Brownian tree
| This page uses content from Wikipedia. The original article was at Brownian_tree. The list of authors can be seen in the page history. As with Rosetta Code, the text of Wikipedia is available under the GNU FDL. (See links for details on variance) |
You are encouraged to solve this task according to the task description, using any language you may know.
A Brownian Tree is generated as a result of an initial seed, followed by the interaction of two processes.
- The initial "seed" is placed somewhere within the field. Where is not particularly important; it could be randomized, or it could be a fixed point.
- Particles are injected into the field, and are individually given a (typically random) motion pattern.
- When a particle collides with the seed or tree, its position is fixed, and it's considered to be part of the tree.
Because of the lax rules governing the random nature of the particle's placement and motion, no two resulting trees are really expected to be the same, or even necessarily have the same general shape.
[edit] AutoHotkey
Takes a little while to run, be patient. Requires the GDI+ Standard Library by Tic
SetBatchLines -1Sample output file here
Process, Priority,, high
size := 400
D := .08
num := size * size * d
field:= Object()
field[size//2, size//2] := true ; set the seed
lost := 0
Loop % num
{
x := Rnd(1, size), y := Rnd(1, size)
Loop
{
oldX := X, oldY := Y
x += Rnd(-1, 1), y += Rnd(1, -1)
If ( field[x, y] )
{
field[oldX, oldY] := true
break
}
If ( X > Size ) or ( Y > Size) or ( X < 1 ) or ( Y < 1 )
{
lost++
break
}
}
}
pToken := Gdip_startup()
pBitmap := Gdip_CreateBitmap(size, size)
loop %size%
{
x := A_index
Loop %size%
{
If ( field[x, A_Index] )
{
Gdip_SetPixel(pBitmap, x, A_Index, 0xFF0000FF)
}
}
}
Gdip_SaveBitmapToFile(pBitmap, "brownian.png")
Gdip_DisposeImage(pBitmap)
Gdip_Shutdown(pToken)
Run brownian.png
MsgBox lost %lost%
Rnd(min, max){
Random, r, min, max
return r
}
[edit] BBC BASIC
SYS "SetWindowText", @hwnd%, "Brownian Tree"
SIZE = 400
VDU 23,22,SIZE;SIZE;8,16,16,0
GCOL 10
REM set the seed:
PLOT SIZE, SIZE
OFF
REPEAT
REM set particle's initial position:
REPEAT
X% = RND(SIZE)-1
Y% = RND(SIZE)-1
UNTIL POINT(2*X%,2*Y%) = 0
REPEAT
oldX% = X%
oldY% = Y%
X% += RND(3) - 2
Y% += RND(3) - 2
UNTIL POINT(2*X%,2*Y%)
IF X%>=0 IF X%<SIZE IF Y%>=0 IF Y%<SIZE PLOT 2*oldX%,2*oldY%
UNTIL FALSE
[edit] C
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <FreeImage.h>
#define NUM_PARTICLES 1000
#define SIZE 800
void draw_brownian_tree(int world[SIZE][SIZE]){
int px, py; // particle values
int dx, dy; // offsets
int i;
// set the seed
world[rand() % SIZE][rand() % SIZE] = 1;
for (i = 0; i < NUM_PARTICLES; i++){
// set particle's initial position
px = rand() % SIZE;
py = rand() % SIZE;
while (1){
// randomly choose a direction
dx = rand() % 3 - 1;
dy = rand() % 3 - 1;
if (dx + px < 0 || dx + px >= SIZE || dy + py < 0 || dy + py >= SIZE){
// plop the particle into some other random location
px = rand() % SIZE;
py = rand() % SIZE;
}else if (world[py + dy][px + dx] != 0){
// bumped into something
world[py][px] = 1;
break;
}else{
py += dy;
px += dx;
}
}
}
}
int main(){
int world[SIZE][SIZE];
FIBITMAP * img;
RGBQUAD rgb;
int x, y;
memset(world, 0, sizeof world);
srand((unsigned)time(NULL));
draw_brownian_tree(world);
img = FreeImage_Allocate(SIZE, SIZE, 32, 0, 0, 0);
for (y = 0; y < SIZE; y++){
for (x = 0; x < SIZE; x++){
rgb.rgbRed = rgb.rgbGreen = rgb.rgbBlue = (world[y][x] ? 255 : 0);
FreeImage_SetPixelColor(img, x, y, &rgb);
}
}
FreeImage_Save(FIF_BMP, img, "brownian_tree.bmp", 0);
FreeImage_Unload(img);
}
Bold text
[edit] C#
using System;
using System.Drawing;
namespace BrownianTree
{
class Program
{
static Bitmap BrownianTree(int size, int numparticles)
{
Bitmap bmp = new Bitmap(size, size);
Rectangle bounds = new Rectangle { X = 0, Y = 0, Size = bmp.Size };
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.Black);
}
Random rnd = new Random();
bmp.SetPixel(rnd.Next(size), rnd.Next(size), Color.White);
Point pt = new Point(), newpt = new Point();
for (int i = 0; i < numparticles; i++)
{
pt.X = rnd.Next(size);
pt.Y = rnd.Next(size);
do
{
newpt.X = pt.X + rnd.Next(-1, 2);
newpt.Y = pt.Y + rnd.Next(-1, 2);
if (!bounds.Contains(newpt))
{
pt.X = rnd.Next(size);
pt.Y = rnd.Next(size);
}
else if (bmp.GetPixel(newpt.X, newpt.Y).R > 0)
{
bmp.SetPixel(pt.X, pt.Y, Color.White);
break;
}
else
{
pt = newpt;
}
} while (true);
}
return bmp;
}
static void Main(string[] args)
{
BrownianTree(300, 3000).Save("browniantree.png");
}
}
}
[edit] D
Writes a Portable Bit Map image to stdout. A more efficient version generates particles in a disk not too much larger than the current tree.
import core.stdc.stdio: printf, putchar;
import core.stdc.stdlib: rand, srand;
import core.stdc.time: time;
enum int WIDTH = 800;
enum int HEIGHT = WIDTH;
enum int NUM_PARTICLES = 10_000;
static assert(NUM_PARTICLES > 0);
static assert((WIDTH * HEIGHT * 0.7) > NUM_PARTICLES);
alias ubyte[WIDTH][HEIGHT] TWorld;
void diffusionLimitedAggregation(ref TWorld world) nothrow {
world[HEIGHT / 2][WIDTH / 2] = 1; // put tree seed
foreach (_; 0 .. NUM_PARTICLES) {
// particle initial position
int px = rand() % WIDTH;
int py = rand() % HEIGHT;
while (true) { // move particle
// randomly choose a direction
immutable int dxy = rand() % 9;
immutable int dx = (dxy % 3) - 1; // offsets
immutable int dy = (dxy / 3) - 1;
if (dx + px < 0 || dx + px >= WIDTH ||
dy + py < 0 || dy + py >= HEIGHT) {
// move the particle to some other random location
px = rand() % WIDTH;
py = rand() % HEIGHT;
} else if (world[py + dy][px + dx]) {
world[py][px] = 1; // particle has touched, set it
break;
} else {
// move particle
py += dy;
px += dx;
}
}
}
}
void savePBM(const ref TWorld world) nothrow {
printf("P1\n%d %d\n", WIDTH, HEIGHT);
foreach (ref line; world) {
foreach (pixel; line)
printf(pixel ? "1 " : "0 ");
putchar('\n');
}
}
void main() {
srand(cast(uint)time(null));
TWorld world;
diffusionLimitedAggregation(world);
savePBM(world);
}
One output, WORLD_WIDTH=34, WORLD_HEIGHT=14, NUM_PARTICLES=30:
P1 34 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
[edit] Delphi
const
SIZE = 256;
NUM_PARTICLES = 1000;
procedure TForm1.Button1Click(Sender: TObject);
type
TByteArray = array[0..0] of Byte;
PByteArray = ^TByteArray;
var
B: TBitmap;
I: Integer;
P, D: TPoint;
begin
Randomize;
B := TBitmap.Create;
try
B.Width := SIZE;
B.Height := SIZE;
B.PixelFormat := pf8bit;
B.Canvas.Brush.Color := clBlack;
B.Canvas.FillRect(B.Canvas.ClipRect);
B.Canvas.Pixels[Random(SIZE), Random(SIZE)] := clWhite;
For I := 0 to NUM_PARTICLES - 1 do
Begin
P.X := Random(SIZE);
P.Y := Random(SIZE);
While true do
Begin
D.X := Random(3) - 1;
D.Y := Random(3) - 1;
Inc(P.X, D.X);
Inc(P.Y, D.Y);
If ((P.X or P.Y) < 0) or (P.X >= SIZE) or (P.Y >= SIZE) Then
Begin
P.X := Random(SIZE);
P.Y := Random(SIZE);
end
else if PByteArray(B.ScanLine[P.Y])^[P.X] <> 0 then
begin
PByteArray(B.ScanLine[P.Y-D.Y])^[P.X-D.X] := $FF;
Break;
end;
end;
end;
Canvas.Draw(0, 0, B);
finally
FreeAndNil(B);
end;
end;
[edit] Fantom
using fwt
using gfx
class Main
{
public static Void main ()
{
particles := Particles (300, 200)
1000.times { particles.addParticle } // add 1000 particles
Window // open up a display for the final tree
{
title = "Brownian Tree"
EdgePane
{
center = ScrollPane { content = ParticleCanvas(particles) }
},
}.open
}
}
class Particles
{
Bool[][] image
Int height
Int width
new make (Int height, Int width)
{
this.height = height
this.width = width
// set up initial image as an array of booleans with one set cell
image = [,]
width.times |w|
{
row := [,]
height.times { row.add (false) }
image.add (row)
}
image[Int.random(0..<width)][Int.random(0..<height)] = true
}
Bool get (Int w, Int h) { return image[w][h] }
Void addParticle ()
{
x := Int.random(0..<width)
y := Int.random(0..<height)
Int dx := 0
Int dy := 0
while (!image[x][y]) // loop until hit existing part of the tree
{
dx = [-1,0,1].random
dy = [-1,0,1].random
if ((0..<width).contains(x + dx))
x += dx
else // did not change x, so set dx = 0
dx = 0
if ((0..<height).contains(y + dy))
y += dy
else
dy = 0
}
// put x,y back to just before move onto existing part of tree
x -= dx
y -= dy
image[x][y] = true
}
}
class ParticleCanvas : Canvas
{
Particles particles
new make (Particles particles) { this.particles = particles }
// provides canvas size for parent scrollpane
override Size prefSize(Hints hints := Hints.defVal)
{
Size(particles.width, particles.height)
}
// repaint the display
override Void onPaint (Graphics g)
{
g.brush = Color.black
g.fillRect(0, 0, size.w, size.h)
g.brush = Color.green
particles.width.times |w|
{
particles.height.times |h|
{
if (particles.get(w, h)) // draw a 1x1 square for each set particle
g.fillRect (w, h, 1, 1)
}
}
}
}
[edit] Fortran
For RCImageBasic and RCImageIO, see Basic bitmap storage/Fortran and Write ppm file#Fortran
program BrownianTree
use RCImageBasic
use RCImageIO
implicit none
integer, parameter :: num_particles = 1000
integer, parameter :: wsize = 800
integer, dimension(wsize, wsize) :: world
type(rgbimage) :: gworld
integer :: x, y
! init seed
call init_random_seed
world = 0
call draw_brownian_tree(world)
call alloc_img(gworld, wsize, wsize)
call fill_img(gworld, rgb(0,0,0))
do y = 1, wsize
do x = 1, wsize
if ( world(x, y) /= 0 ) then
call put_pixel(gworld, x, y, rgb(255, 255, 255))
end if
end do
end do
open(unit=10, file='browniantree.ppm', action='write')
call output_ppm(10, gworld)
close(10)
call free_img(gworld)
contains
! this code is taken from the GNU gfortran online doc
subroutine init_random_seed
integer :: i, n, clock
integer, dimension(:), allocatable :: seed
call random_seed(size = n)
allocate(seed(n))
call system_clock(count = clock)
seed = clock + 37 * (/ ( i - 1, i = 1, n) /)
call random_seed(put = seed)
deallocate(seed)
end subroutine init_random_seed
function randbetween(a, b) result(res) ! suppose a < b
integer, intent(in) :: a, b
integer :: res
real :: r
call random_number(r)
res = a + int((b-a)*r + 0.5)
end function randbetween
function bounded(v, ll, ul) result(res)
integer, intent(in) :: v, ll, ul
logical res
res = ( v >= ll ) .and. ( v <= ul )
end function bounded
subroutine draw_brownian_tree(w)
integer, dimension(:,:), intent(inout) :: w
integer :: px, py, dx, dy, i
integer :: xsize, ysize
xsize = size(w, 1)
ysize = size(w, 2)
w(randbetween(1, xsize), randbetween(1, ysize)) = 1
do i = 1, num_particles
px = randbetween(1, xsize)
py = randbetween(1, ysize)
do
dx = randbetween(-1, 1)
dy = randbetween(-1, 1)
if ( .not. bounded(dx+px, 1, xsize) .or. .not. bounded(dy+py, 1, ysize) ) then
px = randbetween(1, xsize)
py = randbetween(1, ysize)
else if ( w(px+dx, py+dy) /= 0 ) then
w(px, py) = 1
exit
else
py = py + dy
px = px + dx
end if
end do
end do
end subroutine draw_brownian_tree
end program
[edit] Go
The interpretation here of "collide" in the case of a new particle generated on top of a pixel of the existing tree is not to ignore the particle, but to find a place for it nearby. This properly increases the brightness of the area, reflecting that a particle was generated in the area. Visually, it appears to strengthen existing spines of the tree.
Using standard image library:
package main
import (
"fmt"
"image"
"image/color"
"image/png"
"math/rand"
"os"
)
const w = 400 // image width
const h = 300 // image height
const n = 15000 // number of particles to add
const frost = 255 // white
var g *image.Gray
func main() {
g = image.NewGray(image.Rectangle{image.Point{0, 0}, image.Point{w, h}})
// off center seed position makes pleasingly asymetrical tree
g.SetGray(w/3, h/3, color.Gray{frost})
generate:
for a := 0; a < n; {
// generate random position for new particle
rp := image.Point{rand.Intn(w), rand.Intn(h)}
if g.At(rp.X, rp.Y).(color.Gray).Y == frost {
// position is already set. find a nearby free position.
for {
rp.X += rand.Intn(3) - 1
rp.Y += rand.Intn(3) - 1
// execpt if we run out of bounds, consider the particle lost.
if !rp.In(g.Rect) {
continue generate
}
if g.At(rp.X, rp.Y).(color.Gray).Y != frost {
break
}
}
} else {
// else particle is in free space. let it wander
// until it touches tree
for !hasNeighbor(rp) {
rp.X += rand.Intn(3) - 1
rp.Y += rand.Intn(3) - 1
// but again, if it wanders out of bounds consider it lost.
if !rp.In(g.Rect) {
continue generate
}
}
}
// x, y now specify a free position toucing the tree.
g.SetGray(rp.X, rp.Y, color.Gray{frost})
a++
// progress indicator
if a%100 == 0 {
fmt.Println(a, "of", n)
}
}
f, err := os.Create("tree.png")
if err != nil {
fmt.Println(err)
return
}
err = png.Encode(f, g)
if err != nil {
fmt.Println(err)
}
f.Close()
}
var n8 = []image.Point{
{-1, -1}, {-1, 0}, {-1, 1},
{0, -1}, {0, 1},
{1, -1}, {1, 0}, {1, 1}}
func hasNeighbor(p image.Point) bool {
for _, n := range n8 {
o := p.Add(n)
if o.In(g.Rect) && g.At(o.X, o.Y).(color.Gray).Y == frost {
return true
}
}
return false
}
Nearly the same, version below works with code from the bitmap task:
package main
// Files required to build supporting package raster are found in:
// * Bitmap
// * Grayscale image
// * Write a PPM file
import (
"fmt"
"math/rand"
"raster"
)
const w = 400 // image width
const h = 300 // image height
const n = 15000 // number of particles to add
const frost = 65535 // white
var g *raster.Grmap
func main() {
g = raster.NewGrmap(w, h)
// off center seed position makes pleasingly asymetrical tree
g.SetPx(w/3, h/3, frost)
var x, y int
generate:
for a := 0; a < n; {
// generate random position for new particle
x, y = rand.Intn(w), rand.Intn(h)
switch p, ok := g.GetPx(x, y); p {
case frost:
// position is already set. find a nearby free position.
for p == frost {
x += rand.Intn(3) - 1
y += rand.Intn(3) - 1
p, ok = g.GetPx(x, y)
// execpt if we run out of bounds, consider the particle lost.
if !ok {
continue generate
}
}
default:
// else particle is in free space. let it wander
// until it touches tree
for !hasNeighbor(x, y) {
x += rand.Intn(3) - 1
y += rand.Intn(3) - 1
// but again, if it wanders out of bounds consider it lost.
_, ok = g.GetPx(x, y)
if !ok {
continue generate
}
}
}
// x, y now specify a free position toucing the tree.
g.SetPx(x, y, frost)
a++
// progress indicator
if a%100 == 0 {
fmt.Println(a, "of", n)
}
}
g.Bitmap().WritePpmFile("tree.ppm")
}
var n8 = [][]int{
{-1, -1}, {-1, 0}, {-1, 1},
{ 0, -1}, { 0, 1},
{ 1, -1}, { 1, 0}, { 1, 1}}
func hasNeighbor(x, y int) bool {
for _, n := range n8 {
if p, ok := g.GetPx(x+n[0], y+n[1]); ok && p == frost {
return true
}
}
return false
}
[edit] Haskell
The modules Bitmap, Bitmap.Netpbm, and Bitmap.BW are on Rosetta Code. The commented-out type signatures require scoped type variables in order to function.
import Control.Monad
import Control.Monad.ST
import Data.STRef
import Data.Array.ST
import System.Random
import Bitmap
import Bitmap.BW
import Bitmap.Netpbm
main = do
g <- getStdGen
(t, _) <- stToIO $ drawTree (50, 50) (25, 25) 300 g
writeNetpbm "/tmp/tree.pbm" t
drawTree :: (Int, Int) -> (Int, Int) -> Int -> StdGen -> ST s (Image s BW, StdGen)
drawTree (width, height) start steps stdgen = do
img <- image width height off
setPix img (Pixel start) on
gen <- newSTRef stdgen
let -- randomElem :: [a] -> ST s a
randomElem l = do
stdgen <- readSTRef gen
let (i, stdgen') = randomR (0, length l - 1) stdgen
writeSTRef gen stdgen'
return $ l !! i
-- newPoint :: ST s (Int, Int)
newPoint = do
p <- randomElem border
c <- getPix img $ Pixel p
if c == off then return p else newPoint
-- wander :: (Int, Int) -> ST s ()
wander p = do
next <- randomElem $ filter (inRange pointRange) $ adjacent p
c <- getPix img $ Pixel next
if c == on then setPix img (Pixel p) on else wander next
replicateM_ steps $ newPoint >>= wander
stdgen <- readSTRef gen
return (img, stdgen)
where pointRange = ((0, 0), (width - 1, height - 1))
adjacent (x, y) = [(x - 1, y - 1), (x, y - 1), (x + 1, y - 1),
(x - 1, y), (x + 1, y),
(x - 1, y + 1), (x, y + 1), (x + 1, y + 1)]
border = liftM2 (,) [0, width - 1] [0 .. height - 1] ++
liftM2 (,) [1 .. width - 2] [0, height - 1]
off = black
on = white
[edit] Icon and Unicon
In this version the seed is randomly set within an inner area and particles are injected in an outer ring.
link graphics,printf
procedure main() # brownian tree
Density := .08 # % particles to area
SeedArea := .5 # central area to confine seed
ParticleArea := .7 # central area to exclude particles appearing
Height := Width := 400 # canvas
Particles := Height * Width * Density
Field := list(Height)
every !Field := list(Width)
Size := sprintf("size=%d,%d",Width,Height)
Fg := sprintf("fg=%s",?["green","red","blue"])
Label := sprintf("label=Brownian Tree %dx%d PA=%d%% SA=%d%% D=%d%%",
Width,Height,ParticleArea*100,SeedArea*100,Density*100)
WOpen(Label,Size,Fg,"bg=black") | stop("Unable to open Window")
sx := Height * SetInside(SeedArea)
sy := Width * SetInside(SeedArea)
Field[sx,sy] := 1
DrawPoint(sx,sy) # Seed the field
Lost := 0
every 1 to Particles do {
repeat {
px := Height * SetOutside(ParticleArea)
py := Width * SetOutside(ParticleArea)
if /Field[px,py] then
break # don't materialize in the tree
}
repeat {
dx := delta()
dy := delta()
if not ( xy := Field[px+dx,py+dy] ) then {
Lost +:= 1
next # lost try again
}
if \xy then
break # collision
px +:= dx # move to clear spot
py +:= dy
}
Field[px,py] := 1
DrawPoint(px,py) # Stick the particle
}
printf("Brownian Tree Complete: Particles=%d Lost=%d.\n",Particles,Lost)
WDone()
end
procedure delta() #: return a random 1 pixel perturbation
return integer(?0 * 3) - 1
end
procedure SetInside(core) #: set coord inside area
return core * ?0 + (1-core)/2
end
procedure SetOutside(core) #: set coord outside area
pt := ?0 * (1 - core)
pt +:= ( pt > (1-core)/2, core)
return pt
end
graphics.icn provides graphics printf.icn provides printf
[edit] J
brtr=:4 :0
seed=. ?x
clip=. 0 >. (<:x) <."1 ]
near=. [: clip +"1/&(,"0/~i:1)
p=.i.0 2
mask=. 1 (<"1 near seed)} x$0
field=.1 (<seed)} x$0
for.i.y do.
p=. clip (p +"1 <:?3$~$p),?x
b=.(<"1 p) { mask
fix=. b#p
if.#fix do. NB. if. works around j602 bug: 0(0#a:)}i.0 0
p=. (-.b)# p
mask=. 1 (<"1 near fix)} mask
field=. 1 (<"1 fix)} field
end.
end.
field
)
Example use:
require'viewmat'
viewmat 480 640 brtr 30000
Note that building a brownian tree like this takes a while and would be more interesting if this were animated.
[edit] Java
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.util.*;
import javax.swing.JFrame;
public class BrownianTree extends JFrame implements Runnable {
BufferedImage I;
private List<Particle> particles;
static Random rand = new Random();
public BrownianTree() {
super("Brownian Tree");
setBounds(100, 100, 400, 300);
setDefaultCloseOperation(EXIT_ON_CLOSE);
I = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
I.setRGB(I.getWidth() / 2, I.getHeight() / 2, 0xff00);
particles = new LinkedList<Particle>();
}
@Override
public void paint(Graphics g) {
g.drawImage(I, 0, 0, this);
}
public void run() {
for (int i = 0; i < 20000; i++) {
particles.add(new Particle());
}
while (!particles.isEmpty()) {
for (Iterator<Particle> it = particles.iterator(); it.hasNext();) {
if (it.next().move()) {
it.remove();
}
}
repaint();
}
}
public static void main(String[] args) {
BrownianTree b = new BrownianTree();
b.setVisible(true);
new Thread(b).start();
}
private class Particle {
private int x, y;
private Particle() {
x = rand.nextInt(I.getWidth());
y = rand.nextInt(I.getHeight());
}
/* returns true if either out of bounds or collided with tree */
private boolean move() {
int dx = rand.nextInt(3) - 1;
int dy = rand.nextInt(3) - 1;
if ((x + dx < 0) || (y + dy < 0)
|| (y + dy >= I.getHeight()) || (x + dx >= I.getWidth())) {
return true;
}
x += dx;
y += dy;
if ((I.getRGB(x, y) & 0xff00) == 0xff00) {
I.setRGB(x - dx, y - dy, 0xff00);
return true;
}
return false;
}
}
}
[edit] JavaScript + <canvas>
function brownian(canvasId, messageId) {
var canvas = document.getElementById(canvasId);
var ctx = canvas.getContext("2d");
// Options
var drawPos = true;
var seedResolution = 50;
var clearShade = 0; // 0..255
// Static state
var width = canvas.width;
var height = canvas.height;
var cx = width/2;
var cy = height/2;
var clearStyle = "rgba("+clearShade+", "+clearShade+", "+clearShade+", 1)";
// Utilities
function radius(x,y) {
return Math.sqrt((x-cx)*(x-cy)+(y-cx)*(y-cy));
}
function test(x, y) {
if (x < 0 || y < 0 || x >= width || y >= height)
return false;
var data = ctx.getImageData(x, y, 1, 1).data;
return data[0] != clearShade || data[1] != clearShade || data[2] != clearShade;
}
var shade = 120;
function setc(x, y, c) {
//var imgd = ctx.createImageData(1, 1);
//var pix = imgd.data;
//pix[0] = pix[1] = pix[2] = c == 255 ? 255 : shade;
//pix[3] = 255;
//shade = (shade + 1) % 254;
//ctx.putImageData(imgd, x, y);
//ctx.fillStyle = "rgba("+c+", "+c+", "+c+", 1)";
shade = (shade + 0.02) % 360;
if (c) {
ctx.fillStyle = "hsl("+shade+", 100%, 50%)";
} else {
ctx.fillStyle = clearStyle;
}
ctx.fillRect (x, y, 1, 1);
}
function set(x,y) {
setc(x,y,true);
}
function clear(x,y) {
setc(x,y,false);
}
// Initialize canvas to blank opaque
ctx.fillStyle = clearStyle;
ctx.fillRect (0, 0, width, height);
// Current position
var x;
var y;
// Farthest distance from center a particle has yet been placed.
var closeRadius = 1;
// Place seed
set(cx, cy);
// Choose a new random position for a particle (not necessarily unoccupied)
function newpos() {
// Wherever particles are injected, the tree will tend to grow faster
// toward it. Ideally, particles wander in from infinity; the best we
// could do is to have them wander in from the edge of the field.
// But in order to have the rendering occur in a reasonable time when
// the seed is small, without too much visible bias, we instead place
// the particles in a coarse grid. The final tree will cover every
// point on the grid.
//
// There's probably a better strategy than this.
x = Math.floor(Math.random()*(width/seedResolution))*seedResolution;
y = Math.floor(Math.random()*(height/seedResolution))*seedResolution;
}
newpos();
var animation;
animation = window.setInterval(function () {
if (drawPos) clear(x,y);
for (var i = 0; i < 10000; i++) {
var ox = x;
var oy = y;
// Changing this to use only the first four directions will result
// in a denser tree.
switch (Math.floor(Math.random()*8)) {
case 0: x++; break;
case 1: x--; break;
case 2: y++; break;
case 3: y--; break;
case 4: x++; y++; break;
case 5: x--; y++; break;
case 6: x++; y--; break;
case 7: x--; y--; break;
}
if (x < 0 || y < 0 ||
x >= width || y >= height ||
radius(x,y) > closeRadius+seedResolution+2) {
// wandered out of bounds or out of interesting range of the
// tree, so pick a new spot
var progress = 1000;
do {
newpos();
progress--;
} while ((test(x-1,y-1) || test(x,y-1) || test(x+1,y-1) ||
test(x-1,y ) || test(x,y ) || test(x+1,y ) ||
test(x-1,y+1) || test(x,y+1) || test(x+1,y+1)) && progress > 0);
if (progress <= 0) {
document.getElementById(messageId).appendChild(document.createTextNode("Stopped for lack of room."));
clearInterval(animation);
break;
}
}
if (test(x, y)) {
// hit something, mark where we came from and pick a new spot
set(ox,oy);
closeRadius = Math.max(closeRadius, radius(ox,oy));
newpos();
}
}
if (drawPos) set(x,y);
}, 1);
}
<html>
<head>
<script src="brownian.js"></script>
</head>
<body onload="brownian('canvas', 'message')">
<canvas id="canvas" width="402" height="402" style="border: 2px inset;"></canvas>
<div id="message"></div>
</body>
</html>
[edit] Liberty BASIC
'[RC]Brownian motion tree
nomainwin
dim screen(600,600)
WindowWidth = 600
WindowHeight = 600
open "Brownian" for graphics_nsb_nf as #1
#1 "trapclose [quit]"
#1 "down ; fill blue"
rad=57.29577951
particles=500
'draw starting circle and mid point
for n= 1 to 360
x=300-(200*sin(n/rad))
y=300-(200*cos(n/rad))
#1, "color white ; set ";x;" ";y
screen(x,y)=1
next n
#1, "color white ; set 300 300"
screen(300,300)=1
'set up initial particles
dim particle(particles,9)'x y deltax deltay rotx roty
for n = 1 to particles
gosub [randomparticle]
next
'start timed drawing loop
timer 17, [draw]
wait
[draw]
#1 "discard"
scan
for n = 1 to particles
oldx=particle(n,1)
oldy=particle(n,2)
'erase particle
if not(screen(oldx,oldy)) then
#1 "color blue ; set ";oldx;" ";oldy
end if
'move particle x
particle(n,1)=particle(n,1)+int((sin(particle(n,6)/rad)*10)+particle(n,3))
particle(n,5)=particle(n,5)+6 mod 360
if particle(n,1)>599 or particle(n,1)<1 then gosub [randomparticle]
'move particle y
particle(n,2)=particle(n,2)+int((sin(particle(n,5)/rad)*10)+particle(n,4))
particle(n,6)=particle(n,6)+6 mod 360
if particle(n,2)>599 or particle(n,2)<1 then gosub [randomparticle]
'checkhit
x=particle(n,1)
y=particle(n,2)
if screen(x-1,y-1) or screen(x-1,y) or screen(x-1,y+1)_
or screen(x,y-1) or screen(x,y) or screen(x,y+1)_
or screen(x+1,y-1) or screen(x+1,y) or screen(x+1,y+1) then
#1 "color white ; set ";particle(n,1);" ";particle(n,2)
screen(particle(n,1),particle(n,2))=1
else
#1 "color red ; set ";particle(n,1);" ";particle(n,2)
end if
next
wait
[randomparticle]
particle(n,1)=int(rnd(0)*599)+1
particle(n,2)=int(rnd(0)*599)+1
particle(n,3)=int(2-rnd(0)*4)
particle(n,4)=int(2-rnd(0)*4)
particle(n,5)=int(rnd(0)*360)
particle(n,6)=int(rnd(0)*360)
return
[quit]
timer 0
close #1
end
[edit] Lua
The output is stored in as a ppm-image. The source code of these output-functions is located at http://rosettacode.org/wiki/Bitmap/Write_a_PPM_file#Lua, http://rosettacode.org/wiki/Grayscale_image#Lua, http://rosettacode.org/wiki/Basic_bitmap_storage#Lua.
function SetSeed( f )
for i = 1, #f[1] do -- the whole boundary of the scene is used as the seed
f[1][i] = 1
f[#f][i] = 1
end
for i = 1, #f do
f[i][1] = 1
f[i][#f[1]] = 1
end
end
function SetParticle( f )
local pos_x, pos_y
repeat
pos_x = math.random( #f )
pos_y = math.random( #f[1] )
until f[pos_x][pos_y] == 0
return pos_x, pos_y
end
function Iterate( f, num_particles )
for i = 1, num_particles do
local pos_x, pos_y = SetParticle( f )
while true do
local dx = math.random(5) - 3
local dy = math.random(5) - 3
if ( pos_x+dx >= 1 and pos_x+dx <= #f and pos_y+dy >= 1 and pos_y+dy <= #f[1] ) then
if f[pos_x+dx][pos_y+dy] ~= 0 then
f[pos_x][pos_y] = 1
break
else
pos_x = pos_x + dx
pos_y = pos_y + dy
end
end
end
end
end
size_x, size_y = 400, 400 -- size of the scene
num_particles = 16000
math.randomseed( os.time() )
f = {}
for i = 1, size_x do
f[i] = {}
for j = 1, size_y do
f[i][j] = 0
end
end
SetSeed( f )
Iterate( f, num_particles )
-- prepare the data for writing into a ppm-image file
for i = 1, size_x do
for j = 1, size_y do
if f[i][j] == 1 then f[i][j] = 255 end
end
end
Write_PPM( "brownian_tree.ppm", ConvertToColorImage(f) )
[edit] Mathematica
There is a prettier version at the Mathematica demo site. Its source code is also available there but it is not mine.
Loosecanvasdim = 1000;
n = 0.35*canvasdim^2;
canvas = ConstantArray[0, {canvasdim, canvasdim}];
init = Floor@(0.5*{canvasdim, canvasdim}); (*RandomInteger[canvasdim,2]*)
canvas[[init[[1]], init[[2]]]] = 1; (*1st particle initialized to midpoint*)
Monitor[ (*Provides real-time intermediate result monitoring*)
Do[
particle = RandomInteger[canvasdim, 2];
While[True,
ds = RandomInteger[{-1, 1}, 2];
While[ (*New Particle Domain Limit Section*)
!And @@ (0 < (particle + ds)[[#]] <= canvasdim & /@ {1, 2}),
particle = RandomInteger[canvasdim, 2];
];
(* Particle Aggregation Section *)
If[canvas[[(particle + ds)[[1]], (particle + ds)[[2]]]] > 0,
canvas[[particle[[1]], particle[[2]]]] = i;
Break[],
particle += ds
];
],
{i, n}],
{i, (particle + ds), MatrixPlot@canvas}
]
MatrixPlot[canvas,FrameTicks->None,ColorFunction->"DarkRainbow",ColorRules->{0 -> None}]
Result:
[edit] OCaml
let world_width = 400
let world_height = 400
let num_particles = 20_000
let () =
assert(num_particles > 0);
assert(world_width * world_height > num_particles);
;;
let dla ~world =
(* put the tree seed *)
world.(world_height / 2).(world_width / 2) <- 1;
for i = 1 to num_particles do
(* looping helper function *)
let rec aux px py =
(* randomly choose a direction *)
let dx = (Random.int 3) - 1 (* offsets *)
and dy = (Random.int 3) - 1 in
if dx + px < 0 || dx + px >= world_width ||
dy + py < 0 || dy + py >= world_height then
(* plop the particle into some other random location *)
aux (Random.int world_width) (Random.int world_height)
else if world.(py + dy).(px + dx) <> 0 then
(* bumped into something, particle set *)
world.(py).(px) <- 1
else
aux (px + dx) (py + dy)
in
(* set particle's initial position *)
aux (Random.int world_width) (Random.int world_height)
done
let to_pbm ~world =
print_endline "P1"; (* Type=Portable bitmap, Encoding=ASCII *)
Printf.printf "%d %d\n" world_width world_height;
Array.iter (fun line ->
Array.iter print_int line;
print_newline()
) world
let () =
Random.self_init();
let world = Array.make_matrix world_width world_height 0 in
dla ~world;
to_pbm ~world;
;;
better to compile to native code to get a faster program:
$ ocamlopt -o brownian_tree.opt brownian_tree.ml $ ./brownian_tree.opt | display -
[edit] Octave
function r = browniantree(xsize, ysize = xsize, numparticle = 1000)
r = zeros(xsize, ysize, "uint8");
r(unidrnd(xsize), unidrnd(ysize)) = 1;
for i = 1:numparticle
px = unidrnd(xsize-1)+1;
py = unidrnd(ysize-1)+1;
while(1)
dx = unidrnd(2) - 1;
dy = unidrnd(2) - 1;
if ( (dx+px < 1) || (dx+px > xsize) || (dy+py < 1) || (dy+py > ysize) )
px = unidrnd(xsize-1)+1;
py = unidrnd(ysize-1)+1;
elseif ( r(px+dx, py+dy) != 0 )
r(px, py) = 1;
break;
else
px += dx;
py += dy;
endif
endwhile
endfor
endfunction
r = browniantree(200);
r( r > 0 ) = 255;
jpgwrite("browniantree.jpg", r, 100); % image package
[edit] Perl
Simulation code. Tremendously slow, partly because it doesn't use a grid-based collision checking. Showing three sample images with different STEP and ATTRACT parameters, to demonstrate how sensitive the result is to them.
Code runs until the tree reached specified radius. Output is written to "test.eps" of wherever the current directory is. The 0-0 sample took maybe 3 hours (I don't really know, I went for dinner.)
sub PI() { atan2(1,1) * 4 } # The, er, pi
sub STEP() { .5 } # How far does the particle move each step. Affects
# both speed and accuracy greatly
sub STOP_RADIUS() { 100 } # When the tree reaches this far from center, end
# At each step, move this much towards center. Bigger numbers help the speed because
# particles are less likely to wander off, but greatly affects tree shape.
# Should be between 0 and 1 ish. Set to 0 for pain.
sub ATTRACT() { .2 }
my @particles = map([ map([], 0 .. 2 * STOP_RADIUS) ], 0 .. 2 * STOP_RADIUS);
push @{ $particles[STOP_RADIUS][STOP_RADIUS] }, [0, 0];
my $r_start = 3;
my $max_dist = 0;
sub dist2 {
my ($dx, $dy) = ($_[0][0] - $_[1][0], $_[0][1] - $_[1][1]);
$dx * $dx + $dy * $dy
}
sub move {
my $p = shift;
# moved too far, kill particle
# return if dist2($p, [0, 0]) > 2 * $r_start * $r_start;
$p->[0] += 2 * $r_start while $p->[0] < -$r_start;
$p->[0] -= 2 * $r_start while $p->[0] > $r_start;
$p->[1] += 2 * $r_start while $p->[1] < -$r_start;
$p->[1] -= 2 * $r_start while $p->[1] > $r_start;
my ($ix, $iy) = (int($p->[0]), int($p->[1]));
my $dist = 2 * $r_start * $r_start;
my $nearest;
# see if the particle is close enough to stick to an exist one
for ($ix - 1 .. $ix + 1) {
my $idx = STOP_RADIUS + $_;
next if $idx > 2 * STOP_RADIUS || $idx < 0;
my $xs = $particles[ $idx ];
for ($iy - 1 .. $iy + 1) {
my $idx = STOP_RADIUS + $_;
next if $idx > 2 * STOP_RADIUS || $idx < 0;
for (@{ $xs->[ $idx ] }) {
my $d = dist2($p, $_);
next if $d > 2;
next if $d > $dist;
$dist = $d;
$nearest = $_;
}
}
}
# yes, found one
if ($nearest) {
my $displace = [ $p->[0] - $nearest->[0],
$p->[1] - $nearest->[1] ];
my $angle = atan2($displace->[1], $displace->[0]);
$p->[0] = $nearest->[0] + cos($angle);
$p->[1] = $nearest->[1] + sin($angle);
push @{$particles[$ix + STOP_RADIUS][$iy + STOP_RADIUS]}, [ @$p ];
$dist = sqrt dist2($p);
if ($dist + 10 > $r_start && $r_start < STOP_RADIUS + 10) {
$r_start = $dist + 10
}
if (int($dist + 1) > $max_dist) {
$max_dist = int($dist + 1);
# write_eps();
# system('pstopnm -portrait -xborder 0 -yborder 0 test.eps 2> /dev/null');
# system('pnmtopng test.eps001.ppm 2>/dev/null > test.png');
return 3 if $max_dist >= STOP_RADIUS;
}
return 2;
}
# random walk
my $angle = rand(2 * PI);
$p->[0] += STEP * cos($angle);
$p->[1] += STEP * sin($angle);
# drag particle towards center by some distance
my $nudge;
if (sqrt(dist2($p, [0, 0])) > STOP_RADIUS + 1) {
$nudge = 1;
} else {
$nudge = STEP * ATTRACT;
}
if ($nudge) {
$angle = atan2($p->[1], $p->[0]);
$p->[0] -= $nudge * cos($angle);
$p->[1] -= $nudge * sin($angle);
}
return 1;
}
my $count;
PARTICLE: while (1) {
my $a = rand(2 * PI);
my $p = [ $r_start * cos($a), $r_start * sin($a) ];
while ($_ = move($p)) {
given ($_) {
when (1) { next }
when (2) { $count++; last; }
when (3) { last PARTICLE }
default { last }
}
}
print STDERR "$count $max_dist/@{[int($r_start)]}/@{[STOP_RADIUS]}\r" unless $count% 7;
}
sub write_eps {
my $size = 128;
my $p = $size / (STOP_RADIUS * 1.05);
my $b = STOP_RADIUS * $p;
if ($p < 1) {
$size = STOP_RADIUS * 1.05;
$b = STOP_RADIUS;
$p = 1;
}
my $hp = $p / 2;
open OUT, ">", "test.eps";
# print EPS to standard out
print OUT <<"HEAD";
%!PS-Adobe-3.0 EPSF-3.0
%%BoundingBox: 0 0 @{[$size*2, $size*2]}
$size $size translate
/l{ rlineto }def
/c{ $hp 0 360 arc fill }def
-$size -$size moveto
$size 2 mul 0 l
0 $size 2 mul l
-$size 2 mul 0 l
closepath
0 setgray fill
0 setlinewidth .1 setgray 0 0 $b 0 360 arc stroke
.8 setgray /TimesRoman findfont 16 scalefont setfont
-$size 10 add $size -16 add moveto
(Step = @{[STEP]} Attract = @{[ATTRACT]}) show
0 1 0 setrgbcolor newpath
HEAD
for (@particles) {
for (@$_) {
printf OUT "%.3g %.3g c ", map { $_ * $p } @$_ for @$_;
}
}
print OUT "\n%%EOF";
close OUT;
}
write_eps;
[edit] PicoLisp
(load "@lib/simul.l")
(de brownianTree (File Size Cnt)
(let Img (grid Size Size)
(put Img (/ Size 2) (/ Size 2) 'pix T)
(use (P Q)
(do Cnt
(setq P (get Img (rand 1 Size) (rand 1 Size)))
(loop
(setq Q ((if2 (rand T) (rand T) north east south west) P))
(T (; Q pix) (put P 'pix T))
(setq P (or Q (get Img (rand 1 Size) (rand 1 Size)))) ) ) )
(out "img.pbm"
(prinl "P1")
(prinl Size " " Size)
(for L Img
(for This L
(prin (if (: pix) 1 0)) )
(prinl) ) ) ) )
Use:
(brownianTree "img.pbm" 300 9000) (call 'display "img.pbm")
[edit] PureBasic
#Window1 = 0
#Image1 = 0
#ImgGadget = 0
#NUM_PARTICLES = 3000
#width = 200
#height = 200
#xmax = #width -3
#ymax = #height -3
Define.i Event ,i ,x,y
If OpenWindow(#Window1, 0, 0, #width, #height, "Brownian Tree PureBasic Example", #PB_Window_SystemMenu )
If CreateImage(#Image1, #width, #height)
ImageGadget(#ImgGadget, 0, 0, #width, #height, ImageID(#Image1))
StartDrawing(ImageOutput(#Image1))
FrontColor($FFFFFF)
Plot( Random(#xmax) , Random(#ymax ))
StopDrawing()
SetGadgetState(#ImgGadget, ImageID(#Image1))
For i = 1 To #NUM_PARTICLES
x = Random(#xmax)+1 : y = Random (#ymax)+1
StartDrawing(ImageOutput(#Image1))
While Point(x+1, y+1) + Point(x, y+1)+Point(x+1, y)+Point(x-1, y-1)+Point(x-1, y)+Point(x, y-1) = 0
x = x + (Random(2)-1) : y = y + (Random(2)-1)
If x < 1 Or x > #xmax Or y < 1 Or y > #ymax
x = Random(#xmax)+1 : y = Random (#ymax)+1
EndIf
Wend
Plot(x,y)
StopDrawing()
SetGadgetState(#ImgGadget, ImageID(#Image1))
Next
EndIf
Repeat
Event = WaitWindowEvent()
Until Event = #PB_Event_CloseWindow
EndIf
[edit] Python
import pygame, sys, os
from pygame.locals import *
from random import randint
pygame.init()
MAXSPEED = 15
SIZE = 3
COLOR = (45, 90, 45)
WINDOWSIZE = 400
TIMETICK = 1
MAXPART = 50
freeParticles = pygame.sprite.Group()
tree = pygame.sprite.Group()
window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE))
pygame.display.set_caption("Brownian Tree")
screen = pygame.display.get_surface()
class Particle(pygame.sprite.Sprite):
def __init__(self, vector, location, surface):
pygame.sprite.Sprite.__init__(self)
self.vector = vector
self.surface = surface
self.accelerate(vector)
self.add(freeParticles)
self.rect = pygame.Rect(location[0], location[1], SIZE, SIZE)
self.surface.fill(COLOR, self.rect)
def onEdge(self):
if self.rect.left <= 0:
self.vector = (abs(self.vector[0]), self.vector[1])
elif self.rect.top <= 0:
self.vector = (self.vector[0], abs(self.vector[1]))
elif self.rect.right >= WINDOWSIZE:
self.vector = (-abs(self.vector[0]), self.vector[1])
elif self.rect.bottom >= WINDOWSIZE:
self.vector = (self.vector[0], -abs(self.vector[1]))
def update(self):
if freeParticles in self.groups():
self.surface.fill((0,0,0), self.rect)
self.remove(freeParticles)
if pygame.sprite.spritecollideany(self, freeParticles):
self.accelerate((randint(-MAXSPEED, MAXSPEED),
randint(-MAXSPEED, MAXSPEED)))
self.add(freeParticles)
elif pygame.sprite.spritecollideany(self, tree):
self.stop()
else:
self.add(freeParticles)
self.onEdge()
if (self.vector == (0,0)) and tree not in self.groups():
self.accelerate((randint(-MAXSPEED, MAXSPEED),
randint(-MAXSPEED, MAXSPEED)))
self.rect.move_ip(self.vector[0], self.vector[1])
self.surface.fill(COLOR, self.rect)
def stop(self):
self.vector = (0,0)
self.remove(freeParticles)
self.add(tree)
def accelerate(self, vector):
self.vector = vector
NEW = USEREVENT + 1
TICK = USEREVENT + 2
pygame.time.set_timer(NEW, 50)
pygame.time.set_timer(TICK, TIMETICK)
def input(events):
for event in events:
if event.type == QUIT:
sys.exit(0)
elif event.type == NEW and (len(freeParticles) < MAXPART):
Particle((randint(-MAXSPEED,MAXSPEED),
randint(-MAXSPEED,MAXSPEED)),
(randint(0, WINDOWSIZE), randint(0, WINDOWSIZE)),
screen)
elif event.type == TICK:
freeParticles.update()
half = WINDOWSIZE/2
tenth = WINDOWSIZE/10
root = Particle((0,0),
(randint(half-tenth, half+tenth),
randint(half-tenth, half+tenth)), screen)
root.stop()
while True:
input(pygame.event.get())
pygame.display.flip()
[edit] REXX
A large part of the REXX program's prologue was to handle the various options.
With a little more code, a petri dish option could be added, that is, when a particle
hits the edge, it "bounces" back. Also, it would display as a round area (field).
Extra code was added to do snapshots of the field, either/or after so many cycles,
or after some (whole) seconds have elasped. This makes for facinating observations.
/*REXX program shows brownian motion of dust in a field with one seed. */
parse arg height width motes .
if height=='' | height==',' then height=0
if width=='' | width==',' then width=0
if motes=='' then motes='10%' /*nn% Calculate # of dust motes.*/
/* ... otherwise just the number.*/
tree ='*' /*an affixed dust speck (tree). */
mote ='fa'x /*char for a loose mote (of dust)*/
empty=' ' /*char for an empty spot in field*/
clearScr='CLS' /*(DOS?) command to clear screen.*/
eons=1000000 /*time limit for browian movement*/
snapshot=0 /*every n winks, show snapshot.*/
snaptime=2 /*every n secs, show snapshot.*/
seedPos=30 45 /*place seed in this field pos. */
seedPos=0 /*if =0, use middle of the field.*/
/*if -1, use random placement. */
/*otherwise, place it at seedPos.*/
randseed=0 /*set RANDSEED for repeatability.*/
if randseed\==0 then call random ,,randseed /*set the 1st random num.*/
if height==0 | width==0 then _=scrsize() /*not all REXXes have SCRSIZE.*/
if height==0 then height=word(_,1)-3
if width==0 then width=word(_,2)-1
seedAt=seedPos
if seedPos== 0 then seedAt=width%2 height%2
if seedPos==-1 then seedAt=random(1,width) random(1,height)
parse var seedAt xs ys .
if right(motes,1)=='%' then motes=height*width*strip(motes,,'%')%100
@.=empty /*create the field, all empty. */
do j=1 for motes /*sprinkle dust motes randomly. */
rx=random(1, width); ry=random(1,height); @.rx.ry=mote
end
/*plant the seed from which the */
/*tree will grow from dust motes */
@.xs.ys=tree /*that affixed themselves. */
call show /*show field before we mess it up*/
tim=0 /*the time (in secs) of last show*/
loX=1; hiX= width /*used to optimize mote searching*/
loY=1; hiY=height /* " " " " " */
/*─────────────────────────────soooo, this is brownian motion.*/
do winks=1 for eons until \motion /*EONs is used just in case of ∞.*/
motion=0 /*turn off brownian motion flag. */
if snapshot\==0 then if winks//snapshot==0 then call show
if snaptime\==0 then do; t=time('S')
if t\==tim & t//snaptime==0 then do
tim=time('s')
call show
end
end
minX=loX; maxX=hiX /*as the tree grows, the search */
minY=loY; maxY=hiY /* for dust motes gets faster. */
loX= width; hiX=1 /*used to limit mote searching. */
loY=height; hiY=1 /* " " " " " */
do x=minX to maxX; xm=x-1; xp=x+1
do y=minY to maxY; if @.x.y\==mote then iterate
if x<loX then loX=x; if x>hiX then hiX=x /*is faster than: hiX=max(X hiX) */
if y<loY then loY=y; if y>hiY then hiY=y /*is faster than: hiY=max(y hiY) */
if @.xm.y ==tree then do; @.x.y=tree; iterate; end /*neighbor?*/
if @.xp.y ==tree then do; @.x.y=tree; iterate; end /*neighbor?*/
ym=y-1
if @.x.ym ==tree then do; @.x.y=tree; iterate; end /*neighbor?*/
if @.xm.ym==tree then do; @.x.y=tree; iterate; end /*neighbor?*/
if @.xp.ym==tree then do; @.x.y=tree; iterate; end /*neighbor?*/
yp=y+1
if @.x.yp ==tree then do; @.x.y=tree; iterate; end /*neighbor?*/
if @.xm.yp==tree then do; @.x.y=tree; iterate; end /*neighbor?*/
if @.xp.yp==tree then do; @.x.y=tree; iterate; end /*neighbor?*/
motion=1 /*brownian motion is coming up. */
xb=x+random(1,3)-2 /*apply brownian motion for X. */
yb=y+random(1,3)-2 /*apply brownian motion for Y. */
if @.xb.yb\==empty then iterate /*can the mote move there ? */
@.x.y=empty /*"blank" out the old position. */
@.xb.yb=mote /*move the mote (or possibly not)*/
if xb<loX then loX=max(1,xb); if xb>hiX then hiX=min( width,xb)
if yb<loY then loY=max(1,yb); if yb>hiY then hiY=min(height,yb)
end /*y*/
end /*x*/
call crop
end /*winks*/
call show
exit
/*────────────────────────────────SHOW subroutine───────────────────────*/
show: clearScr /*not necessary, but speeds it up*/
do ys=height by -1 for height; aRow=
do xs=1 for width; aRow=aRow||@.xs.ys
end /*xs*/
say aRow
end /*ys*/
return
/*────────────────────────────────CROP subroutine───────────────────────*/
crop: if loX>1 & hiX<width & loY>1 & hiY<height then return /*cropping?*/
do yc=-1 to height+1 by height+2 /*delete motes (moved off field).*/
do xc=-1 to width+1; if @.xc.yc==empty then iterate; @.xc.yc=empty
end /*xc*/
end /*yc*/
do xc=-1 to width+1 by width+2 /*delete motes (moved off field).*/
do yc=-1 to height+1; if @.xc.yc==empty then iterate; @.xc.yc=empty
end /*yc*/
end /*xc*/
return
Output when using the input of:
* *
**
* *
* * * ****
*** * * * * *
* * * * * * **
** ** * ** *
* ** * * **
** * ** * *
** * ** * * * *
* * * * **
* * ** ** * * *** *
* * * * *
* * * * * * * * *
** * ** * * ** * **
* * * * * * ** * *
* ** * * ** * * *
* * * ** * ** *
* * * * * * *
* * * * ** * * *
* *** * * * * ** * **
* *** * ** * ** * * ** ** * *
** * * * * ** * * * *
* * * * * ** * * *** *
** ** * * * * * * ** ** * * * * **
* * * * ** * * * * ** ** * * *
* * * * * * * * *
* * ** * ** * * * **
* * *** * **** * * * * *
* **** * * * * * **** * ** *
* * * * * *** * * ** ** **
* * * * * * ** * * * * *** * ***
** * * * ** * * * ** * ** ** *
** * * * * * ** ** * * * **
* * * * * * * * ** ** * ** **
* * * ** * * * * * * * * **** *
* * * * * ** * ** * * *** * * * * **
** ** ** * ** ** * * * * * ** *
* * * ** * * * * * * *
* * ** * * * * ** * * * * * * *
* * * * * ** * * * * * ** * * *
* ** * * * * * *** * * ** **
* * * * * * * * ** * * * * * ** *
* * * * ** * ** * * * * * ** * * *
*** * * * * * * * * * * * * * * * *
* * * ** * * * * * * ** * * * * * * * *** * *** * * ** * * *
** * * * * * ** * ** ** ** * * ** * * *** * ** * * * * ** * *
* * * * * * * * * * * * * * * ** * * * ** * ** *
* * * * * ** ** ****** * * ** * ** * * ** * * * * * * * ** * * * ** *
* * ** * ** * * * ** ** ** * ** ** * * * * * * * * * * ** * ** *
** * * * * * * * * * * * * * * * * ** * * * * * * * *
* *** * * * * * * * * ** ** * * * * * * * *** * * * *** *
* * * * * * * * * * * * ** * * * ** * * * ** * * ** * * *
** * ** * * * ** ** * * * * ** * ** * * * * *
* * * * * * ** ***** * * ** * * * ** * *
* * * ** * * ** * * * * * * ** * * ** * ** * ** *
* * * * * * * * * * * * * * * * * * ** *
* * * ** * * * * ** * * **** ** * * *
** * * ** * ** * * * * * * * * ** ** * * *
* ** * * * * * * ** * * * * * * * * * *
* * * ***** *** ** * * ** * ** * *** * ** * * ** ** *
** * * * * * ** * * ** * * * * *
* * * * * * * * * * * * * * * * *
* ** *** * * * * * * ** * * * ***
* * * * * * ** * * * *
** * * * * * * * * * * *
* ** * ** * ** * ** * * * * * *
* ** * * * * * ** * * * * *
* * * * ** * * * * * * * * *
* * * * * ** ** * * * * *
* * * ** * * * * * * *
** *** * * * ** * *
*** * * * * * ** ** * * **
* * *** * * * * **
* * * * * *
** *
* * *
* *
* ***
* * *
* * **
* * *
*
[edit] Ruby
require 'rubygems'
require 'RMagick'
NUM_PARTICLES = 1000
SIZE = 800
def draw_brownian_tree world
# set the seed
world[rand SIZE][rand SIZE] = 1
NUM_PARTICLES.times do
# set particle's position
px = rand SIZE
py = rand SIZE
loop do
# randomly choose a direction
dx = rand(3) - 1
dy = rand(3) - 1
if dx + px < 0 or dx + px >= SIZE or dy + py < 0 or dy + py >= SIZE
# plop the particle into some other random location
px = rand SIZE
py = rand SIZE
elsif world[py + dy][px + dx] != 0
# bumped into something
world[py][px] = 1
break
else
py += dy
px += dx
end
end
end
end
world = Array.new(SIZE) { Array.new(SIZE, 0) }
srand Time.now.to_i
draw_brownian_tree world
img = Magick::Image.new(SIZE, SIZE) do
self.background_color = "black"
end
draw = Magick::Draw.new
draw.fill "white"
world.each_with_index do |row, y|
row.each_with_index do |colour, x|
draw.point x, y if colour != 0
end
end
draw.draw img
img.write "brownian_tree.bmp"
[edit] Run BASIC
numParticles = 3000
dim canvas(201,201)
canvas(rnd(1) * 100 , rnd(1) * 200) = 1 'start point
for i = 1 To numParticles
x = (rnd(1) * 199) + 1
y = (rnd(1) * 199) + 1
while canvas(x+1, y+1) + canvas(x, y+1)+canvas(x+1, y)+canvas(x-1, y-1)+canvas(x-1, y)+canvas(x, y-1) = 0
x = x + (rnd(1)* 2) + 1
y = y + (rnd(1)* 2) + 1
If x < 1 Or x > 200 Or y < 1 Or y > 200 then
x = (rnd(1) * 199) + 1
y = (rnd(1) * 199) + 1
end if
wend
canvas(x,y) = 1
next i
graphic #g, 200,200
for x = 1 to 200
for y = 1 to 200
if canvas(x,y) = 1 then #g "color green ; set "; x; " "; y else #g "color blue ; set "; x; " "; y
next y
next x
render #g
#g "flush"
[edit] Scheme
; Save bitmap to external file
(define (save-pbm bitmap filename)
(define f (open-output-file filename))
(simple-format f "P1\n~A ~A\n"
(list-ref (array-dimensions bitmap) 0)
(list-ref (array-dimensions bitmap) 1))
(do ((c 0 (+ c 1))) ((eqv? c (list-ref (array-dimensions bitmap) 1)))
(do ((r 0 (+ r 1))) ((eqv? r (list-ref (array-dimensions bitmap) 0)))
(display (array-ref bitmap r c) f))
(newline f))
(close-output-port f)
)
; Return a random coordinate in the bitmap that isn't filled yet along with a direction
(define (new-particle bitmap)
(define x (random (list-ref (array-dimensions bitmap) 0)))
(define y (random (list-ref (array-dimensions bitmap) 1)))
(define dx (- (random 3) 1))
(define dy (- (random 3) 1))
;Repeat until we find an unused location
(if (> (array-ref bitmap x y) 0)
(new-particle bitmap)
(list (list x y) (list dx dy))))
; Check neighboring coordinates to see if a collision occured
(define (collision-check bitmap p)
(define c #f)
(define oob #f)
(define x (list-ref (car p) 0))
(define y (list-ref (car p) 1))
(define dx (list-ref (cadr p) 0))
(define dy (list-ref (cadr p) 1))
(define w (list-ref (array-dimensions bitmap) 0))
(define h (list-ref (array-dimensions bitmap) 1))
; If the particle hasn't gone out of bounds keep checking for a collision
(if (or (> 0 x) (> 0 y) (<= w x) (<= h y))
(set! oob #t)
(do ((x (- (list-ref (car p) 0) 1) (+ x 1))) ((eqv? x (+ (list-ref (car p) 0) 2)))
(do ((y (- (list-ref (car p) 1) 1) (+ y 1))) ((eqv? y (+ (list-ref (car p) 1) 2)))
; Check existing neighbors for collisions
(if (and (<= 0 x) (<= 0 y) (> w x) (> h y))
(if (not (zero? (array-ref bitmap x y)))
(set! c #t))))))
(if oob
#f ; Return false if out of bounds
(if c
p ; Return the point of collision if a collision occured
(if (and (zero? dx) (zero? dy))
#f ; Return false if particle is motionless with no collision
(collision-check bitmap (particle-move p))))))
; Plot a particle on the bitmap
(define (particle-plot! bitmap p)
(array-set! bitmap 1 (list-ref (car p) 0) (list-ref (car p) 1)))
; Move a particle along its slope
(define (particle-move p)
(list (list
(+ (list-ref (car p) 0) (list-ref (cadr p) 0))
(+ (list-ref (car p) 1) (list-ref (cadr p) 1)))
(cadr p)))
; Grow a brownian tree
(define (grow-brownian-tree! bitmap collisions)
(define w (list-ref (array-dimensions bitmap) 0))
(define h (list-ref (array-dimensions bitmap) 1))
; Generate a new particle at a random location
(define p (new-particle bitmap))
; Find a collision or lack of one and plot it on the bitmap
(set! p (collision-check bitmap p))
(if p (begin
; Display collision number and the place it happened
(display collisions)(display ": ")(display (car p))(newline)
(set! collisions (- collisions 1))
; Plot the point
(particle-plot! bitmap p)))
; If we're done say so
(if (zero? collisions)
(display "Done\n"))
; Keep going until we have enough collisions
; or have filled the bitmap
(if (and (< 0 collisions) (memq 0 (array->list (array-contents bitmap))))
(grow-brownian-tree! bitmap collisions)))
; Plot a random point to seed the brownian tree
(define (seed-brownian-tree! bitmap)
(define p (new-particle bitmap))
(particle-plot! bitmap p))
;;; Example usage ;;;
; Seed the random number generator
(let ((time (gettimeofday)))
(set! *random-state*
(seed->random-state (+ (car time) (cdr time)))))
; Generate a tree with 320*240 collisions on a bitmap of the size 640x480
; The bitmap is zeroed to start and written with a one where a collision occurs
(define bitmap (make-array 0 640 480))
(seed-brownian-tree! bitmap)
(grow-brownian-tree! bitmap (* 320 240))
; Save to a portable bitmap file
(save-pbm bitmap "brownian-tree.pbm")
[edit] Seed7
The program below generates a small brownian tree. You can watch how it grows.
$ include "seed7_05.s7i";
include "draw.s7i";
include "keybd.s7i";
const integer: SIZE is 300;
const integer: SCALE is 1;
const proc: genBrownianTree (in integer: fieldSize, in integer: numParticles) is func
local
var array array integer: world is 0 times 0 times 0;
var integer: px is 0;
var integer: py is 0;
var integer: dx is 0;
var integer: dy is 0;
var integer: i is 0;
var boolean: bumped is FALSE;
begin
world := fieldSize times fieldSize times 0;
world[rand(1, fieldSize)][rand(1, fieldSize)] := 1; # Set the seed
for i range 1 to numParticles do
# Set particle's initial position
px := rand(1, fieldSize);
py := rand(1, fieldSize);
bumped := FALSE;
repeat
# Randomly choose a direction
dx := rand(-1, 1);
dy := rand(-1, 1);
if dx + px < 1 or dx + px > fieldSize or dy + py < 1 or dy + py > fieldSize then
# Plop the particle into some other random location
px := rand(1, fieldSize);
py := rand(1, fieldSize);
elsif world[py + dy][px + dx] <> 0 then
# Bumped into something
world[py][px] := 1;
rect(SCALE * pred(px), SCALE * pred(py), SCALE, SCALE, white);
DRAW_FLUSH;
bumped := TRUE;
else
py +:= dy;
px +:= dx;
end if;
until bumped;
end for;
end func;
const proc: main is func
begin
screen(SIZE * SCALE, SIZE * SCALE);
KEYBOARD := GRAPH_KEYBOARD;
genBrownianTree(SIZE, 20000);
readln(KEYBOARD);
end func;
Original source: [1]
[edit] Tcl
package require Tcl 8.5
package require Tk
set SIZE 300
image create photo brownianTree -width $SIZE -height $SIZE
interp alias {} plot {} brownianTree put white -to
brownianTree put black -to 0 0 [expr {$SIZE-1}] [expr {$SIZE-1}]
proc rnd {range} {expr {int(rand() * $range)}}
proc makeBrownianTree count {
global SIZE
# Set the seed
plot [rnd $SIZE] [rnd $SIZE]
for {set i 0} {$i<$count} {incr i} {
# Set a random particle's initial position
set px [rnd $SIZE]
set py [rnd $SIZE]
while 1 {
# Randomly choose a direction
set dx [expr {[rnd 3] - 1}]
set dy [expr {[rnd 3] - 1}]
# If we are going out of bounds...
if {$px+$dx < 0 || $px+$dx >= $SIZE || $py+$dy < 0 || $py+$dy>=$SIZE} {
# Out of bounds, so move back in
set dx [expr {[rnd 3] - 1}]
set dy [expr {[rnd 3] - 1}]
continue
}
set ox $px
set oy $py
# Move/see if we would hit anything
incr px $dx
incr py $dy
if {[lindex [brownianTree get $px $py] 0]} {
# Hit something, so plot where we were
plot $ox $oy
break
}
}
## For display while things are processing, uncomment next line
#update;puts -nonewline .;flush stdout
}
}
pack [label .l -image brownianTree]
update
makeBrownianTree 1000
brownianTree write tree.ppm
[edit] Visual Basic .NET
Windows Forms Application.
Imports System.Drawing.Imaging
Public Class Form1
ReadOnly iCanvasColor As Integer = Color.Black.ToArgb
ReadOnly iSeedColor As Integer = Color.White.ToArgb
Dim iCanvasWidth As Integer = 0
Dim iCanvasHeight As Integer = 0
Dim iPixels() As Integer = Nothing
Private Sub BrownianTree()
Dim oCanvas As Bitmap = Nothing
Dim oRandom As New Random(Now.Millisecond)
Dim oXY As Point = Nothing
Dim iParticleCount As Integer = 0
iCanvasWidth = ClientSize.Width
iCanvasHeight = ClientSize.Height
oCanvas = New Bitmap(iCanvasWidth, iCanvasHeight, Imaging.PixelFormat.Format24bppRgb)
Graphics.FromImage(oCanvas).Clear(Color.FromArgb(iCanvasColor))
iPixels = GetData(oCanvas)
' We'll use about 10% of the total number of pixels in the canvas for the particle count.
iParticleCount = CInt(iPixels.Length * 0.1)
' Set the seed to a random location on the canvas.
iPixels(oRandom.Next(iPixels.Length)) = iSeedColor
' Run through the particles.
For i As Integer = 0 To iParticleCount
Do
' Find an open pixel.
oXY = New Point(oRandom.Next(oCanvas.Width), oRandom.Next(oCanvas.Height))
Loop While iPixels(oXY.Y * oCanvas.Width + oXY.X) = iSeedColor
' Jitter until the pixel bumps another.
While Not CheckAdjacency(oXY)
oXY.X += oRandom.Next(-1, 2)
oXY.Y += oRandom.Next(-1, 2)
' Make sure we don't jitter ourselves out of bounds.
If oXY.X < 0 Then oXY.X = 0 Else If oXY.X >= oCanvas.Width Then oXY.X = oCanvas.Width - 1
If oXY.Y < 0 Then oXY.Y = 0 Else If oXY.Y >= oCanvas.Height Then oXY.Y = oCanvas.Height - 1
End While
iPixels(oXY.Y * oCanvas.Width + oXY.X) = iSeedColor
' If you'd like to see updates as each particle collides and becomes
' part of the tree, uncomment the next 4 lines (it does slow it down slightly).
' SetData(oCanvas, iPixels)
' BackgroundImage = oCanvas
' Invalidate()
' Application.DoEvents()
Next
oCanvas.Save("BrownianTree.bmp")
BackgroundImage = oCanvas
End Sub
' Check adjacent pixels for an illuminated pixel.
Private Function CheckAdjacency(ByVal XY As Point) As Boolean
Dim n As Integer = 0
For y As Integer = -1 To 1
' Make sure not to drop off the top or bottom of the image.
If (XY.Y + y < 0) OrElse (XY.Y + y >= iCanvasHeight) Then Continue For
For x As Integer = -1 To 1
' Make sure not to drop off the left or right of the image.
If (XY.X + x < 0) OrElse (XY.X + x >= iCanvasWidth) Then Continue For
' Don't run the test on the calling pixel.
If y <> 0 AndAlso x <> 0 Then
n = (XY.Y + y) * iCanvasWidth + (XY.X + x)
If iPixels(n) = iSeedColor Then Return True
End If
Next
Next
Return False
End Function
Private Function GetData(ByVal Map As Bitmap) As Integer()
Dim oBMPData As BitmapData = Nothing
Dim oData() As Integer = Nothing
oBMPData = Map.LockBits(New Rectangle(0, 0, Map.Width, Map.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb)
Array.Resize(oData, Map.Width * Map.Height)
Runtime.InteropServices.Marshal.Copy(oBMPData.Scan0, oData, 0, oData.Length)
Map.UnlockBits(oBMPData)
Return oData
End Function
Private Sub SetData(ByVal Map As Bitmap, ByVal Data As Integer())
Dim oBMPData As BitmapData = Nothing
oBMPData = Map.LockBits(New Rectangle(0, 0, Map.Width, Map.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb)
Runtime.InteropServices.Marshal.Copy(Data, 0, oBMPData.Scan0, Data.Length)
Map.UnlockBits(oBMPData)
End Sub
Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
DoubleBuffered = True
BackgroundImageLayout = ImageLayout.Center
Show()
Activate()
Application.DoEvents()
BrownianTree()
End Sub
End Class
Final output:
- WikipediaSourced
- Raster graphics operations
- Programming Tasks
- Fractals
- AutoHotkey
- BBC BASIC
- C
- FreeImage
- C sharp
- System.Drawing
- D
- Delphi
- Fantom
- Fortran
- Go
- Haskell
- Icon
- Unicon
- Icon Programming Library
- J
- Java
- Swing
- AWT
- JavaScript
- Liberty BASIC
- Lua
- Mathematica
- OCaml
- Octave
- Perl
- PicoLisp
- PureBasic
- Python
- Pygame
- REXX
- Ruby
- RMagick
- Run BASIC
- Scheme
- Seed7
- Tcl
- Tk
- Visual Basic .NET




