--------------------------------------------------------------------------------------------------------- CODE – Applicable subsections of the Zoning Classification rule --------------------------------------------------------------------------------------------------------- fZoneClass = ZONECLASS RunAll--> case fZoneClass == "Park" : Park Trees(geometry.area/Assembly_Width) case fZoneClass == "Low Density Single Family" && geometry.area > minLotSize : ColorGround Houses(1) case fZoneClass == "Low Density Single Family" : Footprint(-6) case fZoneClass == "Medium Density Residential" : Footprint(0) … Park --> color("#339933") setupProjection(0, world.xz, 15, 15) projectUV(0) texture("natural/lawn.jpg") Trees(n) --> case geometry.area > 10000 : scatter(surface,n,uniform) { Tree } else : scatter(surface,1,gaussian,center,'0.01) { Tree } Tree --> s(0,rand(Tree_Height*0.8,Tree_Height*1.2),0) r(0,rand(360),0) i("assets/tree/tree_branch_foliage_grouped.obj") Houses(n) --> case n ==1 : HouseInCenter else : HousesRandom(n) HouseInCenter --> color(getUseTypeColor(fZoneClass)) s(20,20,20) center(xz) i("DAE_Symbols/SimpleHouse.dae") Footprint(n) --> offset(n,inside) innerRect extrude(getUseTypeHeight(fZoneClass)) color(getUseTypeColor(fZoneClass)) Mass Mass --> comp(f) { top: Top | side: Sides } Top --> roofHip(30) Sides --> color (getUseTypeColor(fZoneClass))