map-machine/roentgen/mapper.py
2020-10-03 13:44:12 +03:00

397 lines
14 KiB
Python

"""
Simple OpenStreetMap renderer.
Author: Sergey Vartanov (me@enzet.ru).
"""
import argparse
import numpy as np
import os
import svgwrite
import sys
from colour import Color
from svgwrite.container import Group
from svgwrite.path import Path
from svgwrite.shapes import Rect
from typing import Any, Dict, List
from roentgen import ui
from roentgen.constructor import (
Constructor, Figure, Building, Segment)
from roentgen.point import Point, Occupied
from roentgen.flinger import Flinger
from roentgen.grid import draw_all_icons
from roentgen.icon import Icon, IconExtractor
from roentgen.osm_getter import get_osm
from roentgen.osm_reader import Map, OSMReader, OverpassReader
from roentgen.scheme import Scheme
from roentgen.direction import DirectionSet, Sector
from roentgen.util import MinMax
ICONS_FILE_NAME: str = "icons/icons.svg"
TAGS_FILE_NAME: str = "data/tags.yml"
MISSING_TAGS_FILE_NAME: str = "missing_tags.yml"
AUTHOR_MODE = "user-coloring"
CREATION_TIME_MODE = "time"
class Painter:
"""
Map drawing.
"""
def __init__(
self, show_missing_tags: bool, overlap: int, draw_nodes: bool,
mode: str, draw_captions: str, map_: Map, flinger: Flinger,
svg: svgwrite.Drawing, icon_extractor: IconExtractor,
scheme: Scheme):
self.show_missing_tags: bool = show_missing_tags
self.overlap: int = overlap
self.draw_nodes: bool = draw_nodes
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
def draw(self, constructor: Constructor):
"""
Draw map.
"""
ways = sorted(constructor.figures, key=lambda x: x.line_style.priority)
ways_length: int = len(ways)
for index, way in enumerate(ways): # type: Figure
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")
# Trees
for node in constructor.nodes:
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 way in constructor.buildings: # type: Building
shift = np.array((length * way.get_levels(), 0))
for nodes11 in way.inners + way.outers:
for i in range(len(nodes11) - 1): # type: int
flung_1 = self.flinger.fling(nodes11[i].coordinates)
flung_2 = self.flinger.fling(nodes11[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.nodes: # 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 * self.flinger.get_scale(node.coordinates))
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 * self.flinger.get_scale(node.coordinates))
direction_color: Color = Color("red")
else:
direction = node.get_tag("direction")
direction_radius: float = (
50 * self.flinger.get_scale(node.coordinates))
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.nodes, key=lambda x: -x.priority)
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, len(nodes), step=10, text="Drawing nodes")
node.draw_shapes(self.svg, occupied)
ui.progress_bar(-1, len(nodes), step=10, text="Drawing nodes")
if self.draw_captions == "no":
return
for node in nodes: # type: Point
if self.mode not in [CREATION_TIME_MODE, AUTHOR_MODE]:
node.draw_texts(
self.svg, self.scheme, occupied, self.draw_captions)
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
def main(argv) -> None:
"""
Röntgen entry point.
:param argv: command-line arguments
"""
if len(argv) == 2:
if argv[1] == "grid":
draw_all_icons("icon_grid.svg")
return
options: argparse.Namespace = ui.parse_options(argv)
if not options:
sys.exit(1)
background_color: Color = Color("#EEEEEE")
if options.mode in [AUTHOR_MODE, CREATION_TIME_MODE]:
background_color: Color = Color("#111111")
if options.input_file_name:
input_file_name = options.input_file_name
else:
content = get_osm(options.boundary_box)
if not content:
ui.error("cannot download OSM data")
input_file_name = [os.path.join("map", options.boundary_box + ".osm")]
scheme: Scheme = Scheme(TAGS_FILE_NAME)
if input_file_name[0].endswith(".json"):
reader: OverpassReader = OverpassReader()
reader.parse_json_file(input_file_name[0])
map_ = reader.map_
min1 = np.array((map_.boundary_box[0].min_, map_.boundary_box[1].min_))
max1 = np.array((map_.boundary_box[0].max_, map_.boundary_box[1].max_))
else:
boundary_box = list(map(
lambda x: float(x.replace('m', '-')), options.boundary_box.split(',')))
full = False # Full keys getting
if options.mode in [AUTHOR_MODE, CREATION_TIME_MODE]:
full = True
osm_reader = OSMReader()
for file_name in input_file_name:
if not os.path.isfile(file_name):
print("Fatal: no such file: " + file_name + ".")
sys.exit(1)
osm_reader.parse_osm_file(
file_name, parse_ways=options.draw_ways,
parse_relations=options.draw_ways, full=full)
map_: Map = osm_reader.map_
min1: np.array = np.array((boundary_box[1], boundary_box[0]))
max1: np.array = np.array((boundary_box[3], boundary_box[2]))
flinger: Flinger = Flinger(MinMax(min1, max1), options.scale)
size: np.array = flinger.size
svg: svgwrite.Drawing = (
svgwrite.Drawing(options.output_file_name, size=size))
svg.add(Rect((0, 0), size, fill=background_color))
icon_extractor: IconExtractor = IconExtractor(ICONS_FILE_NAME)
def check_level(x) -> bool:
""" Draw objects on all levels. """
return True
if options.level:
if options.level == "overground":
check_level = check_level_overground
elif options.level == "underground":
def check_level(x) -> bool:
""" Draw underground objects. """
return not check_level_overground(x)
else:
def check_level(x) -> bool:
""" Draw objects on the specified level. """
return not check_level_number(x, float(options.level))
constructor: Constructor = Constructor(
check_level, options.mode, options.seed, map_, flinger, scheme,
icon_extractor)
if options.draw_ways:
constructor.construct_ways()
constructor.construct_relations()
if options.mode not in [AUTHOR_MODE, CREATION_TIME_MODE]:
constructor.construct_nodes()
painter: Painter = Painter(
show_missing_tags=options.show_missing_tags, overlap=options.overlap,
draw_nodes=options.draw_nodes, mode=options.mode,
draw_captions=options.draw_captions,
map_=map_, flinger=flinger, svg=svg, icon_extractor=icon_extractor,
scheme=scheme)
painter.draw(constructor)
print("Writing output SVG...")
svg.write(open(options.output_file_name, "w"))
print("Done.")