#! /usr/bin/python -O # -*- python -*- # Slune # Copyright (C) 2002-2003 Jean-Baptiste LAMY # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA # launch this script to generate the level import math, os, os.path import copy import Tkinter import soya import soya.model as model import soya.soya3d as soya3d import soya.editor.main import soya.land import slune.level import circuit_generator import town_generator soya.init() c = soya3d.World.get('construct-urbancall') w = soya3d.World() w.shapify_args = ('tree', {}) w.add(c.children[0]) b = c.children[1] for v in b: if v.shape: q = soya3d.World(w) q._matrix = v._matrix v.shape.to_faces(q) for f in q: for ve in f: ve.color = None else: w.add(v) w.filename = "shape-urbancall" w.save() print '[ OK ]' import sys sys.exit(0) scene = soya3d.World() atm = soya3d.Atmosphere() atm.ambient = (0.55, 0.53, 0.5, 1.0) atm.bg_color = (0.51, 0.51, 0.51, 1.0) atm.skyplane = 1 atm.sky_color = (0.8, 0.6, 1.0, 1.0) atm.fog_color = atm.bg_color atm.fog_type = 0 atm.fog_start = 20.0 atm.fog_end = 50.0 atm.fog = 1 atm.fog_density = 0.001 atm.cloud = model.Material.get("clouds1") scene.atmosphere = atm light = soya3d.Light(scene) light.directional = 1 model.Material.PATH = "/home/blam/prog/slune/materials" def make_land(): def set_material_area(material, x, y, w, h): j = 0 while j < h: i = 0 while i < w: land.set_texture(x + i, y + j, m) i += 1 j += 1 land = soya.land.Land() land.scale_factor = 1.5 land.from_image(model.Image("/home/blam/data/urbancall_land.png")) land.map_size = 8 land.multiply_height(8.0) # land.add_height(-10.0) land.set_texture_layer(model.Material.get("ground2"), 0.0, 150.0) land.set_texture_layer(model.Material.get("sand1"), 1.0, 150.0) # land.set_texture_layer(model.Material.get("grass1"), 1.0, 150.0) m = model.Material.get("grass1") set_material_area(m, 36, 87, 2, 9) set_material_area(m, 41, 87, 2, 9) set_material_area(m, 36, 100, 2, 11) set_material_area(m, 41, 100, 2, 11) import Image map = Image.open("/home/blam/data/urbancall_land_materials.png") m = model.Material.get("ground4") i = 0 while(i < 129): j = 0 while(j < 129): if map.getpixel((i, j)) == (255, 0, 0): land.set_texture(i, j, m) j = j + 1 i = i + 1 land.set_texture_layer(model.Material.get("grass1"), 3.0, 150.0) land.set_texture_layer_angle(model.Material.get("rocks3"), 0.0, 150.0, 40.0, 90.0) return land m1 = model.Material.get('building1') m2 = model.Material.get('house1win') m3 = model.Material.get('ground1') m4 = model.Material.get('building4') m5 = model.Material.get('house3') m6 = model.Material.get('house3b') m7 = model.Material.get('bark1') m8 = model.Material.get('inde_2') m9 = model.Material.get('inde_4') m10 = model.Material.get('inde_1') m11 = model.Material.get('inde_3') m12 = model.Material.get('building3') m13 = model.Material.get('building5') m14 = model.Material.get('building6') m15 = model.Material.get('brick1') m16 = model.Material.get('brick1win') m17 = model.Material.get('tile2') m18 = model.Material.get('planches1') m19 = model.Material.get('window1') m20 = model.Material.get('thatch1') m21 = model.Material.get('taj1') m22 = model.Material.get('column2a') m23 = model.Material.get('column2b') m24 = model.Material.get('house1') m25 = model.Material.get('house1win') m26 = model.Material.get('house2a') m27 = model.Material.get('house2b') m28 = model.Material.get('inde_6') m_glass_1 = (m12, 'plak round', 0.5, 'complete', 1.0) m_glass_2 = (m12, 'plak round', 0.5, 'complete', 2.0) m_wall_1 = (m1, 'plak', 1.0, 'complete', 1.0) m_wall_2 = (m1, 'plak', 1.0, 'complete', 2.0) m_roof = (m3, 'plak', 1.0, 'plak', 1.0) m_corniche = (m4, 'plak', 1.0, 'complete', 1.0) m_house3_1 = (m5, 'plak round', 0.5, 'complete', 1.0) m_house3_2 = (m6, 'plak round', 1.0, 'complete', 1.0) m_bark = (m7, 'plak', 1.0, 'plak', 1.0) m_indebloc_1 = (m8, 'plak round', 1.0, 'complete', 1.0) m_indebloc_2 = (m8, 'plak round', 1.0, 'complete', 2.0) m_indehole = (m11, 'plak round', 1.0, 'complete', 1.0) m_indefrise = (m10, 'plak round', 1.0, 'complete', 1.0) m_indefrise2 = (m8, 'plak round', 1.0, 'complete', 2.0) m_build_1 = (m13, 'plak round', 0.5, 'complete', 1.0) m_build_2 = (m13, 'plak round', 0.5, 'complete', 2.0) m_glass_3 = (m14, 'plak round', 0.5, 'complete', 3.0) m_glass_4 = (m14, 'plak round', 0.5, 'complete', 2.0) m_ground_1 = (m3, 'plak', 1.0, 'complete', 1.0) m_ground_2 = (m3, 'plak', 1.0, 'complete', 2.0) m_ground_3 = (m3, 'plak', 1.0, 'complete', 3.0) m_church = (m15, 'plak round', 1.0, 'complete', 2.0) m_churchwin = (m16, 'plak round', 1.0, 'complete', 1.0) m_churchtile = (m17, 'plak', 1.0, 'plak', 1.0) m_wood = (m18, 'plak round', 1.0, 'complete', 2.0) m_woodwin = (m19, 'plak round', 1.0, 'complete', 1.0) m_minaret = (m21, 'plak round', 1.0, 'complete', 1.0) m_old_1 = (m23, 'plak', 1.0, 'complete', 2.0) m_old_2 = (m22, 'plak', 1.0, 'complete', 2.0) m_old_3 = (m23, 'plak', 1.0, 'complete', 1.0) m_tavern = (m24, 'plak round', 0.5, 'complete', 3.0) m_tavernwin = (m25, 'plak round', 1.0, 'complete', 1.0) m_white = (m27, 'plak round', 1.0, 'complete', 1.0) m_whitewin = (m26, 'plak round', 1.0, 'complete', 1.0) m_gold = (m28, 'plak', 1.0, 'plak', 1.0) def set_style_tower1(h): h.section = [(0.0, 0.0), (0.0, 2.0), (0.0, 4.0), (0.25, 4.25), (0.0, 4.5), (0.0, 8.5), (0.25, 8.75), (0.0, 9.0), (0.0, 13.0), (0.25, 13.25) ] h.materials = [ m_wall_2, m_glass_1, m_corniche, m_corniche, m_glass_2, m_corniche, m_corniche, m_glass_2, m_corniche ] if len(h.points) <= 4: h.roof = ('flat', m3) def set_style_tower2(h): h.section = [(0.0, 0.0), (0.0, 1.0), (0.0, 5.0), (0.0, 6.0), (0.0, 10.0), (0.0, 11.0), (0.0, 15.0), (0.0, 16.0), (0.0, 18.0), (0.0, 19.0) ] h.materials = [ m_wall_1, m_build_2, m_wall_1, m_build_2, m_wall_1, m_build_2, m_wall_1, m_build_1, m_wall_1 ] if len(h.points) <= 4: h.roof = ('flat', m3) def set_style_tower_decal(h): h.section = [(0.0, 0.0), (0.0, 1.0), (0.0, 5.0), (0.0, 6.0), (-1.0, 6.0), (-1.0, 7.0), (-1.0, 9.0), (-1.0, 10.0), (-2.0, 10.0), (-2.0, 11.0), (-2.0, 13.0), (-2.0, 14.0) ] h.materials = [ m_wall_1, m_build_2, m_wall_1, m_ground_1, m_wall_1, m_build_1, m_wall_1, m_ground_1, m_wall_1, m_build_1, m_wall_1 ] if len(h.points) <= 4: h.roof = ('flat', m3) def set_style_tower3(h): h.section = [(0.0, 0.0), (0.0, 1.0), (0.0, 7.0), (0.0, 8.0), (0.0, 14.0), (0.0, 15.0) ] h.materials = [ m_wall_1, m_glass_3, m_wall_1, m_glass_3, m_wall_1 ] if len(h.points) <= 4: h.roof = ('flat', m3) def set_style_tower_high_decal(h): h.section = [(0.0, 0.0), (0.0, 1.0), (0.0, 5.0), (0.0, 6.0), (0.0, 8.0), (0.0, 9.0), (-3.0, 9.0), (-3.0, 10.0), (-3.0, 14.0), (-3.0, 15.0) ] h.materials = [ m_wall_1, m_glass_4, m_wall_1, m_build_1, m_wall_1, m_ground_3, m_wall_1, m_glass_4, m_wall_1 ] if len(h.points) <= 4: h.roof = ('flat', m3) def set_style_yellow(h): h.section = [(0.0, 0.0), (0.0, 2.0), (0.2, 2.2), (0.2, 3.2), (0.0, 3.4), (0.0, 5.4), (0.2, 5.6), (0.2, 6.6), ] h.materials = [ m_house3_1, m_bark, m_house3_2, m_bark, m_house3_1, m_bark, m_house3_2 ] if len(h.points) == 4: h.roof = ('trapez', m7, m7, 3.0, 3.0, 0.5, 3.0) def set_style_church(h): h.section = [(0.0, 0.0), (0.0, 2.0), (0.0, 3.0), (-1.0, 4.0), (-1.0, 6.0), (-1.0, 7.0) ] h.materials = [ m_church, m_churchwin, m_churchtile, m_church, m_churchwin ] h.roof = ('pyramid', m17, 3.0, 0.5, 'complete', 3.0) def set_style_wood(h): h.section = [(0.0, 0.0), (0.0, 2.0), (0.0, 3.0), ] h.materials = [ m_wood, m_woodwin ] h.roof = ('pyramid', m20, 2.5, 0.5, 'complete', 2.5) def set_style_indus(h): h.section = [(0.0, 0.0), (0.0, 2.0), (0.0, 3.0), (-0.5, 4.0), (-0.5, 5.0), (-0.5, 6.0), (-0.5, 7.0) ] h.materials = [ m_indebloc_2, m_indehole, m_bark, m_indebloc_1, m_indehole, m_indefrise ] # h.section = [(0.0, 0.0), (0.0, 2.0), (0.0, 3.0), (-0.5, 4.0), (-0.5, 5.0), (-0.5, 6.0), (-1.0, 7.0) # ] # h.materials = [ m_indebloc_2, m_indehole, m_indefrise, m_indebloc_1, m_indehole, m_indefrise ] if len(h.points) == 4: h.roof = ('trapez', m9, m8, 2.5, 0.0, 0.5, 3.0) def set_style_minaret(h): h.section = [(0.0, 0.0), (0.0, 1.0), (0.0, 3.0), (0.0, 4.0), (0.0, 6.0), (1.0, 7.0) ] h.materials = [ m_wall_1, m_minaret, m_wall_1, m_minaret, m_wall_1 ] h.roof = ('pyramid', m17, 3.0, 0.5, 'complete', 3.0) def set_style_minaret2(h): h.section = [(0.0, 0.0), (0.0, 1.0), (0.0, 3.0), (0.0, 4.0), (0.0, 6.0), (1.0, 7.0), (-1.0, 7.0), (-1.0, 8.0), (-1.0, 10.0), (0.0, 11.0) ] h.materials = [ m_wall_1, m_minaret, m_wall_1, m_minaret, m_wall_1, m_ground_2, m_wall_1, m_minaret, m_wall_1 ] h.roof = ('pyramid', m17, 3.0, 0.5, 'complete', 3.0) def set_style_old(h): h.section = [(0.0, 0.0), (-0.5, 1.0), (-0.5, 3.0), (0.0, 4.0), (-1.0, 5.0), (-3.0, 6.0) ] h.materials = [ m_old_1, m_old_2, m_old_1, m_gold, m_gold ] h.roof = ('pyramid', m28, 1.5, 1.0, 'complete', 1.0) def set_style_tavern(h): h.section = [(0.0, 0.0), (0.0, 3.0), (0.0, 4.0), (-1.0, 5.0), (-1.0, 8.0), (-1.0, 9.0) ] h.materials = [ m_tavern, m_tavernwin, m_bark, m_tavern, m_tavernwin ] if len(h.points) == 4: h.roof = ('trapez', m7, m7, 2.5, 2.0, 0.5, 3.0) def set_style_white(h): h.section = [(0.0, 0.0), (0.0, 1.0), (0.0, 3.0), (0.0, 4.0), (0.0, 6.0) ] h.materials = [ m_white, m_whitewin, m_white, m_whitewin ] if len(h.points) == 4: h.roof = ('trapez', m17, m27, 2.5, 0.0, 0.5, 3.0) def set_style_tower_inde(h): h.section = [(0.0, 0.0), (0.0, 2.0), (-0.2, 2.2), (-0.2, 4.2), (-0.4, 4.4), (-0.4, 6.4), (-0.6, 6.6), (-0.6, 8.6)] h.materials = [ m_indefrise2, m_bark, m_indefrise2, m_bark, m_indefrise2, m_bark, m_indefrise2 ] h.roof = ('trapez', m7, m8, 3.0, 0.0, 1.0, 2.0) STYLES = [ set_style_tower1, set_style_tower2, set_style_tower3, set_style_tower_decal, set_style_tower_high_decal, set_style_indus, set_style_yellow, set_style_church, # set_style_wood, set_style_minaret, set_style_minaret2, set_style_old, set_style_tavern, set_style_white, ] STYLES_DICT = { (0, 0, 0) : set_style_old, (128, 128, 128) : set_style_indus, (0, 255, 0) : set_style_minaret, (0, 128, 0) : set_style_minaret2, (255, 255, 0) : set_style_yellow, (128, 0, 0) : set_style_tavern, (128, 128, 255) : set_style_tower_inde, (255, 0, 255) : set_style_tower1, (255, 0, 0) : set_style_tower2, (0, 0, 255) : set_style_tower3, (0, 0, 128) : set_style_tower_decal, (0, 255, 255) : set_style_tower_high_decal, (255, 255, 255) : set_style_tower3, } land = make_land() scene.shape = land #buildings = soya3d.World() buildings = town_generator.make_city("/home/blam/data/urbancall.png", "/home/blam/data/urbancall_styles.png", STYLES_DICT, land, scale = 1.5) #buildings = town_generator.make_city("/home/blam/data/densecity2.png", "/home/blam/data/urbancall_styles.png", STYLES_DICT, scene.shape, scale = 1.0) #buildings = town_generator.make_city("/home/blam/data/densecity.png", None, STYLES, scene.shape) # some special buildings added v = soya3d.World(buildings) h = town_generator.House(town_generator.make_octogon(3.0, 1.0)) h.section = [(0.0, 0.0), (0.0, 0.25), (-0.25, 0.5)] h.materials = [ m_old_3, m_old_3 ] h.roof = ('pyramid', m28, 0.0, 1.0, 'plak', 1.0) h.translate_points(150.0, 123.0) h.draw(v) h.set_on_land(land, v) v.y = -1.5 # for concave buildings, must hide landscape specialy ps = [(102.089859009, 58.6109313965), (116.946487427, 58.5390625), (116.91015625, 65.921875), (102.089859009, 65.921875)] h = town_generator.House(ps) h.set_on_land(land) ps = [(102.08984375, 58.6007843018), (102.08984375, 73.4265670776), (109.383399963, 73.3726577759), (109.383399963, 58.6007843018)] h = town_generator.House(ps) h.set_on_land(land) ps = [(117.059570312, 75.0983123779), (121.389450073, 75.0773468018), (121.389450073, 89.9033889771), (117.101951599, 89.9033889771)] h = town_generator.House(ps) h.set_on_land(land) ps = [(114.123146057, 82.5742263794), (124.385452271, 82.6014404297), (124.385452271, 86.9033889771), (114.101951599, 86.9033889771)] h = town_generator.House(ps) h.set_on_land(land) ps = [(138.28843689, 109.77797699), (161.723068237, 109.766601562), (161.723068237, 113.515975952), (138.28843689, 113.495613098)] h = town_generator.House(ps) h.set_on_land(land) ps = [(138.293716431, 132.481170654), (161.705337524, 132.491348267), (161.705337524, 136.208969116), (138.293716431, 136.197601318)] h = town_generator.House(ps) h.set_on_land(land) ps = [(91.602645874, 132.106262207), (110.903335571, 132.085296631), (110.903335571, 139.429168701), (91.5986480713, 139.429168701)] h = town_generator.House(ps) h.set_on_land(land) ps = [(71.9325332642, 150.075393677), (71.8901519775, 164.903640747), (68.9972763062, 164.903640747), (69.0614547729, 150.075393677)] h = town_generator.House(ps) h.set_on_land(land) # add palmtrees v = soya3d.World(buildings) v.shape = model.Shape.get('palmtree1') v.scale(0.4, 0.4, 0.4) v.set_xyz(55.0, 1.9, 133.5) v = soya3d.World(buildings) v.shape = model.Shape.get('palmtree1') v.scale(0.4, 0.4, 0.4) v.rotate_lateral(180.0) v.set_xyz(62.5, 1.9, 133.5) v = soya3d.World(buildings) v.shape = model.Shape.get('palmtree1') v.scale(0.4, 0.4, 0.4) v.set_xyz(55.0, 1.9, 138.5) v = soya3d.World(buildings) v.shape = model.Shape.get('palmtree1') v.scale(0.4, 0.4, 0.4) v.rotate_lateral(180.0) v.set_xyz(62.5, 1.9, 138.5) v = soya3d.World(buildings) v.shape = model.Shape.get('palmtree1') v.scale(0.4, 0.4, 0.4) v.set_xyz(55.0, 1.9, 153.5) v = soya3d.World(buildings) v.shape = model.Shape.get('palmtree1') v.scale(0.4, 0.4, 0.4) v.rotate_lateral(180.0) v.set_xyz(62.5, 1.9, 153.5) v = soya3d.World(buildings) v.shape = model.Shape.get('palmtree1') v.scale(0.4, 0.4, 0.4) v.set_xyz(55.0, 1.9, 161.0) v = soya3d.World(buildings) v.shape = model.Shape.get('palmtree1') v.scale(0.4, 0.4, 0.4) v.rotate_lateral(180.0) v.set_xyz(62.5, 1.9, 161.0) v = soya3d.World(buildings) v.shape = model.Shape.get('shape-urbancall-add') #for v in buildings.children: # if isinstance(v, soya3d.World): # if not v.shape: # v.shape = v.shapify() # v.children = [] ## if v.shape: ## v.translate(0.0, -1.5, 0.0) ## v.shape.to_faces(v) ## for f in v: ## for ve in f: ## ve.color = None ## v.shape = None #scene.add(buildings) v = soya3d.Volume(scene) #v.shape = buildings.shapify() #v.y = 1.5 v.shape = model.Shape.get('shape-urbancall') scene.filename = "world-urbancall" scene.save() print '[ OK ]' soya.editor.edit(scene) Tkinter.mainloop()