refactor : suppression d'une double boucle for dans l'algo de remove_trees
This commit is contained in:
16
main.py
16
main.py
@@ -15,7 +15,8 @@ from networks.geometry.Point3D import Point3D
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from networks.geometry.Point2D import Point2D
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from networks.geometry.Circle import Circle
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from PIL import Image
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from PIL import Image as img
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from PIL.Image import Image
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from utils.JsonReader import JsonReader
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from utils.YamlReader import YamlReader
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from buildings.Building import Building
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@@ -44,6 +45,7 @@ def main():
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time_remove_tree = time.time() - start_time
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print(f"[TIME] Remove tree {time_remove_tree}")
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"""
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start_time = time.time()
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smooth_terrain('./world_maker/data/heightmap.png',
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'./world_maker/data/heightmap_smooth.png', './world_maker/data/smooth_sobel_watermap.png')
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@@ -117,17 +119,17 @@ def main():
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entranceDirection[random.randint(0, 3)], blocks)
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house.build()
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time_houses = time.time() - start_time
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print(f"[TIME] Houses {time_houses}")
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print(f"[TIME] Houses {time_houses}") """
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print("[GDMC] Done!\n\n")
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print(f"[TIME] Total {time.time() - start_time_all}")
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print(f"[TIME] World_maker {time_world_maker}")
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print(f"[TIME] Remove tree {time_remove_tree}")
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print(f"[TIME] Smooth terrain {time_smooth_terrain}")
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print(f"[TIME] Roads {time_roads}")
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print(f"[TIME] Buildings {time_buildings}")
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print(f"[TIME] Houses {time_houses}")
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#print(f"[TIME] Smooth terrain {time_smooth_terrain}")
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#print(f"[TIME] Roads {time_roads}")
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#print(f"[TIME] Buildings {time_buildings}")
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#print(f"[TIME] Houses {time_houses}")
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def get_height_building_from_center(center, position, length_world):
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@@ -162,7 +164,7 @@ def set_roads(skeleton: Skeleton, origin):
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for j in range(len(skeleton.lines[i])):
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xyz = transpose_form_heightmap('./world_maker/data/heightmap.png',
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skeleton.coordinates[skeleton.lines[i][j]], origin)
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heightmap_smooth = Image.open(
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heightmap_smooth = img.open(
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'./world_maker/data/road_heightmap.png')
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skeleton.lines[i][j] = [xyz[0], heightmap_smooth.getpixel(
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(skeleton.coordinates[skeleton.lines[i][j]][0], skeleton.coordinates[skeleton.lines[i][j]][-1])), xyz[2]]
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@@ -4,7 +4,8 @@ from typing import List, Union
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import numpy as np
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from gdpc import Editor
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from PIL import Image, ImageDraw
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from PIL.Image import Image
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from PIL import Image as img, ImageDraw
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from skan.csr import skeleton_to_csgraph
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from skimage.morphology import skeletonize
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from networks.geometry.Point3D import Point3D
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@@ -12,7 +13,7 @@ from networks.geometry.Point3D import Point3D
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def handle_import_image(image: Union[str, Image]) -> Image:
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if isinstance(image, str):
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return Image.open(image)
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return img.open(image)
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return image
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@@ -203,7 +204,7 @@ class Skeleton:
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# xzDistance = (max(buildRect.end[0], buildRect.begin[0]) - min(buildRect.end[0], buildRect.begin[0]),
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# max(buildRect.end[1], buildRect.begin[1]) - min(buildRect.end[1], buildRect.begin[1]))
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heightmap = Image.open(
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heightmap = img.open(
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"./world_maker/data/heightmap.png").convert('RGB')
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# roadsArea = Image.new("L", xzDistance, 0)
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# width, height = heightmap.size
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@@ -264,9 +265,9 @@ class Skeleton:
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def road_area(self, name: str, radius: int = 10) -> Image:
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print("[Skeleton] Start mapping the road area...")
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heightmap = Image.open("./world_maker/data/heightmap.png")
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heightmap = img.open("./world_maker/data/heightmap.png")
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width, height = heightmap.size
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road_area_map = Image.new("L", (width, height), 0)
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road_area_map = img.new("L", (width, height), 0)
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road_area_map_draw = ImageDraw.Draw(road_area_map)
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# Lines
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@@ -2,7 +2,8 @@ from typing import Union
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import numpy as np
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from gdpc import Editor, Block, geometry, lookup
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from PIL import Image
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from PIL import Image as img
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from PIL.Image 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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@@ -16,38 +17,28 @@ def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask
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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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distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]),
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max(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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treesmap = handle_import_image(treesmap).convert('L')
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mask = handle_import_image(mask)
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treesmap = handle_import_image(treesmap ).convert('L')
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mask = handle_import_image(mask)
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removed_treesmap = Image.new("L", distance, 0)
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removed_treesmap = img.new("L", distance, 0)
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removed = []
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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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for (x,z) in [(x,z) for x in range(distance[0]) for z in range(distance[1])] :
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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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if mask.getpixel((x, z)) != 0 and treesmap.getpixel((x, z)) > 0 :
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tree_area = morphology.flood(treesmap, (z, x), tolerance=1)
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blend = Image.blend(Image.fromarray(tree_area).convert(
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'L'), removed_treesmap.convert('L'), 0.5)
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tree_area = morphology.flood(treesmap, (z, x), tolerance=1)
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blend = img.blend(img.fromarray(tree_area).convert('L'), removed_treesmap.convert('L'), 0.5)
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array = np.array(blend.convert('L'))
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bool_array = array > 1
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removed_treesmap = img.fromarray(bool_array)
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array = np.array(blend.convert('L'))
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bool_array = array > 1
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removed_treesmap = Image.fromarray(bool_array)
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removed.append((x, z))
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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 removed_treesmap.getpixel((x, z)) != 0:
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y = heightmap.getpixel((x, z))
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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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y = heightmap.getpixel((x, z))
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y_top = removed_treesmap.getpixel((x, z))
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geometry.placeLine(editor, (start[0] + x, y+1, start[1] + z), (start[0] + x, y_top, start[1] + z), Block('air'))
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removed_treesmap.save('./world_maker/data/removed_treesmap.png')
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print("[Remove tree] Done.")
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@@ -62,14 +53,14 @@ def smooth_terrain(heightmap: Union[str, Image], heightmap_smooth: Union[str, Im
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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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distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]),
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max(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 = 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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mask = handle_import_image(mask).convert('L')
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smooth_terrain_delta = Image.new("RGB", distance, 0)
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smooth_terrain_delta = img.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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@@ -77,24 +68,25 @@ def smooth_terrain(heightmap: Union[str, Image], heightmap_smooth: Union[str, Im
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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 mask.getpixel((x, z)) == 0:
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continue
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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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if delta == 0:
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continue
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block = slice.getBlock((x, y, z))
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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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if block.id not in smoothable_blocks:
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continue
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if delta > 0:
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geometry.placeLine(editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), Block('air'))
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editor.placeBlock((start[0] + x, y_smooth, start[1] + z), block)
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else:
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geometry.placeLine(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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print("[Smooth terrain] Done.")
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