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Config.py
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297 lines (245 loc) · 10.8 KB
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import numpy as np
import cv2
import pygame
from pygame.locals import *
import math
from colormath.color_objects import LabColor, sRGBColor
from colormath.color_conversions import convert_color
import Model
import solver
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
class Interval:
def __init__(self, min, max):
self.min = []
for i in min:
if i > 255: self.min.append(255)
elif i < 0: self.min.append(0)
else: self.min.append(i)
self.max = []
for i in max:
if i > 255: self.max.append(255)
elif i < 0: self.max.append(0)
else: self.max.append(i)
self.num = 1
def add(self):
self.num += 1
def change(self, rgb):
if self.min[0] > rgb[0]:
self.min[0] = rgb[0]
if self.min[1] > rgb[1]:
self.min[1] = rgb[1]
if self.min[2] > rgb[2]:
self.min[2] = rgb[2]
if self.max[0] < rgb[0]:
self.max[0] = rgb[0]
if self.max[1] < rgb[1]:
self.max[1] = rgb[1]
if self.max[2] < rgb[2]:
self.max[2] = rgb[2]
def is_in(self, rgb):
if rgb[0] >= self.min[0] and rgb[0] <= self.max[0] and \
rgb[1] >= self.min[1] and rgb[1] <= self.max[1] and \
rgb[2] >= self.min[2] and rgb[2] <= self.max[2]:
return True
return False
def is_near(self, rgb, threshold):
if rgb[0] > self.min[0] - threshold and rgb[0] < self.max[0] + threshold and \
rgb[1] > self.min[1] - threshold and rgb[1] < self.max[1] + threshold and \
rgb[2] > self.min[2] - threshold and rgb[2] < self.max[2] + threshold:
return True
return False
def average(self):
return [(self.min[i] + self.max[i]) / 2 for i in range(3)]
def lab(self):
return convert_color(sRGBColor(self.average()[0], self.average()[1], self.average()[2], True), LabColor).get_value_tuple()
def difference(self, interval):
score = 0
this = self.lab()
other = interval.lab()
return math.pow(this[0] - other[0], 2) + math.pow(this[1] - other[1], 2) + math.pow(this[2] - other[2], 2)
class Config:
def __init__(self, width, height):
self.state = "pictures"
self.size = 250
self.res = 100
self.x = int((width - self.size) / 2)
self.y = int((height - self.size) / 2)
self.width = width
self.height = height
self.current_face = 0
self.total_faces = 6
self.sides = [[0, 3, 4, 1, 2], [1, 0, 4, 5, 2], [2, 0, 1, 5, 3], [3, 0, 2, 5, 4], [4, 0, 3, 5, 1], [5, 1, 4, 3, 2]]
self.colors = [(255, 255, 255), (0, 255, 0), (255, 255 / 2, 0), (0, 0, 255), (255, 0, 0), (255, 255, 0), (0, 0, 0)]
self.color_size = self.size / 6
self.positions = [(self.x + (self.size / 3) * 1.25, self.y + (self.size / 3) * 1.25),
(self.x + (self.size / 3) * 1.25, self.y - (self.size / 3) * 0.75),
(self.x + self.size + (self.size / 3) * 0.25, self.y + (self.size / 3) * 1.25),
(self.x + (self.size / 3) * 1.25, self.y + self.size + (self.size / 3) * 0.25),
(self.x - (self.size / 3) * 0.75, self.y + (self.size / 3) * 1.25)]
self.images = [pygame.surface.Surface((self.size, self.size)) for i in range(self.total_faces)]
self.face_data = []
self.color_data = []
self.guess_data = []
self.cube = None
self.solver3d = None
self.id = None
self.threshold = 3.5
self.cap = cv2.VideoCapture(0)
self.canvas = pygame.surface.Surface((width, height))
self.image = None
self.tiles = [pygame.surface.Surface((self.res / 3, self.res / 3)) for i in range(9)]
def saveFace(self, imagebad):
image = pygame.surface.Surface((self.width, self.height))
image.blit(imagebad, (0, 0), (0, 60, self.width, self.height))
self.images[self.current_face].blit(image, (0, 0), (self.x, self.y, self.size, self.size))
self.images[self.current_face] = pygame.transform.scale(self.images[self.current_face], (self.res, self.res))
for i in range(3):
for j in range(3):
self.tiles[i * 3 + j].blit(self.images[self.current_face], (0, 0), (i * self.res / 3, j * self.res / 3, self.res / 3, self.res / 3))
color_intervals = []
for tile in self.tiles:
pixels = pygame.pixelarray.PixelArray(tile)
intervals = []
for px in pixels:
for py in px:
color = tile.unmap_rgb(py)
done = False
for interval in intervals:
if interval.is_in(color):
interval.add()
done = True
if not done:
for interval in intervals:
if interval.is_near(color, self.threshold):
interval.add()
interval.change(color)
done = True
if not done:
intervals.append(Interval([color[0] - self.threshold, color[1] - self.threshold, color[2] - self.threshold], [color[0] + self.threshold, color[1] + self.threshold, color[2] + self.threshold]))
record = 0
interval = None
for i in intervals:
if i.num > record:
record = i.num
interval = i
color_intervals.append(interval)
self.face_data.append(color_intervals)
self.color_data.append(color_intervals[4])
def guess(self):
for face in self.face_data:
tile_colors = [[None for i in range(3)] for j in range(3)]
for tile in range(len(face)):
best_score = 100000
i = None
j = 0
for interval in self.color_data:
score = face[tile].difference(interval)
if score < best_score:
best_score = score
i = j
j += 1
tile_colors[tile % 3][int(tile / 3)] = i
self.guess_data.append(tile_colors)
print(self.guess_data)
def texid(self, pyimage):
texData = pygame.image.tostring(pyimage, "RGBA", 1)
w = pyimage.get_width()
h = pyimage.get_height()
glEnable(GL_TEXTURE_2D)
id = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, id)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
return id
def drawid(self):
glBegin(GL_QUADS)
glTexCoord2f(0, 0)
glVertex2fv((-1, -1))
glTexCoord2f(1, 0)
glVertex2fv((1, -1))
glTexCoord2f(1, 1)
glVertex2fv((1, 1))
glTexCoord2f(0, 1)
glVertex2fv((-1, 1))
glEnd()
def solve(self):
glDeleteTextures([self.id])
self.cube = Model.Cube()
self.solver3d = solver.Solver(self.cube)
self.solver3d.start = False
print(self.guess_data)
try:
self.solver3d.paint2(self.guess_data)
self.solver3d.solve2()
self.solver3d.l = len(self.solver3d.moves)
self.solver3d.paint2(self.guess_data)
gluPerspective(45, (self.width / self.height), 0.1, 50.0)
glTranslatef(0.0, 0.0, -10.0)
glEnable(GL_DEPTH_TEST)
except:
self.__init__(self.width, self.height)
def event(self, event):
if self.solver3d:
self.solver3d.event(event)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if self.state == "pictures":
self.saveFace(self.image)
if self.current_face < self.total_faces - 1:
self.current_face += 1
else:
self.guess()
self.state = "guess"
self.cap.release()
elif self.state == "guess":
self.state = "solve"
self.solve()
def update(self, canvas3d = None):
if self.state == "pictures":
ret, frame = self.cap.read()
frame = cv2.cvtColor(frame, cv2.COLOR_RGB2BGR)
self.image = pygame.image.frombuffer(frame.tostring(), frame.shape[1::-1], "RGB")
self.canvas.blit(self.image, (0, 0), (0, 60, self.width, self.height))
for i in range(self.x, self.x + self.size - int(self.size / 3) + 1, int(self.size / 3)):
for j in range(self.y, self.y + self.size - int(self.size / 3) + 1, int(self.size / 3)):
pygame.draw.rect(self.canvas, (0, 0, 0), (i, j, self.size / 3, self.size / 3), 3)
for i in range(len(self.sides[self.current_face])):
pygame.draw.rect(self.canvas, self.colors[self.sides[self.current_face][i]], (*self.positions[i], self.color_size, self.color_size))
elif self.state == "guess":
self.canvas.fill((0, 0, 0))
for i in range(self.total_faces):
self.canvas.blit(self.images[i], (i * self.res, 0))
for j in range(3):
for k in range(3):
pygame.draw.rect(self.canvas, self.face_data[i][j * 3 + k].min, (i * self.res + j * (self.res / 3), self.res + k * (self.res / 3), self.res / 6, self.res / 3))
pygame.draw.rect(self.canvas, self.face_data[i][j * 3 + k].max, (i * self.res + j * (self.res / 3) + self.res / 6, self.res + k * (self.res / 3), self.res / 6, self.res / 3))
pygame.draw.rect(self.canvas, self.color_data[self.guess_data[i][j][k]].average(), (i * self.res + j * (self.res / 3), self.res + k * (self.res / 3), self.res / 3, self.res / 3))
if canvas3d:
if not self.state == "solve":
self.id = self.texid(self.canvas)
self.drawid()
else:
self.solver3d.Open_GL_draw(canvas3d)
self.solver3d.update()
def main():
pygame.init()
width = 640
height = 360
canvas3d = pygame.display.set_mode((width, height), DOUBLEBUF | OPENGL)
done = False
config = Config(width, height)
while not done:
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
for event in pygame.event.get():
config.event(event)
if event.type == pygame.QUIT:
done = True
config.update(canvas3d)
pygame.display.flip()
pygame.quit()
quit()
if __name__ == "__main__":
main()