#include #include #include #include using namespace std; using ld = long double; struct pt { ld x = 0, y = 0; }; constexpr pt zero = pt{0, 0}; pt operator+(pt a, pt b) { a.x += b.x; a.y += b.y; return a; } pt operator-(pt a, pt b) { a.x -= b.x; a.y -= b.y; return a; } pt operator*(ld s, pt p) { p.x *= s; p.y *= s; return p; } ld dot(pt a, pt b) { return a.x * b.x + a.y * b.y; } ld normsqr(pt a) { return dot(a, a); } ld lensqr(pt a, pt b) { return normsqr(b - a); } ld norm(pt a) { return sqrt(normsqr(a)); } struct cone { pt p1, d1; pt p2, d2; }; struct cone_d { ld d; cone c; cone_d(cone const & co) : c(co) { // TODO: proper point line segment distance d = min(normsqr(c.p1), normsqr(c.p2)); } }; bool operator<(cone_d const & lhs, cone_d const & rhs) { return lhs.d > rhs.d; } // two points and a direction from p2 // returns x such that ld unit_triangle(pt p1, pt p2, pt d2) { const auto d1 = p1 - p2; // from https://en.wikipedia.org/wiki/Triangle#Using_coordinates // 1 = area = 1/2 * abs(x * d2.x * d1.y - x * d1.x * d2.y) // 2 = x * abs(d2.x * d1.y - d1.x * d2.y) // 2 / abs(d2.x * d1.y - d1.x * d2.y) = x const auto x = 2.0 / abs(d2.x * d1.y - d1.x * d2.y); return x; } int main() { mt19937 gen(random_device{}()); // This is used for the starting triangles uniform_real_distribution dist(0.8, 1.6); uniform_real_distribution unif01(0, 1); // the three starting rays pt c1 = {0, 1}; pt c2 = { sqrt(3) / 2.0, -0.5}; pt c3 = {-sqrt(3) / 2.0, -0.5}; // and the random triangles attached to them pt p12a = dist(gen) * c1; pt p12b = unit_triangle(p12a, {0, 0}, c2) * c2; cone c12{p12a, c1, p12b, c2}; pt p23a = dist(gen) * c2; pt p23b = unit_triangle(p23a, {0, 0}, c3) * c3; cone c23{p23a, c2, p23b, c3}; pt p31a = dist(gen) * c3; pt p31b = unit_triangle(p31a, {0, 0}, c1) * c1; cone c31{p31a, c3, p31b, c1}; // we keep track of all lines in the construction vector> rays; rays.emplace_back(zero, c1); rays.emplace_back(zero, c2); rays.emplace_back(zero, c3); vector> lines; lines.emplace_back(p12a, p12b); lines.emplace_back(p23a, p23b); lines.emplace_back(p31a, p31b); // I use a priority queue to pick the closest cone priority_queue work; work.push(c12); work.push(c23); work.push(c31); // we pick the closest cone to expand while(!work.empty() && lines.size() < 2000) { auto c = work.top().c; work.pop(); // one quadrant is enough for me if((c.p1.x < -4 && c.p2.x < -4) || (c.p1.y < -4 && c.p2.y < -4)) continue; // split or not? if (lensqr(c.p1, c.p2) > 16) { // choose midpoint on c.p2 - c.p1 // such that both are length >= 2 // choose direction such that we get two cones // The two pow(-) functions skew the distribution, // you can artistically choose something here. const auto l = sqrt(lensqr(c.p1, c.p2)); const auto wiggle = l - 4; const auto r0 = unif01(gen); const auto r = 2.0 / l + pow(r0, 1.5) * wiggle / l; const auto pm = (1.0 - r) * c.p1 + r * c.p2; const auto r20 = unif01(gen); const auto r2 = 0.001 + 0.998 * pow(r20, 1.2); const auto dm = r2 * c.d1 + (1.0 - r2) * c.d2; rays.emplace_back(pm, dm); cone c1{c.p1, c.d1, pm, dm}; cone c2{pm, dm, c.p2, c.d2}; work.push(c1); work.push(c2); } else { // try the two triangles and see which one fits the bill const auto x1 = unit_triangle(c.p2, c.p1, c.d1); const auto x2 = unit_triangle(c.p1, c.p2, c.d2); const auto p1b = c.p1 + x1 * c.d1; const auto p2b = c.p2 + x2 * c.d2; // Here I do not follow the paper correctly. I should pick the // new cone with angles at most bla bla bla. Instead, I choose // the one with a shorter edge, sounds fine to me. I reintroduce // some randomness for artistic reasons. Increase 20 for wild // results. if (lensqr(c.p1, p2b) + 20*unif01(gen) < lensqr(p1b, c.p2) + 20*unif01(gen)) { cone c2{c.p1, c.d1, p2b, c.d2}; work.push(c2); lines.emplace_back(c.p1, p2b); } else { cone c2{p1b, c.d1, c.p2, c.d2}; work.push(c2); lines.emplace_back(p1b, c.p2); } } } // the print an svg attribute const auto p = [](auto str, auto v) { cout << ' ' << str << "=\"" << v << "\""; }; // I roughly estimate the maximal distance from zero ld max_l = 0; shuffle(lines.begin(), lines.end(), gen); cout << "\n"; for(auto && l : lines) { max_l = 0.5 * max_l + 0.5 * max(max_l, max(norm(l.first), norm(l.second))); cout << "\n"; } for(auto && l : rays) { const auto p1 = l.first; const auto l_left = max(ld(1.0), max_l - norm(p1)); const auto p2 = p1 + (l_left / norm(l.second)) * l.second; cout << "\n"; } cout << "" << endl; }