""" Simple OpenStreetMap renderer. """ from typing import Any, Dict import numpy as np import svgwrite from colour import Color from svgwrite.container import Group from svgwrite.path import Path from svgwrite.shapes import Rect from roentgen import ui from roentgen.constructor import Building, Constructor, Segment from roentgen.direction import DirectionSet, Sector from roentgen.flinger import Flinger from roentgen.icon import ShapeExtractor from roentgen.osm_reader import Map from roentgen.point import Occupied, Point from roentgen.scheme import Scheme __author__ = "Sergey Vartanov" __email__ = "me@enzet.ru" ICONS_FILE_NAME: str = "icons/icons.svg" TAGS_FILE_NAME: str = "scheme/default.yml" MISSING_TAGS_FILE_NAME: str = "missing_tags.yml" AUTHOR_MODE = "user-coloring" CREATION_TIME_MODE = "time" class Painter: """ Map drawing. """ def __init__( self, map_: Map, flinger: Flinger, svg: svgwrite.Drawing, icon_extractor: ShapeExtractor, scheme: Scheme, show_missing_tags: bool = False, overlap: int = 12, mode: str = "normal", draw_captions: str = "main" ): self.show_missing_tags: bool = show_missing_tags self.overlap: int = overlap self.mode: str = mode self.draw_captions: str = draw_captions self.map_: Map = map_ self.flinger: Flinger = flinger self.svg: svgwrite.Drawing = svg self.icon_extractor = icon_extractor self.scheme: Scheme = scheme self.background_color: Color = self.scheme.get_color("background_color") if self.mode in [AUTHOR_MODE, CREATION_TIME_MODE]: self.background_color: Color = Color("#111111") def draw(self, constructor: Constructor) -> None: """ Draw map. """ self.svg.add( Rect((0, 0), self.flinger.size, fill=self.background_color) ) ways = sorted(constructor.figures, key=lambda x: x.line_style.priority) ways_length: int = len(ways) for index, way in enumerate(ways): ui.progress_bar(index, ways_length, step=10, text="Drawing ways") path_commands: str = way.get_path(self.flinger) if path_commands: path = Path(d=path_commands) path.update(way.line_style.style) self.svg.add(path) ui.progress_bar(-1, 0, text="Drawing ways") roads = sorted( constructor.roads, key=lambda x: x.matcher.priority ) for road in roads: path_commands: str = road.get_path(self.flinger) path = Path(d=path_commands) path.update({ "fill": "none", "stroke": road.matcher.border_color.hex, "stroke-linecap": "round", "stroke-linejoin": "round", "stroke-width": road.matcher.default_width * self.flinger.get_scale(road.outers[0][0].coordinates) + 2 }) self.svg.add(path) for road in roads: path_commands: str = road.get_path(self.flinger) path = Path(d=path_commands) path.update({ "fill": "none", "stroke": road.matcher.color.hex, "stroke-linecap": "round", "stroke-linejoin": "round", "stroke-width": road.matcher.default_width * self.flinger.get_scale(road.outers[0][0].coordinates) }) self.svg.add(path) # Trees for node in constructor.points: if not (node.get_tag("natural") == "tree" and ("diameter_crown" in node.tags or "circumference" in node.tags)): continue if "circumference" in node.tags: if "diameter_crown" in node.tags: opacity = 0.7 radius = float(node.tags["diameter_crown"]) / 2 else: opacity = 0.3 radius = 2 self.svg.add(self.svg.circle( node.point, radius * self.flinger.get_scale(node.coordinates), fill=self.scheme.get_color("evergreen_color"), opacity=opacity)) self.svg.add(self.svg.circle( node.point, float(node.tags["circumference"]) / 2 / np.pi * self.flinger.get_scale(node.coordinates), fill="#B89A74")) # Draw building shade. building_shade: Group = Group(opacity=0.1) length: float = self.flinger.get_scale() for building in constructor.buildings: shift = np.array((length * building.get_levels(), 0)) for nodes in building.inners + building.outers: for i in range(len(nodes) - 1): # type: int flung_1 = self.flinger.fling(nodes[i].coordinates) flung_2 = self.flinger.fling(nodes[i + 1].coordinates) building_shade.add(Path( ("M", flung_1, "L", flung_2, np.add(flung_2, shift), np.add(flung_1, shift), "Z"), fill="#000000", stroke="#000000", stroke_width=1)) self.svg.add(building_shade) # Draw buildings. previous_level: float = 0 level_height: float = self.flinger.get_scale() level_count: int = len(constructor.levels) for index, level in enumerate(sorted(constructor.levels)): ui.progress_bar( index, level_count, step=1, text="Drawing buildings") fill: Color() for way in constructor.buildings: # type: Building if way.get_levels() < level: continue shift_1 = [0, -previous_level * level_height] shift_2 = [0, -level * level_height] for segment in way.parts: # type: Segment if level == 0.5: fill = Color("#AAAAAA") elif level == 1: fill = Color("#C3C3C3") else: color_part: float = 0.8 + segment.angle * 0.2 fill = Color(rgb=(color_part, color_part, color_part)) self.svg.add(self.svg.path( d=("M", segment.point_1 + shift_1, "L", segment.point_2 + shift_1, segment.point_2 + shift_2, segment.point_1 + shift_2, segment.point_1 + shift_1, "Z"), fill=fill.hex, stroke=fill.hex, stroke_width=1, stroke_linejoin="round")) # Draw building roofs. for way in constructor.buildings: # type: Building if way.get_levels() == level: shift = np.array([0, -way.get_levels() * level_height]) path_commands: str = way.get_path(self.flinger, shift) path = Path(d=path_commands, opacity=1) path.update(way.line_style.style) path.update({"stroke-linejoin": "round"}) self.svg.add(path) previous_level = level ui.progress_bar(-1, level_count, step=1, text="Drawing buildings") # Directions for node in constructor.points: # type: Point angle = None is_revert_gradient: bool = False if node.get_tag("man_made") == "surveillance": direction = node.get_tag("camera:direction") if "camera:angle" in node.tags: angle = float(node.get_tag("camera:angle")) if "angle" in node.tags: angle = float(node.get_tag("angle")) direction_radius: float = 25 direction_color: Color = ( self.scheme.get_color("direction_camera_color") ) elif node.get_tag("traffic_sign") == "stop": direction = node.get_tag("direction") direction_radius: float = 25 direction_color: Color = Color("red") else: direction = node.get_tag("direction") direction_radius: float = 50 direction_color: Color = ( self.scheme.get_color("direction_view_color") ) is_revert_gradient = True if not direction: continue point = (node.point.astype(int)).astype(float) if angle: paths = [Sector(direction, angle).draw(point, direction_radius)] else: paths = DirectionSet(direction).draw(point, direction_radius) for path in paths: gradient = self.svg.defs.add(self.svg.radialGradient( center=point, r=direction_radius, gradientUnits="userSpaceOnUse")) if is_revert_gradient: ( gradient .add_stop_color(0, direction_color.hex, opacity=0) .add_stop_color(1, direction_color.hex, opacity=0.7) ) else: ( gradient .add_stop_color(0, direction_color.hex, opacity=0.4) .add_stop_color(1, direction_color.hex, opacity=0) ) self.svg.add(self.svg.path( d=["M", point] + path + ["L", point, "Z"], fill=gradient.get_paint_server())) # All other points if self.overlap == 0: occupied = None else: occupied = Occupied( self.flinger.size[0], self.flinger.size[1], self.overlap) nodes = sorted(constructor.points, key=lambda x: -x.priority) steps: int = len(nodes) for index, node in enumerate(nodes): # type: int, Point if (node.get_tag("natural") == "tree" and ("diameter_crown" in node.tags or "circumference" in node.tags)): continue ui.progress_bar( index, steps * 3, step=10, text="Drawing main icons" ) node.draw_main_shapes(self.svg, occupied) for index, point in enumerate(nodes): # type: int, Point ui.progress_bar( steps + index, steps * 3, step=10, text="Drawing extra icons" ) point.draw_extra_shapes(self.svg, occupied) for index, point in enumerate(nodes): # type: int, Point ui.progress_bar( steps * 2 + index, steps * 3, step=10, text="Drawing texts" ) if (self.mode not in [CREATION_TIME_MODE, AUTHOR_MODE] and self.draw_captions != "no"): point.draw_texts(self.svg, occupied) ui.progress_bar(-1, len(nodes), step=10, text="Drawing nodes") def check_level_number(tags: Dict[str, Any], level: float): """ Check if element described by tags is no the specified level. """ if "level" in tags: levels = map(float, tags["level"].replace(",", ".").split(";")) if level not in levels: return False else: return False return True def check_level_overground(tags: Dict[str, Any]) -> bool: """ Check if element described by tags is overground. """ if "level" in tags: try: levels = map(float, tags["level"].replace(",", ".").split(";")) for level in levels: if level <= 0: return False except ValueError: pass if "layer" in tags: try: levels = map(float, tags["layer"].replace(",", ".").split(";")) for level in levels: if level <= 0: return False except ValueError: pass if "parking" in tags and tags["parking"] == "underground": return False return True