Rename doughnut.py to torus.py
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119
torus.py
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119
torus.py
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from os import name, system, get_terminal_size
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from math import sin, cos, pi
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# Screen dimensions
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screen_width = screen_height = (
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get_terminal_size().lines
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if get_terminal_size().lines < get_terminal_size().columns
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else get_terminal_size().columns
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)
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# Jump values for theta and phi
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theta_jump = 0.07
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phi_jump = 0.02
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R1 = 1
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R2 = 2
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K2 = 5
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# Calculate K1 based on screen size: The maximum x-distance occurs roughly at
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# the edge of the torus, which is at x=R1+R2, z=0. we want that to be
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# displaced 3/8ths of the width of the screen, which is 3/4th of the way from
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# the center to the side of the screen. We also substract 2 from the
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# screen_width to introduce a border.
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# screen_width-2*K2*3/(8*(R1+R2)) = K1
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K1 = (screen_width - 2) * K2 * 3 / (8 * (R1 + R2))
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def render_frame(A, B):
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# Precomputing sines an cosines
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cosA = cos(A)
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sinA = sin(A)
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cosB = cos(B)
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sinB = sin(B)
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# Creating 2D arrays
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output = []
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zbuffer = []
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# Initializing 2D arrays
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for i in range(screen_height):
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output.append([" "] * (screen_width))
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zbuffer.append([0] * (screen_width))
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# Value of theta increases until it completes a rotation around the
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# cross-sectional circle of the torus
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theta = 0
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while theta < 2 * pi:
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# Precomputing sines and cosines of theta
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costheta = cos(theta)
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sintheta = sin(theta)
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# Value of phi increases until the circle completes a revolution around
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# the center of the torus
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phi = 0
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while phi < 2 * pi:
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# Precomputing sines and cosines of phi
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cosphi = cos(phi)
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sinphi = sin(phi)
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# (x, y) coordinates of the circle before revolution
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circlex = R2 + R1 * costheta
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circley = R1 * sintheta
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# Final 3D coordinates after revolution
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x = circlex * (cosB * cosphi + sinA * sinB * sinphi) - circley * cosA * sinB
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y = circlex * (sinB * cosphi - sinA * cosB * sinphi) + circley * cosA * cosB
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z = K2 + cosA * circlex * sinphi + circley * sinA
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# Inverse of z
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zinv = 1 / z
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# (x, y) coordinates of the 2D projection
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xp = int(screen_width / 2 + K1 * zinv * x)
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yp = int(screen_height / 2 - K1 * zinv * y)
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# Calculating luminance
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L = cosphi * costheta * sinB - cosA * costheta * sinphi - sinA * sintheta
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+cosB * (cosA * sintheta - costheta * sinA * sinphi)
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# L ranges from -sqrt(2) to +sqrt(2). If it's < 0, the surface
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# is pointing away from us, so we won't bother trying to plot it.
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if L > 0 and zinv > zbuffer[xp][yp]:
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# Test against the z-buffer. Larger 1/z means that the pixel is
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# closer to the viewer than what's already plotted.
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zbuffer[xp][yp] = zinv
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luminance_index = int(L * 8)
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# Now the luminance_index is in the range 0..11 (8*sqrt(2)
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# = 11.3) now we lookup the character corresponding to the
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# luminance and plot it in our output.
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output[xp][yp] = ".,-~:;=!*#$@"[luminance_index]
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phi += phi_jump
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theta += theta_jump
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# Clearing old frame and printing new frame
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system("cls") if name is "nt" else system("clear")
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for i in range(screen_width):
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for j in range(screen_height):
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print(output[i][j], end="")
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print()
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if __name__ == "__main__":
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A = 0
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B = 0
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# Calling render_frame() n times
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while True:
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render_frame(A, B)
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A += 0.07
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B += 0.03
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