# Copyright 2017-2017 Steven E. Pav. All Rights Reserved.
# Author: Steven E. Pav
#
# This file is part of mazealls.
#
# mazealls is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# mazealls is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with mazealls. If not, see <http://www.gnu.org/licenses/>.
# Created: 2017.11.04
# Copyright: Steven E. Pav, 2017
# Author: Steven E. Pav <shabbychef@gmail.com>
# Comments: Steven E. Pav
#' @title hexagon_maze .
#'
#' @description
#'
#' Recursively draw a regular hexagon, with sides consisting
#' of \eqn{2^{depth}} pieces of length \code{unit_len}.
#'
#' @details
#'
#' Draws a maze in a regular hexagon, starting from the midpoint
#' of the first side (or the corner before the first side via the
#' \code{start_from} option). A number of different recursive methods
#' are supported, dividing the triangle into trapezoids, triangles
#' or parallelograms. Optionally draws boundaries
#' around the hexagon, with control over which sides have lines and
#' holes. Sides of the hexagon consist of \eqn{2^{depth}} segments
#' of length \code{unit_len}, though \code{depth} may be non-integral.
#' A number of different methods are supported.
#'
#' For \code{method='two_trapezoids'}:
#'
#' \if{html}{
#' \figure{hex-trapezoids-1.png}{options: width="100\%" alt="Figure: two trapezoids"}
#' }
#' \if{latex}{
#' \figure{hex-trapezoids-1.png}{options: width=7cm}
#' }
#'
#' For \code{method='six_trapezoids'}:
#'
#' \if{html}{
#' \figure{hex-triangles-1.png}{options: width="100\%" alt="Figure: six triangles"}
#' }
#' \if{latex}{
#' \figure{hex-triangles-1.png}{options: width=7cm}
#' }
#'
#' For \code{method='three_trapezoids'}:
#'
#' \if{html}{
#' \figure{hex-parallelo-1.png}{options: width="100\%" alt="Figure: three parallelograms"}
#' }
#' \if{latex}{
#' \figure{hex-parallelo-1.png}{options: width=7cm}
#' }
#'
#' @keywords plotting
#' @template etc
#' @template param-unitlen
#' @template param-clockwise
#' @template param-start-from
#' @template param-end-side
#' @template param-boustro
#' @template param-boundary-stuff
#' @template param-boundary-hole-controls
#' @template return-none
#' @param depth the depth of recursion. This controls the
#' side length. If an integer then nice recursive mazes
#' are possible, but non-integral values corresponding to
#' log base 2 of integers are also acceptable.
#' @param method there are many ways to recursive draw an isosceles
#' trapezoid. The following values are acceptable:
#' \describe{
#' \item{two_trapezoids}{Two isosceles trapezoids are placed next to each
#' other, with a holey line between them.}
#' \item{size_triangles}{Six equilateral triangles are packed together, with
#' five holey lines and one solid line.}
#' \item{three_parallelograms}{Three parallelograms are packed together,
#' with two holey lines and one solid line between them.}
#' \item{random}{A method is chosen uniformly at random.}
#' }
#' @examples
#' library(TurtleGraphics)
#' turtle_init(2000,2000)
#' turtle_hide()
#' turtle_do({
#' turtle_up()
#' turtle_backward(250)
#' turtle_right(90)
#' turtle_forward(150)
#' turtle_left(90)
#'
#' turtle_right(60)
#' hexagon_maze(depth=3,12,clockwise=FALSE,method='six_triangles',
#' draw_boundary=TRUE,boundary_holes=c(1,4),boundary_hole_color='green')
#' })
#'
#'
#' turtle_init(2000,2000)
#' turtle_hide()
#' turtle_do({
#' turtle_up()
#' turtle_backward(250)
#' turtle_right(90)
#' turtle_forward(150)
#' turtle_left(90)
#'
#' turtle_right(60)
#' hexagon_maze(depth=log2(20),12,clockwise=FALSE,method='six_triangles',
#' draw_boundary=TRUE,boundary_holes=c(1,4),boundary_hole_color='green')
#' })
#'
#'
#' turtle_init(1000,1000)
#' turtle_hide()
#' turtle_do({
#' turtle_up()
#' turtle_backward(250)
#' turtle_right(90)
#' turtle_forward(150)
#' turtle_left(90)
#'
#' turtle_right(60)
#' hexagon_maze(depth=3,12,clockwise=FALSE,method='three_parallelograms',
#' draw_boundary=TRUE,boundary_holes=c(1,4),boundary_hole_color='green')
#' })
#'
#' turtle_init(1000,1000)
#' turtle_hide()
#' turtle_do({
#' hexagon_maze(depth=3,15,clockwise=TRUE,method='two_trapezoids',
#' draw_boundary=TRUE,boundary_holes=c(1,4))
#' hexagon_maze(depth=3,15,clockwise=FALSE,method='two_trapezoids',
#' draw_boundary=TRUE,boundary_lines=c(2,3,4,5,6),boundary_holes=c(1,4))
#' })
#'
#' turtle_init(1000,1000)
#' turtle_hide()
#' turtle_do({
#' depth <- 3
#' num_segs <- 2^depth
#' unit_len <- 8
#' multiplier <- -1
#' hexagon_maze(depth=depth,unit_len,clockwise=FALSE,method='two_trapezoids',
#' draw_boundary=FALSE)
#' for (iii in c(1:6)) {
#' if (iii %in% c(1,4)) {
#' holes <- c(1,4)
#' } else {
#' holes <- c(1)
#' }
#' hexagon_maze(depth=depth,unit_len,clockwise=TRUE,method='two_trapezoids',
#' draw_boundary=TRUE,boundary_holes=holes)
#' turtle_forward(distance=unit_len * num_segs/2)
#' turtle_right((multiplier * 60) %% 360)
#' turtle_forward(distance=unit_len * num_segs/2)
#' }
#' })
#' @export
hexagon_maze <- function(depth,unit_len,clockwise=TRUE,method=c('two_trapezoids','six_triangles','three_parallelograms','random'),
start_from=c('midpoint','corner'),
boustro=c(1,1),
draw_boundary=FALSE,num_boundary_holes=2,boundary_lines=TRUE,
boundary_holes=NULL,boundary_hole_color=NULL,boundary_hole_locations=NULL,
boundary_hole_arrows=FALSE,
end_side=1) {
method <- match.arg(method)
start_from <- match.arg(start_from)
# check for off powers of two
num_segs <- round(2^depth)
multiplier <- ifelse(clockwise,1,-1)
if (start_from=='corner') { turtle_forward(distance=unit_len * num_segs/2) }
if (depth > 1) {
turtle_up()
my_method <- switch(method,
random={
sample(c('two_trapezoids','six_triangles','three_parallelograms'),1)
},
method)
switch(my_method,
two_trapezoids={
magic_ratio <- sqrt(3) / 4
.turn_right(multiplier * 90)
turtle_forward(2*num_segs * unit_len * magic_ratio)
.turn_left(multiplier * 90)
iso_trapezoid_maze(depth=depth,unit_len=unit_len,clockwise=clockwise,
start_from='midpoint',
boustro=rev(boustro),
draw_boundary=TRUE,boundary_lines=c(1),boundary_holes=c(1))
iso_trapezoid_maze(depth=depth,unit_len=unit_len,clockwise=!clockwise,draw_boundary=FALSE)
.turn_left(multiplier * 90)
turtle_forward(2*num_segs * unit_len * magic_ratio)
.turn_right(multiplier * 90)
},
six_triangles={
turtle_backward(distance=unit_len * num_segs/2)
bholes <- sample.int(n=6,size=5)
for (iii in c(1:6)) {
eq_triangle_maze(depth=depth,unit_len=unit_len,clockwise=clockwise,method='random',draw_boundary=TRUE,
start_from='corner',
boustro=rev(boustro),
boundary_lines=2,boundary_holes=iii %in% bholes)
turtle_forward(distance=unit_len * num_segs)
.turn_right(multiplier*60)
}
turtle_forward(distance=unit_len * num_segs/2)
},
three_parallelograms={
bholes <- sample.int(n=3,size=2)
for (iii in 1:3) {
parallelogram_maze(unit_len=unit_len,height=num_segs,width=num_segs,angle=60,clockwise=clockwise,
width_boustro=rev(boustro),height_boustro=rev(boustro),
draw_boundary=TRUE,boundary_lines=3,num_boundary_holes=0,boundary_holes=iii %in% bholes)
turtle_forward(num_segs * unit_len / 2)
.turn_right(multiplier * 60)
turtle_forward(num_segs * unit_len)
.turn_right(multiplier * 60)
turtle_forward(num_segs * unit_len / 2)
}
})
}
if (draw_boundary) {
turtle_backward(distance=unit_len * num_segs/2)
if (is.null(boundary_hole_locations)) {
boundary_hole_locations <- .rboustro(6,boustro=boustro,nsegs=num_segs)
}
.do_boundary(unit_len,lengths=rep(num_segs,6),angles=multiplier * 60,
num_boundary_holes=num_boundary_holes,boundary_lines=boundary_lines,
boundary_holes=boundary_holes,boundary_hole_color=boundary_hole_color,
boundary_hole_locations=boundary_hole_locations,boundary_hole_arrows=boundary_hole_arrows)
turtle_forward(distance=unit_len * num_segs/2)
}
if ((end_side != 1) && (!is.null(end_side))) {
for (iii in 1:(end_side-1)) {
turtle_forward(distance=unit_len * num_segs/2)
.turn_right(multiplier * 60)
turtle_forward(distance=unit_len * num_segs/2)
}
}
if (start_from=='corner') { turtle_backward(distance=unit_len * num_segs/2) }
}
#for vim modeline: (do not edit)
# vim:fdm=marker:fmr=FOLDUP,UNFOLD:cms=#%s:syn=r:ft=r
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