import random from math import exp, sqrt from gdpc import Editor, Block 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 from networks.geometry.Point3D import Point3D from networks.geometry.Point2D import Point2D from networks.geometry.Circle import Circle 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) center = (abs(buildArea.begin.x - buildArea.end.x) / 2, abs(buildArea.begin.z - buildArea.end.z) / 2) length_world = sqrt((center[0]*2) ** 2 + (center[1]*2) ** 2) 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_highway, origin) set_roads(skeleton_mountain, 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: # height = get_height_building_from_center( # center, (houses[0][0], houses[0][2]), length_world) # start = (houses[0][0] + origin[0], houses[0] # [1], houses[0][2] + origin[1]) # end = (houses[1][0] + origin[0], houses[1] # [1] + height, houses[1][2] + origin[1]) # house = House(editor, start, end, # entranceDirection[random.randint(0, 3)], blocks) # house.build() # for houses in rectangle_house_mountain: # start = (houses[0][0] + origin[0], houses[0] # [1], houses[0][2] + origin[1]) # end = (houses[1][0] + origin[0], houses[1] # [1], houses[1][2] + origin[1]) # house = House(editor, start, end, # entranceDirection[random.randint(0, 3)], blocks) # house.build() def get_height_building_from_center(center, position, length_world): length = abs( sqrt(((center[0] - position[0]) ** 2 + (center[1] - position[1]) ** 2))) print(length, length_world) return int(exp(-(length / (length_world / 4)) ** 2) * 75 + 30) 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)}") print(f"[Roads] Number of points: {len(skeleton.lines[i])}") skeleton.lines[i] = simplify_coordinates(skeleton.lines[i], 20) j = 0 while j < len(skeleton.lines[i])-1: if Point3D(skeleton.lines[i][j][0], skeleton.lines[i][j][1], skeleton.lines[i][j][2]).distance(Point3D(skeleton.lines[i][j+1][0], skeleton.lines[i][j+1][1], skeleton.lines[i][j+1][2])) <= 10: del skeleton.lines[i][j+1] print("[Roads] Delete point to close") j += 1 print( f"[Roads] Number of points after simplification: {len(skeleton.lines[i])}") 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) if __name__ == '__main__': main()