A triangular grid with some triangles merged together.
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class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
eq(other) {
return ((this.x == other.x) && (this.y == other.y));
}
toArray() {
return [this.x, this.y];
}
toString() {
return `Point(${this.x}, ${this.y})`;
}
}
class LineSegment {
constructor(p1, p2) {
this.p1 = p1;
this.p2 = p2;
}
eq(other) {
if ((this.p1.eq(other.p1)) && (this.p2.eq(other.p2))) { return true; }
if ((this.p1.eq(other.p2)) && (this.p2.eq(other.p1))) { return true; }
return false;
}
draw() {
turtle.goto(this.p1.toArray());
turtle.pendown();
turtle.goto(this.p2.toArray());
turtle.penup();
}
toString() {
return `LineSegment(${this.p1.toString()}, ${this.p2.toString()})`;
}
}
// Just a list of line segments for now
// This will be slow (TODO: make less slow)
class Polygon {
constructor(edges) {
this.edges = edges;
}
// In this case, two polygons are adjacent if they share any whole edge
adjacent(other) {
for (var i = 0; i < this.edges.length; i++) {
let thisEdge = this.edges[i];
for (var j = 0; j < other.edges.length; j++) {
let otherEdge = other.edges[j];
if (thisEdge.eq(otherEdge)) {
return true;
}
}
}
return false;
}
// Returns a new polygon with edges that are in both this and other
intersection(other) {
let commonEdges = [];
for (var i = 0; i < this.edges.length; i++) {
let thisEdge = this.edges[i];
for (var j = 0; j < other.edges.length; j++) {
let otherEdge = other.edges[j];
if (thisEdge.eq(otherEdge)) {
commonEdges.push(thisEdge);
}
}
}
return new Polygon(commonEdges);
}
// Returns a new polygon with edges that are in either this or other
union(other) {
return new Polygon(this.edges.concat(other.edges));
}
// Returns a new polygon with only those edges in exactly one of this or other
merge(other) {
let unionEdges = this.union(other).edges;
let intersectionEdges = this.intersection(other).edges;
let mergedEdges = [];
for (var i = 0; i < unionEdges.length; i++) {
let unionEdge = unionEdges[i];
let unique = true;
for (var j = 0; j < intersectionEdges.length; j++) {
let intersectionEdge = intersectionEdges[j];
if (unionEdge.eq(intersectionEdge)) {
unique = false;
break;
}
}
if (unique) {
mergedEdges.push(unionEdge);
}
}
return new Polygon(mergedEdges);
}
toString() {
return `Polygon[${this.edges.map(edge => edge.toString())}]`;
}
}
class Vector2d {
constructor(x, y) {
this.x = x;
this.y = y;
}
scale(n) {
return new Vector2d(this.x * n, this.y * n);
}
add(other) {
return new Vector2d(this.x + other.x, this.y + other.y);
}
subtract(other) {
return new Vector2d(this.x - other.x, this.y - other.y);
}
}
function randomIndex(list) {
return Math.floor(list.length * Math.random());
}
function randomIndexList(list) {
let indexList = [];
for (var n = 0; n < list.length; n++) {
indexList.push(n);
}
let i = 0;
let j = 0;
let temp;
for (i = indexList.length - 1; i > 0; i-=1) {
j = Math.floor(Math.random() * (i + 1));
temp = indexList[i];
indexList[i] = indexList[j];
indexList[j] = temp;
}
return indexList;
}
function weightedRandomIndex(list, f) {
let total = 0;
let cumulativeSums = [];
for (var i = 0; i < list.length; i++) {
total += f(list[i]);
cumulativeSums.push(total);
}
let rand = Math.random() * total;
let idx = 0;
while (cumulativeSums[idx] < rand) {
idx++;
}
return idx;
}
function makeTriangle(startX, startY, inverted) {
let vertices = [];
vertices.push(new Point(startX, startY));
vertices.push(new Point(startX + edgeLength, startY));
if (inverted) {
vertices.push(new Point(startX + edgeLength / 2, startY - edgeLength * sqrt3 / 2));
} else {
vertices.push(new Point(startX + edgeLength / 2, startY + edgeLength * sqrt3 / 2));
}
let lineSegments = [
new LineSegment(vertices[0], vertices[1]),
new LineSegment(vertices[1], vertices[2]),
new LineSegment(vertices[2], vertices[0])
];
return new Polygon(lineSegments);
}
// Parameters
Canvas.setpenopacity(1);
const edgeLength = 6;
const fractionToMerge = 0.9;
const weightFunction = function(p) { return 1 / (p.edges.length ** 2); }
const turtle = new Turtle();
turtle.penup();
const sqrt3 = Math.sqrt(3);
const canvasSize = 100;
const horizontalVector = new Vector2d(edgeLength, 0);
const diagonalVector = new Vector2d(edgeLength / 2, edgeLength * sqrt3 / 2);
let minIndex = Math.floor(-canvasSize * sqrt3 / edgeLength);
let maxIndex = Math.ceil(canvasSize * sqrt3 / edgeLength)
// Create all of the triangles
let polygons = [];
for (var i = minIndex; i < maxIndex; i++) {
for (var j = minIndex; j < maxIndex; j++) {
let start = horizontalVector.scale(i).add(diagonalVector.scale(j));
polygons.push(makeTriangle(start.x, start.y, false));
polygons.push(makeTriangle(start.x, start.y, true));
}
}
// Merge some of the triangles
let numMerges = polygons.length * fractionToMerge;
for (var m = 0; m < numMerges; m++) {
let i = weightedRandomIndex(polygons, weightFunction);
let polygonToMerge = polygons[i];
let mergeOrder = randomIndexList(polygons);
for (var n = 0; n < mergeOrder.length; n++) {
j = mergeOrder[n];
if (i != j) {
let otherPolygon = polygons[j];
if (polygonToMerge.adjacent(otherPolygon)) {
let mergedPolygon = polygonToMerge.merge(otherPolygon);
polygons.splice(Math.max(i, j), 1);
polygons.splice(Math.min(i, j), 1);
polygons.push(mergedPolygon);
break;
}
}
}
}
function walk(i) {
for (i = 0; i < polygons.length; i++) {
let edges = polygons[i].edges;
for (j = 0; j < edges.length; j++) {
edges[j].draw();
}
}
return false;
}