import random as rd import math from gdpc import Editor, Block, geometry, Transform from utils.Enums import COLLUMN_STYLE from buildings.geometry.Point import Point from buildings.geometry.Vertice import Vertice class Window: def __init__(self, rdata, max_width : int, max_height : int): self.rdata = rdata self.width, self.height = self.get_size(max_width, max_height) self.is_grounded = self.is_grounded() self.has_multiple_windows = self.has_multiple_windows() self.is_alternate = self.is_alternate() self.has_vertical_crossbar, self.has_horizontal_crossbar = self.has_crossbars() self.padding = 0 self.editor, self.materials = None,None def build(self, editor : Editor, facade_len : int, facade_height : int, materials : list[str]): self.editor = editor self.materials = materials # correction to avoid asymetry self.padding = (facade_len - self.width)//2 self.width = facade_len - self.padding*2 self.is_alternate = True if not self.is_grounded: editor.transform @= Transform((0,(facade_height-self.height)//2,0)) if self.has_multiple_windows: self.build_multiple_windows() else : self.place_glasses(self.padding, self.width+self.padding) def build_multiple_windows(self): slices = rd.randint(3, self.width//self.rdata["size"]["min_width"]) mid = math.ceil(slices/2) windows_count = mid inter_count = slices - windows_count window_size = rd.randint(self.rdata["size"]["min_width"], (self.width-inter_count) // windows_count) inter_size = (self.width - window_size*windows_count) // inter_count is_even= slices % 2 == 0 is_window, gap = True, 0 remainder = self.width - (window_size*windows_count + inter_size*inter_count) for i in range(1,slices+1): wsize,isize = window_size, inter_size if is_even and i == mid: wsize, isize = wsize*2, isize*2 if i == mid: wsize, isize = wsize + remainder, isize + remainder # kepp a spacing between windows, "is revert" is used to keep symetry if is_window: x= self.padding + gap self.place_glasses(x, x+wsize) gap += wsize else : gap += isize is_window = not is_window def place_glasses(self, x1 : int, x2 : int): len = x2 - x1 if self.is_alternate: mid = x1 + len//2 is_block, is_even = False, len % 2 == 0 for x in range(x1,x2): if is_even and x == mid: is_block = not is_block # to keep symetry id = 1 if not is_block else 2 geometry.placeCuboid(self.editor,(x,0,0),(x,self.height,0),Block(self.materials[id])) is_block = not is_block else: geometry.placeCuboid(self.editor,(x1,0,0),(x2,self.height,0),Block(self.materials[1])) self.build_crossbars(x1, x2-1, len) def get_size(self, max_width : int ,max_height : int) -> tuple[int,int]: return ( rd.randint(self.rdata["size"]["min_width"],max_width), rd.randint(self.rdata["size"]["min_height"],max_height) ) def build_crossbars(self, x1 : int, x2 : int, len : int): if self.has_vertical_crossbar and self.height >= self.rdata["crossbars"]["min_height_for_vertical_crossbar"]: y = self.height//2 geometry.placeCuboid(self.editor,(x1,y,0),(x2,self.height-y,0),Block(self.materials[3])) if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]: pass def is_grounded(self): # if the window is grounded or if there is a padding between the window and the ground if self.rdata["grounded"] >= rd.random(): return True return False def has_multiple_windows(self): if self.width > self.rdata["size"]["max_width"]: return True if self.width >= self.rdata["multiple"]["min_width"]: return True if self.rdata["multiple"]["proba"] >= rd.random(): return True return False def is_alternate(self): # if the window alternate between glass_blocks and glass_panes if self.rdata["alternate"] >= rd.random(): return True return False def has_crossbars(self): # if the window has crossbars data = self.rdata["crossbars"] return (data["vertical_crossbar"] >= rd.random(), data["horizontal_crossbar"] >= rd.random())