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module Main exposing (main)
import Angle
import Array
import Axis2d
import BoundingBox2d
import CubicSpline2d exposing (CubicSpline2d)
import Direction2d
import Geometry.Svg
import LineSegment2d exposing (LineSegment2d)
import List.Extra as List
import Point2d
import Polygon2d
import Quantity exposing (Unitless)
import Random
import Result
import Svg exposing (..)
import Svg.Attributes exposing (..)
import Vector2d
import VoronoiDiagram2d
puzzle =
{ piecesX = 18
, piecesY = 13
, gridPerturb = 3
, seed = Random.initialSeed 768
, draftMode = True
}
params =
{ width = puzzle.piecesX * 40
, height = puzzle.piecesY * 40
}
main : Svg msg
main =
let
cnvs =
canvas params.width params.height
pointCoords =
-- randomGrid params.width params.height 400
perturbedRectangular puzzle.piecesX puzzle.piecesY puzzle.gridPerturb
markers =
List.map marker pointCoords
coordToPoint ( xc, yc ) =
Point2d.unitless (toFloat xc) (toFloat yc)
voronoi =
Array.fromList pointCoords
|> Array.map coordToPoint
|> VoronoiDiagram2d.fromPoints
|> Result.withDefault VoronoiDiagram2d.empty
polygons =
voronoi
|> VoronoiDiagram2d.polygons
(BoundingBox2d.from
(Point2d.unitless 0 0)
(Point2d.unitless params.width params.height)
)
lineCoord : LineSegment2d Unitless coordinates -> ( Int, Int )
lineCoord lineSegment =
-- a little "trick" to compare edges for equality
-- independent of orientation: just compare their midpoint
LineSegment2d.midpoint lineSegment
|> Point2d.toUnitless
|> (\{ x, y } -> ( round x, round y ))
edges =
List.map Tuple.second polygons
|> List.concatMap Polygon2d.edges
|> List.uniqueBy lineCoord
edgesLong =
List.filter (\l -> Quantity.toFloat (LineSegment2d.length l) >= 20) edges
edgesShort =
List.filter (\l -> Quantity.toFloat (LineSegment2d.length l) < 20) edges
drawingLong =
List.map
(Geometry.Svg.lineSegment2d [ stroke "#999", strokeDasharray "2", fillOpacity "0" ])
edgesLong
drawingShort color =
List.map
(Geometry.Svg.lineSegment2d [ stroke color, fillOpacity "0" ])
edgesShort
edgesLongInner =
List.filter (not << isOnBorder) edgesLong
( flips, _ ) =
Random.uniform True [ True, False ]
|> Random.list (List.length edgesLongInner)
|> (\l -> Random.step l puzzle.seed)
tongues =
edgesLongInner
|> List.map2 flip flips
|> List.map (fitWiggly baseWiggly)
|> List.map drawWiggly
border =
rect
[ x "0"
, y "0"
, width (String.fromInt params.width)
, height (String.fromInt params.height)
, fillOpacity "0"
, stroke "black"
]
[]
in
cnvs <|
if puzzle.draftMode then
[ g [] tongues
, g [] (drawingShort "red")
, g [] drawingLong
, g [] markers
]
else
[ g [] tongues
, g [] (drawingShort "black")
, border
]
isOnBorder edge =
let
{ x, y } =
LineSegment2d.midpoint edge
|> Point2d.toUnitless
( mx, my ) =
( round x, round y )
in
mx == 0 || my == 0 || mx == params.width || my == params.height
-- GRID GENERATION HELPERS
rectangular : Int -> Int -> List ( Int, Int )
rectangular nx ny =
let
pointCoordsx =
List.range 0 (nx - 1)
|> List.map (\n -> n * 40 + 20)
pointCoordsy =
List.range 0 (ny - 1)
|> List.map (\n -> n * 40 + 20)
in
List.lift2 Tuple.pair pointCoordsx pointCoordsy
perturbedRectangular : Int -> Int -> Int -> List ( Int, Int )
perturbedRectangular nx ny pert =
let
grid =
rectangular nx ny
intGen =
Random.int -pert pert
( randomCoordList, _ ) =
Random.pair intGen intGen
|> Random.list (List.length grid)
|> (\l -> Random.step l puzzle.seed)
in
List.map2 (\( cx, cy ) ( p1, p2 ) -> ( cx + p1, cy + p2 ))
grid
randomCoordList
randomGrid : Int -> Int -> Int -> List ( Int, Int )
randomGrid xmax ymax npoints =
Random.pair (Random.int 0 xmax) (Random.int 0 ymax)
|> Random.list npoints
|> (\l -> Random.step l puzzle.seed)
|> Tuple.first
-- SVG HELPERS
marker : ( Int, Int ) -> Svg msg
marker ( xc, yc ) =
circle
[ cx <| String.fromInt xc
, cy <| String.fromInt yc
, r "2"
, stroke "#666666"
, fillOpacity "0"
]
[]
-- interlocker : LineSegment2d Unitless coordinates -> CubicSpline2d Unitless coordinates
-- interlocker segment =
-- let
-- ( p1, p2 ) =
-- LineSegment2d.endpoints segment
-- in
-- wiggly
type alias Wiggly =
( CubicSpline2d Unitless (), CubicSpline2d Unitless () )
baseWiggly : Wiggly
baseWiggly =
let
baseShape =
CubicSpline2d.fromControlPoints
-- startpoint
(Point2d.unitless 50 120)
-- control points
(Point2d.unitless 200 120)
(Point2d.unitless 60 70)
-- endpoint
(Point2d.unitless 150 70)
mirroredBaseShape =
CubicSpline2d.mirrorAcross Axis2d.y baseShape
|> CubicSpline2d.translateBy (Vector2d.unitless 300 0)
in
( baseShape, mirroredBaseShape )
fitWiggly : Wiggly -> LineSegment2d Unitless () -> Wiggly
fitWiggly ( w1, w2 ) segment =
let
pivot =
CubicSpline2d.startPoint w1
segmentLen =
LineSegment2d.length segment |> Quantity.toFloat
scale spline =
CubicSpline2d.scaleAbout pivot (1 / 200 * segmentLen) spline
translationVector =
Vector2d.from pivot (LineSegment2d.startPoint segment)
rotationAngle =
LineSegment2d.vector segment
|> Vector2d.direction
|> Maybe.withDefault (Direction2d.radians 0)
|> Direction2d.toAngle
fit w =
scale w
|> CubicSpline2d.translateBy translationVector
|> CubicSpline2d.rotateAround (LineSegment2d.startPoint segment) rotationAngle
in
( fit w1
, fit w2
)
flip : Bool -> LineSegment2d Unitless () -> LineSegment2d Unitless ()
flip flag segment =
if flag then
segment
else
let
pivot =
LineSegment2d.midpoint segment
angle =
Angle.degrees 180
in
LineSegment2d.rotateAround pivot angle segment
drawWiggly : Wiggly -> Svg msg
drawWiggly ( w1, w2 ) =
let
drawHalf spline =
Geometry.Svg.cubicSpline2d [ stroke "black", fillOpacity "0" ] spline
in
g [] [ drawHalf w1, drawHalf w2 ]
-- CANVAS HELPERS
canvas : Int -> Int -> List (Svg msg) -> Svg msg
canvas w h children =
let
hStr =
String.fromInt h
wStr =
String.fromInt w
tileSize =
10
xnumtiles =
w // tileSize
ynumtiles =
h // tileSize
tiles =
List.lift2 (tile tileSize)
(List.range 0 <| xnumtiles - 1)
(List.range 0 <| ynumtiles - 1)
-- border =
-- rect
-- [ x "0", y "0", width wStr, height hStr, fillOpacity "0" ]
-- []
maybeTiles =
if puzzle.draftMode then
[ g [] tiles ]
else
[]
in
svg
[ width wStr
, height hStr
, viewBox <| "0 0 " ++ wStr ++ " " ++ hStr
]
(maybeTiles ++ [ g [] children ])
tile : Int -> Int -> Int -> Svg msg
tile size xc yc =
let
col =
if modBy 2 (xc + yc) == 0 then
"#eeeeee"
else
"#ffffff"
in
rect
[ x (String.fromInt (xc * size))
, y (String.fromInt (yc * size))
, width (String.fromInt size)
, height (String.fromInt size)
, fill col
]
[]