Source code for voxcity.utils.material

"""
Material utilities for VoxelCity voxel grid processing.

This module provides functions for setting building materials and window patterns
in 3D voxel grids based on building IDs, material types, and window ratios.
The main functionality includes:
- Material ID mapping and retrieval
- Window pattern generation based on configurable ratios
- Building material assignment from GeoDataFrame data
"""

import numpy as np

__all__ = [
    "get_material_dict",
    "get_modulo_numbers",
    "set_building_material_by_id",
    "set_building_material_by_gdf",
]

[docs] def get_material_dict(): """ Returns a dictionary mapping material names to their corresponding ID values. The material IDs use negative values to distinguish them from other voxel types. Each material has a unique negative ID that can be used for material-based rendering and analysis. Returns: dict: Dictionary with material names as keys and negative integer IDs as values. Available materials: unknown, brick, wood, concrete, metal, stone, glass, plaster """ return { "unknown": -3, "brick": -11, "wood": -12, "concrete": -13, "metal": -14, "stone": -15, "glass": -16, "plaster": -17, }
[docs] def get_modulo_numbers(window_ratio): """ Determines the appropriate modulo numbers for x, y, z based on window_ratio. This function creates different window patterns by returning modulo values that control the spacing of windows in the x, y, and z dimensions. Lower window_ratio values result in sparser window patterns (higher modulo values), while higher ratios create denser patterns. The function uses hash-based selection for certain ratios to introduce variety in window patterns for buildings with similar window ratios. Parameters: window_ratio (float): Value between 0 and 1.0 representing window density Returns: tuple: (x_mod, y_mod, z_mod) - modulo numbers for each dimension Higher values = sparser windows, lower values = denser windows """ # Very sparse windows - every 2nd position in all dimensions if window_ratio <= 0.125 + 0.0625: # around 0.125 return (2, 2, 2) # Medium-sparse windows - vary pattern across dimensions elif window_ratio <= 0.25 + 0.125: # around 0.25 combinations = [(2, 2, 1), (2, 1, 2), (1, 2, 2)] # Use hash for consistent but varied selection return combinations[hash(str(window_ratio)) % len(combinations)] # Medium density windows - two dimensions sparse, one dense elif window_ratio <= 0.5 + 0.125: # around 0.5 combinations = [(2, 1, 1), (1, 2, 1), (1, 1, 2)] return combinations[hash(str(window_ratio)) % len(combinations)] # Dense windows - similar pattern to medium density elif window_ratio <= 0.75 + 0.125: # around 0.75 combinations = [(2, 1, 1), (1, 2, 1), (1, 1, 2)] return combinations[hash(str(window_ratio)) % len(combinations)] # Maximum density - windows at every position else: # above 0.875 return (1, 1, 1)
[docs] def set_building_material_by_id(voxelcity_grid, building_id_grid_ori, ids, mark, window_ratio=0.125, glass_id=-16): """ Marks cells in voxelcity_grid based on building IDs and window ratio. Never sets glass_id to cells with maximum z index. This function processes buildings by: 1. Finding all positions matching the specified building IDs 2. Setting the base material for all building voxels 3. Creating window patterns based on window_ratio and modulo calculations 4. Ensuring the top floor (maximum z) never gets windows (glass_id) The window pattern is determined by the modulo values returned from get_modulo_numbers(), which creates different densities and arrangements of windows based on the window_ratio. Parameters: voxelcity_grid (numpy.ndarray): 3D numpy array representing the voxel grid building_id_grid_ori (numpy.ndarray): 2D numpy array containing building IDs ids (list/array): Building IDs to process mark (int): Material ID value to set for building cells window_ratio (float): Value between 0 and 1.0 determining window density: ~0.125: sparse windows (2,2,2) ~0.25: medium-sparse windows (2,2,1), (2,1,2), or (1,2,2) ~0.5: medium windows (2,1,1), (1,2,1), or (1,1,2) ~0.75: dense windows (2,1,1), (1,2,1), or (1,1,2) >0.875: maximum density (1,1,1) glass_id (int): Material ID for glass/window cells (default: -16) Returns: numpy.ndarray: Modified voxelcity_grid with building materials and windows applied """ # Both voxelcity_grid and building_id_grid arrive in uv layout (Phase 3), # so they index 1:1 — no flip. building_id_grid = building_id_grid_ori # Get modulo numbers based on window_ratio for pattern generation x_mod, y_mod, z_mod = get_modulo_numbers(window_ratio) # Find all positions where building IDs match the specified IDs building_positions = np.where(np.isin(building_id_grid, ids)) # Process each building position for i in range(len(building_positions[0])): x, y = building_positions[0][i], building_positions[1][i] # Set base building material for all voxels at this x,y position # Only modify voxels that are currently marked as "unknown" (-3) z_mask = voxelcity_grid[x, y, :] == -3 voxelcity_grid[x, y, z_mask] = mark # Apply window pattern if position meets modulo conditions if x % x_mod == 0 and y % y_mod == 0: # Find all z positions with the building material z_mask = voxelcity_grid[x, y, :] == mark if np.any(z_mask): # Get z indices and find the maximum (top floor) z_indices = np.where(z_mask)[0] max_z_index = np.max(z_indices) # Create base mask excluding the top floor # This ensures the roof never gets windows base_mask = z_mask.copy() base_mask[max_z_index] = False # Create window pattern based on z modulo pattern_mask = np.zeros_like(z_mask) valid_z_indices = z_indices[z_indices != max_z_index] # Exclude max_z_index if len(valid_z_indices) > 0: # Apply z modulo pattern to create vertical window spacing pattern_mask[valid_z_indices[valid_z_indices % z_mod == 0]] = True # For higher window ratios, add additional window pattern # This creates denser window arrangements for buildings with more windows if 0.625 < window_ratio <= 0.875 and len(valid_z_indices) > 0: additional_pattern = np.zeros_like(z_mask) additional_pattern[valid_z_indices[valid_z_indices % (z_mod + 1) == 0]] = True # Combine patterns using logical OR to increase window density pattern_mask = np.logical_or(pattern_mask, additional_pattern) # Combine base mask (excluding top floor) with pattern mask final_glass_mask = np.logical_and(base_mask, pattern_mask) # Set glass material for all positions matching the final mask voxelcity_grid[x, y, final_glass_mask] = glass_id return voxelcity_grid
[docs] def set_building_material_by_gdf(voxelcity_grid_ori, building_id_grid, gdf_buildings, material_id_dict=None): """ Sets building materials based on a GeoDataFrame containing building information. This function iterates through a GeoDataFrame of building data and applies materials and window patterns to the corresponding buildings in the voxel grid. It handles missing material information by defaulting to 'unknown' material. Parameters: voxelcity_grid_ori (numpy.ndarray): 3D numpy array of the original voxel grid building_id_grid (numpy.ndarray): 2D numpy array containing building IDs gdf_buildings (GeoDataFrame): Building information with required columns: 'building_id': Unique identifier for each building 'surface_material': Material type (brick, wood, concrete, etc.) 'window_ratio': Float between 0-1 for window density material_id_dict (dict, optional): Dictionary mapping material names to IDs. If None, uses default from get_material_dict() Returns: numpy.ndarray: Modified voxelcity_grid with all building materials and windows applied """ # Create a copy to avoid modifying the original grid voxelcity_grid = voxelcity_grid_ori.copy() # Use default material dictionary if none provided if material_id_dict == None: material_id_dict = get_material_dict() # Process each building in the GeoDataFrame for index, row in gdf_buildings.iterrows(): # Extract building properties from the current row osmid = row['building_id'] surface_material = row['surface_material'] window_ratio = row['window_ratio'] # Handle missing surface material data if surface_material is None: surface_material = 'unknown' # Apply material and window pattern to this building set_building_material_by_id(voxelcity_grid, building_id_grid, osmid, material_id_dict[surface_material], window_ratio=window_ratio, glass_id=material_id_dict['glass']) return voxelcity_grid