# -- Parameters which influence the number of buildings from OSM taken to output
# -- Parameters which influence the number of buildings from OSM taken to output
BUILDING_MIN_HEIGHT = 3.4 # -- minimum height of a building to be included in output (does not include roof)
building_min_height = 0 # -- minimum height of a building to be included in output (does not include roof)
BUILDING_MIN_AREA = 50.0 # -- minimum area for a building to be included in output
BUILDING_MIN_AREA = 0 # -- minimum area for a building to be included in output
BUILDING_REDUCE_THRESHOLD = 200.0 # -- threshold area of a building below which a rate of buildings gets reduced from output
BUILDING_REDUCE_THRESHOLD = 200.0 # -- threshold area of a building below which a rate of buildings gets reduced from output
BUILDING_REDUCE_RATE = 0.5 # -- rate (between 0 and 1) of buildings below a threshold which get reduced randomly in output
BUILDING_REDUCE_RATE = 0.5 # -- rate (between 0 and 1) of buildings below a threshold which get reduced randomly in output
BUILDING_REDUCE_CHECK_TOUCH = False # -- before removing a building due to area, check whether it is touching another building and therefore should be kept
BUILDING_REDUCE_CHECK_TOUCH = False # -- before removing a building due to area, check whether it is touching another building and therefore should be kept
BUILDING_SIMPLIFY_TOLERANCE = 1.0 # -- all points in the simplified building will be within the tolerance distance of the original geometry.
BUILDING_SIMPLIFY_TOLERANCE = 1.0 # -- all points in the simplified building will be within the tolerance distance of the original geometry.
BUILDING_NEVER_SKIP_LEVELS = 6 # -- buildings that tall will never be skipped
BUILDING_NEVER_SKIP_LEVELS = 6 # -- buildings that tall will never be skipped
BUILDING_COMPLEX_ROOFS = 1 # -- generate complex roofs on buildings?
BUILDING_COMPLEX_ROOFS = 1 # -- generate complex roofs on buildings?
BUILDING_COMPLEX_ROOFS_MAX_LEVELS = 5 # -- don't put complex roofs on buildings taller than this
BUILDING_COMPLEX_ROOFS_MAX_LEVELS = 5 # -- don't put complex roofs on buildings taller than this
BUILDING_COMPLEX_ROOFS_MAX_AREA = 2000 # -- don't put complex roofs on buildings larger than this
BUILDING_COMPLEX_ROOFS_MAX_AREA = 2000 # -- don't put complex roofs on buildings larger than this
# -- Parameters which influence the height of buildings if no info from OSM is available.
# -- Parameters which influence the height of buildings if no info from OSM is available.
# It uses a triangular distribution (see http://en.wikipedia.org/wiki/Triangular_distribution)
# It uses a triangular distribution (see http://en.wikipedia.org/wiki/Triangular_distribution)
BUILDING_CITY_LEVELS_LOW = 2.0
BUILDING_CITY_LEVELS_LOW = 2.0
BUILDING_CITY_LEVELS_MODE = 3.5
BUILDING_CITY_LEVELS_MODE = 3.5
BUILDING_CITY_LEVELS_HEIGH = 5.0
BUILDING_CITY_LEVELS_HEIGH = 5.0
BUILDING_CITY_LEVEL_HEIGHT_LOW = 3.1
BUILDING_CITY_LEVEL_HEIGHT_LOW = 3.1
BUILDING_CITY_LEVEL_HEIGHT_MODE = 3.3
BUILDING_CITY_LEVEL_HEIGHT_MODE = 3.3
BUILDING_CITY_LEVEL_HEIGHT_HEIGH = 3.6
BUILDING_CITY_LEVEL_HEIGHT_HEIGH = 3.6
# FIXME: same parameters for place = town, village, suburb
# FIXME: same parameters for place = town, village, suburb
# -- The more buildings end up in LOD rough or bare, the more work for your GPU.
# -- The more buildings end up in LOD rough or bare, the more work for your GPU.
# Increasing any of the following parameters will decrease GPU load.
# Increasing any of the following parameters will decrease GPU load.
LOD_ALWAYS_DETAIL_BELOW_AREA = 150 # -- below this area, buildings will always be LOD detail
LOD_ALWAYS_DETAIL_BELOW_AREA = 150 # -- below this area, buildings will always be LOD detail
LOD_ALWAYS_ROUGH_ABOVE_AREA = 500 # -- above this area, buildings will always be LOD rough
LOD_ALWAYS_ROUGH_ABOVE_AREA = 500 # -- above this area, buildings will always be LOD rough
LOD_ALWAYS_ROUGH_ABOVE_LEVELS = 6 # -- above this number of levels, buildings will always be LOD rough
LOD_ALWAYS_ROUGH_ABOVE_LEVELS = 6 # -- above this number of levels, buildings will always be LOD rough
LOD_ALWAYS_BARE_ABOVE_LEVELS = 10 # -- really tall buildings will be LOD bare
LOD_ALWAYS_BARE_ABOVE_LEVELS = 10 # -- really tall buildings will be LOD bare
LOD_ALWAYS_DETAIL_BELOW_LEVELS = 3 # -- below this number of levels, buildings will always be LOD detail
LOD_ALWAYS_DETAIL_BELOW_LEVELS = 3 # -- below this number of levels, buildings will always be LOD detail
LOD_PERCENTAGE_DETAIL = 0.5 # -- of the remaining buildings, this percentage will be LOD detail,
LOD_PERCENTAGE_DETAIL = 0.5 # -- of the remaining buildings, this percentage will be LOD detail,
# the rest will be LOD rough.
# the rest will be LOD rough.
LIGHTMAP_ENABLE = 1 # -- include lightmap in xml
LIGHTMAP_ENABLE = 1 # -- include lightmap in xml
OBSTRUCTION_LIGHT_MIN_LEVELS = 15 # -- put obstruction lights on buildings with >= given levels
OBSTRUCTION_LIGHT_MIN_LEVELS = 15 # -- put obstruction lights on buildings with >= given levels
EXPERIMENTAL_USE_SKEL = 0 # -- generate complex roofs with pySkeleton?
EXPERIMENTAL_USE_SKEL = 0 # -- generate complex roofs with pySkeleton?
SKEL_MAX_NODES = 10 # -- max number of nodes for which we generate complex roofs
SKEL_MAX_NODES = 10 # -- max number of nodes for which we generate complex roofs
SKEL_MAX_HEIGHT_RATIO = 0.7 # --
SKEL_MAX_HEIGHT_RATIO = 0.7 # --
EXPERIMENTAL_INNER = 0
EXPERIMENTAL_INNER = 0
CLUSTER_MIN_OBJECTS = 5 # -- discard cluster if to little objects
CLUSTER_MIN_OBJECTS = 5 # -- discard cluster if to little objects