aUCBLogo Demos and Tests / landscape3
to landscape3 [randomvalue -1]
; 70033224, 459159795 or 148549210, 1617112103 are nice
fullScreen
allFullScreen
perspective
setUpdateGraph false
r=2^6 ;increase if you want to fly farer
maxy=200
sealevel=0
rfactor=40
yfactor=5
minside=1
miny=2
hsize=30
ifelse randomvalue==-1
[ seedvalue=random IntMax
(reRandom seedvalue)
pr seedvalue
][ (reRandom randomvalue)
]
mypal=loadpalette "topograf.pal
hideTurtle
setScreenColor 1
GraphicStart
(house hsize)
csize=hsize*1.1
bk hsize
(pcube csize)
house_and_cube=GraphicEnd
GraphicStart
PenUp
p=(mdarray List 2*r+1 2*r+1 -r)
a=(List -r geny -r)
b=(List -r geny r)
c=(List r geny r)
d=(List r geny -r)
ignore new_edge a a
ignore new_edge b b
ignore new_edge c c
ignore new_edge d d
quad a b c d 0
setX -r
setZ -r
PenDown
SurfaceStart
for [z -r r minside]
[ py=p.(Int z)
for [x -r r minside]
[ setPenColor mypal.(Int 1+255*(0.5+py.x/maxy))
if py.x < sealevel [py.x=sealevel]
setXYZ rfactor*x yfactor*py.x rfactor*z
]
SurfaceColumn
]
SurfaceEnd
peak=(max p)
for [z -r r minside]
[ py=p.(Int z)
for [x -r r minside]
[ if py.x==peak
[ (drawcross rfactor*x yfactor*peak rfactor*z 4)
x=r
z=r
]
]
]
repeat 50
[ x=(rnd-0.5)*2*r x=int x-mod x minside
z=(rnd-0.5)*2*r z=int z-mod z minside
drawhouse x z
]
repeat 100
[ x=(rnd-0.5)*2*r x=int x-mod x minside
z=(rnd-0.5)*2*r z=int z-mod z minside
drawtree x z
]
landscapegraphic=GraphicEnd
PenUp home setXYZ 0 (p.0).0+maxy 0 downPitch 90
fly_around
notFullScreen
splitScreen
end
to drawhouse x z
if (p.z).x==sealevel [stop]
home
leftroll random 360
PenUp
setXYZ rfactor*x yfactor*(p.z).x+hsize/2 rfactor*z
drawGraphic house_and_cube
end
to drawtree x z
if (p.z).x==sealevel [stop]
tsize=40
PenUp
home
setXYZ rfactor*x yfactor*(p.z).x rfactor*z
disableRoundLineEnds
setPenSize (list tsize/10 tsize/10)
PenDown
setPC "brown
enableCylinderLines
fd tsize/2
disableCylinderLines
PenUp
fd tsize/2-3
setPC "dark green
Sphere tsize/2
end
to fly_around
local [eye light center upvector eyepos eyeori]
center={0 0 0}
upvector={0 1 0}
eye=array 3
light=array 3
ang=3.6
flyspeed=0+1.0
dspeed=flyspeed/4
eyecenter=100
eyecenter2=eyecenter*2
penUp
eye=Array PosXYZ
forward eyecenter
center=Array PosXYZ
back eyecenter
print [left, right, up and down rotates, x c rolls, a y changes speed, ESC exits]
dispatchMessages
forever
[ setEye eye center upvector
setLightPos {100 100 0}
eyepos=PosXYZ
eyeori=Orientation
cs
drawGraphic landscapegraphic
; setPosXYZ eyepos
; setOrientation eyeori
; setPC rgba 1 1 1 0.2
; (pcube 100)
updateGraph
setPosXYZ eyepos
setOrientation eyeori
back eyecenter2
if key?
[ dispatchMessages
local [ch]
ch=readChar
ifelse ch==char 255
[ ch=readCharExt
if ch==WXK_RIGHT [right ang]
if ch==WXK_LEFT [ left ang]
if ch==WXK_UP [ up ang]
if ch==WXK_DOWN [ down ang]
][
if ch==char 27 [stop]
if ch=="a [flyspeed+=dspeed]
if ch=="y [flyspeed-=dspeed]
if ch=="x [ leftRoll ang]
if ch=="c [rightRoll ang]
]
]
forward flyspeed
z=round ZCor/rfactor
y=round YCor/yfactor
x=round XCor/rfactor
ifelse (abs z) <= r and2 (abs x) <= r
[ if y < (p.z).x+miny
[ setY yfactor*((p.z).x+miny)
(pr [Ooops!] bf gensym)
dispatchMessages
]
][ if x > r [setX rfactor* r]
if x < -r [setX rfactor*-r]
if z > r [setZ rfactor* r]
if z < -r [setZ rfactor*-r]
]
forward eyecenter2
eye=Array PosXYZ
forward eyecenter
center=Array PosXYZ
back eyecenter
up 90 fd 1
upvector=(Array PosXYZ)-eye
upvector/=Norm upvector
bk 1 down 90
]
end
to geny
output maxy*rnd-maxy/2
end
to quad a b c d depth
;(show a b c d)
ac=a-c
if (sqrt (sqr ac.1)+(sqr ac.3)) < minside [stop]
local [m py]
m=c+(a-c)/2
m.2=m.2+(a.2-c.2)*(rnd-0.5)
setItem int m.1 p.(int m.3) m.2
ignore new_edge a b
ignore new_edge b c
ignore new_edge c d
ignore new_edge d a
q a b c d
q b c d a
q c d a b
q d a b c
end
to q a b c d
local [bn cn dn]
bn=new_edge a b
cn=new_edge a c
dn=new_edge a d
quad a bn cn dn depth+1
end
to new_edge a b
local [m py]
m=b+(a-b)/2
py=(p.(int m.3)).(int m.1)
ifelse empty? py
[ m.2=m.2+(a.2-b.2)*(rnd-0.5)
setItem int m.1 p.(int m.3) m.2
][ m.2=py
]
output m
end
to house [size 300]
local
[ hsize hpos hori
doorwitdh doorheight doorx doorstep doorpos doorori
]
horizon=1e4
hsize=size/2
wall=hsize/10
setLightAmbient rgb .4 .4 .4
; perspective
hpos=PosXYZ
hori=Orientation
green=hsb 60 0.4 0.1
setPC green
pu down 180 fd hsize up 90
; draw_plane
lt 180 fd hsize rt 90 fd hsize lr 90 rt 90
openpos=[]
openori=[]
pink=hsb 0 0.3 0.7
setpc pink
double [draw_front] down 90 fd size up 90 lr 90
double [draw_side] down 90 fd size up 90 lr 90
double [draw_back] down 90 fd size up 90 lr 90
double [draw_side]
fd hsize down 30 bk wall lt 90 fd wall rt 90
draw_roof
fd size+wall down 120 fd size+wall rt 90 fd size+2*wall rt 90
draw_roof
setpc pink
draw_openings
setOrientation hori
setPosXYZ hpos
; rotateScene2
end
to double runlist
double? = false
run runlist
down 90 fd wall up 90
double? = true
run runlist
down 90 bk wall up 90
end
to add_open
if not double?
[ push "openpos posXYZ
push "openori Orientation
push "openheight height
push "openwidth width
]
end
to save_pos
opos=posXYZ
oori=Orientation
end
to reset_pos
pu
setPosXYZ opos
setOrientation oori
end
to draw_plane
save_pos
fd horizon rt 90 fd horizon rt 90
setpc hsb 60 0.3 0.7
pd PolyStart repeat 4 [fd horizon*2 rt 90] PolyEnd
reset_pos
end
to draw_openings
while [not empty? openpos]
[ setPosXYZ pop "openpos
setOrientation pop "openori
width=pop "openwidth
height=pop "openheight
rr 90
pd
repeat 2
[ PolyStart
fd height rt 90 fd wall rt 90
fd height rt 90 fd wall rt 90
PolyEnd
pu fd height up 90 pd
PolyStart
fd width rt 90 fd wall rt 90
fd width rt 90 fd wall rt 90
PolyEnd
pu fd width up 90 pd
]
pu
]
end
to draw_front
TessStart
save_pos
pd fd hsize rt 30 fd size rt 120 fd size rt 30 fd hsize
rt 90 fd size rt 90
TessContour
height=size*3/8
width=height*1/2
doorx=size/4
doorstep=height/8
pu rt 90 fd doorx lt 90 fd doorstep
add_open
pd fd height rt 90 fd width rt 90
fd height rt 90 fd width
TessContour
height=size*3/12
width=height*3/2
winx=size*9/16
winsill=height*6/8
reset_pos
rt 90 fd winx lt 90 fd winsill
add_open
pd fd height rt 90 fd width rt 90
fd height rt 90 fd width
TessContour
height=size*3/12
width=height*3/2
winx=size*5/16
winsill=hsize+winsill
reset_pos
rt 90 fd winx lt 90 fd winsill
add_open
pd fd height rt 90 fd width rt 90
fd height rt 90 fd width
TessEnd
reset_pos
end
to draw_back
TessStart
save_pos
pd fd hsize rt 30 fd size rt 120 fd size rt 30 fd hsize
rt 90 fd size
TessContour
height=size*3/12
width=height*3/2
winx=size*1/16
winsill=height*6/8
reset_pos
rt 90 fd winx lt 90 fd winsill
add_open
pd fd height rt 90 fd width rt 90
fd height rt 90 fd width
TessContour
winx=size*9/16
reset_pos
rt 90 fd winx lt 90 fd winsill
add_open
pd fd height rt 90 fd width rt 90
fd height rt 90 fd width
TessContour
height=size*3/12
width=height*3/2
winx=size*5/16
winsill=hsize+winsill
reset_pos
rt 90 fd winx lt 90 fd winsill
add_open
pd fd height rt 90 fd width rt 90
fd height rt 90 fd width
TessEnd
reset_pos
end
to draw_side
TessStart
save_pos
pd fd hsize rt 90 fd size rt 90 fd hsize rt 90 fd size rt 90
TessContour
height=size*3/12
width=height*3/2
winx=size*1/16
winsill=height*6/8
reset_pos
rt 90 fd winx lt 90 fd winsill
add_open
pd fd height rt 90 fd width rt 90
fd height rt 90 fd width
TessContour
winx=size*9/16
reset_pos
rt 90 fd winx lt 90 fd winsill
add_open
pd fd height rt 90 fd width rt 90
fd height rt 90 fd width
TessEnd
reset_pos
end
to draw_roof
pd
red=hsb 0 1 1
setPC red
PolyStart
repeat 2 [fd size+wall rt 90 fd size+2*wall rt 90]
PolyEnd
pu
end