Fractal tree: Difference between revisions
Added solution for Action! |
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=={{header|Action!}}== |
=={{header|Action!}}== |
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Action! language does not support recursion. Therefore an iterative approach with a stack has been proposed. |
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<lang Action!>DEFINE MAXSIZE="12" |
<lang Action!>DEFINE MAXSIZE="12" |
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Revision as of 22:28, 23 November 2021
You are encouraged to solve this task according to the task description, using any language you may know.
Generate and draw a fractal tree.
- Draw the trunk
- At the end of the trunk, split by some angle and draw two branches
- Repeat at the end of each branch until a sufficient level of branching is reached
- Related tasks
11l
<lang 11l>-V
Width = 1000 Height = 1000 TrunkLength = 400 ScaleFactor = 0.6 StartingAngle = 1.5 * math:pi DeltaAngle = 0.2 * math:pi
F drawTree(outfile, Float x, Float y; len, theta) -> N
I len >= 1 V x2 = x + len * cos(theta) V y2 = y + len * sin(theta) outfile.write("<line x1='#.6' y1='#.6' x2='#.6' y2='#.6' style='stroke:white;stroke-width:1'/>\n".format(x, y, x2, y2)) drawTree(outfile, x2, y2, len * ScaleFactor, theta + DeltaAngle) drawTree(outfile, x2, y2, len * ScaleFactor, theta - DeltaAngle)
V outsvg = File(‘tree.svg’, ‘w’) outsvg.write(|‘<?xml version='1.0' encoding='utf-8' standalone='no'?>
<!DOCTYPE svg PUBLIC '-//W3C//DTD SVG 1.1//EN' 'http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd'> <svg width='100%%' height='100%%' version='1.1' xmlns='http://www.w3.org/2000/svg'> <rect width="100%" height="100%" fill="black"/> ’)
drawTree(outsvg, 0.5 * Width, Height, TrunkLength, StartingAngle) outsvg.write("</svg>\n")</lang>
Action!
Action! language does not support recursion. Therefore an iterative approach with a stack has been proposed. <lang Action!>DEFINE MAXSIZE="12"
INT ARRAY SinTab=[
0 4 9 13 18 22 27 31 36 40 44 49 53 58 62 66 71 75 79 83 88 92 96 100 104 108 112 116 120 124 128 132 136 139 143 147 150 154 158 161 165 168 171 175 178 181 184 187 190 193 196 199 202 204 207 210 212 215 217 219 222 224 226 228 230 232 234 236 237 239 241 242 243 245 246 247 248 249 250 251 252 253 254 254 255 255 255 256 256 256 256]
INT ARRAY xStack(MAXSIZE),yStack(MAXSIZE),angleStack(MAXSIZE) BYTE ARRAY lenStack(MAXSIZE),dirStack(MAXSIZE) BYTE stacksize=[0]
INT FUNC Sin(INT a)
WHILE a<0 DO a==+360 OD WHILE a>360 DO a==-360 OD IF a<=90 THEN RETURN (SinTab(a)) ELSEIF a<=180 THEN RETURN (SinTab(180-a)) ELSEIF a<=270 THEN RETURN (-SinTab(a-180)) ELSE RETURN (-SinTab(360-a)) FI
RETURN (0)
INT FUNC Cos(INT a) RETURN (Sin(a-90))
BYTE FUNC IsEmpty()
IF stacksize=0 THEN RETURN (1) FI
RETURN (0)
BYTE FUNC IsFull()
IF stacksize=MAXSIZE THEN RETURN (1) FI
RETURN (0)
PROC Push(INT x,y,angle BYTE len,dir)
IF IsFull() THEN Break() FI xStack(stacksize)=x yStack(stacksize)=y angleStack(stacksize)=angle lenStack(stacksize)=len dirStack(stacksize)=dir stacksize==+1
RETURN
PROC Pop(INT POINTER x,y,angle BYTE POINTER len,dir)
IF IsEmpty() THEN Break() FI stacksize==-1 x^=xStack(stacksize) y^=yStack(stacksize) angle^=angleStack(stacksize) len^=lenStack(stacksize) dir^=dirStack(stacksize)
RETURN
PROC DrawTree(INT x,y,len,angle,leftAngle,rightAngle)
BYTE depth,dir
Plot(x,y) x==+Cos(angle)*len/256 y==-Sin(angle)*len/256 DrawTo(x,y)
Push(x,y,angle,len,0)
WHILE IsEmpty()=0 DO Pop(@x,@y,@angle,@len,@dir) IF dir<2 THEN Push(x,y,angle,len,dir+1) IF dir=0 THEN angle==-leftAngle ELSE angle==+rightAngle FI len=13*len/16 Plot(x,y) x==+Cos(angle)*len/256 y==-Sin(angle)*len/256 DrawTo(x,y)
IF IsFull()=0 THEN Push(x,y,angle,len,0) FI FI OD
RETURN
PROC Main()
BYTE CH=$02FC,COLOR1=$02C5,COLOR2=$02C6
Graphics(8+16) Color=1 COLOR1=$BA COLOR2=$B2
DrawTree(140,191,40,110,35,15)
DO UNTIL CH#$FF OD CH=$FF
RETURN</lang>
- Output:
Screenshot from Atari 8-bit computer
Ada
<lang Ada>with Ada.Numerics.Elementary_Functions;
with SDL.Video.Windows.Makers; with SDL.Video.Renderers.Makers; with SDL.Video.Rectangles; with SDL.Events.Events;
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.Video.Windows.Window; Renderer : SDL.Video.Renderers.Renderer; Event : SDL.Events.Events.Events;
procedure Draw_Tree (Level : in Natural; Length : in Float; Angle : in Float; X, Y : in Float) is use SDL; use Ada.Numerics.Elementary_Functions; Pi : constant := Ada.Numerics.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.Video.Rectangles.Line_Segment := ((C.int (X), C.int (Y)), (C.int (X_2), C.int (Y_2))); begin if Level > 0 then Renderer.Set_Draw_Colour (Colour => (0, 220, 0, 255)); Renderer.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.Events.Event_Types; begin loop while SDL.Events.Events.Poll (Event) loop if Event.Common.Event_Type = SDL.Events.Quit then return; end if; end loop; delay 0.100; end loop; end Wait;
begin
if not SDL.Initialise (Flags => SDL.Enable_Screen) then return; end if;
SDL.Video.Windows.Makers.Create (Win => Window, Title => "Fractal tree", Position => SDL.Natural_Coordinates'(X => 10, Y => 10), Size => SDL.Positive_Sizes'(Width, Height), Flags => 0); SDL.Video.Renderers.Makers.Create (Renderer, Window.Get_Surface); Renderer.Set_Draw_Colour ((0, 0, 0, 255)); Renderer.Fill (Rectangle => (0, 0, Width, Height));
Draw_Tree (Level, Length, A_Start, X_Start, Y_Start); Window.Update_Surface;
Wait; Window.Finalize; SDL.Finalise;
end Fractal_Tree;</lang>
Arturo
<lang rebol>width: 1000 height: 1000
trunkLength: 400 scaleFactor: 0.6 startingAngle: 1.5 * pi deltaAngle: 0.2 * pi
drawTree: function [out x y len theta][
if len < 1 -> return null
x2: x + len * cos theta y2: y + len * sin theta
'out ++ ~"<line x1='|x|' y1='|y|' x2='|x2|' y2='|y2|' style='stroke: white; stroke-width:1'/>\n"
drawTree out x2 y2 len*scaleFactor theta+deltaAngle drawTree out x2 y2 len*scaleFactor theta-deltaAngle
]
svg: {
<?xml version='1.0' encoding='utf-8' standalone='no'?> <!DOCTYPE svg PUBLIC '-//W3C//DTD SVG 1.1//EN' 'http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd'> <svg width='100%%' height='100%%' version='1.1' xmlns='http://www.w3.org/2000/svg'> <rect width="100%" height="100%" fill="black"/>
}
drawTree svg 0.5*width height trunkLength startingAngle 'svg ++ "</svg>"
write "fractal.svg" svg</lang>
- Output:
AutoHotkey
Image - Link, since uploads seem to be disabled currently.
<lang AutoHotkey>#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 * 0.01745329252) / 2 , Points := {} , Points[1, "Angle"] := 0 , Points[1, "X"] := ImageWidth // 2 , Points[1, "Y"] := ImageHeight - TrunkLength
if (!pToken := Gdip_Startup()) { MsgBox, 48, Gdiplus error!, Gdiplus failed to start. Please ensure you have Gdiplus on your system. ExitApp } OnExit, Exit
pBitmap := Gdip_CreateBitmap(ImageWidth, ImageHeight) , G := Gdip_GraphicsFromImage(pBitmap) , Gdip_SetSmoothingMode(G, 4) , pBrush := Gdip_BrushCreateSolid(0xff000000) , Gdip_FillRectangle(G, pBrush, -5, -5, ImageWidth + 10, ImageHeight + 10) , Gdip_DeleteBrush(pBrush) , pPen := Gdip_CreatePen(TreeColor, TrunkWidth/Decrease) , Gdip_DrawLine(G, pPen, Points.1.X, Points.1.Y, Points.1.X, ImageHeight) , Gdip_DeletePen(pPen)
Loop, % Branches { NewPoints := {} pPen := Gdip_CreatePen(TreeColor, TrunkWidth) for Each, Point in Points { N1 := A_Index * 2 , N2 := (A_Index * 2) + 1 , NewPoints[N1, "X"] := Point.X + (TrunkLength * Sin(NewPoints[N1, "Angle"] := Point.Angle - Angle)) , NewPoints[N1, "Y"] := Point.Y - (TrunkLength * Cos(NewPoints[N1].Angle)) , NewPoints[N2, "X"] := Point.X + (TrunkLength * Sin(NewPoints[N2, "Angle"] := Point.Angle + Angle)) , NewPoints[N2, "Y"] := Point.Y - (TrunkLength * Cos(NewPoints[N2].Angle)) , Gdip_DrawLine(G, pPen, Point.X, Point.Y, NewPoints[N1].X, NewPoints[N1].Y) , Gdip_DrawLine(G, pPen, Point.X, Point.Y, NewPoints[N2].X, NewPoints[N2].Y) } TrunkWidth *= Decrease , TrunkLength *= Decrease , Points := NewPoints , Gdip_DeletePen(pPen) }
Gdip_SaveBitmapToFile(pBitmap, FileOut) , Gdip_DisposeImage(pBitmap) , Gdip_DeleteGraphics(G) Run, % FileOut
Exit: Gdip_Shutdown(pToken) ExitApp</lang>
BASIC
BASIC256
<lang basic256>graphsize 300,300
level = 12 : len =63 # initial values x = 230: y = 285 rotation = pi/2
A1 = pi/27 : A2 = pi/8 # constants which determine shape C1 = 0.7 : C2 = 0.85
dim xs(level+1) : dim ys(level+1) # stacks
fastgraphics color black rect 0,0,graphwidth,graphheight refresh color green gosub tree refresh imgsave "Fractal_tree_BASIC-256.png", "PNG" end
tree: xs[level] = x : ys[level] = y gosub putline if level>0 then level = level - 1 len = len*C1 rotation = rotation - A1 gosub tree len = len/C1*C2 rotation = rotation + A1 + A2 gosub tree rotation = rotation - A2 len = len/C2 level = level + 1 end if x = xs[level] : y = ys[level] return
putline: yn = -sin(rotation)*len + y xn = cos(rotation)*len + x line x,y,xn,yn x = xn : y = yn return</lang>
Run BASIC
<lang Run BASIC> 'Fractal Tree - for Run Basic - 29 Apr 2018
'from BASIC256 - http://rosettacode.org/wiki/Fractal_tree#BASIC256 'copy this text and go to http://www.runbasic.com
WindowWidth = 500 'Run Basic max size 800 x 600 WindowHeight = 350 c = 255 '255 for white '0 for black
graphic #w, WindowWidth, WindowHeight #w cls("black") 'black background color #w color(c,c,c) 'changes color to white
level = 10 ' initial values leng = 50 x = 230: y = 325 ' initial values x = 230: y = 285 pi = 3.1415 rotation = 3.1415/2
'A1 = pi/27 : A2 = pi/8 ' constants which determine shape 'C1 = 0.7 : C2 = 0.85 ' tree is drifted left
A1 = pi/9 : A2 = pi/9 ' constants which determine shape C1 = 0.85 : C2 = 0.85 ' Symmetrical Tree
dim xs(level+1) : dim ys(level+1) ' stacks
print : print "Welcome to the Run BASIC Fractal Tree Program"
- w color("green") 'color green
gosub [tree]
render #w
' imgsave "Fractal_tree_BASIC-256.png", "PNG" Print "Thank you and goodbye" end
[tree] xs(level) = x : ys(level) = y gosub [putline] if level>0 then level = level - 1 leng = leng*C1 rotation = rotation - A1 gosub [tree] leng = leng/C1*C2 rotation = rotation + A1 + A2 gosub [tree] rotation = rotation - A2 leng = leng/C2 level = level + 1 end if x = xs(level) : y = ys(level) return
[putline] yn = -1*sin(rotation)*leng + y xn = cos(rotation)*leng + x
#w line(x,y,xn,yn)
x = xn : y = yn return 'end of code End</lang>
BBC BASIC
- Output:
<lang bbcbasic>
Spread = 25 Scale = 0.76 SizeX% = 400 SizeY% = 300 Depth% = 10
</lang><lang bbcbasic>
VDU 23,22,SizeX%;SizeY%;8,16,16,128 PROCbranch(SizeX%, 0, SizeY%/2, 90, Depth%) END
DEF PROCbranch(x1, y1, size, angle, depth%) LOCAL x2, y2 x2 = x1 + size * COSRAD(angle) y2 = y1 + size * SINRAD(angle) VDU 23,23,depth%;0;0;0; LINE x1, y1, x2, y2 IF depth% > 0 THEN PROCbranch(x2, y2, size * Scale, angle - Spread, depth% - 1) PROCbranch(x2, y2, size * Scale, angle + Spread, depth% - 1) ENDIF ENDPROC</lang>
IS-BASIC
<lang IS-BASIC>100 PROGRAM "Tree.bas" 110 OPTION ANGLE DEGREES 120 GRAPHICS HIRES 2 130 SET PALETTE 0,170 140 PLOT 640,10;ANGLE 90; 150 CALL TREE(200) 160 DEF TREE(N) 170 IF N<24 THEN EXIT DEF 180 PLOT FORWARD N;RIGHT 25; 190 CALL TREE(N*.75) 200 PLOT LEFT 50; 210 CALL TREE(N*.75) 220 PLOT RIGHT 25,BACK N, 230 END DEF</lang>
C
or
<lang c>#include <SDL/SDL.h>
- ifdef WITH_CAIRO
- include <cairo.h>
- else
- include <SDL/sge.h>
- endif
- include <cairo.h>
- include <stdlib.h>
- include <time.h>
- include <math.h>
- ifdef WITH_CAIRO
- define PI 3.1415926535
- endif
- define SIZE 800 // determines size of window
- define SCALE 5 // determines how quickly branches shrink (higher value means faster shrinking)
- define BRANCHES 14 // number of branches
- define ROTATION_SCALE 0.75 // determines how slowly the angle between branches shrinks (higher value means slower shrinking)
- define INITIAL_LENGTH 50 // length of first branch
double rand_fl(){
return (double)rand() / (double)RAND_MAX;
}
void draw_tree(SDL_Surface * surface, double offsetx, double offsety,
double directionx, double directiony, double size, double rotation, int depth) {
- ifdef WITH_CAIRO
cairo_surface_t *surf = cairo_image_surface_create_for_data( surface->pixels, CAIRO_FORMAT_RGB24,
surface->w, surface->h, surface->pitch );
cairo_t *ct = cairo_create(surf);
cairo_set_line_width(ct, 1); cairo_set_source_rgba(ct, 0,0,0,1); cairo_move_to(ct, (int)offsetx, (int)offsety); cairo_line_to(ct, (int)(offsetx + directionx * size), (int)(offsety + directiony * size)); cairo_stroke(ct);
- else
sge_AALine(surface, (int)offsetx, (int)offsety, (int)(offsetx + directionx * size), (int)(offsety + directiony * size), SDL_MapRGB(surface->format, 0, 0, 0));
- endif
if (depth > 0){ // draw left branch draw_tree(surface, offsetx + directionx * size, offsety + directiony * size, directionx * cos(rotation) + directiony * sin(rotation), directionx * -sin(rotation) + directiony * cos(rotation), size * rand_fl() / SCALE + size * (SCALE - 1) / SCALE, rotation * ROTATION_SCALE, depth - 1); // draw right branch draw_tree(surface, offsetx + directionx * size, offsety + directiony * size, directionx * cos(-rotation) + directiony * sin(-rotation), directionx * -sin(-rotation) + directiony * cos(-rotation), size * rand_fl() / SCALE + size * (SCALE - 1) / SCALE, rotation * ROTATION_SCALE, depth - 1); }
}
void render(SDL_Surface * surface){
SDL_FillRect(surface, NULL, SDL_MapRGB(surface->format, 255, 255, 255)); draw_tree(surface, surface->w / 2.0, surface->h - 10.0, 0.0, -1.0, INITIAL_LENGTH, PI / 8, BRANCHES); SDL_UpdateRect(surface, 0, 0, 0, 0);
}
int main(){
SDL_Surface * screen; SDL_Event evt; SDL_Init(SDL_INIT_VIDEO); srand((unsigned)time(NULL)); screen = SDL_SetVideoMode(SIZE, SIZE, 32, SDL_HWSURFACE); render(screen); while(1){ if (SDL_PollEvent(&evt)){ if(evt.type == SDL_QUIT) break; } SDL_Delay(1); } SDL_Quit(); return 0;
}</lang>
C++
- include <windows.h>
- include <string>
- include <math.h>
//-------------------------------------------------------------------------------------------------- using namespace std;
//-------------------------------------------------------------------------------------------------- const float PI = 3.1415926536f;
//-------------------------------------------------------------------------------------------------- class myBitmap { public:
myBitmap() : pen( NULL ) {} ~myBitmap() {
DeleteObject( pen ); DeleteDC( hdc ); DeleteObject( bmp );
}
bool create( int w, int h ) {
BITMAPINFO bi; void *pBits; ZeroMemory( &bi, sizeof( bi ) ); bi.bmiHeader.biSize = sizeof( bi.bmiHeader ); bi.bmiHeader.biBitCount = sizeof( DWORD ) * 8; bi.bmiHeader.biCompression = BI_RGB; bi.bmiHeader.biPlanes = 1; bi.bmiHeader.biWidth = w; bi.bmiHeader.biHeight = -h;
HDC dc = GetDC( GetConsoleWindow() ); bmp = CreateDIBSection( dc, &bi, DIB_RGB_COLORS, &pBits, NULL, 0 ); if( !bmp ) return false;
hdc = CreateCompatibleDC( dc ); SelectObject( hdc, bmp ); ReleaseDC( GetConsoleWindow(), dc );
width = w; height = h;
return true;
}
void setPenColor( DWORD clr ) {
if( pen ) DeleteObject( pen ); pen = CreatePen( PS_SOLID, 1, clr ); SelectObject( hdc, pen );
}
void saveBitmap( string path ) {
BITMAPFILEHEADER fileheader; BITMAPINFO infoheader; BITMAP bitmap; DWORD* dwpBits; DWORD wb; HANDLE file;
GetObject( bmp, sizeof( bitmap ), &bitmap );
dwpBits = new DWORD[bitmap.bmWidth * bitmap.bmHeight]; ZeroMemory( dwpBits, bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD ) ); ZeroMemory( &infoheader, sizeof( BITMAPINFO ) ); ZeroMemory( &fileheader, sizeof( BITMAPFILEHEADER ) );
infoheader.bmiHeader.biBitCount = sizeof( DWORD ) * 8; infoheader.bmiHeader.biCompression = BI_RGB; infoheader.bmiHeader.biPlanes = 1; infoheader.bmiHeader.biSize = sizeof( infoheader.bmiHeader ); infoheader.bmiHeader.biHeight = bitmap.bmHeight; infoheader.bmiHeader.biWidth = bitmap.bmWidth; infoheader.bmiHeader.biSizeImage = bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD );
fileheader.bfType = 0x4D42; fileheader.bfOffBits = sizeof( infoheader.bmiHeader ) + sizeof( BITMAPFILEHEADER ); fileheader.bfSize = fileheader.bfOffBits + infoheader.bmiHeader.biSizeImage;
GetDIBits( hdc, bmp, 0, height, ( LPVOID )dwpBits, &infoheader, DIB_RGB_COLORS );
file = CreateFile( path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL ); WriteFile( file, &fileheader, sizeof( BITMAPFILEHEADER ), &wb, NULL ); WriteFile( file, &infoheader.bmiHeader, sizeof( infoheader.bmiHeader ), &wb, NULL ); WriteFile( file, dwpBits, bitmap.bmWidth * bitmap.bmHeight * 4, &wb, NULL ); CloseHandle( file );
delete [] dwpBits;
}
HDC getDC() { return hdc; } int getWidth() { return width; } int getHeight() { return height; }
private:
HBITMAP bmp; HDC hdc; HPEN pen; int width, height;
}; //-------------------------------------------------------------------------------------------------- class vector2 { public:
vector2() { x = y = 0; } vector2( int a, int b ) { x = a; y = b; } void set( int a, int b ) { x = a; y = b; } void rotate( float angle_r ) {
float _x = static_cast<float>( x ), _y = static_cast<float>( y ), s = sinf( angle_r ), c = cosf( angle_r ), a = _x * c - _y * s, b = _x * s + _y * c;
x = static_cast<int>( a ); y = static_cast<int>( b );
}
int x, y;
}; //-------------------------------------------------------------------------------------------------- class fractalTree { public:
fractalTree() { _ang = DegToRadian( 24.0f ); } float DegToRadian( float degree ) { return degree * ( PI / 180.0f ); }
void create( myBitmap* bmp ) {
_bmp = bmp; float line_len = 130.0f;
vector2 sp( _bmp->getWidth() / 2, _bmp->getHeight() - 1 ); MoveToEx( _bmp->getDC(), sp.x, sp.y, NULL ); sp.y -= static_cast<int>( line_len ); LineTo( _bmp->getDC(), sp.x, sp.y);
drawRL( &sp, line_len, 0, true ); drawRL( &sp, line_len, 0, false );
}
private:
void drawRL( vector2* sp, float line_len, float a, bool rg ) {
line_len *= .75f; if( line_len < 2.0f ) return;
MoveToEx( _bmp->getDC(), sp->x, sp->y, NULL ); vector2 r( 0, static_cast<int>( line_len ) );
if( rg ) a -= _ang; else a += _ang;
r.rotate( a ); r.x += sp->x; r.y = sp->y - r.y;
LineTo( _bmp->getDC(), r.x, r.y );
drawRL( &r, line_len, a, true ); drawRL( &r, line_len, a, false );
}
myBitmap* _bmp; float _ang;
}; //-------------------------------------------------------------------------------------------------- int main( int argc, char* argv[] ) {
ShowWindow( GetConsoleWindow(), SW_MAXIMIZE );
myBitmap bmp; bmp.create( 640, 512 ); bmp.setPenColor( RGB( 255, 255, 0 ) );
fractalTree tree; tree.create( &bmp );
BitBlt( GetDC( GetConsoleWindow() ), 0, 20, 648, 512, bmp.getDC(), 0, 0, SRCCOPY );
bmp.saveBitmap( "f://rc//fracTree.bmp" );
system( "pause" );
return 0;
} //-------------------------------------------------------------------------------------------------- </lang>
Ceylon
Be sure to import java.desktop and ceylon.numeric in your module.ceylon file. <lang ceylon>import javax.swing {
JFrame { exitOnClose } } import java.awt {
Color { white, black }, Graphics } import ceylon.numeric.float {
cos, toRadians, sin }
shared void run() {
value fractalTree = object extends JFrame("fractal tree") { background = black; setBounds(100, 100, 800, 600); resizable = false; defaultCloseOperation = exitOnClose; shared actual void paint(Graphics g) {
void drawTree(Integer x1, Integer y1, Float angle, Integer depth) { if (depth <= 0) { return; } value x2 = x1 + (cos(toRadians(angle)) * depth * 10.0).integer; value y2 = y1 + (sin(toRadians(angle)) * depth * 10.0).integer; g.drawLine(x1, y1, x2, y2); drawTree(x2, y2, angle - 20, depth - 1); drawTree(x2, y2, angle + 20, depth - 1); } g.color = white; drawTree(400, 500, -90.0, 9); } }; fractalTree.visible = true;
}</lang>
Clojure
<lang Clojure>(import '[java.awt Color Graphics] 'javax.swing.JFrame)
(defn deg-to-radian [deg] (* deg Math/PI 1/180)) (defn cos-deg [angle] (Math/cos (deg-to-radian angle))) (defn sin-deg [angle] (Math/sin (deg-to-radian angle)))
(defn draw-tree [^Graphics g, x y angle depth]
(when (pos? depth) (let [x2 (+ x (int (* depth 10 (cos-deg angle))))
y2 (+ y (int (* depth 10 (sin-deg angle))))]
(.drawLine g x y x2 y2) (draw-tree g x2 y2 (- angle 20) (dec depth)) (recur g x2 y2 (+ angle 20) (dec depth)))))
(defn fractal-tree [depth]
(doto (proxy [JFrame] []
(paint [g] (.setColor g Color/BLACK) (draw-tree g 400 500 -90 depth)))
(.setBounds 100 100 800 600) (.setResizable false) (.setDefaultCloseOperation JFrame/DISPOSE_ON_CLOSE) (.show)))
(fractal-tree 9)</lang>
Common Lisp
<lang lisp>;; (require :lispbuilder-sdl)
(defun deg-to-radian (deg)
"converts degrees to radians" (* deg pi 1/180))
(defun cos-deg (angle)
"returns cosin of the angle expressed in degress" (cos (deg-to-radian angle)))
(defun sin-deg (angle)
"returns sin of the angle expressed in degress" (sin (deg-to-radian angle)))
(defun draw-tree (surface x y angle depth)
"draws a branch of the tree on the sdl-surface" (when (plusp depth) (let ((x2 (+ x (round (* depth 10 (cos-deg angle)))))
(y2 (+ y (round (* depth 10 (sin-deg angle))))))
(sdl:draw-line-* x y x2 y2 :surface surface :color sdl:*green*) (draw-tree surface x2 y2 (- angle 20) (1- depth)) (draw-tree surface x2 y2 (+ angle 20) (1- depth)))))
(defun fractal-tree (depth)
"shows a window with a fractal tree" (sdl:with-init () (sdl:window 800 600 :title-caption "fractal-tree") (sdl:clear-display sdl:*black*) (draw-tree sdl:*default-surface* 400 500 -90 depth) (sdl:update-display) (sdl:with-events () (:video-expose-event ()
(sdl:update-display))
(:quit-event ()
t))))
(fractal-tree 9) </lang>
D
SVG Version
<lang d>import std.stdio, std.math;
enum width = 1000, height = 1000; // Image dimension. enum length = 400; // Trunk size. enum scale = 6.0 / 10; // Branch scale relative to trunk.
void tree(in double x, in double y, in double length, in double angle) {
if (length < 1) return; immutable x2 = x + length * angle.cos; immutable y2 = y + length * angle.sin; writefln("<line x1='%f' y1='%f' x2='%f' y2='%f' " ~ "style='stroke:black;stroke-width:1'/>", x, y, x2, y2); tree(x2, y2, length * scale, angle + PI / 5); tree(x2, y2, length * scale, angle - PI / 5);
}
void main() {
"<svg width='100%' height='100%' version='1.1' xmlns='http://www.w3.org/2000/svg'>".writeln; tree(width / 2.0, height, length, 3 * PI / 2); "</svg>".writeln;
}</lang>
Turtle Version
This uses the turtle module from the Dragon Curve task, and the module from the Grayscale Image task.
<lang d>import grayscale_image, turtle;
void tree(Color)(Image!Color img, ref Turtle t, in uint depth,
in real step, in real scale, in real angle) { if (depth == 0) return; t.forward(img, step); t.right(angle); img.tree(t, depth - 1, step * scale, scale, angle); t.left(2 * angle); img.tree(t, depth - 1, step * scale, scale, angle); t.right(angle); t.forward(img, -step);
}
void main() {
auto img = new Image!Gray(330, 300); auto t = Turtle(165, 270, -90); img.tree(t, 10, 80, 0.7, 30); img.savePGM("fractal_tree.pgm");
}</lang>
Alternative version
Using DFL. <lang d>import dfl.all; import std.math;
class FractalTree: Form {
private immutable DEG_TO_RAD = PI / 180.0;
this() { width = 600; height = 500; text = "Fractal Tree"; backColor = Color(0xFF, 0xFF, 0xFF); startPosition = FormStartPosition.CENTER_SCREEN; formBorderStyle = FormBorderStyle.FIXED_DIALOG; maximizeBox = false; }
private void drawTree(Graphics g, Pen p, int x1, int y1, double angle, int depth) { if (depth == 0) return; int x2 = x1 + cast(int) (cos(angle * DEG_TO_RAD) * depth * 10.0); int y2 = y1 + cast(int) (sin(angle * DEG_TO_RAD) * depth * 10.0); g.drawLine(p, x1, y1, x2, y2); drawTree(g, p, x2, y2, angle - 20, depth - 1); drawTree(g, p, x2, y2, angle + 20, depth - 1); } protected override void onPaint(PaintEventArgs ea){ super.onPaint(ea); Pen p = new Pen(Color(0, 0xAA, 0)); drawTree(ea.graphics, p, 300, 450, -90, 9); }
}
int main() {
int result = 0; try { Application.run(new FractalTree); } catch(Exception e) { msgBox(e.msg, "Fatal Error", MsgBoxButtons.OK, MsgBoxIcon.ERROR); result = 1; } return result;
}</lang>
EasyLang
<lang># Fractal tree
func tree x y deg n . .
if n > 0 set_linewidth n * 0.4 move_pen x y x += cos deg * n * 1.3 * (randomf + 0.5) y += sin deg * n * 1.3 * (randomf + 0.5) draw_line x y call tree x y deg - 20 n - 1 call tree x y deg + 20 n - 1 .
. set_timer 0 on timer
clear_screen call tree 50 90 -90 10 set_timer 1
.</lang>
F#
<lang fsharp>let (cos, sin, pi) = System.Math.Cos, System.Math.Sin, System.Math.PI
let (width, height) = 1000., 1000. // image dimension let scale = 6./10. // branch scale relative to trunk let length = 400. // trunk size
let rec tree x y length angle =
if length >= 1. then let (x2, y2) = x + length * (cos angle), y + length * (sin angle) printfn "<line x1='%f' y1='%f' x2='%f' y2='%f' style='stroke:rgb(0,0,0);stroke-width:1'/>" x y x2 y2 tree x2 y2 (length*scale) (angle + pi/5.) tree x2 y2 (length*scale) (angle - pi/5.)
printfn "<?xml version='1.0' encoding='utf-8' standalone='no'?> <!DOCTYPE svg PUBLIC '-//W3C//DTD SVG 1.1//EN' 'http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd'> <svg width='100%%' height='100%%' version='1.1' xmlns='http://www.w3.org/2000/svg'>" tree (width/2.) height length (3.*pi/2.) printfn "</svg>"</lang>
Fantom
<lang fantom> using fwt using gfx
class FractalCanvas : Canvas {
new make () : super() {}
Void drawTree (Graphics g, Int x1, Int y1, Int angle, Int depth) { if (depth == 0) return Int x2 := x1 + (angle.toFloat.toRadians.cos * depth * 10.0).toInt; Int y2 := y1 + (angle.toFloat.toRadians.sin * depth * 10.0).toInt; g.drawLine(x1, y1, x2, y2); drawTree(g, x2, y2, angle - 20, depth - 1); drawTree(g, x2, y2, angle + 20, depth - 1); }
override Void onPaint (Graphics g) { drawTree (g, 400, 500, -90, 9) }
}
class FractalTree {
public static Void main () { Window { title = "Fractal Tree" size = Size(800, 600) FractalCanvas(), }.open }
} </lang>
FreeBASIC
<lang freebasic>' version 17-03-2017 ' compile with: fbc -s gui
Const As Double deg2rad = Atn(1) / 45 Dim Shared As Double scale = 0.76 Dim Shared As Double spread = 25 * deg2rad ' convert degree's to rad's
Sub branch(x1 As ULong, y1 As ULong, size As ULong, angle As Double, depth As ULong)
Dim As ULong x2, y2
x2 = x1 + size * Cos(angle) y2 = y1 + size * Sin(angle)
Line (x1,y1) - (x2,y2), 2 ' palette color green If depth > 0 Then branch(x2, y2, size * scale, angle - spread, depth -1) branch(x2, y2, size * scale, angle + spread, depth -1) End If
End Sub
' ------=< MAIN >=-----
Dim As Double angle = -90 * deg2rad ' make sure that the tree grows up Dim As ULong SizeX = 800 Dim As ULong SizeY = SizeX * 3 \ 4 Dim As Double size = SizeY \ 4 Dim As ULong depth = 11
ScreenRes SizeX, SizeY, 8 WindowTitle ("Fractal Tree")
branch(SizeX\2, SizeY, size, angle, depth)
' empty keyboard buffer While InKey <> "" : Wend windowtitle ("Fractal Tree, hit any key to end program") Sleep End</lang>
Frege
<lang frege>module FractalTree where
import Java.IO import Prelude.Math
data AffineTransform = native java.awt.geom.AffineTransform where
native new :: () -> STMutable s AffineTransform native clone :: Mutable s AffineTransform -> STMutable s AffineTransform native rotate :: Mutable s AffineTransform -> Double -> ST s () native scale :: Mutable s AffineTransform -> Double -> Double -> ST s () native translate :: Mutable s AffineTransform -> Double -> Double -> ST s ()
data BufferedImage = native java.awt.image.BufferedImage where
pure native type_3byte_bgr "java.awt.image.BufferedImage.TYPE_3BYTE_BGR" :: Int native new :: Int -> Int -> Int -> STMutable s BufferedImage native createGraphics :: Mutable s BufferedImage -> STMutable s Graphics2D
data Color = pure native java.awt.Color where
pure native black "java.awt.Color.black" :: Color pure native green "java.awt.Color.green" :: Color pure native white "java.awt.Color.white" :: Color pure native new :: Int -> Color
data BasicStroke = pure native java.awt.BasicStroke where
pure native new :: Float -> BasicStroke
data RenderingHints = native java.awt.RenderingHints where
pure native key_antialiasing "java.awt.RenderingHints.KEY_ANTIALIASING" :: RenderingHints_Key pure native value_antialias_on "java.awt.RenderingHints.VALUE_ANTIALIAS_ON" :: Object
data RenderingHints_Key = pure native java.awt.RenderingHints.Key
data Graphics2D = native java.awt.Graphics2D where
native drawLine :: Mutable s Graphics2D -> Int -> Int -> Int -> Int -> ST s () native drawOval :: Mutable s Graphics2D -> Int -> Int -> Int -> Int -> ST s () native fillRect :: Mutable s Graphics2D -> Int -> Int -> Int -> Int -> ST s () native setColor :: Mutable s Graphics2D -> Color -> ST s () native setRenderingHint :: Mutable s Graphics2D -> RenderingHints_Key -> Object -> ST s () native setStroke :: Mutable s Graphics2D -> BasicStroke -> ST s () native setTransform :: Mutable s Graphics2D -> Mutable s AffineTransform -> ST s ()
data ImageIO = mutable native javax.imageio.ImageIO where
native write "javax.imageio.ImageIO.write" :: MutableIO BufferedImage -> String -> MutableIO File -> IO Bool throws IOException
drawTree :: Mutable s Graphics2D -> Mutable s AffineTransform -> Int -> ST s () drawTree g t i = do
let len = 10 -- ratio of length to thickness shrink = 0.75 angle = 0.3 -- radians i' = i - 1 g.setTransform t g.drawLine 0 0 0 len when (i' > 0) $ do t.translate 0 (fromIntegral len) t.scale shrink shrink rt <- t.clone t.rotate angle rt.rotate (-angle) drawTree g t i' drawTree g rt i'
main = do
let width = 900 height = 800 initScale = 20 halfWidth = fromIntegral width / 2 buffy <- BufferedImage.new width height BufferedImage.type_3byte_bgr g <- buffy.createGraphics g.setRenderingHint RenderingHints.key_antialiasing RenderingHints.value_antialias_on g.setColor Color.black g.fillRect 0 0 width height g.setColor Color.green t <- AffineTransform.new () t.translate halfWidth (fromIntegral height) t.scale initScale initScale t.rotate pi drawTree g t 16 f <- File.new "FractalTreeFrege.png" void $ ImageIO.write buffy "png" f</lang>
Output is here due to Is file uploading blocked forever?
Frink
<lang Frink> // Draw Fractal Tree in Frink
// Define the tree function FractalTree[x1, y1, angleval, lengthval, graphicsobject] := {
if lengthval > 1 { // Define current line end points (x2 and y2) x2 = x1 + ((cos[angleval degrees]) * lengthval) y2 = y1 + ((sin[angleval degrees]) * lengthval) // Draw line - notice that graphicsobject is the graphics object passed into the function. graphicsobject.line[x1,y1,x2,y2]
// Calculate branches. You can change the lengthval multiplier factor and angleval summand to create different trees FractalTree[x2, y2, angleval - 20, lengthval * 0.7, graphicsobject] FractalTree[x2, y2, angleval + 20, lengthval * 0.7, graphicsobject] }
}
// Create graphics object g = new graphics
// Start the recursive function. In Frink, a -90° angle moves from the bottom of the screen to the top. FractalTree[0, 0, -90, 30, g]
// Show the final tree g.show[] </lang>
Go
<lang go>package main
// Files required to build supporting package raster are found in: // * Bitmap // * Grayscale image // * Xiaolin Wu's line algorithm // * Write a PPM file
import (
"math" "raster"
)
const (
width = 400 height = 300 depth = 8 angle = 12 length = 50 frac = .8
)
func main() {
g := raster.NewGrmap(width, height) ftree(g, width/2, height*9/10, length, 0, depth) g.Bitmap().WritePpmFile("ftree.ppm")
}
func ftree(g *raster.Grmap, x, y, distance, direction float64, depth int) {
x2 := x + distance*math.Sin(direction*math.Pi/180) y2 := y - distance*math.Cos(direction*math.Pi/180) g.AaLine(x, y, x2, y2) if depth > 0 { ftree(g, x2, y2, distance*frac, direction-angle, depth-1) ftree(g, x2, y2, distance*frac, direction+angle, depth-1) }
}</lang>
Haskell
An elegant yet universal monoidal solution.
<lang haskell>import Graphics.Gloss
type Model = [Picture -> Picture]
fractal :: Int -> Model -> Picture -> Picture fractal n model pict = pictures $ take n $ iterate (mconcat model) pict
tree1 _ = fractal 10 branches $ Line [(0,0),(0,100)]
where branches = [ Translate 0 100 . Scale 0.75 0.75 . Rotate 30 , Translate 0 100 . Scale 0.5 0.5 . Rotate (-30) ]
main = animate (InWindow "Tree" (800, 800) (0, 0)) white $ tree1 . (* 60)</lang>
The solution gives rise to a variety of fractal geometric structures. Each one can be used by substituting tree1
in the main
function by the desired one.
<lang haskell>--animated tree
tree2 t = fractal 8 branches $ Line [(0,0),(0,100)]
where branches = [ Translate 0 100 . Scale 0.75 0.75 . Rotate t , Translate 0 100 . Scale 0.6 0.6 . Rotate 0 , Translate 0 100 . Scale 0.5 0.5 . Rotate (-2*t) ]
--animated fractal clock circles t = fractal 10 model $ Circle 100
where model = [ Translate 0 50 . Scale 0.5 0.5 . Rotate t , Translate 0 (-50) . Scale 0.5 0.5 . Rotate (-2*t) ]
--Pythagoras tree pithagor _ = fractal 10 model $ rectangleWire 100 100
where model = [ Translate 50 100 . Scale s s . Rotate 45 , Translate (-50) 100 . Scale s s . Rotate (-45)] s = 1/sqrt 2
--Sierpinski pentagon pentaflake _ = fractal 5 model $ pentagon
where model = map copy [0,72..288] copy a = Scale s s . Rotate a . Translate 0 x pentagon = Line [ (sin a, cos a) | a <- [0,2*pi/5..2*pi] ] x = 2*cos(pi/5) s = 1/(1+x)</lang>
Alternative solution
Using the method of the J contribution.
<lang haskell>import Graphics.HGL.Window import Graphics.HGL.Run import Control.Arrow import Control.Monad import Data.List
enumBase :: Int -> Int -> Int enumBase n = mapM (enumFromTo 0). replicate n. pred
psPlus (a,b) (p,q) = (a+p, b+q)
toInt :: Double -> Int toInt = fromIntegral.round
intPoint = toInt *** toInt
pts n =
map (map (intPoint.psPlus (100,0)). ((0,300):). scanl1 psPlus. ((r,300):). zipWith (\h a -> (h*cos a, h*sin a)) rs) hs where [r,h,sr,sh] = [50, pi/5, 0.9, 0.75] rs = take n $ map (r*) $ iterate(*sr) sr lhs = map (map (((-1)**).fromIntegral)) $ enumBase n 2 rhs = take n $ map (h*) $ iterate(*sh) 1 hs = map (scanl1 (+). zipWith (*)rhs) lhs
fractalTree :: Int -> IO () fractalTree n =
runWindow "Fractal Tree" (500,600) (\w -> setGraphic w (overGraphics ( map polyline $ pts (n-1))) >> getKey w)
main = fractalTree 10</lang>
Icon and Unicon
<lang Icon>procedure main() WOpen("size=800,600", "bg=black", "fg=white") | stop("*** cannot open window") drawtree(400,500,-90,9) WDone() end
link WOpen
procedure drawtree(x,y,angle,depth) if depth > 0 then {
x2 := integer(x + cos(dtor(angle)) * depth * 10) y2 := integer(y + sin(dtor(angle)) * depth * 10) DrawLine(x,y,x2,y2) drawtree(x2,y2,angle-20, depth-1) drawtree(x2,y2,angle+20, depth-1) }
return end</lang>
J
<lang j>require'gl2'
L0=: 50 NB. initial length A0=: 1r8p1 NB. initial angle: pi divided by 8 dL=: 0.9 NB. shrink factor for length dA=: 0.75 NB. shrink factor for angle N=: 14 NB. number of branches
L=: L0*dL^1+i.N NB. lengths of line segments
NB. relative angles of successive line segments A=: A0*(dA^i.N) +/\@:*("1) _1 ^ #:i.2 ^ N
NB. end points for each line segment P=: 0 0+/\@,"2 +.*.inv (L0,0),"2 L,"0"1 A
P_C_paint=: gllines_jgl2_ bind (10 + ,/"2 P-"1<./,/P) wd 0 :0
pc P closeok; xywh 0 0 250 300; cc C isigraph rightmove bottommove; pas 0 0; pshow;
)</lang>
See the talk page for some implementation notes.
Java
<lang java>import java.awt.Color; import java.awt.Graphics; import javax.swing.JFrame;
public class FractalTree extends JFrame {
public FractalTree() { super("Fractal Tree"); setBounds(100, 100, 800, 600); setResizable(false); setDefaultCloseOperation(EXIT_ON_CLOSE); }
private void drawTree(Graphics g, int x1, int y1, double angle, int depth) { if (depth == 0) return; int x2 = x1 + (int) (Math.cos(Math.toRadians(angle)) * depth * 10.0); int y2 = y1 + (int) (Math.sin(Math.toRadians(angle)) * depth * 10.0); g.drawLine(x1, y1, x2, y2); drawTree(g, x2, y2, angle - 20, depth - 1); drawTree(g, x2, y2, angle + 20, depth - 1); }
@Override public void paint(Graphics g) { g.setColor(Color.BLACK); drawTree(g, 400, 500, -90, 9); }
public static void main(String[] args) { new FractalTree().setVisible(true); }
}</lang>
JavaScript
Implementation using HTML5 canvas element to draw tree structure. <lang JavaScript><html> <body> <canvas id="canvas" width="600" height="500"></canvas>
<script type="text/javascript"> var elem = document.getElementById('canvas'); var context = elem.getContext('2d');
context.fillStyle = '#C0C0C0'; context.lineWidth = 1;
var deg_to_rad = Math.PI / 180.0; var depth = 9;
function drawLine(x1, y1, x2, y2, brightness){
context.moveTo(x1, y1); context.lineTo(x2, y2);
}
function drawTree(x1, y1, angle, depth){
if (depth !== 0){ var x2 = x1 + (Math.cos(angle * deg_to_rad) * depth * 10.0); var y2 = y1 + (Math.sin(angle * deg_to_rad) * depth * 10.0); drawLine(x1, y1, x2, y2, depth); drawTree(x2, y2, angle - 20, depth - 1); drawTree(x2, y2, angle + 20, depth - 1); }
}
context.beginPath(); drawTree(300, 500, -90, depth); context.closePath(); context.stroke(); </script>
</body> </html></lang>
jq
The following generates SVG, which can be viewed by following the link below. <lang jq># width and height define the outer dimensions;
- len defines the trunk size;
- scale defines the branch length relative to the trunk;
def main(width; height; len; scale):
def PI: (1|atan)*4;
def precision(n): def pow(k): . as $in | reduce range(0;k) as $i (1; .*$in); if . < 0 then - (-. | precision(n)) else (10|pow(n)) as $power | (. * 10 * $power) | floor as $x | ($x % 10) as $r | ((if $r < 5 then $x else $x + 5 end) / 10 | floor) / $power end;
def p2: precision(2);
def tree(x; y; len; angle): if len < 1 then empty else (x + len * (angle|cos)) as $x2 | (y + len * (angle|sin)) as $y2 | (if len < 10 then 1 else 2 end) as $swidth | (if len < 10 then "blue" else "black" end) as $stroke | "<line x1='\(x|p2)' y1='\(y|p2)' x2='\($x2|p2)' y2='\($y2|p2)' style='stroke:\($stroke); stroke-width:\($swidth)'/>", tree($x2; $y2; len * scale; angle + PI / 5), tree($x2; $y2; len * scale; angle - PI / 5) end ; "<svg width='100%' height='100%' version='1.1' xmlns='http://www.w3.org/2000/svg'>", tree(width / 2; height; len; 3 * PI / 2), "</svg>"
main(1000; 1000; 400; 6/10)</lang>
- Output:
$ jq -r -n -r -f Fractal_tree_svg.jq > Fractal_tree.svg
Julia
<lang julia> const width = height = 1000.0 const trunklength = 400.0 const scalefactor = 0.6 const startingangle = 1.5 * pi const deltaangle = 0.2 * pi
function tree(fh, x, y, len, theta)
if len >= 1.0 x2 = x + len * cos(theta) y2 = y + len * sin(theta) write(fh, "<line x1='$x' y1='$y' x2='$x2' y2='$y2' style='stroke:rgb(0,0,0);stroke-width:1'/>\n") tree(fh, x2, y2, len * scalefactor, theta + deltaangle) tree(fh, x2, y2, len * scalefactor, theta - deltaangle) end
end
outsvg = open("tree.svg", "w") write(outsvg,
"""<?xml version='1.0' encoding='utf-8' standalone='no'?> <!DOCTYPE svg PUBLIC '-//W3C//DTD SVG 1.1//EN' 'http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd'> <svg width='100%%' height='100%%' version='1.1' xmlns='http://www.w3.org/2000/svg'>\n""")
tree(outsvg, 0.5 * width, height, trunklength, startingangle)
write(outsvg, "</svg>\n") # view file tree.svg in browser </lang>
Kotlin
<lang scala>// version 1.1.2
import java.awt.Color import java.awt.Graphics import javax.swing.JFrame
class FractalTree : JFrame("Fractal Tree") {
init { background = Color.black setBounds(100, 100, 800, 600) isResizable = false defaultCloseOperation = EXIT_ON_CLOSE }
private fun drawTree(g: Graphics, x1: Int, y1: Int, angle: Double, depth: Int) { if (depth == 0) return val x2 = x1 + (Math.cos(Math.toRadians(angle)) * depth * 10.0).toInt() val y2 = y1 + (Math.sin(Math.toRadians(angle)) * depth * 10.0).toInt() g.drawLine(x1, y1, x2, y2) drawTree(g, x2, y2, angle - 20, depth - 1) drawTree(g, x2, y2, angle + 20, depth - 1) }
override fun paint(g: Graphics) { g.color = Color.white drawTree(g, 400, 500, -90.0, 9) }
}
fun main(args: Array<String>) {
FractalTree().isVisible = true
}</lang>
Lambdatalk
<lang Lisp> 1) defining the function tree:
{def tree
{lambda {:e // last branch length :s // trunks length :k // ratio between two following branches :a // rotate left :b} // rotate right {if {< :s :e} then else M:s T:a {tree :e {* :k :s} :k :a :b} T-{+ :a :b} {tree :e {* :k :s} :k :a :b} T:b M-:s }}}
2) Calling this function generates a sequence of commands mooving a pen: • Tθ rotates the drawing direction "θ" degrees from the previous one • and Md draws a segment "d" pixels in this direction.
{def T {tree 1 190 {/ 2 3} 15 45}}
and produces 40995 words beginning with:
M190 T15 M126.66666666666666 T15 M84.44444444444443 T15 M56.29629629629628 T15 M37.53086419753085 T15 M25.020576131687235 T15
M16.680384087791488 T15 M11.120256058527659 T15 M7.413504039018439 T15 M4.942336026012292 T15 M3.2948906840081946 ...
3) These words are sent to a the turtle lambdatalk primitive which is a graphic device translating the sequence of Md and Tθ into a sequence of SVG points x0 y0 x1 y1 ... xn yn which will feed the points attribute of a polyline SVG element:
{svg {@ width="580px" height="580px" style="box-shadow:0 0 8px #000;"}
{polyline {@ points="{turtle 230 570 180 {T}}" fill="transparent" stroke="#fff" stroke-width="1"
}}}
This is an abstract of the output:
<svg width="580px" height="580px" style="box-shadow:0 0 8px #000;">
<polyline points="230 580 230 380 195 251 151 174 109 132 75 113 49 106 32 106 21 109 ... ... 413 286 324 286 230 380 230 580 " fill="transparent" stroke="#888" stroke-width="1"> </polyline>
</svg>
The complete ouput can be seen displayed in http://lambdaway.free.fr/lambdawalks/?view=fractal_tree </lang>
Liberty BASIC
LB includes Logo-type turtle commands, so can be drawn that way as well as that shown here. <lang lb>
NoMainWin
sw = 640 : sh = 480 WindowWidth = sw+8 : WindowHeight = sh+31 UpperLeftX = (DisplayWidth -sw)/2 UpperLeftY = (DisplayHeight-sh)/2 Open"Fractal Tree" For Graphics_nf_nsb As #g
- g "Down; Color darkgreen; TrapClose halt"
h$ = "#g"
'initial assignments initAngle = Acs(-1)*1.5 'radian equivalent of 270 degrees
theta = 29 * (Acs(-1)/180) 'convert 29 degrees to radians length = 110 'length in pixels depth = 25 'max recursion depth 'draw the tree Call tree h$, 320, 470, initAngle, theta, length, depth #g "Flush; when leftButtonDown halt" 'L-click to exit Wait
Sub halt handle$
Close #handle$ End
End Sub
Sub tree h$, x, y, initAngle, theta, length, depth
Scan newX = Cos(initAngle) * length + x newY = Sin(initAngle) * length + y #h$ "Line ";x;" ";y;" ";newX;" ";newY length = length * .78 depth = depth - 1 If depth > 0 Then Call tree h$, newX, newY, initAngle-theta, theta, length, depth Call tree h$, newX, newY, initAngle+theta, theta, length, depth End If
End Sub </lang>
Lingo
<lang lingo>---------------------------------------- -- Creates an image of a fractal tree -- @param {integer} width -- @param {integer} height -- @param {integer} fractalDepth -- @param {integer|float} initSize -- @param {float} spreadAngle -- @param {float} [scaleFactor=1.0] -- @return {image}
on fractalTree (width, height, fractalDepth, initSize, spreadAngle, scaleFactor)
if voidP(scaleFactor) then scaleFactor = 1.0 img = image(width, height, 24) img.fill(img.rect, rgb(0,0,0)) _drawTree(img, width/2, height, -PI/2, fractalDepth, initSize, spreadAngle, scaleFactor) return img
end
on _drawTree (img, x1, y1, angle, depth, size, spreadAngle, scaleFactor)
if (depth) then x2 = x1 + cos(angle)*depth*size y2 = y1 + sin(angle)*depth*size img.draw(x1, y1, x2, y2, [#color:rgb(255,255,255)]) _drawTree(img, x2, y2, angle-spreadAngle, depth-1, size*ScaleFactor, spreadAngle, scaleFactor) _drawTree(img, x2, y2, angle+spreadAngle, depth-1, size*ScaleFactor, spreadAngle, scaleFactor) end if
end</lang> Usage: <lang lingo>fractalDepth = 10 initSize = 7.0 spreadAngle = 35*PI/180 scaleFactor = 0.95 img = fractalTree(480, 380, fractalDepth, initSize, spreadAngle, scaleFactor)</lang>
Logo
<lang logo>to tree :depth :length :scale :angle
if :depth=0 [stop] setpensize round :depth/2 forward :length right :angle tree :depth-1 :length*:scale :scale :angle left 2*:angle tree :depth-1 :length*:scale :scale :angle right :angle back :length
end
clearscreen tree 10 80 0.7 30</lang>
Lua
Bitmap
Needs LÖVE 2D Engine <lang lua> g, angle = love.graphics, 26 * math.pi / 180 wid, hei = g.getWidth(), g.getHeight() function rotate( x, y, a )
local s, c = math.sin( a ), math.cos( a ) local a, b = x * c - y * s, x * s + y * c return a, b
end function branches( a, b, len, ang, dir )
len = len * .76 if len < 5 then return end g.setColor( len * 16, 255 - 2 * len , 0 ) if dir > 0 then ang = ang - angle else ang = ang + angle end local vx, vy = rotate( 0, len, ang ) vx = a + vx; vy = b - vy g.line( a, b, vx, vy ) branches( vx, vy, len, ang, 1 ) branches( vx, vy, len, ang, 0 )
end function createTree()
local lineLen = 127 local a, b = wid / 2, hei - lineLen g.setColor( 160, 40 , 0 ) g.line( wid / 2, hei, a, b ) branches( a, b, lineLen, 0, 1 ) branches( a, b, lineLen, 0, 0 )
end function love.load()
canvas = g.newCanvas( wid, hei ) g.setCanvas( canvas ) createTree() g.setCanvas()
end function love.draw()
g.draw( canvas )
end </lang>
ASCII
Using the Bitmap class and text renderer from here, then extending... <lang lua>function Bitmap:tree(x, y, angle, depth, forkfn, lengfn)
if depth <= 0 then return end local fork, leng = forkfn(), lengfn() local x2 = x + depth * leng * math.cos(angle) local y2 = y - depth * leng * math.sin(angle) self:line(math.floor(x), math.floor(y), math.floor(x2), math.floor(y2)) self:tree(x2, y2, angle+fork, depth-1, forkfn, lengfn) self:tree(x2, y2, angle-fork, depth-1, forkfn, lengfn)
end
bitmap = Bitmap(128*3,128) bitmap:tree( 64, 120, math.pi/2, 8, function() return 0.3 end, function() return 3 end) bitmap:tree(192, 120, math.pi/2, 8, function() return 0.6 end, function() return 2.5 end) bitmap:tree(320, 120, math.pi/2, 8, function() return 0.2+math.random()*0.3 end, function() return 2.0+math.random()*2.0 end) bitmap:render({[0x000000]='.', [0xFFFFFFFF]='█'})</lang>
- Output:
Shown at 25% scale:
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Mathematica / Wolfram Language
<lang Mathematica>fractalTree[
pt : {_, _}, \[Theta]orient_: \[Pi]/2, \[Theta]sep_: \[Pi]/9, depth_Integer: 9] := Module[{pt2}, If[depth == 0, Return[]]; pt2 = pt + {Cos[\[Theta]orient], Sin[\[Theta]orient]}*depth; DeleteCases[ Flatten@{ Line[{pt, pt2}], fractalTree[pt2, \[Theta]orient - \[Theta]sep, \[Theta]sep, depth - 1], fractalTree[pt2, \[Theta]orient + \[Theta]sep, \[Theta]sep, depth - 1] }, Null ] ]
Graphics[fractalTree[{0, 0}, \[Pi]/2, \[Pi]/9]] </lang>
NetRexx
<lang NetRexx>/* NetRexx */ options replace format comments java crossref symbols binary
import java.awt.Color import java.awt.Graphics import javax.swing.JFrame
class RFractalTree public extends JFrame
properties constant isTrue = (1 == 1) isFalse = \isTrue -- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ method RFractalTree() public super('Fractal Tree') setBounds(100, 100, 800, 600) setResizable(isFalse) setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE) return -- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ method drawTree(g = Graphics, x1 = int, y1 = int, angle = double, depth = int) private if depth \= 0 then do x2 = x1 + (int Math.cos(Math.toRadians(angle)) * depth * 10.0) y2 = y1 + (int Math.sin(Math.toRadians(angle)) * depth * 10.0) g.drawLine(x1, y1, x2, y2) drawTree(g, x2, y2, angle - 20, depth - 1) drawTree(g, x2, y2, angle + 20, depth - 1) end return -- ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ method paint(g = Graphics) public g.setColor(Color.BLACK) drawTree(g, 400, 500, -90, 9) return -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ method main(args = String[])public static RFractalTree().setVisible(isTrue) return
</lang>
Nim
<lang Nim> import math import strformat
const
Width = 1000 Height = 1000 TrunkLength = 400 ScaleFactor = 0.6 StartingAngle = 1.5 * PI DeltaAngle = 0.2 * PI
proc drawTree(outfile: File; x, y, len, theta: float) =
if len >= 1: let x2 = x + len * cos(theta) let y2 = y + len * sin(theta) outfile.write( fmt"<line x1='{x}' y1='{y}' x2='{x2}' y2='{y2}' style='stroke:white;stroke-width:1'/>\n") outfile.drawTree(x2, y2, len * ScaleFactor, theta + DeltaAngle) outFile.drawTree(x2, y2, len * ScaleFactor, theta - DeltaAngle)
let outsvg = open("tree.svg", fmWrite) outsvg.write("""<?xml version='1.0' encoding='utf-8' standalone='no'?>
<!DOCTYPE svg PUBLIC '-//W3C//DTD SVG 1.1//EN' 'http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd'> <svg width='100%%' height='100%%' version='1.1' xmlns='http://www.w3.org/2000/svg'>\n <rect width="100%" height="100%" fill="black"/>\n""")
outsvg.drawTree(0.5 * Width, Height, TrunkLength, StartingAngle) outsvg.write("</svg>\n") # View file tree.svg in browser.
</lang>
OCaml
<lang ocaml>#directory "+cairo"
- load "bigarray.cma"
- load "cairo.cma"
let img_name = "/tmp/fractree.png" let width = 480 let height = 640
let level = 9 let line_width = 4.0
let color = (1.0, 0.5, 0.0)
let pi = 4.0 *. atan 1.0
let angle_split = pi *. 0.12 let angle_rand = pi *. 0.12
let () =
Random.self_init(); let surf = Cairo.image_surface_create Cairo.FORMAT_RGB24 ~width ~height in let ctx = Cairo.create surf in Cairo.set_antialias ctx Cairo.ANTIALIAS_SUBPIXEL; Cairo.set_line_cap ctx Cairo.LINE_CAP_ROUND;
let draw_line (x,y) (dx,dy) = Cairo.move_to ctx x (float height -. y); Cairo.line_to ctx dx (float height -. dy); Cairo.stroke ctx; in let set_color (r,g,b) v = Cairo.set_source_rgb ctx ~red:(r *. v) ~green:(g *. v) ~blue:(b *. v); in let trans_pos (x,y) len angle = let _x = cos angle and _y = sin angle in (x +. (_x *. len), y +. (_y *. len)) in
let rec loop ~level ~pos ~line_width ~line_len ~angle ~angle_split ~angle_rand ~intc = if level > 0 then begin (* draw the current segment *) Cairo.set_line_width ctx line_width; set_color color intc; let pos_to = trans_pos pos line_len angle in draw_line pos pos_to; (* evolution of the parameters *) let line_width = line_width *. 0.8 and line_len = line_len *. 0.62 and angle_split = angle_split *. 1.02 and angle_rand = angle_rand *. 1.02 and intc = intc *. 0.9 in let next_loop = loop ~level:(pred level) ~pos:pos_to ~intc ~line_width ~line_len ~angle_split ~angle_rand in (* split *) let angle_left = angle +. angle_split +. Random.float angle_rand and angle_right = angle -. angle_split -. Random.float angle_rand in next_loop ~angle:angle_left; next_loop ~angle:angle_right end in
let pos = (float width *. 0.5, float height *. 0.1) and line_len = float height *. 0.3 in loop ~level ~pos ~angle:(pi /. 2.0) ~angle_split ~angle_rand ~line_width ~line_len ~intc:1.0;
Cairo_png.surface_write_to_file surf img_name (*Cairo_png.surface_write_to_channel surf stdout*)</lang>
PARI/GP
This version with recursion, in general, is a translation of JavaScript version. Some tweaks and options were added to make it reusable and outputting different size of a tree.
<lang parigp> \\ Fractal tree (w/recursion) \\ 4/10/16 aev plotline(x1,y1,x2,y2)={plotmove(0, x1,y1);plotrline(0,x2-x1,y2-y1);}
plottree(x,y,a,d)={ my(x2,y2,d2r=Pi/180.0,a1=a*d2r,d1); if(d<=0, return();); if(d>0, d1=d*10.0;
x2=x+cos(a1)*d1; y2=y+sin(a1)*d1; plotline(x,y,x2,y2); plottree(x2,y2,a-20,d-1); plottree(x2,y2,a+20,d-1), return(); );
}
FractalTree(depth,size)={ my(dx=1,dy=0,ttlb="Fractal Tree, depth ",ttl=Str(ttlb,depth)); print1(" *** ",ttl); print(", size ",size); plotinit(0); plotcolor(0,6); \\green plotscale(0, -size,size, 0,size); plotmove(0, 0,0); plottree(0,0,90,depth); plotdraw([0,size,size]); }
{\\ Executing: FractalTree(9,500); \\FracTree1.png FractalTree(12,1100); \\FracTree2.png FractalTree(15,1500); \\FracTree3.png } </lang>
- Output:
*** Fractal Tree, depth 9, size 500 *** last result computed in 140 ms. *** Fractal Tree, depth 12, size 1100 *** last result computed in 236 ms. *** Fractal Tree, depth 15, size 1500 *** last result computed in 1,095 ms
Perl
using the GD::Simple module. <lang perl>use GD::Simple;
my ($width, $height) = (1000,1000); # image dimension my $scale = 6/10; # branch scale relative to trunk my $length = 400; # trunk size
my $img = GD::Simple->new($width,$height); $img->fgcolor('black'); $img->penSize(1,1);
tree($width/2, $height, $length, 270);
print $img->png;
sub tree
{
my ($x, $y, $len, $angle) = @_;
return if $len < 1;
$img->moveTo($x,$y); $img->angle($angle); $img->line($len);
($x, $y) = $img->curPos();
tree($x, $y, $len*$scale, $angle+35); tree($x, $y, $len*$scale, $angle-35);
}</lang>
Phix
You can run this online here.
-- -- demo\rosetta\FractalTree.exw -- ============================ -- with javascript_semantics include pGUI.e Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas procedure drawTree(integer level, atom angle, len, integer x, y) integer xn = x + floor(len*cos(angle)), yn = y + floor(len*sin(angle)), red = 255-level*8, green = level*12+100 cdCanvasSetForeground(cddbuffer, red*#10000 + green*#100) cdCanvasSetLineWidth(cddbuffer,floor(5-level/3)) cdCanvasLine(cddbuffer, x, 480-y, xn, 480-yn) if level<12 then drawTree(level+1, angle-0.4, len*0.8, xn, yn) --left drawTree(level+1, angle+0.1, len*0.8, xn, yn) --right end if end procedure function redraw_cb(Ihandle /*ih*/, integer /*posx*/, /*posy*/) cdCanvasActivate(cddbuffer) cdCanvasClear(cddbuffer) drawTree(0, -PI/2.0, 80.0, 360, 460) cdCanvasFlush(cddbuffer) return IUP_DEFAULT end function function map_cb(Ihandle ih) cdcanvas = cdCreateCanvas(CD_IUP, ih) cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas) cdCanvasSetBackground(cddbuffer, CD_PARCHMENT) return IUP_DEFAULT end function procedure main() IupOpen() canvas = IupCanvas("RASTERSIZE=640x480") IupSetCallbacks(canvas, {"MAP_CB", Icallback("map_cb"), "ACTION", Icallback("redraw_cb")}) dlg = IupDialog(canvas,"RESIZE=NO") IupSetAttribute(dlg, "TITLE", "Fractal Tree") IupShow(dlg) if platform()!=JS then IupMainLoop() IupClose() end if end procedure main()
PHP
Image is created with GD module. Code adapted from the JavaScript version. <lang php> <?php header("Content-type: image/png");
$width = 512; $height = 512; $img = imagecreatetruecolor($width,$height); $bg = imagecolorallocate($img,255,255,255); imagefilledrectangle($img, 0, 0, $width, $width, $bg);
$depth = 8; function drawTree($x1, $y1, $angle, $depth){
global $img; if ($depth != 0){ $x2 = $x1 + (int)(cos(deg2rad($angle)) * $depth * 10.0); $y2 = $y1 + (int)(sin(deg2rad($angle)) * $depth * 10.0); imageline($img, $x1, $y1, $x2, $y2, imagecolorallocate($img,0,0,0)); drawTree($x2, $y2, $angle - 20, $depth - 1); drawTree($x2, $y2, $angle + 20, $depth - 1); }
}
drawTree($width/2, $height, -90, $depth);
imagepng($img); imagedestroy($img); ?> </lang>
PicoLisp
This uses the 'brez' line drawing function from Bitmap/Bresenham's line algorithm#PicoLisp. <lang PicoLisp>(load "@lib/math.l")
(de fractalTree (Img X Y A D)
(unless (=0 D) (let (R (*/ A pi 180.0) DX (*/ (cos R) D 0.2) DY (*/ (sin R) D 0.2)) (brez Img X Y DX DY) (fractalTree Img (+ X DX) (+ Y DY) (+ A 30.0) (dec D)) (fractalTree Img (+ X DX) (+ Y DY) (- A 30.0) (dec D)) ) ) )
(let Img (make (do 300 (link (need 400 0)))) # Create image 400 x 300
(fractalTree Img 200 300 -90.0 10) # Draw tree (out "img.pbm" # Write to bitmap file (prinl "P1") (prinl 400 " " 300) (mapc prinl Img) ) )</lang>
Plain English
<lang plainenglish>To run: Start up. Clear the screen to the lightest blue color. Pick a brownish color. Put the screen's bottom minus 1/2 inch into the context's spot's y coord. Draw a tree given 3 inches. Refresh the screen. Wait for the escape key. Shut down.
To draw a tree given a size: If the size is less than 1/32 inch, exit. Put the size divided by 1/4 inch into the pen size. If the size is less than 1/4 inch, pick a greenish color. Remember where we are. Stroke the size. Turn left 1/16 of the way. Draw another tree given the size times 2/3. Turn right 1/16 of the way. Turn right 1/16 of the way. Draw a third tree given the size times 2/3. Turn left 1/16 of the way. Go back to where we were.</lang>
- Output:
PostScript
<lang postscript>%!PS %%BoundingBox: 0 0 300 300 %%EndComments /origstate save def /ld {load def} bind def /m /moveto ld /g /setgray ld /t /translate ld /r /rotate ld /l /lineto ld /rl /rlineto ld /s /scale ld %%EndProlog /PerturbateAngle {} def /PerturbateLength {} def % ** To add perturbations, define properly PerturbateAngle and PerturbateLength, e.g. % /PerturbateAngle {realtime 20 mod realtime 2 mod 1 eq {add} {sub} ifelse} def % /PerturbateLength {realtime 10 mod 100 div realtime 2 mod 1 eq {add} {sub} ifelse} def /fractree { % [INITLENGTH, SPLIT, SFACTOR, BRANCHES]
dup 3 get 0 gt { 0 0 m dup 0 get 0 exch l gsave dup 0 get 0 exch t dup 1 get PerturbateAngle r dup 2 get dup PerturbateLength s dup aload pop 1 sub 4 array astore fractree stroke grestore gsave dup 0 get 0 exch t dup 1 get neg PerturbateAngle r dup 2 get dup PerturbateLength s dup aload pop 1 sub 4 array astore fractree stroke grestore } if pop
} def % /BRANCHES 14 def /INITLENGTH 50 def /SPLIT 35 def /SFACTOR .75 def % % BB check %0 0 m 300 0 rl 0 300 rl -300 0 rl closepath stroke % 0 g 150 0 t [INITLENGTH SPLIT SFACTOR BRANCHES] fractree stroke % showpage origstate restore %%EOF</lang>
Shorter version:<lang postscript>%!PS-Adobe-3.0 %%BoundingBox: 0 0 300 300 /!0 { dup 1 sub dup 0 gt } def /trunk { 0 0 moveto 0 60 translate 0 0 lineto stroke } def
/branch { gsave scale rotate dup d exch sub d div setgray tree grestore } def /L { 30 .8 .8 branch } def /M {-10 .7 .7 branch } def /R {-35 .7 .7 branch } def /tree { trunk !0 { L M R } if pop } def
/d 10 def 5 setlinewidth 1 setlinecap 170 20 translate d tree pop %%EOF</lang>
POV-Ray
<lang povray>#include "colors.inc"
- include "transforms.inc"
- declare CamLoc = <0, 5, 0>;
- declare CamLook = <0,0,0>;
camera {
location CamLoc look_at CamLook rotate y*90
}
light_source {
CamLoc color White
}
- declare Init_Height = 10;
- declare Spread_Ang = 35;
- declare Branches = 14;
- declare Scaling_Factor = 0.75;
- macro Stick(P0, P1)
cylinder { P0, P1, 0.02 texture { pigment { Green } } }
- end
- macro FractalTree(O, D, S, R, B)
#if (B > 0) Stick(O, O+D*S) FractalTree(O+D*S, vtransform(D, transform{rotate y*R}), S*Scaling_Factor, R, B-1) FractalTree(O+D*S, vtransform(D, transform{rotate -y*R}), S*Scaling_Factor, R, B-1) #end
- end
union {
FractalTree(<-2,0,0>, <1,0,0>, 1, Spread_Ang, Branches)
}</lang>
Prolog
SWI-Prolog has a graphic interface : XPCE. <lang Prolog>fractal :- new(D, window('Fractal')), send(D, size, size(800, 600)), drawTree(D, 400, 500, -90, 9), send(D, open).
drawTree(_D, _X, _Y, _Angle, 0).
drawTree(D, X1, Y1, Angle, Depth) :-
X2 is X1 + cos(Angle * pi / 180.0) * Depth * 10.0, Y2 is Y1 + sin(Angle * pi / 180.0) * Depth * 10.0,
new(Line, line(X1, Y1, X2, Y2, none)), send(D, display, Line), A1 is Angle - 30, A2 is Angle + 30, De is Depth - 1,
drawTree(D, X2, Y2, A1, De), drawTree(D, X2, Y2, A2, De).
</lang>
PureBasic
<lang PureBasic>#Spread_Ang = 35
- Scaling_Factor = 0.75
- Deg_to_Rad = #PI / 180
- SizeH = 500
- SizeV = 375
- Init_Size = 100
Procedure drawTree(x1, y1, Size, theta, depth)
Protected x2 = x1 + Cos(theta * #Deg_to_Rad) * Size, y2 = y1 + Sin(theta * #Deg_to_Rad) * Size LineXY(x1, y1, x2, y2, RGB(255, 255, 255)) If depth <= 0 ProcedureReturn EndIf ;draw left branch drawTree(x2, y2, Size * #Scaling_Factor, theta - #Spread_Ang, depth - 1) ;draw right branch drawTree(x2, y2, Size * #Scaling_Factor, theta + #Spread_Ang, depth - 1)
EndProcedure
OpenWindow(0, 0, 0, #SizeH, #SizeV, "Fractal Tree", #PB_Window_SystemMenu)
Define fractal = CreateImage(#PB_Any, #SizeH, #SizeV, 32)
ImageGadget(0, 0, 0, 0, 0, ImageID(fractal))
If StartDrawing(ImageOutput(fractal))
drawTree(#SizeH / 2, #SizeV, #Init_Size, -90, 9) StopDrawing() SetGadgetState(0, ImageID(fractal))
EndIf
Repeat: Until WaitWindowEvent(10) = #PB_Event_CloseWindow</lang>
Processing
Using rotation
<lang java>void setup() {
size(600, 600); background(0); stroke(255); drawTree(300, 550, 9);
}
void drawTree(float x, float y, int depth) {
float forkAngle = radians(20); float baseLen = 10.0; if (depth > 0) { pushMatrix(); translate(x, y - baseLen * depth); line(0, baseLen * depth, 0, 0); rotate(forkAngle); drawTree(0, 0, depth - 1); rotate(2 * -forkAngle); drawTree(0, 0, depth - 1); popMatrix(); }
}</lang>
Calculating coordinates
<lang java>void setup() {
size(600, 600); background(0); stroke(255); drawTree(300, 550, -90, 9);
}
void drawTree(float x1, float y1, float angle, int depth) {
float forkAngle = 20; float baseLen = 10.0; if (depth > 0) { float x2 = x1 + cos(radians(angle)) * depth * baseLen; float y2 = y1 + sin(radians(angle)) * depth * baseLen; line(x1, y1, x2, y2); drawTree(x2, y2, angle - forkAngle, depth - 1); drawTree(x2, y2, angle + forkAngle, depth - 1); }
}</lang>
Processing Python mode
Using rotation
<lang python>def setup():
size(600, 600) background(0) stroke(255) drawTree(300, 550, 9)
def drawTree(x, y, depth):
fork_ang = radians(20) base_len = 10 if depth > 0: pushMatrix() translate(x, y - baseLen * depth) line(0, baseLen * depth, 0, 0) rotate(fork_ang) drawTree(0, 0, depth - 1) rotate(2 * -fork_ang) drawTree(0, 0, depth - 1) popMatrix()</lang>
Calculating coordinates
<lang python>def setup():
size(600, 600) background(0) stroke(255) drawTree(300, 550, -90, 9)
def drawTree(x1, y1, angle, depth):
fork_angle = 20 base_len = 10.0 if depth > 0: x2 = x1 + cos(radians(angle)) * depth * base_len y2 = y1 + sin(radians(angle)) * depth * base_len line(x1, y1, x2, y2) drawTree(x2, y2, angle - fork_angle, depth - 1) drawTree(x2, y2, angle + fork_angle, depth - 1)</lang>
Python
<lang python>import pygame, math
pygame.init() window = pygame.display.set_mode((600, 600)) pygame.display.set_caption("Fractal Tree") screen = pygame.display.get_surface()
def drawTree(x1, y1, angle, depth):
fork_angle = 20 base_len = 10.0 if depth > 0: x2 = x1 + int(math.cos(math.radians(angle)) * depth * base_len) y2 = y1 + int(math.sin(math.radians(angle)) * depth * base_len) pygame.draw.line(screen, (255,255,255), (x1, y1), (x2, y2), 2) drawTree(x2, y2, angle - fork_angle, depth - 1) drawTree(x2, y2, angle + fork_angle, depth - 1)
def input(event):
if event.type == pygame.QUIT: exit(0)
drawTree(300, 550, -90, 9) pygame.display.flip() while True:
input(pygame.event.wait())</lang>
QB64
<lang qb64>_Title "Fractal Tree" Const sw% = 640 Const sh% = 480
Screen _NewImage(sw, sh, 8) Cls , 15: Color 2
Call tree(sw \ 2, sh - 10, _Pi * 1.5, _Pi / 180 * 29, 112, 15)
Sleep System
Sub tree (x As Integer, y As Integer, initAngle As Double, theta As Double, length As Double, depth As Integer)
Dim As Integer iL, newX, newY, iX, iY, iD iL = length: iX = x: iY = y: iD = depth newX = Cos(initAngle) * length + iX newY = Sin(initAngle) * length + iY Line (iX, iY)-(newX, newY) iL = length * .78 iD = iD - 1 If iD > 0 Then Call tree(newX, newY, initAngle - theta, theta, iL, iD) Call tree(newX, newY, initAngle + theta, theta, iL, iD) End If
End Sub</lang>
Quackery
<lang Quackery>[ $ "turtleduck.qky" loadfile ] now!
[ [ 1 1
30 times [ tuck + ] swap join ] constant do ] is phi ( --> n/d )
[ 2dup 5 1 v< iff
2drop done 2dup 5 1 v/ proper 2drop wide 2dup walk 1 5 turn 2dup phi v/ 2dup recurse -2 5 turn recurse 1 5 turn -v fly ] is tree ( n/d --> )
turtle -1 4 turn -450 1 fly 500 1 tree</lang>
- Output:
R
<lang r>
- Recursive FT plotting
plotftree <- function(x, y, a, d, c) { x2=y2=0; d2r=pi/180.0; a1 <- a*d2r; d1=0; if(d<=0) {return()} if(d>0)
{ d1=d*10.0; x2=x+cos(a1)*d1; y2=y+sin(a1)*d1; segments(x*c, y*c, x2*c, y2*c, col='darkgreen'); plotftree(x2,y2,a-20,d-1,c); plotftree(x2,y2,a+20,d-1,c); #return(2); }
}
- Plotting Fractal Tree. aev 3/27/17
- ord - order/depth, c - scale, xsh - x-shift, fn - file name,
- ttl - plot title.
pFractalTree <- function(ord, c=1, xsh=0, fn="", ttl="") {
cat(" *** START FRT:", date(), "\n"); m=640; if(fn=="") {pf=paste0("FRTR", ord, ".png")} else {pf=paste0(fn, ".png")}; if(ttl=="") {ttl=paste0("Fractal tree, order - ", ord)}; cat(" *** Plot file -", pf, "title:", ttl, "\n"); ##plot(NA, xlim=c(0,m), ylim=c(-m,0), xlab="", ylab="", main=ttl); plot(NA, xlim=c(0,m), ylim=c(0,m), xlab="", ylab="", main=ttl); plotftree(m/2+xsh,100,90,ord,c); dev.copy(png, filename=pf, width=m, height=m); dev.off(); graphics.off(); cat(" *** END FRT:",date(),"\n");
}
- Executing:
pFractalTree(9); pFractalTree(12,0.6,210); pFractalTree(15,0.35,600); </lang>
- Output:
> pFractalTree(9); *** START FRT: Tue Mar 28 16:49:49 2017 *** Plot file - FRTR9.png title: Fractal tree, order - 9 *** END FRT: Tue Mar 28 16:49:50 2017 > pFractalTree(12,0.6,210); *** START FRT: Tue Mar 28 17:32:15 2017 *** Plot file - FRTR12.png title: Fractal tree, order - 12 *** END FRT: Tue Mar 28 17:32:16 2017 > pFractalTree(15,0.35,600); *** START FRT: Tue Mar 28 17:38:34 2017 *** Plot file - FRTR15.png title: Fractal tree, order - 15 *** END FRT: Tue Mar 28 17:38:41 2017
Racket
<lang racket>
- lang racket
(require graphics/turtles)
(define (tree n)
(when (> n 1) (draw (/ n 2)) (tprompt (split* (turn 60) (turn -60)) (tree (/ n 2))) (draw (/ n 2)) (turn 5) (tree (- n 1))))
(turtles #t) (move 100) (turn 90) (move -200) (tree 35) (save-turtle-bitmap "tree.png" 'png) </lang>
Raku
(formerly Perl 6) Image is created in SVG format. <lang perl6>my ($width, $height) = (1000,1000); # image dimension my $scale = 6/10; # branch scale relative to trunk my $length = 400; # trunk size
say "<?xml version='1.0' encoding='utf-8' standalone='no'?> <!DOCTYPE svg PUBLIC '-//W3C//DTD SVG 1.1//EN' 'http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd'> <svg width='100%' height='100%' version='1.1' xmlns='http://www.w3.org/2000/svg'>";
tree($width/2, $height, $length, 3*pi/2);
say "</svg>";
multi tree($, $, $length where { $length < 1}, $) {} multi tree($x, $y, $length, $angle) { my ($x2, $y2) = ( $x + $length * $angle.cos, $y + $length * $angle.sin); say "<line x1='$x' y1='$y' x2='$x2' y2='$y2' style='stroke:rgb(0,0,0);stroke-width:1'/>"; tree($x2, $y2, $length*$scale, $angle + pi/5); tree($x2, $y2, $length*$scale, $angle - pi/5); }</lang>
Red
<lang Red>Red [Needs: 'View]
color: brown width: 9 view/tight/options/flags/no-wait [ ; click image to grow tree img: image 1097x617 draw [ pen brown line-width 9 line 500x600 500x500] [grow] ] [offset: 0x0] [no-border]
ends: reduce [500x500 pi * 3 / 2] ; list of terminal nodes da: pi * 30 / 180 ; angle of branches in radians ea: pi * 5 / 180 ; offset added to angle to break symmetry
l: 200 ; branches initial lenght scale: 0.7 ; branches scale factor grow: does [ ; grows branches l: l * scale color: 2 * color + leaf / 3 width: width - 1 newends: copy [] foreach [p a] ends [ a1: a + da - ea p1: p + as-pair l * cos a1 l * sin a1 a2: a - da - ea p2: p + as-pair l * cos a2 l * sin a2 append img/draw compose/deep [ pen (color) line-width (width) line (p1) (p) (p2)] append newends reduce [p1 a1 p2 a2] ] ends: newends ]</lang>
- Output:
Ring
<lang ring> load "guilib.ring"
new qapp
{ win1 = new qwidget() { setwindowtitle("drawing using qpainter") setgeometry(100,100,500,500) label1 = new qlabel(win1) { setgeometry(10,10,400,400) settext("") } draw() show() } exec() }
func draw
p1 = new qpicture() color = new qcolor() { setrgb(0,0,255,255) } pen = new qpen() { setcolor(color) setwidth(1) } new qpainter() { begin(p1) setpen(pen)
sizex = 400 sizey = 200 depth = 10 tree(self, sizex, 0, sizey/2, 90, depth)
endpaint() } label1 { setpicture(p1) show() }
func tree myObj, x1, y1, size, angle, depth myObj{ scale = 0.76 spread = 25 x2 = x1 + size * cos(angle) y2 = y1 + size * sin(angle) drawline(x1, y1, x2, y2) if depth > 0 tree(self, x2, y2, size * scale, angle - spread, depth - 1) tree(self, x2, y2, size * scale, angle + spread, depth - 1) ok}
</lang> Output:
Ruby
<lang Ruby>Shoes.app(:title => "Fractal Tree", :width => 600, :height => 600) do
background "#fff" stroke "#000" @deg_to_rad = Math::PI / 180.0 def drawTree(x1, y1, angle, depth) if depth != 0 x2 = x1 + (Math.cos(angle * @deg_to_rad) * depth * 10.0).to_i y2 = y1 + (Math.sin(angle * @deg_to_rad) * depth * 10.0).to_i line x1, y1, x2, y2 drawTree(x2, y2, angle - 20, depth - 1) drawTree(x2, y2, angle + 20, depth - 1) end end drawTree(300,550,-90,9)
end</lang>
Rust
<lang Rust>//Cargo deps : // piston = "0.35.0" // piston2d-graphics = "0.23.0" // piston2d-opengl_graphics = "0.49.0" // pistoncore-glutin_window = "0.42.0"
extern crate piston; extern crate graphics; extern crate opengl_graphics; extern crate glutin_window;
use piston::window::WindowSettings; use piston::event_loop::{Events, EventSettings}; use piston::input::RenderEvent; use glutin_window::GlutinWindow as Window; use opengl_graphics::{GlGraphics, OpenGL}; use graphics::{clear, line, Context};
const ANG: f64 = 20.0; const COLOR: [f32; 4] = [1.0, 0.0, 0.5, 1.0]; const LINE_THICKNESS: f64 = 5.0; const DEPTH: u32 = 11;
fn main() {
let mut window: Window = WindowSettings::new("Fractal Tree", [1024, 768]) .opengl(OpenGL::V3_2) .exit_on_esc(true) .build() .unwrap(); let mut gl = GlGraphics::new(OpenGL::V3_2);
let mut events = Events::new(EventSettings::new()); while let Some(e) = events.next(&mut window) { if let Some(args) = e.render_args() { gl.draw(args.viewport(), |c, g| { clear([1.0, 1.0, 1.0, 1.0], g); draw_fractal_tree(512.0, 700.0, 0.0, DEPTH, c, g); }); } }
}
fn draw_fractal_tree(x1: f64, y1: f64, angle: f64, depth: u32, c: Context, g: &mut GlGraphics) {
let x2 = x1 + angle.to_radians().sin() * depth as f64 * 10.0; let y2 = y1 - angle.to_radians().cos() * depth as f64 * 10.0; line( COLOR, LINE_THICKNESS * depth as f64 * 0.2, [x1, y1, x2, y2], c.transform, g, ); if depth > 0 { draw_fractal_tree(x2, y2, angle - ANG, depth - 1, c, g); draw_fractal_tree(x2, y2, angle + ANG, depth - 1, c, g); }
} </lang>
Scala
Adapted from the Java version. Screenshot below. <lang scala>import swing._ import java.awt.{RenderingHints, BasicStroke, Color}
object FractalTree extends SimpleSwingApplication {
val DEPTH = 9
def top = new MainFrame { contents = new Panel { preferredSize = new Dimension(600, 500)
override def paintComponent(g: Graphics2D) { draw(300, 460, -90, DEPTH)
def draw(x1: Int, y1: Int, angle: Double, depth: Int) { if (depth > 0) { val x2 = x1 + (math.cos(angle.toRadians) * depth * 10).toInt val y2 = y1 + (math.sin(angle.toRadians) * depth * 10).toInt
g.setColor(Color.getHSBColor(0.25f - depth * 0.125f / DEPTH, 0.9f, 0.6f)) g.setStroke(new BasicStroke(depth)) g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON) g.drawLine(x1, y1, x2, y2)
draw(x2, y2, angle - 20, depth - 1) draw(x2, y2, angle + 20, depth - 1) } } } } }
Scheme
The tree is created as a list of line segments, which can then be drawn on a required device. For this program, the tree is output to an eps file.
<lang scheme> (import (scheme base)
(scheme file) (scheme inexact) (scheme write))
(define *scale* 10) ; controls overall size of tree (define *split* 20) ; controls angle of split (in degrees)
- construct lines for tree as list of 5-tuples (x1 y1 x2 y2 depth)
- - x1 y1 is start point
- - angle of this line, in radians
- - depth, depth within tree (controls length of line)
(define (create-tree x1 y1 angle depth)
(define (degrees->radians d) (let ((pi 3.14159265358979323846264338327950288419716939937510582097)) (* d pi 1/180))) ; (if (zero? depth) '() (let ((x2 (+ x1 (* (cos (degrees->radians angle)) depth *scale*))) (y2 (+ y1 (* (sin (degrees->radians angle)) depth *scale*)))) (append (list (map truncate (list x1 y1 x2 y2 depth))) (create-tree x2 y2 (- angle *split*) (- depth 1)) (create-tree x2 y2 (+ angle *split*) (- depth 1))))))
- output the tree to an eps file
(define (output-tree-as-eps filename tree)
(when (file-exists? filename) (delete-file filename)) (with-output-to-file filename (lambda () (display "%!PS-Adobe-3.0 EPSF-3.0\n%%BoundingBox: 0 0 800 800\n")
;; add each line - sets linewidth based on depth in tree (for-each (lambda (line) (display (string-append "newpath\n" (number->string (list-ref line 0)) " " (number->string (list-ref line 1)) " " "moveto\n" (number->string (list-ref line 2)) " " (number->string (list-ref line 3)) " " "lineto\n" (number->string (truncate (/ (list-ref line 4) 2))) " setlinewidth\n" "stroke\n" ))) tree) (display "\n%%EOF"))))
(output-tree-as-eps "fractal.eps" (create-tree 400 200 90 9)) </lang>
Scilab
L-System approach
This script uses complex numbers to represent (x,y) coordinates: real part as x position, and imaginary part as y position. The tree is generated using an L-system approach, and the lines are then drawn by interpreting the resulting sentence. The output is plotted onto graphic window.
<lang>trunk = 1; //trunk length ratio = 0.8; //size ratio between two consecutive branches depth = 9; //final number of branch levels orign = 0; //origin of the tree (should be complex) angle = 45*%pi/180; //angle between two branches [rad] trunk_angle = 90*%pi/180; //angle between trunk and X-axis [rad]
right_angle = angle/2; //angles to the right or to the left left_angle = 0.8*angle; //can be set independently or
//as function of 'angle'
//L-system definition: //Alphabet: FBD[]+-
//F: go forward B: go backwards //[: start new branch ]: end current branch //+: branch to the right -: branch to the left //D: double line (forward then backward)
//Axiom: D //Rule: D -> F[+D-D]B
//L-system sentence generation sentence = 'D' rule = 'F[+D-D]B'; for i=1:depth
sentence = strsubst(sentence,'D',rule);
end sentence = strsplit(sentence)';
//Empty tree tree_size = 1.0...
+ length(find(sentence=='F'|sentence=='B'))... + 2 * length(find(sentence=='D'));
tree=zeros(tree_size,1);
//Drawing the tree branch_level = 0; curr_angle = trunk_angle; curr_pos = 1;
for ind = 1:size(sentence,'c')
charac = sentence(ind); select charac case 'F' then //Draw line forward tree(curr_pos+1) = tree(curr_pos)... + trunk * ratio^branch_level * exp(curr_angle*%i); curr_pos = curr_pos + 1; case 'B' then //Draw line backwards tree(curr_pos+1) = tree(curr_pos)... + trunk * ratio^branch_level * exp((%pi+curr_angle)*%i); curr_pos = curr_pos + 1; case '[' then //New branch branch_level = branch_level + 1; case '+' then //Turn right curr_angle = curr_angle - right_angle; case '-' then //Turn left curr_angle = curr_angle + right_angle + left_angle; case ']' then //End of branch branch_level = branch_level - 1; curr_angle = curr_angle - left_angle; case 'D' then //Double line tree(curr_pos+1) = tree(curr_pos)... + trunk * ratio^branch_level * exp(curr_angle*%i); tree(curr_pos+2) = tree(curr_pos+1)... + trunk * ratio^branch_level * exp((%pi+curr_angle)*%i); curr_pos = curr_pos + 2; end
end
scf(); clf(); xname('Fractal tree: '+string(depth)+' levels') plot2d(real(tree),imag(tree),14); set(gca(),'isoview','on'); set(gca(),'axes_visible',['off','off','off']);</lang>
Recursive approach
<lang>width = 512; height = 512; img=scf(); set(img,'figure_size',[width,height]);
function drawTree(x1, y1, angle, depth)
if depth ~= 0 then x2 = x1 + cos(angle * %pi/180) * depth * 10; y2 = y1 + sin(angle * %pi/180) * depth * 10; plot2d([x1 x2],[y1 y2],14); drawTree(x2, y2, angle - 20, depth - 1); drawTree(x2, y2, angle + 20, depth - 1); end
endfunction
drawTree(width/2,height,90,10); set(gca(),'isoview','on');</lang>
Seed7
<lang seed7>$ include "seed7_05.s7i";
include "float.s7i"; include "math.s7i"; include "draw.s7i"; include "keybd.s7i";
const float: DEG_TO_RAD is PI / 180.0;
const proc: drawTree (in integer: x1, in integer: y1, in float: angle, in integer: depth) is func
local var integer: x2 is 0; var integer: y2 is 0; begin if depth <> 0 then x2 := x1 + trunc(cos(angle * DEG_TO_RAD) * flt(depth * 10)); y2 := y1 + trunc(sin(angle * DEG_TO_RAD) * flt(depth * 10)); lineTo(x1, y1, x2, y2, white); drawTree(x2, y2, angle - 20.0, depth - 1); drawTree(x2, y2, angle + 20.0, depth - 1); end if; end func;
const proc: main is func
begin screen(600, 500); clear(curr_win, black); KEYBOARD := GRAPH_KEYBOARD; drawTree(300, 470, -90.0, 9); ignore(getc(KEYBOARD)); end func;</lang>
Original source: [2]
Sidef
<lang ruby>func tree(img, x, y, scale=6/10, len=400, angle=270) {
len < 1 && return()
img.moveTo(x, y) img.angle(angle) img.line(len)
var (x1, y1) = img.curPos tree(img, x1, y1, scale, len*scale, angle+35) tree(img, x1, y1, scale, len*scale, angle-35)
}
require('GD::Simple')
var (width=1000, height=1000) var img = %s|GD::Simple|.new(width, height) img.fgcolor('black') img.penSize(1, 1)
tree(img, width/2, height)
File('tree.png').write(img.png, :raw)</lang>
Smalltalk
This example is coded for Squeak Smalltalk.
<lang smalltalk> Object subclass: #FractalTree
instanceVariableNames: classVariableNames: poolDictionaries: category: 'RosettaCode'
</lang>
Methods for FractalTree class:
<lang smalltalk> tree: aPoint length: aLength angle: anAngle
| p a | (aLength > 10) ifTrue: [ p := Pen new. p up. p goto: aPoint. p turn: anAngle. p down. 5 timesRepeat: [ p go: aLength / 5. p turn: 5. ]. a := anAngle - 30. 3 timesRepeat: [ self tree: p location length: aLength * 0.7 angle: a. a := a + 30. ] ].
draw
Display restoreAfter: [ Display fillWhite. self tree: 700@700 length: 200 angle: 0. ]
</lang>
Now open a new Workspace and enter:
<lang smalltalk> FractalTree new draw. </lang>
SVG
In the same style as Dragon curve#SVG. SVG has no parameterized definitions, so the recursion must be unrolled.
<lang xml><?xml version="1.0" standalone="yes"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 20010904//EN"
"http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd">
<svg xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink" width="400" height="320"> <style type="text/css"><![CDATA[ line { stroke: black; stroke-width: .05; } circle { fill: black; } ]]></style>
<defs>
<g id="stem"> <line x1="0" y1="0" x2="0" y2="-1"/> </g> <g id="l0"><use xlink:href="#stem"/></g> <g id="l1"> <use xlink:href="#l0" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l0" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g> <g id="l2"> <use xlink:href="#l1" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l1" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g> <g id="l3"> <use xlink:href="#l2" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l2" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g> <g id="l4"> <use xlink:href="#l3" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l3" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g> <g id="l5"> <use xlink:href="#l4" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l4" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g> <g id="l6"> <use xlink:href="#l5" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l5" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g> <g id="l7"> <use xlink:href="#l6" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l6" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g> <g id="l8"> <use xlink:href="#l7" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l7" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g> <g id="l9"> <use xlink:href="#l8" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#l8" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g>
</defs>
<g transform="translate(200, 320) scale(100)">
<use xlink:href="#l9"/>
</g>
</svg></lang>
Swift
Image - Link, since uploads seem to be disabled currently. In a playground: <lang swift>extension CGFloat {
func degrees_to_radians() -> CGFloat { return CGFloat(M_PI) * self / 180.0 }
}
extension Double {
func degrees_to_radians() -> Double { return Double(M_PI) * self / 180.0 }
}
class Tree: UIView {
func drawTree(x1: CGFloat, y1: CGFloat, angle: CGFloat, depth:Int){ if depth == 0 { return } let ang = angle.degrees_to_radians() let x2:CGFloat = x1 + ( cos(ang) as CGFloat) * CGFloat(depth) * (self.frame.width / 60) let y2:CGFloat = y1 + ( sin(ang) as CGFloat) * CGFloat(depth) * (self.frame.width / 60) let line = drawLine(x1, y1: y1, x2: x2, y2: y2) line.stroke() drawTree(x2, y1: y2, angle: angle - 20, depth: depth - 1) drawTree(x2, y1: y2, angle: angle + 20, depth: depth - 1) } func drawLine(x1:CGFloat, y1:CGFloat, x2:CGFloat, y2:CGFloat) -> UIBezierPath { let path = UIBezierPath() path.moveToPoint(CGPoint(x: x1,y: y1)) path.addLineToPoint(CGPoint(x: x2,y: y2)) path.lineWidth = 1 return path } override func drawRect(rect: CGRect) { let color = UIColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0) color.set() drawTree(self.frame.width / 2 , y1: self.frame.height * 0.8, angle: -90 , depth: 9 ) }
}
let tree = Tree(frame: CGRectMake(0, 0, 300, 300))
tree
</lang>
Standard ML
Works with PolyML <lang Standard ML>open XWindows; open Motif;
fun toI {x=x,y=y} = {x=Real.toInt IEEEReal.TO_NEAREST x,y=Real.toInt IEEEReal.TO_NEAREST y} ;
fun drawOnTop win usegc ht hs {x=l1,y=l2} {x=r1,y=r2} =
let val xy = {x=l1 - ht * (l2-r2) , y = l2 - ht * (r1-l1) } val zt = {x=r1 - ht * (l2-r2) , y= r2 - ht * (r1-l1) } val ab = {x= ( (#x xy + #x zt) + hs * (#y zt - #y xy ) )/2.0 , y = ( (#y zt + #y xy) - hs * (#x zt - #x xy )) /2.0 } in if abs (l1 - #x xy ) < 0.9 andalso abs (l2 - #y xy ) < 0.9 then XFlush (XtDisplay win) else (XFillPolygon (XtWindow win) usegc [ (XPoint o toI) {x=l1,y=l2}, (XPoint o toI ) xy ,
(XPoint o toI ) ab , (XPoint o toI ) zt , (XPoint o toI ) {x=r1,y=r2} ] Convex CoordModeOrigin ;
drawOnTop win usegc (0.87*ht) hs xy ab ; drawOnTop win usegc (0.93*ht) hs ab zt )
end ;
val demoWindow = fn () =>
let
val shell = XtAppInitialise "" "tree" "top" [] [ XmNwidth 800, XmNheight 650] ; val main = XmCreateMainWindow shell "main" [ XmNmappedWhenManaged true ] ; val canvas = XmCreateDrawingArea main "drawarea" [ XmNwidth 800, XmNheight 650] ; val usegc = DefaultGC (XtDisplay canvas) ;
in
XtSetCallbacks canvas [ (XmNexposeCallback , (fn (w,c,t) => ( drawOnTop canvas usegc 8.0 0.85 {x=385.0,y=645.0} {x=415.0,y=645.0} ; t) ) )
] XmNarmCallback ;
XtManageChild canvas ; XtManageChild main ; XtRealizeWidget shell
end ;
demoWindow ();</lang>
Tcl
<lang tcl>package require Tk
set SIZE 800 set SCALE 4.0 set BRANCHES 14 set ROTATION_SCALE 0.85 set INITIAL_LENGTH 50.0
proc draw_tree {w x y dx dy size theta depth} {
global SCALE ROTATION_SCALE $w create line $x $y [expr {$x + $dx*$size}] [expr {$y + $dy*$size}] if {[incr depth -1] >= 0} {
set x [expr {$x + $dx*$size}] set y [expr {$y + $dy*$size}] set ntheta [expr {$theta * $ROTATION_SCALE}]
# Draw left branch draw_tree $w $x $y \ [expr {$dx*cos($theta) + $dy*sin($theta)}] \ [expr {$dy*cos($theta) - $dx*sin($theta)}] \ [expr {$size * (rand() + $SCALE - 1) / $SCALE}] $ntheta $depth # Draw right branch draw_tree $w $x $y \ [expr {$dx*cos(-$theta) + $dy*sin(-$theta)}] \ [expr {$dy*cos(-$theta) - $dx*sin(-$theta)}] \ [expr {$size * (rand() + $SCALE - 1) / $SCALE}] $ntheta $depth
}
}
pack [canvas .c -width $SIZE -height $SIZE] draw_tree .c [expr {$SIZE/2}] [expr {$SIZE-10}] 0.0 -1.0 $INITIAL_LENGTH \
[expr {3.1415927 / 8}] $BRANCHES</lang>
TUSCRIPT
Image is created in SVG-format <lang tuscript> $$ MODE TUSCRIPT dest="fracaltree.svg" ERROR/STOP CREATE (dest,fdf-o,-std-) ACCESS d: WRITE/ERASE/RECORDS/UTF8 $dest s,text MODE DATA $$ header=* <?xml version="1.0" standalone="yes"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 20010904//EN"
"http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd">
<svg xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink" width="400" height="320"> <style type="text/css"><![CDATA[ line { stroke: brown; stroke-width: .05; } ]]></style>
$$ WRITE/NEXT d header $$ defsbeg=* <defs>
<g id="stem"> <line x1="0" y1="0" x2="0" y2="-1"/> </g> <g id="l"><use xlink:href="#stem"/></g>
$$ WRITE/NEXT d defsbeg $$ LOOP n=10,21 $$ id=n+1,lastnr=VALUE(n) $$ g=*
<g id="{id}"> <use xlink:href="#{n}" transform="translate(0, -1) rotate(-35) scale(.7)"/> <use xlink:href="#{n}" transform="translate(0, -1) rotate(+35) scale(.7)"/> <use xlink:href="#stem"/></g>
$$ WRITE/NEXT d g $$ ENDLOOP $$ defsend = * </defs> <g transform="translate(200, 320) scale(100)">
<use xlink:href="#{lastnr}"/>
</g> $$ MODE TUSCRIPT WRITE/NEXT d defsend WRITE/NEXT d "</svg>" ENDACCESS d </lang>
TypeScript
<lang JavaScript>// Set up canvas for drawing var canvas: HTMLCanvasElement = document.createElement('canvas') canvas.width = 600 canvas.height = 500 document.body.appendChild(canvas) var ctx: CanvasRenderingContext2D = canvas.getContext('2d') ctx.fillStyle = '#000' ctx.lineWidth = 1
// constants const degToRad: number = Math.PI / 180.0 const totalDepth: number = 9
/** Helper function that draws a line on the canvas */ function drawLine(x1: number, y1: number, x2: number, y2: number): void {
ctx.moveTo(x1, y1) ctx.lineTo(x2, y2)
}
/** Draws a branch at the given point and angle and then calls itself twice */ function drawTree(x1: number, y1: number, angle: number, depth: number): void {
if (depth !== 0) { let x2: number = x1 + (Math.cos(angle * degToRad) * depth * 10.0) let y2: number = y1 + (Math.sin(angle * degToRad) * depth * 10.0) drawLine(x1, y1, x2, y2) drawTree(x2, y2, angle - 20, depth - 1) drawTree(x2, y2, angle + 20, depth - 1) }
}
// actual drawing of tree ctx.beginPath() drawTree(300, 500, -90, totalDepth) ctx.closePath() ctx.stroke()
</lang>
Wren
<lang ecmascript>import "graphics" for Canvas, Color import "dome" for Window import "math" for Math
var Radians = Fn.new { |d| d * Num.pi / 180 }
class FractalTree {
construct new(width, height) { Window.title = "Fractal Tree" Window.resize(width, height) Canvas.resize(width, height) _fore = Color.white }
init() { drawTree(400, 500, -90, 9) }
drawTree(x1, y1, angle, depth) { if (depth == 0) return var r = Radians.call(angle) var x2 = x1 + (Math.cos(r) * depth * 10).truncate var y2 = y1 + (Math.sin(r) * depth * 10).truncate Canvas.line(x1, y1, x2, y2, _fore) drawTree(x2, y2, angle - 20, depth - 1) drawTree(x2, y2, angle + 20, depth - 1) }
update() {}
draw(alpha) {}
}
var Game = FractalTree.new(800, 600)</lang>
XPL0
<lang XPL0>include c:\cxpl\codes;
proc DrawBranch(Lev, Dir, Len, X, Y); int Lev; real Dir, Len; int X, Y; int Red, Grn; [Move(X, Y); X:= X + fix(Len*Cos(Dir)); Y:= Y + fix(Len*Sin(Dir)); Red:= 255-Lev*8; Grn:= Lev*12+100; Line(X, Y, Red<<16+Grn<<8); if Lev < 12 then \limit level of recursion
[DrawBranch(Lev+1, Dir-0.4, Len*0.8, X, Y); \left DrawBranch(Lev+1, Dir+0.1, Len*0.8, X, Y); \right ];
];
[SetVid($112); \set 640x480x24 video graphics mode DrawBranch(0, -3.14159/2.0, 80.0, 360, 460); if ChIn(1) then []; \wait for keystroke SetVid(3); \restore normal text mode ]</lang>
zkl
Uses the PPM class from http://rosettacode.org/wiki/Bitmap/Bresenham%27s_line_algorithm#zkl
<lang zkl>fcn fractalTree(){
scale:=0.76; sizeX:=400; sizeY:=300; bitmap:=PPM(sizeX*2,sizeY*2,0xFF|FF|FF); branch:='wrap(x1,y1,size,angle,depth){ ar:=angle.toRad(); x2:=x1 - size*ar.cos(); y2:=y1 + size*ar.sin(); color:=(0xff-depth*8).shiftLeft(16) + (depth*12+100).shiftLeft(8); bitmap.line(x1,y1, x2,y2, color); if(depth){ self.fcn(x2,y2,scale*size,angle - 30,depth - 1,vm.pasteArgs(5));
self.fcn(x2,y2,scale*size,angle + 8, depth - 1,vm.pasteArgs(5));
} }; branch(sizeX,0,sizeY/2,90.0,10); bitmap.write(File("foo.ppm","wb"));
}();</lang> The funkyness (pasteArgs) in the recursion (self.fcn) is due to the closure ('wrap): the closed over args are stashed in the arglist, they need to be added to the parameters when recursing.
ZX Spectrum Basic
<lang zxbasic>10 LET level=12: LET long=45 20 LET x=127: LET y=0 30 LET rotation=PI/2 40 LET a1=PI/9: LET a2=PI/9 50 LET c1=0.75: LET c2=0.75 60 DIM x(level): DIM y(level) 70 BORDER 0: PAPER 0: INK 4: CLS 80 GO SUB 100 90 STOP 100 REM Tree 110 LET x(level)=x: LET y(level)=y 120 GO SUB 1000 130 IF level=1 THEN GO TO 240 140 LET level=level-1 150 LET long=long*c1 160 LET rotation=rotation-a1 170 GO SUB 100 180 LET long=long/c1*c2 190 LET rotation=rotation+a1+a2 200 GO SUB 100 210 LET rotation=rotation-a2 220 LET long=long/c2 230 LET level=level+1 240 LET x=x(level): LET y=y(level) 250 RETURN 1000 REM Draw 1010 LET yn=-SIN rotation*long+y 1020 LET xn=COS rotation*long+x 1030 PLOT x,y: DRAW xn-x,y-yn 1040 LET x=xn: LET y=yn 1050 RETURN </lang>
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