start windows
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@@ -1,5 +1,5 @@
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import random as rd
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from Enums import COLLUMN_STYLE
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from utils.Enums import COLLUMN_STYLE
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from buildings.Foundations import Foundations
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from buildings.Facade import Facade
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@@ -1,23 +1,46 @@
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from Enums import COLLUMN_STYLE
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import random as rd
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from utils.Enums import COLLUMN_STYLE, DIRECTION
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from gdpc import Editor
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from buildings.geometry.Vertice import Vertice
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from buildings.geometry.Rectangle import Rectangle
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from buildings.elements.Window import Window
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class Facade:
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def __init__(self, vertices : list[Vertice], height : int, is_inner_or_outer : COLLUMN_STYLE):
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def __init__(self, rdata, vertices : list[Vertice], height : int, lenght : int, is_inner_or_outer : COLLUMN_STYLE):
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self.rdata = rdata
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self.vertices = vertices
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self.is_inner_or_outer = is_inner_or_outer
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self.height = height
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self.lenght = lenght
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self.window_size = self.get_window_size()
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self.window = self.get_window()
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self.has_balcony = self.has_balcony()
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self.has_inter_floor = self.has_inter_floor()
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def build_facade(self):
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pass
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def build(self, editor : Editor, materials : list[str], y : int):
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padding = 0
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if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
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padding = 1
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for vertice in self.vertices:
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xpadding, zpadding = 0, 0
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if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
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xpadding = padding
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else: zpadding = padding
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vertice.fill(editor, materials[0], y, y + self.height, xpadding = xpadding, zpadding = zpadding)
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self.window.build(editor, vertice, self.height, y, materials)
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def get_window_size(self) -> tuple[int,int]:
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pass
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max_width = self.lenght
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max_height = min(self.height, self.rdata["windows"]["size"]["max_height"])
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if self.is_inner_or_outer == COLLUMN_STYLE.OUTER or self.is_inner_or_outer == COLLUMN_STYLE.BOTH:
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max_width -= 2
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return (
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rd.randint(self.rdata["windows"]["size"]["min_width"],max_width),
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rd.randint(self.rdata["windows"]["size"]["min_height"],max_height)
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)
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def has_balcony(self) -> bool:
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pass
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@@ -26,4 +49,4 @@ class Facade:
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pass
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def get_window(self) -> Window:
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pass
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return Window(self.rdata["windows"] ,self.window_size)
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@@ -1,7 +1,7 @@
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import random as rd
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import numpy as np
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import math
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from Enums import COLLUMN_STYLE
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from utils.Enums import COLLUMN_STYLE
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from buildings.geometry.Tile import Tile
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from buildings.geometry.Polygon import Polygon
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from buildings.geometry.Point import Point
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@@ -54,9 +54,9 @@ class Foundations:
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# this bullshit is to create tiles from the matrice and the distribution
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x_padding = self.position.x
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for x,xsize in enumerate(self.x_distribution):
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for x,xsize in utils.Enumerate(self.x_distribution):
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z_padding = self.position.z
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for z,zsize in enumerate(self.z_distribution):
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for z,zsize in utils.Enumerate(self.z_distribution):
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if self.matrice[x][z] == 1:
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for xi in range(xsize):
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for zi in range(zsize):
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@@ -131,14 +131,13 @@ class Foundations:
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return self._suppr_doubblons_collumns(collumns)
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def _suppr_doubblons_collumns(self, collumns : list[Collumn]):
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for index,collumn in enumerate(collumns):
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for index,collumn in utils.Enumerate(collumns):
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if index == len(collumns)-1: break
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for compare in collumns[index+1:]:
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if collumn.point1.position == compare.point1.position :
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if compare.is_outer : collumn.set_is_outer(True)
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collumns.remove(compare)
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print(len(collumns))
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return collumns
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@@ -1,7 +1,63 @@
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import random as rd
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import math
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from gdpc import Editor, Block, geometry
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from utils.Enums import DIRECTION
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from buildings.geometry.Vertice import Vertice
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class Window:
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def __init__(self, size : tuple[int,int]):
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self.size = size
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def __init__(self, rdata, size : tuple[int,int]):
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self.rdata = rdata
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self.width, self.height = size
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self.is_grounded = self.is_grounded()
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self.has_multiple_windows = self.has_multiple_windows()
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self.padding = 0
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def build(self, editor : Editor, vertice : Vertice, height : int, y : int, materials : list[str]):
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self.padding = (vertice.get_size() - self.width)//2
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if not self.is_grounded: y += (height - self.height)//2
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if self.has_multiple_windows: self.build_multiple_windows(editor, vertice, self.padding, self.height, y, materials)
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else : vertice.fill(editor, materials[1], y, y + self.height, xpadding = self.padding, zpadding = self.padding)
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def build_multiple_windows(self, editor : Editor, vertice : Vertice, padding : int, height : int, y : int, materials : list[str]):
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slices = rd.randint(2, self.width//self.rdata["size"]["min_width"])
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windows_count = math.ceil(slices/2)
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inter_count = slices - windows_count
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window_size = rd.randint(self.rdata["size"]["min_width"], self.width-inter_count // windows_count)
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inter_size = (self.width - window_size*windows_count) // inter_count
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revert, switching = slices % 2 == 0, math.ceil(slices/2)
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is_revert, gap = False, 0
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for i in range(1,slices+1):
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modulo = i % 2
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if revert and i == switching: is_revert = True
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# kepp a spacing between windows, "is revert" is used to keep symetry
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if modulo == 0 or (modulo == 1 and is_revert):
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#set the values to orient windows in x or z axis
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xpadding,xlen,zpadding,zlen = 0,0,0,0
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if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
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xpadding,xlen = self.padding + gap, window_size
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else: zpadding,zlen = self.padding + gap, window_size
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geometry.placeCuboid(editor,
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(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
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(vertice.point1.x+xpadding+xlen, y+self.height, vertice.point1.z+zpadding+zlen),
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Block(materials[1]))
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gap += window_size
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else :
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gap += inter_size
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def is_grounded(self):
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# if the window is grounded or if there is a padding between the window and the ground
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if self.rdata["grounded"] >= rd.random(): return True
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return False
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def has_multiple_windows(self):
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if self.width > self.rdata["size"]["max_width"]: return True
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if self.width >= self.rdata["multiple"]["min_width"]:
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if self.rdata["multiple"]["proba"] >= rd.random(): return True
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return False
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def open(self):
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pass
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@@ -1,4 +1,4 @@
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from Enums import DIRECTION
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from utils.Enums import DIRECTION
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from gdpc import Editor, Block, geometry
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from buildings.geometry.Tile import Tile
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from buildings.geometry.Point import Point
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@@ -70,7 +70,7 @@ class Polygon:
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def set_vertices_and_neighbors(self, tiles : list[Tile], vertices : list[Vertice]):
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for tile in tiles:
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targets = tile.get_neighbors_coords()
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for vertice_num,target in enumerate(targets):
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for vertice_num,target in utils.Enumerate(targets):
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has_neighbor = self._has_neighbor(target, tiles)
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if not has_neighbor:
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vertice = tile.get_vertice(vertice_num)
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@@ -9,6 +9,9 @@ class Rectangle:
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def get_position(self):
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return (self.point1.position, self.point2.position)
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def fill(self,editor : Editor, material : str, y : int, y2 : int = None):
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def fill(self,editor : Editor, material : str, y : int, y2 : int = None, xpadding : int = 0, zpadding : int = 0):
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if self.point2.x - self.point1.x < 2*xpadding: xpadding = 0
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if self.point2.z - self.point1.z < 2*zpadding: zpadding = 0
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if y2 == None: y2 = y
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geometry.placeCuboid(editor, (self.point1.x, y, self.point1.z), (self.point2.x, y2, self.point2.z), Block(material))
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geometry.placeCuboid(editor, (self.point1.x+xpadding, y, self.point1.z+zpadding), (self.point2.x-xpadding, y2, self.point2.z-zpadding), Block(material))
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@@ -1,5 +1,5 @@
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from gdpc import Editor, Block, geometry
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from Enums import DIRECTION
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from utils.Enums import DIRECTION
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from buildings.geometry.Point import Point
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from buildings.geometry.Vertice import Vertice
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@@ -1,9 +1,9 @@
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from Enums import DIRECTION
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from utils.Enums import DIRECTION
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from buildings.geometry.Point import Point
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from buildings.geometry.Rectangle import Rectangle
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class Vertice(Rectangle):
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def __init__(self, point1 : Point, point2 : Point, facing : str):
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def __init__(self, point1 : Point, point2 : Point, facing : DIRECTION):
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Rectangle.__init__(self, point1, point2)
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self.facing = facing
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