Add smooth terrain
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@@ -1,14 +1,14 @@
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from typing import Union
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import numpy as np
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from gdpc import Editor, Block, geometry
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from gdpc import Editor, Block, geometry, lookup
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from PIL import Image
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from skimage import morphology
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from world_maker.data_analysis import handle_import_image
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def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask: Union[str, Image], ):
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def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask: Union[str, Image]):
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editor = Editor(buffering=True)
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build_area = editor.getBuildArea()
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@@ -29,7 +29,7 @@ def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask
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for x in range(0, distance[0]):
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for z in range(0, distance[1]):
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if mask.getpixel((x, z)) == 255 and treesmap.getpixel((x, z)) > 0 and (x, z) not in removed:
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if mask.getpixel((x, z)) != 0 and treesmap.getpixel((x, z)) > 0 and (x, z) not in removed:
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treeArea = morphology.flood(treesmap, (z, x), tolerance=1)
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blend = Image.blend(Image.fromarray(treeArea).convert(
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@@ -52,3 +52,48 @@ def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask
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y_top = removed_treesmap.getpixel((x, z))
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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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def smooth_terrain(heightmap: Union[str, Image], heightmap_smooth: Union[str, Image], mask: Union[str, Image]):
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editor = Editor()
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build_area = editor.getBuildArea()
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build_rectangle = build_area.toRect()
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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]), max(
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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_smooth = handle_import_image(heightmap_smooth).convert('L')
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mask = handle_import_image(mask).convert('L')
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smooth_terrain_delta = Image.new("RGB", distance, 0)
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slice = editor.loadWorldSlice(build_rectangle)
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smoothable_blocks = lookup.OVERWORLD_SOILS | lookup.OVERWORLD_STONES | lookup.SNOWS
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for x in range(0, distance[0]):
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for z in range(0, distance[1]):
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if mask.getpixel((x, z)) != 0:
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y = heightmap.getpixel((x, z))
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y_smooth = heightmap_smooth.getpixel((x, z))
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delta = y - y_smooth
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smooth_terrain_delta.putpixel((x, z), delta)
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if delta != 0:
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block = slice.getBlock((x, y, z))
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if block.id in smoothable_blocks:
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if delta > 0:
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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(
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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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