voxcity 1.0.2__py3-none-any.whl → 1.0.13__py3-none-any.whl
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.
- voxcity/downloader/ocean.py +559 -0
- voxcity/generator/api.py +6 -0
- voxcity/generator/grids.py +45 -32
- voxcity/generator/pipeline.py +327 -27
- voxcity/geoprocessor/draw.py +14 -8
- voxcity/geoprocessor/raster/__init__.py +2 -0
- voxcity/geoprocessor/raster/core.py +31 -0
- voxcity/geoprocessor/raster/landcover.py +173 -49
- voxcity/geoprocessor/raster/raster.py +1 -1
- voxcity/models.py +2 -0
- voxcity/simulator_gpu/__init__.py +115 -0
- voxcity/simulator_gpu/common/__init__.py +9 -0
- voxcity/simulator_gpu/common/geometry.py +11 -0
- voxcity/simulator_gpu/core.py +322 -0
- voxcity/simulator_gpu/domain.py +262 -0
- voxcity/simulator_gpu/environment.yml +11 -0
- voxcity/simulator_gpu/init_taichi.py +154 -0
- voxcity/simulator_gpu/integration.py +15 -0
- voxcity/simulator_gpu/kernels.py +56 -0
- voxcity/simulator_gpu/radiation.py +28 -0
- voxcity/simulator_gpu/raytracing.py +623 -0
- voxcity/simulator_gpu/sky.py +9 -0
- voxcity/simulator_gpu/solar/__init__.py +178 -0
- voxcity/simulator_gpu/solar/core.py +66 -0
- voxcity/simulator_gpu/solar/csf.py +1249 -0
- voxcity/simulator_gpu/solar/domain.py +561 -0
- voxcity/simulator_gpu/solar/epw.py +421 -0
- voxcity/simulator_gpu/solar/integration.py +2953 -0
- voxcity/simulator_gpu/solar/radiation.py +3019 -0
- voxcity/simulator_gpu/solar/raytracing.py +686 -0
- voxcity/simulator_gpu/solar/reflection.py +533 -0
- voxcity/simulator_gpu/solar/sky.py +907 -0
- voxcity/simulator_gpu/solar/solar.py +337 -0
- voxcity/simulator_gpu/solar/svf.py +446 -0
- voxcity/simulator_gpu/solar/volumetric.py +1151 -0
- voxcity/simulator_gpu/solar/voxcity.py +2953 -0
- voxcity/simulator_gpu/temporal.py +13 -0
- voxcity/simulator_gpu/utils.py +25 -0
- voxcity/simulator_gpu/view.py +32 -0
- voxcity/simulator_gpu/visibility/__init__.py +109 -0
- voxcity/simulator_gpu/visibility/geometry.py +278 -0
- voxcity/simulator_gpu/visibility/integration.py +808 -0
- voxcity/simulator_gpu/visibility/landmark.py +753 -0
- voxcity/simulator_gpu/visibility/view.py +944 -0
- voxcity/visualizer/renderer.py +2 -1
- {voxcity-1.0.2.dist-info → voxcity-1.0.13.dist-info}/METADATA +16 -53
- {voxcity-1.0.2.dist-info → voxcity-1.0.13.dist-info}/RECORD +50 -15
- {voxcity-1.0.2.dist-info → voxcity-1.0.13.dist-info}/WHEEL +0 -0
- {voxcity-1.0.2.dist-info → voxcity-1.0.13.dist-info}/licenses/AUTHORS.rst +0 -0
- {voxcity-1.0.2.dist-info → voxcity-1.0.13.dist-info}/licenses/LICENSE +0 -0
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@@ -58,7 +58,7 @@ def create_land_cover_grid_from_geotiff_polygon(
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xs, ys = new_affine * (cols, rows)
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xs_flat, ys_flat = xs.flatten(), ys.flatten()
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row, col = src.
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row, col = rasterio.transform.rowcol(src.transform, xs_flat, ys_flat)
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row, col = np.array(row), np.array(col)
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valid = (row >= 0) & (row < src.height) & (col >= 0) & (col < src.width)
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@@ -79,14 +79,35 @@ def create_land_cover_grid_from_gdf_polygon(
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meshsize: float,
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source: str,
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rectangle_vertices: List[Tuple[float, float]],
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default_class: str = 'Developed space'
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default_class: str = 'Developed space',
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detect_ocean: bool = True,
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land_polygon = "NOT_PROVIDED"
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) -> np.ndarray:
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"""
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"""
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Create a grid of land cover classes from GeoDataFrame polygon data.
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Uses vectorized rasterization for ~100x speedup over cell-by-cell intersection.
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Args:
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gdf: GeoDataFrame with land cover polygons and 'class' column
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meshsize: Grid cell size in meters
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source: Land cover data source name (e.g., 'OpenStreetMap')
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rectangle_vertices: List of (lon, lat) tuples defining the area
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default_class: Default class for cells not covered by any polygon
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detect_ocean: If True, use OSM land polygons to detect ocean areas.
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Areas outside land polygons will be classified as 'Water'
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instead of the default class.
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land_polygon: Optional pre-computed land polygon from OSM coastlines.
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If provided (including None), this is used directly.
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If "NOT_PROVIDED", coastlines will be queried when detect_ocean=True.
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Returns:
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2D numpy array of land cover class names
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"""
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import numpy as np
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import geopandas as gpd
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from
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from shapely.
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from rtree import index
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from rasterio import features
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from shapely.geometry import box, Polygon as ShapelyPolygon
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class_priority = get_class_priority(source)
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@@ -95,8 +116,9 @@ def create_land_cover_grid_from_gdf_polygon(
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calculate_distance,
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normalize_to_one_meter,
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)
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from .core import calculate_grid_size
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from .core import calculate_grid_size
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# Calculate grid dimensions
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geod = initialize_geod()
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vertex_0, vertex_1, vertex_3 = rectangle_vertices[0], rectangle_vertices[1], rectangle_vertices[3]
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dist_side_1 = calculate_distance(geod, vertex_0[0], vertex_0[1], vertex_1[0], vertex_1[1])
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@@ -107,51 +129,153 @@ def create_land_cover_grid_from_gdf_polygon(
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u_vec = normalize_to_one_meter(side_1, dist_side_1)
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v_vec = normalize_to_one_meter(side_2, dist_side_2)
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origin = np.array(rectangle_vertices[0])
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grid_size, adjusted_meshsize = calculate_grid_size(side_1, side_2, u_vec, v_vec, meshsize)
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rows, cols = grid_size
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# Get bounding box for the raster
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min_lon = min(coord[0] for coord in rectangle_vertices)
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max_lon = max(coord[0] for coord in rectangle_vertices)
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min_lat = min(coord[1] for coord in rectangle_vertices)
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max_lat = max(coord[1] for coord in rectangle_vertices)
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# Create affine transform (top-left origin, pixel size)
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pixel_width = (max_lon - min_lon) / cols
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pixel_height = (max_lat - min_lat) / rows
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transform = Affine(pixel_width, 0, min_lon, 0, -pixel_height, max_lat)
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# Build class name to priority mapping, then sort classes by priority (highest priority = lowest number = rasterize last)
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unique_classes = gdf['class'].unique().tolist()
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if default_class not in unique_classes:
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unique_classes.append(default_class)
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# Map class names to integer codes
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class_to_code = {cls: i for i, cls in enumerate(unique_classes)}
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code_to_class = {i: cls for cls, i in class_to_code.items()}
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default_code = class_to_code[default_class]
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# Initialize grid with default class code
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grid_int = np.full((rows, cols), default_code, dtype=np.int32)
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# Sort classes by priority (highest priority last so they overwrite lower priority)
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# Lower priority number = higher priority = should be drawn last
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sorted_classes = sorted(unique_classes, key=lambda c: class_priority.get(c, 999), reverse=True)
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# Rasterize each class in priority order (lowest priority first, highest priority last overwrites)
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for lc_class in sorted_classes:
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if lc_class == default_class:
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continue # Already filled as default
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class_gdf = gdf[gdf['class'] == lc_class]
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if class_gdf.empty:
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continue
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# Get all geometries for this class
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geometries = class_gdf.geometry.tolist()
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# Filter out invalid geometries and fix them
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valid_geometries = []
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for geom in geometries:
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if geom is None or geom.is_empty:
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continue
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if not geom.is_valid:
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geom = geom.buffer(0)
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if geom.is_valid and not geom.is_empty:
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valid_geometries.append(geom)
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if not valid_geometries:
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continue
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# Create shapes for rasterization: (geometry, value) pairs
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class_code = class_to_code[lc_class]
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shapes = [(geom, class_code) for geom in valid_geometries]
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# Rasterize this class onto the grid (overwrites previous values)
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try:
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features.rasterize(
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shapes=shapes,
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out=grid_int,
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transform=transform,
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all_touched=False, # Only cells whose center is inside
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)
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except Exception:
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# Fallback: try each geometry individually
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for geom, val in shapes:
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try:
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features.rasterize(
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shapes=[(geom, val)],
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out=grid_int,
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transform=transform,
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all_touched=False,
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)
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except Exception:
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continue
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# Convert integer codes back to class names
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grid = np.empty((rows, cols), dtype=object)
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for code, cls_name in code_to_class.items():
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grid[grid_int == code] = cls_name
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land_cover_class = default_class
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cell = create_cell_polygon(origin, i, j, adjusted_meshsize, u_vec, v_vec)
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for k in idx.intersection(cell.bounds):
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polygon, land_cover_class_temp = land_cover_polygons[k]
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# Apply ocean detection BEFORE flipping if requested
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# This uses land polygons from OSM coastlines to classify ocean areas
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if detect_ocean:
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try:
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from ...downloader.ocean import get_land_polygon_for_area, get_ocean_class_for_source
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ocean_class = get_ocean_class_for_source(source)
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# Use provided land_polygon or query from coastlines if not provided
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if land_polygon == "NOT_PROVIDED":
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land_polygon = get_land_polygon_for_area(rectangle_vertices, use_cache=False)
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if land_polygon is not None:
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# Rasterize land polygon - cells inside are land, outside are ocean
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land_mask = np.zeros((rows, cols), dtype=np.uint8)
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try:
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if land_polygon.geom_type == 'Polygon':
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land_geometries = [(land_polygon, 1)]
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else: # MultiPolygon
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land_geometries = [(geom, 1) for geom in land_polygon.geoms]
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features.rasterize(
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shapes=land_geometries,
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out=land_mask,
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transform=transform,
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all_touched=False
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)
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# Apply ocean class to cells that are:
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# 1. Outside land polygon (land_mask == 0)
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# 2. Currently classified as the default class
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ocean_cells = (land_mask == 0) & (grid == default_class)
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ocean_count = np.sum(ocean_cells)
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if ocean_count > 0:
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grid[ocean_cells] = ocean_class
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pct = 100 * ocean_count / grid.size
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print(f" Ocean detection: {ocean_count:,} cells ({pct:.1f}%) classified as '{ocean_class}'")
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except Exception as e:
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print(f" Warning: Ocean rasterization failed: {e}")
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else:
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# No coastlines - check if area is all ocean or all land
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from ...downloader.ocean import check_if_area_is_ocean_via_land_features
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is_ocean = check_if_area_is_ocean_via_land_features(rectangle_vertices)
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if is_ocean:
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# Convert all default class cells to water
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ocean_cells = (grid == default_class)
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ocean_count = np.sum(ocean_cells)
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if ocean_count > 0:
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grid[ocean_cells] = ocean_class
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pct = 100 * ocean_count / grid.size
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print(f" Ocean detection: {ocean_count:,} cells ({pct:.1f}%) classified as '{ocean_class}' (open ocean)")
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except Exception as e:
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print(f" Warning: Ocean detection failed: {e}")
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# Flip to match expected orientation (north-up)
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grid = np.flipud(grid)
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return grid
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@@ -38,7 +38,7 @@ def create_height_grid_from_geotiff_polygon(
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xs, ys = new_affine * (cols, rows)
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xs_flat, ys_flat = xs.flatten(), ys.flatten()
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row, col = src.
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row, col = rasterio.transform.rowcol(src.transform, xs_flat, ys_flat)
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row, col = np.array(row), np.array(col)
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valid = (row >= 0) & (row < src.height) & (col >= 0) & (col < src.width)
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voxcity/models.py
CHANGED
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remove_perimeter_object: Optional[float] = None
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mapvis: bool = False
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gridvis: bool = True
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# Parallel download mode: if True, downloads run concurrently using ThreadPoolExecutor
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parallel_download: bool = False
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# Structured options for strategies and I/O/visualization
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land_cover_options: Dict[str, Any] = field(default_factory=dict)
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building_options: Dict[str, Any] = field(default_factory=dict)
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"""simulator_gpu: GPU-accelerated simulation modules using Taichi.
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Compatibility goal:
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Allow the common VoxCity pattern to work without code changes beyond the
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import alias:
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import simulator_gpu as simulator
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by flattening a VoxCity-like public namespace (view/visibility/solar/utils).
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"""
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import os
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# Disable Numba caching to prevent stale cache issues when module paths change.
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# This avoids "ModuleNotFoundError: No module named 'simulator_gpu'" errors
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# that can occur when Numba tries to load cached functions with old module paths.
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os.environ.setdefault("NUMBA_CACHE_DIR", "") # Disable disk caching
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os.environ.setdefault("NUMBA_DISABLE_JIT", "0") # Keep JIT enabled for performance
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# Import Taichi initialization utilities first
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from .init_taichi import ( # noqa: F401
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init_taichi,
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ensure_initialized,
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is_initialized,
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)
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# Check if Taichi is available
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try:
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import taichi as ti
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_TAICHI_AVAILABLE = True
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except ImportError:
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_TAICHI_AVAILABLE = False
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# VoxCity-style flattening
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from .view import * # noqa: F401,F403
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from .solar import * # noqa: F401,F403
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from .utils import * # noqa: F401,F403
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# Export submodules for explicit access
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from . import solar # noqa: F401
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from . import visibility # noqa: F401
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from . import view # noqa: F401
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from . import utils # noqa: F401
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from . import common # noqa: F401
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# VoxCity-flattened module names that some code expects to exist on the toplevel
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from . import sky # noqa: F401
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from . import kernels # noqa: F401
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from . import radiation # noqa: F401
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from . import temporal # noqa: F401
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from . import integration # noqa: F401
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# Commonly re-exported VoxCity solar helpers
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from .kernels import compute_direct_solar_irradiance_map_binary # noqa: F401
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from .radiation import compute_solar_irradiance_for_all_faces # noqa: F401
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# Backward compatibility: some code treats `simulator.view` as `simulator.visibility`
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# (VoxCity provides `view.py` wrapper; we also provide that module).
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# Export shared modules (kept; extra symbols are fine)
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from .core import ( # noqa: F401
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Vector3, Point3,
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PI, TWO_PI, DEG_TO_RAD, RAD_TO_DEG,
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SOLAR_CONSTANT, EXT_COEF,
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)
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from .domain import Domain, IUP, IDOWN, INORTH, ISOUTH, IEAST, IWEST # noqa: F401
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def clear_numba_cache():
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"""Clear Numba's compiled function cache to resolve stale cache issues.
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Call this function if you encounter errors like:
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ModuleNotFoundError: No module named 'simulator_gpu'
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After calling this function, restart your Python kernel/interpreter.
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"""
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import shutil
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import glob
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from pathlib import Path
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cleared = []
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# Clear .nbc and .nbi files in the package directory
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package_dir = Path(__file__).parent
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for pattern in ["**/*.nbc", "**/*.nbi"]:
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for cache_file in package_dir.glob(pattern):
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try:
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cache_file.unlink()
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cleared.append(str(cache_file))
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except Exception:
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pass
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# Clear __pycache__ directories
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for pycache in package_dir.glob("**/__pycache__"):
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try:
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shutil.rmtree(pycache)
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cleared.append(str(pycache))
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except Exception:
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pass
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# Try to clear user's .numba_cache if it exists
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home = Path.home()
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numba_cache = home / ".numba_cache"
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if numba_cache.exists():
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try:
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shutil.rmtree(numba_cache)
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cleared.append(str(numba_cache))
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except Exception:
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pass
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print(f"Cleared {len(cleared)} cache items. Please restart your Python kernel.")
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return cleared
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__version__ = "0.1.0"
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@@ -0,0 +1,9 @@
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"""VoxCity-style `common` namespace.
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VoxCity exposes helpers under `voxcity.simulator.common.*`.
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`simulator_gpu` implements only the subset needed for drop-in compatibility.
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"""
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from .geometry import rotate_vector_axis_angle
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__all__ = ["rotate_vector_axis_angle"]
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"""Geometry helpers for VoxCity compatibility.
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This module is intended to satisfy imports like:
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from simulator.common.geometry import rotate_vector_axis_angle
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It forwards to the implementation used by `simulator_gpu.visibility`.
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"""
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from ..visibility.geometry import rotate_vector_axis_angle
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__all__ = ["rotate_vector_axis_angle"]
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