maps4fs 1.1.6__tar.gz → 1.2.4__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- {maps4fs-1.1.6 → maps4fs-1.2.4}/PKG-INFO +23 -3
- {maps4fs-1.1.6 → maps4fs-1.2.4}/README.md +22 -2
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/background.py +178 -15
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/component.py +12 -2
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/game.py +15 -0
- maps4fs-1.2.4/maps4fs/generator/grle.py +397 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/i3d.py +163 -1
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/map.py +16 -1
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/texture.py +61 -17
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs.egg-info/PKG-INFO +23 -3
- {maps4fs-1.1.6 → maps4fs-1.2.4}/pyproject.toml +1 -1
- maps4fs-1.1.6/maps4fs/generator/grle.py +0 -186
- {maps4fs-1.1.6 → maps4fs-1.2.4}/LICENSE.md +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/__init__.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/__init__.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/config.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/dem.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/generator/qgis.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/logger.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/toolbox/__init__.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/toolbox/background.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs/toolbox/dem.py +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs.egg-info/SOURCES.txt +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs.egg-info/dependency_links.txt +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs.egg-info/requires.txt +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/maps4fs.egg-info/top_level.txt +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/setup.cfg +0 -0
- {maps4fs-1.1.6 → maps4fs-1.2.4}/tests/test_generator.py +0 -0
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Metadata-Version: 2.1
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Name: maps4fs
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Version: 1.
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Version: 1.2.4
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Summary: Generate map templates for Farming Simulator from real places.
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Author-email: iwatkot <iwatkot@gmail.com>
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License: MIT License
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<a href="#Background-terrain">Background terrain</a> •
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<a href="#Overview-image">Overview image</a><br>
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<a href="#DDS-conversion">DDS conversion</a> •
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<a href="#
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<a href="#Advanced-settings">Advanced settings</a> •
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<a href="#Resources">Resources</a> •
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<a href="#Bugs-and-feature-requests">Bugs and feature requests</a><br>
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<a href="#Special-thanks">Special thanks</a>
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🔄 Support map rotation 🆕<br>
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🌾 Automatically generates fields 🆕<br>
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🌽 Automatically generates farmlands 🆕<br>
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🌿 Automatically generates decorative foliage 🆕<br>
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🌲 Automatically generates forests 🆕<br>
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🌊 Automatically generates water planes 🆕<br>
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🌍 Based on real-world data from OpenStreetMap<br>
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🏞️ Generates height map using SRTM dataset<br>
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📦 Provides a ready-to-use map template for the Giants Editor<br>
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🛰️ Realistic background terrain with satellite images.<br><br>
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<img src="https://github.com/user-attachments/assets/6e3c0e99-2cce-46ac-82db-5cb60bba7a30"><br>
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📐 Perfectly aligned background terrain.<br><br>
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<img src="https://github.com/user-attachments/assets/5764b2ec-e626-426f-9f5d-beb12ba95133"><br>
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🌿 Automatically generates decorative foliage.<br><br>
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<img src="https://github.com/user-attachments/assets/27a5e541-a9f5-4504-b8d2-64aae9fb3e52"><br>
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🌲 Automatically generates forests.<br><br>
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<img src="https://github.com/user-attachments/assets/cce7d4e0-cba2-4dd2-b22d-03137fb2e860"><br>
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🌊 Automatically generates water planes.<br><br>
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<img src="https://github.com/user-attachments/assets/80e5923c-22c7-4dc0-8906-680902511f3a"><br>
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🗒️ True-to-life blueprints for fast and precise modding.<br><br>
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<img width="480" src="https://github.com/user-attachments/assets/1a8802d2-6a3b-4bfa-af2b-7c09478e199b"><br>
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<a href="https://www.youtube.com/watch?v=Nl_aqXJ5nAk" target="_blank"><img src="https://github.com/user-attachments/assets/4845e030-0e73-47ab-a5a3-430308913060"/></a>
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<p align="center"><i>How to Generate a Map for Farming Simulator 25 and 22 from a real place using maps4FS.</i></p>
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<p align="center"><i>Map example generated with maps4fs.</i></p>
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## Quick Start
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There are several ways to use the tool. You obviously need the **first one**, but you can choose any of the others depending on your needs.<br>
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### 🚜 For most users
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- `preview.dds` - 2048x2048 pixels, the preview image of the map on the loading screen,
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- `mapsUS/overview.dds` - 4096x4096 pixels, the overview image of the map (in-game map)
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##
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## Advanced settings
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The tool supports the custom size of the map. To use this feature select `Custom` in the `Map size` dropdown and enter the desired size. The tool will generate a map with the size you entered.<br>
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⛔️ Do not use this feature, if you don't know what you're doing. In most cases, the Giants Editor will just crash on opening the file, because you need to enter specific values for the map size.<br><br>
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- Plateau height: this value will be added to each pixel of the DEM image, making it "higher". It's useful when you want to add some negative heights on the map, that appear to be in a "low" place. By default, it's set to 0.
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- Water depth: this value will be subtracted from each pixel of the DEM image, where water resources are located. Pay attention that it's not in meters, instead it in the pixel value of DEM, which is 16 bit image with possible values from 0 to 65535. When this value is set, the same value will be added to the plateau setting to avoid negative heights.
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### Texture Advanced settings
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- Fields padding - this value (in meters) will be applied to each field, making it smaller. It's useful when the fields are too close to each other and you want to make them smaller. By default, it's set to 0.
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- Farmlands margin - this value (in meters) will be applied to each farmland, making it bigger. You can use the value to adjust how much the farmland should be bigger than the actual field. By default, it's set to 3.
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### Vegetation Advanced settings
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- Forest density - the density of the forest in meters. The lower the value, the lower the distance between the trees, which makes the forest denser. Note, that low values will lead to enormous number of trees, which may cause the Giants Editor to crash or lead to performance issues. By default, it's set to 10.
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- Random plants - when adding decorative foliage, enabling this option will add different species of plants to the map. If unchecked only basic grass (smallDenseMix) will be added. Defaults to True.
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## Resources
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In this section, you'll find a list of the resources that you need to create a map for the Farming Simulator.<br>
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To create a basic map, you only need the Giants Editor. But if you want to create a background terrain - the world around the map, so it won't look like it's floating in the void - you also need Blender and the Blender Exporter Plugins. To create realistic textures for the background terrain, the QGIS is required to obtain high-resolution satellite images.<br>
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<a href="#Background-terrain">Background terrain</a> •
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<a href="#Overview-image">Overview image</a><br>
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<a href="#DDS-conversion">DDS conversion</a> •
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<a href="#
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<a href="#Advanced-settings">Advanced settings</a> •
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<a href="#Resources">Resources</a> •
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<a href="#Bugs-and-feature-requests">Bugs and feature requests</a><br>
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<a href="#Special-thanks">Special thanks</a>
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🔄 Support map rotation 🆕<br>
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🌾 Automatically generates fields 🆕<br>
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🌽 Automatically generates farmlands 🆕<br>
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🌿 Automatically generates decorative foliage 🆕<br>
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🌲 Automatically generates forests 🆕<br>
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🌊 Automatically generates water planes 🆕<br>
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🌍 Based on real-world data from OpenStreetMap<br>
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🏞️ Generates height map using SRTM dataset<br>
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📦 Provides a ready-to-use map template for the Giants Editor<br>
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🛰️ Realistic background terrain with satellite images.<br><br>
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<img src="https://github.com/user-attachments/assets/6e3c0e99-2cce-46ac-82db-5cb60bba7a30"><br>
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📐 Perfectly aligned background terrain.<br><br>
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<img src="https://github.com/user-attachments/assets/5764b2ec-e626-426f-9f5d-beb12ba95133"><br>
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🌿 Automatically generates decorative foliage.<br><br>
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<img src="https://github.com/user-attachments/assets/27a5e541-a9f5-4504-b8d2-64aae9fb3e52"><br>
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🌲 Automatically generates forests.<br><br>
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<img src="https://github.com/user-attachments/assets/cce7d4e0-cba2-4dd2-b22d-03137fb2e860"><br>
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🌊 Automatically generates water planes.<br><br>
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<img src="https://github.com/user-attachments/assets/80e5923c-22c7-4dc0-8906-680902511f3a"><br>
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🗒️ True-to-life blueprints for fast and precise modding.<br><br>
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<img width="480" src="https://github.com/user-attachments/assets/1a8802d2-6a3b-4bfa-af2b-7c09478e199b"><br>
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<a href="https://www.youtube.com/watch?v=Nl_aqXJ5nAk" target="_blank"><img src="https://github.com/user-attachments/assets/4845e030-0e73-47ab-a5a3-430308913060"/></a>
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<p align="center"><i>How to Generate a Map for Farming Simulator 25 and 22 from a real place using maps4FS.</i></p>
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<p align="center"><i>Map example generated with maps4fs.</i></p>
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## Quick Start
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There are several ways to use the tool. You obviously need the **first one**, but you can choose any of the others depending on your needs.<br>
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### 🚜 For most users
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- `preview.dds` - 2048x2048 pixels, the preview image of the map on the loading screen,
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- `mapsUS/overview.dds` - 4096x4096 pixels, the overview image of the map (in-game map)
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##
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## Advanced settings
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The tool supports the custom size of the map. To use this feature select `Custom` in the `Map size` dropdown and enter the desired size. The tool will generate a map with the size you entered.<br>
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⛔️ Do not use this feature, if you don't know what you're doing. In most cases, the Giants Editor will just crash on opening the file, because you need to enter specific values for the map size.<br><br>
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- Plateau height: this value will be added to each pixel of the DEM image, making it "higher". It's useful when you want to add some negative heights on the map, that appear to be in a "low" place. By default, it's set to 0.
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- Water depth: this value will be subtracted from each pixel of the DEM image, where water resources are located. Pay attention that it's not in meters, instead it in the pixel value of DEM, which is 16 bit image with possible values from 0 to 65535. When this value is set, the same value will be added to the plateau setting to avoid negative heights.
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### Texture Advanced settings
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- Fields padding - this value (in meters) will be applied to each field, making it smaller. It's useful when the fields are too close to each other and you want to make them smaller. By default, it's set to 0.
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- Farmlands margin - this value (in meters) will be applied to each farmland, making it bigger. You can use the value to adjust how much the farmland should be bigger than the actual field. By default, it's set to 3.
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### Vegetation Advanced settings
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- Forest density - the density of the forest in meters. The lower the value, the lower the distance between the trees, which makes the forest denser. Note, that low values will lead to enormous number of trees, which may cause the Giants Editor to crash or lead to performance issues. By default, it's set to 10.
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- Random plants - when adding decorative foliage, enabling this option will add different species of plants to the map. If unchecked only basic grass (smallDenseMix) will be added. Defaults to True.
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## Resources
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In this section, you'll find a list of the resources that you need to create a map for the Farming Simulator.<br>
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To create a basic map, you only need the Giants Editor. But if you want to create a background terrain - the world around the map, so it won't look like it's floating in the void - you also need Blender and the Blender Exporter Plugins. To create realistic textures for the background terrain, the QGIS is required to obtain high-resolution satellite images.<br>
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from __future__ import annotations
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import json
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import os
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import shutil
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from copy import deepcopy
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import cv2
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import numpy as np
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DEFAULT_PLATEAU,
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DEM,
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)
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from maps4fs.generator.texture import Texture
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DEFAULT_DISTANCE = 2048
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RESIZE_FACTOR = 1 / 8
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ELEMENTS = [FULL_NAME, FULL_PREVIEW_NAME]
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# pylint: disable=R0902
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class Background(Component):
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"""Component for creating 3D obj files based on DEM data around the map.
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def preprocess(self) -> None:
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"""Registers the DEMs for the background terrain."""
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self.light_version = self.kwargs.get("light_version", False)
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self.water_depth = self.kwargs.get("water_depth", 0)
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self.stl_preview_path: str | None = None
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self.water_resources_path: str | None = None
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if self.rotation:
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self.logger.debug("Rotation is enabled: %s.", self.rotation)
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else:
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output_size_multiplier = 1
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background_size = self.map_size + DEFAULT_DISTANCE * 2
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rotated_size = int(background_size * output_size_multiplier)
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self.background_size = self.map_size + DEFAULT_DISTANCE * 2
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self.rotated_size = int(self.background_size * output_size_multiplier)
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self.background_directory = os.path.join(self.map_directory, "background")
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self.water_directory = os.path.join(self.map_directory, "water")
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os.makedirs(self.background_directory, exist_ok=True)
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os.makedirs(self.water_directory, exist_ok=True)
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autoprocesses = [self.kwargs.get("auto_process", False), False]
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self.output_paths = [
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os.path.join(self.background_directory, f"{name}.png") for name in ELEMENTS
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]
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self.not_substracted_path = os.path.join(self.background_directory, "not_substracted.png")
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dems = []
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for name, autoprocess in zip(ELEMENTS, autoprocesses):
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for name, autoprocess, output_path in zip(ELEMENTS, autoprocesses, self.output_paths):
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dem = DEM(
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self.game,
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self.map,
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self.coordinates,
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background_size,
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rotated_size,
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self.background_size,
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self.rotated_size,
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self.rotation,
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self.map_directory,
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self.logger,
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dem.preprocess()
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dem.is_preview = self.is_preview(name) # type: ignore
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dem.set_output_resolution((rotated_size, rotated_size))
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dem.set_dem_path(
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dem.set_output_resolution((self.rotated_size, self.rotated_size))
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dem.set_dem_path(output_path)
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dems.append(dem)
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self.dems = dems
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"""Launches the component processing. Iterates over all tiles and processes them
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as a result the DEM files will be saved, then based on them the obj files will be
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generated."""
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self.create_background_textures()
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for dem in self.dems:
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dem.process()
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if not dem.is_preview: # type: ignore
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shutil.copyfile(dem.dem_path, self.not_substracted_path)
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if self.water_depth:
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self.subtraction()
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for dem in self.dems:
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if not dem.is_preview: # type: ignore
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cutted_dem_path = self.cutout(dem.dem_path)
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if self.game.additional_dem_name is not None:
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if not self.light_version:
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self.generate_obj_files()
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self.generate_water_resources_obj()
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else:
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self.logger.info("Light version is enabled, obj files will not be generated.")
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return main_dem_path
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# pylint: disable=too-many-locals
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-
def plane_from_np(
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def plane_from_np(
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self,
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dem_data: np.ndarray,
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save_path: str,
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is_preview: bool = False,
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include_zeros: bool = True,
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) -> None:
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"""Generates a 3D obj file based on DEM data.
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Arguments:
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dem_data (np.ndarray) -- The DEM data as a numpy array.
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save_path (str) -- The path where the obj file will be saved.
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is_preview (bool, optional) -- If True, the preview mesh will be generated.
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+
include_zeros (bool, optional) -- If True, the mesh will include the zero height values.
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"""
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dem_data = cv2.resize( # pylint: disable=no-member
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dem_data, (0, 0), fx=RESIZE_FACTOR, fy=RESIZE_FACTOR
|
@@ -246,6 +277,9 @@ class Background(Component):
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x, y = np.meshgrid(x, y)
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z = dem_data
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ground = z.max()
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self.logger.debug("Ground level: %s", ground)
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self.logger.debug(
|
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"Starting to generate a mesh for with shape: %s x %s. This may take a while...",
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cols,
|
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vertices = np.column_stack([x.ravel(), y.ravel(), z.ravel()])
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faces = []
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skipped = 0
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for i in range(rows - 1):
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for j in range(cols - 1):
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top_left = i * cols + j
|
@@ -262,9 +298,15 @@ class Background(Component):
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bottom_left = top_left + cols
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bottom_right = bottom_left + 1
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|
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+
if ground in [z[i, j], z[i, j + 1], z[i + 1, j], z[i + 1, j + 1]]:
|
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skipped += 1
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continue
|
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+
|
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faces.append([top_left, bottom_left, bottom_right])
|
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faces.append([top_left, bottom_right, top_right])
|
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|
|
308
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+
self.logger.debug("Skipped faces: %s", skipped)
|
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+
|
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faces = np.array(faces) # type: ignore
|
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|
mesh = trimesh.Trimesh(vertices=vertices, faces=faces)
|
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|
|
@@ -282,13 +324,14 @@ class Background(Component):
|
|
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|
mesh.apply_scale([0.5, 0.5, 0.5])
|
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self.mesh_to_stl(mesh)
|
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else:
|
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-
|
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-
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-
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288
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-
|
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-
|
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-
|
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-
|
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if not include_zeros:
|
328
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+
multiplier = self.kwargs.get("multiplier", DEFAULT_MULTIPLIER)
|
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|
+
if multiplier != 1:
|
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+
z_scaling_factor = 1 / multiplier
|
331
|
+
else:
|
332
|
+
z_scaling_factor = 1 / 2**5
|
333
|
+
self.logger.debug("Z scaling factor: %s", z_scaling_factor)
|
334
|
+
mesh.apply_scale([1 / RESIZE_FACTOR, 1 / RESIZE_FACTOR, z_scaling_factor])
|
292
335
|
|
293
336
|
mesh.export(save_path)
|
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|
self.logger.debug("Obj file saved: %s", save_path)
|
@@ -412,3 +455,123 @@ class Background(Component):
|
|
412
455
|
|
413
456
|
cv2.imwrite(colored_dem_path, dem_data_colored)
|
414
457
|
return colored_dem_path
|
458
|
+
|
459
|
+
def create_background_textures(self) -> None:
|
460
|
+
"""Creates background textures for the map."""
|
461
|
+
if not os.path.isfile(self.game.texture_schema):
|
462
|
+
self.logger.warning("Texture schema file not found: %s", self.game.texture_schema)
|
463
|
+
return
|
464
|
+
|
465
|
+
with open(self.game.texture_schema, "r", encoding="utf-8") as f:
|
466
|
+
layers_schema = json.load(f)
|
467
|
+
|
468
|
+
background_layers = []
|
469
|
+
for layer in layers_schema:
|
470
|
+
if layer.get("background") is True:
|
471
|
+
layer_copy = deepcopy(layer)
|
472
|
+
layer_copy["count"] = 1
|
473
|
+
layer_copy["name"] = f"{layer['name']}_background"
|
474
|
+
background_layers.append(layer_copy)
|
475
|
+
|
476
|
+
if not background_layers:
|
477
|
+
return
|
478
|
+
|
479
|
+
self.background_texture = Texture( # pylint: disable=W0201
|
480
|
+
self.game,
|
481
|
+
self.map,
|
482
|
+
self.coordinates,
|
483
|
+
self.background_size,
|
484
|
+
self.rotated_size,
|
485
|
+
rotation=self.rotation,
|
486
|
+
map_directory=self.map_directory,
|
487
|
+
logger=self.logger,
|
488
|
+
light_version=self.light_version,
|
489
|
+
custom_schema=background_layers,
|
490
|
+
)
|
491
|
+
|
492
|
+
self.background_texture.preprocess()
|
493
|
+
self.background_texture.process()
|
494
|
+
|
495
|
+
processed_layers = self.background_texture.get_background_layers()
|
496
|
+
weights_directory = self.game.weights_dir_path(self.map_directory)
|
497
|
+
background_paths = [layer.path(weights_directory) for layer in processed_layers]
|
498
|
+
self.logger.debug("Found %s background textures.", len(background_paths))
|
499
|
+
|
500
|
+
if not background_paths:
|
501
|
+
self.logger.warning("No background textures found.")
|
502
|
+
return
|
503
|
+
|
504
|
+
# Merge all images into one.
|
505
|
+
background_image = np.zeros((self.background_size, self.background_size), dtype=np.uint8)
|
506
|
+
for path in background_paths:
|
507
|
+
layer = cv2.imread(path, cv2.IMREAD_GRAYSCALE)
|
508
|
+
background_image = cv2.add(background_image, layer) # type: ignore
|
509
|
+
|
510
|
+
background_save_path = os.path.join(self.water_directory, "water_resources.png")
|
511
|
+
cv2.imwrite(background_save_path, background_image)
|
512
|
+
self.logger.info("Background texture saved: %s", background_save_path)
|
513
|
+
self.water_resources_path = background_save_path # pylint: disable=W0201
|
514
|
+
|
515
|
+
def subtraction(self) -> None:
|
516
|
+
"""Subtracts the water depth from the DEM data where the water resources are located."""
|
517
|
+
if not self.water_resources_path:
|
518
|
+
self.logger.warning("Water resources texture not found.")
|
519
|
+
return
|
520
|
+
|
521
|
+
# Single channeled 8 bit image, where the water have values of 255, and the rest 0.
|
522
|
+
water_resources_image = cv2.imread(self.water_resources_path, cv2.IMREAD_UNCHANGED)
|
523
|
+
mask = water_resources_image == 255
|
524
|
+
|
525
|
+
# Make mask a little bit smaller (1 pixel).
|
526
|
+
mask = cv2.erode(mask.astype(np.uint8), np.ones((3, 3), np.uint8), iterations=1).astype(
|
527
|
+
bool
|
528
|
+
)
|
529
|
+
|
530
|
+
for output_path in self.output_paths:
|
531
|
+
if FULL_PREVIEW_NAME in output_path:
|
532
|
+
continue
|
533
|
+
dem_image = cv2.imread(output_path, cv2.IMREAD_UNCHANGED)
|
534
|
+
|
535
|
+
# Create a mask where water_resources_image is 255 (or not 0)
|
536
|
+
# Subtract water_depth from dem_image where mask is True
|
537
|
+
dem_image[mask] = dem_image[mask] - self.water_depth
|
538
|
+
|
539
|
+
# Save the modified dem_image back to the output path
|
540
|
+
cv2.imwrite(output_path, dem_image)
|
541
|
+
self.logger.debug("Water depth subtracted from DEM data: %s", output_path)
|
542
|
+
|
543
|
+
def generate_water_resources_obj(self) -> None:
|
544
|
+
"""Generates 3D obj files based on water resources data."""
|
545
|
+
if not self.water_resources_path:
|
546
|
+
self.logger.warning("Water resources texture not found.")
|
547
|
+
return
|
548
|
+
|
549
|
+
# Single channeled 8 bit image, where the water have values of 255, and the rest 0.
|
550
|
+
plane_water = cv2.imread(self.water_resources_path, cv2.IMREAD_UNCHANGED)
|
551
|
+
dilated_plane_water = cv2.dilate(
|
552
|
+
plane_water.astype(np.uint8), np.ones((5, 5), np.uint8), iterations=5
|
553
|
+
).astype(np.uint8)
|
554
|
+
plane_save_path = os.path.join(self.water_directory, "plane_water.obj")
|
555
|
+
self.plane_from_np(
|
556
|
+
dilated_plane_water, plane_save_path, is_preview=False, include_zeros=False
|
557
|
+
)
|
558
|
+
|
559
|
+
# Single channeled 16 bit DEM image of terrain.
|
560
|
+
background_dem = cv2.imread(self.not_substracted_path, cv2.IMREAD_UNCHANGED)
|
561
|
+
|
562
|
+
# Remove all the values from the background dem where the plane_water is 0.
|
563
|
+
background_dem[plane_water == 0] = 0
|
564
|
+
|
565
|
+
# Dilate the background dem to make the water more smooth.
|
566
|
+
elevated_water = cv2.dilate(background_dem, np.ones((3, 3), np.uint16), iterations=10)
|
567
|
+
|
568
|
+
# Use the background dem as a mask to prevent the original values from being overwritten.
|
569
|
+
mask = background_dem > 0
|
570
|
+
|
571
|
+
# Combine the dilated background dem with non-dilated background dem.
|
572
|
+
elevated_water = np.where(mask, background_dem, elevated_water)
|
573
|
+
elevated_save_path = os.path.join(self.water_directory, "elevated_water.obj")
|
574
|
+
|
575
|
+
self.plane_from_np(
|
576
|
+
elevated_water, elevated_save_path, is_preview=False, include_zeros=False
|
577
|
+
)
|
@@ -17,6 +17,7 @@ from maps4fs.generator.qgis import save_scripts
|
|
17
17
|
|
18
18
|
if TYPE_CHECKING:
|
19
19
|
from maps4fs.generator.game import Game
|
20
|
+
from maps4fs.generator.map import Map
|
20
21
|
|
21
22
|
|
22
23
|
# pylint: disable=R0801, R0903, R0902, R0904
|
@@ -25,6 +26,7 @@ class Component:
|
|
25
26
|
|
26
27
|
Arguments:
|
27
28
|
game (Game): The game instance for which the map is generated.
|
29
|
+
map (Map): The map instance for which the component is generated.
|
28
30
|
coordinates (tuple[float, float]): The latitude and longitude of the center of the map.
|
29
31
|
map_size (int): The size of the map in pixels.
|
30
32
|
map_rotated_size (int): The size of the map in pixels after rotation.
|
@@ -37,6 +39,7 @@ class Component:
|
|
37
39
|
def __init__(
|
38
40
|
self,
|
39
41
|
game: Game,
|
42
|
+
map: Map, # pylint: disable=W0622
|
40
43
|
coordinates: tuple[float, float],
|
41
44
|
map_size: int,
|
42
45
|
map_rotated_size: int,
|
@@ -46,6 +49,7 @@ class Component:
|
|
46
49
|
**kwargs, # pylint: disable=W0613, R0913, R0917
|
47
50
|
):
|
48
51
|
self.game = game
|
52
|
+
self.map = map
|
49
53
|
self.coordinates = coordinates
|
50
54
|
self.map_size = map_size
|
51
55
|
self.map_rotated_size = map_rotated_size
|
@@ -326,6 +330,7 @@ class Component:
|
|
326
330
|
|
327
331
|
return cs_x, cs_y
|
328
332
|
|
333
|
+
# pylint: disable=R0914
|
329
334
|
def fit_polygon_into_bounds(
|
330
335
|
self, polygon_points: list[tuple[int, int]], margin: int = 0, angle: int = 0
|
331
336
|
) -> list[tuple[int, int]]:
|
@@ -367,8 +372,13 @@ class Component:
|
|
367
372
|
bounds = box(min_x, min_y, max_x, max_y)
|
368
373
|
|
369
374
|
# Intersect the polygon with the bounds to fit it within the map
|
370
|
-
|
371
|
-
|
375
|
+
try:
|
376
|
+
fitted_polygon = polygon.intersection(bounds)
|
377
|
+
self.logger.debug("Fitted the polygon into the bounds: %s", bounds)
|
378
|
+
except Exception as e:
|
379
|
+
raise ValueError( # pylint: disable=W0707
|
380
|
+
f"Could not fit the polygon into the bounds: {e}"
|
381
|
+
)
|
372
382
|
|
373
383
|
if not isinstance(fitted_polygon, Polygon):
|
374
384
|
raise ValueError("The fitted polygon is not a valid polygon.")
|
@@ -36,6 +36,7 @@ class Game:
|
|
36
36
|
_map_template_path: str | None = None
|
37
37
|
_texture_schema: str | None = None
|
38
38
|
_grle_schema: str | None = None
|
39
|
+
_tree_schema: str | None = None
|
39
40
|
|
40
41
|
# Order matters! Some components depend on others.
|
41
42
|
components = [Texture, I3d, GRLE, Background, Config]
|
@@ -109,6 +110,19 @@ class Game:
|
|
109
110
|
raise ValueError("GRLE layers schema path not set.")
|
110
111
|
return self._grle_schema
|
111
112
|
|
113
|
+
@property
|
114
|
+
def tree_schema(self) -> str:
|
115
|
+
"""Returns the path to the tree layers schema file.
|
116
|
+
|
117
|
+
Raises:
|
118
|
+
ValueError: If the tree layers schema path is not set.
|
119
|
+
|
120
|
+
Returns:
|
121
|
+
str: The path to the tree layers schema file."""
|
122
|
+
if not self._tree_schema:
|
123
|
+
raise ValueError("Tree layers schema path not set.")
|
124
|
+
return self._tree_schema
|
125
|
+
|
112
126
|
def dem_file_path(self, map_directory: str) -> str:
|
113
127
|
"""Returns the path to the DEM file.
|
114
128
|
|
@@ -187,6 +201,7 @@ class FS25(Game):
|
|
187
201
|
_map_template_path = os.path.join(working_directory, "data", "fs25-map-template.zip")
|
188
202
|
_texture_schema = os.path.join(working_directory, "data", "fs25-texture-schema.json")
|
189
203
|
_grle_schema = os.path.join(working_directory, "data", "fs25-grle-schema.json")
|
204
|
+
_tree_schema = os.path.join(working_directory, "data", "fs25-tree-schema.json")
|
190
205
|
|
191
206
|
def dem_file_path(self, map_directory: str) -> str:
|
192
207
|
"""Returns the path to the DEM file.
|