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GDMC-2024/main.py
2024-06-16 19:09:53 +02:00

147 lines
5.6 KiB
Python

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
from networks.geometry.Point3D import Point3D
from networks.roads_2.Road import Road
from networks.legacy_roads import roads
from world_maker.District import Road as Road_grid
from House import *
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')
# 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()
"""
from gdpc import Editor, Block, geometry, Transform
import networks.curve as curve
import numpy as np
from utils.JsonReader import JsonReader
from utils.YamlReader import YamlReader
from buildings.Building import Building
from utils.functions import *
from utils.Enums import DIRECTION
editor = Editor(buffering=True)
# get every differents buildings shapes
f = JsonReader('buildings\shapes.json')
shapes = f.data
baseShape = shapes[0]['matrice']
# get the random data for the buildings
y = YamlReader('params.yml')
random_data = y.data
#move your editor to the position you wanna build on
transform = Transform((75,-60,110),rotation = 0)
editor.transform.push(transform)
# clear the area you build on
geometry.placeCuboid(editor, (-5,0,-8), (25,100,25), Block("air"))
# create a building at the relative position 0,0 with 20 blocks length and 20 blocks width, with a normal shape and 10 floors
building = Building(random_data["buildings"], [(0,0,0), (20,30,20)], baseShape, DIRECTION.EAST)
# build it with your custom materials
building.build(editor, ["stone_bricks","glass_pane","glass","cobblestone_wall","stone_brick_stairs","oak_planks","white_concrete","cobblestone","stone_brick_slab","iron_bars"])
"""