corrections corners bugs, clean tree structure and start entrance

This commit is contained in:
AKreuzer
2024-06-11 03:06:06 +02:00
parent 536c71d372
commit de3950d376
21 changed files with 153 additions and 86 deletions

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@@ -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
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@@ -1,36 +1,64 @@
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], 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.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.balcony = self.get_balcony()
self.has_inter_floor = self.has_inter_floor()
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)):
with editor.pushTransform(Transform(vertice.point1.position,rotation = vertice.facing.value, flip = flip)):
self.window.build(editor, materials)
self.build_inter_floor()
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
@@ -41,19 +69,17 @@ class Facade:
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)
return Balcony(self.rdata["balcony"], max_width, self.window, self.collumn_style)
def build_inter_floor(self):
if self.has_inter_floor:
geometry.placeCuboid(self.editor,(0,self.height,0),(self.length-1,self.height,0),Block(self.materials[0]))
geometry.placeCuboid(self.editor,(0,self.height,-1),(self.length-1,self.height,-1),Block(self.materials[4], {"facing": "south", "half": "top"}))
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 True
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]))

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@@ -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:

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@@ -2,10 +2,12 @@ Encadrement fenêtre
toit de balcon avec/sans pilliers
border radius balcon
collumn style
rembard object
détails facade
rdc
toit
tiles 3d
opti géométrique
textures object
opti textures
opti géométrique
opti gdpc

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@@ -1,16 +1,17 @@
import random as rd
from gdpc import Editor, Block, geometry
from utils.functions import *
from utils.Enums import BALCONY_BORDER_RADIUS
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, rdata, max_width : int, windows : Window):
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()
@@ -94,7 +95,8 @@ class Balcony:
def get_attach_points(self) -> list[int]:
# points where the structures can start/finish
points = [i for i in range(self.max_width)]
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:
@@ -104,7 +106,7 @@ class Balcony:
return points
def create_structure(self, x1 : int, x2 : int) -> Vertice:
return Vertice(Point(x1,0,0), Point(x2,0,-self.length))
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]))

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@@ -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"

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@@ -0,0 +1,3 @@
class Buttons:
def __init__(self):
pass

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@@ -5,7 +5,7 @@ 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.Glass import Glass
from buildings.elements.WindowElt.Glass import Glass
class Window:
def __init__(self, rdata, max_width : int, max_height : int, facade_len : int, facade_height : int):
@@ -31,7 +31,7 @@ class Window:
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 >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]:
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"]:
@@ -46,7 +46,6 @@ class Window:
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)])]
@@ -103,7 +102,7 @@ class Window:
def create_window(self, x1 : int, length : int = None) -> Vertice:
x2 = x1 if length is None else x1 + length -1
return Vertice(Point(x1,0,0), Point(x2,self.height,0))
return Vertice(Point(x = x1), Point(x2,self.height))
def has_multiple_windows(self):
if self.width > self.rdata["size"]["max_width"]: return True

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@@ -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})"

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@@ -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)

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@@ -10,7 +10,7 @@ class Rectangle:
return (self.point1.position, self.point2.position)
def get_height(self):
return self.point2.y - self.point1.y + 1
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
@@ -18,3 +18,6 @@ class Rectangle:
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)}"

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@@ -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

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@@ -18,4 +18,7 @@ class Vertice(Rectangle):
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
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@@ -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,WINDOW_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,-3), (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,i,0), DIRECTION.NORTH)],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

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@@ -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
@@ -39,7 +40,7 @@ buildings:
none: 2
top: 1
top_and_bottom: 1
inter_floor: 0.5
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
@@ -59,4 +60,19 @@ buildings:
none: 6
# no difference if there is no details
medium: 1
full: 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

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@@ -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
@@ -20,4 +20,9 @@ class WINDOW_BORDER_RADIUS(Enum):
class BALCONY_BORDER_RADIUS(Enum):
NONE = 0
MEDIUM = 1
FULL = 2
FULL = 2
class INTER_FLOOR_BORDER(Enum):
NONE = 0
SLAB = 1
STAIRS = 2