
||||
return (padding, ypadding)
|
||||
|
||||
def is_grounded(self):
|
||||
# if the window is grounded or if there is a padding between the window and the ground
|
||||
return self.rdata["grounded"] >= rd.random()
|
||||
|
||||
def has_crossbars(self):
|
||||
# if the window has crossbars
|
||||
data = self.rdata["crossbars"]
|
||||
@@ -119,4 +142,4 @@ class Window:
|
||||
return (data["vertical_crossbar"] >= rd.random(), data["horizontal_crossbar"] >= rd.random())
|
||||
|
||||
def border_radius(self):
|
||||
return select_random(self.rdata["border_radius"], BORDER_RADIUS)
|
||||
return select_random(self.rdata["border_radius"], WINDOW_BORDER_RADIUS)
|
||||
22
buildings/elements/WindowElt/Glass.py
Normal file
22
buildings/elements/WindowElt/Glass.py
Normal file
@@ -0,0 +1,22 @@
|
||||
from gdpc import Editor
|
||||
from buildings.geometry.Vertice import Vertice
|
||||
|
||||
class Glass:
|
||||
def __init__(self, x1 : int, x2 : int, group1 : list[Vertice], group2 : list[Vertice] = None):
|
||||
self.x1, self.x2 = x1, x2
|
||||
self.group1, self.group2 = group1, group2
|
||||
|
||||
|
||||
def build(self, editor : Editor, material1 : str, material2 : str):
|
||||
for elt in self.group1:
|
||||
elt.fill(editor, material1)
|
||||
if self.group2 is None: return
|
||||
for elt in self.group2:
|
||||
elt.fill(editor, material2)
|
||||
|
||||
def reset_groups(self):
|
||||
self.group1, self.group2 = [], []
|
||||
|
||||
def __len__(self):
|
||||
return self.x2 - self.x1 + 1
|
||||
|
||||
@@ -1,14 +1,17 @@
|
||||
class Point:
|
||||
def __init__(self, x : int = None, y : int = None, z : int = None, p : tuple[int] = None):
|
||||
def __init__(self, x : int = 0, y : int = 0, z : int = 0, 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):
|
||||
def set_position(self, x : int = 0, y : int = 0, z : int = 0, 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)
|
||||
self.position = (self.x,self.y,self.z)
|
||||
|
||||
def __repr__(self):
|
||||
return f"Point({self.position})"
|
||||
@@ -1,5 +1,5 @@
|
||||
from utils.Enums import DIRECTION
|
||||
from gdpc import Editor, Block, geometry
|
||||
from gdpc import Editor, Block, geometry, Transform
|
||||
from buildings.geometry.Tile import Tile
|
||||
from buildings.geometry.Point import Point
|
||||
from buildings.geometry.Rectangle import Rectangle
|
||||
@@ -11,10 +11,11 @@ class Polygon:
|
||||
self.shape = []
|
||||
self.vertices = []
|
||||
|
||||
def fill_polygon(self, editor : Editor, material : str, y : int, y2 : int = None):
|
||||
if y2 == None: y2 = y
|
||||
def fill(self, editor : Editor, material : str, y : int = 0, y2 : int = None):
|
||||
if y2 == None: y2 = 0
|
||||
for rect in self.shape:
|
||||
rect.fill(editor, material, y, y2)
|
||||
with editor.pushTransform(Transform((0,y,0))):
|
||||
rect.fill(editor, material, y2)
|
||||
|
||||
def fill_vertice(self, editor : Editor, material : str, y : int, y2 : int = None):
|
||||
if y2 == None: y2 = y
|
||||
@@ -66,7 +67,7 @@ class Polygon:
|
||||
|
||||
if len(remaining_vertices) == 0: self.vertices.append(current)
|
||||
|
||||
def set_vertices_and_neighbors(self, tiles : list[Tile], vertices : list[Vertice]):
|
||||
def set_vertices_and_neighbors(self, tiles : list[Tile], vertices : list[Vertice], height : int):
|
||||
for tile in tiles:
|
||||
targets = tile.get_neighbors_coords()
|
||||
for vertice_num,target in enumerate(targets):
|
||||
@@ -74,7 +75,7 @@ class Polygon:
|
||||
if not has_neighbor:
|
||||
vertice = tile.get_vertice(vertice_num)
|
||||
vertices.append(vertice)
|
||||
tile.set_vertice(DIRECTION(vertice_num), vertice)
|
||||
tile.set_vertice(DIRECTION(vertice_num), vertice, height)
|
||||
else :
|
||||
tile.set_neighbor(vertice_num, has_neighbor)
|
||||
|
||||
|
||||
@@ -9,8 +9,15 @@ class Rectangle:
|
||||
def get_position(self):
|
||||
return (self.point1.position, self.point2.position)
|
||||
|
||||
def get_height(self):
|
||||
return self.point2.y - self.point1.y
|
||||
|
||||
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 y is None: y = self.point2.y
|
||||
|
||||
geometry.placeCuboid(editor, (self.point1.x+xpadding, 0, self.point1.z+zpadding), (self.point2.x-xpadding, y, self.point2.z-zpadding), Block(material))
|
||||
|
||||
def __repr__(self):
|
||||
return f"{type(self).__name__}\n1 : {str(self.point1)},\n2 : {str(self.point2)}"
|
||||
@@ -32,9 +32,9 @@ class Tile:
|
||||
|
||||
def get_neighbors_coords(self):
|
||||
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 + self.size, z = self.pos.z), # east
|
||||
Point(x = self.pos.x, z = self.pos.z + self.size), # south
|
||||
Point(x = self.pos.x + self.size, z = self.pos.z)] # east
|
||||
Point(x = self.pos.x - self.size, z = self.pos.z)] # west
|
||||
|
||||
|
||||
def get_neighbor(self, direction) -> Point:
|
||||
@@ -80,8 +80,9 @@ class Tile:
|
||||
case DIRECTION.SOUTH :
|
||||
return self.south_vertice
|
||||
|
||||
def set_vertice(self, direction : DIRECTION, vertice : Vertice):
|
||||
def set_vertice(self, direction : DIRECTION, vertice : Vertice, height : int):
|
||||
self.has_vertice = True
|
||||
vertice.point2.y = height
|
||||
match(direction):
|
||||
case DIRECTION.WEST :
|
||||
self.west_vertice = vertice
|
||||
|
||||
@@ -3,7 +3,7 @@ from buildings.geometry.Point import Point
|
||||
from buildings.geometry.Rectangle import Rectangle
|
||||
|
||||
class Vertice(Rectangle):
|
||||
def __init__(self, point1 : Point, point2 : Point, facing : DIRECTION):
|
||||
def __init__(self, point1 : Point, point2 : Point, facing : DIRECTION = None):
|
||||
Rectangle.__init__(self, point1, point2)
|
||||
self.facing = facing
|
||||
|
||||
@@ -15,7 +15,10 @@ class Vertice(Rectangle):
|
||||
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_len(self):
|
||||
|
||||
def __len__(self):
|
||||
return self.point2.x - self.point1.x + self.point2.z - self.point1.z + 1
|
||||
|
||||
def __repr__(self):
|
||||
return super().__repr__() + f"\nFacing : {self.facing} \n\n"
|
||||
|
||||
38
main.py
38
main.py
@@ -5,11 +5,6 @@ from utils.JsonReader import JsonReader
|
||||
from utils.YamlReader import YamlReader
|
||||
from buildings.Building import Building
|
||||
|
||||
from buildings.geometry.Vertice import Vertice
|
||||
from buildings.geometry.Point import Point
|
||||
from utils.Enums import DIRECTION,COLLUMN_STYLE,BORDER_RADIUS
|
||||
from buildings.Facade import Facade
|
||||
|
||||
from utils.functions import *
|
||||
|
||||
editor = Editor(buffering=True)
|
||||
@@ -20,32 +15,23 @@ shapes = f.data
|
||||
y = YamlReader('params.yml')
|
||||
random_data = y.data
|
||||
|
||||
# transform = Transform((0,-60,-20),rotation = 0)
|
||||
# editor.transform.push(transform)
|
||||
# for i in range(4):
|
||||
# with editor.pushTransform(Transform(rotation = i)):
|
||||
# geometry.placeCuboid(editor, (0,0,0), (0,3,5), Block("stone"))
|
||||
|
||||
transform = Transform((0,-60,-5),rotation = 0)
|
||||
transform = Transform((0,-60,80),rotation = 0)
|
||||
editor.transform.push(transform)
|
||||
|
||||
geometry.placeCuboid(editor, (0,0,-1), (100,15,1), Block("air"))
|
||||
geometry.placeCuboid(editor, (-5,0,-8), (170,25,25), Block("air"))
|
||||
|
||||
|
||||
x = 0
|
||||
facade = []
|
||||
for i in range(3,13):
|
||||
facade.append(Facade(random_data["buildings"]["facade"],[Vertice(Point(x,0,0), Point(x+i,0,0), DIRECTION.NORTH)],i,i,COLLUMN_STYLE.NONE))
|
||||
x += i+2
|
||||
|
||||
for f in facade:
|
||||
f.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall","stone_brick_stairs"])
|
||||
|
||||
|
||||
# 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)
|
||||
padd = 0
|
||||
for i in range(4,13):
|
||||
building = Building(random_data["buildings"], (padd, 0), (i,i), shapes[0]['matrice'], 3)
|
||||
building.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall","stone_brick_stairs","oak_planks","white_concrete","cobblestone","stone_brick_slab"])
|
||||
padd += i + 10
|
||||
|
||||
|
||||
|
||||
|
||||
41
params.yml
41
params.yml
@@ -4,7 +4,7 @@ buildings:
|
||||
min_tile_size: 3
|
||||
max_tile_size: 12
|
||||
|
||||
foudations:
|
||||
foundations:
|
||||
collumn_style :
|
||||
# proportion of each style
|
||||
none: 1
|
||||
@@ -16,6 +16,7 @@ buildings:
|
||||
max_height: 7
|
||||
|
||||
facade:
|
||||
|
||||
windows:
|
||||
size:
|
||||
min_height: 2
|
||||
@@ -39,5 +40,39 @@ buildings:
|
||||
none: 2
|
||||
top: 1
|
||||
top_and_bottom: 1
|
||||
inter_floor: 0.5
|
||||
balcony: 0.25
|
||||
|
||||
balcony:
|
||||
proba : 0.25
|
||||
growth: 0.5 # [growth]% chance to have min_width + 1 balcony length, [growth**2]% chance to have min_width + 2 balcony length, etc
|
||||
size:
|
||||
min_len : 1
|
||||
max_len : 3
|
||||
min_width : 3
|
||||
multiple:
|
||||
# probability to have multiple balcony IF POSSIBLE
|
||||
# this feature need a very large facade
|
||||
proba: 1
|
||||
min_width: 5
|
||||
min_gap: 1
|
||||
details: 0.35
|
||||
border_radius:
|
||||
# proportion of each style
|
||||
none: 6
|
||||
# no difference if there is no details
|
||||
medium: 1
|
||||
full: 1
|
||||
|
||||
Entrance:
|
||||
centered: 0.8
|
||||
different_facade: 0.75
|
||||
size:
|
||||
min_height: 5
|
||||
max_height: 9
|
||||
|
||||
inter_floor:
|
||||
proba: 0.5
|
||||
border_style:
|
||||
# bloc used to fill the corner of the interfloor
|
||||
none: 1
|
||||
slab: 2
|
||||
stairs: 2
|
||||
@@ -2,9 +2,9 @@ from enum import Enum
|
||||
|
||||
class DIRECTION(Enum):
|
||||
NORTH = 0
|
||||
WEST = 1
|
||||
EAST = 1
|
||||
SOUTH = 2
|
||||
EAST = 3
|
||||
WEST = 3
|
||||
|
||||
class COLLUMN_STYLE(Enum):
|
||||
NONE = 0
|
||||
@@ -12,7 +12,17 @@ class COLLUMN_STYLE(Enum):
|
||||
OUTER = 2
|
||||
BOTH = 3
|
||||
|
||||
class BORDER_RADIUS(Enum):
|
||||
class WINDOW_BORDER_RADIUS(Enum):
|
||||
NONE = 0
|
||||
TOP = 1
|
||||
TOP_AND_BOTTOM = 2
|
||||
TOP_AND_BOTTOM = 2
|
||||
|
||||
class BALCONY_BORDER_RADIUS(Enum):
|
||||
NONE = 0
|
||||
MEDIUM = 1
|
||||
FULL = 2
|
||||
|
||||
class INTER_FLOOR_BORDER(Enum):
|
||||
NONE = 0
|
||||
SLAB = 1
|
||||
STAIRS = 2
|
||||
Reference in New Issue
Block a user