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10-06-2023, 06:25 PM
(This post was last modified: 10-06-2023, 06:35 PM by Dav.)
Playing around with doing a dragon curve fractal, altering the looks of it, making it animated, produced an interesting effect. Uses a recursive SUB.
- Dav
Code: (Select All)
'dragoncurve.bas
'A play on a dragon curve fractal
'Adapted by Dav, OCT/2023
Screen _NewImage(800, 600, 32)
Dim Shared a, p: p = .001
Do
Cls: dragon 400, 300, 90 + (a * 3), a, 16
If a < 200 Then a = a + .15
If p < .002 Then p = p + .00000001
_Limit 15: _Display
Loop Until _KeyHit
Sub dragon (x, y, size, ang, depth)
If depth < 1 Then
PSet (x, y), _RGBA(50, 150, 255, 50 + Rnd * 200)
Else
size2 = size / 1.414214: ang2 = ang - _Pi / p
dragon x, y, size2, ang + _Pi / p, depth - 1
dragon x + size2 * Cos(ang), y + size2 * Sin(ang), size2, ang2, depth - 1
End If
End Sub
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10-06-2023, 08:41 PM
(10-06-2023, 06:25 PM)Dav Wrote: Playing around with doing a dragon curve fractal, altering the looks of it, making it animated, produced an interesting effect. Uses a recursive SUB.
- Dav
Code: (Select All)
'dragoncurve.bas
'A play on a dragon curve fractal
'Adapted by Dav, OCT/2023
Screen _NewImage(800, 600, 32)
Dim Shared a, p: p = .001
Do
Cls: dragon 400, 300, 90 + (a * 3), a, 16
If a < 200 Then a = a + .15
If p < .002 Then p = p + .00000001
_Limit 15: _Display
Loop Until _KeyHit
Sub dragon (x, y, size, ang, depth)
If depth < 1 Then
PSet (x, y), _RGBA(50, 150, 255, 50 + Rnd * 200)
Else
size2 = size / 1.414214: ang2 = ang - _Pi / p
dragon x, y, size2, ang + _Pi / p, depth - 1
dragon x + size2 * Cos(ang), y + size2 * Sin(ang), size2, ang2, depth - 1
End If
End Sub
Wow amazing!
b = b + ...
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I remember discovering fractals and mandelbrots back in the early 90's when I finally got an 80386 with VGA color that could do them. They never cease to amaze me especially when coded like this. Awesome.
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Thanks, ya'll. I'm finding fractals fascinating lately. Been looking up unusual ones and found out about a 'Phoenix' fractal. Since it's our symbol, will just have to work that one up in QB64.
- Dav
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Nice program, interesting concept. But on my computer I had to change `_KEYHIT` to `_KEYDOWN` to check only for escape key because it was doing only one iteration. I went further than that and it refused to work properly. I saw the `1e-8` being added to `p` and figured it would work better with double precision. So I set all variables to work in double precision but couldn't get further than one dot.
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10-07-2023, 02:25 AM
(This post was last modified: 10-07-2023, 02:41 AM by Dav.)
Hmm, I dimmed p to double and it seems to work ok. After reading your key input problem I decided to add some keyboard control. Here's a newer version with some added features.
Press +/- to zoom in and out of fractal. Press SPACE to jump to a new pattern number (p variable random change). Press ESC to quit. I changed drawing to using CIRCLE to make it look more solid while zoomed up.
- Dav
Code: (Select All)
'dragoncurve.bas - v2
'A play on a dragon curve fractal
'Adapted by Dav, OCT/2023
'v2 - New keyboard control. Press +/- to zoom, SPACE resets, ESC ends.
Screen _NewImage(800, 600, 32)
Dim Shared p As Double: p = Rnd: size = 200
Do
Cls: dragon 400, 300, size, a, 15
Select Case Inp(&H60)
Case 13: If size < 1200 Then size = size + 5
Case 12: If size > 25 Then size = size - 5
Case 57: p = Rnd
Case 1: Exit Do
End Select
_Limit 15: _Display
a = a + .15: p = p + .001
Loop
Sub dragon (x, y, size, ang, depth)
If depth < 1 Then
'PSet (x, y), _RGBA(50, 150, 255, 50 + Rnd * 200)
Circle (x, y), size / 3, _RGBA(50, 150, 255, 50 + Rnd * 200)
Else
size2 = size / Sqr(2): ang2 = ang - _Pi / p
dragon x, y, size2, ang + _Pi / p, depth - 1
dragon x + size2 * Cos(ang), y + size2 * Sin(ang), size2, ang2, depth - 1
End If
End Sub
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10-07-2023, 12:05 PM
(This post was last modified: 10-07-2023, 12:08 PM by bplus.)
One of those fractals looks like Pythagoras Tree! AKA Muscle Man Tree
Code: (Select All) _Title "BodyTree Rework 2020-08" 'b+ 2020-08-14
'BodyTree recur fill.bas for SmallBASIC [B+=MGA] 2016-06-20
'copied and translated from body tree by PeterMaria
'2016-06-20 even more color mods including using triangle fills
' 2020-08-11 trans to QB64
' 2020-08-14 rework the recursive sub so can flex the body tree
Const xmax = 1200, ymax = 700
Screen _NewImage(xmax, ymax, 32)
_Delay .25
_ScreenMove _Middle
Dim Shared limit, ra
limit = 14
ra = _Pi / -4 '45 degrees is standard angle for roof
'sky
Color 0, _RGB32(40, 100, 180): Cls
'the hill for tree
ax0 = xmax / 2 - ymax / 10
ay0 = ymax - 40
bx0 = xmax / 2 + ymax / 10
For ra = 0 To _Pi / 3.7 Step _Pi / 64
Cls
level = 0
'hill
For r = xmax / 1.5 To 2 * xmax / 15 Step -10
EllipseFill xmax / 2, ay0, r, .15 * r, _RGB32(0, r / 5, 0)
'circle , .1, rgb(0, r / 5, 0) filled
Next
'tree
BodyTree ax0, ay0, bx0, ay0, level
_Display
_Limit 5
Next
Sleep
Sub BodyTree (x1, y1, x2, y2, level)
'dim shared ra = roof angle 0 to PI/4
L = _Hypot(x2 - x1, y2 - y1)
pa = _Atan2(y2 - y1, x2 - x1) - _Pi / 2 'perpendicular angle to base line
x3 = x1 + L * 1 * Cos(pa)
y3 = y1 + L * 1 * Sin(pa)
x4 = x2 + L * 1 * Cos(pa)
y4 = y2 + L * 1 * Sin(pa)
'build roof to square
mx = (x3 + x4) / 2
my = (y3 + y4) / 2
adj = _Hypot(x3 - mx, y3 - my)
raise = Tan(ra) * adj
x5 = mx + raise * Cos(pa)
y5 = my + raise * Sin(pa)
'now that we have our drawing points draw our house
'LINE (x2, y2)-(x1, y1), &HFFFFFFFF 'house base
'LINE (x1, y1)-(x3, y3), &HFFFFFFFF ' left wall
'LINE (x3, y3)-(x5, y5), &HFFFFFFFF 'left peak
'LINE (x5, y5)-(x4, y4), &HFFFFFFFF ' right peak
'LINE (x4, y4)-(x2, y2), &HFFFFFFFF ' right wall completes house
k = _RGB32((15 - level) * 8, 64 + level * 8, .25 * (15 - level) * 12, 255 - level * 18)
'k = &HFFBB8866
ftri x1, y1, x2, y2, x3, y3, k
ftri x2, y2, x3, y3, x4, y4, k
ftri x3, y3, x4, y4, x5, y5, k
If level < limit Then
BodyTree x3, y3, x5, y5, level + 1
BodyTree x5, y5, x4, y4, level + 1
End If
End Sub
Sub ftri (x1, y1, x2, y2, x3, y3, K As _Unsigned Long)
Dim D As Long
Static a&
D = _Dest
If a& = 0 Then a& = _NewImage(1, 1, 32)
_Dest a&
_DontBlend a& ' '<<<< new 2019-12-16 fix
PSet (0, 0), K
_Blend a& '<<<< new 2019-12-16 fix
_Dest D
_MapTriangle _Seamless(0, 0)-(0, 0)-(0, 0), a& To(x1, y1)-(x2, y2)-(x3, y3)
End Sub
Sub EllipseFill (CX As Integer, CY As Integer, a As Integer, b As Integer, C As _Unsigned Long)
' CX = center x coordinate
' CY = center y coordinate
' a = semimajor axis
' b = semiminor axis
' C = fill color
If a = 0 Or b = 0 Then Exit Sub
Dim h2 As _Integer64
Dim w2 As _Integer64
Dim h2w2 As _Integer64
Dim x As Integer
Dim y As Integer
w2 = a * a
h2 = b * b
h2w2 = h2 * w2
Line (CX - a, CY)-(CX + a, CY), C, BF
Do While y < b
y = y + 1
x = Sqr((h2w2 - y * y * w2) \ h2)
Line (CX - x, CY + y)-(CX + x, CY + y), C, BF
Line (CX - x, CY - y)-(CX + x, CY - y), C, BF
Loop
End Sub
Instead of green and brown make it pink or tan and make the "tree" body flex back and forth between two points of the spreading of branches.
b = b + ...
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Wow -- that's a beauty, bplus! Love it. Really cool how you calculated the color changing. I had to steal borrow that method for the little tree thing I was playing with. Just what was missing. Added some yellow PSETs for highlights. Before using your colors my green tree looked like a head of broccoli. Made the branching go random (RND * 35) instead of +/- 45 so the tree growth looks a little more natural.
- Dav
Code: (Select All)
Screen _NewImage(800, 600, 32)
tree 400, 600, -90, 100, 0: Sleep
Sub tree (x1, y1, angle, size, depth)
If depth <= 14 Then
x2 = x1 + size * Cos(angle * _Pi / 180)
y2 = y1 + size * Sin(angle * _Pi / 180)
k& = _RGB32((15 - depth) * 8, 64 + depth * 8, .25 * (15 - depth) * 12, 255 - depth * 18)
Line (x1, y1)-(x2, y2), k&: PSet (x1, y1), _RGBA(255, 255, 0, Rnd * 75)
tree x2, y2, angle - (Rnd * 35), size * .8, depth + 1
tree x2, y2, angle + (Rnd * 35), size * .8, depth + 1
End If
End Sub
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(10-08-2023, 06:21 PM)Dav Wrote: Wow -- that's a beauty, bplus! Love it. Really cool how you calculated the color changing. I had to steal borrow that method for the little tree thing I was playing with. Just what was missing. Added some yellow PSETs for highlights. Before using your colors my green tree looked like a head of broccoli. Made the branching go random (RND * 35) instead of +/- 45 so the tree growth looks a little more natural.
- Dav
Code: (Select All)
Screen _NewImage(800, 600, 32)
tree 400, 600, -90, 100, 0: Sleep
Sub tree (x1, y1, angle, size, depth)
If depth <= 14 Then
x2 = x1 + size * Cos(angle * _Pi / 180)
y2 = y1 + size * Sin(angle * _Pi / 180)
k& = _RGB32((15 - depth) * 8, 64 + depth * 8, .25 * (15 - depth) * 12, 255 - depth * 18)
Line (x1, y1)-(x2, y2), k&: PSet (x1, y1), _RGBA(255, 255, 0, Rnd * 75)
tree x2, y2, angle - (Rnd * 35), size * .8, depth + 1
tree x2, y2, angle + (Rnd * 35), size * .8, depth + 1
End If
End Sub
Not too different from what I used in Falling Leaves, looks nice.
b = b + ...
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Uh oh... Maybe I stole borrowed that too without realizing it.
- Dav
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