ShitboxInfinity/tools/build_level_osm.py
m3ultra 0c13c82eac Pursuit, drag and derby modes; crash-damage paint; junction fixes
Three new modes, all our own code:
- Pursuit (Simpsons Hit & Run's meter): smashing in cruise fills heat, at full
  the police hunt you. Open 250 m for 6 s to escape, get pinned 4 s to be busted.
  Heat decays, so picking a fight is a choice not a timer.
- Drag (NFSU2's): the gearbox IS the event. The builder finds each level's
  longest genuinely straight run of wide road (442-628 m across the five OSM
  levels) and drops DragStart/DragEnd, so no level needs hand-authored coords.
- Derby: five opponents in the carpark, last one running. Reuses the pursuit AI,
  each hunting a different car so it's a brawl not a mob.

Crash damage now shows: total control-point travel drives paint dulling,
roughness and a scratch layer, so scuffs and crumple can never disagree.

Junction generator fixes, all found by measurement rather than inspection:
- streams[:6] truncated after street A's ways, so junctions where A yielded 3+
  usable ways shipped with ZERO cross traffic. Interleaved before capping;
  every event now has 2-4 crossing streams.
- RADIUS 170 -> 95 spread the convoy over a 340 m window, so you threaded the
  intersection through a 20 m gap. Margaret x Edward was unwinnable: 27 convoy
  cars alive, zero collisions, $0.
- Launch points now walk the street to exactly SPAWN_DIST and pick the busiest
  shared node, and _clear_spawn() unblocks a buried start. Albert x Adelaide
  went from $0 (drove 1 m into a building) to $91k.
- build_all_junctions.sh records the street pairs, which existed nowhere before.

Fixes from an adversarial review (23 confirmed findings), the worst being:
- Derby could only ever be LOST: wrecked opponents un-wrecked 2.2 s later via
  Car._recover, so "last one running" was unreachable and the kill bounty could
  be farmed to the boost cap off one revived car. They now hold their wreck.
- Drag reported WON to a beaten player: the AI's lookahead wrapped on a 2-point
  path, U-turning before the line so its distance-to-finish grew again.
- The scratch layer used BLEND_MODE_MIX, whose mask defaults to white -- it
  replaced the paint entirely rather than scuffing it. Now MUL.
- Drag on a level with no strip left the car at the origin, half-buried, unable
  to end. Cop spawns used an unflattened basis. Stale "WANTED" HUD text.

Test harness: smoke covers all seven modes, and failures now exit instead of
hanging -- a failed assert in a headless SceneTree halts the script but leaves
the tree spinning, which cost 53 minutes of wall clock to notice.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 23:07:41 +10:00

945 lines
43 KiB
Python

"""Build a textured, stylized city level from OpenStreetMap data.
Run: Blender -b -P tools/build_level_osm.py -- <overpass.json> <level_id> \
<origin_lat> <origin_lon> [spawn_lat,lon,bearing] [rp_lat,lon;...] \
[bridge_way_name|-] [canopy_way_name|-]
Buildings extrude with FLUX facade textures (box-projected UVs) and get a
glazed shopfront band, a cantilevered awning over the footpath and a roof
parapet. Roads get dashed centre lines and zebra crossings; the OSM footway
network becomes raised chamfered footpaths. Trees are trunk + layered canopy
(figs and palms), scattered along streets on top of the mapped ones. Street
lamps, benches, bins, bollards and bus shelters come straight off OSM nodes.
An optional named way grows a steel cantilever truss (hello Story Bridge);
another grows Queen Street Mall's winged canopies.
Meshes suffixed -col/-convcol get Godot collision on import. All variation is
seeded off OSM ids, so a rebuild is byte-for-byte reproducible.
ponytail: flat terrain -- no DEM yet, so bridges sit at water level and the
Kangaroo Point cliffs are walls beside the road rather than a drop.
Data (c) OpenStreetMap contributors, ODbL.
"""
import json
import math
import os
import random
import sys
import bpy
import bmesh
from mathutils import Matrix, Vector
argv = sys.argv[sys.argv.index("--") + 1:]
src, level_id = argv[0], argv[1]
LAT0, LON0 = float(argv[2]), float(argv[3])
spawn_arg = argv[4] if len(argv) > 4 else ""
rp_arg = argv[5] if len(argv) > 5 else ""
bridge_name = argv[6] if len(argv) > 6 and argv[6] != "-" else ""
canopy_name = argv[7] if len(argv) > 7 and argv[7] != "-" else ""
TEX = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..", "assets", "textures")
M_LAT = 110574.0
M_LON = 111320.0 * math.cos(math.radians(LAT0))
GROUND_FLOOR = 4.2 # height of the glazed shopfront band
AWNING_Z = 3.75 # underside of the street awning
AWNING_OUT = 2.3 # how far it cantilevers over the footpath
PATH_H = 0.14 # footpath height above the road
PATH_CHAMFER = 0.45 # horizontal run of the kerb ramp -- keeps cars off a hard edge
MAX_TREES = 1400
def xy(lat, lon):
return ((lon - LON0) * M_LON, (lat - LAT0) * M_LAT)
for obj in list(bpy.data.objects):
bpy.data.objects.remove(obj, do_unlink=True)
# ---------------------------------------------------------------- materials
def _finish(mat, rough, metal=0.0):
bsdf = next(n for n in mat.node_tree.nodes if n.type == "BSDF_PRINCIPLED")
bsdf.inputs["Roughness"].default_value = rough
bsdf.inputs["Metallic"].default_value = metal # explicit: GLTF defaults read as glossy
return bsdf
def tex_material(name, img, rough=0.85, metal=0.0):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
bsdf = _finish(mat, rough, metal)
tex = mat.node_tree.nodes.new("ShaderNodeTexImage")
tex.image = bpy.data.images.load(os.path.join(TEX, img))
mat.node_tree.links.new(tex.outputs["Color"], bsdf.inputs["Base Color"])
return mat
def flat_material(name, rgba, rough=0.85, metal=0.0, emit=0.0):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
bsdf = _finish(mat, rough, metal)
bsdf.inputs["Base Color"].default_value = rgba
if emit: # signal lenses read as lit even in a shaded street canyon
bsdf.inputs["Emission Color"].default_value = rgba
bsdf.inputs["Emission Strength"].default_value = emit
return mat
M_GLASS = tex_material("facade_glass", "facade_glass.jpg", 0.28, 0.15)
M_CONC = tex_material("facade_concrete", "facade_concrete.jpg")
M_BRICK = tex_material("facade_brick", "facade_brick.jpg")
M_HERIT = tex_material("facade_heritage", "facade_heritage.jpg")
M_SAND = tex_material("facade_sandstone", "sandstone.jpg")
M_SHOP = tex_material("shopfront", "shopfront.jpg", 0.25, 0.1)
M_ROAD = tex_material("asphalt", "asphalt.jpg", 0.92)
M_MALL = tex_material("pavers", "pavers.jpg", 0.88)
M_PATH = tex_material("footpath", "footpath.jpg", 0.9)
M_GRASS = tex_material("grass", "grass.jpg", 0.95)
M_WATER = tex_material("water", "water.jpg", 0.12)
M_ROCK = tex_material("rock", "rock.jpg", 0.95)
M_STEEL = tex_material("steel", "steel.jpg", 0.45, 0.6)
M_GROUND = tex_material("concrete_ground", "concrete_ground.jpg", 0.92)
M_ROOF = tex_material("roofdeck", "roof_deck.jpg", 0.8)
AWNINGS = [tex_material("awning_green", "awning_green.jpg", 0.9),
tex_material("awning_grey", "awning_grey.jpg", 0.9),
tex_material("awning_cream", "awning_cream.jpg", 0.9)]
M_PLANTER = tex_material("planter", "planter.jpg", 0.75, 0.35)
M_FOLIAGE = tex_material("foliage", "foliage.jpg", 0.95)
M_BARK = tex_material("bark", "bark.jpg", 0.95)
M_PANEL = tex_material("panel_white", "panel_white.jpg", 0.4, 0.25)
M_LINE = flat_material("roadline", (0.88, 0.86, 0.78, 1), 0.75)
M_DARK = flat_material("darkmetal", (0.13, 0.14, 0.15, 1), 0.55, 0.5)
M_BUSRED = tex_material("asphalt_red", "asphalt_red.jpg", 0.92) # Brisbane's red bus lanes
M_JAC = tex_material("foliage_jacaranda", "foliage_jacaranda.jpg", 0.95)
M_BOUG = tex_material("bougainvillea", "bougainvillea.jpg", 0.95)
M_WEATHER = tex_material("weatherboard", "weatherboard.jpg")
M_CORRO = tex_material("corrugated_iron", "corrugated_iron.jpg", 0.55, 0.4)
M_DECO = tex_material("facade_deco", "facade_deco.jpg")
M_GLASS2 = tex_material("facade_glass2", "facade_glass2.jpg", 0.32, 0.12)
M_SIGN = tex_material("signage_strip", "signage_strip.jpg", 0.7)
BILLBOARDS = [tex_material("billboard_ad", "billboard_ad.jpg", 0.7),
tex_material("billboard_ad2", "billboard_ad2.jpg", 0.7),
tex_material("billboard_ad3", "billboard_ad3.jpg", 0.7)]
M_LENS_R = flat_material("lens_red", (0.95, 0.10, 0.06, 1), 0.35, emit=2.5)
M_LENS_A = flat_material("lens_amber", (0.98, 0.62, 0.05, 1), 0.35, emit=2.0)
M_LENS_G = flat_material("lens_green", (0.10, 0.90, 0.35, 1), 0.35, emit=2.2)
M_WIRE = flat_material("wire", (0.09, 0.09, 0.10, 1), 0.7)
M_POLE = flat_material("powerpole", (0.36, 0.28, 0.19, 1), 0.9)
FACADES = (M_BRICK, M_CONC, M_HERIT, M_SAND, M_DECO)
QLD_TAGS = ("house", "detached", "terrace", "bungalow", "semidetached_house", "residential")
# ------------------------------------------------------------ mesh helpers
def uv_project(bm, scale):
"""Box-project UVs. `scale` is metres-per-tile: a float, or {mat_index: float}."""
bm.normal_update() # fresh faces have zero normals -> wrong projection axis
uv = bm.loops.layers.uv.new("UVMap")
for f in bm.faces:
s = scale[f.material_index] if isinstance(scale, dict) else scale
n = f.normal
ax = max(range(3), key=lambda i: abs(n[i]))
for l in f.loops:
c = l.vert.co
if ax == 2:
l[uv].uv = (c.x / s, c.y / s)
elif ax == 0:
l[uv].uv = (c.y / s, c.z / s)
else:
l[uv].uv = (c.x / s, c.z / s)
def add_obj(name, bm, mats, uv_scale, smooth=False):
if not bm.faces:
bm.free()
return None
if smooth:
# every primitive is built with its own verts, so a batched canopy mesh
# exports ~6x the vertices it needs; welding them also rounds the shading
bmesh.ops.remove_doubles(bm, verts=list(bm.verts), dist=0.002)
for f in bm.faces:
f.smooth = True
uv_project(bm, uv_scale)
mesh = bpy.data.meshes.new(name)
bm.to_mesh(mesh)
bm.free()
for m in mats:
mesh.materials.append(m)
obj = bpy.data.objects.new(name, mesh)
bpy.context.collection.objects.link(obj)
return obj
def quad(bm, pts, mat=0):
"""Face from 4 points (tuples or Vectors), wound as given."""
try:
f = bm.faces.new([bm.verts.new(Vector(p)) for p in pts])
f.material_index = mat
return f
except ValueError:
return None
def slab(bm, top, thick, mat=0, side_mat=None):
"""Thin box from 4 top-face corners, extruded downward by `thick`."""
side_mat = mat if side_mat is None else side_mat
t = [Vector(p) for p in top]
b = [p - Vector((0, 0, thick)) for p in t]
quad(bm, t, mat)
quad(bm, list(reversed(b)), mat)
for i in range(4):
j = (i + 1) % 4
quad(bm, [b[i], b[j], t[j], t[i]], side_mat)
def _paint(verts, mat):
"""Material-index the faces a primitive op just made. Blender 5's create_*
ops return only 'verts', and the new verts link to exactly the new faces."""
if mat:
for f in {f for v in verts for f in v.link_faces}:
f.material_index = mat
def beam(bm, a, b, w, h, mat=0):
"""Oriented box from point a to point b (Vectors)."""
axis = Vector(b) - Vector(a)
L = axis.length
if L < 0.05:
return
quat = axis.to_track_quat("X", "Z")
m = Matrix.Translation((Vector(a) + Vector(b)) / 2) @ quat.to_matrix().to_4x4()
verts = bmesh.ops.create_cube(bm, size=1.0)["verts"]
bmesh.ops.scale(bm, vec=(L, w, h), verts=verts)
bmesh.ops.transform(bm, matrix=m, verts=verts)
_paint(verts, mat)
def cone(bm, at, r1, r2, depth, segments=7, mat=0):
verts = bmesh.ops.create_cone(bm, cap_ends=True, segments=segments,
radius1=r1, radius2=r2, depth=depth)["verts"]
bmesh.ops.translate(bm, vec=at, verts=verts)
_paint(verts, mat)
return verts
def blob(bm, at, radii, subdiv=1, mat=0):
"""Squashed icosphere -- the tree canopy primitive."""
try:
verts = bmesh.ops.create_icosphere(bm, subdivisions=subdiv, radius=1.0)["verts"]
except TypeError: # Blender < 4.0
verts = bmesh.ops.create_icosphere(bm, subdivisions=subdiv, diameter=2.0)["verts"]
bmesh.ops.scale(bm, vec=radii, verts=verts)
bmesh.ops.translate(bm, vec=at, verts=verts)
_paint(verts, mat)
def ring_ccw(pts):
"""Open vertex ring wound counter-clockwise (so edge normals point outward)."""
r = pts[:-1] if len(pts) > 2 and pts[0] == pts[-1] else list(pts)
area = sum(r[i][0] * r[(i + 1) % len(r)][1] - r[(i + 1) % len(r)][0] * r[i][1]
for i in range(len(r)))
return r if area > 0 else list(reversed(r))
def poly_bm(pts, z, h=0.0):
"""Filled (optionally extruded) polygon bmesh from closed pt list."""
bm = bmesh.new()
verts = [bm.verts.new((x, y, z)) for x, y in pts[:-1]]
face = bm.faces.new(verts)
if h > 0.0:
res = bmesh.ops.extrude_face_region(bm, geom=[face])
up = [v for v in res["geom"] if isinstance(v, bmesh.types.BMVert)]
bmesh.ops.translate(bm, vec=(0, 0, h), verts=up)
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
bmesh.ops.triangulate(bm, faces=bm.faces)
return bm
def ribbon(bm, pts, half, z, mat=0, drop=None, offset=0.0):
"""Strip of width 2*half along a polyline, shifted sideways by `offset`.
`drop` chamfers the edges down to z-PATH_H."""
for i in range(len(pts) - 1):
(x1, y1), (x2, y2) = pts[i], pts[i + 1]
dx, dy = x2 - x1, y2 - y1
L = math.hypot(dx, dy)
if L < 0.1:
continue
nx, ny = -dy / L, dx / L
if offset:
x1, y1 = x1 + nx * offset, y1 + ny * offset
x2, y2 = x2 + nx * offset, y2 + ny * offset
if drop is None:
quad(bm, [(x1 + nx * half, y1 + ny * half, z), (x1 - nx * half, y1 - ny * half, z),
(x2 - nx * half, y2 - ny * half, z), (x2 + nx * half, y2 + ny * half, z)], mat)
else:
inner = max(half - PATH_CHAMFER, half * 0.35)
for s0, s1, z0, z1 in ((half, inner, z - drop, z), (inner, -inner, z, z),
(-inner, -half, z, z - drop)):
quad(bm, [(x1 + nx * s0, y1 + ny * s0, z0), (x1 + nx * s1, y1 + ny * s1, z1),
(x2 + nx * s1, y2 + ny * s1, z1), (x2 + nx * s0, y2 + ny * s0, z0)], mat)
# ------------------------------------------------------------------- props
def add_tree(fol, jac, frond, trunk, x, y, rng):
"""Fig (broad layered canopy), jacaranda (same shape, purple), or palm."""
if rng.random() < 0.18:
h = rng.uniform(6.5, 9.5)
cone(trunk, (x, y, h / 2), 0.22, 0.14, h, 7)
for i in range(7):
a = i * math.tau / 7 + rng.uniform(-0.25, 0.25)
reach = rng.uniform(1.8, 2.5)
tip = Vector((x + math.cos(a) * reach, y + math.sin(a) * reach, h - rng.uniform(0.8, 1.6)))
beam(frond, Vector((x, y, h)), tip, 0.7, 0.12)
else:
# canopy well clear of the roof line of a car, and built from three
# offset spheres so the silhouette breaks up instead of reading as a ball
clear = rng.uniform(3.6, 4.8)
r = rng.uniform(1.7, 2.5)
cone(trunk, (x, y, (clear + 1.0) / 2), 0.20, 0.13, clear + 1.0, 7)
target = jac if rng.random() < 0.22 else fol # jacaranda season is eternal here
for i in range(3):
off = Vector((rng.uniform(-1, 1), rng.uniform(-1, 1), 0)) * r * 0.42
blob(target, (x + off.x, y + off.y, clear + r * (0.45 + 0.34 * i)),
(r * rng.uniform(0.75, 1.05), r * rng.uniform(0.75, 1.05), r * rng.uniform(0.55, 0.75)),
subdiv=2)
def add_bench(bm, x, y, rng):
a = rng.random() * math.tau
d = Vector((math.cos(a), math.sin(a), 0))
p = Vector((-d.y, d.x, 0))
for s in (-0.75, 0.75):
c = Vector((x, y, 0)) + d * s
beam(bm, c + Vector((0, 0, 0.02)), c + Vector((0, 0, 0.45)), 0.36, 0.07)
a0 = Vector((x, y, 0.47)) - d * 0.95
slab(bm, [(a0 + p * 0.28).to_tuple(), (a0 - p * 0.28).to_tuple(),
(a0 - p * 0.28 + d * 1.9).to_tuple(), (a0 + p * 0.28 + d * 1.9).to_tuple()], 0.08)
def add_signal(bm, lens, x, y, rng):
"""Aussie traffic signal: pole, lantern head, mast arm with a second head.
Lenses go in their own bmesh so they can be emissive."""
h = 3.9
cone(bm, (x, y, h / 2), 0.10, 0.08, h, 6)
a = rng.random() * math.tau
d = Vector((math.cos(a), math.sin(a), 0))
p = Vector((-d.y, d.x, 0))
for at, top in ((Vector((x, y, 0)) + p * 0.22, h - 0.15),
(Vector((x, y, 0)) + d * 3.6, h + 0.55)):
# lantern housing + three stacked lenses
beam(bm, at + Vector((0, 0, top - 1.0)), at + Vector((0, 0, top)), 0.34, 0.34)
for i, m in enumerate((0, 1, 2)):
c = at + Vector((0, 0, top - 0.22 - i * 0.32))
# must clear beam()'s 0.05 m minimum length or the lens silently vanishes
beam(lens, c + d * 0.15, c + d * 0.28, 0.20, 0.20, m)
beam(bm, Vector((x, y, h + 0.4)), Vector((x, y, h + 0.4)) + d * 3.6, 0.13, 0.13) # mast arm
def add_power_pole(bm, wire_bm, x, y, prev, rng):
"""Timber power pole with a crossarm; wires sag to the previous pole."""
h = 8.6
cone(bm, (x, y, h / 2), 0.19, 0.13, h, 6)
beam(bm, (x - 0.95, y, h - 0.5), (x + 0.95, y, h - 0.5), 0.11, 0.11)
tops = [Vector((x - 0.8, y, h - 0.38)), Vector((x, y, h - 0.05)), Vector((x + 0.8, y, h - 0.38))]
if prev is not None:
for a, b in zip(prev, tops):
mid = (a + b) / 2 - Vector((0, 0, (a - b).length * 0.045)) # catenary sag
beam(wire_bm, a, mid, 0.045, 0.045)
beam(wire_bm, mid, b, 0.045, 0.045)
return tops
def add_shelter(bm, glassbm, x, y, rng):
a = rng.random() * math.tau
d = Vector((math.cos(a), math.sin(a), 0))
p = Vector((-d.y, d.x, 0))
c = Vector((x, y, 0))
for sd in (-1.8, 1.8):
for sp in (-1.1, 1.1):
f = c + d * sd + p * sp
beam(bm, f, f + Vector((0, 0, 2.6)), 0.1, 0.1)
top = [(c + d * s + p * q + Vector((0, 0, 2.72))).to_tuple()
for s, q in ((-2.0, -1.3), (2.0, -1.3), (2.0, 1.3), (-2.0, 1.3))]
slab(bm, top, 0.12)
back = c + p * 1.1
quad(glassbm, [(back - d * 1.8).to_tuple(), (back + d * 1.8).to_tuple(),
(back + d * 1.8 + Vector((0, 0, 2.4))).to_tuple(),
(back - d * 1.8 + Vector((0, 0, 2.4))).to_tuple()])
def add_canopy(bm, at, fwd):
"""Queen Street Mall's winged shade canopies: splayed legs, folded wing plates."""
hub = Vector((at.x, at.y, 7.6))
side = Vector((-fwd.y, fwd.x, 0)).normalized()
for s in (-1, 1):
for f in (-1, 1):
foot = Vector((at.x, at.y, 0)) + side * (s * 1.5) + fwd * (f * 1.5)
beam(bm, foot, hub, 0.24, 0.24)
for s in (-1, 1):
root_a = hub + side * (s * 0.5) - fwd * 1.2
root_b = hub + side * (s * 0.5) + fwd * 1.2
mid_a = root_a + side * (s * 4.5) + Vector((0, 0, 1.5))
mid_b = root_b + side * (s * 4.5) + Vector((0, 0, 1.5))
tip_a = mid_a + side * (s * 4.0) + fwd * 1.1 + Vector((0, 0, -0.4))
tip_b = mid_b + side * (s * 4.0) - fwd * 1.1 + Vector((0, 0, -0.4))
slab(bm, [root_a.to_tuple(), root_b.to_tuple(), mid_b.to_tuple(), mid_a.to_tuple()], 0.18)
slab(bm, [mid_a.to_tuple(), mid_b.to_tuple(), tip_b.to_tuple(), tip_a.to_tuple()], 0.16)
beam(bm, hub, tip_a, 0.12, 0.12)
beam(bm, hub, tip_b, 0.12, 0.12)
# ------------------------------------------------------------------- build
d = json.load(open(src))
counts = dict.fromkeys(
("bld", "road", "path", "park", "planter", "water", "cliff", "tree", "prop",
"cross", "signal", "pole", "pp", "sl", "bo", "wb", "drag_m"), 0)
GREEN_LEISURE = ("park", "recreation_ground", "pitch", "playground", "golf_course", "nature_reserve")
GREEN_LANDUSE = ("grass", "recreation_ground", "village_green", "meadow", "forest")
PLANTER_LEISURE = ("garden",)
SKIP_HW = ("steps", "corridor", "platform", "elevator", "proposed", "construction")
ROAD_W = {"motorway": 11.0, "trunk": 10.0, "primary": 9.0, "secondary": 8.0,
"tertiary": 7.0, "pedestrian": 16.0, "residential": 6.5, "busway": 7.0}
PATH_W = {"footway": 2.6, "path": 2.2, "cycleway": 2.4, "pedestrian": 4.0}
# Baked decorative props. Lamps, bollards and bins are deliberately absent:
# they're the things you clip at speed, so they become markers that game.gd
# fills with topple-able RigidBodies instead of static scenery.
PROPS = {"bench": add_bench}
SMASHABLE = {"street_lamp": "SL", "bollard": "BO", "waste_basket": "WB"}
fol_bm, frond_bm, trunk_bm = bmesh.new(), bmesh.new(), bmesh.new()
prop_bm, glass_bm = bmesh.new(), bmesh.new()
awn_bm, path_bm, line_bm = bmesh.new(), bmesh.new(), bmesh.new()
road_bm = {"road": bmesh.new(), "mall": bmesh.new(), "bus": bmesh.new()} # batched: 385 road objects was 385 draw calls
sign_bm, jac_bm = bmesh.new(), bmesh.new()
bill_bm = [bmesh.new(), bmesh.new(), bmesh.new()] # one per ad design
sig_bm, lens_bm = bmesh.new(), bmesh.new()
pole_bm, wire_bm = bmesh.new(), bmesh.new()
pp_spots, wb_spots = [], [] # (x, y, yaw): parked-car / wheelie-bin markers for game.gd to fill
smash_spots = {"SL": [], "BO": [], "WB": []} # street lamps / bollards / bins off OSM
drag_candidates = [] # wide road polylines; the straightest run becomes the drag strip
PP_CAP, WB_CAP = 70, 40
SMASH_CAP = {"SL": 90, "BO": 90, "WB": 60}
PARK_STREETS = ("residential", "tertiary", "secondary", "unclassified")
tree_sites = [] # (x, y, seed) -- mapped trees first, then scattered
road_ways = [] # (pts, width) for street-tree scattering
for e in d["elements"]:
tags = e.get("tags", {})
rng = random.Random(e["id"])
if e["type"] == "node":
px, py = xy(e["lat"], e["lon"])
kind = (tags.get("natural") or tags.get("highway") or tags.get("amenity")
or tags.get("barrier") or "")
if kind == "tree":
tree_sites.append((px, py, e["id"]))
elif kind == "bus_stop":
add_shelter(prop_bm, glass_bm, px, py, rng)
counts["prop"] += 1
elif kind == "traffic_signals":
add_signal(sig_bm, lens_bm, px, py, rng)
counts["signal"] += 1
elif kind in SMASHABLE:
smash_spots[SMASHABLE[kind]].append((px, py, rng.random() * math.tau))
elif kind in PROPS:
PROPS[kind](prop_bm, px, py, rng)
counts["prop"] += 1
continue
geom = e.get("geometry")
if not geom:
continue
pts = [xy(g["lat"], g["lon"]) for g in geom]
closed = len(pts) > 3 and geom[0] == geom[-1]
if tags.get("building"):
if not closed or tags["building"] in ("roof", "bridge"):
continue
try:
levels = float(tags.get("building:levels", "0"))
except ValueError:
levels = 0.0
h = levels * 3.4 if levels > 0 else 8.0 + (e["id"] % 11) * 3.5
ring = ring_ccw(pts)
if len(ring) < 3:
continue
bt = tags["building"]
qld = bt in QLD_TAGS
if qld:
# Queenslander: low weatherboard box under corrugated iron, no
# shopfront band, no parapet -- houses have eaves, not parapets
h = 4.2 + (e["id"] % 3) * 0.6
fac = M_WEATHER
elif bt in ("tower", "office", "hotel", "apartments") and h > 30 or h > 55:
fac = M_GLASS if e["id"] % 3 else M_GLASS2
elif h < 16 and bt in ("retail", "commercial", "yes"):
fac = (M_HERIT, M_BRICK, M_SAND)[e["id"] % 3]
else:
fac = FACADES[e["id"] % 5]
bm = bmesh.new()
gf = 0.0 if qld else min(GROUND_FLOOR, h * 0.45)
for i in range(len(ring)):
(x1, y1), (x2, y2) = ring[i], ring[(i + 1) % len(ring)]
if gf > 0.0:
quad(bm, [(x1, y1, 0), (x2, y2, 0), (x2, y2, gf), (x1, y1, gf)], 2)
quad(bm, [(x1, y1, gf), (x2, y2, gf), (x2, y2, h), (x1, y1, h)], 0)
try:
bm.faces.new([bm.verts.new((x, y, h)) for x, y in ring]).material_index = 1
except ValueError:
pass
if not qld:
for i in range(len(ring)): # parapet caps the roof edge
(x1, y1), (x2, y2) = ring[i], ring[(i + 1) % len(ring)]
beam(bm, (x1, y1, h + 0.45), (x2, y2, h + 0.45), 0.35, 0.9, 0)
if h > 26: # rooftop plant room
cx = sum(p[0] for p in ring) / len(ring)
cy = sum(p[1] for p in ring) / len(ring)
beam(bm, (cx - 2.5, cy, h + 1.4), (cx + 2.5, cy, h + 1.4), 4.0, 2.8, 1)
bmesh.ops.triangulate(bm, faces=bm.faces)
add_obj("bld_%d-col" % e["id"], bm, [fac, M_CORRO if qld else M_ROOF, M_SHOP],
{0: 13.0 if not qld else 6.5, 1: 9.0 if not qld else 3.0, 2: 4.6})
counts["bld"] += 1
# rooftop billboard on a slice of the mid-rises, along the longest edge
if not qld and 12.0 < h < 40.0 and rng.random() < 0.16:
bi = max(range(len(ring)),
key=lambda i: math.dist(ring[i], ring[(i + 1) % len(ring)]))
(ex1, ey1), (ex2, ey2) = ring[bi], ring[(bi + 1) % len(ring)]
eL = math.dist((ex1, ey1), (ex2, ey2))
if eL > 8.0:
mx, my = (ex1 + ex2) / 2, (ey1 + ey2) / 2
ux, uy = (ex2 - ex1) / eL, (ey2 - ey1) / eL
half = min(4.0, eL * 0.35)
a = Vector((mx - ux * half, my - uy * half, h + 2.6))
b = Vector((mx + ux * half, my + uy * half, h + 2.6))
bb = bill_bm[e["id"] % 3]
beam(bb, a, b, 0.25, 3.0)
beam(bb, Vector((mx, my, h)), Vector((mx, my, h + 1.4)), 0.3, 0.3)
# street awning over the footpath -- not every shop has one, and a whole
# street at one height in one colour reads as a painted stripe
if not qld and 6.0 < h < 45.0 and rng.random() < 0.7:
az = AWNING_Z + rng.uniform(-0.35, 0.5)
amat = e["id"] % 3
out = AWNING_OUT * rng.uniform(0.85, 1.1)
for i in range(len(ring)):
(x1, y1), (x2, y2) = ring[i], ring[(i + 1) % len(ring)]
dx, dy = x2 - x1, y2 - y1
L = math.hypot(dx, dy)
if L < 4.0:
continue
ox, oy = dy / L * out, -dx / L * out
slab(awn_bm, [(x1, y1, az + 0.35), (x2, y2, az + 0.35),
(x2 + ox, y2 + oy, az), (x1 + ox, y1 + oy, az)], 0.14, amat)
# shop fascia signs above the awning, proud of the facade
sx, sy = dy / L * 0.07, -dx / L * 0.07
quad(sign_bm, [(x1 + sx, y1 + sy, az + 0.42), (x2 + sx, y2 + sy, az + 0.42),
(x2 + sx, y2 + sy, az + 1.15), (x1 + sx, y1 + sy, az + 1.15)])
elif tags.get("natural") == "water" or tags.get("water"):
if not closed:
continue
try:
bm = poly_bm(pts, -0.35)
except Exception:
continue
# ponytail: water is solid (-col) so cars skim it instead of falling forever
add_obj("water_%d-col" % e["id"], bm, [M_WATER], 30.0)
counts["water"] += 1
elif tags.get("leisure") in PLANTER_LEISURE:
if not closed or len(pts) < 4:
continue
ring = ring_ccw(pts)
bm = bmesh.new()
for i in range(len(ring)): # raised corten planter box
(x1, y1), (x2, y2) = ring[i], ring[(i + 1) % len(ring)]
quad(bm, [(x1, y1, 0), (x2, y2, 0), (x2, y2, 0.5), (x1, y1, 0.5)], 0)
try:
bm.faces.new([bm.verts.new((x, y, 0.5)) for x, y in ring]).material_index = 1
except ValueError:
bm.free()
continue
bmesh.ops.triangulate(bm, faces=bm.faces)
add_obj("planter_%d" % e["id"], bm, [M_PLANTER, M_FOLIAGE], {0: 2.5, 1: 3.5})
counts["planter"] += 1
elif tags.get("leisure") in GREEN_LEISURE or tags.get("landuse") in GREEN_LANDUSE \
or tags.get("natural") in ("grassland", "scrub", "wood"):
if not closed:
continue
try:
bm = poly_bm(pts, 0.02)
except Exception:
continue
add_obj("park_%d" % e["id"], bm, [M_GRASS], 14.0)
counts["park"] += 1
elif tags.get("amenity") == "parking" and closed:
# surface carparks: rows of parked-shitbox markers along the two longest
# edges, inset off the aisle -- prime Crash Mode fodder
ring = ring_ccw(pts)
edges = sorted(range(len(ring)),
key=lambda i: -math.dist(ring[i], ring[(i + 1) % len(ring)]))
for bi in edges[:2]:
(ex1, ey1), (ex2, ey2) = ring[bi], ring[(bi + 1) % len(ring)]
eL = math.dist((ex1, ey1), (ex2, ey2))
if eL < 10.0:
continue
ux, uy = (ex2 - ex1) / eL, (ey2 - ey1) / eL
yaw = math.atan2(uy, ux) + math.pi / 2
k = 3.5
while k < eL - 3.5 and len(pp_spots) < PP_CAP * 3:
if rng.random() < 0.6:
pp_spots.append((ex1 + ux * k - uy * 3.0, ey1 + uy * k + ux * 3.0, yaw))
k += 6.0
elif tags.get("natural") == "cliff":
bm = bmesh.new()
for i in range(len(pts) - 1):
beam(bm, Vector((pts[i][0], pts[i][1], 7.0)),
Vector((pts[i + 1][0], pts[i + 1][1], 7.0)), 2.0, 14.0)
add_obj("cliff_%d-col" % e["id"], bm, [M_ROCK], 12.0)
counts["cliff"] += 1
elif tags.get("highway"):
hw = tags["highway"]
if hw in SKIP_HW:
continue
try: # OSM layer is sometimes "0.5", or junk
layer = float(tags.get("layer") or 0)
except ValueError:
layer = 0.0
if tags.get("tunnel") == "yes" or layer < 0:
continue
if hw in ("footway", "path", "cycleway"):
if tags.get("footway") == "crossing" or tags.get("crossing"):
# actual zebra bars -- one solid strip reads as a white slab
for s in (-1.5, -0.75, 0.0, 0.75, 1.5):
ribbon(line_bm, pts, 0.22, 0.045, offset=s)
counts["cross"] += 1
else:
ribbon(path_bm, pts, PATH_W.get(hw, 2.4) / 2, PATH_H, drop=PATH_H)
counts["path"] += 1
continue
wide = ROAD_W.get(hw, 6.0)
rkey = "mall" if hw == "pedestrian" else ("bus" if hw == "busway" else "road")
ribbon(road_bm[rkey], pts, wide / 2, 0.03)
counts["road"] += 1
if hw in ("residential", "unclassified"):
# timber power poles down one side with sagging wires -- the single
# most Australian thing a suburban street can have
prev = None
acc = 20.0
side = 1 if (e["id"] % 2) else -1
for i in range(len(pts) - 1):
(x1, y1), (x2, y2) = pts[i], pts[i + 1]
segL = math.hypot(x2 - x1, y2 - y1)
if segL < 0.5:
continue
ux, uy = (x2 - x1) / segL, (y2 - y1) / segL
while acc < segL:
off = (wide / 2 + 2.6) * side
px_, py_ = x1 + ux * acc - uy * off, y1 + uy * acc + ux * off
prev = add_power_pole(pole_bm, wire_bm, px_, py_, prev, rng)
counts["pole"] += 1
acc += 38.0
acc -= segL
if hw in PARK_STREETS:
# kerbside parallel parking + the odd wheelie bin on the footpath
acc = 14.0
for i in range(len(pts) - 1):
(x1, y1), (x2, y2) = pts[i], pts[i + 1]
segL = math.hypot(x2 - x1, y2 - y1)
if segL < 0.5:
continue
ux, uy = (x2 - x1) / segL, (y2 - y1) / segL
yaw = math.atan2(uy, ux)
while acc < segL:
side = 1 if rng.random() < 0.5 else -1
off = (wide / 2 - 1.1) * side
bx, by = x1 + ux * acc, y1 + uy * acc
if rng.random() < 0.45:
pp_spots.append((bx - uy * off, by + ux * off, yaw))
if rng.random() < 0.3:
boff = (wide / 2 + 1.5) * side
wb_spots.append((bx - uy * boff, by + ux * boff, rng.random() * math.tau))
acc += 28.0
acc -= segL
road_ways.append((pts, wide, hw))
if hw not in ("service", "busway") and wide >= 7.0:
drag_candidates.append(pts)
# no footpath strip on a pedestrian mall -- the mall paving IS the surface
if hw != "pedestrian" and wide >= 7.0 and hw not in ("busway",): # dashed centre line
for i in range(len(pts) - 1):
(x1, y1), (x2, y2) = pts[i], pts[i + 1]
L = math.hypot(x2 - x1, y2 - y1)
for k in range(int(L / 9.0)):
t0, t1 = (k * 9.0 + 1.5) / L, (k * 9.0 + 5.0) / L
ribbon(line_bm, [(x1 + (x2 - x1) * t0, y1 + (y2 - y1) * t0),
(x1 + (x2 - x1) * t1, y1 + (y2 - y1) * t1)], 0.09, 0.045)
# street trees: OSM maps a fraction of what Brisbane actually has, so line the
# kerbs of named streets and the mall edges with our own, deterministically
for pts, wide, hw in road_ways:
if hw in ("motorway", "trunk", "busway", "service"):
continue
step = 13.0 if hw == "pedestrian" else 24.0
off = wide / 2 - (2.6 if hw == "pedestrian" else -2.4) # mall trees line the edges
for i in range(len(pts) - 1):
(x1, y1), (x2, y2) = pts[i], pts[i + 1]
dx, dy = x2 - x1, y2 - y1
L = math.hypot(dx, dy)
if L < step:
continue
nx, ny = -dy / L, dx / L
for k in range(1, int(L / step)):
t = k * step / L
bx, by = x1 + dx * t, y1 + dy * t
for s in (-1, 1):
tree_sites.append((bx + nx * off * s, by + ny * off * s,
hash((round(bx, 1), round(by, 1), s)) & 0x7fffffff))
seen = set()
for tx, ty, seed in tree_sites:
if counts["tree"] >= MAX_TREES:
break
key = (round(tx / 7.0), round(ty / 7.0)) # no two trees in one 7 m cell
if key in seen:
continue
seen.add(key)
add_tree(fol_bm, jac_bm, frond_bm, trunk_bm, tx, ty, random.Random(seed))
counts["tree"] += 1
add_obj("roads", road_bm["road"], [M_ROAD], 8.0)
add_obj("mall_paving", road_bm["mall"], [M_MALL], 4.0)
add_obj("busway", road_bm["bus"], [M_BUSRED], 8.0)
add_obj("trees_foliage", fol_bm, [M_FOLIAGE], 0.9, smooth=True)
add_obj("trees_jacaranda", jac_bm, [M_JAC], 0.9, smooth=True)
add_obj("trees_fronds", frond_bm, [M_FOLIAGE], 0.9)
add_obj("trees_trunks", trunk_bm, [M_BARK], 0.7, smooth=True)
add_obj("shop_signs", sign_bm, [M_SIGN], 5.5)
for i, bb in enumerate(bill_bm):
add_obj("billboards_%d" % i, bb, [BILLBOARDS[i]], 8.0)
add_obj("signals", sig_bm, [M_DARK], 1.4)
add_obj("signal_lenses", lens_bm, [M_LENS_R, M_LENS_A, M_LENS_G], 1.0)
add_obj("power_poles", pole_bm, [M_POLE], 1.6)
add_obj("power_wires", wire_bm, [M_WIRE], 4.0)
add_obj("props", prop_bm, [M_DARK], 1.6)
add_obj("prop_glass", glass_bm, [M_GLASS], 3.0)
add_obj("awnings", awn_bm, AWNINGS, 3.0)
add_obj("footpaths-col", path_bm, [M_PATH], 3.5)
add_obj("roadlines", line_bm, [M_LINE], 3.0)
# steel truss along a named bridge way
if bridge_name:
cands = [e for e in d["elements"] if e.get("tags", {}).get("name") == bridge_name and e.get("geometry")]
if cands:
way = max(cands, key=lambda e: len(e["geometry"]))
pts = [Vector((*xy(g["lat"], g["lon"]), 0.0)) for g in way["geometry"]]
# arc-length resample the middle 65% (the steel section)
dists = [0.0]
for i in range(1, len(pts)):
dists.append(dists[-1] + (pts[i] - pts[i - 1]).length)
T = dists[-1]
def at(s):
for i in range(1, len(dists)):
if dists[i] >= s:
f = (s - dists[i - 1]) / max(dists[i] - dists[i - 1], 0.001)
return pts[i - 1].lerp(pts[i], f)
return pts[-1]
s0, s1 = 0.175 * T, 0.825 * T
N = 26
bm = bmesh.new()
samples = []
for i in range(N + 1):
t = i / N
p = at(s0 + (s1 - s0) * t)
h = 4.0 + 16.0 * (math.exp(-((t - 0.32) / 0.10) ** 2) + math.exp(-((t - 0.68) / 0.10) ** 2)) \
+ 6.0 * math.sin(math.pi * t)
fwd = (at(min(s0 + (s1 - s0) * t + 4, T)) - p)
fwd.z = 0
fwd.normalize()
samples.append((p, Vector((-fwd.y, fwd.x, 0)), h))
for side in (-1, 1):
for i in range(N):
p1, pe1, h1 = samples[i]
p2, pe2, h2 = samples[i + 1]
a = p1 + pe1 * side * 8.0
b = p2 + pe2 * side * 8.0
beam(bm, a + Vector((0, 0, h1)), b + Vector((0, 0, h2)), 0.7, 0.7) # top chord
beam(bm, a + Vector((0, 0, 0.5)), b + Vector((0, 0, 0.5)), 0.5, 0.5) # bottom chord
beam(bm, a + Vector((0, 0, 0.5)), a + Vector((0, 0, h1)), 0.5, 0.5) # vertical
if i % 2 == 0:
beam(bm, a + Vector((0, 0, 0.5)), b + Vector((0, 0, h2)), 0.4, 0.4) # diagonal
for i in range(0, N + 1, 3):
p, pe, h = samples[i]
beam(bm, p - pe * 8.0 + Vector((0, 0, h)), p + pe * 8.0 + Vector((0, 0, h)), 0.5, 0.5)
add_obj("bridge_steel-col", bm, [M_STEEL], 6.0)
print("bridge truss built along %r (%.0fm span)" % (bridge_name, s1 - s0))
# Winged shade canopies along pedestrian ways whose name starts with the given
# one -- OSM splits Queen Street Mall into a 15 m stub named "Queen Street Mall"
# plus the 438 m pedestrian way that is just "Queen Street", so match the prefix.
if canopy_name:
ways = [e for e in d["elements"]
if e.get("tags", {}).get("highway") == "pedestrian" and e.get("geometry")
and e.get("tags", {}).get("name", "").startswith(canopy_name)]
bm = bmesh.new()
n = 0
for way in ways:
pts = [Vector((*xy(g["lat"], g["lon"]), 0.0)) for g in way["geometry"]]
acc = 22.0
for i in range(len(pts) - 1):
seg = pts[i + 1] - pts[i]
L = seg.length
if L < 0.5:
continue
fwd = seg.normalized()
while acc < L:
add_canopy(bm, pts[i] + fwd * acc, fwd)
acc += 48.0
n += 1
acc -= L
if n:
add_obj("mall_canopies-col", bm, [M_PANEL], 4.0)
print("canopies built along %r (%d)" % (canopy_name, n))
else:
bm.free()
# ---- hero landmarks, keyed by level id -------------------------------------
if level_id == "southbank":
# The Wheel of Brisbane: white steel, ~55 m, next to its mapped ticket office
tick = [e for e in d["elements"]
if "Wheel of Brisbane" in e.get("tags", {}).get("name", "") and e.get("geometry")]
if tick:
g = tick[0]["geometry"]
cx = sum(xy(p["lat"], p["lon"])[0] for p in g) / len(g) + 12.0
cy = sum(xy(p["lat"], p["lon"])[1] for p in g) / len(g) + 8.0
bm = bmesh.new()
R, HUB = 24.0, 30.0
N = 18
pts_w = [Vector((cx, cy + math.cos(i / N * math.tau) * R,
HUB + math.sin(i / N * math.tau) * R)) for i in range(N)]
hub = Vector((cx, cy, HUB))
for i in range(N):
beam(bm, pts_w[i], pts_w[(i + 1) % N], 0.45, 0.45) # rim
beam(bm, hub, pts_w[i], 0.28, 0.28) # spokes
if i % 2 == 0: # gondolas
p = pts_w[i]
beam(bm, p + Vector((-0.8, 0, -1.6)), p + Vector((0.8, 0, -1.6)), 1.3, 1.5)
for sy in (-7.0, 7.0): # A-frame legs
for sx in (-4.0, 4.0):
beam(bm, Vector((cx + sx, cy + sy, 0.0)), hub, 0.6, 0.6)
beam(bm, Vector((cx - 4.5, cy, 0.6)), Vector((cx + 4.5, cy, 0.6)), 10.0, 1.2) # base
add_obj("wheel_of_brisbane-col", bm, [M_PANEL], 5.0)
print("wheel of brisbane at (%.0f, %.0f)" % (cx, cy))
# Grand Arbour: curling steel tendrils drowning in bougainvillea
ways = [e for e in d["elements"]
if e.get("tags", {}).get("name") == "Grand Arbour" and len(e.get("geometry") or []) >= 8]
abm = bmesh.new()
n_t = 0
for way in ways:
wpts = [Vector((*xy(g["lat"], g["lon"]), 0.0)) for g in way["geometry"]]
acc = 3.0
for i in range(len(wpts) - 1):
seg = wpts[i + 1] - wpts[i]
segL = seg.length
if segL < 0.3:
continue
fwd = seg / segL
perp = Vector((-fwd.y, fwd.x, 0))
while acc < segL:
p = wpts[i] + fwd * acc
arc = [p - perp * 2.0, p - perp * 1.3 + Vector((0, 0, 3.1)),
p + perp * 0.4 + Vector((0, 0, 4.3)), p + perp * 1.8 + Vector((0, 0, 3.2))]
for a, b in zip(arc, arc[1:]):
beam(abm, a, b, 0.14, 0.14)
if n_t % 2 == 0:
blob(abm, (arc[2].x, arc[2].y, arc[2].z + 0.4), (1.4, 1.4, 0.9), mat=1)
n_t += 1
acc += 5.0
acc -= segL
if n_t:
# steel tendrils (mat 0) + bougainvillea blobs (mat 1); no collision --
# slim posts as trimesh would tunnel weirdly at speed
uv_project(abm, {0: 2.0, 1: 1.2})
mesh_a = bpy.data.meshes.new("arbour")
abm.to_mesh(mesh_a)
abm.free()
mesh_a.materials.append(M_STEEL)
mesh_a.materials.append(M_BOUG)
obj_a = bpy.data.objects.new("arbour", mesh_a)
bpy.context.collection.objects.link(obj_a)
print("grand arbour tendrils: %d" % n_t)
# ground slab sized to content (convex collider: huge trimesh tris break raycasts)
xs = [v.co.x for o in bpy.data.objects if o.type == "MESH" for v in o.data.vertices]
ys = [v.co.y for o in bpy.data.objects if o.type == "MESH" for v in o.data.vertices]
gx, gy = (min(xs) + max(xs)) / 2, (min(ys) + max(ys)) / 2
bm = bmesh.new()
res = bmesh.ops.create_cube(bm, size=1.0)
bmesh.ops.scale(bm, vec=(max(xs) - min(xs) + 100, max(ys) - min(ys) + 100, 1.0), verts=res["verts"])
bmesh.ops.translate(bm, vec=(gx, gy, -0.5), verts=res["verts"])
add_obj("ground-convcol", bm, [M_GROUND], 18.0)
# parked-car / wheelie-bin markers -> empties; game.gd fills them with
# shuntable RigidBodies at load (a static GLB can't carry physics bodies)
random.Random(1982).shuffle(pp_spots)
smash_spots["WB"] += wb_spots # OSM street bins join the procedural wheelie bins
batches = [("PP", pp_spots, PP_CAP)] + [(k, v, SMASH_CAP[k]) for k, v in smash_spots.items()]
for prefix, spots, cap in batches:
for i, (mx, my, yaw) in enumerate(spots[:cap]):
emp = bpy.data.objects.new("%s_%03d" % (prefix, i), None)
emp.location = (mx, my, 0.05)
emp.rotation_euler = (0, 0, yaw)
bpy.context.collection.objects.link(emp)
counts[prefix.lower()] = min(len(spots), cap)
# Drag strip: the longest genuinely straight run of wide road in the level.
# Emitted as a marker pair so drag mode doesn't need hand-authored coordinates
# per level -- a strip that bends is a strip you crash on rather than race.
best_run = None
for pts in drag_candidates:
i = 0
while i < len(pts) - 1:
ax, az = pts[i + 1][0] - pts[i][0], pts[i + 1][1] - pts[i][1]
aL = math.hypot(ax, az)
if aL < 1.0:
i += 1
continue
ax, az = ax / aL, az / aL
j, run = i + 1, aL
while j < len(pts) - 1:
bx, bz = pts[j + 1][0] - pts[j][0], pts[j + 1][1] - pts[j][1]
bL = math.hypot(bx, bz)
if bL < 1.0 or (bx / bL) * ax + (bz / bL) * az < 0.985: # ~10 deg
break
run += bL
j += 1
if best_run is None or run > best_run[0]:
best_run = (run, pts[i], pts[j])
i = max(j, i + 1)
if best_run and best_run[0] >= 150.0:
run, p0, p1 = best_run
yaw = math.atan2(p1[1] - p0[1], p1[0] - p0[0])
for nm, p in (("DragStart", p0), ("DragEnd", p1)):
emp = bpy.data.objects.new(nm, None)
emp.location = (p[0], p[1], 0.1)
emp.rotation_euler = (0, 0, yaw)
bpy.context.collection.objects.link(emp)
counts["drag_m"] = int(run)
if spawn_arg:
slat, slon, sbear = [float(v) for v in spawn_arg.split(",")]
sx, sy = xy(slat, slon)
sp = bpy.data.objects.new("Spawn", None)
sp.location = (sx, sy, 0.1)
sp.rotation_euler = (0, 0, math.radians(-sbear))
bpy.context.collection.objects.link(sp)
if rp_arg:
rp = bpy.data.objects.new("RacePath", None)
bpy.context.collection.objects.link(rp)
for i, pair in enumerate(rp_arg.split(";")):
plat, plon = [float(v) for v in pair.split(",")]
px, py = xy(plat, plon)
emp = bpy.data.objects.new("RP_%02d" % i, None)
emp.location = (px, py, 0.1)
bpy.context.collection.objects.link(emp)
emp.parent = rp
out = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..", "levels", level_id)
os.makedirs(out, exist_ok=True)
for obj in bpy.data.objects:
obj.select_set(True)
path = os.path.join(out, "level.glb")
bpy.ops.export_scene.gltf(filepath=path, export_format="GLB", use_selection=True)
print("level built:", level_id, counts, "->", path)