144 lines
4.5 KiB
Text
144 lines
4.5 KiB
Text
use ggez::{
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conf::{WindowMode, WindowSetup},
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error::GameResult,
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event,
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graphics::{clear, draw, present, Color, MeshBuilder},
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nalgebra::Point2,
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Context,
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};
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use std::time::Duration;
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// L-System to create the sequence needed for a Dragon Curve.
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// This function creates the next generation given the current one
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// L-System from https://www.cs.unm.edu/~joel/PaperFoldingFractal/L-system-rules.html
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//
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fn l_system_next_generation(current_generation: &str) -> String {
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let f_rule = "f-h";
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let h_rule = "f+h";
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let mut next_gen = String::new();
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for char in current_generation.chars() {
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match char {
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'f' => next_gen.push_str(f_rule),
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'h' => next_gen.push_str(h_rule),
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'-' | '+' => next_gen.push(char),
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_ => panic!("Unknown char {}", char),
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}
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}
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next_gen
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}
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// The rest of the code is for drawing the output and is specific to using the
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// ggez 2d game library: https://ggez.rs/
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const WINDOW_WIDTH: f32 = 700.0;
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const WINDOW_HEIGHT: f32 = 700.0;
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const START_X: f32 = WINDOW_WIDTH / 6.0;
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const START_Y: f32 = WINDOW_HEIGHT / 6.0;
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const MAX_DEPTH: i32 = 15;
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const LINE_LENGTH: f32 = 20.0;
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struct MainState {
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start_gen: String,
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next_gen: String,
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line_length: f32,
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max_depth: i32,
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current_depth: i32,
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}
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impl MainState {
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fn new() -> GameResult<MainState> {
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let start_gen = "f";
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let next_gen = String::new();
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let line_length = LINE_LENGTH;
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let max_depth = MAX_DEPTH;
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let current_depth = 0;
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Ok(MainState {
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start_gen: start_gen.to_string(),
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next_gen,
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line_length,
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max_depth,
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current_depth,
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})
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}
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}
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impl event::EventHandler for MainState {
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// In each repetition of the event loop a new generation of the L-System
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// is generated and drawn, until the maximum depth is reached.
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// Each time the line length is reduced so that the overall dragon curve
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// can be seen in the window as it spirals and gets bigger.
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// The update sleeps for 0.5 seconds just so that its pogression can be watched.
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//
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fn update(&mut self, _ctx: &mut Context) -> GameResult {
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if self.current_depth < self.max_depth {
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self.next_gen = l_system_next_generation(&self.start_gen);
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self.start_gen = self.next_gen.clone();
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self.line_length -= (self.line_length / self.max_depth as f32) * 1.9;
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self.current_depth += 1;
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}
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ggez::timer::sleep(Duration::from_millis(500));
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Ok(())
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}
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fn draw(&mut self, ctx: &mut Context) -> GameResult {
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let grey = Color::from_rgb(77, 77, 77);
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let blue = Color::from_rgb(51, 153, 255);
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let initial_point_blue = Point2::new(START_X, START_Y);
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clear(ctx, grey);
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draw_lines(
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&self.next_gen,
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ctx,
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self.line_length,
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blue,
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initial_point_blue,
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)?;
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present(ctx)?;
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Ok(())
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}
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}
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fn next_point(current_point: Point2<f32>, heading: f32, line_length: f32) -> Point2<f32> {
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let next_point = (
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(current_point.x + (line_length * heading.to_radians().cos().trunc() as f32)),
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(current_point.y + (line_length * heading.to_radians().sin().trunc() as f32)),
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);
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Point2::new(next_point.0, next_point.1)
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}
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fn draw_lines(
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instructions: &str,
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ctx: &mut Context,
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line_length: f32,
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colour: Color,
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initial_point: Point2<f32>,
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) -> GameResult {
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let line_width = 2.0;
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let mut heading = 0.0;
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let turn_angle = 90.0;
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let mut start_point = initial_point;
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let mut line_builder = MeshBuilder::new();
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for char in instructions.chars() {
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let end_point = next_point(start_point, heading, line_length);
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match char {
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'f' | 'h' => {
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line_builder.line(&[start_point, end_point], line_width, colour)?;
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start_point = end_point;
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}
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'+' => heading += turn_angle,
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'-' => heading -= turn_angle,
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_ => panic!("Unknown char {}", char),
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}
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}
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let lines = line_builder.build(ctx)?;
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draw(ctx, &lines, (initial_point,))?;
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Ok(())
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}
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fn main() -> GameResult {
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let cb = ggez::ContextBuilder::new("dragon curve", "huw")
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.window_setup(WindowSetup::default().title("Dragon curve"))
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.window_mode(WindowMode::default().dimensions(WINDOW_WIDTH, WINDOW_HEIGHT));
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let (ctx, event_loop) = &mut cb.build()?;
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let state = &mut MainState::new()?;
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event::run(ctx, event_loop, state)
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}
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