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dotSCAD/examples/maze/square_maze.scad
2019-09-09 09:03:29 +08:00

278 lines
8.6 KiB
OpenSCAD

// NO_WALL = 0;
// UPPER_WALL = 1;
// RIGHT_WALL = 2;
// UPPER_RIGHT_WALL = 3;
function no_wall(block_data) = get_wall_type(block_data) == 0;
function upper_wall(block_data) = get_wall_type(block_data) == 1;
function right_wall(block_data) = get_wall_type(block_data) == 2;
function upper_right_wall(block_data) = get_wall_type(block_data) == 3;
function block_data(x, y, wall_type, visited) = [x, y, wall_type, visited];
function get_x(block_data) = block_data[0];
function get_y(block_data) = block_data[1];
function get_wall_type(block_data) = block_data[2];
// create a starting maze for being visited later.
function starting_maze(rows, columns) = [
for(y = [1:rows])
for(x = [1:columns])
block_data(
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) :
go_down_from(x, y, maze, rows) // dir is 3
)
);
// 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;
module build_square_maze(rows, columns, blocks, block_width, wall_thickness, left_border = true, bottom_border = true) {
module build_block(block, block_width, wall_thickness) {
translate([get_x(block) - 1, get_y(block) - 1] * block_width) {
if(upper_wall(block) || upper_right_wall(block)) {
// draw a upper wall
line2d(
[0, block_width], [block_width, block_width], wall_thickness
);
}
if(right_wall(block) || upper_right_wall(block)) {
// draw a right wall
line2d(
[block_width, block_width], [block_width, 0], wall_thickness
);
}
}
}
for(block = blocks) {
build_block(
block,
block_width,
wall_thickness
);
}
if(left_border) {
line2d([0, 0], [0, block_width * rows], wall_thickness);
}
if(bottom_border) {
line2d([0, 0], [block_width * columns, 0], wall_thickness);
}
}
function block_walls(block, block_width) =
let(
loc = [get_x(block) - 1, get_y(block) - 1] * block_width,
upper = upper_wall(block) || upper_right_wall(block) ? [[0, block_width] + loc, [block_width, block_width] + loc] : [],
right = right_wall(block) || upper_right_wall(block) ? [[block_width, block_width] + loc, [block_width, 0] + loc] : []
)
concat(upper, right);
function maze_walls(blocks, rows, columns, block_width, left_border = true, bottom_border = true) =
let(
left_walls = left_border ? [for(y = [0:rows - 1]) [[0, block_width * (y + 1)], [0, block_width * y]]] : [],
buttom_walls = bottom_border ? [for(x = [0:columns - 1]) [[block_width * x, 0], [block_width * (x + 1), 0]]] : []
)
concat(
[
for(block = blocks)
let(pts = block_walls(block, block_width))
if(pts != []) pts
]
, left_walls, buttom_walls
);
function y_twist(walls, angle, rows, columns, block_width) =
let(
x_offset = columns * block_width / 2,
x_centered = [
for(wall_pts = walls)
[for(pt = wall_pts) [pt[0], pt[1], 0] + [-x_offset, 0, 0]]
],
a_step = angle / (rows * block_width)
)
[
for(wall_pts = x_centered)
[
for(pt = wall_pts)
rotate_p(pt, [0, pt[1] * a_step, 0]) + [x_offset, 0, 0]
]
];