import random import math from dreamcoder.utilities import * def simulateWithoutPhysics(plan,ordered=True): def overlap(b1, b2): (x,w,h) = b1 (x_,y_,w_,h_) = b2 x1 = x - w/2 x2 = x + w/2 x1_ = x_ - w_/2 x2_ = x_ + w_/2 if x1_ >= x2 or x1 >= x2_: return None assert h%2 == 0 and h_%2 == 0 return y_ + h_//2 + h//2 def lowestPossibleHeight(b): h = b[2] assert h%2 == 0 return int(h/2) def placeAtHeight(b,y): (x,w,h) = b return (x,y,w,h) def placeBlock(world, block): lowest = max([lowestPossibleHeight(block)] + \ [overlap(block,other) for other in world if overlap(block,other) is not None]) world.append(placeAtHeight(block, lowest)) w = [] for p in plan: placeBlock(w,p) if ordered: w = list(sorted(w)) return w def centerTower(t,hand=None, masterPlan=None): if len(t) == 0: if hand is None: return t else: return t, hand def getCenter(t): x1 = max(x for x, _, _ in t) x0 = min(x for x, _, _ in t) c = int((x1 - x0) / 2.0) + x0 return c c = getCenter(masterPlan or t) t = [(x - c, w, h) for x, w, h in t] if hand is None: return t else: return t, hand - c def towerLength(t): if len(t) == 0: return 0 x1 = max(x for x, _, _ in t) x0 = min(x for x, _, _ in t) return x1 - x0 def towerHeight(t): y1 = max(y + h/2 for _, y, _, h in t ) y0 = min(y - h/2 for _, y, _, h in t ) return y1 - y0 def renderPlan(plan, resolution=256, window=64, floorHeight=2, borderSize=1, bodyColor=(0.,1.,1.), borderColor=(1.,0.,0.), truncate=None, randomSeed=None, masterPlan=None, pretty=False, Lego=False, drawHand=None): import numpy as np if Lego: assert pretty if drawHand is not None and drawHand is not False: plan, drawHand = centerTower(plan, drawHand, masterPlan=masterPlan) else: plan = centerTower(plan,masterPlan=masterPlan) world = simulateWithoutPhysics(plan, ordered=randomSeed is None) if truncate is not None: world = world[:truncate] a = np.zeros((resolution, resolution, 3)) def transform(x,y): y = resolution - y*resolution/float(window) x = resolution/2 + x*resolution/float(window) return int(x + 0.5),int(y + 0.5) def clip(p): if p < 0: return 0 if p >= resolution: return resolution - 1 return int(p + 0.5) def clear(x,y): for xp,yp,wp,hp in world: if x < xp + wp/2. and \ x > xp - wp/2. and \ y < yp + hp/2. and \ y > yp - hp/2.: return False return True def bump(x,y,c): size = 0.5*resolution/window x,y = transform(x,y) y -= floorHeight y1 = y y2 = y - size x1 = x - size/2 x2 = x + size/2 a[clip(y2) : clip(y1), clip(x1) : clip(x2), :] = c if randomSeed is not None: randomNumbers = random.Random(randomSeed) def _color(): if randomSeed is None: return random.random()*0.7 + 0.3 else: return randomNumbers.random()*0.7 + 0.3 def color(): return (_color(),_color(),_color()) def rectangle(x1,x2,y1,y2,c,cp=None): x1,y1 = transform(x1,y1) x2,y2 = transform(x2,y2) y1 -= floorHeight y2 -= floorHeight a[clip(y2) : clip(y1), clip(x1) : clip(x2), :] = c if cp is not None: a[clip(y2 + borderSize) : clip(y1 - borderSize), clip(x1 + borderSize) : clip(x2 - borderSize), :] = cp for x,y,w,h in world: x1,y1 = x - w/2., y - h/2. x2,y2 = x + w/2., y + h/2. if pretty: thisColor = color() rectangle(x1,x2,y1,y2, thisColor) if Lego: bumps = w for nb in range(bumps): nx = x - w/2. + 0.5 + nb ny = y + h/2. + 0.00001 if clear(nx,ny): bump(nx,ny,thisColor) else: rectangle(x1,x2,y1,y2, borderColor, bodyColor) a[resolution - floorHeight:,:,:] = 1. if drawHand is not None: if not Lego: dh = 0.25 rectangle(drawHand - dh, drawHand + dh, -99999, 99999, (0,1,0)) else: rectangle(drawHand - 1,drawHand + 1, 43,45,(1,1,1)) return a