import random import gdpc.exceptions from world_maker.world_maker import * from world_maker.data_analysis import transpose_form_heightmap from world_maker.Skeleton import Skeleton, simplify_coordinates from world_maker.terraforming import remove_trees, smooth_terrain from networks.geometry.Point3D import Point3D from networks.geometry.Point2D import Point2D from networks.roads_2.Road import Road from networks.legacy_roads import roads from world_maker.District import Road as Road_grid from networks.geometry.Circle import Circle from House import * from gdpc import Editor, Block def main(): editor = Editor(buffering=True) # c = Circle(Point2D(400, -75)).circle_thick_by_line(5, 32) # for i in range(len(c[0])): # for j in range(len(c[0][i])): # if i % 2 == 0: # editor.placeBlock( # (c[0][i][j].x, 110, c[0][i][j].y), Block("white_concrete")) # else: # editor.placeBlock( # (c[0][i][j].x, 110, c[0][i][j].y), Block("black_concrete")) # print(c[1]) # for i in range(len(c[1])): # for j in range(len(c[1][i])): # editor.placeBlock( # (c[1][i][j].x, 110, c[1][i][j].y), Block("red_concrete")) Road([Point3D(464, 85, -225), Point3D(408, 105, -224), Point3D(368, 104, -249), Point3D(368, 85, -296), Point3D(457, 79, -292)], 15) # rectangle_house_mountain, rectangle_building, skeleton_highway, skeleton_mountain, road_grid = world_maker() # editor = Editor(buffering=True) # buildArea = editor.getBuildArea() # origin = ((buildArea.begin).x, (buildArea.begin).z) # remove_trees('./world_maker/data/heightmap.png', './world_maker/data/treemap.png', # './world_maker/data/smooth_sobel_watermap.png') # smooth_terrain('./world_maker/data/heightmap.png', # './world_maker/data/heightmap_smooth.png', './world_maker/data/smooth_sobel_watermap.png') # # set_roads(skeleton_mountain, origin) # # set_roads(skeleton_highway, origin) # # set_roads_grids(road_grid, origin) # # roads.setRoads(skeleton_mountain) # # roads.setRoads(skeleton_highway) # blocks = { # "wall": "blackstone", # "roof": "blackstone", # "roof_slab": "blackstone_slab", # "door": "oak_door", # "window": "glass_pane", # "entrance": "oak_door", # "stairs": "quartz_stairs", # "stairs_slab": "quartz_slab", # "celling": "quartz_block", # "floor": "quartz_block", # "celling_slab": "quartz_slab", # "garden_outline": "oak_leaves", # "garden_floor": "grass_block" # } # entranceDirection = ["N", "S", "E", "W"] # for houses in rectangle_building: # start = (houses[0][0]+buildArea.begin[0], houses[0] # [1], houses[0][2]+buildArea.begin[2]) # end = (houses[1][0]+buildArea.begin[0], houses[1] # [1], houses[1][2]+buildArea.begin[2]) # house = House(editor, start, end, # entranceDirection[random.randint(0, 3)], blocks) # house.build() # for houses in rectangle_house_mountain: # start = (houses[0][0]+buildArea.begin[0], houses[0] # [1], houses[0][2]+buildArea.begin[2]) # end = (houses[1][0]+buildArea.begin[0], houses[1] # [1], houses[1][2]+buildArea.begin[2]) # house = House(editor, start, end, # entranceDirection[random.randint(0, 3)], blocks) # house.build() def set_roads_grids(road_grid: Road_grid, origin): for i in range(len(road_grid)): if road_grid[i].border: for j in range(len(road_grid)): # Same line if (road_grid[i].position.x == road_grid[j].position.x and road_grid[i].position.y != road_grid[j].position.y) or (road_grid[i].position.x != road_grid[j].position.x and road_grid[i].position.y == road_grid[j].position.y): point_1 = transpose_form_heightmap( './world_maker/data/heightmap.png', (road_grid[i].position.x, road_grid[i].position.y), origin) point_2 = transpose_form_heightmap( './world_maker/data/heightmap.png', (road_grid[j].position.x, road_grid[j].position.y), origin) Road( [Point3D(point_1[0], point_1[1], point_1[2]), Point3D(point_2[0], point_2[1], point_2[2])], 9) def set_roads(skeleton: Skeleton, origin): # Parsing print("[Roads] Start parsing...") for i in range(len(skeleton.lines)): print(f"[Roads] Parsing skeleton {i+1}/{len(skeleton.lines)}.") for j in range(len(skeleton.lines[i])): xyz = transpose_form_heightmap('./world_maker/data/heightmap.png', skeleton.coordinates[skeleton.lines[i][j]], origin) skeleton.lines[i][j] = xyz print("[Roads] Start simplification...") # Simplification for i in range(len(skeleton.lines)): print(f"[Roads] Simplify skelton {i+1}/{len(skeleton.lines)}") skeleton.lines[i] = simplify_coordinates(skeleton.lines[i], 10) print("[Roads] Start generation...") for i in range(len(skeleton.lines)): print(f"[Roads] Generating roads {i+1}/{len(skeleton.lines)}.") if len(skeleton.lines[i]) >= 4: Road(Point3D.from_arrays(skeleton.lines[i]), 25) else: print( f"[Roads] Ignore roads {i+1} with {len(skeleton.lines[i])} coordinates between {skeleton.lines[i][1]} and {skeleton.lines[i][-1]}.") if __name__ == '__main__': main()