File:Prim Maze 3D.svg

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Dettagli

Descrizione
English: A 3D maze generated using a modified version of Prim's algorithm. Vertical layers are numbered starting from the bottom layer to the top. Stairs up are indicated with '/'; stairs down with '\', and stairs up-and-down with 'x'.
Data
Fonte Opera propria basata su: Prim Maze.svg di Nandhp
Autore SharkD
SVG sviluppo
InfoField
 Il codice sorgente di questo file SVG è valido.
 Questa grafica vettoriale è stata creata con JavaScript.
  Questo file SVG usa testo integrato traducibile facilmente con un editor di testo.

Licenza

Io, detentore del copyright su quest'opera, dichiaro di pubblicarla con le seguenti licenze:
w:it:Creative Commons
attribuzione condividi allo stesso modo
Questo file è disponibile in base alla licenza Creative Commons Attribuzione-Condividi allo stesso modo 3.0 Unported
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  • condividi allo stesso modo – Se remixi, trasformi o sviluppi il materiale, devi distribuire i tuoi contributi in base alla stessa licenza o compatibile all'originale.
GNU head È permesso copiare, distribuire e/o modificare questo documento in base ai termini della GNU Free Documentation License, Versione 1.2 o successive pubblicata dalla Free Software Foundation; senza alcuna sezione non modificabile, senza testo di copertina e senza testo di quarta di copertina. Una copia della licenza è inclusa nella sezione intitolata Testo della GNU Free Documentation License.
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Registro originale del caricamento

This image is a derivative work of the following images:

  • Prim Maze.svg licensed with Cc-by-sa-3.0, GFDL
    • 2009-06-01T13:14:50Z Nandhp 200x200 (30665 Bytes) {{Information |Description={{en|1=A maze, generated by modified version of [[:en:Prim's algorithm]].}} |Source=Generated by the attached program, which was originally written by [[:en:User:Cyp]], who attached it to the image

Uploaded with derivativeFX

Source code

/*
 * 3 June 2003, {{U|Cyp||en}}:
 *     Maze, generated by my algorithm
 * 24 October 2006, {{U|quin||en}}:
 *     Source edited for clarity
 * 25 January 2009, {{U|DebateG||en}}:
 *     Source edited again for clarity and reusability
 * 1 June 2009, {{U|Nandhp||en}}:
 *     Source edited to produce SVG file when run from the command-line
 * 7 January, 2011 {{U|SharkD||en}}:
 *     Source converted to JavaScript
 * 8 January, 2011 {{U|SharkD||en}}:
 *     Added third axis to make the maze 3D
 *     Added SVG title element
 *     Corrected width and height SVG parameters
 *     Modified the script so that the padding arounds the side edges is added *after* the maze is generated
 *
 * This program was originally written by {{U|Cyp||en}}, who
 * attached it to the image description page for an image generated by
 * it on en.wikipedia. The image was licensed under CC-BY-SA-3.0/GFDL.
 */

/* Recreate a math function that exists in Java but not JavaScript. */
Math.nextInt = function (number) {
	return Math.floor(Math.random() * number);
}

/* Recreate a system function that exists in Java but not JavaScript.
 * Uncomment either WScript.Echo() or alert() depending on whether you are
 * running the script from the Windows command-line or a Web page.
 */
function println(string)
{
	// if inside Windows Scripting Host
	WScript.Echo(string);
	// if inside a Web page
//	alert(string);
}

/* Define the bit masks */
var WALL_ABOVE = 1;
var WALL_BELOW = 2;
var WALL_LEFT = 4;
var WALL_RIGHT = 8;
var WALL_FRONT = 16;
var WALL_BACK = 32;
var QUEUED = 64;
var IN_MAZE = 128;

/* Construct a Maze with specified lenx, leny, and cell_width */
function Maze(lenx, leny, lenz, cell_width) {
	if (lenx)
		this.lenx = lenx;
	else
		this.lenx = 9;
	if (leny)
		this.leny = leny;
	else
		this.leny = 9;
	if (lenz)
		this.lenz = lenz;
	else
		this.lenz = 4;
	if (cell_width)
		this.cell_width = cell_width;
	else
		this.cell_width = 10;
	this.maze = [];

	/* The maze generation algorithm. */
	this.createMaze = function()  {
		var lenx = this.lenx;
		var leny = this.leny;
		var lenz = this.lenz;
		var maze = this.maze;
		var x, y, z, x_dx, y_dy, z_dz, n, d;
		var dx = [ 0, 0, -1, 1, 0, 0 ];
		var dy = [ -1, 1, 0, 0, 0, 0 ];
		var dz = [ 0, 0, 0, 0, -1, 1 ];

		var todo = new Array(leny * lenx * lenz);
		var todonum = 0;

		/* We want to create a maze on a grid. */
		/* We start with a grid full of walls. */
		/* Outer edges are blank and simply used to pad the image. */
		for (x = 0; x < lenx; ++x) {
			maze[x] = [];
			for (y = 0; y < leny; ++y) {
				maze[x][y] = [];
				for (z = 0; z < lenz; ++z) {
					maze[x][y][z] = WALL_ABOVE + WALL_BELOW + WALL_LEFT + WALL_RIGHT + WALL_FRONT + WALL_BACK + QUEUED + IN_MAZE;
				}
			}
		}

		/* Select random square of the grid, to start with. */
		x = Math.nextInt(lenx - 1);
		y = Math.nextInt(leny - 1);
		z = Math.nextInt(lenz - 1);

		/* Mark this square as connected to the maze. */
		maze[x][y][z] &= ~(QUEUED + IN_MAZE);

		/* Remember the surrounding squares, as we will... */
		for (d = 0; d < 6; ++d) {
			x_dx = x + dx[d];
			y_dy = y + dy[d];
			z_dz = z + dz[d];
			if (x_dx >= 0 && x_dx < lenx && y_dy >= 0 && y_dy < leny && z_dz >= 0 && z_dz < lenz) {
				if ((maze[x_dx][y_dy][z_dz] & QUEUED) != 0) {
					/* ...want to connect them to the maze. */              
					todo[todonum++] = [x_dx, y_dy, z_dz];
					maze[x_dx][y_dy][z_dz] &= ~QUEUED;
				}
			}
		}

		/* We won't be finished until all is connected. */
		while (todonum > 0) {
			/* We select one of the squares next to the maze. */
			n = Math.nextInt(todonum);
			x = todo[n][0];
			y = todo[n][1];
			z = todo[n][2];

			/* We will connect it, so remove it from the queue. */
			todo[n] = todo[--todonum];

			/* Select a random direction, which leads to the maze. */
			var passBool = 0;
			while (passBool == 0)
			{
				d = Math.nextInt(6);
				x_dx = x + dx[d];
				y_dy = y + dy[d];
				z_dz = z + dz[d];
				if (x_dx >= 0 && x_dx < lenx && y_dy >= 0 && y_dy < leny && z_dz >= 0 && z_dz < lenz) {
					if ((maze[x_dx][y_dy][z_dz] & IN_MAZE) == 0)
						passBool = 1;
				}
			}

			/* Connect this square to the maze. */
			maze[x][y][z] &= ~((1 << d) | IN_MAZE);
			maze[x + dx[d]][y + dy[d]][z + dz[d]] &= ~(1 << (d ^ 1));

			/* Remember the surrounding squares, which aren't... */
			for (d = 0; d < 6; ++d) {
				x_dx = x + dx[d];
				y_dy = y + dy[d];
				z_dz = z + dz[d];
				if (x_dx >= 0 && x_dx < lenx && y_dy >= 0 && y_dy < leny && z_dz >= 0 && z_dz < lenz) {
					if ((maze[x_dx][y_dy][z_dz] & QUEUED) != 0) {
						/* ...connected to the maze, and aren't yet queued. */
						todo[todonum++] = [x_dx, y_dy, z_dz];
						maze[x_dx][y_dy][z_dz] &= ~QUEUED;
					}
				}
			}
			/* Repeat until finished. */
		}

		/* Add an entrance and exit. */
		maze[0][Math.floor(leny/2)][0] &= ~WALL_LEFT;
		maze[lenx - 1][Math.floor(leny/2)][lenz - 1] &= ~WALL_RIGHT;
	}
	/* Called to write the maze to an SVG file. */
	this.printSVG = function () {
		var lenx = this.lenx;
		var leny = this.leny;
		var lenz = this.lenz;
		var cell_width = this.cell_width;
		var pics_xy = Math.ceil(Math.sqrt(lenz));
		var size_x = (lenx + 1) * pics_xy * cell_width + cell_width;
		var size_y = (leny + 1) * pics_xy * cell_width + cell_width;
		println
		(
			"<svg width=\"" + size_x + "px\" height=\"" + size_y + "px\" viewBox=\"0 0 " + size_x + " " + size_y + "\" version=\"1.1\" xmlns=\"http://www.w3.org/2000/svg\">\n"
			+ "  <title>SVG Maze</title>\n"
			+ "  <desc>A 3D maze generated using a modified version of Prim's algorithm. Vertical layers are numbered starting from the bottom layer to the top. Stairs up are indicated with '/'; stairs down with '\\', and stairs up-and-down with 'x'. License is Cc-by-sa-3.0. See Wikimedia Commons for the algorithm used.</desc>\n"
			+ "<!--\n"
			+ "  <rect width=\"" + size_x + "px\" height=\"" + size_y + "px\" style=\"fill:blue;\" />\n"
			+ "-->\n"
			+ "  <g stroke=\"black\" stroke-width=\"1\" stroke-linecap=\"round\">\n"
			+ this.drawMaze()
			+ "  </g>\n"
			+ "  <g fill=\"black\">\n"
			+ this.drawLabels()
			+ "  </g>\n"
			+ "</svg>\n"
		);
	}
	/* Main maze-drawing loop. */
	this.drawMaze = function () {
		var x, y, z;
		var lenx = this.lenx;
		var leny = this.leny;
		var lenz = this.lenz;
		var cell_width = this.cell_width;
		var pics_xy = Math.ceil(Math.sqrt(lenz));
		var outstring = "";
		for (z = 0; z < lenz; ++z) {
			var row_x = cell_width + cell_width * (lenx + 1) * (z % pics_xy);
			var row_y = cell_width + cell_width * (leny + 1) * Math.floor(z / pics_xy);
			for (y = 0; y < leny; ++y) {
				for (x = 0; x < lenx; ++x) {
					if ((this.maze[x][y][z] & WALL_ABOVE) != 0) {
						var x1_pos = row_x + cell_width * x;
						var y1_pos = row_y + cell_width * y;
						var x2_pos = row_x + cell_width * (x + 1);
						var y2_pos = row_y + cell_width * y;
						outstring += this.drawLine(x1_pos, y1_pos, x2_pos, y2_pos);
					}
					if ((this.maze[x][y][z] & WALL_BELOW) != 0) {
						var x1_pos = row_x + cell_width * x;
						var y1_pos = row_y + cell_width * (y + 1);
						var x2_pos = row_x + cell_width * (x + 1);
						var y2_pos = row_y + cell_width * (y + 1);
						outstring += this.drawLine(x1_pos, y1_pos, x2_pos, y2_pos);
					}
					if ((this.maze[x][y][z] & WALL_LEFT) != 0) {
						var x1_pos = row_x + cell_width * x;
						var y1_pos = row_y + cell_width * y;
						var x2_pos = row_x + cell_width * x;
						var y2_pos = row_y + cell_width * (y + 1);
						outstring += this.drawLine(x1_pos, y1_pos, x2_pos, y2_pos);
					}
					if ((this.maze[x][y][z] & WALL_RIGHT) != 0) {
						var x1_pos = row_x + cell_width * (x + 1);
						var y1_pos = row_y + cell_width * y;
						var x2_pos = row_x + cell_width * (x + 1);
						var y2_pos = row_y + cell_width * (y + 1);
						outstring += this.drawLine(x1_pos, y1_pos, x2_pos, y2_pos);
					}
					if ((this.maze[x][y][z] & WALL_FRONT) == 0) {
						var x1_pos = row_x + cell_width/3 + cell_width * x;
						var y1_pos = row_y + cell_width/3 + cell_width * y;
						var x2_pos = row_x - cell_width/3 + cell_width * (x + 1);
						var y2_pos = row_y - cell_width/3 + cell_width * (y + 1);
						outstring += this.drawLine(x1_pos, y1_pos, x2_pos, y2_pos);
					}
					if ((this.maze[x][y][z] & WALL_BACK) == 0) {
						var x1_pos = row_x + cell_width/3 + cell_width * x;
						var y1_pos = row_y - cell_width/3 + cell_width * (y + 1);
						var x2_pos = row_x - cell_width/3 + cell_width * (x + 1);
						var y2_pos = row_y + cell_width/3 + cell_width * y;
						outstring += this.drawLine(x1_pos, y1_pos, x2_pos, y2_pos);
					}
				}
			}
		}
		return outstring;
	}
	/* Draw a line, either in the SVG file or on the screen. */
	this.drawLine = function (x1, y1, x2, y2) {
		return "    <line x1=\"" + x1 + "\" y1=\"" + y1 + "\" x2=\"" + x2 + "\" y2=\"" + y2 + "\" />\n";
	}
	/* Text labels. */
	this.drawLabels = function () {
		var z;
		var lenx = this.lenx;
		var leny = this.leny;
		var lenz = this.lenz;
		var cell_width = this.cell_width;
		var pics_xy = Math.ceil(Math.sqrt(lenz));
		var outstring = "";
		for (z = 0; z < lenz; ++z) {
			var row_x = cell_width + cell_width * (lenx + 1) * (z % pics_xy);
			var row_y = cell_width + cell_width * (leny + 1) * Math.floor(z / pics_xy);
			outstring += this.drawText(row_x, row_y, z + 1);
		}
		return outstring;
	}
	/* Text labels. */
	this.drawText = function (x, y, label) {
		var cell_width = this.cell_width;
		y -= cell_width/10;
		return "    <text x=\"" + x + "\" y=\"" + y + "\" font-size=\"" + cell_width + "px\" font-family=\"LucidaTypewriter Sans\">" + label + ".</text>\n";
	}
}

/* Initialization method that will be called when the program is
* run from the command-line. Maze will be written as SVG file. */
function main(args) {
	var m = new Maze();
	m.createMaze();
	m.printSVG();
}

/* execute the program */
main();

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attuale10:28, 8 gen 2011Miniatura della versione delle 10:28, 8 gen 2011400 × 400 (55 KB)wikimediacommons>DatumizerDouble the size.

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