factor/apps/lindenmayer/turtle.factor

136 lines
3.6 KiB
Factor

REQUIRES: libs/math libs/vars ;
USING: kernel math namespaces sequences arrays math-contrib vars ;
IN: turtle
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
TUPLE: turtle position orientation ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
VAR: turtle
: position> ( -- position ) turtle> turtle-position ;
: >position ( position -- ) turtle> set-turtle-position ;
: orientation> ( -- orientation ) turtle> turtle-orientation ;
: >orientation ( orientation -- ) turtle> set-turtle-orientation ;
: with-turtle ( quot turtle -- ) [ >turtle call ] with-scope ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: reset-turtle ( -- ) { 0 0 0 } >position 3 identity-matrix >orientation ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
C: turtle ( -- ) [ reset-turtle ] over with-turtle ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: make-matrix >r { } make r> group ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! These rotation matrices are from
! `Computer Graphics: Principles and Practice'
: Rz ( angle -- Rx ) deg>rad
[ dup cos , dup sin neg , 0 ,
dup sin , dup cos , 0 ,
0 , 0 , 1 , ] 3 make-matrix nip ;
: Ry ( angle -- Ry ) deg>rad
[ dup cos , 0 , dup sin ,
0 , 1 , 0 ,
dup sin neg , 0 , dup cos , ] 3 make-matrix nip ;
: Rx ( angle -- Rz ) deg>rad
[ 1 , 0 , 0 ,
0 , dup cos , dup sin neg ,
0 , dup sin , dup cos , ] 3 make-matrix nip ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: apply-rotation ( rotation -- ) orientation> swap m. >orientation ;
: rotate-x ( angle -- ) Rx apply-rotation ;
: rotate-y ( angle -- ) Ry apply-rotation ;
: rotate-z ( angle -- ) Rz apply-rotation ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: pitch-up ( angle -- ) neg rotate-x ;
: pitch-down ( angle -- ) rotate-x ;
: turn-left ( angle -- ) rotate-y ;
: turn-right ( angle -- ) neg rotate-y ;
: roll-left ( angle -- ) neg rotate-z ;
: roll-right ( angle -- ) rotate-z ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: step-vector ( length -- array ) { 0 0 1 } n*v ;
: step-turtle ( length -- )
step-vector orientation> swap m.v position> v+ >position ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: strafe-up ( length -- )
90 pitch-up
step-turtle
90 pitch-down ;
: strafe-down ( length -- )
90 pitch-down
step-turtle
90 pitch-up ;
: strafe-left ( length -- )
90 turn-left
step-turtle
90 turn-right ;
: strafe-right ( length -- )
90 turn-right
step-turtle
90 turn-left ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
VAR: turtle-stack
: init-turtle-stack ( -- ) V{ } clone >turtle-stack ;
: push-turtle ( -- ) turtle> clone turtle-stack> push ;
! : pop-turtle ( -- ) turtle-stack> pop >turtle ;
: pop-turtle ( -- )
turtle-stack> pop dup
turtle-position >position
turtle-orientation >orientation ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! roll-until-horizontal
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: V ( -- V ) { 0 1 0 } ;
: X ( -- 3array ) orientation> [ first ] map ;
: Y ( -- 3array ) orientation> [ second ] map ;
: Z ( -- 3array ) orientation> [ third ] map ;
: set-X ( seq -- ) orientation> [ 0 swap set-nth ] 2each ;
: set-Y ( seq -- ) orientation> [ 1 swap set-nth ] 2each ;
: set-Z ( seq -- ) orientation> [ 2 swap set-nth ] 2each ;
: roll-until-horizontal ( -- )
V Z cross normalize set-X
Z X cross normalize set-Y ;