import random from gdpc import Editor from House import * from networks.geometry.Point3D import Point3D from networks.roads_2.Road import Road from world_maker.data_analysis import transpose_form_heightmap from world_maker.District import Road as Road_grid from world_maker.Skeleton import Skeleton, simplify_coordinates from world_maker.terraforming import remove_trees, smooth_terrain from world_maker.world_maker import world_maker def main(): 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]), 9) 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()