add windows, multiple windows, alternate window patern and vertical crossbars

This commit is contained in:
AKreuzer
2024-05-19 18:11:32 +02:00
parent e6d66cc18e
commit fb6206c52f
5 changed files with 94 additions and 32 deletions

View File

@@ -42,11 +42,12 @@ class Facade:
rd.randint(self.rdata["windows"]["size"]["min_height"],max_height)
)
def get_window(self) -> Window:
return Window(self.rdata["windows"] ,self.window_size)
def has_balcony(self) -> bool:
pass
def has_inter_floor(self) -> bool:
pass
def get_window(self) -> Window:
return Window(self.rdata["windows"] ,self.window_size)

View File

@@ -2,6 +2,7 @@ import random as rd
import math
from gdpc import Editor, Block, geometry
from utils.Enums import DIRECTION
from buildings.geometry.Point import Point
from buildings.geometry.Vertice import Vertice
class Window:
@@ -10,44 +11,91 @@ class Window:
self.width, self.height = size
self.is_grounded = self.is_grounded()
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.padding = 0
self.editor, self.materials = None,None
def build(self, editor : Editor, vertice : Vertice, height : int, y : int, materials : list[str]):
self.padding = (vertice.get_size() - self.width)//2
self.editor = editor
self.materials = materials
len = vertice.get_size()
self.padding = (len - self.width)//2
self.width = len - self.padding*2
self.is_alternate = True
if not self.is_grounded: y += (height - self.height)//2
if self.has_multiple_windows: self.build_multiple_windows(editor, vertice, self.padding, self.height, y, materials)
else : vertice.fill(editor, materials[1], y, y + self.height, xpadding = self.padding, zpadding = self.padding)
if self.has_multiple_windows: self.build_multiple_windows(vertice, y)
else :
xpadding, zpadding = self.padding, self.padding
if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH: zpadding = 0
else: xpadding = 0
self.place_glasses(Point(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
Point(vertice.point2.x-xpadding, y+self.height, vertice.point2.z-zpadding))
def build_multiple_windows(self, editor : Editor, vertice : Vertice, padding : int, height : int, y : int, materials : list[str]):
slices = rd.randint(2, self.width//self.rdata["size"]["min_width"])
windows_count = math.ceil(slices/2)
def build_multiple_windows(self, vertice : Vertice, y : int):
slices = rd.randint(3, self.width//self.rdata["size"]["min_width"])
mid = math.ceil(slices/2)
windows_count = mid
inter_count = slices - windows_count
window_size = rd.randint(self.rdata["size"]["min_width"], self.width-inter_count // windows_count)
window_size = rd.randint(self.rdata["size"]["min_width"], (self.width-inter_count) // windows_count)
inter_size = (self.width - window_size*windows_count) // inter_count
revert, switching = slices % 2 == 0, math.ceil(slices/2)
is_revert, gap = False, 0
is_even= slices % 2 == 0
is_window, gap = True, 0
remainder = self.width - (window_size*windows_count + inter_size*inter_count)
for i in range(1,slices+1):
modulo = i % 2
if revert and i == switching: is_revert = True
wsize,isize = window_size, inter_size
if is_even and i == mid: wsize, isize = wsize*2, isize*2
if i == mid: wsize, isize = wsize + remainder, isize + remainder
# kepp a spacing between windows, "is revert" is used to keep symetry
if modulo == 0 or (modulo == 1 and is_revert):
if is_window:
#set the values to orient windows in x or z axis
xpadding,xlen,zpadding,zlen = 0,0,0,0
if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
xpadding,xlen = self.padding + gap, window_size
else: zpadding,zlen = self.padding + gap, window_size
xpadding,xlen = self.padding + gap, wsize-1
else: zpadding,zlen = self.padding + gap, wsize-1
geometry.placeCuboid(editor,
(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
(vertice.point1.x+xpadding+xlen, y+self.height, vertice.point1.z+zpadding+zlen),
Block(materials[1]))
gap += window_size
self.place_glasses(Point(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
Point(vertice.point1.x+xpadding+xlen, y+self.height, vertice.point1.z+zpadding+zlen))
gap += wsize
else :
gap += inter_size
gap += isize
is_window = not is_window
def place_glasses(self, pos1 : Point, pos2 : Point):
xlen, zlen = pos2.x - pos1.x, pos2.z - pos1.z
len = xlen + zlen
if self.is_alternate:
mid = len//2 + 1
is_block, is_even = False, len % 2 == 1 # yeah the result isn't actually even but it's because either xlen or zlen is 1, we want to know of the other result is even
for x in range(xlen+1):
for z in range(zlen+1):
if is_even and (x+z) == mid: is_block = not is_block # to keep symetry
id = 1 if not is_block else 2
geometry.placeCuboid(self.editor,(pos1.x+x,pos1.y,pos1.z+z),(pos1.x+x,pos2.y,pos1.z+z),Block(self.materials[id]))
is_block = not is_block
else:
geometry.placeCuboid(self.editor,pos1.position,pos2.position,Block(self.materials[1]))
self.build_crossbars(pos1, pos2, len)
def build_crossbars(self, pos1 : Point, pos2 : Point, len : int):
if self.has_vertical_crossbar and self.height >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]:
print(pos1.x,pos2.x)
y = self.height//2
geometry.placeCuboid(self.editor,(pos1.x,pos1.y+y,pos1.z),(pos2.x,pos2.y-y,pos2.z),Block(self.materials[3]))
if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]:
pass
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
@@ -56,11 +104,17 @@ class Window:
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
def open(self):
pass
def is_alternate(self):
# if the window alternate between glass_blocks and glass_panes
if self.rdata["alternate"] >= rd.random(): return True
return False
def close(self):
pass
def has_crossbars(self):
# if the window has crossbars
data = self.rdata["crossbars"]
return (data["vertical_crossbar"] >= rd.random(), data["horizontal_crossbar"] >= rd.random())

View File

@@ -17,5 +17,5 @@ class Vertice(Rectangle):
Point(x = self.point2.x, z = self.point2.z + 1)]
def get_size(self):
return self.point2.x - self.point1.x + self.point2.z - self.point1.z
return self.point2.x - self.point1.x + self.point2.z - self.point1.z + 1

View File

@@ -1,4 +1,4 @@
from gdpc import Editor, Block, geometry
from gdpc import Editor, Block, geometry, Transform
import networks.curve as curve
import numpy as np
from utils.JsonReader import JsonReader
@@ -18,8 +18,12 @@ shapes = f.data
y = YamlReader('params.yml')
random_data = y.data
transform = Transform((-2,0,-5),rotation = 3)
editor.transform.push(transform)
geometry.placeCuboid(editor, (0,-60,-5), (100,-45,-5), Block("air"))
x = 0
facade = []
for i in range(3,13):
@@ -27,7 +31,8 @@ for i in range(3,13):
x += i+2
for f in facade:
f.build(editor, ["stone_bricks", "glass_pane"], -60)
f.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall"], -60)
# F = Foundations((0,0), (20,20), shapes[0]['matrice'])
# F.polygon.fill_polygon(editor, "stone", -60)

View File

@@ -28,7 +28,9 @@ buildings:
min_width_for_horizontal_crossbar: 3
horizontal_crossbar: 0.25
grounded: 0.5
multiple:
# alternate between block and pane
alternate: 0.5
multiple:
# min size and probability of multiple windows on the same vertice
min_width: 5
proba: 0.5