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GDMC-2024/buildings/elements/Window.py

145 lines
6.5 KiB
Python

import random as rd
import math
from gdpc import Editor, Block, geometry, Transform
from utils.Enums import COLLUMN_STYLE, BORDER_RADIUS
from utils.functions import *
from buildings.geometry.Point import Point
from buildings.geometry.Vertice import Vertice
from buildings.elements.Glass import Glass
class Window:
def __init__(self, rdata, max_width : int, max_height : int, facade_len : int, facade_height : int):
self.rdata = rdata
self.width, self.height = self.get_size(max_width, max_height)
self.is_grounded = self.is_grounded()
self.is_alternate = self.is_alternate()
self.border_radius = self.border_radius()
self.has_multiple = self.has_multiple_windows()
self.has_vertical_crossbar, self.has_horizontal_crossbar = self.has_crossbars()
self.padding, self.ypadding = self.get_padding(facade_len, facade_height)
self.windows = self.get_windows()
self.editor, self.materials = None,None
def build(self, editor : Editor, materials : list[str]):
self.editor = editor
self.materials = materials
with editor.pushTransform(Transform((self.padding,self.ypadding,0))):
for g in self.windows:
len = g.get_len()
g.build(editor, materials[1], materials[2])
self.build_crossbars(g.x1, g.x2, len)
if len > 1: self.build_border_radius(g.x1, g.x2)
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,y,0),Block(self.materials[3]))
if self.has_horizontal_crossbar and len >= self.rdata["crossbars"]["min_width_for_horizontal_crossbar"]:
x = len//2
geometry.placeCuboid(self.editor,(x1+x,0,0),(x2-x,self.height,0),Block(self.materials[3], {"up" : "true"}))
def build_border_radius(self, x1 : int, x2 : int):
if self.border_radius != BORDER_RADIUS.NONE:
self.editor.placeBlock((x1,self.height,0),Block(self.materials[4], {"facing": "west", "half": "top"}))
self.editor.placeBlock((x2,self.height,0),Block(self.materials[4], {"facing": "east", "half": "top"}))
if self.border_radius == BORDER_RADIUS.TOP_AND_BOTTOM:
self.editor.placeBlock((x1,0,0),Block(self.materials[4], {"facing": "west"}))
self.editor.placeBlock((x2,0,0),Block(self.materials[4], {"facing": "east"}))
def get_windows(self) -> list[Glass]:
windows = []
if not self.has_multiple: windows = [Glass(0,self.width-1,[self.create_window(0, self.width)])]
else: windows = self.get_multiple_windows()
if self.is_alternate: self.alternate(windows)
return windows
def get_multiple_windows(self) -> list[Glass]:
windows = []
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)
if windows_count % 2 == 1 and inter_count % 2 == 1:
inter_count -= 1
remainder += inter_size
is_even = not is_even
print(window_size,windows_count,inter_size,inter_count,remainder,self.width,"\n\n")
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
if is_window:
windows.append(Glass(gap, gap+wsize-1,[self.create_window(gap, wsize)]))
gap += wsize
else :
gap += isize
is_window = not is_window
return windows
def alternate(self, windows : list[Glass]):
for g in windows:
g.reset_groups()
len = g.get_len()
mid = g.x1 + len//2
is_block, is_even = False, len % 2 == 0
for x in range(g.x1,g.x2+1):
if is_even and x == mid: is_block = not is_block # to keep symetry
if is_block: g.group2.append(self.create_window(x))
else : g.group1.append(self.create_window(x))
is_block = not is_block
def create_window(self, x1 : int, length : int = None) -> Vertice:
x2 = x1 if length is None else x1 + length -1
return Vertice(Point(x1,0,0), Point(x2,self.height,0))
def has_multiple_windows(self):
if self.width > self.rdata["size"]["max_width"]: return True
elif self.width >= self.rdata["multiple"]["min_width"]:
return self.rdata["multiple"]["proba"] >= rd.random()
else : return False
def is_alternate(self):
# if the window alternate between glass_blocks and glass_panes
return self.rdata["alternate"] >= rd.random()
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 get_padding(self, facade_len : int, facade_height : int) -> tuple[int]:
padding,ypadding = 0,0
if not self.is_grounded: ypadding = (facade_height - self.height)//2
# correction to avoid asymetry
padding = (facade_len - self.width)//2
self.width = facade_len - padding*2
return (padding, ypadding)
def is_grounded(self):
# if the window is grounded or if there is a padding between the window and the ground
return self.rdata["grounded"] >= rd.random()
def has_crossbars(self):
# if the window has crossbars
data = self.rdata["crossbars"]
return (data["vertical_crossbar"] >= rd.random(), data["horizontal_crossbar"] >= rd.random())
def border_radius(self):
return select_random(self.rdata["border_radius"], BORDER_RADIUS)