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add maze_blocks

This commit is contained in:
Justin Lin 2020-02-16 12:12:18 +08:00
parent f4bf9d83fc
commit d09dccd7d5
3 changed files with 209 additions and 0 deletions

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use <experimental/__impl__/_maze_comm.scad>;
// create a starting maze for being visited later.
function starting_maze(rows, columns) = [
for(y = [1:rows])
for(x = [1:columns])
block(
x, y,
// all blocks have upper and right walls
3,
// unvisited
false
)
];
// find out the index of a block with the position (x, y)
function indexOf(x, y, maze, i = 0) =
i > len(maze) ? -1 : (
[get_x(maze[i]), get_y(maze[i])] == [x, y] ? i :
indexOf(x, y, maze, i + 1)
);
// is (x, y) visited?
function visited(x, y, maze) = maze[indexOf(x, y, maze)][3];
// is (x, y) visitable?
function visitable(x, y, maze, rows, columns) =
y > 0 && y <= rows && // y bound
x > 0 && x <= columns && // x bound
!visited(x, y, maze); // unvisited
// setting (x, y) as being visited
function set_visited(x, y, maze) = [
for(b = maze)
[x, y] == [get_x(b), get_y(b)] ?
[x, y, get_wall_type(b), true] : b
];
// 0(right)1(upper)2(left)3(down)
function rand_dirs() =
[
[0, 1, 2, 3],
[0, 1, 3, 2],
[0, 2, 1, 3],
[0, 2, 3, 1],
[0, 3, 1, 2],
[0, 3, 2, 1],
[1, 0, 2, 3],
[1, 0, 3, 2],
[1, 2, 0, 3],
[1, 2, 3, 0],
[1, 3, 0, 2],
[1, 3, 2, 0],
[2, 0, 1, 3],
[2, 0, 3, 1],
[2, 1, 0, 3],
[2, 1, 3, 0],
[2, 3, 0, 1],
[2, 3, 1, 0],
[3, 0, 1, 2],
[3, 0, 2, 1],
[3, 1, 0, 2],
[3, 1, 2, 0],
[3, 2, 0, 1],
[3, 2, 1, 0]
][round(rands(0, 24, 1)[0])];
// get x value by dir
function next_x(x, dir, columns, circular) =
let(nx = x + [1, 0, -1, 0][dir])
circular ?
nx < 1 ? nx + columns : (
nx > columns ? nx % columns : nx
)
:
nx;
// get y value by dir
function next_y(y, dir, rows, circular) =
let(ny = y + [0, 1, 0, -1][dir])
circular ?
ny < 1 ? ny + rows : (
ny > rows ? ny % rows : ny
)
:
ny;
// go right and carve the right wall
function go_right_from(x, y, maze) = [
for(b = maze) [get_x(b), get_y(b)] == [x, y] ? (
upper_right_wall(b) ?
[x, y, 1, visited(x, y, maze)] :
[x, y, 0, visited(x, y, maze)]
) : b
];
// go up and carve the upper wall
function go_up_from(x, y, maze) = [
for(b = maze) [get_x(b), get_y(b)] == [x, y] ? (
upper_right_wall(b) ?
[x, y, 2, visited(x, y, maze)] :
[x, y, 0, visited(x, y, maze)]
) : b
];
// go left and carve the right wall of the left block
function go_left_from(x, y, maze, columns) =
let(
x_minus_one = x - 1,
nx = x_minus_one < 1 ? x_minus_one + columns : x_minus_one
)
[
for(b = maze) [get_x(b), get_y(b)] == [nx, y] ? (
upper_right_wall(b) ?
[nx, y, 1, visited(nx, y, maze)] :
[nx, y, 0, visited(nx, y, maze)]
) : b
];
// go down and carve the upper wall of the down block
function go_down_from(x, y, maze, rows) = [
let(
y_minus_one = y - 1,
ny = y_minus_one < 1 ? y_minus_one + rows : y_minus_one
)
for(b = maze) [get_x(b), get_y(b)] == [x, ny] ? (
upper_right_wall(b) ?
[x, ny, 2, visited(x, ny, maze)] :
[x, ny, 0, visited(x, ny, maze)]
) : b
];
// 0(right)1(upper)2(left)3(down)
function try_block(dir, x, y, maze, rows, columns) =
dir == 0 ? go_right_from(x, y, maze) :
dir == 1 ? go_up_from(x, y, maze) :
dir == 2 ? go_left_from(x, y, maze, columns) :
/*dir 3*/ go_down_from(x, y, maze, rows);
// find out visitable dirs from (x, y)
function visitable_dirs_from(x, y, maze, rows, columns, x_circular, y_circular) = [
for(dir = [0, 1, 2, 3])
if(visitable(next_x(x, dir, columns, x_circular), next_y(y, dir, rows, y_circular), maze, rows, columns))
dir
];
// go maze from (x, y)
function go_maze(x, y, maze, rows, columns, x_circular = false, y_circular = false) =
// have visitable dirs?
len(visitable_dirs_from(x, y, maze, rows, columns, x_circular, y_circular)) == 0 ?
set_visited(x, y, maze) // road closed
: walk_around_from(
x, y,
rand_dirs(),
set_visited(x, y, maze),
rows, columns,
x_circular, y_circular
);
// try four directions
function walk_around_from(x, y, dirs, maze, rows, columns, x_circular, y_circular, i = 4) =
// all done?
i > 0 ?
// not yet
walk_around_from(x, y, dirs,
// try one direction
try_routes_from(x, y, dirs[4 - i], maze, rows, columns, x_circular, y_circular),
rows, columns,
x_circular, y_circular,
i - 1)
: maze;
function try_routes_from(x, y, dir, maze, rows, columns, x_circular, y_circular) =
// is the dir visitable?
visitable(next_x(x, dir, columns, x_circular), next_y(y, dir, rows, y_circular), maze, rows, columns) ?
// try the block
go_maze(
next_x(x, dir, columns, x_circular), next_y(y, dir, rows, y_circular),
try_block(dir, x, y, maze, rows, columns),
rows, columns,
x_circular, y_circular
)
// road closed so return maze directly
: maze;

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// NO_WALL = 0;
// UPPER_WALL = 1;
// RIGHT_WALL = 2;
// UPPER_RIGHT_WALL = 3;
function no_wall(block) = get_wall_type(block) == 0;
function upper_wall(block) = get_wall_type(block) == 1;
function right_wall(block) = get_wall_type(block) == 2;
function upper_right_wall(block) = get_wall_type(block) == 3;
function block(x, y, wall_type, visited) = [x, y, wall_type, visited];
function get_x(block) = block[0];
function get_y(block) = block[1];
function get_wall_type(block) = block[2];

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use <experimental/__impl__/_maze_blocks_impl.scad>;
function maze_blocks(start, rows, columns, maze, x_circular = false, y_circular = false) =
go_maze(
start[0], start[1], // starting point
is_undef(maze) ? starting_maze(rows, columns) : maze,
rows, columns, x_circular, y_circular
);