add windows, multiple windows, alternate window patern and vertical crossbars
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@@ -2,6 +2,7 @@ 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.Point import Point
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from buildings.geometry.Vertice import Vertice
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class Window:
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@@ -10,44 +11,91 @@ class Window:
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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.is_alternate = self.is_alternate()
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self.has_vertical_crossbar, self.has_horizontal_crossbar = self.has_crossbars()
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self.padding = 0
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self.editor, self.materials = None,None
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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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self.editor = editor
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self.materials = materials
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len = vertice.get_size()
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self.padding = (len - self.width)//2
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self.width = len - self.padding*2
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self.is_alternate = True
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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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if self.has_multiple_windows: self.build_multiple_windows(vertice, y)
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else :
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xpadding, zpadding = self.padding, self.padding
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if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH: zpadding = 0
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else: xpadding = 0
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self.place_glasses(Point(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
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Point(vertice.point2.x-xpadding, y+self.height, vertice.point2.z-zpadding))
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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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def build_multiple_windows(self, vertice : Vertice, y : int):
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slices = rd.randint(3, self.width//self.rdata["size"]["min_width"])
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mid = math.ceil(slices/2)
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windows_count = mid
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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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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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is_even= slices % 2 == 0
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is_window, gap = True, 0
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remainder = self.width - (window_size*windows_count + inter_size*inter_count)
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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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wsize,isize = window_size, inter_size
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if is_even and i == mid: wsize, isize = wsize*2, isize*2
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if i == mid: wsize, isize = wsize + remainder, isize + remainder
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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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if is_window:
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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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xpadding,xlen = self.padding + gap, wsize-1
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else: zpadding,zlen = self.padding + gap, wsize-1
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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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self.place_glasses(Point(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
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Point(vertice.point1.x+xpadding+xlen, y+self.height, vertice.point1.z+zpadding+zlen))
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gap += wsize
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else :
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gap += inter_size
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gap += isize
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is_window = not is_window
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def place_glasses(self, pos1 : Point, pos2 : Point):
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xlen, zlen = pos2.x - pos1.x, pos2.z - pos1.z
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len = xlen + zlen
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if self.is_alternate:
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mid = len//2 + 1
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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
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for x in range(xlen+1):
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for z in range(zlen+1):
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if is_even and (x+z) == mid: is_block = not is_block # to keep symetry
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id = 1 if not is_block else 2
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geometry.placeCuboid(self.editor,(pos1.x+x,pos1.y,pos1.z+z),(pos1.x+x,pos2.y,pos1.z+z),Block(self.materials[id]))
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is_block = not is_block
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else:
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geometry.placeCuboid(self.editor,pos1.position,pos2.position,Block(self.materials[1]))
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self.build_crossbars(pos1, pos2, len)
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def build_crossbars(self, pos1 : Point, pos2 : Point, len : int):
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if self.has_vertical_crossbar and self.height >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]:
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print(pos1.x,pos2.x)
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y = self.height//2
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geometry.placeCuboid(self.editor,(pos1.x,pos1.y+y,pos1.z),(pos2.x,pos2.y-y,pos2.z),Block(self.materials[3]))
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if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]:
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pass
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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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@@ -56,11 +104,17 @@ class Window:
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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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return True
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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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def is_alternate(self):
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# if the window alternate between glass_blocks and glass_panes
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if self.rdata["alternate"] >= rd.random(): return True
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return False
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def close(self):
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pass
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def has_crossbars(self):
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# if the window has crossbars
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data = self.rdata["crossbars"]
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return (data["vertical_crossbar"] >= rd.random(), data["horizontal_crossbar"] >= rd.random())
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