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main.py
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272 lines (218 loc) · 8.52 KB
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import argparse
import logging
import os
from datetime import datetime
from typing import List, Optional
import numpy as np
from ui.arc import Arc
from connected import get_min_connecting_radius
from electrons import simulate_electrons
from miniball import get_max_enclosing_radius
from plane_sweep import plane_sweep
os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "hide"
import pygame
from ui.camera import Camera
from delaunay import edge_flip
from ui.face import Face
from ui.illumination import Illumination, Sun
from ui.input import InputManager
from ui.node import Node
from ui.renderer import Renderer
from util import (
PINK,
Edge,
Triangle,
load_triangulation,
random_scatter_sphere,
save_triangulation,
sort_edge,
sort_triangle,
sort_triangulation,
)
GENERATE_N_POINTS = 50
SEED = 177978238
np.random.seed(SEED)
class App:
def __init__(
self, screen: pygame.surface.Surface, triangulation_path: Optional[str]
) -> None:
self.screen = screen
screen_dimensions = (screen.get_width(), screen.get_height())
self.camera = Camera(
np.array([1.6, 1.6, -2.0]),
yaw=-np.pi / 10,
pitch=-np.pi / 8,
focal_length=800,
sensor_dimensions=screen_dimensions,
)
self.illumination = Illumination(Sun(np.array([1, -1, 1]), 1), ambience=0.4)
self.renderer = Renderer(
self.screen, self.camera, self.illumination, background_color=PINK
)
if triangulation_path is not None:
points, triangles = load_triangulation(triangulation_path, do_sort=True)
else:
print(
f"No input triangulation provided, picking random sample of {GENERATE_N_POINTS} points"
)
points = random_scatter_sphere(GENERATE_N_POINTS)
triangles = []
self.nodes = [Node(point, label=f"{i}") for i, point in enumerate(points)]
self.triangles: List[Triangle] = triangles
self.faces: List[Face] = triangles_to_faces(self.nodes, self.triangles)
self.edges: List[Edge] = []
self.arcs: List[Arc] = []
for node in self.nodes:
self.renderer.register_drawable(node)
for face in self.faces:
self.renderer.register_drawable(face)
self.input_manager = InputManager(
self.nodes,
self.faces,
self.handle_add_triangle,
self.camera,
key_callbacks={
pygame.K_SPACE: (lambda _: self.run_delaunay()),
pygame.K_e: (lambda _: self.export_triangulation()),
pygame.K_x: (lambda _: self.delete_all()),
pygame.K_s: (lambda _: self.triangulate_plane_sweep()),
pygame.K_m: (lambda _: self.miniball()),
pygame.K_c: (lambda _: self.min_connecting_radius()),
pygame.K_l: (lambda _: self.start_stop_simulate_electrons()),
},
)
self.simulating_electrons = False
def run_delaunay(self) -> None:
delaunay_triangulation = edge_flip(
[node.position for node in self.nodes], self.triangles
)
for face in self.faces:
self.renderer.deregister_drawable(face)
self.triangles = delaunay_triangulation
self.faces = triangles_to_faces(self.nodes, self.triangles)
for face in self.faces:
self.renderer.register_drawable(face)
def delete_all(self) -> None:
for face in self.faces:
self.renderer.deregister_drawable(face)
self.faces = []
self.triangles = []
for arc in self.arcs:
self.renderer.deregister_drawable(arc)
self.arcs = []
self.edges = []
def triangulate_plane_sweep(self) -> None:
if len(self.triangles) > 0:
print(
"Refusing to run plane sweep since there are already triangles. Press 'x' to delete all triangles"
)
return
if len(self.faces) > 0:
print(
"WARNING: List of triangles was empty but there were still Faces, deleting them now"
)
for face in self.faces:
self.renderer.deregister_drawable(face)
self.triangles = plane_sweep([node.position for node in self.nodes])
self.faces = triangles_to_faces(self.nodes, self.triangles)
for face in self.faces:
self.renderer.register_drawable(face)
def start_stop_simulate_electrons(self) -> None:
self.simulating_electrons = not self.simulating_electrons
def step_electron_simulation(self) -> None:
positions = [node.position for node in self.nodes]
new_positions = simulate_electrons(positions, 1)
total_movement = 0
for node, new_position in zip(self.nodes, new_positions):
total_movement += np.linalg.norm(new_position - node.position)
node.position = new_position
print(f"{total_movement=}")
def miniball(self) -> None:
if len(self.triangles) == 0:
print("No triangulation")
return
max_enclosing_radius = get_max_enclosing_radius(
[node.position for node in self.nodes], self.triangles
)
print(
f"Largest min-radius of current triangulation: " f"{max_enclosing_radius}"
)
def min_connecting_radius(self) -> None:
if len(self.nodes) == 0:
print("No vertices")
return
min_connecting_radius, adjacency_matrix = get_min_connecting_radius(
[node.position for node in self.nodes]
)
print(
f"Minimum radius for the Vietoris-Rips graph to be connected: {min_connecting_radius}"
)
for i in range(len(self.nodes)):
for j in range(i + 1, len(self.nodes)):
if adjacency_matrix[i, j]:
self.add_edge((i, j))
def export_triangulation(self) -> None:
timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
path = f"triangulation_{timestamp}.txt"
save_triangulation(
path,
[node.position for node in self.nodes],
sort_triangulation(self.triangles),
)
print(f"Saved current triangulation to '{path}'")
def handle_add_triangle(self, triangle: Triangle) -> None:
triangle = sort_triangle(triangle)
if triangle in self.triangles:
print(f"WARNING: Refusing to add existing triangle {triangle}")
return
self.triangles.append(triangle)
face = triangle_to_face(self.nodes, triangle)
self.faces.append(face)
self.renderer.register_drawable(face)
def add_edge(self, edge: Edge) -> None:
"""Does *not* check if the edge already exists"""
edge = sort_edge(edge)
self.edges.append(edge)
arc = edge_to_arc(self.nodes, edge)
self.arcs.append(arc)
self.renderer.register_drawable(arc)
def update(self) -> bool:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
self.input_manager.handle_event(event)
if self.simulating_electrons:
self.step_electron_simulation()
return True
def draw(self) -> None:
self.renderer.render(show_fps=True, ignore_depth=True)
def triangles_to_faces(nodes: List[Node], triangles: List[Triangle]) -> List[Face]:
return [Face((nodes[t[0]], nodes[t[1]], nodes[t[2]])) for t in triangles]
def triangle_to_face(nodes: List[Node], triangle: Triangle) -> Face:
return Face((nodes[triangle[0]], nodes[triangle[1]], nodes[triangle[2]]))
def edge_to_arc(nodes: List[Node], edge: Edge) -> Arc:
return Arc((nodes[edge[0]], nodes[edge[1]]))
parser = argparse.ArgumentParser(
description="Interactive visualization for creating Delaunay triangulations of the sphere"
)
parser.add_argument(
"--file", type=str, required=False, help="Path to the input triangulation"
)
def main():
logging.basicConfig(format="%(message)s", level=logging.INFO)
args = parser.parse_args()
if args.file is not None and not os.path.isfile(args.file):
print(f"Error: The file '{args.file}' does not exist or is not a file.")
return
pygame.init()
screen_size = (1200, 900)
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption("Sensors")
app = App(screen, args.file)
while True:
if not app.update():
break
app.draw()
pygame.display.flip()
if __name__ == "__main__":
main()