map-machine/roentgen/mapper.py
2021-07-30 02:56:20 +03:00

420 lines
15 KiB
Python

"""
Simple OpenStreetMap renderer.
"""
from typing import Any, Dict, Iterator, Set
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 Constructor
from roentgen.direction import DirectionSet, Sector
from roentgen.figure import Road
from roentgen.flinger import Flinger
from roentgen.icon import ShapeExtractor
from roentgen.osm_reader import Map, OSMNode
from roentgen.point import Occupied, Point
from roentgen.road import Intersection, RoadPart
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"
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,
overlap: int = 12,
mode: str = "normal",
label_mode: str = "main",
):
self.overlap: int = overlap
self.mode: str = mode
self.label_mode: str = label_mode
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: Iterator[Road] = sorted(
constructor.roads, key=lambda x: x.matcher.priority
)
for road in roads:
self.draw_road(road, road.matcher.border_color, 2)
for road in roads:
self.draw_road(road, road.matcher.color)
self.draw_trees(constructor)
self.draw_buildings(constructor)
self.draw_direction(constructor)
# 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.label_mode != "no"
):
point.draw_texts(self.svg, occupied, self.label_mode)
ui.progress_bar(-1, len(nodes), step=10, text="Drawing nodes")
def draw_trees(self, constructor) -> None:
"""
Draw trunk and circumference.
"""
for node in constructor.points:
if not (
node.get_tag("natural") == "tree"
and (
"diameter_crown" in node.tags
or "circumference" in node.tags
)
):
continue
scale: float = self.flinger.get_scale(node.coordinates)
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 * scale,
fill=self.scheme.get_color("evergreen_color"),
opacity=opacity,
)
)
radius = float(node.tags["circumference"]) / 2 / np.pi
self.svg.add(
self.svg.circle(node.point, radius * scale, fill="#B89A74")
)
def draw_buildings(self, constructor: Constructor) -> None:
"""
Draw buildings: shade, walls, and roof.
"""
# Draw shade.
building_shade: Group = Group(opacity=0.1)
scale: float = self.flinger.get_scale() / 3.0
for building in constructor.buildings:
shift_1 = np.array((scale * building.min_height, 0))
shift_2 = np.array((scale * building.height, 0))
commands: str = building.get_path(self.flinger, shift_1)
path = Path(
d=commands, fill="#000000", stroke="#000000", stroke_width=1
)
building_shade.add(path)
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)
command = (
"M",
np.add(flung_1, shift_1),
"L",
np.add(flung_2, shift_1),
np.add(flung_2, shift_2),
np.add(flung_1, shift_2),
"Z",
)
path = Path(
command,
fill="#000000",
stroke="#000000",
stroke_width=1,
)
building_shade.add(path)
self.svg.add(building_shade)
# Draw buildings.
previous_height: float = 0
count: int = len(constructor.heights)
for index, height in enumerate(sorted(constructor.heights)):
ui.progress_bar(index, count, step=1, text="Drawing buildings")
fill: Color()
for way in constructor.buildings:
if way.height < height or way.min_height > height:
continue
shift_1 = [0, -previous_height * scale]
shift_2 = [0, -height * scale]
for segment in way.parts:
if height == 2:
fill = Color("#AAAAAA")
elif height == 4:
fill = Color("#C3C3C3")
else:
color_part: float = 0.8 + segment.angle * 0.2
fill = Color(rgb=(color_part, color_part, color_part))
command = (
"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",
)
path = self.svg.path(
d=command,
fill=fill.hex,
stroke=fill.hex,
stroke_width=1,
stroke_linejoin="round",
)
self.svg.add(path)
# Draw building roofs.
for way in constructor.buildings:
if way.height == height:
shift = np.array([0, -way.height * scale])
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_height = height
ui.progress_bar(-1, count, step=1, text="Drawing buildings")
def draw_direction(self, constructor) -> None:
"""
Draw gradient sectors for 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:
radial_gradient = self.svg.radialGradient(
center=point,
r=direction_radius,
gradientUnits="userSpaceOnUse",
)
gradient = self.svg.defs.add(radial_gradient)
if is_revert_gradient:
(
gradient
.add_stop_color(0, direction_color.hex, opacity=0)
.add_stop_color(1, direction_color.hex, opacity=0.7)
) # fmt: skip
else:
(
gradient
.add_stop_color(0, direction_color.hex, opacity=0.4)
.add_stop_color(1, direction_color.hex, opacity=0)
) # fmt: skip
path = self.svg.path(
d=["M", point] + path + ["L", point, "Z"],
fill=gradient.get_paint_server(),
)
self.svg.add(path)
def draw_road(
self, road: Road, color: Color, extra_width: float = 0
) -> None:
"""
Draw road as simple SVG path.
"""
self.flinger.get_scale()
if road.width is not None:
width = road.width
else:
width = road.matcher.default_width
scale = self.flinger.get_scale(road.outers[0][0].coordinates)
path_commands: str = road.get_path(self.flinger)
path = Path(d=path_commands)
style: Dict[str, Any] = {
"fill": "none",
"stroke": color.hex,
"stroke-linecap": "round",
"stroke-linejoin": "round",
"stroke-width": scale * width + extra_width,
}
path.update(style)
self.svg.add(path)
def draw_roads(self, roads: Iterator[Road]) -> None:
"""
Draw road as simple SVG path.
"""
nodes: Dict[OSMNode, Set[RoadPart]] = {}
for road in roads:
for index in range(len(road.outers[0]) - 1):
node_1: OSMNode = road.outers[0][index]
node_2: OSMNode = road.outers[0][index + 1]
point_1: np.array = self.flinger.fling(node_1.coordinates)
point_2: np.array = self.flinger.fling(node_2.coordinates)
scale: float = self.flinger.get_scale(node_1.coordinates)
part_1: RoadPart = RoadPart(point_1, point_2, road.lanes, scale)
part_2: RoadPart = RoadPart(point_2, point_1, road.lanes, scale)
# part_1.draw_normal(self.svg)
for node in node_1, node_2:
if node not in nodes:
nodes[node] = set()
nodes[node_1].add(part_1)
nodes[node_2].add(part_2)
for node in nodes:
parts = nodes[node]
if len(parts) < 4:
continue
scale: float = self.flinger.get_scale(node.coordinates)
intersection: Intersection = Intersection(list(parts))
intersection.draw(self.svg, scale, True)
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