Why doesn't update repaint a scene? - python
I am making a marching cubes project in python using PyQt5 and PyOpenGL. I am trying to hide the wireframe cube which marches across the screen, referenced as mainWindow.marchingCube to disappear after cycling through. I managed to get the disappearing cycle to occur, but the cube does not actually disappear. I called the QOpenGLWidget's update function, but the cube still did not disappear.
import sys
from PyQt5.QtWidgets import (
QApplication, QMainWindow, QSlider,
QOpenGLWidget, QLabel, QPushButton
)
from PyQt5.QtCore import Qt
from OpenGL.GL import (
glLoadIdentity, glTranslatef, glRotatef,
glClear, glBegin, glEnd,
glColor3fv, glVertex3fv,
GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT,
GL_QUADS, GL_LINES
)
from OpenGL.GLU import gluPerspective
from numerics import sin, cos, tan, avg, rnd #Numerics is my custom math library.
import random, time
class mainWindow(QMainWindow): #Main class.
shapes = [] #this will hold instances of the following classes: cube
dataPoints = []
zoomLevel = -10
rotateDegreeV = -90
rotateDegreeH = 0
marchActive = False
limit = -1
meshPoints = []
class cube():
render = True
solid = False
color = (1, 1, 1)
def config(self, x, y, z, size = 0.1, solid = False, color = (1, 1, 1)):
self.solid = solid
self.color = color
self.size = size / 2
s = self.size
self.vertices = [
(-s + x, s + y, -s + z),
(s + x, s + y, -s + z),
(s + x, -s + y, -s + z),
(-s + x, -s + y, -s + z),
(-s + x, s + y, s + z),
(s + x, s + y, s + z),
(s + x, -s + y, s + z),
(-s + x, -s + y, s + z)
]
self.edges = [
(0,1), (0,3), (0,4), (2,1),
(2,3), (2,6), (7,3), (7,4),
(7,6), (5,1), (5,4), (5,6)
]
self.facets = [
(0, 1, 2, 3), (0, 1, 6, 5),
(0, 3, 7, 4), (6, 5, 1, 2),
(6, 7, 4, 5), (6, 7, 3, 2)
]
def show(self):
self.render = True
def hide(self):
self.render = False
class dataPoint():
location = (0, 0, 0)
value = 0
shape = None
def place(self, x, y, z):
self.location = (x, y, z)
def set(self, val):
self.value = val
def setShape(self, shape):
self.shape = shape
class meshPoint():
location = (0, 0, 0)
shape = None
def place(self, x, y, z):
self.location = (x, y, z)
def setShape(self, shape):
self.shape = shape
def keyPressEvent(self, event): #This is the keypress detector. I use this to determine input to edit grids.
try:
key = event.key()
#print(key)
if key == 87:
self.rotateV(5)
elif key == 65:
self.rotateH(5)
elif key == 83:
self.rotateV(-5)
elif key == 68:
self.rotateH(-5)
elif key == 67:
self.zoom(1)
elif key == 88:
self.zoom(-1)
elif key == 77:
self.marchStep()
except:
pass
def __init__(self):
super(mainWindow, self).__init__()
self.currentStep = 0
self.width = 700 #Variables used for the setting of the size of everything
self.height = 600
self.setGeometry(0, 0, self.width + 50, self.height) #Set the window size
self.initData(3, 3, 3)
def setupUI(self):
self.openGLWidget = QOpenGLWidget(self) #Create the GLWidget
self.openGLWidget.setGeometry(0, 0, self.width, self.height)
self.openGLWidget.initializeGL()
self.openGLWidget.resizeGL(self.width, self.height) #Resize GL's knowledge of the window to match the physical size?
self.openGLWidget.paintGL = self.paintGL #override the default function with my own?
self.filterSlider = QSlider(Qt.Vertical, self)
self.filterSlider.setGeometry(self.width + 10, int(self.height / 2) - 100, 30, 200)
self.filterSlider.valueChanged[int].connect(self.filter)
self.limitDisplay = QLabel(self)
self.limitDisplay.setGeometry(self.width, int(self.height / 2) - 130, 50, 30)
self.limitDisplay.setAlignment(Qt.AlignCenter)
self.limitDisplay.setText('-1')
self.marchButton = QPushButton(self)
self.marchButton.setGeometry(self.width, int(self.height / 2) - 160, 50, 30)
self.marchButton.setText('March!')
self.marchButton.clicked.connect(self.marchStep)
def marchStep(self):
if not self.marchActive:
marchAddr = len(self.shapes)
self.shapes.append(self.cube())
self.marchingCube = self.shapes[marchAddr]
self.marchActive = True
self.currentStep = 0
if self.currentStep == len(self.marchPoints):
self.currentStep = 0
#print('meshPoints: {}'.format(self.meshPoints))
for mp in self.meshPoints:
#print(mp.shape)
self.shapes.remove(mp.shape)
self.meshPoints.clear()
self.marchingCube.hide()
return
if self.currentStep == 0:
self.marchingCube.show()
p = self.marchPoints[self.currentStep]
x, y, z = p
self.marchingCube.config(x, y, z, size = 1)
points = []
for i in range(8):
point = self.getDataPointByLocation(self.marchingCube.vertices[i])
points.append(point)
self.openGLWidget.update()
#print('step: {} x: {} y: {} z: {}'.format(self.currentStep, x, y, z))
#for point in points:
# print(point.location, end = ' ')
#print()
for pair in self.marchingCube.edges:
pointA = points[pair[0]]
pointB = points[pair[1]]
#print('pointA.value: {} pointB.value: {} limit: {}'.formatpointA.value, pointB.value, self.limit)
if (pointA.value < self.limit and pointB.value > self.limit) or (pointA.value > self.limit and pointB.value < self.limit):
xA, yA, zA = pointA.location
xB, yB, zB = pointB.location
valA = (pointA.value + 1) / 2
valB = (pointB.value + 1) / 2
xC = float(avg([xA, xB]))
yC = float(avg([yA, yB]))
zC = float(avg([zA, zB]))
mp = self.meshPoint()
mp.place(xC, yC, zC)
mp.setShape(self.cube())
mp.shape.config(xC, yC, zC, size = 0.05, solid = True, color = (1, 0, 0))
self.shapes.append(mp.shape)
self.meshPoints.append(mp)
self.currentStep += 1
self.openGLWidget.update()
def zoom(self, value):
self.zoomLevel += value
self.openGLWidget.update()
def rotateV(self, value):
self.rotateDegreeV += value
self.openGLWidget.update()
def rotateH(self, value):
self.rotateDegreeH += value
self.openGLWidget.update()
def filter(self, value):
self.limit = rnd((value / 49.5) -1, -2)
for d in self.dataPoints:
if d.value < self.limit:
d.shape.hide()
else:
d.shape.show()
self.limitDisplay.setText(str(self.limit))
self.openGLWidget.update()
def getDataPointByLocation(self, coord):
x, y, z = coord
for dp in self.dataPoints:
if dp.location == (x, y, z):
return dp
return False
def paintGL(self):
glLoadIdentity()
gluPerspective(45, self.width / self.height, 0.1, 110.0) #set perspective?
glTranslatef(0, 0, self.zoomLevel) #I used -10 instead of -2 in the PyGame version.
glRotatef(self.rotateDegreeV, 1, 0, 0) #I used 2 instead of 1 in the PyGame version.
glRotatef(self.rotateDegreeH, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
if len(self.shapes) != 0:
glBegin(GL_LINES)
for s in self.shapes:
glColor3fv(s.color)
if s.render and not s.solid:
for e in s.edges:
for v in e:
glVertex3fv(s.vertices[v])
glEnd()
glBegin(GL_QUADS)
for s in self.shapes:
glColor3fv(s.color)
if s.render and s.solid:
for f in s.facets:
for v in f:
glVertex3fv(s.vertices[v])
glEnd()
def initData(self, sizeX, sizeY, sizeZ):
marchSizeX = sizeX - 1
marchSizeY = sizeY - 1
marchSizeZ = sizeZ - 1
xOff = -(sizeX / 2) + 0.5
yOff = -(sizeY / 2) + 0.5
zOff = -(sizeZ / 2) + 0.5
xMarchOff = -(marchSizeX / 2) + 0.5
yMarchOff = -(marchSizeY / 2) + 0.5
zMarchOff = -(marchSizeZ / 2) + 0.5
vals = []
self.marchPoints = []
for z in range(marchSizeZ):
for y in range(marchSizeY):
for x in range(marchSizeX):
self.marchPoints.append((x + xMarchOff, y + yMarchOff ,z + zMarchOff))
for z in range(sizeZ):
for y in range(sizeY):
for x in range(sizeX):
loc = len(self.dataPoints)
val = self.generate(x + xOff, y + yOff, z + zOff)
self.dataPoints.append(self.dataPoint())
self.dataPoints[loc].place(x + xOff, y + yOff, z + zOff)
self.dataPoints[loc].set(val)
loc2 = len(self.shapes)
self.shapes.append(self.cube())
self.shapes[loc2].config(x + xOff, y + yOff, z + zOff, solid = True, color = (0, (val + 1) / 2, (val + 1) / -2 + 1))
self.dataPoints[loc].setShape(self.shapes[loc2])
vals.append(val)
print(avg(vals))
def generate(self, xIn, yIn, zIn): #Function which produces semi-random values based on the supplied coordinates.
i = -(xIn * yIn * (10 + zIn))
j = xIn * yIn * (10 + zIn)
if i < j:
mixer = random.randint(i, j)
else:
mixer = random.randint(j, i + 1)
a = avg([sin(cos(xIn)), tan(tan(yIn)), cos(tan(zIn))])
out = mixer * a
while out > 10:
out -= 5
while out < -10:
out += 5
return float(out / 10)
app = QApplication([])
window = mainWindow()
window.setupUI()
window.show()
sys.exit(app.exec_())
Why doesn't the cube disappear? I have caught wind during my web searches on the subject that update does not always work as expected. Directly calling self.openGLWidget.paintGL() does not work either. What must I do to make the cube disappear?
EDIT:
If I make a call to rotate, rotate, or zoom, the screen refreshes and the meshpoints as well as the marching cube all disappear. I think I may end up making a workaround by calling one of those with a zero value.
To test, save the following code in a file named numerics.py in the same directory as the rest of the code.
from decimal import Decimal as dec
degrad = 'deg'
pi = 3.14159265358979323846
terms = dec(9) #number of terms used for the trig calculations
def version():
print('numerics.py version 1.0.0')
print('Packaged with the cubes project')
def mode(modeinput = ''): #switch between degrees and radians or check the current mode
global degrad
if modeinput == 'deg':
degrad = 'deg'
return 'deg'
if modeinput == 'rad':
degrad = 'rad'
return 'rad'
if modeinput == '':
return degrad
else:
return False
def accuracy(accinput = ''):
global terms
global pi
if accinput == '':
return terms
terms = dec(accinput)
PI = calculatePi(accinput)
print('Pi is: {}'.format(PI))
return terms
def calculatePi(placeIn = terms):
if placeIn > 15:
if input("Warning: You have chosen to calculate more than 20 digits of pi. This may take a LONG TIME and may be inacurate. Enter 'yes' if you wish to proceed. If you enter anything else, this function will revert to 10 digits.") == 'yes':
place = placeIn
else:
place = 10
else:
place = placeIn
print('Calculating Pi...\nPlease wait, as this may take a while.')
PI = dec(3)
addSub = True
for i in range(2, 2 * (int(place) ** 6) + 1, 2):
if addSub:
PI += dec(4) / (dec(i) * dec(i + 1) * dec(i + 2))
elif not addSub:
PI -= dec(4) / (dec(i) * dec(i + 1) * dec(i + 2))
addSub = not addSub
return rnd(PI, -(place), mode = 'cutoff')
def radToDeg(radin):
return (dec(radin) * dec(180 / pi))
def degToRad(degin):
return (dec(degin) * dec(pi / 180))
def avg(numsIn): #return the average of two numbers, specified as an integer or float
num1 = dec(0)
for i in numsIn:
num1 += dec(i)
return rnd(dec(num1 / dec(len(numsIn))))
def sin(anglein, dr = degrad): #return sine of the supplied angle using the predetermined mode or the supplied mode
if dr == 'deg':
while anglein > 180:
anglein -= 360
while anglein < -180:
anglein += 360
angle = degToRad(anglein)
if dr == 'rad':
while anglein > pi:
anglein -= (2 * pi)
while anglein < -pi:
anglein += (2 * pi)
angle = anglein
return rnd(rawsin(dec(angle)), -terms)
def arcsin(ratioin, dr = degrad): #return arcsine of the supplied ratio using the predetermined mode or the supplied mode
if ratioin > 1 or ratioin < -1: #if the input is illegal
return False
attempt = dec(0) #start at 0
target = rnd(dec(ratioin), -terms) #identify the target value
#print('target is: {}'.format(target))
for i in range(-1, int(terms) + 1): #for each place from 10s to terms decimal place (use -i, not i)
#print('Editing place {0}'.format(10 ** -i)) #debugging
for j in range(10): #for 10 steps
#print('current attempt: {}'.format(attempt), end = ' ')
if rnd(sin(attempt, dr), -terms) == target:
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return final
if rnd(sin(attempt, dr), -terms) < target:
#add some
attempt += (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
if rnd(sin(attempt, dr), -terms) > target:
#subtract some
attempt -= (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
#print('')
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return (final)
def cos(anglein, dr = degrad): #return cosine of the supplied angle
if dr == 'deg':
return rawsin(degToRad(90 - anglein))
else:
angle = anglein
return rnd(rawsin(90 - angle), -terms)
def arccos(ratioin, dr = degrad): #return arccosine of the supplied ratio
if ratioin > 1 or ratioin < -1:
return False
attempt = dec(0) #start at 0
target = rnd(dec(ratioin), -terms) #identify the target value
#print('target is: {}'.format(target))
for i in range(-1, int(terms) + 1): #for each place from 10s to terms decimal place (use -i, not i)
#print('Editing place {0}'.format(10 ** -i)) #debugging
for j in range(10): #for 10 steps
#print('current attempt: {}'.format(attempt), end = ' ')
if rnd(cos(attempt, dr), -terms) == target:
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return final
if rnd(cos(attempt, dr), -terms) < target:
#add some
attempt += (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
if rnd(cos(attempt, dr), -terms) > target:
#subtract some
attempt -= (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
#print('')
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return (final)
def tan(anglein, dr = degrad): #return tangent of the supplied angle
a = sin(anglein, dr)
b = cos(anglein, dr)
if (not a == 0) and (not b == 0):
return rnd((a / b), -terms)
else:
return False
def arctan(ratioin, dr = degrad): #return arctangent of the supplied ratio
if ratioin > 1 or ratioin < -1:
return False
attempt = dec(0) #start at 0
target = rnd(dec(ratioin), -terms) #identify the target value
#print('target is: {}'.format(target))
for i in range(-1, int(terms) + 1): #for each place from 10s to terms decimal place (use -i, not i)
#print('Editing place {0}'.format(10 ** -i)) #debugging
for j in range(10): #for 10 steps
#print('current attempt: {}'.format(attempt), end = ' ')
if rnd(tan(attempt, dr), -terms) == target:
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return final
if rnd(tan(attempt, dr), -terms) < target:
#add some
attempt += (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
if rnd(tan(attempt, dr), -terms) > target:
#subtract some
attempt -= (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
#print('')
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return (final)
def rawsin(anglein): #return the result of sine of the supplied angle, using radians
#This is the taylor series used.
#final = x - (x^3 / 3!) + (x^5 / 5!) - (x^7 / 7!) + (x^9 / 9!) - (x^11 / 11!)...
angle = dec(anglein)
final = angle
add = False
for i in range(3, int(terms) * 3, 2):
if add:
final += dec(angle ** i) / fact(i)
elif not add:
final -= dec(angle ** i) / fact(i)
add = not add
return final
def fact(intin): #return the factorial of the given integer, return False if not given an int
if intin == int(intin):
intout = 1
for i in range(1, intin + 1):
intout *= i
return intout
else:
return False
def rnd(numIn, decPlcIn = -terms, mode = 'fiveHigher'): #return the given number, rounded to the given decimal place.
#use 1 to indicate 10s, 0 to indicate 1s, -2 to indicate 100ths, etc.
num1 = dec(numIn)
decPlc = dec(decPlcIn)
if mode == 'fiveHigher':
return dec(str(dec(round(num1 * (dec(10) ** -decPlc))) * (dec(10) ** decPlc)).rstrip('0'))
elif mode == 'cutoff':
return dec(str(dec(int(num1 * (dec(10) ** -decPlc))) * (dec(10) ** decPlc)).rstrip('0'))
def root(numIn, rootVal):
num = dec(numIn)
rt = dec(dec(1) / rootVal)
num1 = num ** rt
return rnd(num1, -terms)
def quad(aIn, bIn, cIn): #Plugin for the quadratic formula. Provide a, b, and c.
a = dec(aIn)
b = dec(bIn)
c = dec(cIn)
try:
posResult = (-b + root((b ** dec(2)) - (dec(4) * a * c), 2)) / (dec(2) * a)
except:
posResult = False
try:
negResult = (-b - root((b ** dec(2)) - (dec(4) * a * c), 2)) / (dec(2) * a)
except:
negResult = False
return (posResult, negResult)
You are missing 1 call to self.openGLWidget.update(). There is a return statement in the instruction block of the if. The function is terminated at this point and the self.openGLWidget.update() instruction at the end of the code is never executed.
Add self.openGLWidget.update() right before return, to solve the issue:
class mainWindow(QMainWindow):
# [...]
def marchStep(self):
if not self.marchActive:
# [...]
self.currentStep = 0
if self.currentStep == len(self.marchPoints):
# [...]
self.meshPoints.clear()
self.marchingCube.hide()
self.openGLWidget.update() # <--------- ADD
return
if self.currentStep == 0:
self.marchingCube.show()
# [...]
Related
Adding and printing items, using lists using python
So my problem seems quite trivial, but I'm new to python and am writing a simple program that calculates the reactions of a beam. My program does that successfully, but now I want to expand the capabilities to being able to plot the shear and bending moment diagrams along each beam. My thought process is to use a list and add the shear values (for now) to that list, in increments that divides the beam into 100 segments. Afterwards I want to be able to retrieve them and use these values to plot them. class beam: def __init__(self, emod, i, length): self.emod = emod self.i = i self.length = length def A(self, a, p): # Calculate reaction at A return p * (self.length - a) / self.length def B(self, a, p): # Calculate reaction at B return p * a / self.length def Mc(self, a, p): # Calculate moment at C return p * a * (self.length - a) / self.length def delc(self, a, p): return p * a * a * (self.length - a) ** 2 / 3 / self.emod / self.i / self.length def delx(self, x, a, p): beta = (self.length - a) / self.length delta = x / self.length return p * self.length * self.length * (self.length - a) * delta * ( 1 - beta * beta - delta * delta) / 6 / self.emod / self.i def delx1(self, x, a, p): alpha = a / self.length delta = x / self.length return p * self.length * self.length * a * delta * ( 1 - alpha * alpha - delta * delta) / 6 / self.emod / self.i def maxDisplacementCoords(self, a): return a * (1.0 / 3 + 2 * (self.length - a) / 3 / a) ** 0.5 class shearValues: # This is the class that adds the shear values to a list def __init__(self): self.values = [] def add_values(self, beam, a_val, p): j = float(0) v = beam.A(a_val, p) while j < beam.length: if j < a_val: continue elif j > a_val: continue elif j == a_val: v -= p self.values.append(v) j += beam.length / float(100) v += beam.B(a_val, p) self.values.append(v) if __name__ == '__main__': def inertia_x(h, w, t): iy1 = w * h * h * h / 12 iy2 = (w - t) * (h - 2 * t) ** 3 / 12 return iy1 - 2 * iy2 beam_list = [] beam1 = beam(200000000000, inertia_x(0.203, 0.133, 0.025), 5) beam2 = beam(200000000000, inertia_x(0.254, 0.146, 0.031), 5) beam3 = beam(200000000000, inertia_x(0.305, 0.102, 0.025), 5) beam_list.append(beam1) beam_list.append(beam2) beam_list.append(beam3) while True: my_beam = beam_list[1] beam_choice = input("Which beam would you like to evaluate? 1, 2 or 3 ") if beam_choice == '1': my_beam = beam_list[0] elif beam_choice == '2': my_beam = beam_list[1] elif beam_choice == '3': my_beam = beam_list[2] p = float(input("Enter the required load ")) a_val = float(input("Enter displacement of point load (origin at LHS) ")) print("Ay = {}".format(my_beam.A(a_val, p))) print("By = {}".format(my_beam.B(a_val, p))) print("Mc = {}".format(my_beam.Mc(a_val, p))) print("Displacement at C = {}".format(my_beam.delc(a_val, p))) displacement = input("Do you want to calculate a specific displacement? [Y]es or [N]o ").upper() if displacement not in 'YN' or len(displacement) != 1: print("Not a valid option") continue if displacement == 'Y': x = float(input("Enter location on beam to calculate displacement (origin on LHS) ")) if x < a_val: print("Displacement at {} = {}".format(x, my_beam.delx(x, a_val, p))) elif x > a_val: print("Displacement at {} = {}".format(x, my_beam.delx1(my_beam.length - x, a_val, p))) elif x == displacement: print("Displacement at {} = {}".format(x, my_beam.delc(a_val, p))) elif displacement == 'N': continue print("Max displacement is at {} and is = {}".format(my_beam.maxDisplacementCoords(a_val), my_beam.delx(my_beam.maxDisplacementCoords(a_val), a_val, p))) # The code doesn't execute the way it is intended from here sv = shearValues() sv.add_values(my_beam,a_val,p) Currently it seems as if I have created an infinite loop. As you can see, the code is not optimized at all but any help would be appreciated. And the calculations are correct.
IndexError: list index out of range error while enter value like 1 2 3 in Python
I am generating a graph/drawing using pyhton. When I am entering value from backward like 6 5 4 3 it's working fine but When I am giving input like 1 2 3 it's throwing list index out of range error. I am new to python. Please help me to fix this. **EDIT : ** it's only accepting when first value is greater than second value for example it's working with 7 6 but not with 6 7. here is my python code: HUMAN_HEIGHT = 3 HUMAN_WIDTH = 3 HUMAN_LEG_OFFSET = 1 def print_2d_array(arr): """Print the 2D Array""" print(f"Height = {len(arr)}, Width = {len(arr[0])}") for row in arr: for item in row: print(f"{item}", end="") print() def increasing_slope(index): """Returns if the slope is increasing which is the even number""" return index % 2 == 0 def get_indicator(index): """Returns the indicator for increasing or decreasing slope""" return "/" if increasing_slope(index) else "\\" def add_human_at(new_arr, human_location, height): """Adds Human to the Array""" human_x = human_location[0] human_y = human_location[1] new_arr[height - human_y - 1][human_x - 1] = " " new_arr[height - human_y - 1][human_x] = "○" new_arr[height - human_y - 1][human_x + 1] = " " new_arr[height - human_y][human_x - 1] = "/" new_arr[height - human_y][human_x] = "|" new_arr[height - human_y][human_x + 1] = "\\" new_arr[height - human_y + 1][human_x - 1] = "<" new_arr[height - human_y + 1][human_x] = " " new_arr[height - human_y + 1][human_x + 1] = ">" def create_line(y0, x0, y1, x1, index): """Generator that Returns the diagonal line from x,y to x1,y1""" yield y0, x0 while y0 != y1 and x0 != x1: y0 = y0 + (-1 if increasing_slope(index) else 1) x0 += 1 yield y0, x0 def get_2d_mountains_from_1d_sum(arr, height, width, human_location): new_arr = [] for i in range(height + HUMAN_HEIGHT): mountain_row = [] for j in range(width + HUMAN_LEG_OFFSET): mountain_row.append(" ") new_arr.append(mountain_row) ground = height + HUMAN_HEIGHT prev_x, prev_y = 0, 0 for index, [x, y] in enumerate(arr): indicator = get_indicator(index) if prev_x >= human_location[0]: start_x, start_y = ground - prev_y - 1, prev_x + HUMAN_LEG_OFFSET end_x, end_y = ground - y - 1, x - 1 + HUMAN_LEG_OFFSET else: start_x, start_y = ground - prev_y - 1, prev_x end_x, end_y = ground - y - 1, x - 1 for (point_y, point_x) in create_line(start_x, start_y, end_x, end_y, index): new_arr[point_y][point_x] = indicator prev_y = y prev_x = x add_human_at(new_arr, human_location, height) print_2d_array(new_arr) def generate_mountains(nums): sum_nums = [] sum_at_position = 0 previous_sum = 0 total_width = 0 max_height = 0 human_location = [] for index, item in enumerate(nums): # + or - numbers to get prefix list if index % 2 == 0: sum_at_position += (item - 1) else: sum_at_position -= (item - 1) total_width += abs(sum_at_position - previous_sum) + 1 if sum_at_position > max_height: max_height = sum_at_position human_location = [total_width, max_height] previous_sum = sum_at_position sum_nums.append([total_width, sum_at_position]) get_2d_mountains_from_1d_sum(sum_nums, max_height + 1, total_width, human_location) def print_mountains_human_from_input(nums): generate_mountains(nums) print("Enter the inputs") a = [int(x) for x in input().split()] print_mountains_human_from_input(a) I added the screenshot of error.. thanks in advance.
You can add a sorting to your function to avoid a wrong input error but it will not fix the actual error: def print_mountains_human_from_input(nums): nums.sort(reverse=True) generate_mountains(nums)
How to change 'cost' of path here?
I'm reading this python code about A star algorithm. For me, I understand how this algorithm work, but when I come to the code I got some confusing things until to understand. I want to be able to change the cost of paths here. I mean I need to be able to set a cost to each pixel here while calculating the best path but I couldn't figure out where to do it. I have 2 paths and I want the algorithm to choose the bottom path because of the cost of the top path. How do I do that? Image of the paths. I want algorithm to choose bottom one. Entire code of the algorithm: """ A* grid planning author: Atsushi Sakai(#Atsushi_twi) Nikos Kanargias (nkana#tee.gr) See Wikipedia article (https://en.wikipedia.org/wiki/A*_search_algorithm) """ import math import matplotlib.pyplot as plt show_animation = True class AStarPlanner: def __init__(self, ox, oy, reso, rr): """ Initialize grid map for a star planning ox: x position list of Obstacles [m] oy: y position list of Obstacles [m] reso: grid resolution [m] rr: robot radius[m] """ self.reso = reso self.rr = rr self.calc_obstacle_map(ox, oy) self.motion = self.get_motion_model() class Node: def __init__(self, x, y, cost, pind): self.x = x # index of grid self.y = y # index of grid self.cost = cost self.pind = pind def __str__(self): return str(self.x) + "," + str(self.y) + "," + str( self.cost) + "," + str(self.pind) def planning(self, sx, sy, gx, gy): """ A star path search input: sx: start x position [m] sy: start y position [m] gx: goal x position [m] gy: goal y position [m] output: rx: x position list of the final path ry: y position list of the final path """ nstart = self.Node(self.calc_xyindex(sx, self.minx), self.calc_xyindex(sy, self.miny), 0.0, -1) ngoal = self.Node(self.calc_xyindex(gx, self.minx), self.calc_xyindex(gy, self.miny), 0.0, -1) open_set, closed_set = dict(), dict() open_set[self.calc_grid_index(nstart)] = nstart while 1: if len(open_set) == 0: print("Open set is empty..") break c_id = min( open_set, key=lambda o: open_set[o].cost + self.calc_heuristic(ngoal, open_set[ o])) current = open_set[c_id] # show graph if show_animation: # pragma: no cover plt.plot(self.calc_grid_position(current.x, self.minx), self.calc_grid_position(current.y, self.miny), "xc") # for stopping simulation with the esc key. plt.gcf().canvas.mpl_connect('key_release_event', lambda event: [exit( 0) if event.key == 'escape' else None]) if len(closed_set.keys()) % 10 == 0: plt.pause(0.001) if current.x == ngoal.x and current.y == ngoal.y: print("Find goal") ngoal.pind = current.pind ngoal.cost = current.cost break # Remove the item from the open set del open_set[c_id] # Add it to the closed set closed_set[c_id] = current # expand_grid search grid based on motion model for i, _ in enumerate(self.motion): node = self.Node(current.x + self.motion[i][0], current.y + self.motion[i][1], current.cost + self.motion[i][2], c_id) n_id = self.calc_grid_index(node) # If the node is not safe, do nothing if not self.verify_node(node): continue if n_id in closed_set: continue if n_id not in open_set: open_set[n_id] = node # discovered a new node else: if open_set[n_id].cost > node.cost: # This path is the best until now. record it open_set[n_id] = node rx, ry = self.calc_final_path(ngoal, closed_set) return rx, ry def calc_final_path(self, ngoal, closedset): # generate final course rx, ry = [self.calc_grid_position(ngoal.x, self.minx)], [ self.calc_grid_position(ngoal.y, self.miny)] pind = ngoal.pind while pind != -1: n = closedset[pind] rx.append(self.calc_grid_position(n.x, self.minx)) ry.append(self.calc_grid_position(n.y, self.miny)) pind = n.pind return rx, ry #staticmethod def calc_heuristic(n1, n2): w = 1.0 # weight of heuristic d = w * math.hypot(n1.x - n2.x, n1.y - n2.y) return d def calc_grid_position(self, index, minp): """ calc grid position :param index: :param minp: :return: """ pos = index * self.reso + minp return pos def calc_xyindex(self, position, min_pos): return round((position - min_pos) / self.reso) def calc_grid_index(self, node): return (node.y - self.miny) * self.xwidth + (node.x - self.minx) def verify_node(self, node): px = self.calc_grid_position(node.x, self.minx) py = self.calc_grid_position(node.y, self.miny) if px < self.minx: return False elif py < self.miny: return False elif px >= self.maxx: return False elif py >= self.maxy: return False # collision check if self.obmap[node.x][node.y]: return False return True def calc_obstacle_map(self, ox, oy): self.minx = round(min(ox)) self.miny = round(min(oy)) self.maxx = round(max(ox)) self.maxy = round(max(oy)) print("minx:", self.minx) print("miny:", self.miny) print("maxx:", self.maxx) print("maxy:", self.maxy) self.xwidth = round((self.maxx - self.minx) / self.reso) self.ywidth = round((self.maxy - self.miny) / self.reso) print("xwidth:", self.xwidth) print("ywidth:", self.ywidth) # obstacle map generation self.obmap = [[False for i in range(self.ywidth)] for i in range(self.xwidth)] for ix in range(self.xwidth): x = self.calc_grid_position(ix, self.minx) for iy in range(self.ywidth): y = self.calc_grid_position(iy, self.miny) for iox, ioy in zip(ox, oy): d = math.hypot(iox - x, ioy - y) if d <= self.rr: self.obmap[ix][iy] = True break #staticmethod def get_motion_model(): # dx, dy, cost motion = [[1, 0, 1], [0, 1, 1], [-1, 0, 1], [0, -1, 1], [-1, -1, math.sqrt(2)], [-1, 1, math.sqrt(2)], [1, -1, math.sqrt(2)], [1, 1, math.sqrt(2)]] return motion def main(): print(__file__ + " start!!") # start and goal position sx = 1.0 # [m] sy = 1.0 # [m] gx = 50.0 # [m] gy = 50.0 # [m] grid_size = 10.0 # [m] robot_radius = 1.0 # [m] # set obstacle positions ox, oy = [], [] for i in range(-10, 60): ox.append(i) oy.append(-10.0) for i in range(-10, 60): ox.append(60.0) oy.append(i) for i in range(-10, 61): ox.append(i) oy.append(60.0) for i in range(-10, 61): ox.append(-10.0) oy.append(i) for i in range(-10, 40): ox.append(20.0) oy.append(i) for i in range(0, 10): ox.append(40.0) oy.append(i) for i in range(0, 40): ox.append(40.0) oy.append(60.0 - i) if show_animation: # pragma: no cover plt.plot(ox, oy, ".k") plt.plot(sx, sy, "og") plt.plot(gx, gy, "xb") plt.grid(True) plt.axis("equal") a_star = AStarPlanner(ox, oy, grid_size, robot_radius) rx, ry = a_star.planning(sx, sy, gx, gy) if show_animation: # pragma: no cover plt.plot(rx, ry, "-r") plt.show() plt.pause(0.001) if __name__ == '__main__': main()
I did it with adding a part of code like that # expand_grid search grid based on motion model for i, _ in enumerate(self.motion): cost = 0 if(current.x + self.motion[i][0] >= 45 and (current.x + self.motion[i][0]) <= 55 and current.y + self.motion[i][1] >= 20 and current.y + self.motion[i][1] <= 31): cost = 15 node = self.Node(current.x + self.motion[i][0], current.y + self.motion[i][1], current.cost + self.motion[i][2] + cost, c_id) n_id = self.calc_grid_index(node)
How to pretty print a quadtree in python?
I have some code that can make a quad tree from data points. I know how to print out binary tree with slashes, but I don't even know where to start to print/draw out a tree with 4 children instead of 2 each to be able to visualize my tree. I've been testing it by using my search_pqtreee function. For example, to list all the points in the northeast quadrant, I can test it by making a list like: [search_pqtree(q.ne,p) for p in points] #The point import is a class for points in Cartesian coordinate systems from point import * class PQuadTreeNode(): def __init__(self,point,nw=None,ne=None,se=None,sw=None): self.point = point self.nw = nw self.ne = ne self.se = se self.sw = sw def __repr__(self): return str(self.point) def is_leaf(self): return self.nw==None and self.ne==None and \ self.se==None and self.sw==None def search_pqtree(q, p, is_find_only=True): if q is None: return if q.point == p: if is_find_only: return q else: return dx,dy = 0,0 if p.x >= q.point.x: dx = 1 if p.y >= q.point.y: dy = 1 qnum = dx+dy*2 child = [q.sw, q.se, q.nw, q.ne][qnum] if child is None and not is_find_only: return q return search_pqtree(child, p, is_find_only) def insert_pqtree(q, p): n = search_pqtree(q, p, False) node = PQuadTreeNode(point=p) if p.x < n.point.x and p.y < n.point.y: n.sw = node elif p.x < n.point.x and p.y >= n.point.y: n.nw = node elif p.x >= n.point.x and p.y < n.point.y: n.se = node else: n.ne = node def pointquadtree(data): root = PQuadTreeNode(point = data[0]) for p in data[1:]: insert_pqtree(root, p) return root #Test data1 = [ (2,2), (0,5), (8,0), (9,8), (7,14), (13,12), (14,13) ] points = [Point(d[0], d[1]) for d in data1] q = pointquadtree(points) print([search_pqtree(q.ne, p) for p in points]) What I'm trying to say is if I was pretty printing a binary tree, it might look like this: (2, 2) / \ (0, 5) (8, 0) / \ / \ Is there a way to write a function that print out 4 lines each? Or maybe print it out sideways?
As you classified your question with GIS and spatial, this problem made me think of a map with north-east, north-west, south-east and south-west in each corner. A single node quadtree would simply be : (0,0) A two node quadtree would be : .|( 1, 1) ----( 0, 0)---- .|. With 3 nodes in depth that would go to : | .|( 2, 2) |----( 1, 1)---- .| .|. ------------( 0, 0)------------ .|. | | I've implemented this idea, with some changes to your code to make it easier: I've added a trivial point class, with the __repr__ method I needed for number formatting I made quadrants into a dictionary to be able to loop on them I thought I would need the get_depth method, but it's not used... I also think that search and insert functions should be methods of the class PQuadTreeNode, but I leave it to you as an exercise :) The implementation works with the following steps: If the quadtree is a leaf, its map is the central point Get the maps of the 4 quadrants (if empty, it's a dot) Normalize them using the size of the largest, and puts them near the center of the parent Combine the 4 quadrants with the quadtree point at the center. This is of course higly recursive, and I didn't made any attempt at optimization. If numbers have a length greater than 2 (like 100 or -10), you can adjust the num_length variable. num_length = 2 num_fmt = '%' + str(num_length) + 'd' class Point(): def __init__(self,x=None,y=None): self.x = x self.y = y def __repr__(self): return '(' + (num_fmt % self.x) + ',' + (num_fmt % self.y) + ')' def normalize(corner, quadmap, width, height): old_height = len(quadmap) old_width = len(quadmap[0]) if old_height == height and old_width == width: return quadmap else: blank_width = width - old_width if corner == 'nw': new = [' '*width for i in range(height - old_height)] for line in quadmap: new.append(' '*blank_width + line) elif corner == 'ne': new = [' '*width for i in range(height - old_height)] for line in quadmap: new.append(line + ' '*blank_width) elif corner == 'sw': new = [] for line in quadmap: new.append(' '*blank_width + line) for i in range(height - old_height): new.append(' '*width) elif corner == 'se': new = [] for line in quadmap: new.append(line + ' '*blank_width) for i in range(height - old_height): new.append(' '*width) return new class PQuadTreeNode(): def __init__(self,point,nw=None,ne=None,se=None,sw=None): self.point = point self.quadrants = {'nw':nw, 'ne':ne, 'se':se, 'sw':sw} def __repr__(self): return '\n'.join(self.get_map()) def is_leaf(self): return all(q == None for q in self.quadrants.values()) def get_depth(self): if self.is_leaf(): return 1 else: return 1 + max(q.get_depth() if q else 0 for q in self.quadrants.values()) def get_map(self): if self.is_leaf(): return [str(self.point)] else: subquadmaps = { sqn:sq.get_map() if sq else ['.'] for sqn, sq in self.quadrants.items() } subheight = max(len(map) for map in subquadmaps.values()) subwidth = max(len(mapline) for map in subquadmaps.values() for mapline in map) subquadmapsnorm = { sqn:normalize(sqn, sq, subwidth, subheight) for sqn, sq in subquadmaps.items() } map = [] for n in range(subheight): map.append(subquadmapsnorm['nw'][n] + '|' + subquadmapsnorm['ne'][n]) map.append('-' * (subwidth-num_length-1) + str(self.point) + '-' * (subwidth-num_length-1)) for n in range(subheight): map.append(subquadmapsnorm['sw'][n] + '|' + subquadmapsnorm['se'][n]) return map def search_pqtree(q, p, is_find_only=True): if q is None: return if q.point == p: if is_find_only: return q else: return dx,dy = 0,0 if p.x >= q.point.x: dx = 1 if p.y >= q.point.y: dy = 1 qnum = dx+dy*2 child = [q.quadrants['sw'], q.quadrants['se'], q.quadrants['nw'], q.quadrants['ne']][qnum] if child is None and not is_find_only: return q return search_pqtree(child, p, is_find_only) def insert_pqtree(q, p): n = search_pqtree(q, p, False) node = PQuadTreeNode(point=p) if p.x < n.point.x and p.y < n.point.y: n.quadrants['sw'] = node elif p.x < n.point.x and p.y >= n.point.y: n.quadrants['nw'] = node elif p.x >= n.point.x and p.y < n.point.y: n.quadrants['se'] = node else: n.quadrants['ne'] = node def pointquadtree(data): root = PQuadTreeNode(point = data[0]) for p in data[1:]: insert_pqtree(root, p) return root #Test data1 = [ (2,2), (0,5), (8,0), (9,8), (7,14), (13,12), (14,13) ] points = [Point(d[0], d[1]) for d in data1] q = pointquadtree(points) print(q) With your example data: | | .|(14,13) | |----(13,12)---- | ( 7,14)| .|. |------------( 9, 8)------------ | .|. | | ( 0, 5)| | ----------------------------( 2, 2)---------------------------- .|( 8, 0) | | | | | | Tell me if you find it useful !
NoneType error with Python class and function
Despite my function returning an array, I get an TypeError: 'NoneType' object is not callable error. I first define classes, and then insert the function. I'm relatively new to Python, and would appreciate any help/comments. The Classes are: from scipy import array, dot, zeros, empty from scipy.optimize import brentq from numpy import * from numpy.random import uniform from time import time # from mpi4py import MPI class UtilTheory: """ """ def utility(self, other): raise NotImplementedError("You need to implement method 'utility' " "in the child class.") def demand(self, p): raise NotImplementedError("You need to implement method 'demand' " "in the child class.") def excessDemand(self, p): p = array(p) return self.demand(p) - self.endowment def indUtility(self, p): x = self.demand(p) return self.utility(x) def __add__(self, other): economy = Economy([self, other]) return economy def __radd__(self, other): economy = Economy([self] + other) def __rmul__(self, other): economy = Economy(other * [self]) return economy class Consumer(UtilTheory, object): """ Defines general features of a consumer """ def __init__(self, endowment=array([1,1]), alpha=0.5, rho=0.0): self.endowment = array(endowment) self.alpha = float(alpha) self.rho = rho self.sigma = 1.0 / (1.0 - rho) def __str__(self): return ('e=' + str(self.endowment) + ', alpha=' + str(self.alpha) + ', rho=' + str(self.rho)) def demand(self, p): endowment = self.endowment alpha = self.alpha sigma = self.sigma p = array(p) m = dot(endowment, p) x1 = ((alpha / p[0]) ** sigma * m / (alpha ** sigma * p[0] ** (1 - sigma) + (1 - alpha) ** sigma * p[1] ** (1 - sigma))) x2 = (((1.0 - alpha) / p[1]) ** sigma * m / (alpha ** sigma * p[0] ** (1 - sigma) + (1 - alpha) ** sigma * p[1] ** (1 - sigma))) return array([x1, x2]) def utility(self, x): if self.rho != 0: return ((self.alpha * x[0] ** self.rho + (1.0 - self.alpha) * x[1] ** self.rho) ** (1.0 / self.rho)) return x[0] ** self.alpha * x[1] ** (1.0 - self.alpha) class Economy: """ Consists of consumers """ def __init__(self, consumers): """ Consumers should be a list of consumers """ self.consumers = consumers def excessDemand(self, p): result = zeros(2) for consumer in self.consumers: result = result + consumer.excessDemand(p) return result def demand(self, p): result = zeros(2) for consumer in self.consumers: result = result + consumer.demand(p) return result def excessDemandGood0(self, p0): p = array([p0, 1.0 - p0]) result = 0 for consumer in self.consumers: result = result + consumer.excessDemand(p)[0] return result def __add__(self,other): try: return Economy(self.consumers + other.consumers) except: return Economy(self.consumers + [other]) def numEquilibria(self, n=100): # p = array([p0, 1 - p0]) q = linspace(0, 1, n) result = empty(len(q)) #print result for i, p0 in enumerate(q): a = self.excessDemandGood0(p0) #print a result[i] = a index = zeros(len(q)) for i in range(1, 2): if result[i] <= 0: index[i - 1] = 1 else: index[i - 1] = 0 for i in range(2, n - 1): test=result[i - 1] * result[i] #print test if test <= 0: index[i - 1] = 1 else: index[i - 1] = 0 for i in range(n - 2, n - 1): if result[i] > 0: index[i - 1] = 1 else: index[i - 1] = 0 count = sum(index) # print "The number of equilibria is" return count # print "Excess Demand funciton on the grid:" # print result # print "Index when excess demand goes from possitive to negative" # print index def __rmul__(self, other): economy = Economy(other * self.consumers) return economy def equilibrium(self, startbracket=None): def g(x): return self.excessDemandGood0(x) if startbracket == None: startbracket = [1e-10, 1-1e-10] eqPrice1 = brentq(g, startbracket[0], startbracket[1]) return array([eqPrice1, 1 - eqPrice1]) def __len__(self): return len(self.consumers) def __str__(self): resultString = 'Economy with ' + str(len(self)) + ' consumers.\n' for consumer in self.consumers: resultString = resultString + str(consumer) + '\n' return resultString I get the error when implementing the following stats() function which calls on randomEconEq(): def randomEcon(e1=[1, 0], e2=[0, 1], iterate_max=100): rho1 = random.uniform(-8, -1) rho2 = random.uniform(-8, -1) alpha1 = random.uniform(0, 1) alpha2 = random.uniform(0, 1) x = Consumer(endowment=e1, alpha=alpha1, rho=rho1) y = Consumer(endowment=e2, alpha=alpha2, rho=rho2) econ = Economy([x, y]) return econ def randomEconEq(iterate_max=100): iterate = 0 eq_vec = [] start = time() while iterate < iterate_max: iterate += 1 econ = randomEcon() equilibria = econ.numEquilibria() eq_vec.append(equilibria) # print eq_vec if (econ.numEquilibria() > 1): print "Number of multiple equilibria is " + \ str(econ.numEquilibria()) print str(econ) print str(eq_vec) end = time() totaltime = end - start #print('Total Time is ' + str(totaltime)) return eq_vec def stats(eq_vec, iterate_max): one_eq = zeros(len(eq_vec)) three_eq = zeros(len(eq_vec)) five_eq = zeros(len(eq_vec)) more_eq = zeros(len(eq_vec)) # print (eq_vec) for i in range(len(eq_vec)): if eq_vec[i] == 1: one_eq[i] = 1 if eq_vec[i] == 3: three_eq[i] = 1 if eq_vec[i] == 5: five_eq[i] = 1 if eq_vec[i] > 5: more_eq[i] = 1 Eq1 = sum(one_eq) Eq3 = sum(three_eq) Eq5 = sum(five_eq) EqMore = sum(more_eq) prob1 = float((Eq1 / iterate_max) * 100) prob3 = float((Eq3 / iterate_max) * 100) prob5 = float((Eq5 / iterate_max) * 100) probMore = float((EqMore/iterate_max) * 100) print ('The Vector of the number of equililbria is:' + str(eq_vec)) print ('Probability of 1 equilibrium is (percent) ' + str(prob1)) print ('Probability of 3 equilibria is (percent) ' + str(prob3)) print ('Probability of 5 equilibria is (percent) ' + str(prob5)) print ('Probability of 1 equilibria is (percent) ' + str(probMore)) eq_vec = randomEconEq(100) stats(eq_vec, 100) The error appears in the last two lines of code when implementing the function stats(). An example which creates the error is: stats(randomEconEq(100), 100) and the complete traceback is: >>> stats(randomEconEq(100), 100) Traceback (most recent call last): File "<stdin>", line 1, in <module> TypeError: 'NoneType' object is not callable