LOGO-L> 3-D maping of Hilbert curve 
Author Message
 LOGO-L> 3-D maping of Hilbert curve

;Hello every body
;here is a 3-D park "alas it is not beutiful"; as you can figure the
;walls use the most famous space filling curve (Hilbert curve).
;it is easy seen that maping this curve to the wall is fairly fast
;compared to 3d-bit mapping.
;Best regards
;Mhelhefni
;---------------------------------------------------------------
to go
perspective cs ht
setturtle -1 setxyz 1200 1200 1400
setturtle 0
rt 90  pu setx -600 pd wall
pu lt 90 repeat 7[pu setxyz 150 450 -150+ 70*repcount pd trees]
end

to branch
forward 15 vee
forward 15 vee
forward 10
back 40
end

to bush
left 60
repeat 4 [branch rt 30]
branch
left 60
end

to wall
repeat 4 [repeat 4[h 15 4] fd :a down 90]
end

to greentree
forward 70
bush
setpensize [3 3]
back 70
setpensize [1 1]
end

TO h :size :level
hilbert :size :level 1
make "a abs ycor bk :a
END

TO hilbert :size :lev :par
if :lev = 0 [stop]
lt :par * 90
hil :size :lev-1 -:par
fd :size
rt :par * 90
hil :size :lev-1 :par
fd :size
hil :size :lev-1 :par
rt :par * 90
fd :size
hil :size :lev-1 -:par
lt :par * 90
END

to treemove
penup
right 90
forward 80
left 90
pendown
end

to trees
repeat 5[greentree treemove]
end

to vee
left 45
forward 10
back 10
right 90
forward 10
back 10
left 45
end
;----------------------------------------------------------------
---------------------------------------------------------------





Sun, 05 Mar 2000 03:00:00 GMT  
 LOGO-L> 3-D maping of Hilbert curve

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And after you rename "hilbert" to "hil" you get the attached picture.
Last minute changes get you everytime.

Quote:

> ;Hello every body
> ;here is a 3-D park "alas it is not beutiful"; as you can figure the
> ;walls use the most famous space filling curve (Hilbert curve).
> ;it is easy seen that maping this curve to the wall is fairly fast
> ;compared to 3d-bit mapping.
> ;Best regards
> ;Mhelhefni
> ;---------------------------------------------------------------
> to go
> perspective cs ht
> setturtle -1 setxyz 1200 1200 1400
> setturtle 0
> rt 90  pu setx -600 pd wall
> pu lt 90 repeat 7[pu setxyz 150 450 -150+ 70*repcount pd trees]
> end

> to branch
> forward 15 vee
> forward 15 vee
> forward 10
> back 40
> end

> to bush
> left 60
> repeat 4 [branch rt 30]
> branch
> left 60
> end

> to wall
> repeat 4 [repeat 4[h 15 4] fd :a down 90]
> end

> to greentree
> forward 70
> bush
> setpensize [3 3]
> back 70
> setpensize [1 1]
> end

> TO h :size :level
> hilbert :size :level 1
> make "a abs ycor bk :a
> END

> TO hilbert :size :lev :par
> if :lev = 0 [stop]
> lt :par * 90
> hil :size :lev-1 -:par
> fd :size
> rt :par * 90
> hil :size :lev-1 :par
> fd :size
> hil :size :lev-1 :par
> rt :par * 90
> fd :size
> hil :size :lev-1 -:par
> lt :par * 90
> END

> to treemove
> penup
> right 90
> forward 80
> left 90
> pendown
> end

> to trees
> repeat 5[greentree treemove]
> end

> to vee
> left 45
> forward 10
> back 10
> right 90
> forward 10
> back 10
> left 45
> end
> ;----------------------------------------------------------------

--
===============================================================
George Mills

http://www.softronix.com
The www page contains some very powerful educational software.
Our single most important investment is our kids.
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Content-Transfer-Encoding: base64
Content-Disposition: inline; filename="PARK.gif"

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GZuUVVp5JZZZarkll116+SWYYYo5ZnkBAQA7
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---------------------------------------------------------------





Sun, 05 Mar 2000 03:00:00 GMT  
 
 [ 3 post ] 

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