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3 changed files with 3 additions and 163 deletions

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@ -1,58 +0,0 @@
import cv2
import os
from ultralytics import YOLO
from datetime import datetime
# Load a YOLOv8 pretrained model (use 'yolov8n.pt' or 'yolov8s.pt' for speed)
model = YOLO('yolov8n.pt')
# Create directory to save car images
save_dir = 'captured_cars'
os.makedirs(save_dir, exist_ok=True)
# Open webcam (0 = default camera)
cap = cv2.VideoCapture(0)
if not cap.isOpened():
print("Failed to open webcam.")
exit()
print("Press Q to quit.")
while True:
ret, frame = cap.read()
if not ret:
break
# Run YOLO inference
results = model(frame)
for result in results:
for box in result.boxes:
cls_id = int(box.cls[0])
conf = float(box.conf[0])
# Class 2 = car in COCO dataset
if cls_id == 2 and conf > 0.5:
x1, y1, x2, y2 = map(int, box.xyxy[0])
car_crop = frame[y1:y2, x1:x2]
# Save image
timestamp = datetime.now().strftime('%Y%m%d_%H%M%S_%f')
filename = os.path.join(save_dir, f'car_{timestamp}.jpg')
cv2.imwrite(filename, car_crop)
print(f"Saved: {filename}")
# Draw bounding box
cv2.rectangle(frame, (x1, y1), (x2, y2), (0, 255, 0), 2)
cv2.putText(frame, f"Car {conf:.2f}", (x1, y1 - 10),
cv2.FONT_HERSHEY_SIMPLEX, 0.6, (0, 255, 0), 2)
# Show the frame
cv2.imshow("Car Detection", frame)
if cv2.waitKey(1) & 0xFF == ord('q'):
break
cap.release()
cv2.destroyAllWindows()

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@ -1,98 +0,0 @@
import pygame
import math
import sys
pygame.init()
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Ray Marching - Single Ray with Steps")
clock = pygame.time.Clock()
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (180, 180, 180)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# SDF primitives
def sdf_circle(p, center, radius):
return math.hypot(p[0] - center[0], p[1] - center[1]) - radius
def sdf_box(p, center, size):
dx = abs(p[0] - center[0]) - size[0] / 2
dy = abs(p[1] - center[1]) - size[1] / 2
dx = max(dx, 0)
dy = max(dy, 0)
return math.hypot(dx, dy)
objects = [
{"sdf": lambda p: sdf_circle(p, (400, 300), 60), "color": GREEN},
{"sdf": lambda p: sdf_box(p, (200, 150), (100, 100)), "color": BLUE},
{"sdf": lambda p: sdf_box(p, (600, 400), (80, 150)), "color": RED},
]
def scene_sdf(p):
return min(obj["sdf"](p) for obj in objects)
def ray_march(origin, direction, max_steps=100, max_dist=1000, epsilon=1.0):
p = list(origin)
total_dist = 0
steps = []
for _ in range(max_steps):
dist = scene_sdf(p)
steps.append((tuple(p), dist))
if dist < epsilon or total_dist > max_dist:
break
p[0] += direction[0] * dist
p[1] += direction[1] * dist
total_dist += dist
return steps
# Main loop
running = True
while running:
screen.fill(BLACK)
mouse_pos = pygame.mouse.get_pos()
origin = (600, 200)
dx = mouse_pos[0] - origin[0]
dy = mouse_pos[1] - origin[1]
length = math.hypot(dx, dy)
if length == 0:
direction = (0, 0)
else:
direction = (dx / length, dy / length)
# Draw scene objects
for obj in objects:
if obj["color"] == GREEN:
pygame.draw.circle(screen, obj["color"], (400, 300), 60, 2)
elif obj["color"] == BLUE:
pygame.draw.rect(screen, obj["color"], pygame.Rect(150, 100, 100, 100), 2)
elif obj["color"] == RED:
pygame.draw.rect(screen, obj["color"], pygame.Rect(560, 325, 80, 150), 2)
# Perform ray march
steps = ray_march(origin, direction)
# Draw ray steps
for point, dist in steps:
pygame.draw.circle(screen, GRAY, (int(point[0]), int(point[1])), int(dist), 1)
# Draw final point
if steps:
pygame.draw.circle(screen, WHITE, (int(steps[-1][0][0]), int(steps[-1][0][1])), 3)
pygame.draw.line(screen, WHITE, origin, mouse_pos, 1)
pygame.draw.circle(screen, WHITE, origin, 4)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.display.flip()
clock.tick(60)
pygame.quit()
sys.exit()

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@ -140,8 +140,8 @@ while running:
if ray_y >= seafloor[int(ray_x)]: if ray_y >= seafloor[int(ray_x)]:
blips.append((sonar_angle, i, now)) blips.append((sonar_angle, i, now))
break break
elif sonar_mode == "passive": elif sonar_mode == "passive":
# Passive sonar "listens" and picks up nearby terrain noise randomly
for _ in range(2): for _ in range(2):
angle = random.uniform(0, 360) angle = random.uniform(0, 360)
distance = random.randint(30, sonar_radius) distance = random.randint(30, sonar_radius)
@ -185,12 +185,8 @@ while running:
screen.blit(surf, (bx - 2, by - 2)) screen.blit(surf, (bx - 2, by - 2))
end_x = sonar_center[0] + math.cos(sweep_radians) * sonar_radius end_x = sonar_center[0] + math.cos(sweep_radians) * sonar_radius
end_y = sonar_center[1] + math.sin(sweep_radians) * sonar_radius end_y = sonar_center[1] + math.sin(sweep_radians) * sonar_radius
if sonar_mode == "active": pygame.draw.line(screen, CYAN, sonar_center, (end_x, end_y), 2)
pygame.draw.line(screen, CYAN, sonar_center, (end_x, end_y), 2) pygame.draw.circle(screen, CYAN, sonar_center, 3)
pygame.draw.circle(screen, CYAN, sonar_center, 3)
else:
pygame.draw.circle(screen, CYAN, sonar_center, 1)
mode_text = font.render(f"Sonar: {sonar_mode.upper()} (TAB)", True, WHITE) mode_text = font.render(f"Sonar: {sonar_mode.upper()} (TAB)", True, WHITE)
screen.blit(mode_text, (sonar_center[0] - 60, sonar_center[1] + sonar_radius + 10)) screen.blit(mode_text, (sonar_center[0] - 60, sonar_center[1] + sonar_radius + 10))