windows full features

This commit is contained in:
KAymeric
2024-05-26 01:37:06 +02:00
parent 7071b0a81c
commit e47c8cf7ce
7 changed files with 75 additions and 32 deletions

View File

@@ -1,6 +1,6 @@
import random as rd
from utils.Enums import COLLUMN_STYLE
from gdpc import Editor, Transform
from gdpc import Editor, Block, geometry, Transform
from buildings.geometry.Vertice import Vertice
from buildings.elements.Window import Window
@@ -15,11 +15,16 @@ class Facade:
self.window = self.get_window()
self.has_balcony = self.has_balcony()
self.has_inter_floor = self.has_inter_floor()
self.editor, self.materials = None,None
def build(self, editor : Editor, materials : list[str]):
def build(self, editor : Editor, materials : list[str]):
self.editor = editor
self.materials = materials
for vertice in self.vertices:
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)
def get_window(self) -> Window:
@@ -31,9 +36,13 @@ class Facade:
return Window(self.rdata["windows"] ,max_width, max_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 has_balcony(self) -> bool:
pass
return self.rdata["balcony"] >= rd.random()
def has_inter_floor(self) -> bool:
pass
return self.rdata["inter_floor"] >= rd.random()

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@@ -0,0 +1,4 @@
class Balcony:
def __init__(self, length, width):
self.length = length
self.width = width

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@@ -1,7 +1,8 @@
import random as rd
import math
from gdpc import Editor, Block, geometry, Transform
from utils.Enums import COLLUMN_STYLE
from utils.Enums import COLLUMN_STYLE, BORDER_RADIUS
from utils.functions import *
from buildings.geometry.Point import Point
from buildings.geometry.Vertice import Vertice
@@ -13,6 +14,7 @@ class Window:
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.editor, self.materials = None,None
@@ -24,12 +26,12 @@ class Window:
self.padding = (facade_len - self.width)//2
self.width = facade_len - self.padding*2
self.is_alternate = True
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(self.padding, self.width+self.padding)
self.place_glasses(0, self.width)
def build_multiple_windows(self):
slices = rd.randint(3, self.width//self.rdata["size"]["min_width"])
@@ -48,9 +50,8 @@ class Window:
if i == mid: wsize, isize = wsize + remainder, isize + remainder
# kepp a spacing between windows, "is revert" is used to keep symetry
if is_window:
x= self.padding + gap
self.place_glasses(x, x+wsize)
if is_window:
self.place_glasses(gap, gap+wsize)
gap += wsize
else :
gap += isize
@@ -70,9 +71,10 @@ class Window:
is_block = not is_block
else:
geometry.placeCuboid(self.editor,(x1,0,0),(x2,self.height,0),Block(self.materials[1]))
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 (
@@ -83,29 +85,38 @@ class Window:
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,self.height-y,0),Block(self.materials[3]))
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"]:
pass
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 != 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
if self.rdata["grounded"] >= rd.random(): return True
return False
return self.rdata["grounded"] >= rd.random()
def has_multiple_windows(self):
if self.width > self.rdata["size"]["max_width"]: return True
if self.width >= self.rdata["multiple"]["min_width"]:
return True
if self.rdata["multiple"]["proba"] >= rd.random(): return True
return False
elif self.width >= self.rdata["multiple"]["min_width"]:
return self.rdata["multiple"]["proba"] >= rd.random()
else : return False
def is_alternate(self):
# if the window alternate between glass_blocks and glass_panes
if self.rdata["alternate"] >= rd.random(): return True
return False
return self.rdata["alternate"] >= rd.random()
def has_crossbars(self):
# if the window has crossbars
data = self.rdata["crossbars"]
return (data["vertical_crossbar"] >= rd.random(), data["horizontal_crossbar"] >= rd.random())
return (data["vertical_crossbar"] >= rd.random(), data["horizontal_crossbar"] >= rd.random())
def border_radius(self):
return select_random(self.rdata["border_radius"], BORDER_RADIUS)

13
main.py
View File

@@ -7,9 +7,11 @@ from buildings.Building import Building
from buildings.geometry.Vertice import Vertice
from buildings.geometry.Point import Point
from utils.Enums import DIRECTION,COLLUMN_STYLE
from utils.Enums import DIRECTION,COLLUMN_STYLE,BORDER_RADIUS
from buildings.Facade import Facade
from utils.functions import *
editor = Editor(buffering=True)
f = JsonReader('buildings\shapes.json')
@@ -18,20 +20,21 @@ shapes = f.data
y = YamlReader('params.yml')
random_data = y.data
transform = Transform((0,-60,0),rotation = 0)
transform = Transform((0,-60,-5),rotation = 0)
editor.transform.push(transform)
geometry.placeCuboid(editor, (0,-60,-5), (100,-45,-5), Block("air"))
geometry.placeCuboid(editor, (0,0,-1), (100,15,1), Block("air"))
x = 0
facade = []
for i in range(3,13):
facade.append(Facade(random_data["buildings"]["facade"],[Vertice(Point(x,0,-5), Point(x+i,0,-5), DIRECTION.NORTH)],i,i,COLLUMN_STYLE.NONE))
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"])
f.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall","stone_brick_stairs"])
# F = Foundations((0,0), (20,20), shapes[0]['matrice'])

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@@ -7,10 +7,10 @@ buildings:
foudations:
collumn_style :
# proportion of each style
- none: 1
- inner: 1
- outer: 1
- both: 1
none: 1
inner: 1
outer: 1
both: 1
floor:
min_height: 4
max_height: 7
@@ -34,5 +34,10 @@ buildings:
# min size and probability of multiple windows on the same vertice
min_width: 5
proba: 0.5
border_radius:
# proportion of each style
none: 2
top: 1
top_and_bottom: 1
inter_floor: 0.5
balcony: 0.25

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@@ -10,4 +10,9 @@ class COLLUMN_STYLE(Enum):
NONE = 0
INNER = 1
OUTER = 2
BOTH = 3
BOTH = 3
class BORDER_RADIUS(Enum):
NONE = 0
TOP = 1
TOP_AND_BOTTOM = 2

6
utils/functions.py Normal file
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@@ -0,0 +1,6 @@
from enum import Enum
import random as rd
def select_random(rdata : dict, enum : Enum) -> Enum:
# select a random value of the dict according to his coef and return the corresponding value in the enum
return enum[rd.choice([elt for elt,num in rdata.items() for _ in range(num)]).upper()]