def main(polylist): singleton = Singleton("building_generation") """ Accepts a list of procedural_city_generation.polygons.Polygon2D objects and constructs buildings on top of these. The buildings consist of Polygon3D objects, which are saved to /outputs/polygons.txt. See merger module for more details. Parameters ---------- polylist : List<procedural_city_generation.polygons.Polygon2D> """ #TODO: Discuss with lenny how we get the largest polygon out. maxl = 0 index = 0 for i in range(len(polylist)): if len(polylist[i].vertices ) > maxl and polylist[i].poly_type == 'vacant': index = i maxl = len(polylist[i].vertices) polylist.pop(index) gb = BuildingHeight() surface = Surface() textures = updateTextures() texGetter = textureGetter(textures) roadtexture = texGetter.getTexture('Road', 50) polygons = [] for poly in polylist: #Determines the floortexture. If the Polygon3D is not a building, there is obviously no need for walls/windows/roofs if poly.poly_type == "road": floortexture = roadtexture elif poly.poly_type == "vacant": floortexture = texGetter.getTexture('Floor', 0) elif poly.poly_type == "lot": #If poly is a building, get all other necessary textures and numerical values center = sum(poly.vertices) / len(poly.vertices) buildingheight = gb.getBuildingHeight(center) floortexture = texGetter.getTexture('Floor', buildingheight) windowtexture = texGetter.getTexture('Window', buildingheight) walltexture = texGetter.getTexture('Wall', buildingheight) rooftexture = texGetter.getTexture('Roof', buildingheight) floorheight = np.random.uniform(singleton.floorheight_min, singleton.floorheight_max) windowwidth = random.uniform(singleton.windowwidth_min, singleton.windowwidth_max) housebool = True if buildingheight < singleton.house_height else False if housebool: windowheight = random.uniform(singleton.windowheight_min, singleton.windowheight_max_house) windowdist = random.uniform( 0, windowwidth + singleton.windowdist_max_house) else: windowheight_max = singleton.windowheight_max_not_house if singleton.windowheight_max_not_house != 0 else floorheight windowheight = random.uniform(singleton.windowheight_min, windowheight_max) windowdist = random.uniform( singleton.windowdist_min_not_house, windowwidth + singleton.windowdist_max_not_house) base_h_low, base_h_high = surface.getSurfaceHeight(poly.vertices) #TODO: Fix after lennys fix, #Scales and Translates floor if poly.is_convex: walls = walls_from_poly(poly) else: walls = walls_from_poly(poly) #TODO: make abhaengig von height if housebool: factor = random.uniform(singleton.scalefactor_min_house, singleton.scalefactor_max_house) if not poly.is_convex: walls = scaletransform(walls, factor) else: walls = scale(walls, factor) else: factor = random.uniform(singleton.scalefactor_min_not_house, singleton.scalefactor_max_not_house) if not poly.is_convex: walls = scaletransform(walls, factor) else: walls = scale(walls, factor) roofwalls = copy(walls) #Creates floorplan walls = randomcut(walls, housebool) #Floor-height is found and the Building is vertically split. #TODO: Constants in some sort of conf file plan = verticalsplit(buildingheight, floorheight) #Random, decides if ledges will be scaled nach aussen ledgefactor = 1.0 if random.uniform(0, 1) > singleton.prob_ledge: ledgefactor = random.uniform(singleton.ledgefactor_min, singleton.ledgefactor_max) #Scales the walls to the outside ledge = scale(walls, ledgefactor) #Keeps track of height where we are currently building currentheight = base_h_high #Get a list of windows for each floor windows = scale(walls, 1.01) list_of_currentheights = [] #Goes through the plan list for element in plan: if element == 'b' or element == 'f': list_of_currentheights.append(currentheight) currentheight += floorheight elif element == 'l': if ledgefactor != 1: polygons.append( buildledge(ledge, currentheight, currentheight + floorheight / 10, rooftexture)) currentheight += floorheight / 10. elif element == 'r': if ledgefactor == 1: polygons.extend( roof(walls, roofwalls, currentheight, housebool, rooftexture, texGetter.getTexture("Roof", buildingheight))) polygons.append( buildwalls(walls, base_h_low, currentheight, walltexture)) polygons.append( get_windows(windows, list_of_currentheights, floorheight, windowwidth, windowheight, windowdist, windowtexture)) else: print "Polygon3D.poly_type not understood" #Builds the floor Polygon polygons.append( Polygon3D([np.array([x[0], x[1], 0]) for x in poly.vertices], [range(len(poly.vertices))], floortexture)) mergedpolys = merge_polygons(polygons, textures) return 0
def main(): """ Reads list of procedural_city_generation.polygons.Polygon2D objects from file and constructs buildings on top of these. The buildings consist of Polygon3D objects, which are saved to /outputs/polygons.txt. See merger module for more details. """ import procedural_city_generation path = os.path.dirname(procedural_city_generation.__file__) from procedural_city_generation.building_generation.cuts import scale, scaletransform, walls_from_poly, randomcut from procedural_city_generation.building_generation.building_tools import Polygon3D, verticalsplit, buildledge, buildwalls, get_windows from procedural_city_generation.building_generation.roofs import roof from procedural_city_generation.building_generation.Surface import Surface from procedural_city_generation.building_generation.BuildingHeight import BuildingHeight from procedural_city_generation.building_generation.updateTextures import updateTextures, textureGetter from procedural_city_generation.building_generation.merge_polygons import merge_polygons from procedural_city_generation.additional_stuff.Singleton import Singleton from copy import copy singleton = Singleton("building_generation") import pickle with open(path + "/temp/" + singleton.input_name + "_polygons.txt", "rb") as f: polylist = pickle.loads(f.read()) if gui is None: import matplotlib.pyplot as plt #TODO: Discuss with lenny how we get the largest polygon out. maxl = 0 index = 0 for i in range(len(polylist)): if len(polylist[i].vertices ) > maxl and polylist[i].poly_type == 'vacant': index = i maxl = len(polylist[i].vertices) polylist.pop(index) gb = BuildingHeight(singleton.input_name) surface = Surface(singleton.input_name) textures = updateTextures() texGetter = textureGetter(textures) roadtexture = texGetter.getTexture('Road', 50) polygons = [] counter = 0 for poly in polylist: #Determines the floortexture. If the Polygon3D is not a building, there is obviously no need for walls/windows/roofs if poly.poly_type == "road": floortexture = roadtexture elif poly.poly_type == "vacant": floortexture = texGetter.getTexture('Floor', 0) elif poly.poly_type == "lot": #If poly is a building, get all other necessary textures and numerical values center = sum(poly.vertices) / len(poly.vertices) buildingheight = gb.getBuildingHeight(center) floortexture = texGetter.getTexture('Floor', buildingheight) windowtexture = texGetter.getTexture('Window', buildingheight) walltexture = texGetter.getTexture('Wall', buildingheight) rooftexture = texGetter.getTexture('Roof', buildingheight) floorheight = np.random.uniform(singleton.floorheight_min, singleton.floorheight_max) windowwidth = np.random.uniform(singleton.windowwidth_min, singleton.windowwidth_max) housebool = True if buildingheight < singleton.house_height else False if housebool: windowheight = np.random.uniform( singleton.windowheight_min, singleton.windowheight_max_house) windowdist = np.random.uniform( 0, windowwidth + singleton.windowdist_max_house) else: windowheight_max = singleton.windowheight_max_not_house if singleton.windowheight_max_not_house != 0 else floorheight windowheight = np.random.uniform(singleton.windowheight_min, windowheight_max) windowdist = np.random.uniform( singleton.windowdist_min_not_house, windowwidth + singleton.windowdist_max_not_house) base_h_low, base_h_high = surface.getSurfaceHeight(poly.vertices) #TODO: Fix after lennys fix, #Scales and Translates floor if poly.is_convex: walls = walls_from_poly(poly) else: walls = walls_from_poly(poly) #TODO: make abhaengig von height if housebool: factor = np.random.uniform(singleton.scalefactor_min_house, singleton.scalefactor_max_house) if not poly.is_convex: walls = scaletransform(walls, factor) else: walls = scale(walls, factor) else: factor = np.random.uniform(singleton.scalefactor_min_not_house, singleton.scalefactor_max_not_house) if not poly.is_convex: walls = scaletransform(walls, factor) else: walls = scale(walls, factor) roofwalls = copy(walls) #Creates floorplan walls = randomcut(walls, housebool) if singleton.plotbool: walls.selfplot() #Floor-height is found and the Building is vertically split. #TODO: Constants in some sort of conf file plan = verticalsplit(buildingheight, floorheight) #Random, decides if ledges will be scaled nach aussen ledgefactor = 1.0 if np.random.uniform(0, 1) > singleton.prob_ledge: ledgefactor = np.random.uniform(singleton.ledgefactor_min, singleton.ledgefactor_max) #Scales the walls to the outside ledge = scale(walls, ledgefactor) #Keeps track of height where we are currently building currentheight = base_h_high #Get a list of windows for each floor windows = scale(walls, 1.01) list_of_currentheights = [] #Goes through the plan list for element in plan: if element == 'b' or element == 'f': list_of_currentheights.append(currentheight) currentheight += floorheight elif element == 'l': if ledgefactor != 1: polygons.append( buildledge(ledge, currentheight, currentheight + floorheight / 10, rooftexture)) currentheight += floorheight / 10. elif element == 'r': if ledgefactor == 1: polygons.extend( roof(walls, roofwalls, currentheight, housebool, rooftexture, texGetter.getTexture("Roof", buildingheight))) polygons.append( buildwalls(walls, base_h_low, currentheight, walltexture)) polygons.append( get_windows(windows, list_of_currentheights, floorheight, windowwidth, windowheight, windowdist, windowtexture)) else: print("Polygon3D.poly_type not understood") if singleton.plotbool: if counter % singleton.plot_counter == 0: if gui is not None: gui.update() else: plt.draw() counter += 1 #Builds the floor Polygon polygons.append( Polygon3D([np.array([x[0], x[1], 0]) for x in poly.vertices], [range(len(poly.vertices))], floortexture)) #Uncomment these lines if you are interested in working with .obj (Wavefront) format. #See Github issues concerning this format #from procedural_city_generation.additional_stuff.Wavefront import Wavefront #Wavefront([x.name for x in textures],polygons) mergedpolys = merge_polygons(polygons, textures, singleton.output_name) return 0
def main(polylist): """ Accepts a list of procedural_city_generation.polygons.Polygon2D objects and constructs buildings on top of these. The buildings consist of Polygon3D objects, which are saved to /outputs/polygons.txt. See merger module for more details. Parameters ---------- polylist : List<procedural_city_generation.polygons.Polygon2D> """ import procedural_city_generation path=os.path.dirname(procedural_city_generation.__file__) from procedural_city_generation.building_generation.cuts import * from procedural_city_generation.building_generation.building_tools import * from procedural_city_generation.building_generation.roofs import roof from procedural_city_generation.building_generation.Surface import Surface from procedural_city_generation.building_generation.BuildingHeight import BuildingHeight from procedural_city_generation.building_generation.updateTextures import updateTextures, textureGetter from procedural_city_generation.building_generation.getFoundation import getFoundation from procedural_city_generation.building_generation.merge_polygons import merge_polygons from procedural_city_generation.additional_stuff.Singleton import Singleton from copy import copy singleton=Singleton("building_generation") #TODO: Discuss with lenny how we get the largest polygon out. maxl=0 index=0 for i in range(len(polylist)): if len(polylist[i].vertices)>maxl and polylist[i].poly_type== 'vacant': index=i maxl=len(polylist[i].vertices) polylist.pop(index) gb=BuildingHeight() surface=Surface() textures=updateTextures() texGetter=textureGetter(textures) roadtexture=texGetter.getTexture('Road',50) polygons=[] counter=0 for poly in polylist: #Determines the floortexture. If the Polygon3D is not a building, there is obviously no need for walls/windows/roofs if poly.poly_type == "road" : floortexture= roadtexture elif poly.poly_type == "vacant": floortexture= texGetter.getTexture('Floor',0) elif poly.poly_type == "lot": #If poly is a building, get all other necessary textures and numerical values center=sum(poly.vertices)/len(poly.vertices) buildingheight= gb.getBuildingHeight(center) floortexture=texGetter.getTexture('Floor',buildingheight) windowtexture=texGetter.getTexture('Window',buildingheight) walltexture=texGetter.getTexture('Wall',buildingheight) rooftexture=texGetter.getTexture('Roof',buildingheight) floorheight=np.random.uniform(singleton.floorheight_min,singleton.floorheight_max) windowwidth=random.uniform(singleton.windowwidth_min,singleton.windowwidth_max) housebool=True if buildingheight<singleton.house_height else False if housebool: windowheight=random.uniform(singleton.windowheight_min,singleton.windowheight_max_house) windowdist=random.uniform(0, windowwidth+singleton.windowdist_max_house) else: windowheight_max= singleton.windowheight_max_not_house if singleton.windowheight_max_not_house != 0 else floorheight windowheight=random.uniform(singleton.windowheight_min, windowheight_max) windowdist=random.uniform(singleton.windowdist_min_not_house, windowwidth+singleton.windowdist_max_not_house) base_h_low,base_h_high= surface.getSurfaceHeight(poly.vertices) #TODO: Fix after lennys fix, #Scales and Translates floor if poly.is_convex: walls = walls_from_poly(poly) else: walls = walls_from_poly(poly) #TODO: make abhaengig von height if housebool: factor=random.uniform(singleton.scalefactor_min_house,singleton.scalefactor_max_house) if not poly.is_convex: walls=scaletransform(walls,factor) else: walls=scale(walls, factor) else: factor=random.uniform(singleton.scalefactor_min_not_house,singleton.scalefactor_max_not_house) if not poly.is_convex: walls=scaletransform(walls, factor) else: walls=scale(walls,factor) roofwalls=copy(walls) #Creates floorplan walls=randomcut(walls,housebool) if singleton.plotbool: walls.selfplot() #Floor-height is found and the Building is vertically split. #TODO: Constants in some sort of conf file plan=verticalsplit(buildingheight,floorheight) #Random, decides if ledges will be scaled nach aussen ledgefactor=1.0 if random.uniform(0,1)>singleton.prob_ledge: ledgefactor=random.uniform(singleton.ledgefactor_min,singleton.ledgefactor_max) #Scales the walls to the outside ledge=scale(walls,ledgefactor) #Keeps track of height where we are currently building currentheight=base_h_high #Get a list of windows for each floor windows=scale(walls,1.01) list_of_currentheights=[] #Goes through the plan list for element in plan: if element=='b' or element=='f': list_of_currentheights.append(currentheight) currentheight+=floorheight elif element=='l': if ledgefactor!=1: polygons.append(buildledge(ledge,currentheight,currentheight+floorheight/10,rooftexture)) currentheight+=floorheight/10. elif element=='r': if ledgefactor==1: polygons.extend(roof(walls,roofwalls,currentheight,housebool,rooftexture,texGetter.getTexture("Roof",buildingheight))) polygons.append(buildwalls(walls,base_h_low,currentheight,walltexture)) polygons.append(get_windows(windows,list_of_currentheights,floorheight, windowwidth,windowheight,windowdist,windowtexture)) else: print "Polygon3D.poly_type not understood" if singleton.plotbool: if counter%singleton.plot_counter==0: gui.update() counter+=1 #Builds the floor Polygon polygons.append(Polygon3D([np.array([x[0],x[1],0]) for x in poly.vertices], [range(len(poly.vertices))], floortexture)) mergedpolys=merge_polygons(polygons,textures) return 0