diff --git a/examples/maze_regular_polygon_generator.scad b/examples/maze_regular_polygon_generator.scad new file mode 100644 index 00000000..318ce934 --- /dev/null +++ b/examples/maze_regular_polygon_generator.scad @@ -0,0 +1,237 @@ +include ; +include ; +include ; + +radius_of_circle_wrapper = 15; +wall_thickness = 1; +wall_height = 1; +cblocks = 12; +levels = 3; +sides = 6; // [3:24] +bottom = "NO"; // [YES,NO] + +// give a [x, y] point and length. draw a line in the x direction +module x_line(point, length, thickness = 1) { + line2d(point, point + [0, length], width = thickness); +} + +/* + * constants, for clearness + * + */ + +// random directions, for picking up a direction to visit the next block +function PERMUTATION_OF_FOUR() = [ + [1, 2, 3, 4], + [1, 2, 4, 3], + [1, 3, 2, 4], + [1, 3, 4, 2], + [1, 4, 2, 3], + [1, 4, 3, 2], + [2, 1, 3, 4], + [2, 1, 4, 3], + [2, 3, 1, 4], + [2, 3, 4, 1], + [2, 4, 1, 3], + [2, 4, 3, 1], + [3, 1, 2, 4], + [3, 1, 4, 2], + [3, 2, 1, 4], + [3, 2, 4, 1], + [3, 4, 1, 2], + [3, 4, 2, 1], + [4, 1, 2, 3], + [4, 1, 3, 2], + [4, 2, 1, 3], + [4, 2, 3, 1], + [4, 3, 1, 2], + [4, 3, 2, 1] +]; + +function NO_WALL() = 0; +function UP_WALL() = 1; +function RIGHT_WALL() = 2; +function UP_RIGHT_WALL() = 3; + +function NOT_VISITED() = 0; +function VISITED() = 1; + +/* + * utilities functions + * + */ + +// comare the equality of [x1, y1] and [x2, y2] +function cord_equals(cord1, cord2) = cord1 == cord2; + +// is the point visited? +function not_visited(cord, vs, index = 0) = + index == len(vs) ? true : + (cord_equals([vs[index][0], vs[index][1]], cord) && vs[index][2] == 1 ? false : + not_visited(cord, vs, index + 1)); + +// pick a direction randomly +function rand_dirs() = + PERMUTATION_OF_FOUR()[round(rands(0, 24, 1)[0])]; + +// replace v1 in the vector with v2 +function replace(v1, v2, vs) = + [for(i = [0:len(vs) - 1]) vs[i] == v1 ? v2 : vs[i]]; + +/* + * functions for generating a maze vector + * + */ + + +// initialize a maze +function init_maze(rows, columns) = + [ + for(c = [1 : columns]) + for(r = [1 : rows]) + [c, r, 0, UP_RIGHT_WALL()] + ]; + +// find a vector in the maze vector +function find(i, j, maze_vector, index = 0) = + index == len(maze_vector) ? [] : ( + cord_equals([i, j], [maze_vector[index][0], maze_vector[index][1]]) ? maze_vector[index] : find(i, j, maze_vector, index + 1) + ); + +//// +// NO_WALL = 0; +// UP_WALL = 1; +// RIGHT_WALL = 2; +// UP_RIGHT_WALL = 3; +function delete_right_wall(original_block) = + original_block == NO_WALL() || original_block == RIGHT_WALL() ? NO_WALL() : UP_WALL(); + +function delete_up_wall(original_block) = + (original_block == NO_WALL() || original_block == UP_WALL()) ? NO_WALL() : RIGHT_WALL(); + +function delete_right_wall_of(vs, is_visited, maze_vector) = + replace(vs, [vs[0], vs[1] , is_visited, delete_right_wall(vs[3])] ,maze_vector); + +function delete_up_wall_of(vs, is_visited, maze_vector) = + replace(vs, [vs[0], vs[1] , is_visited, delete_up_wall(vs[3])] ,maze_vector); + +function go_right(i, j, rows, columns, maze_vector) = + go_maze(i + 1, j, rows, columns, delete_right_wall_of(find(i, j, maze_vector), VISITED(), maze_vector)); + +function go_up(i, j, rows, columns, maze_vector) = + go_maze(i, j - 1, rows, columns, delete_up_wall_of(find(i, j, maze_vector), VISITED(), maze_vector)); + +function visit(v, maze_vector) = + replace(v, [v[0], v[1], VISITED(), v[3]], maze_vector); + +function go_left(i, j, rows, columns, maze_vector) = + go_maze(i - 1, j, rows, columns, delete_right_wall_of(find(i - 1, j, maze_vector), NOT_VISITED(), maze_vector)); + +function go_down(i, j, rows, columns, maze_vector) = + go_maze(i, j + 1, rows, columns, delete_up_wall_of(find(i, j + 1, maze_vector), NOT_VISITED(), maze_vector)); + +function go_maze(i, j, rows, columns, maze_vector) = + look_around(i, j, rand_dirs(), rows, columns, visit(find(i, j, maze_vector), maze_vector)); + +function look_around(i, j, dirs, rows, columns, maze_vector, index = 0) = + index == 4 ? maze_vector : + look_around( + i, j, dirs, + rows, columns, + build_wall(i, j, dirs[index], rows, columns, maze_vector), + index + 1 + ); + +function build_wall(i, j, n, rows, columns, maze_vector) = + n == 1 && i != columns && not_visited([i + 1, j], maze_vector) ? go_right(i, j, rows, columns, maze_vector) : ( + n == 2 && j != 1 && not_visited([i, j - 1], maze_vector) ? go_up(i, j, rows, columns, maze_vector) : ( + n == 3 && i != 1 && not_visited([i - 1, j], maze_vector) ? go_left(i, j,rows, columns, maze_vector) : ( + n == 4 && j != rows && not_visited([i, j + 1], maze_vector) ? go_down(i, j, rows, columns, maze_vector) : maze_vector + ) + ) + ); + +module ring_regular_polygon_sector(radius, angle, thickness, width, sides) { + intersection() { + arc( + radius = radius - 0.1, + angle = [0, 360], + width = thickness + 0.2, + width_mode = "LINE_OUTWARD", + $fn = sides + ); + + rotate([0, 0, angle]) x_line([0, 0], radius * 3, width); + } +} + +module regular_polygon_to_polygon_wall(radius, length, angle, thickness, sides) { + intersection() { + hollow_out(shell_thickness = length) + circle(r = radius + length, $fn = sides); + rotate([0, 0, angle]) + x_line([0, 0], (radius + length) * 2, thickness); + } +} + +module regular_polygon_maze(radius, cblocks, levels, thickness = 1, sides) { + full_circle_angle = 360; + arc_angle = full_circle_angle / cblocks; + r = radius / (levels + 1); + + maze = go_maze(1, 1, cblocks, levels, replace([levels, cblocks - 1, 0, UP_RIGHT_WALL()], [levels, cblocks - 1, 0, UP_WALL()], init_maze(cblocks, levels))); + + + difference() { + union() { + for(i = [1 : levels + 1]) { + arc( + radius = r * i, + angle = [0, 360], + width = thickness, + width_mode = "LINE_OUTWARD", + $fn = sides + ); + } + + for(i = [0:len(maze) - 1]) { + cord = maze[i]; + cr = cord[0]; + cc = cord[1] - 1; + v = cord[3]; + + angle = cc * arc_angle; + + if(v == 1 || v == 3) { + regular_polygon_to_polygon_wall(r * cr, r, cc * arc_angle , thickness, sides); + } + } + } + + union() { + // maze entry + ring_regular_polygon_sector(r, arc_angle / 1.975 , thickness, r / 3, sides); + + // road to the next level + for(i = [0:len(maze) - 1]) { + cord = maze[i]; + cr = cord[0]; + cc = cord[1] - 1; + v = cord[3]; + + if(v == 0 || v == 1) { + ring_regular_polygon_sector(r * (cr + 1), (cc + 0.5) * arc_angle , thickness, r / 3 , sides); + } + } + } + } +} + +linear_extrude(wall_height) + regular_polygon_maze(radius_of_circle_wrapper, cblocks, levels, wall_thickness, sides); + +if(bottom == "YES") { + linear_extrude(wall_height / 2) + offset(delta = wall_thickness) + circle(radius_of_circle_wrapper, $fn = sides); +} \ No newline at end of file