growth
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import axi
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import heapq
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import layers
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import random
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from collections import defaultdict
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from math import pi, sin, cos, hypot, floor
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from shapely.geometry import LineString
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W, H = axi.A3_SIZE
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def make_layer():
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x = layers.Noise(8).add(layers.Constant(0.6)).clamp()
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x = x.translate(random.random() * 1000, random.random() * 1000)
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x = x.scale(0.25, 0.25)
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x = x.power(1.5)
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# x = x.subtract(layers.Distance(W / 2, H / 2, min(W, H) / 2, 4))
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return x
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class Grid(object):
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def __init__(self, r):
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self.r = r
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self.size = r / 2 ** 0.5
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self.points = {}
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self.lines = {}
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def normalize(self, x, y):
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i = int(floor(x / self.size))
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j = int(floor(y / self.size))
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return (i, j)
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def nearby(self, x, y):
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points = []
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lines = []
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i, j = self.normalize(x, y)
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for p in range(i - 2, i + 3):
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for q in range(j - 2, j + 3):
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if (p, q) in self.points:
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points.append(self.points[(p, q)])
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if (p, q) in self.lines:
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lines.append(self.lines[(p, q)])
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return points, lines
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def insert(self, x, y, line=None):
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points, lines = self.nearby(x, y)
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for bx, by in points:
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if hypot(x - bx, y - by) < self.r:
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return False
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i, j = self.normalize(x, y)
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if line:
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for other in lines:
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if line.crosses(other):
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return False
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self.lines[(i, j)] = line
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self.points[(i, j)] = (x, y)
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return True
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def remove(self, x, y):
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i, j = self.normalize(x, y)
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self.points.pop((i, j))
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self.lines.pop((i, j))
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def new_angle(a, d):
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if d < 0.1:
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return random.random() * 2 * pi
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else:
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return random.gauss(a, pi / 12)
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def poisson_disc(layer, x1, y1, x2, y2, r, n):
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grid = Grid(r)
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active = []
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g = 0
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while len(active) < 1:
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# for i in range(1):
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x = x1 + random.random() * (x2 - x1)
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y = y1 + random.random() * (y2 - y1)
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score = layer.get(x, y)
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if score < 0.9:
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continue
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# x = (x1 + x2) / 2.0
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# y = (y1 + y2) / 2.0
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a = random.random() * 2 * pi
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if grid.insert(x, y):
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print(x, y)
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heapq.heappush(active, (-score, x, y, a, 0, 0, g))
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g += 1
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pairs = []
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while active:
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ascore, ax, ay, aa, ai, ad, ag = active[0]
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for i in range(n):
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a = new_angle(aa, ad)
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d = random.random() * r + r
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x = ax + cos(a) * d
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y = ay + sin(a) * d
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if x < x1 or y < y1 or x > x2 or y > y2:
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continue
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pair = ((ax, ay), (x, y))
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line = LineString(pair)
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if not grid.insert(x, y, line):
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continue
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score = layer.get(x, y)
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# if score < 0.25:
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# continue
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if random.random() < 0.75 and random.random() ** 3 > score:
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heapq.heappop(active)
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break
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pairs.append(pair)
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heapq.heappush(active, (-score, x, y, a, ai + 1, ad + d, ag))
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break
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else:
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heapq.heappop(active)
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return grid.points.values(), pairs
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def make_path(pairs):
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lookup = defaultdict(list)
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for parent, child in pairs:
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lookup[parent].append(child)
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root = pairs[0][0]
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path = []
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stack = []
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stack.append(root)
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while stack:
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point = stack[-1]
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path.append(point)
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if not lookup[point]:
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stack.pop()
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continue
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child = lookup[point].pop()
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stack.append(child)
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return path
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def main():
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layer = make_layer()
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layer.save('layer.png', 0, 0, W, H, 50)
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points, pairs = poisson_disc(layer, 0, 0, W, H, 0.05, 8)
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path = make_path(pairs)
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d = axi.Drawing([path])
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# d = d.rotate_and_scale_to_fit(W, H, step=90)
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d = d.scale_to_fit(W, H)
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d.dump('growth.axi')
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d.render(bounds=(0, 0, W, H)).write_to_png('growth.png')
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# axi.draw(d)
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if __name__ == '__main__':
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main()
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@ -0,0 +1,143 @@
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# from alpha_shape import alpha_shape
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from math import hypot
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from PIL import Image
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import noise
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class Layer(object):
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def translate(self, x, y):
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return Translate(self, x, y)
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def scale(self, x, y):
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return Scale(self, x, y)
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def power(self, power):
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return Power(self, power)
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def add(self, other):
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return Add(self, other)
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def subtract(self, other):
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return Subtract(self, other)
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def multiply(self, other):
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return Multiply(self, other)
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def threshold(self, threshold):
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return Threshold(self, threshold)
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def clamp(self, lo=0, hi=1):
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return Clamp(self, lo, hi)
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def normalize(self, lo, hi, new_lo, new_hi):
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return Normalize(self, lo, hi, new_lo, new_hi)
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def filter_points(self, points, lo, hi):
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return [(x, y) for x, y in points if lo <= self.get(x, y) < hi]
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def alpha_shape(self, points, lo, hi, alpha):
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points = self.filter_points(points, lo, hi)
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return alpha_shape(points, alpha)
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def save(self, path, x1, y1, x2, y2, scale=1, lo=0, hi=1):
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w = int(round((x2 - x1) * scale))
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h = int(round((y2 - y1) * scale))
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data = bytearray(w * h)
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for y in range(h):
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for x in range(w):
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sx = x1 + (x2 - x1) * x / (w - 1)
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sy = y1 + (y2 - y1) * y / (h - 1)
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v = (self.get(sx, sy) - lo) / (hi - lo)
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v = max(0, min(255, int(v * 255)))
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data[y*w+x] = v
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# for y in range(y1, y2):
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# for x in range(x1, x2):
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# v = (self.get(x, y) - lo) / (hi - lo)
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# v = max(0, min(255, int(v * 255)))
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# data[y*w+x] = v
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im = Image.frombytes('L', (w, h), bytes(data))
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im.save(path, 'png')
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class Constant(Layer):
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def __init__(self, value):
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self.value = value
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def get(self, x, y):
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return self.value
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class Noise(Layer):
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def __init__(self, octaves=1):
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self.octaves = octaves
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def get(self, x, y):
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return noise.snoise2(x, y, self.octaves)
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class Translate(Layer):
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def __init__(self, layer, x, y):
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self.layer = layer
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self.x = x
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self.y = y
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def get(self, x, y):
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return self.layer.get(self.x + x, self.y + y)
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class Scale(Layer):
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def __init__(self, layer, x, y):
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self.layer = layer
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self.x = x
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self.y = y
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def get(self, x, y):
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return self.layer.get(self.x * x, self.y * y)
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class Power(Layer):
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def __init__(self, layer, power):
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self.layer = layer
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self.power = power
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def get(self, x, y):
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return self.layer.get(x, y) ** self.power
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class Add(Layer):
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def __init__(self, a, b):
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self.a = a
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self.b = b
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def get(self, x, y):
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return self.a.get(x, y) + self.b.get(x, y)
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class Subtract(Layer):
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def __init__(self, a, b):
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self.a = a
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self.b = b
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def get(self, x, y):
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return self.a.get(x, y) - self.b.get(x, y)
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class Multiply(Layer):
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def __init__(self, a, b):
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self.a = a
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self.b = b
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def get(self, x, y):
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return self.a.get(x, y) * self.b.get(x, y)
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class Threshold(Layer):
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def __init__(self, layer, threshold):
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self.layer = layer
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self.threshold = threshold
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def get(self, x, y):
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return 0 if self.layer.get(x, y) < self.threshold else 1
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class Clamp(Layer):
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def __init__(self, layer, lo=0, hi=1):
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self.layer = layer
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self.lo = lo
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self.hi = hi
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def get(self, x, y):
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v = self.layer.get(x, y)
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v = min(v, self.hi)
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v = max(v, self.lo)
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return v
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class Normalize(Layer):
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def __init__(self, layer, lo, hi, new_lo, new_hi):
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self.layer = layer
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self.lo = lo
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self.hi = hi
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self.new_lo = new_lo
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self.new_hi = new_hi
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def get(self, x, y):
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v = self.layer.get(x, y)
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p = (v - self.lo) / (self.hi - self.lo)
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v = self.new_lo + p * (self.new_hi - self.new_lo)
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return v
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class Distance(Layer):
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def __init__(self, x, y, maximum, gamma=1):
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self.x = x
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self.y = y
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self.maximum = maximum
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self.gamma = gamma
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def get(self, x, y):
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return (hypot(x - self.x, y - self.y) / self.maximum) ** self.gamma
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