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logoglyph.lua
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logoglyph.lua
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-- Logoglyph --
-- v 0.1
-- Written in Lua 5.3, should be 5.1-compatible (I don't think I've used anything new)
-- Constructs small geometric patterns semirandomly, as SVG
---------------
---------------
-- Requirements
---------------
local pl = require "pl.import_into"() -- penlight
---------------
-- Help
---------------
local function help()
local info = {
"Logoglyph: A script producing random SVGs from \n"
.. "primitive shapes with chained transformations.",
"\n",
"Arguments (all 'chances' are 0 < arg < 1):",
"--quantity:\tHow many images to write?",
"--morehapes:\tChance of adding another shape at each step.",
"--centerodds:\tChance of centering a new shape in a previous shape,\n"
.. "\t\tinstead of putting it on the edge.",
"--moretransforms:\tChance of chaining another transform after adding one.",
"--translate:\tPortion of transformations to be translations\n"
.."\t\t(relative to other four)",
"--rotate:\tPortion of transformations to be rotations\n"
.."(\t\trelative to other four)",
"--scale:\tPortion of transformations to be scales\n"
.."\t\t(relative to other four)",
"--skewx:\tPortion of transformations to be skews on the X direction\n"
.."\t\t(relative to other four)",
"--skewy:\tPortion of transformations to be skews on the Y direction\n"
.."\t\t(relative to other four)",
"--output:\tDirectory to write files into"
}
print(table.concat(info, '\n'))
end
--------------
-- Utilities
--------------
local function sum(tab)
local sum = 0
for _, v in pairs(tab) do
sum = sum + v
end
return sum
end
---------------
-- Classes for different transforms
---------------
-- Random initializers are common to multiple transforms
local TwoArgTransform = pl.class {
_name = "twoArgTransform";
_init = function(self, x, y)
self.x = x
self.y = y
end;
newRand = function (self)
return self(math.random() * 2 * 10 - 10,
math.random() * 2 * 10 - 10)
end;
}
local Translate = pl.class {
_name = "Translate";
_base = TwoArgTransform;
asSvgAttribute = function (self)
return ('translate(' .. self.x .. ',' .. self.y .. ') ')
end
}
local Scale = pl.class {
_name = "Scale";
_base = TwoArgTransform;
asSvgAttribute = function (self)
return ('scale(' .. self.x .. ',' .. self.y .. ') ')
end
}
local oneArgTransform = pl.class {
_name = "oneArgTransform";
_init = function (self, ang)
self.ang = ang
end;
newRand = function (self)
return self(math.random() * 2 * math.pi)
end
}
local Rotate = pl.class {
_name = "Rotate";
_base = oneArgTransform;
asSvgAttribute = function (self)
return ('rotate(' .. self.ang .. ') ')
end
}
local SkewX = pl.class {
_name = "SkewX";
_base = oneArgTransform;
asSvgAttribute = function (self)
return ('skewX(' .. self.ang .. ') ')
end
}
local SkewY = pl.class {
_name = "SkewY";
_base = oneArgTransform;
asSvgAttribute = function (self)
return ('skewY(' .. self.ang .. ') ')
end
}
---------------
-- Classes for primitive shapes
-- All instances of a shape have the same base parameters,
-- and are modified from there by transforms only.
-- Anchors are used in shifting shapes to align
-- All shapes have a getAnchorTransform function, returning a random point on the edge
-- or in the center of the shape, in coordinates local to that shape's primitive.
-- If a shape is instantiated with params other than the default, getAnchorTransform
-- may not align to the shape.
---------------
local Shape = pl.class{
_init = function (self)
self.transforms = pl.List.new()
self.children = pl.List.new()
end
}
-------
-- Circles
-- Primitive: Center at origin, radius 100.
-- No ellipse primitive - emergent, just unevenly scale a circle.
-------
local Circle = pl.class{
_name = "Circle";
_base = Shape;
_init = function (self)
self:super()
self.cx = 0
self.cy = 0
self.r = 10
end;
-- centerodds/1 chance of selecting center (thus, configurable)
-- Equal chance of any point on edge to any other point, if not center
-- Returns a translation putting (0, 0) on selected point
getAnchorTransform = function (self, centerodds)
if math.random() < centerodds then
return Translate(0, 0)
else
local angle = math.random() * math.pi * 2
return Translate(math.cos(angle) * 100,
math.sin(angle) * 100)
end
end;
asSvgElement = function (self)
return '<circle cx="0" cy="0" r="100" />\n'
end;
}
-------
-- Line
-- Primitive: (0, 0) to (100, 0)
-------
local Line = pl.class{
_name = "Line";
_base = Shape;
_init = function (self)
self:super()
self.x1 = 0
self.y1 = 0
self.x2 = 100
self.y2 = 0
end;
-- Selects a random point on the line
-- Since everything is a transform from (100, 0), this is simple.
-- Consumes one argument to keep a consistent interface, ignores it.
getAnchorTransform = function (self, _)
return Translate(math.random() * 100, 0)
end;
asSvgElement = function (self)
return '<line x1="0" y1="0" x2="100" y2="0" />\n'
end;
}
-------
-- RegPolygon
-- Points on a radius-100 circle
-- Anchors: Corners or center
-- TODO anchor possibilities extend to all-points-on-shape? Maybe, maybe not.
-------
local RegPolygon = pl.class{
_name = "RegPolygon";
_base = Shape;
_init = function (self)
self:super()
self.cx = 0
self.cy = 0
self.sides = math.random(10)
end;
-- Selects a random corner of the shape, or the center
-- Equal chance of all corners, centerodds/1 chance of center
getAnchorTransform = function (self, centerodds)
if math.random() < centerodds then
return Translate(0, 0)
else
local angle = ((math.pi * 2)
/ (math.random(self.sides) / self.sides))
return Translate(math.cos(angle) * 100,
math.sin(angle) * 100)
end
end;
asSvgElement = function (self)
local pointset = {}
for i = 1, self.sides do
angle = (math.pi * 2) / (i / self.sides)
table.insert(pointset, tostring(math.cos(angle) * 100))
table.insert(pointset, tostring(math.sin(angle) * 100))
end
return table.concat({
'<polygon points="',
table.concat(pointset, ' '),
'" />\n'
}, '')
end
}
-------
-- Polyline
-- TODO get the main functionality working first
-- Lines specifically connected at ends
-- Anchor at corner or end
-- Random angle, random length within bounds
-------
---------------
-- Scene generation
---------------
-- Create a random chain of transforms
-- Weights provided by argument
-- odds of any given transform (n / sum, must be ints),
-- moretransforms: likelihood of continuing (n / 1)
-- weights = {translate = n1, scale = n2, rotate = n3, skewx = n4, skewy = n5}
local function randTransform(weights, moretransforms)
local funList = pl.List.new()
for key, val in pairs {
translate = Translate,
scale = Scale,
rotate = Rotate,
skewx = SkewX,
skewy = SkewY} do
for i = 1, weights[key] do
funList:append(val)
end
end
local weightsum = sum(weights)
assert(#funList == weightsum, "list " .. #funList .. " sum " .. weightsum)
local transformList = pl.List.new()
while math.random() < moretransforms do
local selection = math.random(weightsum)
transformList:append(funList[selection]:newRand())
end
return transformList
end
-- Create a random shape,
-- with a random anchor on the new shape matched to
-- a random anchor on the given other shape
-- and make the new shape a child of the other.
-- Other shape is optional.
-- centerodds required, certain shapes use it
local function randShape(centerodds, othershape)
local shapes = {Circle, Line, RegPolygon}
local base = shapes[math.random(3)]()
base.transforms:append(base:getAnchorTransform(centerodds))
if othershape then
base.transforms:append(othershape:getAnchorTransform(centerodds))
othershape.children:append(base)
end
return base
end
-- Create a full scenegraph (returns root).
-- Pass a table containing configuration:
-- 'moretransforms' = odds of adding another transform, (n / 1)
-- 'moreshapes' = odds of adding another shape, (n / 1)
-- 'centerodds' (see randShape)
-- and weights for randTransform
local function makeScenegraph(config)
-- Minimum two shapes
local shapes = pl.List.new()
table.insert(shapes, randShape(config.centerodds, nil))
repeat
-- Add transforms to last shape
shapes[#shapes].transforms:extend(
randTransform(config.weights, config.moretransforms))
-- Pick a shape from the list to make the parent of the new shape
local parent = shapes[math.random(#shapes)]
shapes:append(randShape(config.centerodds, parent))
-- repeat
until math.random() < config.moreshapes
return shapes[1] -- returning root of scene, not the whole list
end
-- Write an individual object as SVG - this function handles the generic parts
-- (groups, transforms, children)
local function writeObjectSvg(shape)
-- Open a group
io.write('<g ')
-- Include all transforms
if #(shape.transforms) > 0 then
io.write('transform="')
for k, v in ipairs(shape.transforms) do
io.write(v:asSvgAttribute())
end
io.write('" ')
end
io.write('>\n')
-- Include specific given object...
io.write(shape:asSvgElement())
-- ...and given object's children, recursively
for k, v in ipairs(shape.children) do
writeObjectSvg(v)
end
io.write('</g>\n')
end
-- Write the SVG of scenegraph "source" into file named "target"
local function writeSceneSvg(source, target)
if target then
io.output(io.open(target, 'w'))
else
io.output(io.stdout)
end
-- boilerplate start
local boilerplate = table.concat({
'<?xml version="1.0" encoding="UTF-8" standalone="no"?>',
'<svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="1000" height="1000" ',
'\t\tviewBox="-500 -500 1000 1000" ',
'\t\tpreserveAspectRatio="meet" > ',
'\t\t<g style="fill:none;stroke:black;stroke-width:10;stroke-opacity:1" >',
}, '\n')
io.write(boilerplate)
-- write all shapes, depth-first through the tree, from the root
writeObjectSvg(source)
io.write('</g></svg>')
end
-----------------
-- Execution
-----------------
-- Seed RNG at start
math.randomseed(os.time())
-- define the main function
local function main()
local valueFlags = {quantity = true,
moreshapes = true,
centerodds = true,
moretransforms = true,
translate = true,
scale = true,
rotate = true,
skewx = true,
skewy = true,
output = true,
help = true}
local flags, _ = pl.app.parse_args(nil, valueFlags)
if #_ > 0 then
help()
else
local weights = {}
-- bundle it up more nicely for later passing
for t in pl.List.iterate{"translate", "rotate", "scale", "skewx", "skewy"} do
weights[t] = tonumber(flags[t])
end
-- TODO add a tag to lock reading from the folder and prevent
-- overwriting old with new files by working from highest number
-- TODO base folder directly on args for organization
if not pl.path.exists(flags.output) then
assert (pl.dir.makepath(flags.output),
"Could not make or access target dir")
end
-- make all requested scenes
for i = 1, flags.quantity do
local scene = makeScenegraph {
moreshapes = tonumber(flags.moreshapes),
centerodds = tonumber(flags.centerodds),
moretransforms = tonumber(flags.moretransforms),
weights = weights}
writeSceneSvg(scene,
pl.path.join(flags.output,
tostring(i) .. '.svg'))
end
end
end
-- and BEGIN!
main()