4 Commits

Author SHA1 Message Date
WhyteTiger
3b382f8650 refactoring : createHouseSkeleton, remove another double for loop 2024-09-28 13:24:58 +02:00
WhyteTiger
e9449901a7 refactor : createHouseSkeleton 2024-09-28 13:07:24 +02:00
WhyteTiger
86166905c8 refactoring : createHouseSkeleton, remove double for loop for floor 2024-09-28 12:08:40 +02:00
WhyteTiger
22c2c1bae9 refactoring : createHouseSkeleton, x_max z_max 2024-09-28 11:16:50 +02:00
14 changed files with 2084 additions and 129 deletions

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@@ -1,24 +0,0 @@
name: Linux arm64
run-name: Run genaration
on: [push]
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Check out repository code
uses: actions/checkout@v3
- name: Pip
run: |
apt update
apt install python3-virtualenv libgl1-mesa-glx -y
virtualenv --python=python3 pythonenv
source pythonenv/bin/activate
pip install -r requirements.txt
- name: Run
run: |
source pythonenv/bin/activate
python3 main.py

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@@ -2,9 +2,10 @@ from time import sleep
from gdpc import Editor, Block, geometry
import numpy as np
import math
import config
import matplotlib.pyplot as plt
from pyxtension.streams import stream
class House:
def __init__(self, editor, coordinates_min, coordinates_max, direction, list_block):
@@ -50,37 +51,38 @@ class House:
x_min += 1
z_min += 1
x_max -= 1
z_max -= 1
if x_min + 1 > x_max - 1:
x = np.random.randint(x_max - 1, x_min + 1)
x_max -= 2
z_max -= 2
if x_min + 1 > x_max :
x = np.random.randint(x_max, x_min + 1)
else:
x = np.random.randint(x_min + 1, x_max - 1)
x = np.random.randint(x_min + 1, x_max)
if z_min + 1 > z_max - 1:
z = np.random.randint(z_max - 1, z_min + 1)
if z_min + 1 > z_max:
z = np.random.randint(z_max, z_min + 1)
else:
z = np.random.randint(z_min + 1, z_max - 1)
z = np.random.randint(z_min + 1, z_max)
width = perimeter_width // 2
depth = perimeter_depth // 2
height = y_max - y_min
if x + width - 1 > x_max - 1:
x = x_max - width - 1
if z + depth - 1 > z_max - 1:
z = z_max - depth - 1
if x + width - 1 > x_max:
x = x_max - width
if z + depth - 1 > z_max:
z = z_max - depth
x_plan3d = x - x_min
z_plan3d = z - z_min
for i in range(0, width - 1):
for j in range(0, depth - 1):
self.editor.placeBlock((x + i, y_min, z + j), self.floor)
self.grid3d[x_plan3d + i, 0, z_plan3d + j] = True, 1
geometry.placeCuboid(self.editor, (x, y_min, z), (x + width - 1, y_min, z + depth - 1), self.floor)
x_range = slice(x_plan3d, x_plan3d + width - 1)
z_range = slice(z_plan3d, z_plan3d + depth - 1)
self.grid3d[x_range, 0, z_range] = True, 1
self.skeleton.append((x, z, width - 1, depth - 1, height))
print("Coordinates of the corners: ", (x, z), (x, z + depth - 1), (x + width - 1, z),
(x + width - 1, z + depth - 1))
print("Coordinates of the corners: ", (x, z), (x, z + depth - 1),
(x + width - 1, z), (x + width - 1, z + depth - 1))
x_min -= 1
x_max -= 1
@@ -105,19 +107,19 @@ class House:
else:
new_width = np.random.randint(width - 2, 5)
if max(x_min+1, x-new_width) > min(x_max-new_width-1, x+width):
new_x = np.random.randint(
min(x_max - new_width - 1, x + width), max(x_min + 1, x - new_width))
if max(x_min+1, x-new_width) > min(x_max-new_width, x+width):
new_x = np.random.randint(min(x_max - new_width, x + width),
max(x_min + 1, x - new_width))
else:
new_x = np.random.randint(
max(x_min + 1, x - new_width), min(x_max - new_width - 1, x + width))
new_x = np.random.randint(max(x_min + 1, x - new_width),
min(x_max - new_width, x + width))
if max(z_min+1, z-new_depth) > min(z_max-new_depth-1, z+depth):
new_z = np.random.randint(
min(z_max - new_depth - 1, z + depth), max(z_min + 1, z - new_depth))
if max(z_min+1, z-new_depth) > min(z_max-new_depth, z+depth):
new_z = np.random.randint(min(z_max - new_depth, z + depth),
max(z_min + 1, z - new_depth))
else:
new_z = np.random.randint(
max(z_min + 1, z - new_depth), min(z_max - new_depth - 1, z + depth))
new_z = np.random.randint(max(z_min + 1, z - new_depth),
min(z_max - new_depth, z + depth))
new_x_plan3d = new_x - x_min - 1
new_z_plan3d = new_z - z_min + 1
@@ -131,28 +133,21 @@ class House:
self.grid3d[i, 0, j + 1]['bool'] and self.grid3d[i, 0, j + 1]['int'] == 1:
adjacent_blocks += 1
if adjacent_blocks < 3:
new_x_range = slice(new_x_plan3d, new_x_plan3d + new_width)
new_z_range = slice(new_z_plan3d, new_z_plan3d + new_depth)
if adjacent_blocks < 3 or np.any(self.grid3d[new_x_range, 0, new_z_range]['bool']) :
continue
if not np.any(
self.grid3d[new_x_plan3d:new_x_plan3d + new_width, 0, new_z_plan3d:new_z_plan3d + new_depth][
'bool']):
new_x_plan3d = new_x - x_min
new_z_plan3d = new_z - z_min
for i in range(0, new_width):
for j in range(0, new_depth):
self.grid3d[new_x_plan3d + i, 0,
new_z_plan3d + j] = True, 2
geometry.placeCuboid(self.editor, (new_x, y_min, new_z), (new_x+new_width-1, y_min, new_z+new_depth-1), self.floor)
new_x_plan3d += 1
new_z_plan3d -= 1
new_x_range = slice(new_x_plan3d, new_x_plan3d + new_width)
new_z_range = slice(new_z_plan3d, new_z_plan3d + new_depth)
self.grid3d[new_x_range, 0, new_z_range] = True, 2
if i == 0 or i == new_width - 1 or j == 0 or j == new_depth - 1:
continue
else:
self.editor.placeBlock(
(new_x + i, y_min, new_z + j), self.floor)
self.skeleton.append(
(new_x, new_z, new_width, new_depth, height))
self.skeleton.append((new_x, new_z, new_width, new_depth, height))
break
else:
print("Failed to place rectangle after 100000 attempts.")
@@ -1250,8 +1245,9 @@ class House:
self.placeStairs()
if __name__ == "__main__":
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
buildArea = editor.getBuildArea()
coordinates_min = [min(buildArea.begin[i], buildArea.last[i])
for i in range(3)]

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@@ -1,2 +0,0 @@
def getHost():
return "http://gdmc.ale-pri.com:9000"

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@@ -24,7 +24,6 @@ from buildings.Building import Building
from utils.functions import *
from utils.Enums import DIRECTION
import time
import config
def main():
@@ -33,7 +32,7 @@ def main():
rectangle_house_mountain, rectangle_building, skeleton_highway, skeleton_mountain, road_grid = world_maker()
time_world_maker = time.time() - start_time
print(f"[TIME] World_maker {time_world_maker}")
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
buildArea = editor.getBuildArea()
origin = ((buildArea.begin).x, (buildArea.begin).z)
center = (abs(buildArea.begin.x - buildArea.end.x) / 2,

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@@ -1,12 +0,0 @@
from gdpc import Editor, Block, geometry
editor = Editor(host="http://gdmc.ale-pri.com:9000", buffering=True)
# Get a block
block = editor.getBlock((0,48,0))
# Place a block
editor.placeBlock((0,80,0), Block("stone"))
# Build a cube
geometry.placeCuboid(editor, (0,80,2), (2,82,4), Block("oak_planks"))

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@@ -5,7 +5,6 @@ from skan.csr import skeleton_to_csgraph
from collections import Counter
from PIL import Image
import random
import config
from gdpc import Editor
@@ -142,7 +141,7 @@ class Skeleton:
Returns:
image: 2D path of the skeleton on top of the heightmap.
"""
editor = Editor(host=config.getHost())
editor = Editor()
buildArea = editor.getBuildArea()
buildRect = buildArea.toRect()

File diff suppressed because it is too large Load Diff

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@@ -7,7 +7,6 @@ from gdpc import Block as place
import numpy as np
import networks.legacy_roads.maths as maths
import math
import config
import networks.legacy_roads.tools as tools
@@ -507,7 +506,7 @@ def irlToMc(coordinates):
heightmap = Image.open('./world_maker/data/heightmap.png')
editor = Editor(host=config.getHost())
editor = Editor()
buildArea = editor.getBuildArea()
xMin = (editor.getBuildArea().begin).x
yMin = (editor.getBuildArea().begin).y
@@ -550,7 +549,7 @@ def setRoads(skeleton):
for i in range(len(housesCoordinates)):
pos = housesCoordinates[i]
# print(pos, "pos0")
editor = Editor(host=config.getHost())
editor = Editor()
xMin = (editor.getBuildArea().begin).x
yMin = (editor.getBuildArea().begin).y
zMin = (editor.getBuildArea().begin).z

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@@ -1,11 +1,10 @@
from gdpc import Block as place
from gdpc import Editor
import config
import networks.legacy_roads.maths as maths
USE_BATCHING = True
editor = Editor(host= config.getHost(), buffering=True, caching=True, multithreading=True)
editor = Editor(buffering=True, caching=True, multithreading=True)
def setBlock(block, xyz):

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@@ -4,7 +4,6 @@ import networks.roads.lanes.Lane as Lane
import networks.roads.lines.Line as Line
import json
import random
import config
from gdpc import Editor, Block, geometry
@@ -16,7 +15,7 @@ class Road:
self.width = 10 # TODO
def place_roads(self):
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
self.resolution, self.distance = curve_tools.resolution_distance(
self.coordinates, 12)

View File

@@ -12,7 +12,6 @@ from gdpc import Block, Editor, geometry
from scipy.ndimage import gaussian_filter1d
import numpy as np
import random
import config
from PIL import Image
@@ -280,7 +279,7 @@ class Road:
self.segment_total_line_output[i].x, reference[self.segment_total_line_output[i].nearest(Point3D.to_2d(reference, 'y'), True)[0]].y, self.segment_total_line_output[i].y), Block("black_concrete")))
def place(self):
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
for i in range(len(self.output_block)):
editor.placeBlock(self.output_block[i][0],
self.output_block[i][1])

View File

@@ -196,7 +196,7 @@ class Skeleton:
image: 2D path of the skeleton on top of the heightmap.
"""
print("[Skeleton] Start mapping the skeleton...")
# editor = Editor(config)
# editor = Editor()
# buildArea = editor.getBuildArea()
# buildRect = buildArea.toRect()

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@@ -2,7 +2,6 @@ from gdpc import Editor, geometry, lookup
import numpy as np
from PIL import Image
from world_maker.Block import Block
import config
waterBiomes = [
"minecraft:ocean",
@@ -27,7 +26,7 @@ waterBlocks = [
class World:
def __init__(self):
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
buildArea = editor.getBuildArea()
self.coordinates_min = [
@@ -73,7 +72,7 @@ class World:
Use already created volume to get block data.
"""
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
if self.volume[coordinates[0] - self.coordinates_min[0]][coordinates[1] - self.coordinates_min[1]][
coordinates[2] - self.coordinates_min[2]] == None:
self.volume[coordinates[0] - self.coordinates_min[0]][coordinates[1] - self.coordinates_min[1]][
@@ -100,7 +99,7 @@ class World:
Scan the world with no optimization. Not tested on large areas.
"""
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
for x in range(self.coordinates_min[0], self.coordinates_max[0] + 1):
for y in range(self.coordinates_min[1], self.coordinates_max[1] + 1):
@@ -113,7 +112,7 @@ class World:
Generate all needed datas for the generator : heightmap, watermap, and preset the volume with data from the heightmap.
"""
editor = Editor(host=config.getHost())
editor = Editor()
buildArea = editor.getBuildArea()
buildRect = buildArea.toRect()
@@ -180,7 +179,7 @@ class World:
def propagate(self, coordinates, scanned=[]):
i = 0
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
if self.isInVolume(coordinates):
Block = self.getBlockFromCoordinates(coordinates)
self.getNeighbors(Block)
@@ -213,7 +212,7 @@ class World:
Args:
mask (image): white or black image : combined watermap smoothed and sobel smoothed.
"""
editor = Editor(host=config.getHost())
editor = Editor()
buildArea = editor.getBuildArea()
buildRect = buildArea.toRect()

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@@ -5,14 +5,13 @@ from gdpc import Editor, Block, geometry, lookup
from PIL import Image as img
from PIL.Image import Image
from skimage import morphology
import config
from world_maker.data_analysis import handle_import_image
def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask: Union[str, Image]):
print("[Remove tree] Starting...")
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
build_area = editor.getBuildArea()
build_rectangle = build_area.toRect()
@@ -45,7 +44,7 @@ def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask
def smooth_terrain(heightmap: Union[str, Image], heightmap_smooth: Union[str, Image], mask: Union[str, Image]):
print("[Smooth terrain] Starting...")
editor = Editor(host=config.getHost(), buffering=True)
editor = Editor(buffering=True)
build_area = editor.getBuildArea()
build_rectangle = build_area.toRect()