Files
GDMC-2024/main.py
2024-06-22 17:34:53 +02:00

217 lines
9.8 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, smooth_terrain
from networks.geometry.Point3D import Point3D
from networks.geometry.Point2D import Point2D
from networks.geometry.Segment2D import Segment2D
from networks.roads_2.Road import Road
from networks.legacy_roads import roads
from world_maker.District import Road as Road_grid
from networks.geometry.Circle import Circle
from House import *
from gdpc import Editor, Block
from utils.Enums import LINE_THICKNESS_MODE
def main():
editor = Editor(buffering=False)
# c = Circle(Point2D(400, -75)).circle_thick_by_line(5, 32)
# for i in range(len(c[0])):
# for j in range(len(c[0][i])):
# if i % 2 == 0:
# editor.placeBlock(
# (c[0][i][j].x, 110, c[0][i][j].y), Block("white_concrete"))
# else:
# editor.placeBlock(
# (c[0][i][j].x, 110, c[0][i][j].y), Block("black_concrete"))
# print(c[1])
# for i in range(len(c[1])):
# for j in range(len(c[1][i])):
# editor.placeBlock(
# (c[1][i][j].x, 110, c[1][i][j].y), Block("red_concrete"))
# def place_segment(segment):
# segment.segment_thick(30, LINE_THICKNESS_MODE.MIDDLE)
# for i in range(len(segment.points_thick_by_line)):
# kk = i % 7
# match kk:
# case 0:
# blob = 'pink_concrete'
# case 1:
# blob = 'red_concrete'
# case 2:
# blob = 'orange_concrete'
# case 3:
# blob = 'yellow_concrete'
# case 4:
# blob = 'green_concrete'
# case 5:
# blob = 'blue_concrete'
# case 6:
# blob = 'purple_concrete'
# for j in range(len(segment.points_thick_by_line[i])):
# editor.placeBlock(Point3D.insert_3d(
# [segment.points_thick_by_line[i][j]], 'y', [134])[0].coordinates, Block(blob))
# for i in range(len(segment.gaps)):
# kk = i % 7
# match kk:
# case 0:
# blob = 'pink_concrete'
# case 1:
# blob = 'red_concrete'
# case 2:
# blob = 'orange_concrete'
# case 3:
# blob = 'yellow_concrete'
# case 4:
# blob = 'green_concrete'
# case 5:
# blob = 'blue_concrete'
# case 6:
# blob = 'purple_concrete'
# for j in range(len(segment.gaps[i])):
# editor.placeBlock(Point3D.insert_3d(
# [segment.gaps[i][j]], 'y', [135])[0].coordinates, Block(blob))
# place_segment(Segment2D(Point2D(147, -616), Point2D(132, -554)))
# # place_segment(Segment2D(Point2D(147, -616), Point2D(117, -563)))
# # place_segment(Segment2D(Point2D(147, -616), Point2D(97, -576)))
# # place_segment(Segment2D(Point2D(147, -616), Point2D(71, -625)))
# # place_segment(Segment2D(Point2D(147, -616), Point2D(115, -655)))
# # place_segment(Segment2D(Point2D(147, -616), Point2D(162, -682)))
# # place_segment(Segment2D(Point2D(147, -616), Point2D(195, -665)))
# # place_segment(Segment2D(Point2D(147, -616), Point2D(204, -622)))
# # place_segment(Segment2D(Point2D(147, -616), Point2D(178, -575)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(50+x, 0)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(50+x, 25)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(50+x, 50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(25+x, 50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(0+x, 50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(-25+x, 50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(-50+x, 50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(-50+x, 25)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(-50+x, 0)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(-50+x, -25)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(-50+x, -50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(-25+x, -50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(0+x, -50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(25+x, -50)))
# place_segment(Segment2D(Point2D(0+x, 0), Point2D(50+x, -50)))
# place_segment(Segment2D(Point2D(147, -616), Point2D(201, -595)))
# place_segment(Segment2D(Point2D(147, -616), Point2D(233, -605)))
# y = 120
# Road([Point3D(-46, 64, -12), Point3D(-86, 65, 13), Point3D(-47, 66, 82),
# Point3D(-117, 69, 150), Point3D(-149, 68, 148), Point3D(-185, 70, 78)], 9)
Road([Point3D(-130, 70, 7), Point3D(-170, 67, -9), Point3D(-189, 79, 3), Point3D(-194,
82, 25), Point3D(-217, 88, 30), Point3D(-248, 89, 20), Point3D(-212, 98, 12)], 9)
# Road([Point3D(464, 85+10, -225), Point3D(408, 105+10, -224),
# Point3D(368, 104+10, -249), Point3D(368, 85+10, -296), Point3D(457, 79+10, -292)], 15)
# Road([Point3D(526, 70, -415), Point3D(497, 76, -420), Point3D(483, 70, -381), Point3D(460, 71, -360), Point3D(430, 78, -383), Point3D(410, 71, -364), Point3D(381,
# 71, -383), Point3D(350, 76, -375), Point3D(332, 79, -409), Point3D(432, 71, -460), Point3D(450, 70, -508), Point3D(502, 81, -493), Point3D(575, 85, -427)], 15)
# rectangle_house_mountain, rectangle_building, ske,leton_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]), 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()