from typing import Union import numpy as np from gdpc import Editor, Block, geometry, lookup from PIL import Image from skimage import morphology 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(buffering=True) build_area = editor.getBuildArea() build_rectangle = build_area.toRect() start = build_rectangle.begin distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]), max( build_rectangle.end[1], build_rectangle.begin[1]) - min(build_rectangle.end[1], build_rectangle.begin[1])) heightmap = handle_import_image(heightmap).convert('L') treesmap = handle_import_image(treesmap).convert('L') mask = handle_import_image(mask) removed_treesmap = Image.new("L", distance, 0) removed = [] for x in range(0, distance[0]): for z in range(0, distance[1]): if mask.getpixel((x, z)) != 0 and treesmap.getpixel((x, z)) > 0 and (x, z) not in removed: tree_area = morphology.flood(treesmap, (z, x), tolerance=1) blend = Image.blend(Image.fromarray(tree_area).convert( 'L'), removed_treesmap.convert('L'), 0.5) array = np.array(blend.convert('L')) bool_array = array > 1 removed_treesmap = Image.fromarray(bool_array) removed.append((x, z)) for x in range(0, distance[0]): for z in range(0, distance[1]): if removed_treesmap.getpixel((x, z)) != 0: y = heightmap.getpixel((x, z)) y_top = removed_treesmap.getpixel((x, z)) geometry.placeLine( editor, (start[0] + x, y+1, start[1] + z), (start[0] + x, y_top, start[1] + z), Block('air')) removed_treesmap.save('./world_maker/data/removed_treesmap.png') print("[Remove tree] Done.") def smooth_terrain(heightmap: Union[str, Image], heightmap_smooth: Union[str, Image], mask: Union[str, Image]): print("[Smooth terrain] Starting...") editor = Editor(buffering=True) build_area = editor.getBuildArea() build_rectangle = build_area.toRect() start = build_rectangle.begin distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]), max( build_rectangle.end[1], build_rectangle.begin[1]) - min(build_rectangle.end[1], build_rectangle.begin[1])) heightmap = handle_import_image(heightmap).convert('L') heightmap_smooth = handle_import_image(heightmap_smooth).convert('L') mask = handle_import_image(mask).convert('L') smooth_terrain_delta = Image.new("RGB", distance, 0) slice = editor.loadWorldSlice(build_rectangle) smoothable_blocks = lookup.OVERWORLD_SOILS | lookup.OVERWORLD_STONES | lookup.SNOWS for x in range(0, distance[0]): for z in range(0, distance[1]): if mask.getpixel((x, z)) != 0: y = heightmap.getpixel((x, z)) y_smooth = heightmap_smooth.getpixel((x, z)) delta = y - y_smooth smooth_terrain_delta.putpixel((x, z), delta) if delta != 0: block = slice.getBlock((x, y, z)) if block.id in smoothable_blocks: if delta > 0: geometry.placeLine( editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), Block('air')) editor.placeBlock( (start[0] + x, y_smooth, start[1] + z), block) else: geometry.placeLine( editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), block) smooth_terrain_delta.save('./world_maker/data/smooth_terrain_delta.png') print("[Smooth terrain] Done.")