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docs/images/lib3x-mz_hexwalls-1.JPG
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docs/lib3x-mz_hexwalls.md
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docs/lib3x-mz_hexwalls.md
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# mz_hexwalls
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It's a helper for creating wall data from maze cells. You can transform wall points for creating different types of mazes.
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**Since:** 3.3
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## Parameters
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- `cells` : Maze cells.
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- `cell_radius` : The radius of a cell.
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- `left_border` : Default to `true`. Create the leftmost border of the maze.
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- `bottom_border` : Default to `true`. Create the bottommost border of the maze.
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## Examples
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use <maze/mz_square.scad>;
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use <maze/mz_hexwalls.scad>;
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use <polyline_join.scad>;
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rows = 10;
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columns = 12;
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cell_width = 5;
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wall_thickness = 2;
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cells = mz_square(rows, columns);
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walls = mz_hexwalls(cells, cell_width);
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for(wall = walls) {
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polyline_join(wall)
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circle(wall_thickness, $fn = 24);
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}
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docs/lib3x-mz_square.md
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docs/lib3x-mz_square.md
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# mz_square
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This function returns cell data of a square maze. The data is a 2-dimension list of cells. A cell has the data structure `[x, y, type]`. `x` and `y` are 0-based. `x` means the x-th column and `y` means y-th row for a cell. The value of `type` can be `0`, `1`, `2`, `3` or `4`. Setting them to constants is convenient.
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NO_WALL = 0; // the cell has no wall
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TOP_WALL = 1; // the cell has a top wall
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RIGHT_WALL = 2; // the cell has a right wall
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TOP_RIGHT_WALL = 3; // the cell has a top wall and a right wall
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MASK = 4; // the cell is masked.
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The cell data is seperated from views. You can use cell data to construct [different types of mazes](https://www.thingiverse.com/justinsdk/collections/maze-generator).
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**Since:** 3.3
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## Parameters
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- `rows` : The number of rows.
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- `columns` : The number of columns.
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- `start` : The start point to travel the maze. Default to `[0, 0]`.
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- `init_cells` : You can define your own initial cell data, a 2-dimension list of `[x, y, type, visited]`. `visited` means the cell is visited or not. A visited cell won't be visited when traveling the maze. If you don't provide `init_cells`, `mz_square` will generate one automatically. If you provide `init_cells`, `rows` and `columns` will be ignored.
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- `x_wrapping` : Default to `false`. If you want to wrap the maze in the x direction, set it to `true`. The last column of cells will be adjacent to the first column of cells.
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- `y_wrapping` : Default to `false`. If you want to wrap the maze in the y direction, set it to `true`. The last row of cells will be adjacent to the first row of cells.
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- `seed` : The maze is traveling randomly. Use `seed` to initialize the pseudorandom number generator.
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## Examples
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use <maze/mz_square.scad>;
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use <line2d.scad>;
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rows = 10;
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columns = 10;
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cell_width = 5;
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wall_thickness = 2;
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NO_WALL = 0;
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TOP_WALL = 1;
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RIGHT_WALL = 2;
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TOP_RIGHT_WALL = 3;
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MASK = 4;
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cells = mz_square(rows, columns);
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for(row = cells, cell = row) {
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type = cell[2];
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translate([cell.x, cell.y] * cell_width) {
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if(type == TOP_WALL || type == TOP_RIGHT_WALL) {
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line2d([0, cell_width], [cell_width, cell_width], wall_thickness);
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}
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if(type == RIGHT_WALL || type == TOP_RIGHT_WALL) {
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line2d([cell_width, cell_width], [cell_width, 0], wall_thickness);
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}
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}
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}
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line2d([0, 0], [cell_width * columns, 0], wall_thickness);
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line2d([0, 0], [0, cell_width * rows], wall_thickness);
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docs/lib3x-mz_squarewalls.md
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docs/lib3x-mz_squarewalls.md
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# mz_squarewalls
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It's a helper for creating wall data from maze cells. You can transform wall points for creating different types of mazes.
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**Since:** 3.3
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## Parameters
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- `cells` : Maze cells.
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- `cell_width` : The width of a cell.
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- `left_border` : Default to `true`. Create the leftmost border of the maze.
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- `bottom_border` : Default to `true`. Create the bottommost border of the maze.
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## Examples
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use <maze/mz_square.scad>;
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use <maze/mz_squarewalls.scad>;
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use <polyline2d.scad>;
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rows = 10;
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columns = 10;
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cell_width = 5;
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wall_thickness = 2;
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cells = mz_square(rows, columns);
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walls = mz_squarewalls(cells, cell_width);
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for(wall = walls) {
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polyline2d(wall, wall_thickness, joinStyle = "JOIN_MITER");
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}
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docs/lib3x-mz_theta.md
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docs/lib3x-mz_theta.md
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# mz_theta
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This function returns cell data of a theta maze. The data is a two-dimensional list with different row lengths. A cell has the data structure `[ri, ci, type]`. `ri` and `ci` are 0-based. `ri` means the ri-th ring and `ci` means the ci-th (counter-clockwise) cell of the ring.
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The value of `type` is the wall type of the cell. It can be `0`, `1`, `2` or `3`. Setting them to constants is convenient.
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NO_WALL = 0; // the cell has no wall
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INWARD_WALL = 1; // the cell has an inward wall
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CCW_WALL = 2; // the cell has a counter-clockwise wall
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INWARD_CCW_WALL = 3; // the cell has an inward wall and a clockwise wall
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**Since:** 3.3
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## Parameters
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- `rings` : The number of rings.
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- `beginning_number` : The number of cells in the first row.
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- `start` : The start point to travel the maze. Default to `[0, 0]`.
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- `seed` : The maze is traveling randomly. Use `seed` to initialize the pseudorandom number generator.
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## Examples
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use <maze/mz_theta.scad>;
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use <polyline_join.scad>;
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rings = 8;
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beginning_number = 8;
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cell_width = 10;
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wall_thickness = 2;
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NO_WALL = 0;
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INWARD_WALL = 1;
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CCW_WALL = 2;
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INWARD_CCW_WALL = 3;
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function vt_from_angle(theta, r) = [r * cos(theta), r * sin(theta)];
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maze = mz_theta(rings, beginning_number);
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// draw cell walls
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for(ring = maze, cell = ring) {
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ri = cell[0];
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ci = cell[1];
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type = cell[2];
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thetaStep = 360 / len(maze[ri]);
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innerR = (ri + 1) * cell_width;
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outerR = (ri + 2) * cell_width;
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theta1 = thetaStep * ci;
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theta2 = thetaStep * (ci + 1);
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innerVt1 = vt_from_angle(theta1, innerR);
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innerVt2 = vt_from_angle(theta2, innerR);
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outerVt2 = vt_from_angle(theta2, outerR);
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if(type == INWARD_WALL || type == INWARD_CCW_WALL) {
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polyline_join([innerVt1, innerVt2])
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circle(wall_thickness / 2);
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}
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if(type == CCW_WALL || type == INWARD_CCW_WALL) {
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polyline_join([innerVt2, outerVt2])
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circle(wall_thickness / 2);
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}
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}
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// outmost walls
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thetaStep = 360 / len(maze[rings - 1]);
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r = cell_width * (rings + 1);
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for(theta = [0:thetaStep:360 - thetaStep]) {
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vt1 = vt_from_angle(theta, r);
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vt2 = vt_from_angle(theta + thetaStep, r);
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polyline_join([vt1, vt2])
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circle(wall_thickness / 2);
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}
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