ArrayList nodes; //the structure is composed of a bunch of connected "nodes" float boundary; //the radius of the boundary (limiting the area where new nodes grow) int overallHue; //hold the color //================================================================ void setup() { //some basic display settings size(600,400); smooth(); textSize(9); textAlign(CENTER, CENTER); background(0); colorMode(HSB, 360, 100, 255); //create the initial root node nodes = new ArrayList(); nodes.add(new node(width/2, height/2, -1)); boundary = 6.0; overallHue = int(random(360)); } //================================================================ void draw() { //draw all the nodes that have already been added background(0); for (int i=0; i<nodes.size(); i++) { node n = (node) nodes.get(i); n.show(); } //try to add a new node to the structure throwNode(); //text stuff fill(255); text("Click to reset...", width>>1, height-20); text(nodes.size(), 30, 20); } //================================================================ class node { float x, y; //position in 2D int pID; //parent ID (as stored in nodes ArrayList) int strength; //the more upstream nodes connected, the stronger the node //-------------------------------------------- node(float posX, float posY, int parentID) { //initialize the new node x = posX; y = posY; pID = parentID; strength = 1; } //-------------------------------------------- void show() { if (pID >= 0) { //every node except the root node has a pID greater than zero //float w = log(strength)/log(50)*50 + 50; // float w = log(strength) * 20 + 50; //get a nice gradient based on node's strength strokeWeight(w/128); //stronger nodes are thicker... stroke(overallHue,100,w); //...and brighter, too node parent = (node) nodes.get(pID); //get this node's parent line(x, y, parent.x, parent.y); //connect the dots } else { //this is the root node, so we'll just show a dot fill(overallHue,100, 255); ellipse(x, y, 3, 3); } } //-------------------------------------------- boolean inRange(float posX, float posY) { //checks if the coodinates are next to this node (will be used by new nodes looking for a home) float range = 2; return sqrt(sq(posX - x) + sq(posY - y)) < range; } //-------------------------------------------- void strengthen() { //increases strength of this node and all the recursive parents back to the root strength++; if (pID >= 0) { node pn = (node) nodes.get(pID); pn.strengthen(); } } } //================================================================ void reset() { //clear out all the nodes and start over nodes.clear(); nodes.add(new node(mouseX, mouseY, -1)); boundary = 6.0; overallHue = int(random(360)); } //================================================================ void mouseReleased() { //reset on a mouse clicks reset(); } //================================================================ void throwNode() { node n = (node) nodes.get(0); //need to reference the root node since the boundary is achored to it PVector pos = getBoundaryPos(true); //the position of the new node - starts on the boundary... PVector endPos = getBoundaryPos(false); //...and heads toward this random position (also on the boundary) PVector dir = PVector.sub(endPos, pos); //...this vector is the direction it will go dir.normalize(); //...one pixel at a time float oldBoundry = boundary; //boundry values may get changed so we need to keep track of what it was boolean bDone = false; //need to know when to jump out of our while loop while(!bDone) { float dst = sqrt(sq(pos.x - n.x) + sq(pos.y - n.y)); //get the new node's current distance from the root node for (int i=0; i<nodes.size(); i++) { //we'll go through each node in the structure to see if our new node is close enough to stick node t = (node) nodes.get(i); //load a node if (t.inRange(pos.x, pos.y)) { //check if it's close enough - if so we have a winner! node winner = new node(pos.x, pos.y, i); //define the new node winner.strengthen(); //strengthen it and all it's parents by one nodes.add(winner); //add it to the array list if (dst >= boundary) //check if the new node falls outside the boundaries... boundary = dst + 5; //bump it the boundaries out a bit if it is fill(255); ellipse(pos.x, pos.y, 2, 2); //show a sparkly dot bDone = true; //end the while-loop break; //break out of the for-loop } } if (dst >= oldBoundry) bDone = true; //end the while-loop if the node falls outside the boundaries pos.add(dir); //move the node one spot closer toward the endPos } } //================================================================ PVector getBoundaryPos(boolean bOnScreenOnly) { //pick a spot on the boundry node n = (node) nodes.get(0); //the boundary is achored to root node float angle = random(TWO_PI); //the boundry is circular, so we can just pick an angle to get our spot PVector pos = new PVector(sin(angle)*boundary + n.x, cos(angle)*boundary + n.y); //geometry rocks if (bOnScreenOnly) { //the boundary may extend off the screen and we sometimes only want points on-screen while (pos.x < 0 || pos.y < 0 || pos.x >= width || pos.y >= height) { //boundry checking angle = random(TWO_PI); //pick another angle... pos = new PVector(cos(angle)*boundary + n.x, sin(angle)*boundary + n.y); //...set up the PVector again } } return pos; }

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My half-assed attempt at DLA. Not terribly fast, but I think it looks pretty neat after a while...

5 Apr 2012