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convex_hull_scaled.py
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#!/usr/bin/env python
# - coding: utf-8 -
# Copyright (C) 2010 Toms Bauģis <toms.baugis at gmail.com>
"""
Games with points, implemented following Dr. Mike's Maths
http://www.dr-mikes-maths.com/
Also this is an example how to handle mouse
"""
from gi.repository import Gtk as gtk
from lib import graphics
import math
from contrib.euclid import Point2
class Node(graphics.Rectangle):
def __init__(self, x, y):
graphics.Rectangle.__init__(self, 10, 10, x=x, y=y,
fill = "#999",
corner_radius = 3,
pivot_x = 5, pivot_y = 5,
interactive=True,
draggable = True)
# TODO - remember how the drag model has changed and fix the math
#self.connect("on-drag-start", self.on_drag_start)
#self.connect("on-drag-finish", self.on_drag_finish)
def on_drag_start(self, sprite, event):
self.animate(width=50, height=50,
pivot_x = 25, pivot_y = 25,
drag_x = sprite.x - 25, drag_y = sprite.y - 25)
def on_drag_finish(self, sprite, event):
self.animate(width=10, height=10, pivot_x = 5, pivot_y = 5)
class Canvas(graphics.Scene):
def __init__(self):
# XXX: We allow the Scene to be scaled
graphics.Scene.__init__(self, scale=True, keep_aspect=False)
self.nodes = []
self.connect("on-click", self.on_mouse_click)
self.connect("on-enter-frame", self.on_enter_frame)
def on_mouse_click(self, area, event, target):
if not target:
# XXX: this line is important when Scene scaling is enabled
x, y = self.from_scene_coords(event.x, event.y)
node = Node(x, y)
self.nodes.append(node)
self.add_child(node)
else:
target.fill = "#f00"
def on_enter_frame(self, scene, context):
g = graphics.Graphics(context)
g.set_color("#999")
for node, node2 in self.convex_hull():
g.move_to(node.x + node.pivot_x, node.y + node.pivot_y)
g.line_to(node2.x + node2.pivot_x, node2.y + node2.pivot_y)
node.rotation += 0.01
g.stroke()
self.redraw()
def convex_hull(self):
"""self brewn lame algorithm to find hull, following dr mike's math.
Basically we find the topmost edge and from there go looking
for line that would form the smallest angle
"""
if len(self.nodes) < 2: return []
# grab the topmost node (the one with the least y)
topmost = sorted(self.nodes, key=lambda node:node.y)[0]
segments = []
# initially the current line is looking upwards
current_line = Point2(topmost.x, topmost.y) - Point2(topmost.x, topmost.y - 1)
current_node = topmost
smallest = None
node_list = list(self.nodes)
while current_node and smallest != topmost:
# calculate angles between current line
angles = [(node, current_line.angle(current_node - Point2(node.x, node.y))) for node in node_list if node != current_node]
if angles:
smallest = sorted(angles, key = lambda x: x[1])[0][0]
segments.append((current_node, smallest)) # add to the results
# now we will be looking for next connection
current_line = Point2(current_node.x, current_node.y) - Point2(smallest.x, smallest.y)
current_node = smallest
node_list.remove(smallest) # tiny optimization
else:
current_node = None
return segments
class BasicWindow:
def __init__(self):
window = gtk.Window()
window.set_size_request(600, 500)
window.connect("delete_event", lambda *args: gtk.main_quit())
self.canvas = Canvas()
box = gtk.VBox()
box.add(self.canvas)
button = gtk.Button("Redo")
def on_click(*args):
self.canvas.nodes = []
self.canvas.clear()
self.canvas.redraw()
button.connect("clicked", on_click)
box.pack_start(button, False, False, 0)
window.add(box)
window.show_all()
if __name__ == "__main__":
example = BasicWindow()
import signal
signal.signal(signal.SIGINT, signal.SIG_DFL) # gtk3 screws up ctrl+c
gtk.main()