import axi import heapq import layers import random from collections import defaultdict from math import pi, sin, cos, hypot, floor from shapely.geometry import LineString W, H = axi.A3_SIZE def make_layer(): x = layers.Noise(8).add(layers.Constant(0.6)).clamp() x = x.translate(random.random() * 1000, random.random() * 1000) x = x.scale(0.25, 0.25) x = x.power(1.5) # x = x.subtract(layers.Distance(W / 2, H / 2, min(W, H) / 2, 4)) return x class Grid(object): def __init__(self, r): self.r = r self.size = r / 2 ** 0.5 self.points = {} self.lines = {} def normalize(self, x, y): i = int(floor(x / self.size)) j = int(floor(y / self.size)) return (i, j) def nearby(self, x, y): points = [] lines = [] i, j = self.normalize(x, y) for p in range(i - 2, i + 3): for q in range(j - 2, j + 3): if (p, q) in self.points: points.append(self.points[(p, q)]) if (p, q) in self.lines: lines.append(self.lines[(p, q)]) return points, lines def insert(self, x, y, line=None): points, lines = self.nearby(x, y) for bx, by in points: if hypot(x - bx, y - by) < self.r: return False i, j = self.normalize(x, y) if line: for other in lines: if line.crosses(other): return False self.lines[(i, j)] = line self.points[(i, j)] = (x, y) return True def remove(self, x, y): i, j = self.normalize(x, y) self.points.pop((i, j)) self.lines.pop((i, j)) def new_angle(a, d): if d < 0.1: return random.random() * 2 * pi else: return random.gauss(a, pi / 12) def poisson_disc(layer, x1, y1, x2, y2, r, n): grid = Grid(r) active = [] g = 0 while len(active) < 1: # for i in range(1): x = x1 + random.random() * (x2 - x1) y = y1 + random.random() * (y2 - y1) score = layer.get(x, y) if score < 0.9: continue # x = (x1 + x2) / 2.0 # y = (y1 + y2) / 2.0 a = random.random() * 2 * pi if grid.insert(x, y): print(x, y) heapq.heappush(active, (-score, x, y, a, 0, 0, g)) g += 1 pairs = [] while active: ascore, ax, ay, aa, ai, ad, ag = active[0] for i in range(n): a = new_angle(aa, ad) d = random.random() * r + r x = ax + cos(a) * d y = ay + sin(a) * d if x < x1 or y < y1 or x > x2 or y > y2: continue pair = ((ax, ay), (x, y)) line = LineString(pair) if not grid.insert(x, y, line): continue score = layer.get(x, y) # if score < 0.25: # continue if random.random() < 0.75 and random.random() ** 3 > score: heapq.heappop(active) break pairs.append(pair) heapq.heappush(active, (-score, x, y, a, ai + 1, ad + d, ag)) break else: heapq.heappop(active) return grid.points.values(), pairs def make_path(pairs): lookup = defaultdict(list) for parent, child in pairs: lookup[parent].append(child) root = pairs[0][0] path = [] stack = [] stack.append(root) while stack: point = stack[-1] path.append(point) if not lookup[point]: stack.pop() continue child = lookup[point].pop() stack.append(child) return path def main(): layer = make_layer() layer.save('layer.png', 0, 0, W, H, 50) points, pairs = poisson_disc(layer, 0, 0, W, H, 0.05, 8) path = make_path(pairs) d = axi.Drawing([path]) # d = d.rotate_and_scale_to_fit(W, H, step=90) d = d.scale_to_fit(W, H) d.dump('growth.axi') d.render(bounds=(0, 0, W, H)).write_to_png('growth.png') # axi.draw(d) if __name__ == '__main__': main()