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gui.py
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615 lines (520 loc) · 27.2 KB
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import tkinter as tk
from tkinter import ttk
from artGalleryProblem import Vertex, HalfEdge, Face, DCEL, generate_random_vertices, build_polygon, build_polygon_with_holes, trapezoidalize, monotone_partitioning, triangulate_polygon, construct_dual_graph, three_color_triangulation, get_minimum_guard_set, visualize_polygon
class PolygonGUI:
def __init__(self, root, width=1500, height=730):
self.root = root
self.root.title("Polygon GUI")
# Create notebook (tabs)
self.notebook = ttk.Notebook(root)
self.notebook.pack(fill='both', expand=True)
# Tab 1: Polygon drawing
self.tab_draw = ttk.Frame(self.notebook)
self.notebook.add(self.tab_draw, text="Draw/Edit Polygon")
# Canvas inside tab 1
self.canvas = tk.Canvas(self.tab_draw, width=width, height=height, bg="white")
self.canvas.pack()
# Polygon data
self.polygon = DCEL()
self.trapezoidalized_polygon = None
self.monotone_polygons = None
self.triangulated_polygon = None
self.selected_vertex = None
self.highlighted_vertices = []
# Add new data structures for holes
self.outer_boundary = DCEL() # DCEL for outer boundary
self.holes = [] # list of DCELs, each representing a hole
self.current_hole = None # stores DCEL of current hole being drawn
self.drawing_hole = False # flag to indicate if currently drawing a hole
self.guard_positions = [] # stores positions of guards after three-coloring
self.outer_boundary_vertices_copy = [] # stores vertices of outer polygon
self.holes_vertices_copy = [] # list of lists, each inner list stores vertices of one hole
self.dummy_vertices = {}
self.visibility_regions = [] # list of lists, each inner list stores visibility polygon for one guard
# Buttons frame inside tab 1
button_frame = tk.Frame(self.tab_draw)
button_frame.pack()
tk.Label(button_frame, text="N:").pack(side="left")
self.n_entry = tk.Entry(button_frame, width=5)
self.n_entry.pack(side="left")
tk.Button(button_frame, text="Generate Random Polygon", command=self.generate_random_polygon).pack(side="left")
tk.Button(button_frame, text="Clear", command=self.clear).pack(side="left")
tk.Button(button_frame, text="Run Trapezoidalization", command=self.run_trapezoidalization).pack(side="left")
tk.Button(button_frame, text="Run Monotone Partitioning", command=self.run_monotone_partitioning).pack(side="left")
tk.Button(button_frame, text="Run Triangulation", command=self.run_triangulation).pack(side="left")
tk.Button(button_frame, text="Run Dual Graph Construction", command=self.run_dual_graph_construction).pack(side="left")
tk.Button(button_frame, text="Show guards", command=self.run_three_coloring).pack(side="left")
# tk.Button(button_frame, text="Print DCEL", command=self.print_dcel).pack(side="left")
tk.Button(button_frame, text="Start New Hole", command=self.start_new_hole).pack(side="left")
tk.Button(button_frame, text="Finish Hole", command=self.finish_hole).pack(side="left")
tk.Button(button_frame, text="Save Polygon", command=self.close_polygon).pack(side="left")
tk.Button(button_frame, text="Show Visibility Region", command=self.show_visibility_regions).pack(side="left")
# Add this new Text widget for displaying DCEL info
self.text_frame = tk.Frame(self.tab_draw)
self.text_frame.pack(fill='both', expand=True)
self.text_widget = tk.Text(self.text_frame, height=10)
self.text_widget.pack(side="left", fill='both', expand=True)
# Add scrollbar
scrollbar = tk.Scrollbar(self.text_frame)
scrollbar.pack(side="right", fill='y')
# Configure the scrollbar
self.text_widget.config(yscrollcommand=scrollbar.set)
scrollbar.config(command=self.text_widget.yview)
# Mouse bindings for drawing
self.canvas.bind("<Button-1>", self.handle_left_click) # left-click: vertex/edge
# self.canvas.bind("<Button-3>", self.close_polygon) # right-click: close polygon
# Edges and Vertices that should not be animated
self.non_animated_edges = set()
self.non_animated_vertices = set()
def print_dcel(self):
"""Print the current DCEL structure"""
if self.polygon:
self.text_widget.delete(1.0, tk.END) # Clear previous text
self.text_widget.insert(tk.END, self.polygon.print_structure())
else:
self.text_widget.delete(1.0, tk.END)
self.text_widget.insert(tk.END, "No polygon exists yet!")
# def make_polygon_in_GUI(self):
# self.canvas.delete("all")
# for v in self.polygon.vertices:
# self.draw_vertex(v, "red")
# for he in self.polygon.half_edges:
# self.draw_temp_edge(he.origin, he.twin.origin, "black")
# def save_polygon_with_holes(self):
# """Save the polygon with holes and construct DCEL"""
# if len(self.outer_boundary) >= 3:
# # Draw closing edge for outer boundary if not already done
# self.draw_temp_edge(self.outer_boundary[-1], self.outer_boundary[0], "black")
# # Print statistics
# print(f"Outer boundary: {len(self.outer_boundary)} vertices")
# print(f"Number of holes: {len(self.holes)}")
# for i, hole in enumerate(self.holes):
# print(f"Hole {i+1}: {len(hole)} vertices")
# # Construct DCEL with holes
# self.polygon, self.dummy_vertices = build_polygon_with_holes(self.outer_boundary, self.holes)
# self.make_polygon_in_GUI()
# # try:
# # # Construct DCEL with holes
# # self.polygon = build_polygon_with_holes(self.outer_boundary, self.holes)
# # self.make_polygon_in_GUI()
# # except Exception as e:
# # self.text_widget.delete(1.0, tk.END)
# # self.text_widget.insert(tk.END, f"Error creating polygon with holes: {str(e)}")
# else:
# self.text_widget.delete(1.0, tk.END)
# self.text_widget.insert(tk.END, "Outer boundary must have at least 3 vertices!")
# def save_polygon_with_holes(self):
# """Save the polygon with holes and construct DCEL"""
# if len(self.outer_boundary) >= 3:
# # Draw closing edge for outer boundary if not already done
# self.draw_temp_edge(self.outer_boundary[-1], self.outer_boundary[0], "black")
# # Print statistics
# print(f"Outer boundary: {len(self.outer_boundary)} vertices")
# print(f"Number of holes: {len(self.holes)}")
# for i, hole in enumerate(self.holes):
# print(f"Hole {i+1}: {len(hole)} vertices")
# try:
# # Construct DCEL with holes
# self.polygon = build_polygon_with_holes(self.outer_boundary, self.holes)
# except Exception as e:
# self.text_widget.delete(1.0, tk.END)
# self.text_widget.insert(tk.END, f"Error creating polygon with holes: {str(e)}")
# else:
# self.text_widget.delete(1.0, tk.END)
# self.text_widget.insert(tk.END, "Outer boundary must have at least 3 vertices!")
def generate_random_polygon(self):
"""Generate a random convex polygon with user-specified N."""
self.clear()
try:
n = int(self.n_entry.get())
except ValueError:
return
self.vertices = generate_random_vertices(n)
self.polygon = build_polygon(self.vertices, order_vertices=True)
self.draw_polygon(self.polygon, is_polygon_construction=True)
def add_edge(self, v1, v2, is_hole=False):
"""Add an edge between two vertices in the DCEL."""
new_edge = HalfEdge()
new_edge_twin = HalfEdge()
v1.incident_edge = new_edge
new_edge.origin = v1
new_edge_twin.origin = v2
new_edge.twin = new_edge_twin
new_edge_twin.twin = new_edge
if is_hole:
self.draw_edge(new_edge, "blue")
self.current_hole.half_edges.extend([new_edge, new_edge_twin])
else:
self.draw_edge(new_edge, "black")
self.outer_boundary.half_edges.extend([new_edge, new_edge_twin])
def handle_left_click(self, event):
"""Modified to handle holes and prevent duplicate nearby vertices"""
x, y = event.x, -event.y
RADIUS = 10 # Distance threshold for considering vertices as "same"
clicked_vertex = None
# Check vertices in current polygon only
vertices_to_check = self.outer_boundary.vertices if not self.drawing_hole else self.current_hole.vertices
# Check for nearby existing vertices
for v in vertices_to_check:
if (v.x - x)**2 + (v.y - y)**2 <= RADIUS**2:
clicked_vertex = v
if not self.drawing_hole:
self.add_edge(self.outer_boundary.vertices[-1], clicked_vertex)
else:
self.add_edge(clicked_vertex, self.current_hole.vertices[-1], is_hole=True)
break
# If no nearby vertex found, create new one
if clicked_vertex is None:
clicked_vertex = Vertex(x, y)
if not self.drawing_hole:
# Adding vertex to outer boundary
self.outer_boundary.vertices.append(clicked_vertex)
self.draw_vertex(clicked_vertex)
if len(self.outer_boundary.vertices) > 1:
self.add_edge(self.outer_boundary.vertices[-2], clicked_vertex)
else:
# Adding vertex to current hole
self.current_hole.vertices.append(clicked_vertex)
self.draw_vertex(clicked_vertex, "blue")
if len(self.current_hole.vertices) > 1:
self.add_edge(clicked_vertex, self.current_hole.vertices[-2], is_hole=True)
def start_new_hole(self):
"""Start drawing a new hole"""
self.drawing_hole = True
self.current_hole = DCEL()
def finish_hole(self):
"""Finish current hole and add to holes list"""
if self.current_hole and len(self.current_hole.vertices) >= 3:
# Draw closing edge
# self.add_edge(self.current_hole.vertices[-1], self.current_hole.vertices[0], is_hole=True)
self.holes.append(self.current_hole)
self.current_hole = None
self.drawing_hole = False
# def draw_temp_edge(self, v1, v2, color):
# """Draw temporary edge between vertices"""
# self.canvas.create_line(v1.x, -v1.y, v2.x, -v2.y, fill=color, width=2)
# def save_polygon_with_holes(self):
# """Save the polygon with holes and construct DCEL"""
# if len(self.outer_boundary) >= 3:
# # Draw closing edge for outer boundary
# self.draw_temp_edge(self.outer_boundary[-1], self.outer_boundary[0], "black")
# try:
# # Construct DCEL with holes
# self.polygon = build_polygon_with_holes(self.outer_boundary, self.holes)
# if self.polygon:
# # Update text widget with DCEL information
# self.text_widget.delete(1.0, tk.END)
# self.text_widget.insert(tk.END, "Polygon with holes constructed:\n")
# self.text_widget.insert(tk.END, f"Outer boundary: {len(self.outer_boundary)} vertices\n")
# self.text_widget.insert(tk.END, f"Number of holes: {len(self.holes)}\n")
# for i, hole in enumerate(self.holes):
# self.text_widget.insert(tk.END, f"Hole {i+1}: {len(hole)} vertices\n")
# self.text_widget.insert(tk.END, "\nDCEL Structure:\n")
# self.text_widget.insert(tk.END, self.polygon.print_structure())
# else:
# self.text_widget.delete(1.0, tk.END)
# self.text_widget.insert(tk.END, "Failed to construct DCEL!")
# except Exception as e:
# self.text_widget.delete(1.0, tk.END)
# self.text_widget.insert(tk.END, f"Error creating polygon with holes: {str(e)}")
# else:
# self.text_widget.delete(1.0, tk.END)
# self.text_widget.insert(tk.END, "Outer boundary must have at least 3 vertices!")
def close_polygon(self):
"""Close the polygon and add faces (if user right-clicks)."""
#Initualize copies for visualization
self.outer_boundary_vertices_copy = self.outer_boundary.vertices.copy()
self.holes_vertices_copy = [hole.vertices.copy() for hole in self.holes]
# Outer Boundary
# Construct Faces
interior_face = Face()
exterior_face = Face()
self.outer_boundary.faces = [exterior_face, interior_face]
interior_face.outer_component = self.outer_boundary.half_edges[0] if len(self.outer_boundary.half_edges) > 0 else None
exterior_face.outer_component = self.outer_boundary.half_edges[0].twin if len(self.outer_boundary.half_edges) > 0 else None
# Connect Boundary Edges properly in CCW Order
for i in range(len(self.outer_boundary.half_edges)//2): # alternate edges are accessed
edge = self.outer_boundary.half_edges[2*i]
next_edge = self.outer_boundary.half_edges[2*((i+1) % (len(self.outer_boundary.half_edges)//2))]
edge.next = next_edge
edge.next.prev = edge
edge.twin.prev = edge.next.twin
edge.twin.prev.next = edge.twin
edge.face = interior_face
edge.twin.face = exterior_face
# Connect Hole Edges Properly in CW Order
for hole in self.holes:
for i in range(len(hole.half_edges)//2): # alternate edges are accessed
edge = hole.half_edges[2*i]
prev_edge = hole.half_edges[2*((i+1) % (len(hole.half_edges)//2))]
edge.prev = prev_edge
edge.prev.next = edge
edge.twin.next = edge.prev.twin
edge.twin.next.prev = edge.twin
if len(self.holes) == 0:
self.polygon = self.outer_boundary
else:
# print("Outer Boundary:")
# print(self.outer_boundary)
# print(self.outer_boundary.print_structure())
# for i in range(len(self.holes)):
# print(f"Hole {i}:")
# print(self.holes[i])
# print(self.holes[i].print_structure())
self.polygon, self.dummy_vertices = build_polygon_with_holes(self.outer_boundary, self.holes)
self.canvas.delete("all")
self.draw_polygon(self.polygon, is_polygon_construction=True)
def run_trapezoidalization(self):
# self.canvas.delete("all")
self.trapezoidalized_polygon, self.trapezoid_vertices, self.trapezoid_edges, self.left_helpers, self.right_helpers = trapezoidalize(self.polygon)
self.draw_polygon(self.trapezoidalized_polygon, is_trapezoidalization=True)
def run_monotone_partitioning(self):
self.canvas.delete("all")
if self.trapezoidalized_polygon is None:
self.trapezoidalized_polygon, self.trapezoid_vertices, self.trapezoid_edges, self.left_helpers, self.right_helpers = trapezoidalize(self.polygon)
self.monotone_polygons = monotone_partitioning(self.trapezoidalized_polygon, self.trapezoid_vertices, self.trapezoid_edges, self.left_helpers, self.right_helpers)
self.draw_polygon(self.monotone_polygons)
def run_triangulation(self):
self.canvas.delete("all")
if self.monotone_polygons is None:
if self.trapezoidalized_polygon is None:
self.trapezoidalized_polygon, self.trapezoid_vertices, self.trapezoid_edges, self.left_helpers, self.right_helpers = trapezoidalize(self.polygon)
self.monotone_polygons = monotone_partitioning(self.trapezoidalized_polygon, self.trapezoid_vertices, self.trapezoid_edges, self.left_helpers, self.right_helpers)
self.triangulated_polygon = triangulate_polygon(self.monotone_polygons)
self.draw_polygon(self.triangulated_polygon)
def run_dual_graph_construction(self):
# self.canvas.delete("all")
if self.triangulated_polygon is None:
if self.monotone_polygons is None:
if self.trapezoidalized_polygon is None:
self.trapezoidalized_polygon, self.trapezoid_vertices, self.trapezoid_edges, self.left_helpers, self.right_helpers = trapezoidalize(self.polygon)
self.monotone_polygons = monotone_partitioning(self.trapezoidalized_polygon, self.trapezoid_vertices, self.trapezoid_edges, self.left_helpers, self.right_helpers)
self.triangulated_polygon = triangulate_polygon(self.monotone_polygons)
self.dual_graph = construct_dual_graph(self.triangulated_polygon, self.dummy_vertices)
self.draw_dual_graph()
def draw_vertex(self, v, color="red"):
if v in self.dummy_vertices:
return # Skip drawing dummy vertices
self.canvas.create_oval(v.x-4, -v.y-4, v.x+4, -v.y+4, fill=color)
# # Add coordinate text slightly offset from the vertex
# coord_text = f"({v.x}, {-v.y})" # Note: we use -v.y since canvas y-coord is inverted
# self.canvas.create_text(
# v.x + 15, # Offset x by 15 pixels
# -v.y - 15, # Offset y by -15 pixels
# text=coord_text,
# fill="black",
# font=("Arial", 8)
# )
def toggle_highlight_vertex(self, v):
if (len(self.highlighted_vertices) > 0 and (self.highlighted_vertices[0][0] == v)):
self.canvas.delete(self.highlighted_vertices[0][1])
self.highlighted_vertices.pop(0)
return
elif len(self.highlighted_vertices) > 0 and self.highlighted_vertices[-1][0] == v:
self.canvas.delete(self.highlighted_vertices[-1][1])
self.highlighted_vertices.pop()
else:
highlight_id = self.canvas.create_oval(v.x-6, -v.y-6, v.x+6, -v.y+6, outline="blue", width=2)
self.highlighted_vertices.append((v, highlight_id))
def draw_edge(self, e, color="black"):
v1 = e.origin
v2 = e.twin.origin
self.canvas.create_line(v1.x, -v1.y, v2.x, -v2.y, fill=color, width=2)
def draw_polygon(self, polygon, is_polygon_construction=False, is_trapezoidalization=False):
if is_polygon_construction:
self.animate_vertices(polygon.vertices, callback=lambda: self.animate_edges(polygon.half_edges))
elif is_trapezoidalization:
for v in self.non_animated_vertices:
self.draw_vertex(v)
self.animate_edges(polygon.half_edges, animate_end_vertices=False)
else:
for v in polygon.vertices:
self.draw_vertex(v)
self.animate_edges(polygon.half_edges)
def animate_vertices(self, vertices, i=0, callback=None):
if i < len(vertices):
v = vertices[i]
self.draw_vertex(v)
self.non_animated_vertices.add(v) # Mark this vertex as non-animated
# Schedule next vertex after 500 ms
self.root.after(500, lambda: self.animate_vertices(vertices, i+1, callback=callback))
else:
# All vertices done → trigger the next animation
if callback:
callback()
def animate_edges(self, edges, i=0, animate_end_vertices=False):
if i < len(edges) - 1:
e = edges[i]
if animate_end_vertices:
self.draw_vertex(e.twin.origin)
self.draw_edge(e)
self.non_animated_edges.add(e) # Mark this edge as non-animated
# schedule next edge after 500 ms
if i < len(edges) - 2:
next_e = edges[i+1]
if next_e not in self.non_animated_edges:
if animate_end_vertices and e.twin.origin == next_e.origin:
self.root.after(0, lambda: self.animate_edges(edges, i+1))
else:
self.root.after(500, lambda: self.animate_edges(edges, i+1))
else:
self.root.after(0, lambda: self.animate_edges(edges, i+1))
def draw_dual_graph(self):
face_coords = {}
for f in self.dual_graph.keys():
f_x = 0
f_y = 0
edge = f.outer_component
while True:
f_x += edge.origin.x
f_y += edge.origin.y
edge = edge.next
if edge == f.outer_component:
break
f_x /= 3
f_y /= 3
face_coords[f] = (f_x, f_y)
# --- Phase 2: Draw all nodes first ---
for v in self.dual_graph.keys():
x, y = face_coords[v]
self.canvas.create_oval(
x - 4, -y - 4, x + 4, -y + 4,
fill="black", tags="dual_node"
)
# --- Phase 3: Animate edges one by one ---
edges = []
for v, neighbours in self.dual_graph.items():
for n in neighbours:
if (n, v) not in edges: # avoid duplicate undirected edges
edges.append((v, n))
def draw_edge(i):
if i >= len(edges):
return
v, n = edges[i]
x1, y1 = face_coords[v]
x2, y2 = face_coords[n]
self.canvas.create_line(
x1, -y1, x2, -y2,
fill="green", width=2, tags="dual_edge"
)
# Schedule next edge after 300ms
self.canvas.after(300, lambda: draw_edge(i + 1))
# Start animation
draw_edge(0)
def remove_dual_graph(self):
"""Removes all dual graph elements from the canvas."""
self.canvas.delete("dual_node")
self.canvas.delete("dual_edge")
def run_three_coloring(self):
self.remove_dual_graph()
if not self.triangulated_polygon:
self.text_widget.delete(1.0, tk.END)
self.text_widget.insert(tk.END, "Please triangulate the polygon first!")
return
# Step 1: Get 3-coloring and guards
vertex_colors = three_color_triangulation(self.triangulated_polygon, self.dummy_vertices)
self.guard_positions = get_minimum_guard_set(vertex_colors)
# Map colors to actual display colors
color_map = {
0: "red",
1: "blue",
2: "yellow"
}
# Step 2: Draw all vertices with their assigned color
for v, color in vertex_colors.items():
self.canvas.create_oval(
v.x - 10, -v.y - 10, v.x + 10, -v.y + 10,
fill=color_map[color],
outline="",
tags=f"vertex_{id(v)}"
)
# Step 3: After 2 seconds, remove color from non-guards & highlight guards
def keep_only_guards():
for v in vertex_colors.keys():
tag = f"vertex_{id(v)}"
if v not in self.guard_positions:
# Clear fill for non-guards (only keep outline)
self.canvas.itemconfig(tag, fill="")
else:
# Highlight guard vertices
self.canvas.itemconfig(tag, outline="green", width=2)
self.canvas.after(5000, keep_only_guards)
def show_visibility_regions(self):
"""Show visibility regions while preserving existing drawings"""
if not self.guard_positions:
self.text_widget.delete(1.0, tk.END)
self.text_widget.insert(tk.END, "Please run three-coloring first to identify guards!")
return
# Get visibility regions for all guards
self.visibility_regions = visualize_polygon(
self.outer_boundary_vertices_copy,
self.holes_vertices_copy,
self.guard_positions
)
print(self.visibility_regions)
# Draw visibility regions with semi-transparent colors
# 10 distinct colors
colors = [
"#FF0000", "#00FF00", "#0000FF", "#FFFF00", "#FF00FF",
"#00FFFF", "#FFA500", "#800080", "#008000", "#000080"
]
# stipple patterns to simulate transparency
stipple_patterns = ["gray25", "gray50", "gray75", "gray12"]
def draw_region(i):
if i >= len(self.visibility_regions):
# All individual regions shown, now draw all together
for idx, (guard, visible_points) in enumerate(self.visibility_regions.items()):
if len(visible_points) >= 3:
coords = []
for v in visible_points:
if hasattr(v, "x") and hasattr(v, "y"):
coords.extend([v.x, -v.y])
self.canvas.create_polygon(
coords,
fill=colors[idx % len(colors)],
outline="",
stipple=stipple_patterns[idx % len(stipple_patterns)],
tags="visibility"
)
return
# Draw current region only
guard, visible_points = list(self.visibility_regions.items())[i]
if len(visible_points) >= 3:
coords = []
for v in visible_points:
if hasattr(v, "x") and hasattr(v, "y"):
coords.extend([v.x, -v.y])
self.canvas.create_polygon(
coords,
fill=colors[i % len(colors)],
outline="",
stipple=stipple_patterns[i % len(stipple_patterns)],
tags="visibility"
)
# Schedule next region after 1 second
self.canvas.after(3000, lambda: draw_region(i + 1))
# Start drawing from the first region
draw_region(0)
# # Update text widget with statistics
# self.text_widget.delete(1.0, tk.END)
# self.text_widget.insert(tk.END, f"Number of guards: {len(self.guard_positions)}\n")
# for i, guard in enumerate(self.guard_positions):
# visible_points = self.visibility_regions.get(guard, [])
# self.text_widget.insert(tk.END,
# f"Guard {i+1} at ({guard.x:.1f}, {-guard.y:.1f}) sees {len(visible_points)} points\n")
def clear(self):
self.canvas.delete("all")
self.text_widget.delete(1.0, tk.END)
self.polygon = DCEL()
self.trapezoidalized_polygon = None
self.monotone_polygons = None
self.triangulated_polygon = None
self.selected_vertex = None
self.outer_boundary = DCEL()
self.holes = []
self.current_hole = None
self.drawing_hole = False
if __name__ == "__main__":
root = tk.Tk()
app = PolygonGUI(root)
root.mainloop()