fix non-watertight meshes for non-full-level renderings
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1 changed files with 6 additions and 6 deletions
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@ -104,22 +104,22 @@ class MapRenderer:
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if not_full_levels:
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engine.add_geometry(geoms.walls_base, fill=FillAttribs('#aaaaaa'), category='walls')
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if min_altitude < geoms.min_altitude:
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engine.add_geometry(geoms.walls_bottom.fit(scale=geoms.min_altitude-min_altitude,
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offset=min_altitude),
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fill=FillAttribs('#aaaaaa'), category='walls')
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engine.add_geometry(geoms.walls_bottom.fit(scale=geoms.min_altitude-min_altitude-int(0.7*1000),
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offset=min_altitude),
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fill=FillAttribs('#aaaaaa'), category='walls')
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for altitudearea in geoms.altitudeareas:
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bottom = altitudearea.altitude - int(0.7 * 1000)
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scale = (bottom - min_altitude) / int(0.7 * 1000)
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offset = min_altitude - bottom * scale
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engine.add_geometry(altitudearea.geometry.fit(scale=scale, offset=offset).filter(top=False),
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geometry = altitudearea.geometry.difference(crop_areas)
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engine.add_geometry(geometry.fit(scale=scale, offset=offset).filter(top=False),
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fill=FillAttribs('#eeeeee'), category='ground')
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# render altitude areas in default ground color and add ground colors to each one afterwards
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# shadows are directly calculated and added by the engine
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for altitudearea in geoms.altitudeareas:
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geometry = altitudearea.geometry.difference(crop_areas)
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if not self.full_levels and engine.is_3d:
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if not_full_levels:
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geometry = geometry.filter(bottom=False)
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engine.add_geometry(geometry, altitude=altitudearea.altitude, fill=FillAttribs('#eeeeee'),
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category='ground')
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