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GDMC-2024/buildings/elements/Window.py
2024-05-15 23:17:55 +02:00

66 lines
3.1 KiB
Python

import random as rd
import math
from gdpc import Editor, Block, geometry
from utils.Enums import DIRECTION
from buildings.geometry.Vertice import Vertice
class Window:
def __init__(self, rdata, size : tuple[int,int]):
self.rdata = rdata
self.width, self.height = size
self.is_grounded = self.is_grounded()
self.has_multiple_windows = self.has_multiple_windows()
self.padding = 0
def build(self, editor : Editor, vertice : Vertice, height : int, y : int, materials : list[str]):
self.padding = (vertice.get_size() - self.width)//2
if not self.is_grounded: y += (height - self.height)//2
if self.has_multiple_windows: self.build_multiple_windows(editor, vertice, self.padding, self.height, y, materials)
else : vertice.fill(editor, materials[1], y, y + self.height, xpadding = self.padding, zpadding = self.padding)
def build_multiple_windows(self, editor : Editor, vertice : Vertice, padding : int, height : int, y : int, materials : list[str]):
slices = rd.randint(2, self.width//self.rdata["size"]["min_width"])
windows_count = math.ceil(slices/2)
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
revert, switching = slices % 2 == 0, math.ceil(slices/2)
is_revert, gap = False, 0
for i in range(1,slices+1):
modulo = i % 2
if revert and i == switching: is_revert = True
# kepp a spacing between windows, "is revert" is used to keep symetry
if modulo == 0 or (modulo == 1 and is_revert):
#set the values to orient windows in x or z axis
xpadding,xlen,zpadding,zlen = 0,0,0,0
if vertice.facing == DIRECTION.NORTH or vertice.facing == DIRECTION.SOUTH:
xpadding,xlen = self.padding + gap, window_size
else: zpadding,zlen = self.padding + gap, window_size
geometry.placeCuboid(editor,
(vertice.point1.x+xpadding, y, vertice.point1.z+zpadding),
(vertice.point1.x+xpadding+xlen, y+self.height, vertice.point1.z+zpadding+zlen),
Block(materials[1]))
gap += window_size
else :
gap += inter_size
def is_grounded(self):
# if the window is grounded or if there is a padding between the window and the ground
if self.rdata["grounded"] >= rd.random(): return True
return False
def has_multiple_windows(self):
if self.width > self.rdata["size"]["max_width"]: return True
if self.width >= self.rdata["multiple"]["min_width"]:
if self.rdata["multiple"]["proba"] >= rd.random(): return True
return False
def open(self):
pass
def close(self):
pass