rendermap: improve shadows

This commit is contained in:
Laura Klünder 2016-12-04 18:26:30 +01:00
parent 6e1c33e59a
commit eb6ee16f2a
2 changed files with 15 additions and 10 deletions

View file

@ -168,20 +168,24 @@ class LevelGeometries():
@cached_property
def levelconnectors(self):
return self.get_levelconnectors()
return cascaded_union([levelconnector.geometry for levelconnector in self.level.levelconnectors])
def intermediate_shadows(self, to_level=None):
shadows = self.buildings.buffer(0.3, join_style=JOIN_STYLE.mitre)
shadows = shadows.difference(self.get_levelconnectors(to_level).buffer(0.5, join_style=JOIN_STYLE.mitre))
if to_level is not None:
shadows = shadows.intersection(to_level.geometries.accessible)
@cached_property
def intermediate_shadows(self):
qs = self.level.levelconnectors.prefetch_related('levels').filter(levels__altitude__lt=self.level.altitude)
connectors = cascaded_union([levelconnector.geometry for levelconnector in qs])
shadows = self.buildings.difference(connectors.buffer(0.3, join_style=JOIN_STYLE.mitre))
shadows = shadows.buffer(0.3, join_style=JOIN_STYLE.mitre)
return shadows
@cached_property
def hole_shadows(self):
holes = self.holes.buffer(0.1, join_style=JOIN_STYLE.mitre)
shadows = holes.difference(self.holes.buffer(-0.3, join_style=JOIN_STYLE.mitre))
qs = self.level.levelconnectors.prefetch_related('levels').filter(levels__altitude__lt=self.level.altitude)
print(self.level.name, qs)
connectors = cascaded_union([levelconnector.geometry for levelconnector in qs])
shadows = shadows.difference(connectors.buffer(0.3, join_style=JOIN_STYLE.mitre))
return shadows

View file

@ -173,7 +173,7 @@ class LevelRenderer():
self.add_svg_image(svg, 'file://'+get_render_path('level-%s.base.png' % level.name))
contents = self.add_svg_content(svg)
contents.append(self.polygon_svg(self.level.geometries.hole_shadows(),
contents.append(self.polygon_svg(self.level.geometries.hole_shadows,
fill_color='#000000',
fill_opacity=0.1))
@ -197,10 +197,11 @@ class LevelRenderer():
higher.append(level)
contents = self.add_svg_content(svg)
accessible = self.level.geometries.accessible
for level in higher:
contents.append(self.polygon_svg(level.geometries.intermediate_shadows(to_level=self.level),
contents.append(self.polygon_svg(level.geometries.intermediate_shadows.intersection(accessible),
fill_color='#000000',
fill_opacity=0.1))
fill_opacity=0.05))
for level in higher:
self.add_svg_image(svg, 'file://'+get_render_path('level-%s.base.png' % level.name))