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dotSCAD/src/maze/_impl/_mz_blocks_impl.scad
Justin Lin aa9e42bd92 refactor
2020-11-18 17:40:31 +08:00

168 lines
4.9 KiB
OpenSCAD

use <_mz_comm.scad>;
// 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(top), 2(left), 3(bottom)
_rand_dir_table = [
[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]
];
function rand_dirs(seed) =
let(r = is_undef(seed) ? rands(0, 24, 1) : rands(0, 24, 1, seed))
_rand_dir_table[round(r[0])];
// get x value by dir
_next_x_table = [1, 0, -1, 0];
function next_x(x, dir, columns, circular) =
let(nx = x + _next_x_table[dir])
circular ?
nx < 1 ? nx + columns : (
nx > columns ? nx % columns : nx
)
:
nx;
// get y value by dir
_next_y_table = [0, 1, 0, -1];
function next_y(y, dir, rows, circular) =
let(ny = y + _next_y_table[dir])
circular ?
ny < 1 ? ny + rows : (
ny > rows ? ny % rows : ny
)
:
ny;
// go right and carve the right wall
function carve_right(x, y, maze) = [
for(b = maze) [get_x(b), get_y(b)] == [x, y] ? (
top_right_wall(b) ? [x, y, 1, 1] : [x, y, 0, 1]
) : b
];
// go up and carve the top wall
function carve_top(x, y, maze) = [
for(b = maze) [get_x(b), get_y(b)] == [x, y] ? (
top_right_wall(b) ? [x, y, 2, 1] : [x, y, 0, 1]
) : b
];
// go left and carve the right wall of the left block
function carve_left(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] ? [nx, y, 1, 0] : b];
// go down and carve the top wall of the bottom block
function carve_bottom(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] ? [x, ny, 2, 0] : b];
// 0(right), 1(top), 2(left), 3(bottom)
function carve(dir, x, y, maze, rows, columns) =
dir == 0 ? carve_right(x, y, maze) :
dir == 1 ? carve_top(x, y, maze) :
dir == 2 ? carve_left(x, y, maze, columns) :
/*dir 3*/ carve_bottom(x, y, maze, rows);
// find out visitable dirs from (x, y)
function visitable_dirs(r_dirs, x, y, maze, rows, columns, x_circular, y_circular) = [
for(dir = r_dirs)
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, seed) =
let(
r_dirs = rand_dirs(x * rows + y + seed),
v_dirs = visitable_dirs(r_dirs, x, y, maze, rows, columns, x_circular, y_circular)
)
// have visitable dirs?
len(v_dirs) == 0 ?
set_visited(x, y, maze) // road closed
: walk_around_from(
x, y,
v_dirs,
set_visited(x, y, maze),
rows, columns,
x_circular, y_circular,
seed = seed
);
// try four directions
function walk_around_from(x, y, dirs, maze, rows, columns, x_circular, y_circular, i = 0, seed) =
// all done?
i < len(dirs) ?
// not yet
walk_around_from(x, y, dirs,
// try one direction
try_routes_from(x, y, dirs[i], maze, rows, columns, x_circular, y_circular, seed),
rows, columns,
x_circular, y_circular,
i + 1,
seed)
: maze;
function try_routes_from(x, y, dir, maze, rows, columns, x_circular, y_circular, seed) =
// 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),
carve(dir, x, y, maze, rows, columns),
rows, columns,
x_circular, y_circular,
seed
)
// road closed so return maze directly
: maze;