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cityGen.py
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cityGen.py
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import maya.cmds as cmds
import random
from functools import partial
import math
#creates the GUI
def UI():
#check to see if window exists
if(cmds.window("cityGen", exists = True)):
cmds.deleteUI("cityGen")
#create window
window = cmds.window("cityGen", title = "City Generator", width = 265, height=430, s = False, menuBar = True)
cmds.columnLayout( columnAttach=('both', 5), rowSpacing=10, columnWidth=250 )
#add fields
cmds.text(label="City Width", al = "left")
cityWidth = cmds.textField( tx = "700")
cmds.text(label="City Depth", al = "left")
cityDepth = cmds.textField( tx = "700")
cmds.text(label="Maximum Building Height", al = "left")
maxBuildingHeight = cmds.textField( tx = "70")
cmds.text(label = "Building Gap", al = "left")
buildingGap = cmds.textField( tx = "2")
cmds.text(label = "Street Width", al = "left")
streetWidth = cmds.textField( tx = "16")
cmds.text(label = "Block Size", al = "left")
blockSize = cmds.textField( tx = "125")
#create progress bar
progressControl = cmds.progressBar(maxValue=100, width=100, vis = False)
#create a button to generate
cmds.button(label = "Generate", c = partial(cityGen, cityWidth, cityDepth, maxBuildingHeight, buildingGap, streetWidth, blockSize, progressControl ))
#show window
cmds.showWindow(window)
#where the magic happens
def cityGen(cityWidth, cityDepth, maxBuildingHeight, buildingGap, streetWidth, blockSize, progressControl, *args):
#grab any user-defined buildings
userBuildings = getUserBuildings()
#grab the input from the GUI
cityWidth = int(cmds.textField(cityWidth, q=True, text=True))
cityDepth = int(cmds.textField(cityDepth, q=True, text=True))
maxBuildingHeight = int(cmds.textField(maxBuildingHeight, q=True, text=True))
buildingGap = int(cmds.textField(buildingGap, q = True, text = True))
streetWidth = int(cmds.textField(streetWidth, q = True, text = True))
blockSize = int(cmds.textField(blockSize, q = True, text = True))
#define some defaults for the max building sizes
buildingBaseX = 20
buildingBaseZ = 20
buildingMinWidth = 5
buildingMinHeight = 3
#default counters for spacing the buildings
xSpace = 0
biggestX = 0
counter = 0
xcounter = 0
#create a group that all of the buildings will be under
cmds.group( em = True, n = "gen_buildings")
cmds.group( em = True, n = "street")
cmds.group( em = True, n = "street")
cmds.group( em = True, n = "street")
#create a ground plane
cmds.polyPlane(w = cityWidth, h = cityDepth, n = "ground")
cmds.move(cityWidth / 2, 0, cityDepth / 2)
#stores the building objects we'll be creating
buildings = []
#generate columns
while(xSpace < cityDepth ):
#reset our z value for every new column
zSpace = 0
#generate rows
while(zSpace < cityWidth):
#create the building
#randomly pick one of the 3 building types
if(len(userBuildings) > 0):
#randomly select one of the user generated buildings
buildingType = random.randrange(1, len(userBuildings))
building = cmds.duplicate(userBuildings[buildingType])
#give the building a random scale so it doesn't look so uniform
buildingScale = randrange_float(.5, 2, .1)
cmds.scale(buildingScale, buildingScale, buildingScale, building )
#free the transformations
cmds.makeIdentity(building, apply=True, t=1, r=1, s=1, n=0)
#get the bounding box of the building
buildingX = cmds.xform(building, q = True, bb = True)[3] - cmds.xform(building, q = True, bb = True)[0]
buildingY = cmds.xform(building, q = True, bb = True)[4] - cmds.xform(building, q = True, bb = True)[1]
buildingZ = cmds.xform(building, q = True, bb = True)[5] - cmds.xform(building, q = True, bb = True)[2]
#check if this is the biggest building in the row. If it is, set that as the gap between this and the next column
if(buildingX > biggestX):
biggestX = buildingX
#check and see if placing the next building will intersect where the street should go
for z in range(zSpace - 1, zSpace + buildingZ + buildingGap + 1):
if( z % blockSize == 0 ):
#create the street geometry
streetSegment = cmds.polyPlane( h = streetWidth, w = biggestX, sx = 1, sy = 1)
cmds.move( xSpace + (biggestX/2), 0.01, z + (streetWidth/2))
cmds.parent(streetSegment[0], "street")
zSpace = z + streetWidth + buildingGap
break
cmds.parent(building, "gen_buildings")
cmds.move( (xSpace + (buildingX/2)), 0, (zSpace + (buildingZ/2) ) )
else:
#store our random values so we can use them later
height = random.randrange(buildingMinHeight, maxBuildingHeight)
if(random.randrange(0, 100) > 90):
height = height + (height * 0.7)
buildingZ = random.randrange(buildingMinWidth, buildingBaseZ)
buildingX = random.randrange(buildingMinWidth, buildingBaseX)
#check if this is the biggest building in the row. If it is, set that as the gap between this and the next column
if(buildingX > biggestX):
biggestX = buildingX
#check and see if placing the next building will intersect where the street should go
for z in range(zSpace - 1, zSpace + buildingZ + buildingGap + 1):
if( z % blockSize == 0 ):
#create the street geometry
streetSegment = cmds.polyPlane( h = streetWidth, w = biggestX + buildingGap, sx = 1, sy = 1)
cmds.move( xSpace + (biggestX/2), 0.01, z + (streetWidth/2))
cmds.parent(streetSegment[0], "street")
zSpace = z + streetWidth + buildingGap
break
buildingType = random.randrange(0,3)
building = Building(buildingX, buildingZ, height, buildingType)
buildings.append(building)
buildings[counter].create()
cmds.parent( buildings[counter].buildingName, "gen_buildings")
#move it into place
buildings[counter].moveBuilding( (xSpace + (buildingX/2)), (height / 2), (zSpace + (buildingZ/2) ) )
#update the progress bar
progressInc = cmds.progressBar(progressControl, edit=True, maxValue = (cityDepth), pr = xSpace, vis = True)
#update the spacing for the next row
zSpace = zSpace + buildingZ + buildingGap
counter += 1
print "xcounter = " + str(xcounter)
if xcounter == 1:
print "creating street3 piece"
streetSegment = cmds.polyPlane( h = cityWidth, w = streetWidth + buildingGap, sx = 1, sy = 1)
cmds.move( xSpace + (streetWidth/2) + biggestX + buildingGap, 0.01, cityWidth/2)
cmds.parent(streetSegment[0], "street")
xSpace = xSpace + streetWidth + biggestX + (buildingGap*2)
xcounter = 0
else:
xcounter += 1
xSpace = xSpace + (biggestX) + buildingGap
#update the progress bar
progressInc = cmds.progressBar(progressControl, edit=True, maxValue = 100, pr = 0, vis = False)
#merge the street geometry
streets = cmds.listRelatives("street", c = True)
cmds.select(streets)
cmds.polyUnite(n = "Combined_Street")
cmds.delete(ch = True)
class Building:
buildingCount = 0
#class constructor
def __init__(self, inWidth, inDepth, inHeight, typeOfBuilding):
self.width = inWidth
self.height = inHeight
self.depth = inDepth
self.buildingType = typeOfBuilding
Building.buildingCount += 1
self.buildingName = "Building_" + str(self.buildingCount)
self.xDiv = 10
self.yDiv = 10
self.zDiv = 10
#function creates the actual building, returns void
def create(self):
#building type number 1
if(self.buildingType == 0):
cmds.polyCube(w = self.width, d = self.depth, h = self.height, n = str(self.buildingName))
#building type number 2
elif(self.buildingType == 1):
cmds.polyCube(w = self.width, d = self.depth, h = self.height, n = str(self.buildingName))
#random number of upward extrusions
for i in range(0, random.randrange(0,3)):
cmds.polyExtrudeFacet(str(self.buildingName) + ".f[1]", kft = False, ls = (0.8, 0.8, 0))
cmds.polyExtrudeFacet(str(self.buildingName) + ".f[1]", kft = False, ltz = 30)
#building type number 3
else:
cmds.polyCube(w = self.width, d = self.depth, h = self.height, sx = self.xDiv, sy = self.yDiv, sz = self.zDiv, n = str(self.buildingName))
sides = []
#select everything except the top and bottom of the building
for i in range(0, 8):
if(i != 1 and i != 3):
sides.append(str(self.buildingName) + ".f[" + str(self.xDiv * self.yDiv * i) + ":" + str((self.xDiv * self.yDiv * (i+1)) - 1) + "]")
#extrude the faces to create windows
cmds.polyExtrudeFacet(sides[0], sides[1], sides[2], sides[3], sides[4], sides[5], kft = False, ls = (0.8, 0.8, 0))
windows = cmds.ls(sl = True)
cmds.polyExtrudeFacet(windows[1], windows[2], windows[3], kft = False, ltz = -0.2)
cmds.select( self.buildingName)
#function moves the building, returns void
def moveBuilding(self, x, y, z):
cmds.select(self.buildingName)
cmds.move(x, y, z)
cmds.select( cl = True)
#get any buildings defined by the user
def getUserBuildings(*args):
userBuildings = []
group = cmds.ls(sl=True)
if(len(group) > 0):
userBuildings = cmds.listRelatives(group, c = True)
return userBuildings
#randrange_float function taken from stackoverflow.com/questions/11949179/how-to-get-a-random-float-with-step-in-python
def randrange_float(start, stop, step):
return random.randint(0, int((stop - start) / step)) * step + start