Files
osmWorkflow/blender/generate_scene.py

1110 lines
45 KiB
Python

"""Build a lightweight 3D scene from an OSM export and optional osm2streets GeoJSON.
Run from Blender 4.x:
blender --background --factory-startup --python blender/generate_scene.py -- \
--osm "/path/to/input.osm" \
--output "/path/to/output.blend" \
--render "/path/to/preview.png"
The OSM bounds element is used deliberately. OSM exports may contain distant
relation members outside the requested area, so using every node for extent
would produce a misleadingly large model.
Optional osm2streets GeoJSON directory provides detailed road surfaces,
sidewalks, lane markings, and crosswalks. When omitted, roads fall back to
simple OSM highway polylines.
Vegetation: natural=tree nodes become individual trees, natural=tree_row ways
become evenly spaced rows, landuse=grass becomes green ground, natural=scrub
becomes low shrub volumes. amenity=fountain becomes low-poly fountain basins.
"""
import json
import math
import os
import sys
import xml.etree.ElementTree as ET
from collections import defaultdict
import bpy
from mathutils import Vector
TEXTURE_ROOT = os.path.abspath(os.path.join(
os.path.dirname(__file__), "..", "assets", "textures", "polyhaven"
))
def cli_args():
values = {"osm": None, "geojson": None, "output": None, "render": None,
"office_overrides": "", "tree_style": "natural"}
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
i = 0
while i < len(argv):
if argv[i].startswith("--") and i + 1 < len(argv):
values[argv[i][2:]] = argv[i + 1]
i += 2
else:
i += 1
if not values.get("osm"):
raise RuntimeError("--osm is required; --geojson is optional")
if not values.get("output"):
raise RuntimeError("--output is required")
if not values.get("render"):
raise RuntimeError("--render is required")
if values.get("office_overrides"):
try:
values["office_overrides"] = set(
w.strip() for w in values["office_overrides"].split(",") if w.strip()
)
except Exception:
values["office_overrides"] = set()
else:
values["office_overrides"] = set()
if values.get("tree_style") not in {"natural", "procedural"}:
raise RuntimeError("--tree-style must be 'natural' or 'procedural'")
return values
def tags(element):
return {t.attrib.get("k", ""): t.attrib.get("v", "")
for t in element.findall("tag")}
def parse_osm(path):
root = ET.parse(path).getroot()
bounds_node = root.find("bounds")
if bounds_node is None:
raise RuntimeError("OSM file does not contain a bounds element")
bounds = {"min_lon": float(bounds_node.attrib["minlon"]),
"min_lat": float(bounds_node.attrib["minlat"]),
"max_lon": float(bounds_node.attrib["maxlon"]),
"max_lat": float(bounds_node.attrib["maxlat"])}
nodes = {}
point_features = []
for node in root.findall("node"):
try:
node_id = int(node.attrib["id"])
coord = (float(node.attrib["lon"]), float(node.attrib["lat"]))
node_tags = tags(node)
nodes[node_id] = coord
if node_tags:
point_features.append({"id": node.attrib.get("id", ""),
"coord": coord, "tags": node_tags})
except (KeyError, ValueError):
continue
ways = []
for way in root.findall("way"):
if way.attrib.get("action") == "delete":
continue
refs = []
for ref in way.findall("nd"):
try:
refs.append(int(ref.attrib["ref"]))
except (KeyError, ValueError):
pass
coords = [nodes[r] for r in refs if r in nodes]
if len(coords) >= 2:
ways.append({"id": way.attrib.get("id", ""),
"coords": coords, "tags": tags(way)})
return bounds, ways, point_features
class Projector:
def __init__(self, bounds):
self.bounds = bounds
self.lon0 = (bounds["min_lon"] + bounds["max_lon"]) / 2
self.lat0 = (bounds["min_lat"] + bounds["max_lat"]) / 2
self.m_per_lat = 111320.0
self.m_per_lon = 111320.0 * math.cos(math.radians(self.lat0))
def xy(self, lon_lat):
lon, lat = lon_lat
return ((lon - self.lon0) * self.m_per_lon,
(lat - self.lat0) * self.m_per_lat)
def inside(self, lon_lat, pad=0.00035):
lon, lat = lon_lat
b = self.bounds
return (b["min_lon"] - pad <= lon <= b["max_lon"] + pad and
b["min_lat"] - pad <= lat <= b["max_lat"] + pad)
def ring(self, coords):
return [self.xy(c) for c in coords]
def new_collection(name):
collection = bpy.data.collections.new(name)
bpy.context.scene.collection.children.link(collection)
return collection
def principled_bsdf(material):
if not material.use_nodes:
return None
for node in material.node_tree.nodes:
if node.type == "BSDF_PRINCIPLED":
return node
return None
def make_material(name, color, roughness=0.8, metallic=0.0):
material = bpy.data.materials.get(name) or bpy.data.materials.new(name)
material.diffuse_color = (*color, 1.0)
material.use_nodes = True
bsdf = principled_bsdf(material)
if bsdf:
bsdf.inputs["Base Color"].default_value = (*color, 1.0)
bsdf.inputs["Roughness"].default_value = roughness
bsdf.inputs["Metallic"].default_value = metallic
return material
def add_procedural_surface(material, colors, scale=2.0, detail=2.0, bump_strength=0.08):
nodes = material.node_tree.nodes
links = material.node_tree.links
bsdf = principled_bsdf(material)
if not bsdf:
return
noise = nodes.new("ShaderNodeTexNoise")
noise.inputs["Scale"].default_value = scale
noise.inputs["Detail"].default_value = detail
noise.inputs["Roughness"].default_value = 0.65
texcoord = nodes.new("ShaderNodeTexCoord")
ramp = nodes.new("ShaderNodeValToRGB")
ramp.color_ramp.elements[0].color = (*colors[0], 1.0)
ramp.color_ramp.elements[1].color = (*colors[1], 1.0)
bump = nodes.new("ShaderNodeBump")
bump.inputs["Strength"].default_value = bump_strength
bump.inputs["Distance"].default_value = 0.12
links.new(texcoord.outputs["Generated"], noise.inputs["Vector"])
links.new(noise.outputs["Fac"], ramp.inputs["Fac"])
links.new(ramp.outputs["Color"], bsdf.inputs["Base Color"])
links.new(noise.outputs["Fac"], bump.inputs["Height"])
links.new(bump.outputs["Normal"], bsdf.inputs["Normal"])
def make_textured_material(name, diffuse_file, normal_file, roughness,
scale, normal_is_bump=False, metallic=0.0,
tint=None, tint_factor=0.0):
diffuse_path = os.path.join(TEXTURE_ROOT, diffuse_file)
normal_path = os.path.join(TEXTURE_ROOT, normal_file)
if not os.path.exists(diffuse_path) or not os.path.exists(normal_path):
return make_material(name, (0.5, 0.5, 0.5), roughness, metallic)
material = make_material(name, (0.5, 0.5, 0.5), roughness, metallic)
nodes = material.node_tree.nodes
links = material.node_tree.links
bsdf = principled_bsdf(material)
if not bsdf:
return material
texcoord = nodes.new("ShaderNodeTexCoord")
mapping = nodes.new("ShaderNodeMapping")
mapping.inputs["Scale"].default_value = (scale, scale, scale)
diffuse = nodes.new("ShaderNodeTexImage")
diffuse.image = bpy.data.images.load(diffuse_path, check_existing=True)
diffuse.extension = "REPEAT"
normal = nodes.new("ShaderNodeTexImage")
normal.image = bpy.data.images.load(normal_path, check_existing=True)
normal.image.colorspace_settings.name = "Non-Color"
normal.extension = "REPEAT"
links.new(texcoord.outputs["Generated"], mapping.inputs["Vector"])
links.new(mapping.outputs["Vector"], diffuse.inputs["Vector"])
links.new(mapping.outputs["Vector"], normal.inputs["Vector"])
if tint and tint_factor > 0.0:
tint_node = nodes.new("ShaderNodeRGB")
tint_node.outputs["Color"].default_value = (*tint, 1.0)
mix = nodes.new("ShaderNodeMixRGB")
mix.blend_type = "MIX"
mix.inputs["Fac"].default_value = tint_factor
links.new(diffuse.outputs["Color"], mix.inputs[1])
links.new(tint_node.outputs["Color"], mix.inputs[2])
links.new(mix.outputs["Color"], bsdf.inputs["Base Color"])
else:
links.new(diffuse.outputs["Color"], bsdf.inputs["Base Color"])
if normal_is_bump:
bump = nodes.new("ShaderNodeBump")
bump.inputs["Strength"].default_value = 0.22
bump.inputs["Distance"].default_value = 0.12
links.new(normal.outputs["Color"], bump.inputs["Height"])
links.new(bump.outputs["Normal"], bsdf.inputs["Normal"])
else:
normal_map = nodes.new("ShaderNodeNormalMap")
normal_map.inputs["Strength"].default_value = 0.52
links.new(normal.outputs["Color"], normal_map.inputs["Color"])
links.new(normal_map.outputs["Normal"], bsdf.inputs["Normal"])
return material
class MeshBatch:
def __init__(self, name, collection, material):
self.name = name
self.collection = collection
self.material = material
self.vertices = []
self.faces = []
def add_polygon(self, ring, z):
if len(ring) < 3:
return
if ring[0] == ring[-1]:
ring = ring[:-1]
if len(ring) < 3:
return
start = len(self.vertices)
self.vertices.extend((x, y, z) for x, y in ring)
self.faces.append(tuple(range(start, start + len(ring))))
def add_prism(self, ring, base, height):
if len(ring) < 3:
return
if ring[0] == ring[-1]:
ring = ring[:-1]
if len(ring) < 3:
return
start = len(self.vertices)
self.vertices.extend((x, y, base) for x, y in ring)
self.vertices.extend((x, y, base + height) for x, y in ring)
n = len(ring)
self.faces.append(tuple(range(start, start + n)))
self.faces.append(tuple(range(start + n, start + 2 * n)))
for i in range(n):
j = (i + 1) % n
self.faces.append((start + i, start + j, start + n + j, start + n + i))
def finish(self):
if not self.vertices:
return None
mesh = bpy.data.meshes.new(self.name + "Mesh")
mesh.from_pydata(self.vertices, [], self.faces)
mesh.materials.append(self.material)
if self.name.startswith("Tree_") or self.name.startswith("Scrub_"):
for polygon in mesh.polygons:
polygon.use_smooth = True
mesh.update()
obj = bpy.data.objects.new(self.name, mesh)
self.collection.objects.link(obj)
return obj
def make_prism(name, ring, base, height, material, collection):
batch = MeshBatch(name, collection, material)
batch.add_prism(ring, base, height)
return batch.finish()
def add_roof(name, ring, z, material, collection):
batch = MeshBatch(name + "_Roof", collection, material)
batch.add_polygon(ring, z)
return batch.finish()
def add_wall_panel(batch, start, end, base, height, thickness=0.045, inset=0.08):
dx, dy = end[0] - start[0], end[1] - start[1]
length = math.hypot(dx, dy)
if length < 3.0:
return
ux, uy = dx / length, dy / length
a = (start[0] + dx * inset, start[1] + dy * inset)
b = (end[0] - dx * inset, end[1] - dy * inset)
nx, ny = -uy * thickness / 2, ux * thickness / 2
panel = [(a[0] + nx, a[1] + ny), (b[0] + nx, b[1] + ny),
(b[0] - nx, b[1] - ny), (a[0] - nx, a[1] - ny)]
batch.add_prism(panel, base, height)
def add_building_details(name, ring, height, industrial, materials, collection):
footprint = ring[:-1] if len(ring) > 1 and ring[0] == ring[-1] else ring
if len(footprint) < 3:
return
glass_mat = materials["factory_glass"] if industrial else materials["glass"]
glass_batch = MeshBatch(name + "_Windows", collection, glass_mat)
edges = list(zip(footprint, footprint[1:] + footprint[:1]))
if industrial:
band_height = min(1.8, max(0.75, height * 0.16))
band_base = max(0.9, height * 0.52)
for start, end in edges:
add_wall_panel(glass_batch, start, end, band_base, band_height,
thickness=0.055, inset=0.12)
else:
floor_height = 3.25
floor_count = max(1, int((height - 0.7) / floor_height))
for floor in range(floor_count):
band_base = 0.55 + floor * floor_height + 0.95
if band_base + 1.25 > height - 0.18:
break
for start, end in edges:
add_wall_panel(glass_batch, start, end, band_base, 1.25,
thickness=0.045, inset=0.10)
glass_batch.finish()
def geometry_rings(geometry):
if not geometry:
return []
kind = geometry.get("type")
coordinates = geometry.get("coordinates", [])
if kind == "Polygon":
return coordinates[:1]
if kind == "MultiPolygon":
return [polygon[0] for polygon in coordinates if polygon]
return []
def feature_in_bounds(feature, projector):
def walk(value):
if isinstance(value, list) and value and isinstance(value[0], (int, float)):
return projector.inside(value)
return any(walk(v) for v in value) if isinstance(value, list) else False
return walk(feature.get("geometry", {}).get("coordinates", []))
def clip_polygon(ring, xmin, xmax, ymin, ymax):
if len(ring) < 3:
return []
def clip_edge(points, inside, intersection):
if not points:
return []
result = []
previous = points[-1]
previous_inside = inside(previous)
for current in points:
current_inside = inside(current)
if current_inside != previous_inside:
result.append(intersection(previous, current))
if current_inside:
result.append(current)
previous = current
previous_inside = current_inside
return result
ring = clip_edge(
ring, lambda p: p[0] >= xmin,
lambda a, b: (xmin, a[1] + (b[1] - a[1]) * (xmin - a[0]) /
(b[0] - a[0]) if b[0] != a[0] else a[1]))
ring = clip_edge(
ring, lambda p: p[0] <= xmax,
lambda a, b: (xmax, a[1] + (b[1] - a[1]) * (xmax - a[0]) /
(b[0] - a[0]) if b[0] != a[0] else a[1]))
ring = clip_edge(
ring, lambda p: p[1] >= ymin,
lambda a, b: (a[0] + (b[0] - a[0]) * (ymin - a[1]) /
(b[1] - a[1]) if b[1] != a[1] else a[0], ymin))
ring = clip_edge(
ring, lambda p: p[1] <= ymax,
lambda a, b: (a[0] + (b[0] - a[0]) * (ymax - a[1]) /
(b[1] - a[1]) if b[1] != a[1] else a[0], ymax))
return ring
def add_geojson_layer(path, layer, projector, collection, material, z):
if not os.path.exists(path):
return 0
with open(path, "r", encoding="utf-8") as handle:
data = json.load(handle)
batch = MeshBatch("Road_" + layer, collection, material)
b = projector.bounds
xmin, ymin = projector.xy((b["min_lon"], b["min_lat"]))
xmax, ymax = projector.xy((b["max_lon"], b["max_lat"]))
count = 0
for feature in data.get("features", []):
if not feature_in_bounds(feature, projector):
continue
for ring in geometry_rings(feature.get("geometry")):
points = [projector.xy(pair) for pair in ring]
points = clip_polygon(points, xmin, xmax, ymin, ymax)
if len(points) >= 3:
batch.add_polygon(points, z)
count += 1
batch.finish()
return count
def add_polyline(name, coords, projector, collection, material, width, z):
points = [projector.xy(c) for c in coords]
if len(points) < 2:
return
curve = bpy.data.curves.new(name, "CURVE")
curve.dimensions = "3D"
curve.resolution_u = 1
curve.bevel_depth = width / 2
curve.bevel_resolution = 1
spline = curve.splines.new("POLY")
spline.points.add(len(points) - 1)
for point, (x, y) in zip(spline.points, points):
point.co = (x, y, z, 1)
obj = bpy.data.objects.new(name, curve)
collection.objects.link(obj)
obj.data.materials.append(material)
def parse_height(feature_tags, default):
try:
return max(0.5, float(feature_tags.get("height", default)))
except ValueError:
return default
def sample_tree_row(points, spacing, height):
if len(points) < 2:
return []
samples = [(points[0][0], points[0][1], height)]
distance_until_next = spacing
for start, end in zip(points, points[1:]):
dx = end[0] - start[0]
dy = end[1] - start[1]
segment_length = math.hypot(dx, dy)
if segment_length == 0:
continue
while distance_until_next <= segment_length:
ratio = distance_until_next / segment_length
samples.append((start[0] + dx * ratio, start[1] + dy * ratio, height))
distance_until_next += spacing
distance_until_next -= segment_length
last = points[-1]
if math.hypot(samples[-1][0] - last[0], samples[-1][1] - last[1]) > spacing * 0.45:
samples.append((last[0], last[1], height))
return samples
def add_tree_batch(positions, collection, trunk_material, leaf_material):
trunk = MeshBatch("Tree_Trunks", collection, trunk_material)
leaves = MeshBatch("Tree_Crowns", collection, leaf_material)
sides = 10
def add_blob(batch, cx, cy, cz, rx, ry, rz, phase):
rings = 5
start = len(batch.vertices)
for ring in range(rings):
latitude = -math.pi / 2 + math.pi * ring / (rings - 1)
ring_radius = math.cos(latitude)
for side in range(sides):
angle = math.tau * side / sides
variation = 1.0 + 0.09 * math.sin(phase + side * 1.73 + ring * 0.91)
batch.vertices.append((cx + rx * ring_radius * math.cos(angle) * variation,
cy + ry * ring_radius * math.sin(angle) * variation,
cz + rz * math.sin(latitude)))
for ring in range(rings - 1):
for side in range(sides):
next_side = (side + 1) % sides
batch.faces.append((start + ring * sides + side,
start + ring * sides + next_side,
start + (ring + 1) * sides + next_side,
start + (ring + 1) * sides + side))
for index, (x, y, height) in enumerate(positions):
base = len(trunk.vertices)
radius = max(0.12, height * 0.035)
trunk_top = height * 0.62
for z, ring_radius in ((0.0, radius), (trunk_top, radius * 0.68)):
for i in range(sides):
a = math.tau * i / sides
trunk.vertices.append((x + ring_radius * math.cos(a),
y + ring_radius * math.sin(a), z))
trunk.faces.append(tuple(base + i for i in range(sides - 1, -1, -1)))
for i in range(sides):
j = (i + 1) % sides
trunk.faces.append((base + i, base + j, base + sides + j, base + sides + i))
trunk.faces.append(tuple(base + sides + i for i in range(sides)))
crown_r = max(0.85, height * 0.30)
crown_z = height * 0.82
add_blob(leaves, x, y, crown_z, crown_r * 0.70,
crown_r * 0.62, crown_r * 0.72, index * 1.41)
add_blob(leaves, x - crown_r * 0.42, y + crown_r * 0.08,
crown_z * 0.98, crown_r * 0.52, crown_r * 0.48,
crown_r * 0.58, index * 2.17 + 0.7)
add_blob(leaves, x + crown_r * 0.40, y - crown_r * 0.05,
crown_z * 1.02, crown_r * 0.50, crown_r * 0.46,
crown_r * 0.55, index * 2.63 + 1.3)
trunk.finish()
leaves.finish()
def add_natural_tree_instances(positions, collection, trunk_material,
leaf_dark_material, leaf_light_material):
trunk = MeshBatch("Tree_Natural_Trunks", collection, trunk_material)
lower = MeshBatch("Tree_Natural_Crowns_Dark", collection, leaf_dark_material)
upper = MeshBatch("Tree_Natural_Crowns_Light", collection, leaf_light_material)
trunk_sides = 9
crown_sides = 9
crown_rings = 5
def add_blob(batch, cx, cy, cz, rx, ry, rz, phase, squash=1.0):
start = len(batch.vertices)
for ring in range(crown_rings):
latitude = -math.pi / 2 + math.pi * ring / (crown_rings - 1)
ring_radius = math.cos(latitude)
for side in range(crown_sides):
angle = math.tau * side / crown_sides
wobble = (
1.0 +
0.14 * math.sin(phase + side * 1.31 + ring * 0.83) +
0.07 * math.sin(phase * 0.7 + side * 2.11)
)
batch.vertices.append((
cx + rx * ring_radius * math.cos(angle) * wobble,
cy + ry * ring_radius * math.sin(angle) * wobble,
cz + rz * math.sin(latitude) * squash,
))
for ring in range(crown_rings - 1):
for side in range(crown_sides):
next_side = (side + 1) % crown_sides
batch.faces.append((
start + ring * crown_sides + side,
start + ring * crown_sides + next_side,
start + (ring + 1) * crown_sides + next_side,
start + (ring + 1) * crown_sides + side,
))
for index, (x, y, height) in enumerate(positions):
target_height = max(4.8, min(8.8, height * 1.08))
phase = index * 1.61803398875
trunk_height = target_height * (0.48 + 0.05 * math.sin(phase))
trunk_radius = max(0.13, target_height * 0.038)
lean_x = math.sin(phase * 1.7) * target_height * 0.025
lean_y = math.cos(phase * 1.3) * target_height * 0.025
base = len(trunk.vertices)
trunk_levels = [
(0.0, trunk_radius),
(trunk_height * 0.55, trunk_radius * 0.78),
(trunk_height, trunk_radius * 0.48),
]
for level_index, (z, radius) in enumerate(trunk_levels):
offset_x = lean_x * level_index / (len(trunk_levels) - 1)
offset_y = lean_y * level_index / (len(trunk_levels) - 1)
for side in range(trunk_sides):
angle = math.tau * side / trunk_sides
trunk.vertices.append((
x + offset_x + radius * math.cos(angle),
y + offset_y + radius * math.sin(angle),
z,
))
trunk.faces.append(tuple(base + i for i in range(trunk_sides - 1, -1, -1)))
for level_index in range(len(trunk_levels) - 1):
row = base + level_index * trunk_sides
next_row = row + trunk_sides
for side in range(trunk_sides):
next_side = (side + 1) % trunk_sides
trunk.faces.append((row + side, row + next_side,
next_row + next_side, next_row + side))
top_row = base + (len(trunk_levels) - 1) * trunk_sides
trunk.faces.append(tuple(top_row + i for i in range(trunk_sides)))
crown_x = x + lean_x
crown_y = y + lean_y
crown_z = trunk_height + target_height * 0.22
crown_r = target_height * (0.35 + 0.035 * math.sin(phase * 0.9))
# Dark lower mass gives the canopy volume when viewed obliquely.
add_blob(lower, crown_x, crown_y, crown_z - crown_r * 0.08,
crown_r * 0.95, crown_r * 0.78, crown_r * 0.52,
phase, squash=0.82)
add_blob(lower, crown_x - crown_r * 0.46, crown_y + crown_r * 0.05,
crown_z - crown_r * 0.02, crown_r * 0.62, crown_r * 0.50,
crown_r * 0.42, phase + 0.8, squash=0.80)
add_blob(lower, crown_x + crown_r * 0.42, crown_y - crown_r * 0.08,
crown_z, crown_r * 0.58, crown_r * 0.48,
crown_r * 0.40, phase + 1.9, squash=0.80)
# Lighter upper clumps break the silhouette without adding heavy geometry.
add_blob(upper, crown_x + crown_r * 0.05, crown_y + crown_r * 0.04,
crown_z + crown_r * 0.34, crown_r * 0.70,
crown_r * 0.58, crown_r * 0.38, phase + 2.7, squash=0.74)
add_blob(upper, crown_x - crown_r * 0.24, crown_y - crown_r * 0.22,
crown_z + crown_r * 0.23, crown_r * 0.46,
crown_r * 0.40, crown_r * 0.30, phase + 3.5, squash=0.72)
trunk.finish()
lower.finish()
upper.finish()
def polygon_area(ring):
if len(ring) < 3:
return 0.0
area = 0.0
for (x1, y1), (x2, y2) in zip(ring, ring[1:] + ring[:1]):
area += x1 * y2 - x2 * y1
return abs(area) * 0.5
def point_in_polygon(point, ring):
x, y = point
inside = False
j = len(ring) - 1
for i, (xi, yi) in enumerate(ring):
xj, yj = ring[j]
crosses = ((yi > y) != (yj > y))
if crosses:
x_at_y = (xj - xi) * (y - yi) / (yj - yi) + xi
if x < x_at_y:
inside = not inside
j = i
return inside
def add_scrub_patch(name, ring, material, collection):
if len(ring) < 3:
return None
if ring[0] == ring[-1]:
ring = ring[:-1]
if len(ring) < 3:
return None
batch = MeshBatch(name, collection, material)
batch.add_polygon(ring, 0.055)
xmin = min(x for x, _ in ring)
xmax = max(x for x, _ in ring)
ymin = min(y for _, y in ring)
ymax = max(y for _, y in ring)
width = max(0.1, xmax - xmin)
depth = max(0.1, ymax - ymin)
area = polygon_area(ring)
clump_count = max(10, min(90, int(area / 18.0) + 8))
sides = 10
rings = 4
def add_dome(cx, cy, rx, ry, height, phase):
start = len(batch.vertices)
for ring_index in range(rings):
t = ring_index / (rings - 1)
z = 0.055 + height * math.sin(t * math.pi / 2)
radius_scale = math.cos(t * math.pi / 2)
for side in range(sides):
angle = math.tau * side / sides
wobble = 1.0 + 0.12 * math.sin(phase + side * 1.37 + ring_index * 0.73)
batch.vertices.append((
cx + rx * radius_scale * math.cos(angle) * wobble,
cy + ry * radius_scale * math.sin(angle) * wobble,
z,
))
for ring_index in range(rings - 1):
for side in range(sides):
next_side = (side + 1) % sides
batch.faces.append((
start + ring_index * sides + side,
start + ring_index * sides + next_side,
start + (ring_index + 1) * sides + next_side,
start + (ring_index + 1) * sides + side,
))
added = 0
attempts = 0
while added < clump_count and attempts < clump_count * 8:
attempts += 1
u = (attempts * 0.61803398875) % 1.0
v = (attempts * 0.41421356237) % 1.0
x = xmin + u * width
y = ymin + v * depth
if not point_in_polygon((x, y), ring):
continue
scale = 0.65 + 0.55 * ((attempts * 0.754877666) % 1.0)
add_dome(x, y, 0.95 * scale, 0.72 * scale,
0.34 + 0.28 * scale, attempts * 0.91)
added += 1
obj = batch.finish()
if obj:
obj["scrub_texture"] = "Poly Haven leafy_grass, scrub-tinted"
obj["scrub_style"] = "tileable foliage ground cover with low shrub domes"
return obj
def link_object_to_collection(obj, collection):
for current in list(obj.users_collection):
current.objects.unlink(obj)
collection.objects.link(obj)
def add_fountain(name, x, y, collection, materials):
def cylinder(part_name, radius, depth, z, material, vertices=48):
bpy.ops.mesh.primitive_cylinder_add(
vertices=vertices, radius=radius, depth=depth,
location=(x, y, z))
obj = bpy.context.object
obj.name = name + "_" + part_name
link_object_to_collection(obj, collection)
obj.data.materials.append(material)
for polygon in obj.data.polygons:
polygon.use_smooth = True
return obj
basin = cylinder("Basin", 3.0, 0.32, 0.16,
materials["fountain_stone"])
basin["osm_feature"] = "amenity=fountain"
cylinder("Water", 2.52, 0.045, 0.335,
materials["fountain_water"])
cylinder("Pedestal", 0.30, 0.78, 0.72,
materials["fountain_stone"], vertices=32)
bpy.ops.mesh.primitive_uv_sphere_add(
segments=20, ring_count=10, radius=0.22,
location=(x, y, 1.30))
crown = bpy.context.object
crown.name = name + "_Water_Crown"
link_object_to_collection(crown, collection)
crown.data.materials.append(materials["fountain_spray"])
for index in range(8):
angle = math.tau * index / 8.0
radius = 0.50
bpy.ops.mesh.primitive_uv_sphere_add(
segments=12, ring_count=6, radius=0.075,
location=(x + math.cos(angle) * radius,
y + math.sin(angle) * radius,
1.02 + 0.10 * math.sin(angle * 2.0)))
droplet = bpy.context.object
droplet.name = name + "_Droplet_" + str(index + 1)
link_object_to_collection(droplet, collection)
droplet.data.materials.append(materials["fountain_spray"])
def look_at(obj, target):
obj.rotation_euler = (Vector(target) - obj.location).to_track_quat("-Z", "Y").to_euler()
def clear_scene():
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete(use_global=False)
for collection in list(bpy.data.collections):
if collection.name != "Collection" and collection.users == 0:
bpy.data.collections.remove(collection)
def configure_scene():
scene = bpy.context.scene
scene.render.engine = "BLENDER_EEVEE_NEXT"
scene.render.resolution_x = 1200
scene.render.resolution_y = 900
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = "PNG"
scene.render.film_transparent = False
scene.world.color = (0.055, 0.075, 0.095)
scene.view_settings.look = "AgX - Medium High Contrast"
def configure_default_viewport():
workspace = bpy.data.workspaces.get("Layout")
if workspace:
try:
bpy.context.window.workspace = workspace
except (AttributeError, RuntimeError):
pass
for screen in bpy.data.screens:
for area in screen.areas:
if area.type != "VIEW_3D":
continue
space = area.spaces.active
space.shading.type = "MATERIAL"
space.shading.light = "STUDIO"
space.shading.color_type = "MATERIAL"
space.overlay.show_floor = False
if space.region_3d:
space.region_3d.view_perspective = "CAMERA"
space.region_3d.view_camera_zoom = 0.0
def build(args):
bounds, ways, point_features = parse_osm(args["osm"])
projector = Projector(bounds)
clear_scene()
configure_scene()
ground_c = new_collection("00_Ground")
water_c = new_collection("01_Water")
green_c = new_collection("02_Green")
roads_c = new_collection("03_Roads")
buildings_c = new_collection("04_Buildings")
props_c = new_collection("05_Props")
ground_mat = make_material("Ground", (0.27, 0.32, 0.24))
water_mat = make_material("Lake Water", (0.035, 0.22, 0.30), 0.18, 0.05)
grass_mat = make_textured_material(
"Grass", "leafy_grass_diff_1k.jpg", "leafy_grass_nor_gl_1k.jpg",
roughness=0.92, scale=7.0, tint=(0.12, 0.48, 0.08), tint_factor=0.72)
scrub_mat = make_textured_material(
"Scrub Ground Cover", "leafy_grass_diff_1k.jpg",
"leafy_grass_nor_gl_1k.jpg", roughness=0.96, scale=13.0,
tint=(0.09, 0.32, 0.07), tint_factor=0.42)
fountain_mats = {
"fountain_stone": make_material("Fountain Stone", (0.42, 0.45, 0.43), 0.72),
"fountain_water": make_material("Fountain Water", (0.03, 0.32, 0.42), 0.16, 0.05),
"fountain_spray": make_material("Fountain Spray", (0.20, 0.70, 0.78), 0.12, 0.02),
}
building_mats = {
"default": make_textured_material(
"Office White Plaster Facade", "white_plaster_02_diff_1k.jpg",
"white_plaster_02_nor_gl_1k.jpg", roughness=0.82,
scale=4.2, metallic=0.0, tint=(0.92, 0.94, 0.92),
tint_factor=0.38),
"industrial": make_textured_material(
"Industrial White Ribbed Facade", "corrugated_iron_03_diff_1k.jpg",
"corrugated_iron_03_nor_gl_1k.jpg", roughness=0.56,
scale=2.4, metallic=0.16, tint=(0.86, 0.92, 0.94),
tint_factor=0.68),
"office_roof": make_textured_material(
"Office Light Flat Roof", "concrete_floor_02_diff_1k.jpg",
"concrete_floor_02_bump_1k.jpg", roughness=0.84,
scale=5.0, normal_is_bump=True, tint=(0.82, 0.86, 0.88),
tint_factor=0.35),
"industrial_roof": make_textured_material(
"Factory Blue Metal Roof", "blue_metal_plate_diff_1k.jpg",
"blue_metal_plate_nor_gl_1k.jpg", roughness=0.48,
scale=3.4, metallic=0.28, tint=(0.03, 0.42, 0.78),
tint_factor=0.45),
"glass": make_material("Office Blue Gray Glass", (0.12, 0.20, 0.24), 0.22, 0.10),
"factory_glass": make_material("Factory Dark Windows", (0.10, 0.14, 0.15), 0.28, 0.08),
}
road_mats = {
"road_surface": make_material("Road Asphalt", (0.055, 0.065, 0.070)),
"intersection_surface": make_material("Intersection Asphalt", (0.065, 0.075, 0.080)),
"sidewalks": make_material("Sidewalk", (0.49, 0.51, 0.49)),
"sidewalk_corners": make_material("Sidewalk Corner", (0.49, 0.51, 0.49)),
"lane_separators": make_material("Lane Separator", (0.85, 0.84, 0.72)),
"center_lines": make_material("Center Line", (0.94, 0.58, 0.06)),
"crosswalks": make_material("Crosswalk", (0.95, 0.94, 0.82)),
"vehicle_stop_lines": make_material("Stop Line", (0.95, 0.94, 0.82)),
"lane_arrows_webscale": make_material("Lane Arrow", (0.95, 0.94, 0.82)),
}
b = bounds
scene_xmin, scene_ymin = projector.xy((b["min_lon"], b["min_lat"]))
scene_xmax, scene_ymax = projector.xy((b["max_lon"], b["max_lat"]))
ground_ring = [projector.xy((b["min_lon"] - 0.0012, b["min_lat"] - 0.0012)),
projector.xy((b["max_lon"] + 0.0012, b["min_lat"] - 0.0012)),
projector.xy((b["max_lon"] + 0.0012, b["max_lat"] + 0.0012)),
projector.xy((b["min_lon"] - 0.0012, b["max_lat"] + 0.0012))]
ground_batch = MeshBatch("Ground Plane", ground_c, ground_mat)
ground_batch.add_polygon(ground_ring, -0.35)
ground_batch.finish()
grass_rings = []
tree_rows = []
lake_count = 0
grass_count = 0
scrub_count = 0
fountain_count = 0
building_count = 0
industrial_count = 0
focus_points = []
for way in ways:
coords = way["coords"]
if not any(projector.inside(c) for c in coords):
continue
ring = projector.ring(coords)
tag = way["tags"]
if tag.get("natural") == "water" or tag.get("water") == "lake":
ring = clip_polygon(ring, scene_xmin, scene_xmax,
scene_ymin, scene_ymax)
batch = MeshBatch("Lake Surface", water_c, water_mat)
if len(ring) >= 3:
batch.add_polygon(ring, 0.10)
batch.finish()
lake_count += 1
elif tag.get("landuse") == "grass":
ring = clip_polygon(ring, scene_xmin, scene_xmax,
scene_ymin, scene_ymax)
grass_rings.append(ring)
focus_points.extend(ring)
batch = MeshBatch("Grass_" + str(way["id"]), green_c, grass_mat)
if len(ring) >= 3:
batch.add_polygon(ring, 0.015)
batch.finish()
grass_count += 1
elif tag.get("natural") == "scrub" and len(ring) >= 3:
ring = clip_polygon(ring, scene_xmin, scene_xmax,
scene_ymin, scene_ymax)
focus_points.extend(ring)
if len(ring) >= 3:
add_scrub_patch("Scrub_" + str(way["id"]), ring,
scrub_mat, green_c)
scrub_count += 1
elif tag.get("natural") == "tree_row":
tree_rows.append((ring, tag))
focus_points.extend(ring)
elif "building" in tag and len(ring) >= 3:
way_id = str(way["id"])
industrial = (tag.get("building") == "industrial" and
way_id not in args["office_overrides"])
source_height = max(3.0, parse_height(tag, 12.0))
height = source_height if industrial or source_height >= 30.0 else 11.4
material = building_mats["industrial"] if industrial else building_mats["default"]
building_name = "Building_" + way_id
building_obj = make_prism(building_name, ring, 0.08, height,
material, buildings_c)
if building_obj:
building_obj["osm_height"] = source_height
building_obj["render_height"] = height
building_obj["building_kind"] = "industrial" if industrial else "office"
building_obj["osm_building_tag"] = tag.get("building", "")
building_obj["office_override"] = way_id in args["office_overrides"]
bevel = building_obj.modifiers.new("Soft facade edges", "BEVEL")
bevel.width = 0.16
bevel.segments = 2
roof_mat = (building_mats["industrial_roof"] if industrial
else building_mats["office_roof"])
add_roof(building_name, ring, height + 0.095, roof_mat, buildings_c)
add_building_details(building_name, ring, height, industrial,
building_mats, buildings_c)
focus_points.extend(ring)
building_count += 1
industrial_count += int(industrial)
geojson_dir = args.get("geojson")
road_counts = {}
if geojson_dir and os.path.isdir(geojson_dir):
layer_z = {"road_surface": 0.03, "intersection_surface": 0.035,
"sidewalks": 0.065, "sidewalk_corners": 0.067,
"lane_separators": 0.090, "center_lines": 0.092,
"crosswalks": 0.094, "vehicle_stop_lines": 0.096,
"lane_arrows_webscale": 0.098}
for layer, z in layer_z.items():
road_counts[layer] = add_geojson_layer(
os.path.join(geojson_dir, layer + ".geojson"), layer,
projector, roads_c, road_mats[layer], z)
if road_counts.get("road_surface", 0) == 0:
for way in ways:
highway = way["tags"].get("highway")
if highway and len(way["coords"]) >= 2:
width = {"secondary": 7.0, "residential": 5.5, "service": 3.5}.get(highway, 4.0)
add_polyline("OSM_Road_" + str(way["id"]), way["coords"], projector,
roads_c, road_mats["road_surface"], width, 0.03)
trees = []
individual_tree_count = 0
for feature in point_features:
if feature["tags"].get("natural") != "tree":
continue
if not projector.inside(feature["coord"]):
continue
x, y = projector.xy(feature["coord"])
trees.append((x, y, parse_height(feature["tags"], 5.5)))
individual_tree_count += 1
row_tree_count = 0
for row, row_tags in tree_rows:
row_samples = sample_tree_row(row, spacing=5.0,
height=parse_height(row_tags, 5.0))
trees.extend(row_samples)
row_tree_count += len(row_samples)
if trees:
tree_style = args.get("tree_style")
if tree_style == "natural":
tree_trunk = make_textured_material(
"Tree Trunk", "bark_brown_01_diff_1k.jpg",
"bark_brown_01_nor_gl_1k.jpg", roughness=0.92, scale=5.0)
leaf_dark = make_material("Tree Crown Dark", (0.065, 0.25, 0.055), 0.90)
add_procedural_surface(leaf_dark,
((0.035, 0.14, 0.035), (0.12, 0.36, 0.08)),
scale=3.2, detail=3.8, bump_strength=0.08)
leaf_light = make_material("Tree Crown Light", (0.13, 0.42, 0.09), 0.88)
add_procedural_surface(leaf_light,
((0.07, 0.25, 0.05), (0.22, 0.56, 0.13)),
scale=3.6, detail=3.4, bump_strength=0.07)
add_natural_tree_instances(trees, props_c, tree_trunk,
leaf_dark, leaf_light)
else:
tree_trunk = make_textured_material(
"Tree Trunk", "bark_brown_01_diff_1k.jpg",
"bark_brown_01_nor_gl_1k.jpg", roughness=0.92, scale=5.0)
tree_leaf = make_material("Tree Crown", (0.10, 0.36, 0.08), 0.88)
add_procedural_surface(tree_leaf,
((0.04, 0.18, 0.04), (0.18, 0.50, 0.12)),
scale=2.8, detail=3.2, bump_strength=0.10)
add_tree_batch(trees, props_c, tree_trunk, tree_leaf)
for feature in point_features:
if feature["tags"].get("amenity") != "fountain":
continue
if not projector.inside(feature["coord"]):
continue
fx, fy = projector.xy(feature["coord"])
add_fountain("Fountain_" + str(feature["id"]), fx, fy,
props_c, fountain_mats)
fountain_count += 1
bpy.ops.object.light_add(type="SUN", location=(0, 0, 500))
sun = bpy.context.object
sun.name = "Sun"
sun.data.energy = 3.0
sun.rotation_euler = (math.radians(28), math.radians(-22), math.radians(-32))
bpy.ops.object.light_add(type="AREA", location=(0, -220, 420))
area = bpy.context.object
area.name = "Fill Light"
area.data.energy = 1700
area.data.shape = "DISK"
area.data.size = 260
look_at(area, (0, 0, 0))
width = (b["max_lon"] - b["min_lon"]) * projector.m_per_lon
height = (b["max_lat"] - b["min_lat"]) * projector.m_per_lat
if focus_points:
min_fx = min(point[0] for point in focus_points)
max_fx = max(point[0] for point in focus_points)
min_fy = min(point[1] for point in focus_points)
max_fy = max(point[1] for point in focus_points)
focus_x = (min_fx + max_fx) / 2
focus_y = (min_fy + max_fy) / 2
focus_span = max(max_fx - min_fx, (max_fy - min_fy) * 1.25)
cam_location = (focus_x + focus_span * 0.78,
focus_y - focus_span * 0.92,
focus_span * 1.22)
camera_target = (focus_x, focus_y, 3)
else:
cam_location = (width * 0.78, -height * 1.15, max(width, height) * 1.22)
camera_target = (0, 0, 3)
bpy.ops.object.camera_add(location=cam_location)
camera = bpy.context.object
camera.name = "Scene Overview Camera"
camera.data.lens = 48
camera.data.clip_start = 0.1
camera.data.clip_end = 5000.0
look_at(camera, camera_target)
bpy.context.scene.camera = camera
configure_default_viewport()
scene = bpy.context.scene
scene.render.filepath = args["render"]
scene["source_osm"] = args["osm"]
scene["source_geojson"] = geojson_dir or ""
scene["osm_bounds"] = json.dumps(bounds, ensure_ascii=True)
scene["building_count"] = building_count
scene["industrial_building_count"] = industrial_count
scene["office_override_way_ids"] = json.dumps(sorted(args["office_overrides"]))
scene["lake_count"] = lake_count
scene["grass_count"] = grass_count
scene["scrub_count"] = scrub_count
scene["fountain_count"] = fountain_count
scene["tree_node_count"] = individual_tree_count
scene["tree_row_count"] = row_tree_count
scene["tree_count"] = len(trees)
scene["road_feature_counts"] = json.dumps(road_counts, ensure_ascii=True)
os.makedirs(os.path.dirname(args["output"]), exist_ok=True)
os.makedirs(os.path.dirname(args["render"]), exist_ok=True)
bpy.ops.file.pack_all()
bpy.ops.wm.save_as_mainfile(filepath=args["output"])
bpy.ops.render.render(write_still=True)
print("SCENE_DONE", json.dumps({"output": args["output"],
"render": args["render"],
"buildings": building_count,
"industrial_buildings": industrial_count,
"lake": lake_count,
"grass": grass_count,
"scrub": scrub_count,
"fountains": fountain_count,
"tree_nodes": individual_tree_count,
"tree_row_instances": row_tree_count,
"trees": len(trees),
"road_features": road_counts}, ensure_ascii=True))
if __name__ == "__main__":
build(cli_args())