def search_max_area_triangulation(self,
                                   polygon,
                                   base_first=False,
                                   quiet=True):
     polygon.multi_area = 0
     polygon.triangulation = []
     if len(polygon) <= 2:
         return polygon
     """ Is polygon known ? """
     isBestSplitDone = self.search_in_optimize_done(polygon)
     if isBestSplitDone != None:
         polygon = self.optimized_polygon_done[isBestSplitDone]
         #print "Polygon already optimize :",polygon.triangulation, polygon.multi_area
         return polygon
     #print "Polygon not optimized :",polygon
     if len(polygon) == 3:
         triangle = Triangle(polygon.verts,
                             self.a,
                             exterior=True,
                             suboptimal=self.suboptimal)
         triangle.findArea()
         triangle = self.best_area_under(triangle, quiet=False)
         return triangle
     self.polygon_max_area_triangulation(polygon,
                                         base_first=base_first,
                                         quiet=quiet)
     #print "Optimized polygon added : ", polygon
     bisect.insort_left(self.optimized_polygon_done, polygon)
     return polygon
	def nerve(self, spheres):
		'''Given a set of spheres
		@return edges: (sphere1, sphere2) pairs 
		@return triangle_set: triangle set
		@return graph_dict: dictionary{ sphere1:[sphere2, sphere3,...] }
		@return edge_tri_dict: dictionary{ (sphere1, sphere2): triangle, .... }
		@return sphere_tri_dict: dictionary{ sphere1: [triangle1, tri2...], ... }'''
		edges		   = [];
		triangle_set	= [];
		graph_dict	  = {};
		edge_tri_dict   = {};
		sphere_tri_dict = {}
		for i in range(0, len(spheres)):
			sphere1 = spheres[i];
			for j in range(0, len(spheres)):
				sphere2 = spheres[j];
				if not sphere1.intersects(sphere2) or sphere1 == sphere2:
					continue;
				if not (sphere1, sphere2) in edges:
					edges.append( (sphere1, sphere2) );
					self.__add2dict__(sphere1, sphere2, graph_dict);

				for sphere3 in spheres:
					if sphere1 == sphere3 or sphere2 == sphere3:
						continue;
					if sphere1.intersects(sphere3) and sphere2.intersects(sphere3):
						triangle = Triangle(sphere1, sphere2, sphere3);
						if triangle.is_filled():
							triangle_set.append(triangle);
							self.__add2dict__((sphere1,sphere2), triangle, edge_tri_dict);
							self.__add2dict__((sphere2,sphere1), triangle, edge_tri_dict);
							self.__add2dict__((sphere1,sphere3), triangle, edge_tri_dict);
							self.__add2dict__((sphere3,sphere1), triangle, edge_tri_dict);
							self.__add2dict__((sphere2,sphere3), triangle, edge_tri_dict);
							self.__add2dict__((sphere3,sphere2), triangle, edge_tri_dict);

		no_same_tri_set = [];
		same = [];
		for tri1 in triangle_set:
			if tri1 in same:
				continue;
			no_same_tri_set.append(tri1);
			for tri2 in triangle_set:
				if tri1 == tri2:
					continue;
				if tri1.spheres[0] == tri2.spheres[0] or tri1.spheres[0] == tri2.spheres[1] or tri1.spheres[0] == tri2.spheres[2]:
					if tri1.spheres[1] == tri2.spheres[0] or tri1.spheres[1] == tri2.spheres[1] or tri1.spheres[1] == tri2.spheres[2]:
						if tri1.spheres[2] == tri2.spheres[0] or tri1.spheres[2] == tri2.spheres[1] or tri1.spheres[2] == tri2.spheres[2]:
							#triangle_set.remove(tri2);
							same.append(tri2);

		print "initially we have {0} triangles".format(len(triangle_set))

		for tri in no_same_tri_set:
			self.__add2dict__(tri.spheres[0], tri, sphere_tri_dict);
			self.__add2dict__(tri.spheres[1], tri, sphere_tri_dict);
			self.__add2dict__(tri.spheres[2], tri, sphere_tri_dict);

		return edges, no_same_tri_set, graph_dict, edge_tri_dict, sphere_tri_dict;
Exemple #3
0
def Triangle_output(a, b, c):
    Triangle_input.Triangle_input_a(a)
    Triangle_input.Triangle_input_b(b)
    Triangle_input.Triangle_input_c(c)

    num = Triangle_input.num
    test_num = Triangle_input.test_num
    if compare(a) == "请输入正整数或正小数" or compare(b) == "请输入正整数或正小数" or compare(
            c) == "请输入正整数或正小数":
        # print(num)
        print("您输入的三个值分别为%s,%s,%s" % (a, b, c))
        print("您输入的三个值不符合要求:请输入正整数或正小数")

        # 打印日志消息
        logger().info('输入不符合正整数或正小数')

        return "输入值错误"

    else:
        print("您输入的三个值分别为%s,%s,%s" % (a, b, c))
        print("您输入的三个值组合结果为:")

        result = Triangle.Triangle_PK(num['a'], num['b'], num['c'])

        # 打印日志消息
        logger().info('判断成功返回判断结果:' + result)
        return result


# a = input("输入组成三角形的第一个数:")
# b = input("输入组成三角形的第二个数:")
# c = input("输入组成三角形的第三个数:")
# Triangle_output(a,b,c)
Exemple #4
0
 def test3(self): #Scalene test
     a=3
     b=4
     c=5
     expected = "Scalene triangle"
     actual = Triangle.classify_triangle(a,b,c)
     self.assertEqual(expected, actual, "Test for Isosceles fails.")
Exemple #5
0
def render(SceneLoaded, Scale, Light, CamDist, Fdist):
    Scene = SceneLoaded
    Screen = []
    projection_plane = Plane(Vector(0, CamDist, 0), Vector(1, 0, 0),
                             Vector(0, 0, 1))
    focalPoint = Vector(0, CamDist + Fdist, 0)
    #Sort by Y value all triangles (oclusion)
    Scene.sort(key=lambda tri: tri.centre.y)
    for triangle in Scene:
        triangle.shade(Light)
        triangle.v1 = triangle.v1 * Scale
        triangle.v2 = triangle.v2 * Scale
        triangle.v3 = triangle.v3 * Scale
    for triangle in Scene:
        try:
            V1 = Line(triangle.v1, focalPoint - triangle.v1).plane_intersect(
                projection_plane)  # Three lines from the vertices to the plane
            V2 = Line(triangle.v2, focalPoint - triangle.v2).plane_intersect(
                projection_plane)  #
            V3 = Line(triangle.v3, focalPoint - triangle.v3).plane_intersect(
                projection_plane)  #
            Screen.append(Triangle(V1, V2, V3, color=triangle.color))
        except:
            pass
    draw(Screen)
Exemple #6
0
def main():
    rand_levels = input("Enter number of levels: ")
    # rand_levels = random.randint(2,15)
    t = Triangle(int(rand_levels))
    # print(repr(t))
    print "\nSimulated Annealing"
    print "###############################"
    anneal(t, rand_levels)
 def fan_triangulation(self, perim, center, base_first=False):
     print "perim :", perim
     print "center : ", center
     n = len(perim)
     tri = []
     if center in perim:
         arg_center = perim.index(center)
         #fan_perim = np.roll(perim,-arg_center)
         if arg_center > 1:
             for i in xrange(n):
                 if (i != arg_center) and ((i + 1) % n != arg_center):
                     tri.append(
                         Triangle([perim[i], perim[(i + 1) % n], center],
                                  self.a,
                                  True,
                                  suboptimal=self.suboptimal))
         else:
             if arg_center == 0:
                 for i in xrange(1, n - 1):
                     tri.append(
                         Triangle(
                             [center, perim[i % n], perim[(i + 1) % n]],
                             self.a,
                             True,
                             suboptimal=self.suboptimal))
             else:  #arg_center == 1:
                 for i in xrange(n - 2):
                     tri.append(
                         Triangle([perim[-i], center, perim[-i - 1]],
                                  self.a,
                                  True,
                                  suboptimal=self.suboptimal))
     else:
         for i in xrange(n):
             tri.append(
                 Triangle([perim[i], perim[(i + 1) % n], center],
                          self.a,
                          True,
                          suboptimal=self.suboptimal))
     # Test because buildgraph return false
     # if base_first and not (tri[0][0] in perim[0:2] and tri[0][1] in perim[0:2]):
     #     print "reverse"
     #     tri.reverse()
     print "tri :", [t.verts for t in tri]
     return tri
 def search_max_MULTI_triangulation(self,
                                    polygon,
                                    base_first=False,
                                    quiet=True):
     polygon.multi_area = 0
     polygon.triangulation = []
     if len(polygon) <= 2:
         return polygon
     if len(polygon) == 3:
         triangle = Triangle(polygon.verts,
                             self.a,
                             exterior=True,
                             suboptimal=self.suboptimal)
         triangle.findArea()
         triangle = self.best_multi_under(triangle, quiet=False)
         return triangle
     base_perim = self.select_base_first(polygon)
     candidates = []
     for l in base_perim:
         for poly in l:
             sub_candidates = triangles_in_perim_sorting_by_area(
                 self.a,
                 poly.verts,
                 self.suboptimal,
                 base_first=True,
                 quiet=quiet)
             sub_candidates = sub_candidates[0:self.attempts]
             candidates += sub_candidates
     attempts = len(candidates)  # in case  attempts > len candidates
     tour = 0
     display_message(self.a, quiet, "Searching ...", newline=True)
     for triangle in candidates:
         triangle.verts = list(np.roll(triangle.verts, 1))
         display_progression_triangle(
             self.a, self.a.quiet, tour, attempts,
             "attemps, optimized=" + str(len(self.optimized_polygon_done)))
         triangle = self.best_multi_under(triangle, quiet)
         if triangle.multi_area > polygon.multi_area:
             polygon.triangulation = [triangle]
             polygon.multi_area = triangle.multi_area
         tour += 1
     display_progression_triangle(
         self.a, self.a.quiet, tour, attempts,
         "attemps, optimized=" + str(len(self.optimized_polygon_done)))
     return polygon
def CalculateColour(aTriangle):

    AmbColour = [0.0, 0.0, 0.0]
    AmbColour[R] = ambientMatR * ambientLightR
    AmbColour[G] = ambientMatG * ambientLightG
    AmbColour[B] = ambientMatB * ambientLightB

    DiffuseColour = [0.0, 0.0, 0.0]
    DiffuseFactor = Diffuse(aTriangle.normal, Triangle.AveragePoint(aTriangle))
    #print(DiffuseFactor)

    DiffuseColour[R] = DiffuseFactor * diffuseMatR * lightSourceR
    DiffuseColour[G] = DiffuseFactor * diffuseMatG * lightSourceG
    DiffuseColour[B] = DiffuseFactor * diffuseMatB * lightSourceB
    #print(DiffuseColour[R],DiffuseColour[G],DiffuseColour[B])

    SpecularColour = [0.0, 0.0, 0.0]
    SpecularFactor = Specular(aTriangle.normal,
                              Triangle.AveragePoint(aTriangle))
    #print(SpecularFactor)

    SpecularColour[R] = SpecularFactor * specularMatR * lightSourceR
    SpecularColour[G] = SpecularFactor * specularMatG * lightSourceG
    SpecularColour[B] = SpecularFactor * specularMatB * lightSourceB
    #print(SpecularColour[R],SpecularColour[G],SpecularColour[B])

    endColour = [0.0, 0.0, 0.0]
    endColour[R] = AmbColour[R] + DiffuseColour[R] + SpecularColour[R]
    endColour[G] = AmbColour[G] + DiffuseColour[G] + SpecularColour[G]
    endColour[B] = AmbColour[B] + DiffuseColour[B] + SpecularColour[B]

    #if >1, clamp the values
    if endColour[R] > 1.0:
        endColour[R] = 1.0

    if endColour[G] > 1.0:
        endColour[G] = 1.0

    if endColour[B] > 1.0:
        endColour[B] = 1.0

    return Colour.Colour(endColour[R], endColour[G], endColour[B])
Exemple #10
0
class TestTriangleMethods(unittest.TestCase):
    a = Triangle.Triangle(3, 4, 5)
    b = Triangle.Triangle(0, 0, 0)
    c = Triangle.Triangle(3, 4, 17)
    d = Triangle.Triangle(3, 4, 3)
    e = Triangle.Triangle(3, 3, 3)
    f = Triangle.Triangle(3, 4, 6)

    def test_isTriangle(self):
        self.assertEqual(self.a.isTriangle(), True)
        self.assertEqual(self.b.isTriangle(), False)
        self.assertEqual(self.c.isTriangle(), False)
        self.assertEqual(self.d.isTriangle(), True)

    def test_isEquilateral(self):
        self.assertEqual(self.a.isEquilateral(), False)
        self.assertEqual(self.e.isEquilateral(), True)
        self.assertEqual(self.b.isEquilateral(), False)

    def test_isIsosceles(self):
        self.assertEqual(self.d.isIsosceles(), True)
        self.assertEqual(self.f.isIsosceles(), False)
        self.assertEqual(self.e.isIsosceles(), True)

    def test_isScalene(self):
        self.assertEqual(self.f.isScalene(), True)
        self.assertEqual(self.c.isScalene(), False)
        self.assertEqual(self.a.isScalene(), True)
Exemple #11
0
    def __init__(self, center, triangles):
        self.center = center
        self.defects = len(triangles)

        if self.defects == 0:
            pass
        elif self.defects == 1:
            self.firstFinger = triangles[0].fingerA
            self.lastFinger = triangles[0].fingerB
        elif self.defects == 2:
            self.firstFinger = triangles[0].fingerA
            self.secondFinger = th.averagePoint(triangles[0].fingerB,
                                                triangles[1].fingerA)
            self.lastFinger = triangles[1].fingerB
        elif self.defects == 3:
            self.firstFinger = triangles[0].fingerA
            self.secondFinger = th.averagePoint(triangles[0].fingerB,
                                                triangles[1].fingerA)
            self.middleFinger = th.averagePoint(triangles[1].fingerB,
                                                triangles[2].fingerA)
            self.lastFinger = triangles[2].fingerB
        elif self.defects == 4:
            self.firstFinger = triangles[0].fingerA
            self.secondFinger = th.averagePoint(triangles[0].fingerB,
                                                triangles[1].fingerA)
            self.middleFinger = th.averagePoint(triangles[1].fingerB,
                                                triangles[2].fingerA)
            self.fourthFinger = th.averagePoint(triangles[2].fingerB,
                                                triangles[3].fingerA)
            self.lastFinger = triangles[3].fingerB
    def search_optimize_keys_triangulation(self, perim):
        #print "search_optimize_keys_triangulation:", perim
        best_area = 0
        final_tri = []
        if len(perim) <= 2:
            return final_tri, best_area

        delaunay_args, delaunay_points = self.sub_Delaunay_triangluation_in_perim(
            perim)
        #print "preferences: ",preferences #[0:attempts]
        for tri in delaunay_args[0:attempts]:
            current_tri = []
            area = 0
            linksGraph = self.a.to_undirected()
            for triangle in tri.simplices:
                t0 = Triangle([
                    delaunay_points[triangle[0]], delaunay_points[triangle[1]],
                    delaunay_points[triangle[2]]
                ],
                              self.a,
                              True,
                              suboptimal=self.suboptimal)
                links_Triangle(t0, linksGraph)
                t0.findContents()
                current_tri += [t0]
            for t in current_tri:
                #print "t0.area=", t0.area
                # TODO : Not always optimal triangulation
                # TODO : add optimal option to maxAREA_Split ?
                sub_area, sub_added_linked = t.maxKEY_Split(linksGraph)
                area += t.area + sub_area
            if area > best_area or True:
                #if best_area >0:
                #print "best found !"
                #print "Old tri :",[tri.verts for tri in final_tri]," old area =", best_area
                #print "New tri :",[tri.verts for tri in current_tri]," new area =", area
                best_area = area
                final_tri = current_tri
        return final_tri, best_area
Exemple #13
0
def delone(p):
    p.sort(key=lambda x: x[0])
    t1 = Triangle.Triangle([p[0], p[1], p[2]])
    tr.append(t1)
    tr_arr.append(p[0])
    tr_arr.append(p[1])
    tr_arr.append(p[2])
    is_first = False
    i_min = 0
    i_max = 0
    for i in range(len(p) - 1):
        if not lab1.point_left([p[i], p[i + 1]], p):
            if is_first:
                i_max = i + 1
            else:
                is_first = True
                i_min = i
    print(i_max, i_min)
def FileRead(triangleList, fileName):
    f = open(fileName, "r")
    vertexList = []
    for line in f:
        data = line
        data = data.split()
        if data[0] == "v":
            x = float(data[1])
            y = float(data[2])
            z = float(data[3])

            point = [x, y, z, 1]
            vertexList.append(point)

        elif data[0] == "f":
            vec1 = vertexList[int(data[1]) - 1]
            vec2 = vertexList[int(data[2]) - 1]
            vec3 = vertexList[int(data[3]) - 1]
            triangleList.append(Triangle.Triangle(vec1, vec2, vec3, [1, 1, 1]))
    f.close()

    return triangleList
Exemple #15
0
def main():
    # This generates the triangle.
    print "Levels \t Dynamic Time \t Dynamic Weight \t Greedy Time \t Greedy Weight \t Simulated Annealing Time \t Simulated Annealing Weight"

    for levels in range(50, 5000, 50):
        t = Triangle(levels)

        start = time.clock()
        dynamic = algorithms.solveDynamic(t)
        end = time.clock()
        dynamicTime = end - start

        start = time.clock()
        greedy = algorithms.solveGreedy(t)
        end = time.clock()
        greedyTime = end - start

        start = time.clock()
        simWeight, simPath = simulated_anneal(t)
        end = time.clock()
        simTime = end - start
        # simPath = print_pretty(simPath)

        print("%s \t %s \t\t %s \t\t\t %s \t\t\t\t %s \t\t\t\t %s \t\t\t %s") % (levels, dynamicTime, dynamic, greedyTime, greedy, simTime, simWeight)
 def drawDefects(self, image, color, internRadius, externRadius):
     if self.defects == 0:
         cv2.circle(image, th.listToTuple(self.center), internRadius, color,
                    externRadius)
     elif self.defects == 1:  # 2 Fingers
         cv2.circle(image, th.listToTuple(self.firstDefect), internRadius,
                    color, externRadius)
     elif self.defects == 2:  # 3 Fingers
         cv2.circle(image, th.listToTuple(self.center), internRadius, color,
                    externRadius)
         cv2.circle(image, th.listToTuple(self.firstDefect), internRadius,
                    color, externRadius)
         cv2.circle(image, th.listToTuple(self.lastDefect), internRadius,
                    color, externRadius)
     elif self.defects == 3:  # 4 Fingers
         cv2.circle(image, th.listToTuple(self.center), internRadius, color,
                    externRadius)
         cv2.circle(image, th.listToTuple(self.firstDefect), internRadius,
                    color, externRadius)
         cv2.circle(image, th.listToTuple(self.secondDefect), internRadius,
                    color, externRadius)
         cv2.circle(image, th.listToTuple(self.lastDefect), internRadius,
                    color, externRadius)
     elif self.defects == 4:  # 5 Fingers
         cv2.circle(image, th.listToTuple(self.center), internRadius, color,
                    externRadius)
         cv2.circle(image, th.listToTuple(self.firstDefect), internRadius,
                    color, externRadius)
         cv2.circle(image, th.listToTuple(self.secondDefect), internRadius,
                    color, externRadius)
         cv2.circle(image, th.listToTuple(self.defectMiddleFinger),
                    internRadius, color, externRadius)
         cv2.circle(image, th.listToTuple(self.lastDefect), internRadius,
                    color, externRadius)
Exemple #17
0
import Line
import Triangle
import mathhelp
print('\ttriangleLineIntesect')
for i in range(0, 100000):
    l = Line.Line((0, 0, 0), (1, 0, 6))
    t = Triangle.Triangle((-1, -1, 3), (1, -1, 3), (0, 1, 3))
    mathhelp.triangleLineIntersect(t, l)
Exemple #18
0
import module3
import fib
import Person
import Triangle

# module3.foo()
# fib.main()
Person.main()

a = int(input('a'))
b = int(input('b'))
c = int(input('c'))
if Triangle.is_valid(a, b, c):
    t = Triangle(a, b, c)
    print(t.perimeter())
    # 也可以通过给类发消息来调用对象方法但是要传入接收消息的对象作为参数
    # print(Triangle.perimeter(t))
    print(t.area())
    # print(Triangle.area(t))
else:
    print('无法构成三角形.')
Exemple #19
0
# -*- coding: utf-8 -*-
import numpy as np
import random
from Triangle import *
from Data_CSV_Valid import *
from deap import base, creator, tools
from operator import attrgetter

ruleLength, dontCarePB = 12, 0.8
triangle = Triangle()
dataset = LoadDataCSVValid()
validatedata, validateeachClassAmout = dataset.get_validate_data()
classLabel = dataset.get_classLabel()
creator.create("FitnessMax", base.Fitness, weights=(1.0, ))
creator.create("MichiganRule",
               list,
               fitness=creator.FitnessMax,
               classLabel='-1',
               examples=[],
               correctCount=0,
               misCount=0)
toolbox = base.Toolbox()
toolbox.register("rules", triangle.createRule, ruleLength, dontCarePB)
toolbox.register("MichiganRule", tools.initIterate, creator.MichiganRule,
                 toolbox.rules)
toolbox.register("population", tools.initRepeat, list, toolbox.MichiganRule)
# load_rules
with open('selectrule_12.csv', 'r') as f:
    f_csv = csv.reader(f)
    rules = []
    for row in f_csv:
Exemple #20
0
getFileInput = True
sideCounter = 0
triangleTemp = [[], [], []]

while (getFileInput):
    line = f.readline()
    if (not line == ''):
        triangleList.append(line)
    else:
        getFileInput = False

if (GROUPING_METHOD == 'ROW'):
    for triangleString in triangleList:
        triangleValues = triangleString.split()
        triangle = Triangle.Triangle(int(triangleValues[0]),
                                     int(triangleValues[1]),
                                     int(triangleValues[2]))
        if (triangle.isValid()):
            validTriangles = validTriangles + 1
elif (GROUPING_METHOD == 'COLUMN'):
    for triangleString in triangleList:
        sideCounter = sideCounter + 1
        if (sideCounter > NUM_SIDES):
            for constructedTriangle in triangleTemp:
                triangle = Triangle.Triangle(constructedTriangle[0],
                                             constructedTriangle[1],
                                             constructedTriangle[2])
                if (triangle.isValid()):
                    validTriangles = validTriangles + 1
            sideCounter = 1
            triangleTemp = [[], [], []]
Exemple #21
0
def iterativeFramePointFinder(vCoords, vIndices, d_kPoints):
    """
    Finds registration transformation Freg between rigid body B and bone through iterative closest point finding.
    :param vCoords: coordinates of all vertices on mesh
    :param vIndices: indices of vertices for each triangle on mesh
    :param d_kPoints: starting positions of tip of rigid body A

    :type vCoords: np.array([np.float64]) 3 x N
    :type vIndices: np.array([np.float64]) 3 x M
    :type d_kPoints: pc.PointCloud

    :return c_kPoints: Transformed tip positions in bone coordinate system
    :return F_reg: Registration frame between bone and rigid body B

    :rtype c_kPoints: pc.PointCloud
    :rtype F_reg: fr.Frame
    """
    F_reg = fr.Frame(np.identity(3), np.zeros([3, 1]))

    nIters = 0

    triangles = []

    for i in range(vIndices.shape[1]):
        t = tr.Triangle(pc.PointCloud(vCoords[:, vIndices[:, i]]))
        triangles.append(t)

    triangles = np.array(triangles)

    print('Building tree...')
    tree = ctn.CovTreeNode(triangles, vIndices.shape[1])

    old_pts = None
    c_kPoints = None
    prev_error = collections.deque(maxlen=4)
    prev_error.append(0)

    print('\nStarting ICP:')
    while nIters < 40:

        s_i = d_kPoints.transform(F_reg)

        if nIters == 0:
            # First guess is infinity
            old_pts = pc.PointCloud(s_i.data + np.inf)

        c_kPoints = icpm.ICPmatch(s_i, vCoords, vIndices, tree=tree, oldpts=old_pts, usetree=True)

        # Update guess
        old_pts = c_kPoints

        deltaF_reg = s_i.register(c_kPoints)

        F_regNew = deltaF_reg.compose(F_reg)

        if isClose(.000001, F_reg, F_regNew, prev_error):
            return c_kPoints, F_regNew

        print('Iteration: ' + str(nIters) + ',   error = ' + str(prev_error[-1]))

        F_reg = F_regNew

        nIters += 1

    return c_kPoints, F_reg
Exemple #22
0
import Triangle as tri
import Square as sq
import Circle as cr
a = 8

b = 5

c = mul(a,b)
print(c)

print("For Area of Triangle")

height = 8
base = 6

tria =  tri.area(height,base)
print(tria)

print("Perimeter of Triangle")

s1 = int(input("S1 value:"))
s2 = int(input("S2 value:"))
s3 = int(input("S3 value:"))
tri1 = tri.perimeter(s1,s2,s3)
print(tri1)

print("Area of Square")

side = int(input("Give Side of square value:"))
sq1 = sq.area(side)
print(sq1)
Exemple #23
0
 def makeTriangle(self, i, j, k, a, d, s):
     vi = self.vertices[i]
     vj = self.vertices[j]
     vk = self.vertices[k]
     return Triangle(vi.pos, vj.pos, vk.pos, vi.dir.normalize(),
                     vj.dir.normalize(), vk.dir.normalize(), a, d, s)
#test triangle data

#create a list of values
triangleList = []

#read triangle data from a file
triangleList = AppInfo.FileRead(triangleList, fileName)

copyList = []

#transform each of the triangles by the world matrix
#also, create the normals and calculate the color of lighting

for t in triangleList:
    t = Triangle.MultiplyTriangle(t, AppInfo.worldMatrix)
    t = Triangle.MultiplyTriangle(t, AppInfo.viewMatrix)
    t.normal = Triangle.CreateTransformedNormal(t)
    t.colour = Lighting.CalculateColour(t)
    copyList.append(t)

triangleList = copyList
copyList = []

#get rid of unneeded triangles in the copylist
for t in triangleList:
    #t.normal = Triangle.CreateTransformedNormal(t)
    if Triangle.TestForCull(t) == False:
        copyList.append(t)

#set the triangleList to point at the new copylist
for t in triangleList:
  averagePt = Triangle.AveragePoint(t)
  if averagePt[2] < 1.0 or averagePt[2] > 0.0 :
    copyList.append(t)

triangleList = copyList
copyList = []

for t in triangleList:
  t.AveragePoint = Triangle.AveragePoint(t)

#sort triangles by z
triangleList = bubbleSortTriangles(triangleList)


  
#draw triangles
for t in triangleList:
  Triangle.drawTriangle(t,windowSurface,t.colour)
  #print(t.AveragePoint[2])



pygame.display.update()

while True:
  for event in pygame.event.get():
    if event.type == QUIT:
      pygame.quit()
      IncludesAndConstants.sys.exit()
Exemple #26
0
#!/usr/bin/env python
# -*- coding: utf-8 -*-

import sys
sys.path.append("../lib")
import Triangle



input=open("input.txt").read()
print Triangle.solve_triangle(input)
def PerspDiv(aTriangle):
    aTriangle.p1 = perspectiveDivision(aTriangle.p1)
    aTriangle.p2 = perspectiveDivision(aTriangle.p2)
    aTriangle.p3 = perspectiveDivision(aTriangle.p3)
    return Triangle.Triangle(aTriangle.p1, aTriangle.p2, aTriangle.p3,
                             aTriangle.colour)
Exemple #28
0
# -*- coding: utf-8 -*-
import numpy as np
import random
from Triangle import *
from Data_CSV import *
from deap import base, creator, tools
from operator import attrgetter

ruleLength, dontCarePB = 12, 0.8
CXPB, MUTPB = 0.5, 0.4
ElistPoolSize = 10
ClassNumber = 10
triangle = Triangle()
dataset = LoadDataCSV()
traindata, eachClassAmout = dataset.get_train_data()
validatedata, validateeachClassAmout = dataset.get_validate_data()
classLabel = dataset.get_classLabel()
creator.create("FitnessMax", base.Fitness, weights=(1.0, ))
creator.create("MichiganRule",
               list,
               fitness=creator.FitnessMax,
               classLabel='-1',
               examples=[],
               correctCount=0,
               misCount=0)
toolbox = base.Toolbox()
toolbox.register("rules", triangle.createRule, ruleLength, 1)
toolbox.register("MichiganRule", tools.initIterate, creator.MichiganRule,
                 toolbox.rules)
toolbox.register("population", tools.initRepeat, list, toolbox.MichiganRule)
toolbox.register("mate", tools.cxTwoPoint)
def TRIY(tri):
    return tri.centre.y
SCENE.sort(key=TRIY)
for triangle in SCENE:
    triangle.shade(LIGHT)
    triangle.v1=triangle.v1*scale
    triangle.v2=triangle.v2*scale
    triangle.v3=triangle.v3*scale 
for triangle in SCENE:
    try:
        V1=Line(triangle.v1,FOCAL_POINT-triangle.v1).plane_intersect(projection_plane)# Three lines from the vertices to the plane
        V2=Line(triangle.v2,FOCAL_POINT-triangle.v2).plane_intersect(projection_plane)#
        V3=Line(triangle.v3,FOCAL_POINT-triangle.v3).plane_intersect(projection_plane)#
        #print("V1 = {};\nV2 = {};\nV3 = {};\n".format(Line(triangle.v1,FOCAL_POINT-triangle.v1),
        #                                         Line(triangle.v2,FOCAL_POINT-triangle.v2),
        #                                         Line(triangle.v3,FOCAL_POINT-triangle.v3))
        #                                          )
        SCREEN.append(Triangle(V1,V2,V3,color=triangle.color))
        #print(V1,V2,V3)
    except:
        pass

#print(SCREEN)
dump = open("debug.txt","w+")
for triangle in SCREEN:
    dump.write("{} \n".format(str(triangle)))
draw(SCREEN)
canvas.pack()
tkinter.mainloop()

 def drawLines(self, image, color, lineThickness):
     if self.defects == 0:
         pass
     elif self.defects == 1:  # 2 Fingers
         cv2.line(image, th.listToTuple(self.firstDefect),
                  th.listToTuple(self.firstFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.firstDefect),
                  th.listToTuple(self.lastFinger), color, lineThickness)
     elif self.defects == 2:  # 3 Fingers
         cv2.line(image, th.listToTuple(self.firstDefect),
                  th.listToTuple(self.firstFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.firstDefect),
                  th.listToTuple(self.secondFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.lastDefect),
                  th.listToTuple(self.secondFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.lastDefect),
                  th.listToTuple(self.lastFinger), color, lineThickness)
     elif self.defects == 3:  # 4 Fingers
         cv2.line(image, th.listToTuple(self.firstDefect),
                  th.listToTuple(self.firstFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.firstDefect),
                  th.listToTuple(self.secondFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.secondDefect),
                  th.listToTuple(self.secondFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.secondDefect),
                  th.listToTuple(self.middleFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.lastDefect),
                  th.listToTuple(self.middleFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.lastDefect),
                  th.listToTuple(self.lastFinger), color, lineThickness)
     elif self.defects == 4:  # 5 Fingers
         cv2.line(image, th.listToTuple(self.firstDefect),
                  th.listToTuple(self.firstFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.firstDefect),
                  th.listToTuple(self.secondFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.secondDefect),
                  th.listToTuple(self.secondFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.secondDefect),
                  th.listToTuple(self.middleFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.defectMiddleFinger),
                  th.listToTuple(self.middleFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.defectMiddleFinger),
                  th.listToTuple(self.fourthFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.lastDefect),
                  th.listToTuple(self.fourthFinger), color, lineThickness)
         cv2.line(image, th.listToTuple(self.lastDefect),
                  th.listToTuple(self.lastFinger), color, lineThickness)
    def imageProcessing(self):
        self.hand.resetModel()
        ret, im = self.camera.read()
        im = cv2.flip(im, 1)
        self.imOrig = im.copy()
        self.imNoFilters = im.copy()

        # Bluring
        im = cv2.blur(im, (self.settings["smooth"], self.settings["smooth"]))

        # Filtering the hand (Skin color)
        filter_ = self.filterSkin(im)

        # Erosion
        filter_ = cv2.erode(
            filter_,
            cv2.getStructuringElement(
                cv2.MORPH_ELLIPSE,
                (self.settings["erode"], self.settings["erode"])))

        # Dilation
        filter_ = cv2.dilate(
            filter_,
            cv2.getStructuringElement(
                cv2.MORPH_ELLIPSE,
                (self.settings["dilate"], self.settings["dilate"])))

        # Recognition of contours
        contours, hierarchy = cv2.findContours(filter_, cv2.RETR_LIST,
                                               cv2.CHAIN_APPROX_NONE)
        # Filtering the contours
        allIdex = []
        for index in range(len(contours)):
            area = cv2.contourArea(contours[index])
            if area < self.settings['minArea']:
                allIdex.append(index)
        allIdex.sort(reverse=True)
        for index in allIdex:
            contours.pop(index)
        self.hand.contours = contours
        # No contours
        if len(contours) == 0:
            return

        # Getting Information of contours
        allIdex = []
        index_ = 0
        for cnt in contours:
            tempIm = im.copy()
            tempIm = cv2.subtract(tempIm, im)

            # Detect fingers
            hull = cv2.convexHull(cnt)
            self.last = None
            self.Data["hulls"] = 0
            for hu in hull:
                if self.last == None:
                    fingerPoint = tuple(hu[0])
                    self.hand.fingers.append(fingerPoint)
                else:
                    distance = mh.distance(self.last, tuple(hu[0]))
                    if distance > 40:  # Filtering Points
                        self.Data["hulls"] += 1
                        fingerPoint = tuple(hu[0])
                        self.hand.fingers.append(fingerPoint)
                self.last = tuple(hu[0])

            # Calculate the center of the hand
            M = cv2.moments(cnt)
            centroid_x = int(M['m10'] / M['m00'])
            centroid_y = int(M['m01'] / M['m00'])
            self.hand.centerOfHand = (centroid_x, centroid_y)

            # Calculate the defects (space between the fingers)
            hull = cv2.convexHull(cnt, returnPoints=False)
            angles = []
            defects = cv2.convexityDefects(cnt, hull)
            if defects == None:
                return

            # Generate the triangle, defect and angle list
            for i in range(defects.shape[0]):
                s, e, f, d = defects[i, 0]
                if d > 1000:
                    start = tuple(cnt[s][0])
                    end = tuple(cnt[e][0])
                    far = tuple(cnt[f][0])
                    triangle = tr.Triangle(far, start, end)
                    self.hand.triangles.append(triangle)
                    self.hand.defects.append(far)
                    self.hand.angles.append(triangle.angle())
            self.Data["defects"] = len(self.hand.defects)

            # Calculate the number of fingers
            anglesLess90 = filter(lambda a: a < 90, self.hand.angles)
            self.Data["angles less 90"] = len(anglesLess90)
            self.Data["fingers"] = len(anglesLess90) + 1

            self.Data["fingers history"].append(len(anglesLess90) + 1)
            self.hand.draw(tempIm, ch.colorSettings, 1, mh.radious)

            if len(self.Data["fingers history"]) > 10:
                self.Data["fingers history"].pop(0)
            self.imOrig = cv2.add(self.imOrig, tempIm)

            index_ += 1

        # Show the information
        if self.debugMode:
            yPos = 10
            pos = 20
            addText(self.imOrig,
                    ("Angles less 90: " + str(self.Data["angles less 90"])),
                    (yPos, pos))
            pos += 20
            addText(self.imOrig, ("Hulls: " + str(self.Data["hulls"])),
                    (yPos, pos))
            pos += 20
            addText(self.imOrig, ("Defects: " + str(self.Data["defects"])),
                    (yPos, pos))
            pos += 20
            addText(self.imOrig, ("Fingers: " + str(self.Data["fingers"])),
                    (yPos, pos))
            pos += 20
            addText(self.imOrig,
                    ("Fingers history: " + str(self.Data["fingers history"])),
                    (yPos, pos))

        # Show the results
        cv2.imshow("HSB - Computational geometry - Lattke & Mindelis",
                   self.imOrig)
Exemple #32
0
pygame.init()
window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
clock = pygame.time.Clock()

shapesList = []
shapeTypesTuple = ('square', 'rectangle', 'circle', 'triangle')
for i in range(0, N_SHAPES):
    thisType = random.choice(shapeTypesTuple)
    if thisType == 'square':
        oShape = Square(window)
    elif thisType == 'rectangle':
        oShape = Rectangle(window)
    elif thisType == 'circle':
        oShape = Circle(window)
    else:  # must be triangle
        oShape = Triangle(window)
    shapesList.append(oShape)

statusLine = pygwidgets.DisplayText(window, (4,4), \
                    'Click on shapes', fontSize=28)

# main loop
while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()

        if event.type == MOUSEBUTTONDOWN:
            for oShape in shapesList:
                if oShape.clickedInside(event.pos):
Exemple #33
0
#Chapter 7 - Exercise #5
#inherit.py
#.py is a Python file

#Save the three class files then start a new Python script by
#making features of both derived classes available
from Rectangle import *
from Triangle import *

#Next, create an instance of each derived class
rect = Rectangle()
trey = Triangle()

#Now, call the class method inherited from the base class,
#passing arguments to assign to the class variables
rect.set_values(4, 5)
trey.set_values(4, 5)

#Finally, display the result of manipulating the class
#variables inherited from the base class
print('Rectangle Area:', rect.area())
print('Triangle Area:', trey.area())
Exemple #34
0
from Rectangle import *
from Triangle import *

rect = Rectangle()
trey = Triangle()

rect.set_values( 4 , 5 )
trey.set_values( 4 , 5 )

print( 'Rectangle Area:' , rect.area() )
print( 'Triangle Area:' , trey.area() )