src/looms/001-triangles.lisp @ 630bc79afdfd
Add tracing lines
author |
Steve Losh <steve@stevelosh.com> |
date |
Thu, 15 Mar 2018 00:28:01 -0400 |
parents |
cb69666ad32f |
children |
b098ec32e059 |
(in-package :flax.looms.001-triangles)
;;;; Triangle Subdivision
;;;
;;; Based on http://www.tylerlhobbs.com/writings/triangle-subdivision
;;;; Utils --------------------------------------------------------------------
(defun round-to (number divisor)
(* divisor (round number divisor)))
;;;; Elements -----------------------------------------------------------------
(defstruct (triangle (:conc-name ""))
(a (coord 0 0) :type coord)
(b (coord 0 0) :type coord)
(c (coord 0 0) :type coord))
(define-with-macro (triangle :conc-name "") a b c)
(defun triangle (a b c)
(make-triangle :a a :b b :c c))
;;;; Element Conversion -------------------------------------------------------
(defun convert-triangle (triangle)
(with-triangle (triangle)
(flax.drawing:triangle a b c)))
(defun convert (universe)
(mapcar #'convert-triangle universe))
;;;; Generation ---------------------------------------------------------------
(defun initial-triangles ()
(list (triangle (coord 0 1)
(coord 1 1)
(coord 0 0))
(triangle (coord 1 0)
(coord 1 1)
(coord 0 0))))
(defun split-triangle-evenly (triangle)
(with-triangle (triangle)
(let* ((n 1/2)
(p (coord (lerp (x b) (x c) n)
(lerp (y b) (y c) n))))
(list (triangle p b a)
(triangle p a c)))))
(defun generate-universe-even (depth &aux (triangles (initial-triangles)))
(do-repeat depth
(zapf triangles (mappend #'split-triangle-evenly %)))
triangles)
(defun find-longest-side (triangle)
(with-triangle (triangle)
(let* ((ab (distance a b))
(bc (distance b c))
(ca (distance c a))
(longest (max ab bc ca)))
(cond
((= longest ab) (list c a b))
((= longest bc) (list a c b))
((= longest ca) (list b c a))
(t (error "what?"))))))
(defun split-triangle-self-balancing (triangle)
(destructuring-bind (a b c) (find-longest-side triangle)
(let ((p (-<> (random-gaussian 0.5 0.1 #'rand)
(clamp 0.3 0.7 <>)
(round-to <> 1/100)
(clerp b c <>))))
(list (triangle p b a)
(triangle p a c)))))
(defun generate-universe-balancing (depth seed)
(losh::clear-gaussian-spare)
(with-seed seed
(gathering
(labels ((should-stop-p (iteration)
(or (= depth iteration)
(and (> iteration 6)
(randomp (map-range 0 depth
0.0 0.05
iteration)
#'rand))))
(recur (triangle &optional (iteration 0))
(if (should-stop-p iteration)
(gather triangle)
(map nil (rcurry #'recur (1+ iteration))
(split-triangle-self-balancing triangle)))))
(map nil #'recur (initial-triangles))))))
;;;; Main ---------------------------------------------------------------------
(defun loom (seed depth filename filetype width height)
(flax.drawing:with-rendering (canvas filetype filename width height)
(flax.drawing:render canvas (convert (generate-universe-balancing depth seed)))))
;; (time (loom (pr (random (expt 2 31))) 12 "out" :svg 1000 1000))