Triangulation: Basic level with ability to place points
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triangulation.py
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73
triangulation.py
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import pyray as RL
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from pyray import (Rectangle as Rect, Vector2 as Vec2, Vector3 as Vec3, Camera3D, BoundingBox)
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import math
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import pdb
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import random
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from typing import Optional, Tuple, List
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from dataclasses import dataclass, field
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screen_width = 1280
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screen_height = 1024
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grid_slices = 100
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grid_spacing = 0.2
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@dataclass
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class World:
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cam: Camera3D
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floor_bb: BoundingBox
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rotate_cam: bool = True
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frame_count: int = 0
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vertices: List[Vec3] = field(default_factory=list)
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def init() -> World:
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cam = Camera3D(Vec3(0, 10, 10), Vec3(0, 0, 0), Vec3(0, 1, 0), 45, RL.CAMERA_PERSPECTIVE)
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half_grid = grid_slices * grid_spacing * 0.5
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floor_bb = BoundingBox(Vec3(-half_grid, -0.01, -half_grid), Vec3(half_grid, 0.01, half_grid))
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return World(cam, floor_bb)
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def player_input(w: World):
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if RL.is_key_pressed(RL.KEY_SPACE):
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w.rotate_cam = not w.rotate_cam
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if RL.is_mouse_button_pressed(0):
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mouse_pos = RL.get_mouse_position()
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ray = RL.get_mouse_ray(mouse_pos, w.cam)
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collision = RL.get_ray_collision_box(ray, w.floor_bb)
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if collision.hit:
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p = collision.point
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w.vertices.append(Vec3(p.x, 0, p.z))
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def update(w: World):
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pass
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def draw_3d(w: World):
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RL.draw_grid(grid_slices, grid_spacing)
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RL.draw_bounding_box(w.floor_bb, RL.GREEN)
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for vert in w.vertices:
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RL.draw_sphere(vert, 0.1, RL.GREEN)
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def draw_2d(w: World):
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pass
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RL.init_window(screen_width, screen_height, "Starter");
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RL.set_target_fps(60)
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w = init()
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while not RL.window_should_close():
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player_input(w)
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update(w)
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# Drawing
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if w.rotate_cam:
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RL.update_camera(w.cam, RL.CameraMode.CAMERA_ORBITAL)
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RL.begin_drawing()
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RL.clear_background(RL.WHITE)
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RL.begin_mode_3d(w.cam)
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draw_3d(w)
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RL.end_mode_3d()
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draw_2d(w)
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RL.end_drawing()
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w.frame_count += 1
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