# Path: blockplayer/main.py
# def initialize():
# def update_frame(depth, rgb=None):
#     def from_rect(m,rect):
#     def matrix_slerp(matA, matB, alpha=0.6):
# 
# Path: blockplayer/stencil.py
# def color_dict():
# def print_colors():    
# def setup():
# def render_blocks(occ_grid, modelmat, rect=((0,0),(640,480))):
# def stencil_carve(depth, modelmat, occ_grid, rgb=None, rect=((0,0),(640,480))):
#         F = np.array([[[t, 255, 255]]], dtype='u1')
#         F = cv.fromarray(F)
#         F = np.asarray(F)
#     (L,T),(R,B) = rect
#     (L,T),(R,B) = rect
#     L,T,R,B = map(int, (L,T,R,B))
#     RGB = np.zeros((b_total.shape[0],
#                     b_total.shape[1],
#                     b_total.shape[2], 3),'u1')
#     HSV = np.zeros((b_total.shape[0],
#                     b_total.shape[1],
#                     b_total.shape[2], 3),'u1')
#         HSV = np.asarray(HSVm).reshape(HSV.shape)
#         RGB = np.asarray(RGBm).reshape(RGB.shape)
#         RGB = (RGB.astype('i')*4).clip(0,255)
# 
# Path: blockplayer/config.py
# def load(dir_path):
# def save(dir_path):
# LH = 0.0192
# LW = 0.016
# GRIDRAD = 18
# 
# Path: blockplayer/blockcraft.py
# def centered_rotated(R_correct, occ):
# def translated_rotated(R_correct, occ):
# 
# Path: blockplayer/blockdraw.py
# def clear():
# def show_grid(name, grid,
#               color=np.array([1,0,0,1]), opacity=1.0,
#               line_color=np.array([1,1,1,1])):
# def draw_block(blocks):
# def grid_vertices(grid, color=None):
# def grid_vertices_numpy(grid, color=None):
# def draw():
# 
# Path: blockplayer/dataset.py
# def advance(skip=1):
# def setup_opencl():
# def load_dataset(pathname):
# def load_gt():
# def load_random_dataset():
# def download():


import struct
import random
import os.path
import signal
import zmq
import numpy as np
import glxcontext
import opennpy
import loadgif
    import sys
from math import ceil
from glob import glob
from threading import Timer, Thread, Lock
from blockplayer import main
from blockplayer import stencil
from blockplayer import config
from blockplayer import blockcraft
from blockplayer import blockdraw
from blockplayer import dataset
class Board:
    PLAY_WIDTH = 9
    PLAY_HEIGHT = 9
    
    # The width of the border from x=0 to the playing area
    # This is made up of the grass and purple borders
    BOARD_BORDER = 2
    
    BOARD_LENGTH = 40
    BOARD_WIDTH = 12
    BOARD_HEIGHT = PLAY_HEIGHT
    
    # No block present, no design present
    MATCH_BLANK = -1
    # Block present, design present
    MATCH_MATCH = 0
    # No block present, design present
    MATCH_EMPTY = 1
    # Block present, no design present
    MATCH_COLLIDE = 2
    
    # The tracks on the board that help the player determine where to place
    # their blocks. Length should be PLAY_WIDTH
    TRACKS = [
        DyeColor.ORANGE,
        DyeColor.MAGENTA,
        DyeColor.SILVER,
        DyeColor.CYAN,
        DyeColor.WHITE,
        DyeColor.PINK,

# Path: blockplayer/main.py
# def initialize():
# def update_frame(depth, rgb=None):
#     def from_rect(m,rect):
#     def matrix_slerp(matA, matB, alpha=0.6):
# 
# Path: blockplayer/stencil.py
# def color_dict():
# def print_colors():    
# def setup():
# def render_blocks(occ_grid, modelmat, rect=((0,0),(640,480))):
# def stencil_carve(depth, modelmat, occ_grid, rgb=None, rect=((0,0),(640,480))):
#         F = np.array([[[t, 255, 255]]], dtype='u1')
#         F = cv.fromarray(F)
#         F = np.asarray(F)
#     (L,T),(R,B) = rect
#     (L,T),(R,B) = rect
#     L,T,R,B = map(int, (L,T,R,B))
#     RGB = np.zeros((b_total.shape[0],
#                     b_total.shape[1],
#                     b_total.shape[2], 3),'u1')
#     HSV = np.zeros((b_total.shape[0],
#                     b_total.shape[1],
#                     b_total.shape[2], 3),'u1')
#         HSV = np.asarray(HSVm).reshape(HSV.shape)
#         RGB = np.asarray(RGBm).reshape(RGB.shape)
#         RGB = (RGB.astype('i')*4).clip(0,255)
# 
# Path: blockplayer/config.py
# def load(dir_path):
# def save(dir_path):
# LH = 0.0192
# LW = 0.016
# GRIDRAD = 18
# 
# Path: blockplayer/blockcraft.py
# def centered_rotated(R_correct, occ):
# def translated_rotated(R_correct, occ):
# 
# Path: blockplayer/blockdraw.py
# def clear():
# def show_grid(name, grid,
#               color=np.array([1,0,0,1]), opacity=1.0,
#               line_color=np.array([1,1,1,1])):
# def draw_block(blocks):
# def grid_vertices(grid, color=None):
# def grid_vertices_numpy(grid, color=None):
# def draw():
# 
# Path: blockplayer/dataset.py
# def advance(skip=1):
# def setup_opencl():
# def load_dataset(pathname):
# def load_gt():
# def load_random_dataset():
# def download():


# Path: demos/demo_hitb.py
import struct
import random
import os.path
import signal
import zmq
import numpy as np
import glxcontext
import opennpy
import loadgif
    import sys
from math import ceil
from glob import glob
from threading import Timer, Thread, Lock
from blockplayer import main
from blockplayer import stencil
from blockplayer import config
from blockplayer import blockcraft
from blockplayer import blockdraw
from blockplayer import dataset

class Board:
    PLAY_WIDTH = 9
    PLAY_HEIGHT = 9
    
    # The width of the border from x=0 to the playing area
    # This is made up of the grass and purple borders
    BOARD_BORDER = 2
    
    BOARD_LENGTH = 40
    BOARD_WIDTH = 12
    BOARD_HEIGHT = PLAY_HEIGHT
    
    # No block present, no design present
    MATCH_BLANK = -1
    # Block present, design present
    MATCH_MATCH = 0
    # No block present, design present
    MATCH_EMPTY = 1
    # Block present, no design present
    MATCH_COLLIDE = 2
    
    # The tracks on the board that help the player determine where to place
    # their blocks. Length should be PLAY_WIDTH
    TRACKS = [
        DyeColor.ORANGE,
        DyeColor.MAGENTA,
        DyeColor.SILVER,
        DyeColor.CYAN,
        DyeColor.WHITE,
        DyeColor.PINK,

        DyeColor.BROWN,