/** * File: Test 2.cga * Created: 27 May 2014 07:43:52 GMT * Author: KennethL */ version "2013.1" attr height = 100 attr groundfloor_height = 10 attr floor_height = 10 attr top_ledge = 2 attr first_tile = mid_tiles - wall attr mid_tiles = 5 attr last_tile = mid_tiles attr top_legde2 =2 attr wall = 0.5 attr window = mid_tiles - wall attr nSymmetries = 2 Building --> comp(f){ front : Frontfacade | side : SideFacade | top: Roof} @Location(903,-265) Frontfacade --> split(y){ groundfloor_height : Floor(split.index) | groundfloor_height : Floor(split.index) | {~floor_height : Floor(split.index)}* | floor_height ++ top_ledge : Floor(999)} @Location(1810,-9) Floor(floorindex) --> case floorindex == 0 : TileRow(floorindex) case floorindex == 999 : split(y){ TileRow(floorindex) | ~top_ledge : TopLedge | top_legde2 : TopLedge2} case floorindex == 1 : split(y){ TileRow(floorindex) | top_ledge : TopLedge} else : split(y){ TileRow(floorindex) | top_ledge : TopLedge} @Location(2680,398) TileRow(floorIndex) --> case floorIndex == 0: split(x){ ~mid_tiles: Tile(-1) }* case floorIndex == 1: split(x){ ~mid_tiles: Tile(-1) }* else: split(x){ ~mid_tiles: First_tile | {~mid_tiles : Mid_tiles }*|~mid_tiles: Last_tile } @Location(3419,840) First_tile --> split (x) {mid_tiles-wall : Shape} Shape @Location(3446,1128) Last_tile --> split (x) {wall : Shape} Shape @Location(3432,989) Mid_tiles --> split (x) {wall : Shape | mid_tiles - wall - wall : Shape} Shape
/** * File: Test 2.cga * Created: 27 May 2014 07:43:52 GMT * Author: KennethL */ version "2013.1" attr height = 100 attr groundfloor_height = 10 attr floor_height = 10 attr top_ledge = 2 attr first_tile = mid_tiles attr mid_tiles = 5 attr last_tile = mid_tiles attr top_legde2 =5 attr wall = 0.5 attr window = mid_tiles - wall Building --> comp(f){ front : Frontfacade | side : SideFacade | top: Roof} Frontfacade --> split(y){ groundfloor_height : Floor(split.index) | groundfloor_height : Floor(split.index) | {~floor_height : Floor(split.index)}* | floor_height ++ top_ledge : Floor(999)} split(x){ ~first_tile : Tile(split.index) | {~mid_tiles : Tile(split.index) }* | ~last_tile : Tile(999) } Floor(floorindex) --> case floorindex == 0 : Ground_floor case floorindex == 999 : split(y){ Subfloor(floorindex) | ~top_ledge : TopLedge | top_legde2 : TopLedge2} case floorindex == 1 : split(y){ Ground_floor | top_ledge : TopLedge} else : split(y){ Subfloor(floorindex) | top_ledge : TopLedge} Ground_floor --> Shape Tile(tileindex)--> case tileindex == 0 : window_left(split.index) case tileindex == 999 : window_right else : window_mid window_left(floorindex) --> case floorindex == 0 : split(x) { window : Window_side} else: NIL Shape
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