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GDMC-2024/world_maker/terraforming.py
2024-06-24 23:17:44 +02:00

101 lines
4.0 KiB
Python

from typing import Union
import numpy as np
from gdpc import Editor, Block, geometry, lookup
from PIL import Image
from skimage import morphology
from world_maker.data_analysis import handle_import_image
def remove_trees(heightmap: Union[str, Image], treesmap: Union[str, Image], mask: Union[str, Image]):
print("[Remove tree] Starting...")
editor = Editor(buffering=True)
build_area = editor.getBuildArea()
build_rectangle = build_area.toRect()
start = build_rectangle.begin
distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]), max(
build_rectangle.end[1], build_rectangle.begin[1]) - min(build_rectangle.end[1], build_rectangle.begin[1]))
heightmap = handle_import_image(heightmap).convert('L')
treesmap = handle_import_image(treesmap).convert('L')
mask = handle_import_image(mask)
removed_treesmap = Image.new("L", distance, 0)
removed = []
for x in range(0, distance[0]):
for z in range(0, distance[1]):
if mask.getpixel((x, z)) != 0 and treesmap.getpixel((x, z)) > 0 and (x, z) not in removed:
tree_area = morphology.flood(treesmap, (z, x), tolerance=1)
blend = Image.blend(Image.fromarray(tree_area).convert(
'L'), removed_treesmap.convert('L'), 0.5)
array = np.array(blend.convert('L'))
bool_array = array > 1
removed_treesmap = Image.fromarray(bool_array)
removed.append((x, z))
for x in range(0, distance[0]):
for z in range(0, distance[1]):
if removed_treesmap.getpixel((x, z)) != 0:
y = heightmap.getpixel((x, z))
y_top = removed_treesmap.getpixel((x, z))
geometry.placeLine(
editor, (start[0] + x, y+1, start[1] + z), (start[0] + x, y_top, start[1] + z), Block('air'))
removed_treesmap.save('./world_maker/data/removed_treesmap.png')
print("[Remove tree] Done.")
def smooth_terrain(heightmap: Union[str, Image], heightmap_smooth: Union[str, Image], mask: Union[str, Image]):
print("[Smooth terrain] Starting...")
editor = Editor(buffering=True)
build_area = editor.getBuildArea()
build_rectangle = build_area.toRect()
start = build_rectangle.begin
distance = (max(build_rectangle.end[0], build_rectangle.begin[0]) - min(build_rectangle.end[0], build_rectangle.begin[0]), max(
build_rectangle.end[1], build_rectangle.begin[1]) - min(build_rectangle.end[1], build_rectangle.begin[1]))
heightmap = handle_import_image(heightmap).convert('L')
heightmap_smooth = handle_import_image(heightmap_smooth).convert('L')
mask = handle_import_image(mask).convert('L')
smooth_terrain_delta = Image.new("RGB", distance, 0)
slice = editor.loadWorldSlice(build_rectangle)
smoothable_blocks = lookup.OVERWORLD_SOILS | lookup.OVERWORLD_STONES | lookup.SNOWS
for x in range(0, distance[0]):
for z in range(0, distance[1]):
if mask.getpixel((x, z)) != 0:
y = heightmap.getpixel((x, z))
y_smooth = heightmap_smooth.getpixel((x, z))
delta = y - y_smooth
smooth_terrain_delta.putpixel((x, z), delta)
if delta != 0:
block = slice.getBlock((x, y, z))
if block.id in smoothable_blocks:
if delta > 0:
geometry.placeLine(
editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), Block('air'))
editor.placeBlock(
(start[0] + x, y_smooth, start[1] + z), block)
else:
geometry.placeLine(
editor, (start[0] + x, y, start[1] + z), (start[0] + x, y_smooth, start[1] + z), block)
smooth_terrain_delta.save('./world_maker/data/smooth_terrain_delta.png')
print("[Smooth terrain] Done.")