![]() *If* you know for certain that your set is 100% connected i.e. PS: Now I simply included some 'scanlines' which wasn't much effort and also at least halves the calculation time. I just would like to have a top list of the most popular algorithms (and techniques), so I can decide, which algorithm I try to implement now. ![]() I had some problems with my computer (damaged power supply) the last weeks and now I just have only some days to finish and showcase my program (which should compare some algorithms and show their strengths and weakness). What about "Distance Estimation Method" or "Boundary Scanning Method".? Is there any algorithm which is able to rival the "ETM".?Īnd for Julia Sets I actually only implemented "Inverse Iteration Method (IIM)" and the Modified "Inverse Iteration Method (MIIM)". I know the technique of "Successive Refinement" from the Ultra Fractal Explorer and really like it.īut I guess that technique still bases on the "Espace Time Algorithm" which should be the the lowest of all algorithms. #SingleInstance, Force #NoEnv SetBatchLines, - 1 Uncomment if Gdip.ahk is not in your standard library #Include, Gdip.ahk FileOut := A_Desktop "\MyNewFile.png" TreeColor := 0xff0066ff ARGB TrunkWidth := 10 Pixels TrunkLength := 80 Pixels Angle := 60 Degrees ImageWidth := 670 Pixels ImageHeight := 450 Pixels Branches := 13 Decrease := 0.81 Angle := ( Angle * 0.Thanks for fast response at first. Finalise end Fractal_Tree Amazing Hopper Fill ( Rectangle => ( 0, 0, Width, Height )) Draw_Tree ( Level, Length, A_Start, X_Start, Y_Start ) Window. Positive_Sizes '( Width, Height ), Flags => 0 ) SDL. Natural_Coordinates '( X => 10, Y => 10 ), Size => SDL. Create ( Win => Window, Title => "Fractal tree", Position => SDL. Quit then return end if end loop delay 0.100 end loop end Wait begin if not SDL. ![]() Draw ( Line => Line ) Draw_Tree ( Level - 1, C_1 * Length, Angle + Angle_1, X_2, Y_2 ) Draw_Tree ( Level - 1, C_2 * Length, Angle - Angle_2, X_2, Y_2 ) end if end Draw_Tree procedure Wait is use type SDL. int ( Y_2 ))) begin if Level > 0 then Renderer. Pi X_2 : constant Float := X + Length * Cos ( Angle, 2.0 * Pi ) Y_2 : constant Float := Y + Length * Sin ( Angle, 2.0 * Pi ) Line : constant SDL. Events procedure Draw_Tree ( Level : in Natural Length : in Float Angle : in Float X, Y : in Float ) is use SDL use _Functions Pi : constant := Ada. With _Functions with with with with procedure Fractal_Tree is Width : constant := 600 Height : constant := 600 Level : constant := 13 Length : constant := 130.0 X_Start : constant := 475.0 Y_Start : constant := 580.0 A_Start : constant := - 1.54 Angle_1 : constant := 0.10 Angle_2 : constant := 0.35 C_1 : constant := 0.71 C_2 : constant := 0.87 Window : SDL. PROC DrawTree(INT x,y,len,angle,leftAngle,rightAngle) X^=xStack(stacksize) y^=yStack(stacksize)Īngle^=angleStack(stacksize) len^=lenStack(stacksize) PROC Pop(INT POINTER x,y,angle BYTE POINTER len,dir) INT ARRAY xStack(MAXSIZE),yStack(MAXSIZE),angleStack(MAXSIZE)īYTE ARRAY lenStack(MAXSIZE),dirStack(MAXSIZE)ĪngleStack(stacksize)=angle lenStack(stacksize)=len F drawTree(outfile, Float x, Float y len, theta) -> NĭrawTree(outfile, x2, y2, len * ScaleFactor, theta + DeltaAngle)ĭrawTree(outfile, x2, y2, len * ScaleFactor, theta - DeltaAngle)ĭrawTree(outsvg, 0.5 * Width, Height, TrunkLength, StartingAngle)Īction! language does not support recursion.
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