chore(skills): Projekt-Skill zum Platzieren von three-d-stage-Modellen
Ablauf wie beim Hood Yard mit den gefundenen Fallstricken (Dreiecke je Knoten, Bodenplatte +6 cm, globale Materiallisten, Asset-Test je Ort, launch.json nur im Hauptordner, gl.finish-Messung, Vorwärmen prüfen) und Werkzeugen: Modell vermessen, Kartendaten eines Weltfensters, Vergleichsbild Satellit/Spiel, Screenshot-Dekodierung, erprobte Browser-Ausschnitte. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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"""Holt ein JPEG aus einer gespeicherten javascript_tool-Ausgabe (tool-results/*.txt) und schreibt es als Datei.
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python3 .claude/skills/placing-editor-models/scripts/decode-view.py <tool-result.txt> <bild.jpg>
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"""
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import base64
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import json
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import re
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import sys
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source, target = sys.argv[1], sys.argv[2]
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text = "".join(item.get("text", "") for item in json.load(open(source)))
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match = re.search(r"data:image/jpeg;base64,([A-Za-z0-9+/=]+)", text)
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if not match:
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sys.exit("keine JPEG-Datenadresse gefunden")
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open(target, "wb").write(base64.b64decode(match.group(1)))
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print("geschrieben", target)
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@@ -0,0 +1,109 @@
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// Vermisst eine .glb aus three-d-stage (Quelle oder aufbereitete Datei) für die Platzierung:
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//
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// node .claude/skills/placing-editor-models/scripts/measure-model.mjs <modell.glb> [bericht.json]
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//
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// Gibt eine kurze Übersicht aus und schreibt optional das volle JSON, das render-site.py für die
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// Grundriss-Überlagerung liest. Dreiecke werden je Knoten gezählt: three-d-stage benutzt Meshes
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// mehrfach, die Summe über die Meshes allein unterschätzt, was gezeichnet wird (Hood Yard: 0,75 statt
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// 2,9 Mio.).
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import { createHash } from "node:crypto";
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import { open, stat, writeFile } from "node:fs/promises";
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import { NodeIO } from "@gltf-transform/core";
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import { ALL_EXTENSIONS } from "@gltf-transform/extensions";
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import { getBounds } from "@gltf-transform/functions";
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import { MeshoptDecoder } from "meshoptimizer";
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import { EXT_MATERIALS_BUMP, EXTMaterialsBump } from "../../../../tools/assets/bumpExtension.mjs";
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const [source, reportPath] = process.argv.slice(2);
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if (!source) {
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console.error("Aufruf: node measure-model.mjs <modell.glb> [bericht.json]");
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process.exit(1);
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}
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/** asset.generator aus dem JSON-Block der .glb; NodeIO überschreibt ihn beim Einlesen. */
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async function readGenerator(path) {
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const file = await open(path, "r");
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try {
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const header = Buffer.alloc(20);
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await file.read(header, 0, 20, 0);
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const json = Buffer.alloc(header.readUInt32LE(12));
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await file.read(json, 0, json.length, 20);
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return JSON.parse(json.toString("utf8")).asset?.generator ?? "(unbekannt)";
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} finally {
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await file.close();
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}
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}
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await MeshoptDecoder.ready;
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const io = new NodeIO()
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.registerExtensions([...ALL_EXTENSIONS, EXTMaterialsBump])
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.registerDependencies({ "meshopt.decoder": MeshoptDecoder });
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const document = await io.read(source);
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const root = document.getRoot();
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const round = (values) => values.map((value) => Number(value.toFixed(2)));
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const materials = new Map();
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for (const node of root.listNodes()) {
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for (const primitive of node.getMesh()?.listPrimitives() ?? []) {
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const material = primitive.getMaterial();
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const name = material?.getName() ?? "(ohne Material)";
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const entry = materials.get(name) ?? {
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name, drawnTriangles: 0, primitives: 0,
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alphaMode: material?.getAlphaMode() ?? "OPAQUE",
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bump: Boolean(material?.getExtension(EXT_MATERIALS_BUMP)),
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};
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entry.drawnTriangles += (primitive.getIndices()?.getCount() ?? primitive.getAttribute("POSITION").getCount()) / 3;
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entry.primitives++;
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materials.set(name, entry);
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}
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}
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const textureSizes = {};
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const hashes = new Set();
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let gpuBytes = 0;
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for (const texture of root.listTextures()) {
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const [width, height] = texture.getSize() ?? [0, 0];
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const key = `${width}x${height} ${texture.getMimeType()}`;
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textureSizes[key] = (textureSizes[key] ?? 0) + 1;
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hashes.add(createHash("md5").update(texture.getImage() ?? new Uint8Array()).digest("hex"));
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gpuBytes += (width * height * 4 * 4) / 3;
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}
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// Baugruppen: die Kinder des obersten Knotens mit Unterbaum (bei three-d-stage z. B. ground, container_row,
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// fence). Ihre Außenmaße ergeben den Grundriss für die Überlagerung auf Karte und Satellitenbild.
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const scene = root.listScenes()[0];
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const top = scene.listChildren();
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const groupParents = top.length === 1 && top[0].listChildren().length > 0 ? top[0].listChildren() : top;
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const groups = groupParents
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.filter((node) => node.getMesh() || node.listChildren().length > 0)
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.map((node) => {
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const { min, max } = getBounds(node);
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return { name: node.getName() || "(unbenannt)", min: round(min), max: round(max) };
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});
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const { min, max } = getBounds(scene);
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const report = {
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file: source,
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megabytes: Number(((await stat(source)).size / 1e6).toFixed(1)),
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generator: await readGenerator(source),
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extensions: root.listExtensionsUsed().map((extension) => extension.extensionName),
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rootTranslation: top.length === 1 ? round(top[0].getTranslation()) : null,
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bounds: { min: round(min), max: round(max) },
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textures: { count: root.listTextures().length, unique: hashes.size, sizes: textureSizes, gpuMB: Math.round(gpuBytes / 1e6) },
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drawnTriangles: [...materials.values()].reduce((sum, entry) => sum + entry.drawnTriangles, 0),
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materials: [...materials.values()].sort((a, b) => b.drawnTriangles - a.drawnTriangles),
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groups,
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};
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console.log(`${report.file}: ${report.megabytes} MB, ${report.generator}`);
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console.log(`Erweiterungen: ${report.extensions.join(", ")}`);
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console.log(`Außenmaße: x ${report.bounds.min[0]} … ${report.bounds.max[0]}, y ${report.bounds.min[1]} … ${report.bounds.max[1]}, z ${report.bounds.min[2]} … ${report.bounds.max[2]}`);
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console.log(`Wurzel-Verschiebung: ${JSON.stringify(report.rootTranslation)}`);
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console.log(`Texturen: ${report.textures.count} (${report.textures.unique} verschieden), ${JSON.stringify(report.textures.sizes)}, ~${report.textures.gpuMB} MB Grafikspeicher`);
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console.log(`Gezeichnete Dreiecke: ${report.drawnTriangles}`);
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console.table(report.materials.map(({ name, drawnTriangles, primitives, alphaMode, bump }) => ({ name, drawnTriangles, primitives, alphaMode, bump })));
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console.table(report.groups.map(({ name, min: lo, max: hi }) => ({ name, x: `${lo[0]} … ${hi[0]}`, y: `${lo[1]} … ${hi[1]}`, z: `${lo[2]} … ${hi[2]}` })));
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if (reportPath) {
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await writeFile(reportPath, JSON.stringify(report, null, 2));
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console.log(`JSON: ${reportPath}`);
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}
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"""Vergleichsbild für die Platzierung: Spielkarte (und optional das Satellitenbild) mit Grundriss des Modells.
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tools/extract/.venv/bin/python .claude/skills/placing-editor-models/scripts/render-site.py \\
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--site site.json --model modell.json --at 1489 1067.5 [--rotation 0] \\
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[--satellite bild.png --anchor-px 1000 213 --anchor-world 1525 1058 --mpp 0.15] \\
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[--px-per-m 7] --out lage.png
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site.json kommt aus site-data.mjs, modell.json aus measure-model.mjs. Das Satellitenbild wird mit Norden
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oben angenommen: ein Punkt, der im Bild und in der Karte eindeutig ist (Anker), plus Meter je Bildpixel
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legen es auf Weltmeter. Beide Felder zeigen denselben Weltausschnitt (box aus site.json), damit der
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Nutzer die Lage des Grundrisses in echt und im Spiel direkt vergleichen kann.
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"""
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import argparse
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import json
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import math
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from PIL import Image, ImageDraw, ImageFont
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parser = argparse.ArgumentParser()
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parser.add_argument("--site", required=True)
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parser.add_argument("--model", required=True)
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parser.add_argument("--at", nargs=2, type=float, required=True, metavar=("X", "Y"))
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parser.add_argument("--rotation", type=float, default=0.0, help="Grad gegen den Uhrzeigersinn, Norden oben")
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parser.add_argument("--satellite")
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parser.add_argument("--anchor-px", nargs=2, type=float, metavar=("PX", "PY"))
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parser.add_argument("--anchor-world", nargs=2, type=float, metavar=("X", "Y"))
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parser.add_argument("--mpp", type=float, help="Meter je Pixel im Satellitenbild")
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parser.add_argument("--px-per-m", type=float, default=7.0)
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parser.add_argument("--out", required=True)
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args = parser.parse_args()
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site = json.load(open(args.site))
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model = json.load(open(args.model))
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box = site["box"]
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PPM = args.px_per_m
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W, H = round((box["x1"] - box["x0"]) * PPM), round((box["y1"] - box["y0"]) * PPM)
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try:
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font = ImageFont.truetype("/System/Library/Fonts/Supplemental/Arial Bold.ttf", 16)
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except OSError:
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font = ImageFont.load_default()
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def uv(X, Y):
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return ((X - box["x0"]) * PPM, (box["y1"] - Y) * PPM)
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def model_to_world(x, z):
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# wie placeTransform + three rotation.y: +x wird bei positivem Winkel zu Norden
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r = math.radians(args.rotation)
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return args.at[0] + x * math.cos(r) + z * math.sin(r), args.at[1] - (-x * math.sin(r) + z * math.cos(r))
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def rect_polygon(min_xyz, max_xyz):
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corners = [(min_xyz[0], min_xyz[2]), (max_xyz[0], min_xyz[2]), (max_xyz[0], max_xyz[2]), (min_xyz[0], max_xyz[2])]
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return [uv(*model_to_world(x, z)) for x, z in corners]
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def area(group):
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return (group["max"][0] - group["min"][0]) * (group["max"][2] - group["min"][2])
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def draw_footprint(image, with_labels):
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"""Große Gruppen (Boden, Gras, Büsche über den ganzen Hof) nur als Umriss, kompakte gefüllt und
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beschriftet — sonst verdecken Flächengruppen die Gebäude, auf die es beim Vergleich ankommt."""
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overlay = Image.new("RGBA", image.size, (0, 0, 0, 0))
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d = ImageDraw.Draw(overlay)
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palette = [(230, 140, 40), (70, 130, 220), (200, 80, 160), (220, 200, 60), (90, 200, 200), (150, 110, 230)]
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total = area({"min": model["bounds"]["min"], "max": model["bounds"]["max"]}) or 1
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groups = sorted(model["groups"], key=area, reverse=True)
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compact = [g for g in groups if area(g) < 0.35 * total]
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for group in groups:
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if area(group) >= 0.35 * total:
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d.polygon(rect_polygon(group["min"], group["max"]), outline=(255, 255, 255, 110))
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for index, group in enumerate(compact):
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color = palette[index % len(palette)]
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alpha = 60 if area(group) >= 0.15 * total else 170 # breite Pflanzengruppen blasser
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d.polygon(rect_polygon(group["min"], group["max"]), fill=color + (alpha,), outline=(0, 0, 0, 230))
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d.polygon(rect_polygon(model["bounds"]["min"], model["bounds"]["max"]), outline=(255, 255, 255, 255), width=3)
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if with_labels:
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taken = []
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for group in sorted(compact, key=area): # Gebäude vor Pflanzenflächen beschriften
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if area(group) < 4: # Müllsäcke, Kameras usw. nicht beschriften
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continue
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cx = (group["min"][0] + group["max"][0]) / 2
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cz = (group["min"][2] + group["max"][2]) / 2
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u, v = uv(*model_to_world(cx, cz))
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left, top, right, bottom = d.textbbox((u, v), group["name"], font=font)
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if any(left < r and right > l and top < b and bottom > t for l, t, r, b in taken):
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continue
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taken.append((left, top, right, bottom))
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d.rectangle([left - 2, top - 1, right + 2, bottom + 1], fill=(0, 0, 0, 150))
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d.text((u, v), group["name"], font=font, fill=(255, 255, 255, 255))
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return Image.alpha_composite(image.convert("RGBA"), overlay)
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def game_panel():
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image = Image.new("RGB", (W, H), (44, 90, 140))
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d = ImageDraw.Draw(image)
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colors = {"park": (90, 150, 70), "urban": (200, 200, 200), "sand": (230, 210, 140)}
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for c in site["chunks"]:
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for poly in c["land"]:
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d.polygon([uv(*p) for p in poly[0]], fill=(170, 185, 130))
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for c in site["chunks"]:
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for s in c["surfaces"]:
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d.polygon([uv(*p) for p in s["rings"][0]], fill=colors.get(s["kind"], (150, 150, 150)))
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for c in site["chunks"]:
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for r in c["roads"]:
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d.polygon([uv(*p) for p in r["rings"][0]], fill=(80, 80, 85))
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for hole in r["rings"][1:]:
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d.polygon([uv(*p) for p in hole], fill=(170, 185, 130))
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for c in site["chunks"]:
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for b in c["buildings"]:
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d.polygon([uv(*p) for p in b["rings"][0]], fill=(150, 110, 90), outline=(0, 0, 0))
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for X, Y in site["palms"]:
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u, v = uv(X, Y)
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d.ellipse([u - 5, v - 5, u + 5, v + 5], fill=(20, 90, 20))
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image = draw_footprint(image, with_labels=False)
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d = ImageDraw.Draw(image)
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for X, Y in site["lamps"]:
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u, v = uv(X, Y)
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d.ellipse([u - 6, v - 6, u + 6, v + 6], fill=(255, 220, 0, 255), outline=(0, 0, 0, 255))
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# Chunk-Grenzen alle 250 m; Planquadrat-Namen oben links in jedem sichtbaren Teil eines Chunks
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for X in range(-1000, 2001, 250):
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if box["x0"] <= X <= box["x1"]:
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u, _ = uv(X, 0)
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d.line([(u, 0), (u, H)], fill=(255, 40, 40), width=2)
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for Y in range(-500, 2501, 250):
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if box["y0"] <= Y <= box["y1"]:
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_, v = uv(0, Y)
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d.line([(0, v), (W, v)], fill=(255, 40, 40), width=2)
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names = {c["key"]: c["name"] for c in site["chunks"]}
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for i in range(12):
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for j in range(12):
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left, right = max(box["x0"], -1000 + i * 250), min(box["x1"], -1000 + (i + 1) * 250)
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north, south = min(box["y1"], 2500 - j * 250), max(box["y0"], 2500 - (j + 1) * 250)
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if left < right and south < north and f"{i}_{j}" in names:
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u, v = uv(left, north)
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d.text((u + 6, v + 4), names[f"{i}_{j}"], font=font, fill=(255, 40, 40))
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return image
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def satellite_panel():
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real = Image.open(args.satellite).convert("RGB")
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k = 1 / PPM / args.mpp
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cx = args.anchor_px[0] + (box["x0"] - args.anchor_world[0]) / args.mpp
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cy = args.anchor_px[1] - (box["y1"] - args.anchor_world[1]) / args.mpp
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panel = real.transform((W, H), Image.AFFINE, (k, 0, cx, 0, k, cy), resample=Image.BICUBIC, fillcolor=(30, 30, 30))
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return draw_footprint(panel, with_labels=True)
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panels = [("Spiel: Chunk-Daten, gelb Laternen, weiß Außenmaße", game_panel())]
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if args.satellite:
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if not (args.anchor_px and args.anchor_world and args.mpp):
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parser.error("--satellite braucht --anchor-px, --anchor-world und --mpp")
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panels.insert(0, (f"Echt: Satellitenbild, 1 px ≈ {args.mpp} m, Anker {args.anchor_world}", satellite_panel()))
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M = 30
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out = Image.new("RGB", (W, len(panels) * (H + M)), (18, 18, 18))
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d = ImageDraw.Draw(out)
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for index, (title, panel) in enumerate(panels):
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top = index * (H + M)
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d.text((8, top + 7), f"{title} · Mitte ({args.at[0]:g} | {args.at[1]:g}), Drehung {args.rotation:g}°", font=font, fill=(240, 240, 240))
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out.paste(panel.convert("RGB"), (0, top + M))
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out.save(args.out)
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print(args.out, out.size)
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@@ -0,0 +1,50 @@
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// Holt die Kartendaten eines Weltausschnitts für die Platzierung, in Welt-x/-y (Meter, Norden = +y):
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//
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// node .claude/skills/placing-editor-models/scripts/site-data.mjs <x0> <x1> <y0> <y1> <ausgabe.json>
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//
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// Enthält Land, Flächen (park/sand/urban), Straßen, Gebäude, Palmen und die Laternen, wie PropLayer sie
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// setzt (vergeLampPoints(lampPoints(...)) je Chunk — Laternen stehen bis 16 m neben ihrer Mittellinie,
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// deshalb werden auch die Nachbarchunks des Ausschnitts gelesen). render-site.py zeichnet daraus das
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// Vergleichsbild; die Grenzen für Straßenrand, Felder usw. lassen sich direkt aus dem JSON ablesen.
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import { readFileSync, writeFileSync } from "node:fs";
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import { CHUNKS_PER_SIDE, CHUNK_SIZE, SLICE, chunkName } from "../../../../src/world/coords.js";
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import { lampPoints, vergeLampPoints } from "../../../../src/world/props.js";
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const [x0, x1, y0, y1] = process.argv.slice(2, 6).map(Number);
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const out = process.argv[6];
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if ([x0, x1, y0, y1].some(Number.isNaN) || !out) {
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console.error("Aufruf: node site-data.mjs <x0> <x1> <y0> <y1> <ausgabe.json>");
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process.exit(1);
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}
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const iOf = (X) => Math.floor((X - SLICE.x0) / CHUNK_SIZE);
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const jOf = (Y) => Math.floor((SLICE.y1 - Y) / CHUNK_SIZE);
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const clamp = (k) => Math.min(CHUNKS_PER_SIDE - 1, Math.max(0, k));
|
||||
const chunkUrl = (i, j) => new URL(`../../../../public/data/vice-a/chunk_${i}_${j}.json`, import.meta.url);
|
||||
|
||||
const chunks = [];
|
||||
const palms = [];
|
||||
const lamps = [];
|
||||
for (let i = clamp(iOf(x0) - 1); i <= clamp(iOf(x1) + 1); i++) {
|
||||
for (let j = clamp(jOf(y1) - 1); j <= clamp(jOf(y0) + 1); j++) {
|
||||
const c = JSON.parse(readFileSync(chunkUrl(i, j), "utf8"));
|
||||
const [ox, oz] = c.origin;
|
||||
const world = (u, v) => [Number((ox + u).toFixed(2)), Number((-(oz + v)).toFixed(2))];
|
||||
const rings = (poly) => poly.map((ring) => ring.map(([u, v]) => world(u, v)));
|
||||
chunks.push({
|
||||
key: `${i}_${j}`, name: chunkName(i, j),
|
||||
land: c.land.map(rings),
|
||||
surfaces: (c.surfaces ?? []).map((s) => ({ kind: s.kind, rings: rings(s.poly) })),
|
||||
roads: c.roads.map((r) => ({ bridge: r.bridge, rings: rings(r.poly) })),
|
||||
buildings: c.buildings.map((b) => ({ height: b.height, rings: rings(b.poly) })),
|
||||
});
|
||||
for (const [u, v] of c.palms ?? []) palms.push(world(u, v));
|
||||
for (const p of vergeLampPoints(lampPoints(c.centerlines ?? []), c.roads ?? [])) lamps.push(world(p.x, p.z));
|
||||
}
|
||||
}
|
||||
|
||||
const inside = ([X, Y]) => X >= x0 && X <= x1 && Y >= y0 && Y <= y1;
|
||||
writeFileSync(out, JSON.stringify({ box: { x0, x1, y0, y1 }, chunks, palms, lamps }));
|
||||
console.log(`${chunks.length} Chunks (${chunks.map((c) => c.name).join(", ")}), ` +
|
||||
`${palms.filter(inside).length} Palmen und ${lamps.filter(inside).length} Laternen im Ausschnitt → ${out}`);
|
||||
for (const lamp of lamps.filter(inside)) console.log(` Laterne bei (${lamp[0]} | ${lamp[1]})`);
|
||||
Reference in new issue
Block a user