aidl/human face/human face2


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human face2 image
                
from AIDL import *

def human_face(
    face_width: float = 6 * inches,
    face_height: float = 8 * inches,
    eye_radius: float = 0.5 * inches,
    eye_spacing: float = 2 * inches,
    nose_length: float = 1 * inch,
    mouth_width: float = 2 * inches,
    mouth_height: float = 0.5 * inches,
    ear_radius: float = 0.75 * inch,
):
    face = Solid()
    
    # Face outline as an Ellipse
    face.outline = RoundedRectangle((0, 0), face_width, face_height, min(face_width, face_height) / 10)

    # Eyes as Circles
    eye_y = 0.2 * face_height  # vertical position of eyes relative to face center
    face.left_eye = Circle((-eye_spacing / 2, eye_y), eye_radius)
    face.right_eye = Circle((eye_spacing / 2, eye_y), eye_radius)
    
    # Nose as a simple Triangle
    nose_y_top = eye_y - 0.5 * inch
    face.nose = Triangle((0, nose_y_top), nose_length, 0.5 * nose_length)
    
    # Mouth as an Arc
    mouth_y = -0.3 * face_height  # vertical position of mouth relative to face center
    face.mouth = Arc((0, mouth_y), (-mouth_width / 2, mouth_y), (mouth_width / 2, mouth_y))
    
    # Ears as Circles
    ear_y = 0.1 * face_height
    face.left_ear = Circle((-face_width / 2, ear_y), ear_radius)
    face.right_ear = Circle((face_width / 2, ear_y), ear_radius)
    
    # Constraints to ensure symmetry and positioning of face features
    
    # Vertically aligned nose tip and mouth
    face.AddConstraint(VerticallySymmetric(face.left_eye.center, face.right_eye.center))
    face.AddConstraint(Coincident(face.nose.top_corner, face.left_eye.center))
    
    # Nose Constraints
    face.AddConstraint(Distance(face.nose.top_corner, face.nose.left_corner, 0.5 * nose_length))
    face.AddConstraint(Distance(face.nose.top_corner, face.nose.right_corner, 0.5 * nose_length))
    
    # Mouth Constraints: make sure start and end points are at the same vertical level
    face.AddConstraint(face.mouth.start.v == face.mouth.end.v)
    face.AddConstraint(face.mouth.start.u == -mouth_width / 2)
    face.AddConstraint(face.mouth.end.u == mouth_width / 2)
    
    # Ears Constraints
    face.AddConstraint(face.left_ear.center.u == -face_width / 2)
    face.AddConstraint(face.right_ear.center.u == face_width / 2)
    face.AddConstraint(face.left_ear.center.v == ear_y)
    face.AddConstraint(face.right_ear.center.v == ear_y)
    
    return face

with AIDL_2D:
    model = human_face()
print(model.Solve())
model.Render()

                
                Please write an AIDL program to generate a human face

Creating a human face in AIDL can be quite challenging, as it will involve various geometric shapes to represent features such as the eyes, nose, mouth, and outline of the face. To start, we will define a simplified representation using basic shapes and constraints. 

Let's break down the process:
1. **Overall Face Outline**: Use an ellipse or a rounded rectangle for the face outline.
2. **Eyes**: Use circles for the eyes, positioned symmetrically on the face.
3. **Nose**: Use a triangle or a series of lines to create a simple nose.
4. **Mouth**: Use an arc or a line to represent the mouth.
5. **Ears**: Use circles or ellipses positioned on the sides of the face.
6. **Details**: Optionally, add smaller details such as pupils in the eyes, or additional lines for defining facial features.

Let's define a simplified AIDL model for a human face.

```python
from AIDL import *

def human_face(
    face_width: float = 6 * inches,
    face_height: float = 8 * inches,
    eye_radius: float = 0.5 * inches,
    eye_spacing: float = 2 * inches,
    nose_length: float = 1 * inch,
    mouth_width: float = 2 * inches,
    mouth_height: float = 0.5 * inches,
    ear_radius: float = 0.75 * inch,
):
    face = Solid()
    
    # Face outline as an Ellipse
    face.outline = RoundedRectangle((0, 0), face_width, face_height, min(face_width, face_height) / 10)

    # Eyes as Circles
    eye_y = 0.2 * face_height  # vertical position of eyes relative to face center
    face.left_eye = Circle((-eye_spacing / 2, eye_y), eye_radius)
    face.right_eye = Circle((eye_spacing / 2, eye_y), eye_radius)
    
    # Nose as a simple Triangle
    nose_y_top = eye_y - 0.5 * inch
    face.nose = Triangle((0, nose_y_top), nose_length, 0.5 * nose_length)
    
    # Mouth as an Arc
    mouth_y = -0.3 * face_height  # vertical position of mouth relative to face center
    face.mouth = Arc((0, mouth_y), (-mouth_width / 2, mouth_y), (mouth_width / 2, mouth_y), mouth_height)
    
    # Ears as Circles
    ear_y = 0.1 * face_height
    face.left_ear = Circle((-face_width / 2, ear_y), ear_radius)
    face.right_ear = Circle((face_width / 2, ear_y), ear_radius)
    
    # Constraints to ensure symmetry and positioning of face features
    
    # Vertically aligned nose tip and mouth
    face.AddConstraint(VerticallySymmetric(face.left_eye.center, face.right_eye.center))
    face.AddConstraint(Coincident(face.nose.top_corner, face.left_eye.center))
    
    # Mouth Constraints
    face.AddConstraint(Horizontal(face.mouth))
    face.AddConstraint(face.mouth.start.u == -mouth_width / 2)
    face.AddConstraint(face.mouth.end.u == mouth_width / 2)
    
    # Ears Constraints
    face.AddConstraint(face.left_ear.center.u == -face_width / 2)
    face.AddConstraint(face.right_ear.center.u == face_width / 2)
    face.AddConstraint(face.left_ear.center.v == ear_y)
    face.AddConstraint(face.right_ear.center.v == ear_y)
    
    # Nose Constraints
    face.AddConstraint(face.nose.base.length == nose_length)
    face.AddConstraint(face.nose.height == nose_length / 2)
    
    return face

with AIDL_2D:
    model = human_face()
print(model.Solve())
model.Render()
```

This code sets up a basic representation of a human face using pre-defined shapes. It includes a rounded rectangle for the face outline, circles for the eyes and ears, a triangle for the nose, and an arc for the mouth. Constraints are used to ensure symmetry and proper positioning of the face features.

Let me know if you need any adjustments or additional features for this model!

Traceback (most recent call last):
  File "/net/projects/ranalab/jz/aidl/AIDL/generation/backend.py", line 21, in dumbrun
    exec(code, env)
  File "", line 61, in 
  File "", line 30, in human_face
  File "/net/projects/ranalab/jz/aidl/AIDL/geometry.py", line 711, in __init__
    dispatch(args, kwargs, [center_start_angle, center_angle_end, center_start_end, center_angle_angle_radius])
  File "/net/projects/ranalab/jz/aidl/AIDL/dispatch.py", line 42, in dispatch
    given_signature = format_called_signature(args, kwargs)
  File "/net/projects/ranalab/jz/aidl/AIDL/dispatch.py", line 28, in format_called_signature
    return '(' + ', '.join([format_called_signature(arg) if isinstance(arg, Iterable) else str(type(arg).__name__) for arg in all_args]) + ')'
  File "/net/projects/ranalab/jz/aidl/AIDL/dispatch.py", line 28, in 
    return '(' + ', '.join([format_called_signature(arg) if isinstance(arg, Iterable) else str(type(arg).__name__) for arg in all_args]) + ')'
TypeError: format_called_signature() missing 1 required positional argument: 'kwargs'


It looks like there was an error related to the `Arc` instantiation in the `human_face` function. The error suggests that the provided parameters to the `Arc` function may not match any of the valid signatures for the constructor.

Let's correct that by ensuring the `Arc` definition matches one of the expected signatures. Specifically, you can define an arc using:

1. `Arc(center: Coords | Point, start: Coords | Point, end: Coords | Point)`
2. `Arc(center: Coords | Point, start: Coords | Point, angle: float)`
3. `Arc(center: Coords | Point, angle: float, end: Coords | Point)`
4. `Arc(center: Coords | Point, start_angle: float, end_angle: float, radius: float)`

In this case, let's use the `center, start, end` signature for the mouth arc.

Here is the revised version of the `human_face` function:

```python
from AIDL import *

def human_face(
    face_width: float = 6 * inches,
    face_height: float = 8 * inches,
    eye_radius: float = 0.5 * inches,
    eye_spacing: float = 2 * inches,
    nose_length: float = 1 * inch,
    mouth_width: float = 2 * inches,
    mouth_height: float = 0.5 * inches,
    ear_radius: float = 0.75 * inch,
):
    face = Solid()
    
    # Face outline as an Ellipse
    face.outline = RoundedRectangle((0, 0), face_width, face_height, min(face_width, face_height) / 10)

    # Eyes as Circles
    eye_y = 0.2 * face_height  # vertical position of eyes relative to face center
    face.left_eye = Circle((-eye_spacing / 2, eye_y), eye_radius)
    face.right_eye = Circle((eye_spacing / 2, eye_y), eye_radius)
    
    # Nose as a simple Triangle
    nose_y_top = eye_y - 0.5 * inch
    face.nose = Triangle((0, nose_y_top), nose_length, 0.5 * nose_length)
    
    # Mouth as an Arc
    mouth_y = -0.3 * face_height  # vertical position of mouth relative to face center
    mouth_center = (0, mouth_y)
    mouth_start = (-mouth_width / 2, mouth_y)
    mouth_end = (mouth_width / 2, mouth_y)
    face.mouth = Arc(mouth_center, mouth_start, mouth_end)
    
    # Ears as Circles
    ear_y = 0.1 * face_height
    face.left_ear = Circle((-face_width / 2, ear_y), ear_radius)
    face.right_ear = Circle((face_width / 2, ear_y), ear_radius)
    
    # Constraints to ensure symmetry and positioning of face features
    
    # Vertically aligned nose tip and mouth
    face.AddConstraint(VerticallySymmetric(face.left_eye.center, face.right_eye.center))
    face.AddConstraint(Coincident(face.nose.top_corner, face.left_eye.center))
    
    # Mouth Constraints
    face.AddConstraint(Horizontal(face.mouth))
    face.AddConstraint(face.mouth.start.u == mouth_start[0])
    face.AddConstraint(face.mouth.end.u == mouth_end[0])
    
    # Ears Constraints
    face.AddConstraint(face.left_ear.center.u == -face_width / 2)
    face.AddConstraint(face.right_ear.center.u == face_width / 2)
    face.AddConstraint(face.left_ear.center.v == ear_y)
    face.AddConstraint(face.right_ear.center.v == ear_y)
    
    # Nose Constraints
    face.AddConstraint(face.nose.base.length == nose_length)
    face.AddConstraint(face.nose.height == nose_length / 2)
    
    return face

with AIDL_2D:
    model = human_face()
print(model.Solve())
model.Render()
```

Let's run this revised code. It defines the mouth using the `Arc(center, start, end)` signature and sets the constraints accordingly. Please let me know how it goes, or if there are any additional adjustments needed!

Traceback (most recent call last):
  File "/net/projects/ranalab/jz/aidl/AIDL/constraints.py", line 879, in __init__
    dispatch(args, kwargs, [line, points])
  File "/net/projects/ranalab/jz/aidl/AIDL/dispatch.py", line 46, in dispatch
    raise TypeError(signature_error)
TypeError: Provided argument types: (Arc)
	(Line)
	(Point, Point)

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "/net/projects/ranalab/jz/aidl/AIDL/generation/backend.py", line 21, in dumbrun
    exec(code, env)
  File "", line 64, in 
  File "", line 47, in human_face
  File "/net/projects/ranalab/jz/aidl/AIDL/constraints.py", line 881, in __init__
    raise ConstraintInputTypeError(self, args)
AIDL.feedback.ConstraintInputTypeError: Bad Constraint Initialization for constrain of type 
Initialized Here:
{}
Arguments Given of Type(s):
(,)
Constraint Documentation:

    Constrain a line (or point pair) to be horizontal.

    Calling Convention(s):
    
    Horizontal(line: Line)
        line is horizontal (endpoints have same v coordinate in Constraint's Structure's frame)
    Horizontal(point1: Point, point2: Point)
        point1 and point2 are on the same horizontal line (have the same v coordinate in the Constraint's Structure's frame)
    


The error message indicates that the `Horizontal` constraint cannot be applied to an `Arc`. My apologies for that oversight. We'll need to adjust the approach to ensure that the mouth is horizontal and properly placed.

Instead of applying the `Horizontal` constraint directly to the `Arc`, we can use positional constraints to ensure the mouth's start and end points are on the same horizontal level.

Here’s the corrected code:

```python
from AIDL import *

def human_face(
    face_width: float = 6 * inches,
    face_height: float = 8 * inches,
    eye_radius: float = 0.5 * inches,
    eye_spacing: float = 2 * inches,
    nose_length: float = 1 * inch,
    mouth_width: float = 2 * inches,
    mouth_height: float = 0.5 * inches,
    ear_radius: float = 0.75 * inch,
):
    face = Solid()
    
    # Face outline as an Ellipse
    face.outline = RoundedRectangle((0, 0), face_width, face_height, min(face_width, face_height) / 10)

    # Eyes as Circles
    eye_y = 0.2 * face_height  # vertical position of eyes relative to face center
    face.left_eye = Circle((-eye_spacing / 2, eye_y), eye_radius)
    face.right_eye = Circle((eye_spacing / 2, eye_y), eye_radius)
    
    # Nose as a simple Triangle
    nose_y_top = eye_y - 0.5 * inch
    face.nose = Triangle((0, nose_y_top), nose_length, 0.5 * nose_length)
    
    # Mouth as an Arc
    mouth_y = -0.3 * face_height  # vertical position of mouth relative to face center
    mouth_center = (0, mouth_y)
    mouth_start = (-mouth_width / 2, mouth_y)
    mouth_end = (mouth_width / 2, mouth_y)
    face.mouth = Arc(mouth_center, mouth_start, mouth_end)
    
    # Ears as Circles
    ear_y = 0.1 * face_height
    face.left_ear = Circle((-face_width / 2, ear_y), ear_radius)
    face.right_ear = Circle((face_width / 2, ear_y), ear_radius)
    
    # Constraints to ensure symmetry and positioning of face features
    
    # Vertically aligned nose tip and mouth
    face.AddConstraint(VerticallySymmetric(face.left_eye.center, face.right_eye.center))
    face.AddConstraint(Coincident(face.nose.top_corner, face.left_eye.center))
    
    # Mouth Constraints: make sure start and end points are at the same vertical level
    face.AddConstraint(face.mouth.start.v == face.mouth.end.v)
    face.AddConstraint(face.mouth.start.u == mouth_start[0])
    face.AddConstraint(face.mouth.end.u == mouth_end[0])
    
    # Ears Constraints
    face.AddConstraint(face.left_ear.center.u == -face_width / 2)
    face.AddConstraint(face.right_ear.center.u == face_width / 2)
    face.AddConstraint(face.left_ear.center.v == ear_y)
    face.AddConstraint(face.right_ear.center.v == ear_y)
    
    # Nose Constraints
    face.AddConstraint(face.nose.base.length == nose_length)
    face.AddConstraint(face.nose.height == nose_length / 2)
    
    return face

with AIDL_2D:
    model = human_face()
print(model.Solve())
model.Render()
```

In this corrected version:
- We ensure the start and end points of the `Arc` used for the mouth are at the same vertical level (`v` coordinate).
- The `Horizontal` constraint is removed from the `Arc`.
- Positional constraints are used to ensure the mouth's start and end points' horizontal positions.

Please try running this code and let me know if it resolves the issue or if further adjustments are needed!

Traceback (most recent call last):
  File "/net/projects/ranalab/jz/aidl/AIDL/generation/backend.py", line 21, in dumbrun
    exec(code, env)
  File "", line 64, in 
  File "", line 59, in human_face
AttributeError: 'Triangle' object has no attribute 'height'


It looks like I mistakenly referenced an attribute that doesn't exist on the `Triangle` object. Instead of using `.height` directly, we should use the existing attributes of the `Triangle` to apply the necessary constraints.

Here's the corrected version of the program with adjustments to constraints for the `Triangle`:

```python
from AIDL import *

def human_face(
    face_width: float = 6 * inches,
    face_height: float = 8 * inches,
    eye_radius: float = 0.5 * inches,
    eye_spacing: float = 2 * inches,
    nose_length: float = 1 * inch,
    mouth_width: float = 2 * inches,
    mouth_height: float = 0.5 * inches,
    ear_radius: float = 0.75 * inch,
):
    face = Solid()
    
    # Face outline as an Ellipse
    face.outline = RoundedRectangle((0, 0), face_width, face_height, min(face_width, face_height) / 10)

    # Eyes as Circles
    eye_y = 0.2 * face_height  # vertical position of eyes relative to face center
    face.left_eye = Circle((-eye_spacing / 2, eye_y), eye_radius)
    face.right_eye = Circle((eye_spacing / 2, eye_y), eye_radius)
    
    # Nose as a simple Triangle
    nose_y_top = eye_y - 0.5 * inch
    face.nose = Triangle((0, nose_y_top), nose_length, 0.5 * nose_length)
    
    # Mouth as an Arc
    mouth_y = -0.3 * face_height  # vertical position of mouth relative to face center
    face.mouth = Arc((0, mouth_y), (-mouth_width / 2, mouth_y), (mouth_width / 2, mouth_y))
    
    # Ears as Circles
    ear_y = 0.1 * face_height
    face.left_ear = Circle((-face_width / 2, ear_y), ear_radius)
    face.right_ear = Circle((face_width / 2, ear_y), ear_radius)
    
    # Constraints to ensure symmetry and positioning of face features
    
    # Vertically aligned nose tip and mouth
    face.AddConstraint(VerticallySymmetric(face.left_eye.center, face.right_eye.center))
    face.AddConstraint(Coincident(face.nose.top_corner, face.left_eye.center))
    
    # Nose Constraints
    face.AddConstraint(Distance(face.nose.top_corner, face.nose.left_corner, 0.5 * nose_length))
    face.AddConstraint(Distance(face.nose.top_corner, face.nose.right_corner, 0.5 * nose_length))
    
    # Mouth Constraints: make sure start and end points are at the same vertical level
    face.AddConstraint(face.mouth.start.v == face.mouth.end.v)
    face.AddConstraint(face.mouth.start.u == -mouth_width / 2)
    face.AddConstraint(face.mouth.end.u == mouth_width / 2)
    
    # Ears Constraints
    face.AddConstraint(face.left_ear.center.u == -face_width / 2)
    face.AddConstraint(face.right_ear.center.u == face_width / 2)
    face.AddConstraint(face.left_ear.center.v == ear_y)
    face.AddConstraint(face.right_ear.center.v == ear_y)
    
    return face

with AIDL_2D:
    model = human_face()
print(model.Solve())
model.Render()
```

Here, the `Distance` constraint is used to ensure that the distances from the top corner to the left and right corners align with the intended dimensions for the nose.

Please try running this corrected version and let me know if any further issues arise or additional adjustments are needed.