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--[[
This script lets people explore three-dimensional cellular automata
using Golly. Inspired by the work of Carter Bays and his colleagues
(see http://www.cse.sc.edu/~bays/d4d4d4/).
The 3D drawing is based on code in "Macintosh Graphics in Modula-2"
by Russell L. Schnapp. Note that orthographic projection is used to
speed up rendering (because all live cells look the same at a given
scale and rotation).
Author: Andrew Trevorrow (andrew@trevorrow.com), Feb 2018.
Thanks to Tom Rokicki for optimizing the generating code.
Thanks to Chris Rowett for optimizing the rendering code and many
other improvements.
--]]
local g = golly()
-- require "gplus.strict"
local gp = require "gplus"
local int = gp.int
local round = gp.round
local validint = gp.validint
local split = gp.split
local ov = g.overlay
local ovt = g.ovtable
local op = require "oplus"
local DrawLine = op.draw_line
local sin = math.sin
local cos = math.cos
local sqrt = math.sqrt
local rand = math.random
local abs = math.abs
local min = math.min
local max = math.max
local floor = math.floor
math.randomseed(os.time()) -- init seed for math.random
local N = 30 -- initial grid size (N*N*N cells)
local MINN = 3 -- minimum grid size
local MAXN = 100 -- maximum grid size (must be even for BusyBoxes)
local BORDER = 2 -- space around live cubes
local MINSIZE = 1+BORDER*2 -- minimum size of empty cells
local MAXSIZE = 100 -- maximum size of empty cells
local CELLSIZE = 15 -- initial size of empty cells
local HALFCELL = CELLSIZE/2.0 -- for drawing mid points of cells
local LEN = CELLSIZE-BORDER*2 -- edge length of live cubes
local DEGTORAD = math.pi/180.0 -- converts degrees to radians
-- MIDGRID is used to ensure that rotation occurs about the
-- mid point of the middle cube in the grid
local MIDGRID = (N+1-(N%2))*HALFCELL
local MIDCELL = HALFCELL-MIDGRID
-- these global strings can be changed by a startup script to customize colors
BACK_COLOR = "rgba 0 0 80 255" -- for background
LINE_COLOR = "rgba 70 70 100 255" -- for lattice lines (should be close to BACK_COLOR)
INFO_COLOR = op.white -- for info text
MSG_COLOR = op.yellow -- for message text
POINT_COLOR = op.white -- for drawing points
SELPT_COLOR = "rgba 0 255 0 128" -- for selected points (should be translucent)
PASTE_COLOR = "rgba 255 0 0 64" -- for paste pattern (must be translucent)
SELECT_COLOR = "rgba 0 255 0 64" -- for selected cells (ditto)
ACTIVE_COLOR = "rgba 0 0 255 48" -- for active plane (ditto)
PASTE_MENU = "rgba 176 48 48 255" -- for paste menu background (should match PASTE_COLOR)
SELECT_MENU = "rgba 0 128 0 255" -- for select menu background (should match SELECT_COLOR)
X_COLOR = op.red -- for front X axes
Y_COLOR = op.green -- for front Y axes
Z_COLOR = op.blue -- for front Z axes
REARX_COLOR = "rgba 128 0 0 255" -- for rear X axes (should be darker than front axes)
REARY_COLOR = "rgba 0 128 0 255" -- for rear Y axes (ditto)
REARZ_COLOR = "rgba 0 0 128 255" -- for rear Z axes (ditto)
START_COLOR = "rgba 0 150 0 255" -- for Start button's background
SELSTART_COLOR = "rgba 0 90 0 255" -- for Start button's selected background
STOP_COLOR = "rgba 210 0 0 255" -- for Stop button's background
SELSTOP_COLOR = "rgba 150 0 0 255" -- for Stop button's selected background
-- following are for BusyBoxes
EVEN_COLOR = "rgba 255 180 255 255" -- for even cell points and spheres (pale magenta)
ODD_COLOR = "rgba 140 255 255 255" -- for odd cell points and spheres (pale cyan)
EVEN_CUBE = "replace *# *#-50 *# *#" -- for even cell cubes (change white to pale magenta)
ODD_CUBE = "replace *#-110 *# *# *#" -- for odd cell cubes (change white to pale cyan)
-- table versions of point and select point colors
pointcol = {split(POINT_COLOR)}
selpointcol = {split(SELPT_COLOR)}
usingpointcol = false
local xylattice = {} -- lattice lines between XY axes
local xzlattice = {} -- lattice lines between XZ axes
local yzlattice = {} -- lattice lines between YZ axes
local xaxes = {} -- four X axes
local yaxes = {} -- four Y axes
local zaxes = {} -- four Z axes
local grid1 = {} -- sparse 3D matrix with up to N*N*N live cells
local popcount = 0 -- number of live cells
local pattname = "untitled" -- pattern name
local currtitle = "" -- current window title
local showaxes = true -- draw axes?
local showlines = true -- draw lattice lines?
local generating = false -- generate pattern?
local gencount = 0 -- current generation count
local stepsize = 1 -- display each generation
local stopgen = 0 -- when to stop generating (if > 0)
local perc = 20 -- initial percentage for RandomPattern
local randstring = "20" -- initial string for RandomPattern
local message = nil -- text message displayed by Refresh if not nil
local selcount = 0 -- number of selected cells (live or dead)
local selected = {} -- grid positions of selected cells
local pastecount = 0 -- number of cells in paste pattern
local pastepatt = {} -- grid positions of cells in paste pattern
local drawstate = 1 -- for drawing/erasing cells
local selstate = true -- for selecting/deselecting cells
local celltype = "cube" -- draw live cell as cube/sphere/point
local DrawLiveCell -- set to AddCellToBatch, etc
local DrawBusyBox -- set to DrawBusyCube, etc
local xybatch = {} -- coordinates for each cell when batch drawing
local xyindex = 2 -- index of next position in xybatch
local layercoords = {} -- coordinates for each cell in each layer
local layerindices = {} -- index of last entry in each layer
local layercurrent = {} -- current layer
local layerindex = 2 -- current layer last entry index
local depthshading = true -- whether using depth shading
local depthlayers = 64 -- number of shading layers
local depthrange = 224 -- rgb levels for depth shading
local layerlast -- last layer used
local mindepth, maxdepth -- minimum and maximum depth (with corner pointing at screen)
local zdepth, zdepth2 -- coefficients for z to depth layer mapping
local xyline = { "lines" } -- coordinates for batch line draw
local xyln = 2 -- index of next position in xyline
local active = {} -- grid positions of cells in active plane
local activeplane = "XY" -- orientation of active plane (XY/XZ/YZ)
local activepos = 0 -- active plane's cell position along 3rd axis
local activecell = "" -- "x,y,z" if mouse is inside an active cell
local prevactive = "" -- previous activecell
-- boundary grid coords for live cells (not always minimal)
local minx, miny, minz
local maxx, maxy, maxz
local minimal_live_bounds = true -- becomes false if a live cell is deleted
local liveedge = false -- becomes true if there is at least one cell on the grid edge
-- boundary grid coords for selected cells (not always minimal)
local minselx, minsely, minselz
local maxselx, maxsely, maxselz
local minimal_sel_bounds = true -- becomes false if a selected cell is deselected
-- boundary grid coords for the active plane (always minimal)
local minactivex, minactivey, minactivez
local maxactivex, maxactivey, maxactivez
-- boundary grid coords for the paste pattern (always minimal)
local minpastex, minpastey, minpastez
local maxpastex, maxpastey, maxpastez
-- for undo/redo
local undostack = {} -- stack of states that can be undone
local redostack = {} -- stack of states that can be redone
local startcount = 0 -- starting gencount (can be > 0)
local startstate = {} -- starting state (used by Reset)
local dirty = false -- pattern has been modified?
local refcube = {} -- invisible reference cube
local rotrefz = {} -- Z coords of refcube's rotated vertices
local rotx = {} -- rotated X coords for 8 vertices
local roty = {} -- rotated Y coords for 8 vertices
local rotz = {} -- rotated Z coords for 8 vertices
local projectedx = {} -- projected X coords for 8 vertices
local projectedy = {} -- projected Y coords for 8 vertices
-- current transformation matrix
local xixo, yixo, zixo
local xiyo, yiyo, ziyo
local xizo, yizo, zizo
local viewwd, viewht -- current size of viewport
local ovwd, ovht -- current size of overlay
local minwd, minht = 900, 400 -- minimum size of overlay
local midx, midy -- overlay's middle pixel
local mbar -- the menu bar
local mbarht = 28 -- height of menu bar
-- tool bar controls
local ssbutton -- Start/Stop
local s1button -- +1
local resetbutton -- Reset
local fitbutton -- Fit
local undobutton -- Undo
local redobutton -- Redo
local helpbutton -- ?
local exitbutton -- X
local drawbox -- radio button for draw mode
local selectbox -- radio button for select mode
local movebox -- radio button for move mode
local stepslider -- slider for adjusting stepsize
local pastemenu -- pop-up menu for choosing a paste action
local selmenu -- pop-up menu for choosing a selection action
local buttonht = 20
local gap = 10 -- space around buttons
-- tool bar height includes menu bar
local toolbarht = mbarht+buttonht+gap*2
local drawcursor = "pencil" -- cursor for drawing cells
local selectcursor = "cross" -- cursor for selecting cells
local movecursor = "hand" -- cursor for rotating grid
local currcursor = movecursor -- current cursor
local arrow_cursor = false -- true if cursor is in tool bar
DEFAULT_RULE = "3D5..7/6" -- initial rule
local rulestring = "" -- so very first Initialize calls ParseRule(DEFAULT_RULE)
local survivals, births -- set by ParseRule
local NextGeneration -- ditto (set to NextGenMoore, NextGen6Faces, etc)
pattdir = g.getdir("data") -- initial directory for OpenPattern/SavePattern
scriptdir = g.getdir("app") -- initial directory for RunScript
local scriptlevel = 0 -- greater than 0 if a user script is running
-- the default path for the script to run when 3D.lua starts up
pathsep = g.getdir("app"):sub(-1)
startup = g.getdir("app").."My-scripts"..pathsep.."3D-start.lua"
-- user settings are stored in this file
settingsfile = g.getdir("data").."3D.ini"
----------------------------------------------------------------------
function AddCount(item, counts, maxcount, bcount)
local mincount = 0
if bcount then mincount = 1 end
local i = tonumber(item)
if (i >= mincount) and (i <= maxcount) then
counts[#counts+1] = i
else
if bcount then
g.warn("Birth count ("..i..") must be from 1 to "..maxcount)
else
g.warn("Survival count ("..i..") must be from 0 to "..maxcount)
end
return false
end
return true
end
----------------------------------------------------------------------
function AddCountRange(low, high, counts, maxcount, bcount)
local mincount = 0
local what = "Survival"
if bcount then
mincount = 1
what = "Birth"
end
local l = tonumber(low)
local h = tonumber(high)
-- check range is in ascending order
if l > h then
g.warn("End of "..what.." range ("..h..") must be higher than start ("..l..")")
return false
end
-- check start of range is valid
if (l < mincount or l > maxcount) then
g.warn("Start of "..what.." range ("..l..") must be from "..mincount.." to "..maxcount)
return false
end
-- check end of range is valid
if (h < mincount or h > maxcount) then
g.warn("End of "..what.." range ("..h..") must be from "..mincount.." to "..maxcount)
return false
end
-- add range to counts
for i = l, h do
counts[#counts+1] = i
end
return true
end
----------------------------------------------------------------------
function AppendCounts(array, counts, maxcount, bcount)
for _, item in ipairs(array) do
if validint(item) then
-- check for single number
if not AddCount(item, counts, maxcount, bcount) then return false end
else
-- check for range e.g. 5..7
local l, h = split(item, "..")
if h == nil then h = "" end
if #l > 0 and #h > 0 and validint(l) and validint(h) then
if not AddCountRange(l, h, counts, maxcount, bcount) then return false end
else
g.warn("Illegal number in rule: "..item)
return false
end
end
end
return true
end
--------------------------------------------------------------------------------
function AddCanonicalPart(canonstr, startrun, i)
if #canonstr > 0 then canonstr = canonstr.."," end
-- add the start value
canonstr = canonstr..startrun
-- check for a run
if i > startrun + 1 then
if i == startrun + 2 then
-- run of two becomes a,b
canonstr = canonstr..","..i-1
else
-- run of more than two becomes a..b
canonstr = canonstr..".."..i-1
end
end
return canonstr
end
--------------------------------------------------------------------------------
function CanonicalForm(counts, maxcount)
local result = ""
local startrun = -1
for i = 0, maxcount do
if counts[i] then
if startrun == -1 then startrun = i end
else
if startrun ~= -1 then
result = AddCanonicalPart(result, startrun, i)
startrun = -1
end
end
end
-- check for unfinished run
if startrun ~= -1 then
result = AddCanonicalPart(result, startrun, maxcount+1)
end
return result
end
--------------------------------------------------------------------------------
function ParseRule(newrule)
-- parse newrule and if ok set rulestring, survivals, births and NextGeneration
if #newrule == 0 then
newrule = DEFAULT_RULE
else
newrule = newrule:upper()
end
-- first check for BusyBoxes or BusyBoxesM
if newrule == "BUSYBOXES" or newrule == "BB" then
rulestring = "BusyBoxes"
-- survivals and births are not used
NextGeneration = NextGenBusyBoxes
return true
elseif newrule == "BUSYBOXESW" or newrule == "BBW" then
rulestring = "BusyBoxesW"
-- survivals and births are not used
NextGeneration = NextGenBusyBoxes
return true
end
if not newrule:find("^3D") then
g.warn("Rule must start with 3D.")
return false
else
-- strip off the 3D
newrule = newrule:sub(3)
end
if not newrule:find("/") then
g.warn("Rule must have a / separator.")
return false
end
-- use 3D Moore neighborhood unless rule ends with a special letter
local lastchar = newrule:sub(-1)
local maxcount = 26
if lastchar == "F" or lastchar == "V" then
-- 6-cell face neighborhood (aka von Neumann neighborhood)
lastchar = "F"
maxcount = 6
newrule = newrule:sub(1,-2)
elseif lastchar == "C" then
-- 8-cell corner neighborhood
maxcount = 8
newrule = newrule:sub(1,-2)
elseif lastchar == "E" then
-- 12-cell edge neighborhood
maxcount = 12
newrule = newrule:sub(1,-2)
elseif lastchar == "H" then
-- 12-cell hexahedral neighborhood
maxcount = 12
newrule = newrule:sub(1,-2)
else
lastchar = "" -- for Moore neighborhood
end
local s, b = split(newrule,"/")
if #s == 0 then s = {} else s = {split(s,",")} end
if b == nil or #b == 0 then b = {} else b = {split(b,",")} end
local news = {}
local newb = {}
if not AppendCounts(s, news, maxcount, false) then return false end
if not AppendCounts(b, newb, maxcount, true) then return false end
-- newrule is okay so set survivals and births
survivals = {}
births = {}
for _, i in ipairs(news) do survivals[i] = true end
for _, i in ipairs(newb) do births[i] = true end
-- set rulestring to the canonical form
rulestring = "3D"..CanonicalForm(survivals,maxcount).."/"..CanonicalForm(births,maxcount)..lastchar
-- set NextGeneration to the appropriate NextGen* function
if lastchar == "F" then
NextGeneration = NextGen6Faces
elseif lastchar == "C" then
NextGeneration = NextGen8Corners
elseif lastchar == "E" then
NextGeneration = NextGen12Edges
elseif lastchar == "H" then
NextGeneration = NextGenHexahedral
else
NextGeneration = NextGenMoore
end
return true
end
--------------------------------------------------------------------------------
function ReadSettings()
local f = io.open(settingsfile, "r")
if f then
while true do
-- no need to worry about CRs here because file was created by WriteSettings
local line = f:read("*l")
if not line then break end
local keyword, value = split(line,"=")
-- look for a keyword used in WriteSettings
if not value then
-- ignore keyword
elseif keyword == "startup" then startup = tostring(value)
elseif keyword == "pattdir" then pattdir = tostring(value)
elseif keyword == "scriptdir" then scriptdir = tostring(value)
elseif keyword == "celltype" then celltype = tostring(value)
elseif keyword == "perc" then randstring = tostring(value)
elseif keyword == "axes" then showaxes = tostring(value) == "true"
elseif keyword == "lines" then showlines = tostring(value) == "true"
elseif keyword == "shading" then depthshading = tostring(value) == "true"
elseif keyword == "gridsize" then
N = tonumber(value) or 30
if N < MINN then N = MINN end
if N > MAXN then N = MAXN end
-- update parameters that depend on N
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
elseif keyword == "rule" then
rulestring = tostring(value)
if not ParseRule(rulestring) then
g.warn("Resetting bad rule ("..rulestring..") to default.", false)
ParseRule(DEFAULT_RULE)
end
end
end
f:close()
end
end
--------------------------------------------------------------------------------
function WriteSettings()
local f = io.open(settingsfile, "w")
if f then
-- keywords must match those in ReadSettings (but order doesn't matter)
f:write("startup=", startup, "\n")
f:write("pattdir=", pattdir, "\n")
f:write("scriptdir=", scriptdir, "\n")
f:write("gridsize=", tostring(N), "\n")
f:write("celltype=", celltype, "\n")
f:write("rule=", rulestring, "\n")
f:write("perc=", randstring, "\n")
f:write("axes="..tostring(showaxes), "\n")
f:write("lines="..tostring(showlines), "\n")
f:write("shading="..tostring(depthshading), "\n")
f:close()
end
end
----------------------------------------------------------------------
function SaveGollyState()
local oldstate = {}
oldstate.scroll = g.setoption("showscrollbars", 0)
oldstate.time = g.setoption("showtimeline", 0)
oldstate.tool = g.setoption("showtoolbar", 0)
oldstate.status = g.setoption("showstatusbar", 0)
oldstate.layer = g.setoption("showlayerbar", 0)
oldstate.edit = g.setoption("showeditbar", 0)
oldstate.tile = g.setoption("tilelayers", 0)
oldstate.stack = g.setoption("stacklayers", 0)
oldstate.files = g.setoption("showfiles", 0)
oldstate.filesdir = g.getdir("files")
return oldstate
end
----------------------------------------------------------------------
function RestoreGollyState(oldstate)
ov("delete")
g.setoption("showscrollbars", oldstate.scroll)
g.setoption("showtimeline", oldstate.time)
g.setoption("showtoolbar", oldstate.tool)
g.setoption("showstatusbar", oldstate.status)
g.setoption("showlayerbar", oldstate.layer)
g.setoption("showeditbar", oldstate.edit)
g.setoption("tilelayers", oldstate.tile)
g.setoption("stacklayers", oldstate.stack)
g.setdir("files", oldstate.filesdir)
g.setoption("showfiles", oldstate.files)
end
----------------------------------------------------------------------
local function TransformPoint(point)
-- rotate given 3D point
local x, y, z = point[1], point[2], point[3]
local newx = (x*xixo + y*xiyo + z*xizo)
local newy = (x*yixo + y*yiyo + z*yizo)
local newz = (x*zixo + y*ziyo + z*zizo)
--[[ or do this to rotate about grid axes
local newx = (x*xixo + y*yixo + z*zixo)
local newy = (x*xiyo + y*yiyo + z*ziyo)
local newz = (x*xizo + y*yizo + z*zizo)
--]]
return newx, newy, newz
end
----------------------------------------------------------------------
local function HorizontalLine(x1, x2, y)
-- draw a horizontal line of pixels from x1,y to x2,y
ovt{"line", x1, y, x2, y}
end
----------------------------------------------------------------------
local function DrawEdge(start, finish)
DrawLine(projectedx[start], projectedy[start],
projectedx[finish], projectedy[finish])
end
----------------------------------------------------------------------
local function FillFace(ax, ay, bx, by, cx, cy, dx, dy, shade)
-- fill given convex quadrilateral using modified code from here:
-- http://www-users.mat.uni.torun.pl/~wrona/3d_tutor/tri_fillers.html
-- relabel points so that ay <= by <= cy <= dy;
-- note that given vertices are in cyclic order, so a is opposite c
-- and b is opposite d
if ay > cy then
-- swap a and c (diagonally opposite)
ax, cx = cx, ax
ay, cy = cy, ay
end
if by > dy then
-- swap b and d (diagonally opposite)
bx, dx = dx, bx
by, dy = dy, by
end
-- we now have ay <= cy and by <= dy
if ay > by then
-- swap a and b
ax, bx = bx, ax
ay, by = by, ay
end
if cy > dy then
-- swap c and d
cx, dx = dx, cx
cy, dy = dy, cy
end
-- if top and/or bottom line is horizontal then we need to ensure
-- that lines a->c and b->d don't intersect
if ay == by then
if (ax - bx) * (cx - dx) < 0 then
-- swap ax and bx
ax, bx = bx, ax
end
elseif cy == dy then
if (ax - bx) * (cx - dx) < 0 then
-- swap cx and dx
cx, dx = dx, cx
end
end
-- calculate deltas for interpolation
local delta1 = 0.0
local delta2 = 0.0
local delta3 = 0.0
local delta4 = 0.0
if by-ay > 0 then delta1 = (bx-ax) / (by-ay) end
if cy-ay > 0 then delta2 = (cx-ax) / (cy-ay) end
if dy-by > 0 then delta3 = (dx-bx) / (dy-by) end
if dy-cy > 0 then delta4 = (dx-cx) / (dy-cy) end
-- draw horizontal segments from sx to ex (start and end X coords)
ov(shade)
local sx = ax
local sy = ay
local ex = sx
while sy < by do
HorizontalLine(round(sx), round(ex), sy)
sy = sy + 1
sx = sx + delta1
ex = ex + delta2
end
sx = bx
while sy < cy do
HorizontalLine(round(sx), round(ex), sy)
sy = sy + 1
sx = sx + delta3
ex = ex + delta2
end
ex = cx
while sy < dy do
HorizontalLine(round(sx), round(ex), sy)
sy = sy + 1
sx = sx + delta3
ex = ex + delta4
end
end
----------------------------------------------------------------------
local function CheckFaces(f1v1, f1v2, f1v3, f1v4,
f2v1, f2v2, f2v3, f2v4)
local function ComputeShade(v1, v2)
-- return a shade of gray assuming a light source in front of grid
local x1, y1, z1 = rotx[v1], roty[v1], rotz[v1]
local x2, y2, z2 = rotx[v2], roty[v2], rotz[v2]
local costheta = (z1-z2) / sqrt( (x1-x2)*(x1-x2) +
(y1-y2)*(y1-y2) +
(z1-z2)*(z1-z2) )
-- costheta ranges from -1.0 to 1.0
local shade = 255 - int((costheta + 1.0) / 2.0 * 128)
return "rgba "..shade.." "..shade.." "..shade.." 255"
end
-- test rotated z coords to see which face is in front
if rotz[f1v1] < rotz[f2v1] then
FillFace(projectedx[f1v1], projectedy[f1v1],
projectedx[f1v2], projectedy[f1v2],
projectedx[f1v3], projectedy[f1v3],
projectedx[f1v4], projectedy[f1v4],
ComputeShade(f1v1, f2v1))
else
FillFace(projectedx[f2v1], projectedy[f2v1],
projectedx[f2v2], projectedy[f2v2],
projectedx[f2v3], projectedy[f2v3],
projectedx[f2v4], projectedy[f2v4],
ComputeShade(f2v1, f1v1))
end
end
----------------------------------------------------------------------
local function CreateCube(x, y, z)
-- create cube at given grid position
x = x * CELLSIZE + BORDER - MIDGRID
y = y * CELLSIZE + BORDER - MIDGRID
z = z * CELLSIZE + BORDER - MIDGRID
-- WARNING: vertex order used here is assumed by other code:
-- vertices 1,3,5,7 and 2,4,6,8 are front and back faces,
-- vertices 1,2,8,7 and 3,4,6,5 are bottom and top faces,
-- vertices 1,2,4,3 and 7,8,6,5 are left and right faces
--
-- +y
-- |
-- v4_________v6
-- /| /|
-- / | / |
-- v3__|______v5 |
-- | | | |
-- | v2_____|___v8___+x
-- | / | /
-- | / | /
-- v1_________v7
-- /
-- +z
--
return { {x , y , z+LEN}, -- v1
{x , y , z }, -- v2
{x , y+LEN, z+LEN}, -- v3
{x , y+LEN, z }, -- v4
{x+LEN, y+LEN, z+LEN}, -- v5
{x+LEN, y+LEN, z }, -- v6
{x+LEN, y , z+LEN}, -- v7
{x+LEN, y , z } -- v8
}
end
----------------------------------------------------------------------
local function DisplayLine(startpt, endpt)
-- use orthographic projection to transform line's start and end points
local newx, newy = TransformPoint(startpt)
local x1 = round(newx) + midx
local y1 = round(newy) + midy
newx, newy = TransformPoint(endpt)
local x2 = round(newx) + midx
local y2 = round(newy) + midy
DrawLine(x1, y1, x2, y2)
end
----------------------------------------------------------------------
local function AddLineToBatch(startpt, endpt)
-- use orthographic projection to transform line's start and end points
local x, y, z = startpt[1], startpt[2], startpt[3]
xyline[xyln] = (x*xixo + y*xiyo + z*xizo) + midx
xyline[xyln + 1] = (x*yixo + y*yiyo + z*yizo) + midy
xyln = xyln + 2
x, y, z = endpt[1], endpt[2], endpt[3]
xyline[xyln] = (x*xixo + y*xiyo + z*xizo) + midx
xyline[xyln + 1] = (x*yixo + y*yiyo + z*yizo) + midy
xyln = xyln + 2
end
----------------------------------------------------------------------
local function DrawBatchLines()
if xyln > 2 then
xyline[xyln] = nil
ovt(xyline)
xyln = 2
end
end
----------------------------------------------------------------------
function DrawRearAxes()
-- draw lattice lines and/or axes that are behind rotated reference cube
-- assuming vertex order set in CreateCube
local z1 = rotrefz[1]
local z2 = rotrefz[2]
local z3 = rotrefz[3]
local z7 = rotrefz[7]
if showlines then
ov(LINE_COLOR)
if z1 < z2 then
-- front face of rotated refcube is visible
for _, pt in ipairs(xylattice) do AddLineToBatch(pt[1], pt[2]) end
end
if z1 >= z7 then
-- right face of rotated refcube is visible
for _, pt in ipairs(yzlattice) do AddLineToBatch(pt[1], pt[2]) end
end
if z1 >= z3 then
-- top face of rotated refcube is visible
for _, pt in ipairs(xzlattice) do AddLineToBatch(pt[1], pt[2]) end
end
DrawBatchLines()
end
if showaxes then
-- draw darker anti-aliased lines for rear axes
ov("blend 1")
ov("lineoption width 3")
if z1 < z2 or z1 >= z3 then ov(REARX_COLOR); DisplayLine(xaxes[1], xaxes[2]) end
if z1 < z2 or z1 >= z7 then ov(REARY_COLOR); DisplayLine(yaxes[1], yaxes[2]) end
if z1 >= z7 or z1 >= z3 then ov(REARZ_COLOR); DisplayLine(zaxes[1], zaxes[2]) end
if z1 < z2 or z1 < z3 then ov(REARX_COLOR); DisplayLine(xaxes[3], xaxes[4]) end
if z1 >= z2 or z1 >= z7 then ov(REARY_COLOR); DisplayLine(yaxes[3], yaxes[4]) end
if z1 < z7 or z1 >= z3 then ov(REARZ_COLOR); DisplayLine(zaxes[3], zaxes[4]) end
if z1 >= z2 or z1 < z3 then ov(REARX_COLOR); DisplayLine(xaxes[5], xaxes[6]) end
if z1 >= z2 or z1 < z7 then ov(REARY_COLOR); DisplayLine(yaxes[5], yaxes[6]) end
if z1 < z3 or z1 < z7 then ov(REARZ_COLOR); DisplayLine(zaxes[5], zaxes[6]) end
if z1 >= z2 or z1 >= z3 then ov(REARX_COLOR); DisplayLine(xaxes[7], xaxes[8]) end
if z1 < z2 or z1 < z7 then ov(REARY_COLOR); DisplayLine(yaxes[7], yaxes[8]) end
if z1 >= z7 or z1 < z3 then ov(REARZ_COLOR); DisplayLine(zaxes[7], zaxes[8]) end
ov("lineoption width 1")
ov("blend 0")
end
end
----------------------------------------------------------------------
function DrawFrontAxes()
-- draw lattice lines and/or axes that are in front of rotated reference cube
-- assuming vertex order set in CreateCube
local z1 = rotrefz[1]
local z2 = rotrefz[2]
local z3 = rotrefz[3]
local z7 = rotrefz[7]
if showlines then
ov(LINE_COLOR)
if z1 >= z2 then
-- back face of rotated refcube is visible
for _, pt in ipairs(xylattice) do AddLineToBatch(pt[1], pt[2]) end
end
if z1 < z7 then
-- left face of rotated refcube is visible
for _, pt in ipairs(yzlattice) do AddLineToBatch(pt[1], pt[2]) end
end
if z1 < z3 then
-- bottom face of rotated refcube is visible
for _, pt in ipairs(xzlattice) do AddLineToBatch(pt[1], pt[2]) end
end
DrawBatchLines()
end
if showaxes then
-- draw brighter anti-aliased lines for front axes
ov("blend 1")
ov("lineoption width 3")
if z1 >= z2 or z1 < z3 then ov(X_COLOR); DisplayLine(xaxes[1], xaxes[2]) end
if z1 >= z2 or z1 < z7 then ov(Y_COLOR); DisplayLine(yaxes[1], yaxes[2]) end
if z1 < z7 or z1 < z3 then ov(Z_COLOR); DisplayLine(zaxes[1], zaxes[2]) end
if z1 >= z2 or z1 >= z3 then ov(X_COLOR); DisplayLine(xaxes[3], xaxes[4]) end
if z1 < z2 or z1 < z7 then ov(Y_COLOR); DisplayLine(yaxes[3], yaxes[4]) end
if z1 >= z7 or z1 < z3 then ov(Z_COLOR); DisplayLine(zaxes[3], zaxes[4]) end
if z1 < z2 or z1 >= z3 then ov(X_COLOR); DisplayLine(xaxes[5], xaxes[6]) end
if z1 < z2 or z1 >= z7 then ov(Y_COLOR); DisplayLine(yaxes[5], yaxes[6]) end
if z1 >= z3 or z1 >= z7 then ov(Z_COLOR); DisplayLine(zaxes[5], zaxes[6]) end
if z1 < z2 or z1 < z3 then ov(X_COLOR); DisplayLine(xaxes[7], xaxes[8]) end
if z1 >= z2 or z1 >= z7 then ov(Y_COLOR); DisplayLine(yaxes[7], yaxes[8]) end
if z1 < z7 or z1 >= z3 then ov(Z_COLOR); DisplayLine(zaxes[7], zaxes[8]) end
ov("lineoption width 1")
ov("blend 0")
end
end
----------------------------------------------------------------------
function CreateAxes()
-- create axes and lattice lines
-- put axes origin at most -ve corner of grid
local o = -MIDGRID
local endpt = o + N*CELLSIZE
xaxes = { {o,o,o}, {endpt,o,o},
{o,endpt,o}, {endpt,endpt,o},
{o,endpt,endpt}, {endpt,endpt,endpt},
{o,o,endpt}, {endpt,o,endpt}
}
yaxes = { {o,o,o}, {o,endpt,o},
{o,o,endpt}, {o,endpt,endpt},
{endpt,o,endpt}, {endpt,endpt,endpt},
{endpt,o,o}, {endpt,endpt,o}
}
zaxes = { {o,o,o}, {o,o,endpt},
{endpt,o,o}, {endpt,o,endpt},
{endpt,endpt,o}, {endpt,endpt,endpt},
{o,endpt,o}, {o,endpt,endpt}
}
xylattice = {}
for i = 0, N do
local offset = i*CELLSIZE
xylattice[#xylattice+1] = {{o+offset,o,o}, {o+offset,endpt,o}}
xylattice[#xylattice+1] = {{o,o+offset,o}, {endpt,o+offset,o}}
end
xzlattice = {}
for i = 0, N do
local offset = i*CELLSIZE
xzlattice[#xzlattice+1] = {{o,o,o+offset}, {endpt,o,o+offset}}
xzlattice[#xzlattice+1] = {{o+offset,o,o}, {o+offset,o,endpt}}
end
yzlattice = {}
for i = 0, N do
local offset = i*CELLSIZE
yzlattice[#yzlattice+1] = {{o,o+offset,o}, {o,o+offset,endpt}}
yzlattice[#yzlattice+1] = {{o,o,o+offset}, {o,endpt,o+offset}}
end
end
----------------------------------------------------------------------
function CreateTranslucentCell(clipname, color)
-- create a clip containing a translucent cube with given color
ov("create "..(CELLSIZE*2).." "..(CELLSIZE*2).." "..clipname)
ov("target "..clipname)
ov(color)
-- temporarily change BORDER and LEN so CreateCube fills cell
local oldBORDER = BORDER
local oldLEN = LEN
BORDER = 1
LEN = CELLSIZE-2 - (CELLSIZE%2)
local midpos = N//2
local cube = CreateCube(midpos, midpos, midpos)
-- create cube's projected vertices (within clip)
for i = 1, 8 do
rotx[i], roty[i], rotz[i] = TransformPoint(cube[i])
projectedx[i] = round( rotx[i] ) + CELLSIZE
projectedy[i] = round( roty[i] ) + CELLSIZE
end
-- draw outer edges of cube then flood from center
if rotz[1] < rotz[2] then
-- front face is visible
if rotz[5] < rotz[3] then
-- right face is visible
DrawEdge(1,3)
if rotz[5] < rotz[7] then
-- top face is visible
DrawEdge(3,4)
DrawEdge(4,6)
DrawEdge(6,8)
DrawEdge(8,7)
DrawEdge(7,1)
else
-- bottom face is visible
DrawEdge(3,5)
DrawEdge(5,6)
DrawEdge(6,8)
DrawEdge(8,2)
DrawEdge(2,1)
end
else
-- left face is visible
DrawEdge(5,7)
if rotz[5] < rotz[7] then
-- top face is visible
DrawEdge(7,1)
DrawEdge(1,2)
DrawEdge(2,4)
DrawEdge(4,6)
DrawEdge(6,5)
else
-- bottom face is visible
DrawEdge(7,8)
DrawEdge(8,2)
DrawEdge(2,4)
DrawEdge(4,3)
DrawEdge(3,5)
end
end
else
-- back face is visible
if rotz[5] < rotz[3] then
-- right face is visible
DrawEdge(5,7)
if rotz[5] < rotz[7] then
-- top face is visible
DrawEdge(7,8)
DrawEdge(8,2)
DrawEdge(2,4)
DrawEdge(4,3)
DrawEdge(3,5)
else
-- bottom face is visible
DrawEdge(7,1)
DrawEdge(1,2)
DrawEdge(2,4)
DrawEdge(4,6)
DrawEdge(6,5)
end
else
-- left face is visible
DrawEdge(1,3)
if rotz[5] < rotz[7] then
-- top face is visible
DrawEdge(3,5)
DrawEdge(5,6)
DrawEdge(6,8)
DrawEdge(8,2)
DrawEdge(2,1)
else
-- bottom face is visible
DrawEdge(3,4)
DrawEdge(4,6)
DrawEdge(6,8)
DrawEdge(8,7)
DrawEdge(7,1)
end
end
end
ov("flood "..CELLSIZE.." "..CELLSIZE)
-- restore BORDER and LEN
BORDER = oldBORDER
LEN = oldLEN
ov("optimize "..clipname)
ov("target")
end
----------------------------------------------------------------------
function DrawCubeEdges()
if LEN > 4 then
-- draw anti-aliased edges around visible face(s)
if LEN == 5 then
ovt{"rgba", 150, 150, 150, 255}
elseif LEN == 6 then
ovt{"rgba", 110, 110, 110, 255}
elseif LEN == 7 then
ovt{"rgba", 80, 80, 80, 255}
else
ovt{"rgba", 60, 60, 60, 255}
end
ov("blend 1")
ov("lineoption width "..(1 + int(LEN / 40.0)))
if rotz[1] < rotz[2] then
-- draw all edges around front face
DrawEdge(1,3)
DrawEdge(3,5)
DrawEdge(5,7)
DrawEdge(7,1)
if rotz[1] < rotz[3] then
-- draw remaining 3 edges around bottom face
DrawEdge(1,2)
DrawEdge(2,8)
DrawEdge(8,7)
if rotz[1] < rotz[7] then
-- draw remaining 2 edges around left face
DrawEdge(3,4)
DrawEdge(4,2)
else
-- draw remaining 2 edges around right face
DrawEdge(5,6)
DrawEdge(6,8)
end
else
-- draw 3 remaining edges around top face
DrawEdge(3,4)
DrawEdge(4,6)
DrawEdge(6,5)
if rotz[1] < rotz[7] then
-- draw remaining 2 edges around left face
DrawEdge(4,2)
DrawEdge(2,1)
else
-- draw remaining 2 edges around right face
DrawEdge(6,8)
DrawEdge(8,7)
end
end
else
-- draw all edges around back face
DrawEdge(2,4)
DrawEdge(4,6)
DrawEdge(6,8)
DrawEdge(8,2)
if rotz[1] < rotz[3] then
-- draw remaining 3 edges around bottom face
DrawEdge(2,1)
DrawEdge(1,7)
DrawEdge(7,8)
if rotz[1] < rotz[7] then
-- draw remaining 2 edges around left face
DrawEdge(1,3)
DrawEdge(3,4)
else
-- draw remaining 2 edges around right face
DrawEdge(7,5)
DrawEdge(5,6)
end
else
-- draw 3 remaining edges around top face
DrawEdge(6,5)
DrawEdge(5,3)
DrawEdge(3,4)
if rotz[1] < rotz[7] then
-- draw remaining 2 edges around left face
DrawEdge(2,1)
DrawEdge(1,3)
else
-- draw remaining 2 edges around right face
DrawEdge(8,7)
DrawEdge(7,5)
end
end
end
ov("lineoption width 1")
ov("blend 0")
end
end
----------------------------------------------------------------------
function CreateLayers(clip)
local adjust = depthrange / (maxdepth - mindepth + 1)
local total = 0
local rgb
ov("target "..clip)
ov("copy 0 0 0 0 "..clip.."1")
ov("target "..clip.."1")
ov("optimize "..clip.."1")
for i = 2, maxdepth do
total = total + adjust
rgb = floor(total)
ov("target "..clip)
ov("copy 0 0 0 0 "..clip..i)
ov("target "..clip..i)
ov("replace *#-"..rgb.." *#-"..rgb.." *#-"..rgb.." *#")
ov("optimize "..clip..i)
end
total = 0
for i = 1, mindepth, -1 do
total = total + adjust
rgb = floor(total)
ov("target "..clip)
ov("copy 0 0 0 0 "..clip..i)
ov("target "..clip..i)
ov("replace *#+"..rgb.." *#+"..rgb.." *#+"..rgb.." *#")
ov("optimize "..clip..i)
end
ov("target")
end
----------------------------------------------------------------------
local HALFCUBECLIP -- half the wd/ht of the clip containing a live cube
lastCubeSize = -1
function CreateLiveCube()
-- only create bitmaps if cell size has changed
if CELLSIZE == lastCubeSize then return end
lastCubeSize = CELLSIZE
-- create a clip containing one rotated cube that will be used later
-- to draw all live cells (this only works because all cubes are identical
-- in appearance when using orthographic projection)
-- largest size of a rotated cube with edge length L is sqrt(3)*L
HALFCUBECLIP = round(sqrt(3) * LEN / 2.0)
ov("create "..(HALFCUBECLIP*2).." "..(HALFCUBECLIP*2).." c")
ov("target c")
local midpos = N//2
local cube = CreateCube(midpos, midpos, midpos)
-- create cube's projected vertices (within clip)
for i = 1, 8 do
rotx[i], roty[i], rotz[i] = TransformPoint(cube[i])
projectedx[i] = round( rotx[i] ) + HALFCUBECLIP
projectedy[i] = round( roty[i] ) + HALFCUBECLIP
end
-- draw up to 3 visible faces of cube, using cyclic vertex order set in CreateCube
CheckFaces(1,3,5,7, 2,4,6,8) -- front or back
CheckFaces(1,2,8,7, 3,4,6,5) -- bottom or top
CheckFaces(1,2,4,3, 7,8,6,5) -- left or right
DrawCubeEdges()
ov("optimize c")
-- create faded versions of the clip if depth shading
if depthshading then
CreateLayers("c")
end
ov("target")
end
----------------------------------------------------------------------
lastSphereSize = -1
function CreateLiveSphere()
-- only create bitmaps if cell size has changed
if CELLSIZE == lastSphereSize then return end
lastSphereSize = CELLSIZE
-- create a clip containing one sphere that will be used later
-- to draw all live cells
local diameter = CELLSIZE+1 -- so orthogonally adjacent spheres touch
ov("create "..diameter.." "..diameter.." S") -- s is used for selected cells
ov("target S")
ov("blend 1")
local x = 0
local y = 0
local gray = 0 -- start with black outline
local grayinc = 127
local r = (diameter+1)//2
if r > 2 then grayinc = 127/(r-2) end
while true do
local grayrgb = floor(gray)
ovt{"rgba", grayrgb, grayrgb, grayrgb, 255}
-- draw a solid circle by setting the line width to the radius
ov("lineoption width "..r)
ov("ellipse "..x.." "..y.." "..diameter.." "..diameter)
diameter = diameter - 2
r = r - 1
if r < 2 then break end
x = x + 1
y = y + 1
if gray == 0 then gray = 128 end
gray = gray + grayinc
if gray > 255 then gray = 255 end
end
ov("blend 0")
ov("lineoption width 1")
ov("optimize S")
-- create faded versions of the clip if depth shading
if depthshading then
CreateLayers("S")
end
ov("target")
end
----------------------------------------------------------------------
function DrawCellDepth(x, y, z, mx, my, addtobatch)
local c, m = CELLSIZE, MIDCELL
-- add live cell at given grid position
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + mx
local newy = (x*yixo + y*yiyo + z*yizo) + my
local newz = (x*zixo + y*ziyo + z*zizo)
-- compute the depth layer
local layer = depthlayers * (newz + zdepth) // zdepth2 | 0
if addtobatch then
-- add cell to batch
if layer ~= layerlast then
-- save the previous layer and switch to the new one
layerindices[layerlast] = layerindex
layerlast = layer
layercurrent = layercoords[layer]
layerindex = layerindices[layer]
end
-- add to the layer's list to draw
layercurrent[layerindex] = newx
layerindex = layerindex + 1
layercurrent[layerindex] = newy
layerindex = layerindex + 1
else
-- draw immediately
local cmd = {"paste", newx, newy}
if celltype == "cube" then
cmd[4] = "c"..layer
elseif celltype == "sphere" then
cmd[4] = "S"..layer
else -- celltype == "point"
if not usingpointcol then
usingpointcol = true
ovt(pointcol)
end
cmd[1] = "set"
end
-- draw the cell
ovt(cmd)
end
end
----------------------------------------------------------------------
function DrawCell(x, y, z, mx, my, addtobatch)
local c, m = CELLSIZE, MIDCELL
-- add live cell at given grid position
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + mx
local newy = (x*yixo + y*yiyo + z*yizo) + my
if addtobatch then
local xyi = xyindex
xybatch[xyi] = newx
xyi = xyi + 1
xybatch[xyi] = newy
xyindex = xyi + 1 -- update global index
else
-- draw immediately
local cmd = {"paste", newx, newy}
if celltype == "cube" then
cmd[4] = "c"
elseif celltype == "sphere" then
cmd[4] = "S"
else -- celltype == "point"
if not usingpointcol then
usingpointcol = true
ovt(pointcol)
end
cmd[1] = "set"
end
-- draw the cell
ovt(cmd)
end
end
----------------------------------------------------------------------
local function DrawBatchLayer(depth, coordlist, length)
-- ignore if layer is empty
if length > 1 then
coordlist[1] = "paste"
-- select drawing method based on cell type
if celltype == "cube" then
length = length + 1
coordlist[length] = "c"..depth
elseif celltype == "sphere" then
length = length + 1
coordlist[length] = "S"..depth
else -- celltype == "point" then
ovt(pointcol)
coordlist[1] = "set"
end
length = length + 1
coordlist[length] = nil
ovt(coordlist)
end
end
----------------------------------------------------------------------
lastBatchSize = MAXN*MAXN*MAXN*2
lastDepthBatchSize = {}
local function DrawBatch()
-- check for depth shading for cubes or spheres
if depthshading and celltype ~= "point" then
-- save current layer index (may have been updated in TestCell)
layerindices[layerlast] = layerindex
-- draw each layer in reverse order (furthest away first = darkest)
for i = maxdepth, mindepth, -1 do
local batchsize = layerindices[i]
if batchsize > 2 then
DrawBatchLayer(i, layercoords[i], batchsize - 1)
-- reset the layer once drawn to after the command name
if batchsize < lastDepthBatchSize[i] then
layercoords[i] = {}
end
lastDepthBatchSize[i] = batchsize
layerindices[i] = 2
end
end
layerlast = mindepth - 1
else
-- no depth shading so draw all
DrawBatchLayer("", xybatch, xyindex - 1)
-- reset the batch to after the command name
if xyindex < lastBatchSize then
xybatch = {}
end
lastBatchSize = xyindex
xyindex = 2
end
end
----------------------------------------------------------------------
local function DrawPoint(x, y, z)
local c, m = CELLSIZE, MIDCELL
-- draw mid point of cell at given grid position
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + midx + 0.5
local newy = (x*yixo + y*yiyo + z*yizo) + midy + 0.5
-- use orthographic projection
ovt{"set", newx, newy}
end
----------------------------------------------------------------------
local function DrawActiveCell(x, y, z)
local c, m = CELLSIZE, MIDCELL
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + midx - CELLSIZE + 0.5
local newy = (x*yixo + y*yiyo + z*yizo) + midy - CELLSIZE + 0.5
-- draw the clip created by CreateTranslucentCell
ovt{"paste", newx, newy, "a"}
end
----------------------------------------------------------------------
local function DrawSelectedCell(x, y, z)
local c, m = CELLSIZE, MIDCELL
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + midx - CELLSIZE + 0.5
local newy = (x*yixo + y*yiyo + z*yizo) + midy - CELLSIZE + 0.5
-- draw the clip created by CreateTranslucentCell
ovt{"paste", newx, newy, "s"}
end
----------------------------------------------------------------------
local function DrawPasteCell(x, y, z)
local c, m = CELLSIZE, MIDCELL
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + midx - CELLSIZE + 0.5
local newy = (x*yixo + y*yiyo + z*yizo) + midy - CELLSIZE + 0.5
-- draw the clip created by CreateTranslucentCell
ovt{"paste", newx, newy, "p"}
end
----------------------------------------------------------------------
local function TestCell(editing, gridpos, x, y, z, mx, my)
-- called from DisplayCells to test if given cell is in active plane,
-- or if it's selected, or if it's a paste cell, and to draw it accordingly
if editing then
if active[gridpos] then
if grid1[gridpos] then
-- draw live cell within active plane
DrawLiveCell(x, y, z, mx, my)
end
DrawActiveCell(x, y, z)
if selected[gridpos] then
DrawSelectedCell(x, y, z)
end
else
-- cell is outside active plane
if grid1[gridpos] then
-- live cell so draw a point
if not usingpointcol then
usingpointcol = true
ovt(pointcol)
end
DrawPoint(x, y, z)
end
if selected[gridpos] then
-- draw translucent point
ovt(selpointcol)
usingpointcol = false
DrawPoint(x, y, z)
end
end
else
-- active plane is not displayed
if grid1[gridpos] then
DrawLiveCell(x, y, z, mx, my, true)
end
if selected[gridpos] then
DrawBatch()
DrawSelectedCell(x, y, z)
end
end
if pastepatt[gridpos] then
DrawLiveCell(x, y, z, mx, my, true)
DrawBatch()
DrawPasteCell(x, y, z)
end
end
----------------------------------------------------------------------
function DisplayCells(editing)
-- find the rotated reference cube vertex with maximum Z coordinate
local z1 = rotrefz[1]
local z2 = rotrefz[2]
local z3 = rotrefz[3]
local z4 = rotrefz[4]
local z5 = rotrefz[5]
local z6 = rotrefz[6]
local z7 = rotrefz[7]
local z8 = rotrefz[8]
local maxZ = max(z1,z2,z3,z4,z5,z6,z7,z8)
ov("blend 1")
local testcell = editing or selcount > 0 or pastecount > 0
-- find the extended boundary of all live/active/selected/paste cells
local MINX, MINY, MINZ, MAXX, MAXY, MAXZ = minx, miny, minz, maxx, maxy, maxz
if testcell then
if editing then
if minactivex < MINX then MINX = minactivex end
if minactivey < MINY then MINY = minactivey end
if minactivez < MINZ then MINZ = minactivez end
if maxactivex > MAXX then MAXX = maxactivex end
if maxactivey > MAXY then MAXY = maxactivey end
if maxactivez > MAXZ then MAXZ = maxactivez end
end
if selcount > 0 then
if minselx < MINX then MINX = minselx end
if minsely < MINY then MINY = minsely end
if minselz < MINZ then MINZ = minselz end
if maxselx > MAXX then MAXX = maxselx end
if maxsely > MAXY then MAXY = maxsely end
if maxselz > MAXZ then MAXZ = maxselz end
end
if pastecount > 0 then
if minpastex < MINX then MINX = minpastex end
if minpastey < MINY then MINY = minpastey end
if minpastez < MINZ then MINZ = minpastez end
if maxpastex > MAXX then MAXX = maxpastex end
if maxpastey > MAXY then MAXY = maxpastey end
if maxpastez > MAXZ then MAXZ = maxpastez end
end
end
-- determine order to traverse x, y and z in the grid;
-- note that we need to draw cells from back to front
-- (assumes vertex order set in CreateCube)
local fromz, toz, stepz, fromy, toy, stepy, fromx, tox, stepx
if maxZ == z1 then
fromx, fromy, fromz = MINX, MINY, MAXZ
elseif maxZ == z2 then
fromx, fromy, fromz = MINX, MINY, MINZ
elseif maxZ == z3 then
fromx, fromy, fromz = MINX, MAXY, MAXZ
elseif maxZ == z4 then
fromx, fromy, fromz = MINX, MAXY, MINZ
elseif maxZ == z5 then
fromx, fromy, fromz = MAXX, MAXY, MAXZ
elseif maxZ == z6 then
fromx, fromy, fromz = MAXX, MAXY, MINZ
elseif maxZ == z7 then
fromx, fromy, fromz = MAXX, MINY, MAXZ
elseif maxZ == z8 then
fromx, fromy, fromz = MAXX, MINY, MINZ
end
if (fromx == MINX) then tox, stepx = MAXX, 1 else tox, stepx = MINX, -1 end
if (fromy == MINY) then toy, stepy = MAXY, 1 else toy, stepy = MINY, -1 end
if (fromz == MINZ) then toz, stepz = MAXZ, 1 else toz, stepz = MINZ, -1 end
-- select the cell drawing functions based on whether depth shading is required
if depthshading and celltype ~= "point" then
zdepth = N*CELLSIZE*0.5
zdepth2 = zdepth+zdepth
DrawLiveCell = DrawCellDepth
else
DrawLiveCell = DrawCell
end
-- compute mid point
local mx, my
if celltype == "cube" then
mx = midx - HALFCUBECLIP
my = midy - HALFCUBECLIP
elseif celltype == "sphere" then
mx = midx - HALFCELL
my = midy - HALFCELL
else -- celltype == "point"
mx = midx
my = midy
end
-- add 0.5 so floor behaves like round
mx = mx + 0.5
my = my + 0.5
local i, j
local l_N = N
local stepi, stepj = l_N*stepy, l_N*stepz
if testcell then
-- setup the point colors
pointcol = {split(POINT_COLOR)}
selpointcol = {split(SELPT_COLOR)}
usingpointcol = false
-- draw each cell
j = l_N*fromz
for z = fromz, toz, stepz do
i = l_N*(fromy+j)
for y = fromy, toy, stepy do
for x = fromx, tox, stepx do
TestCell(editing, i+x, x, y, z, mx, my)
end
i = i+stepi
end
j = j+stepj
end
else
-- only live cells need to be drawn
local c, m = CELLSIZE, MIDCELL
local xc, yc, zc
local l_grid1 = grid1
local l_xixo, l_xiyo, l_xizo = xixo, xiyo, xizo
local l_yixo, l_yiyo, l_yizo = yixo, yiyo, yizo
if depthshading and celltype ~= "point" then
-- draw with depth shading
local layer, zval
local l_layerlast = layerlast
local l_depthlayers = depthlayers
local l_layerindex = layerindex
local l_layercurrent = layercurrent
local l_layerindices = layerindices
local l_layercoords = layercoords
local l_zixo, l_ziyo, l_zizo = zixo, ziyo, zizo
local l_zdepth, l_zdepth2 = zdepth, zdepth2
j = l_N*fromz
for z = fromz, toz, stepz do
i = l_N*(fromy+j)
for y = fromy, toy, stepy do
for x = fromx, tox, stepx do
if l_grid1[i+x] then
-- add live cell at given grid position
xc = x * c + m
yc = y * c + m
zc = z * c + m
zval = xc*l_zixo + yc*l_ziyo + zc*l_zizo
-- compute the depth layer
-- floor divide // creates a real number e.g. 5.0 that can be used as an array index
layer = l_depthlayers * (zval + l_zdepth) // l_zdepth2
-- check if the layer has changed since the last call
if layer ~= l_layerlast then
-- save the previous layer and switch to the new one
l_layerindices[l_layerlast] = l_layerindex -- first l_layerlast value is ignored
l_layerlast = layer
l_layercurrent = l_layercoords[layer]
l_layerindex = l_layerindices[layer]
end
-- add cell position to the layer's list to draw
l_layercurrent[l_layerindex] = ((xc*l_xixo + yc*l_xiyo + zc*l_xizo) + mx)
l_layerindex = l_layerindex + 1
l_layercurrent[l_layerindex] = ((xc*l_yixo + yc*l_yiyo + zc*l_yizo) + my)
l_layerindex = l_layerindex + 1
end
end
i = i+stepi
end
j = j+stepj
end
l_layerindices[l_layerlast] = l_layerindex
else
-- draw without depth shading
local xyi = xyindex
local xyb = xybatch
j = l_N*fromz
for z = fromz, toz, stepz do
i = l_N*(fromy+j)
for y = fromy, toy, stepy do
for x = fromx, tox, stepx do
if l_grid1[i+x] then
-- add live cell at given grid position
xc = x * c + m
yc = y * c + m
zc = z * c + m
-- transform point using othographic projection
-- and add to the list to draw
xyb[xyi] = (mx + xc*l_xixo + yc*l_xiyo + zc*l_xizo)
xyi = xyi + 1
xyb[xyi] = (my + xc*l_yixo + yc*l_yiyo + zc*l_yizo)
xyi = xyi + 1
end
end
i = i+stepi
end
j = j+stepj
end
xyindex = xyi
end
end
DrawBatch() -- complete any pending batch
ov("blend 0")
end
----------------------------------------------------------------------
lastBusyCubeSize = {E = -1, O = -1}
function CreateBusyCube(clipname)
-- only create bitmaps if cell size has changed
if CELLSIZE == lastBusyCubeSize[clipname] then return end
lastBusyCubeSize[clipname] = CELLSIZE
-- create a clip containing a cube for odd/even cells
-- largest size of a rotated cube with edge length L is sqrt(3)*L
HALFCUBECLIP = round(sqrt(3) * LEN / 2.0)
ov("create "..(HALFCUBECLIP*2).." "..(HALFCUBECLIP*2).." "..clipname)
ov("target "..clipname)
local midpos = N//2
local cube = CreateCube(midpos, midpos, midpos)
-- create cube's projected vertices (within clip)
for i = 1, 8 do
rotx[i], roty[i], rotz[i] = TransformPoint(cube[i])
projectedx[i] = round( rotx[i] ) + HALFCUBECLIP
projectedy[i] = round( roty[i] ) + HALFCUBECLIP
end
-- draw up to 3 visible faces of cube, using cyclic vertex order set in CreateCube
CheckFaces(1,3,5,7, 2,4,6,8) -- front or back
CheckFaces(1,2,8,7, 3,4,6,5) -- bottom or top
CheckFaces(1,2,4,3, 7,8,6,5) -- left or right
-- adjust grayscale colors using the replace command
if clipname == "E" then
ov(EVEN_CUBE)
else
ov(ODD_CUBE)
end
DrawCubeEdges()
ov("optimize "..clipname)
-- create faded versions of the clip if depth shading
if depthshading then
CreateLayers(clipname)
end
ov("target")
end
----------------------------------------------------------------------
lastBusySphereSize = { E = -1, O = -1 }
function CreateBusySphere(clipname)
-- only create bitmaps if cell size has changed
if CELLSIZE == lastBusySphereSize[clipname] then return end
lastBusySphereSize[clipname] = CELLSIZE
-- create a clip containing a sphere for odd/even cells
local diameter = CELLSIZE+1
local d1 = diameter
ov("create "..diameter.." "..diameter.." "..clipname)
ov("target "..clipname)
ov("blend 1")
local R, G, B
if clipname == "E" then
local _, red, green, blue = split(EVEN_COLOR)
R = tonumber(red)
G = tonumber(green)
B = tonumber(blue)
else
local _, red, green, blue = split(ODD_COLOR)
R = tonumber(red)
G = tonumber(green)
B = tonumber(blue)
end
local x = 0
local y = 0
local inc = 3
if diameter < 50 then inc = 8 - diameter//10 end
local r = (diameter+1)//2
while true do
ovt{"rgba", R, G, B, 255}
-- draw a solid circle by setting the line width to the radius
ov("lineoption width "..r)
ov("ellipse "..x.." "..y.." "..diameter.." "..diameter)
diameter = diameter - 2
r = r - 1
if r < 2 then break end
x = x + 1
y = y + 1
R = R + inc
G = G + inc
B = B + inc
if R > 255 then R = 255 end
if G > 255 then G = 255 end
if B > 255 then B = 255 end
end
-- draw black outline
ovt{"rgba", 0, 0, 0, 255}
ov("lineoption width 1")
ov("ellipse 0 0 "..d1.." "..d1)
ov("blend 0")
ov("optimize "..clipname)
-- create faded versions of the clip if depth shading
if depthshading then
CreateLayers(clipname)
end
ov("target")
end
----------------------------------------------------------------------
function DrawBusyCube(x, y, z, clipname)
-- draw odd/even cube at given grid position
local c, m = CELLSIZE, MIDCELL
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + midx - HALFCUBECLIP
local newy = (x*yixo + y*yiyo + z*yizo) + midy - HALFCUBECLIP
-- use orthographic projection
ovt{"paste", newx, newy, clipname}
end
----------------------------------------------------------------------
function DrawBusyCubeDepth(x, y, z, clipname)
-- draw odd/even cube at given grid position with shading
local c, m = CELLSIZE, MIDCELL
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + midx - HALFCUBECLIP
local newy = (x*yixo + y*yiyo + z*yizo) + midy - HALFCUBECLIP
local newz = (x*zixo + y*ziyo + z*zizo)
-- compute the depth layer
local layer = depthlayers * (newz + zdepth) // zdepth2 | 0
-- use orthographic projection
ovt{"paste", newx, newy, clipname..layer}
end
----------------------------------------------------------------------
function DrawBusySphere(x, y, z, clipname)
-- draw odd/even sphere at given grid position
local c, m = CELLSIZE, MIDCELL
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + midx - HALFCELL -- clip wd = CELLSIZE + 1
local newy = (x*yixo + y*yiyo + z*yizo) + midy - HALFCELL -- clip ht = CELLSIZE + 1
-- use orthographic projection
ovt{"paste", newx, newy, clipname}
end
----------------------------------------------------------------------
function DrawBusySphereDepth(x, y, z, clipname)
-- draw odd/even sphere at given grid position with shading
local c, m = CELLSIZE, MIDCELL
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo) + midx - HALFCELL -- clip wd = CELLSIZE+1
local newy = (x*yixo + y*yiyo + z*yizo) + midy - HALFCELL -- clip ht = CELLSIZE+1
local newz = (x*zixo + y*ziyo + z*zizo)
-- compute the depth layer
local layer = depthlayers * (newz + zdepth) // zdepth2 | 0
-- use orthographic projection
ovt{"paste", newx, newy, clipname..layer}
end
----------------------------------------------------------------------
function CreateBusyPoint(clipname, color)
ov("create 1 1 "..clipname)
ov("target "..clipname)
-- set pixel to the given color
ov(color)
ovt{"set", 0, 0}
ov("target")
end
----------------------------------------------------------------------
local function DrawBusyPoint(x, y, z, clipprefix)
-- draw mid point of busy box at given grid position
local c, m = CELLSIZE, MIDCELL
x = x * c + m
y = y * c + m
z = z * c + m
-- transform point using orthographic projection
local newx = (x*xixo + y*xiyo + z*xizo) + midx
local newy = (x*yixo + y*yiyo + z*yizo) + midy
-- clipprefix is "E" or "O"
ovt{"paste", newx, newy, clipprefix.."p"}
end
----------------------------------------------------------------------
local function TestBusyBox(editing, gridpos, x, y, z, clipname)
-- called from DisplayBusyBoxes to test if given cell is in active plane,
-- or if it's selected, or if it's a paste cell, and to draw it accordingly
if editing then
if active[gridpos] then
if grid1[gridpos] then
-- draw live cell within active plane
DrawBusyBox(x, y, z, clipname)
end
DrawActiveCell(x, y, z)
if selected[gridpos] then
DrawSelectedCell(x, y, z)
end
else
-- cell is outside active plane
if grid1[gridpos] then
DrawBusyPoint(x, y, z, clipname)
end
if selected[gridpos] then
-- draw translucent point
ovt(selpointcol)
DrawPoint(x, y, z)
end
end
else
-- active plane is not displayed
if grid1[gridpos] then
DrawBusyBox(x, y, z, clipname)
end
if selected[gridpos] then
DrawSelectedCell(x, y, z)
end
end
if pastepatt[gridpos] then
DrawBusyBox(x, y, z, clipname)
DrawPasteCell(x, y, z)
end
end
----------------------------------------------------------------------
function DisplayBusyBoxes(editing)
-- find the rotated reference cube vertex with maximum Z coordinate
local z1 = rotrefz[1]
local z2 = rotrefz[2]
local z3 = rotrefz[3]
local z4 = rotrefz[4]
local z5 = rotrefz[5]
local z6 = rotrefz[6]
local z7 = rotrefz[7]
local z8 = rotrefz[8]
local maxZ = max(z1,z2,z3,z4,z5,z6,z7,z8)
ov("blend 1")
local testcell = editing or selcount > 0 or pastecount > 0
-- find the extended boundary of all live/active/selected/paste cells
local MINX, MINY, MINZ, MAXX, MAXY, MAXZ = minx, miny, minz, maxx, maxy, maxz
if testcell then
if editing then
if minactivex < MINX then MINX = minactivex end
if minactivey < MINY then MINY = minactivey end
if minactivez < MINZ then MINZ = minactivez end
if maxactivex > MAXX then MAXX = maxactivex end
if maxactivey > MAXY then MAXY = maxactivey end
if maxactivez > MAXZ then MAXZ = maxactivez end
end
if selcount > 0 then
if minselx < MINX then MINX = minselx end
if minsely < MINY then MINY = minsely end
if minselz < MINZ then MINZ = minselz end
if maxselx > MAXX then MAXX = maxselx end
if maxsely > MAXY then MAXY = maxsely end
if maxselz > MAXZ then MAXZ = maxselz end
end
if pastecount > 0 then
if minpastex < MINX then MINX = minpastex end
if minpastey < MINY then MINY = minpastey end
if minpastez < MINZ then MINZ = minpastez end
if maxpastex > MAXX then MAXX = maxpastex end
if maxpastey > MAXY then MAXY = maxpastey end
if maxpastez > MAXZ then MAXZ = maxpastez end
end
end
-- determine order to traverse x, y and z in the grid;
-- note that we need to draw cells from back to front
-- (assumes vertex order set in CreateCube)
local fromz, toz, stepz, fromy, toy, stepy, fromx, tox, stepx
if maxZ == z1 then
fromx, fromy, fromz = MINX, MINY, MAXZ
elseif maxZ == z2 then
fromx, fromy, fromz = MINX, MINY, MINZ
elseif maxZ == z3 then
fromx, fromy, fromz = MINX, MAXY, MAXZ
elseif maxZ == z4 then
fromx, fromy, fromz = MINX, MAXY, MINZ
elseif maxZ == z5 then
fromx, fromy, fromz = MAXX, MAXY, MAXZ
elseif maxZ == z6 then
fromx, fromy, fromz = MAXX, MAXY, MINZ
elseif maxZ == z7 then
fromx, fromy, fromz = MAXX, MINY, MAXZ
elseif maxZ == z8 then
fromx, fromy, fromz = MAXX, MINY, MINZ
end
if (fromx == MINX) then tox, stepx = MAXX, 1 else tox, stepx = MINX, -1 end
if (fromy == MINY) then toy, stepy = MAXY, 1 else toy, stepy = MINY, -1 end
if (fromz == MINZ) then toz, stepz = MAXZ, 1 else toz, stepz = MINZ, -1 end
-- select the cell drawing functions based on whether depth shading is required
if depthshading then
zdepth = N*CELLSIZE*0.5
zdepth2 = zdepth+zdepth
if celltype == "cube" then
DrawBusyBox = DrawBusyCubeDepth
elseif celltype == "sphere" then
DrawBusyBox = DrawBusySphereDepth
else -- celltype == "point"
DrawBusyBox = DrawBusyPoint -- shading is not done for points
end
else
if celltype == "cube" then
DrawBusyBox = DrawBusyCube
elseif celltype == "sphere" then
DrawBusyBox = DrawBusySphere
else -- celltype == "point"
DrawBusyBox = DrawBusyPoint
end
end
-- clip names for cubes/spheres ("p" will be appended if drawing points)
local evenclip = "E"
local oddclip = "O"
local i, j, evencell
local stepi, stepj = N*stepy, N*stepz
if testcell then
j = N*fromz
for z = fromz, toz, stepz do
i = N*(fromy+j)
for y = fromy, toy, stepy do
evencell = (fromx + y + z) % 2 == 0
for x = fromx, tox, stepx do
if evencell then
TestBusyBox(editing, i+x, x, y, z, evenclip)
else
TestBusyBox(editing, i+x, x, y, z, oddclip)
end
evencell = not evencell
end
i = i+stepi
end
j = j+stepj
end
else
-- only live cells need to be drawn
j = N*fromz
for z = fromz, toz, stepz do
i = N*(fromy+j)
for y = fromy, toy, stepy do
evencell = (fromx + y + z) % 2 == 0
for x = fromx, tox, stepx do
if grid1[i+x] then
if evencell then
DrawBusyBox(x, y, z, evenclip)
else
DrawBusyBox(x, y, z, oddclip)
end
end
evencell = not evencell
end
i = i+stepi
end
j = j+stepj
end
end
ov("blend 0")
end
--------------------------------------------------------------------------------
function EnableControls(bool)
-- disable/enable unsafe menu items so that user scripts can call op.process
-- File menu:
mbar.enableitem(1, 1, bool) -- New Pattern
mbar.enableitem(1, 2, bool) -- Random Pattern
mbar.enableitem(1, 3, bool) -- Open Pattern
mbar.enableitem(1, 4, bool) -- Open Clipboard
mbar.enableitem(1, 5, bool) -- Save Pattern
mbar.enableitem(1, 7, bool) -- Run Script
mbar.enableitem(1, 8, bool) -- Run Clipboard
mbar.enableitem(1, 9, bool) -- Set Startup Script
if bool then
-- ExitScript will abort 3D.lua
mbar.setitem(1, 11, "Exit 3D.lua")
else
-- ExitScript will abort the user script
mbar.setitem(1, 11, "Exit Script")
end
-- Edit menu:
mbar.enableitem(2, 1, bool) -- Undo
mbar.enableitem(2, 2, bool) -- Redo
mbar.enableitem(2, 4, bool) -- Cut
mbar.enableitem(2, 5, bool) -- Copy
mbar.enableitem(2, 6, bool) -- Paste
mbar.enableitem(2, 7, bool) -- Cancel Paste
mbar.enableitem(2, 8, bool) -- Clear
mbar.enableitem(2, 9, bool) -- Clear Outside
mbar.enableitem(2, 11, bool) -- Select All
mbar.enableitem(2, 12, bool) -- Cancel Selection
mbar.enableitem(2, 14, bool) -- Middle Pattern
mbar.enableitem(2, 15, bool) -- Middle Selection
mbar.enableitem(2, 16, bool) -- Middle Paste
-- Control menu:
mbar.enableitem(3, 1, bool) -- Start/Stop Generating
mbar.enableitem(3, 2, bool) -- Next Generation
mbar.enableitem(3, 3, bool) -- Next Step
mbar.enableitem(3, 4, bool) -- Reset
mbar.enableitem(3, 6, bool) -- Set Rule
-- View menu:
mbar.enableitem(4, 3, bool) -- Set Grid Size
-- disable/enable unsafe buttons
ssbutton.enable(bool)
s1button.enable(bool)
resetbutton.enable(bool)
undobutton.enable(bool)
redobutton.enable(bool)
-- disable/enable unsafe radio buttons
drawbox.enable(bool)
selectbox.enable(bool)
movebox.enable(bool)
end
--------------------------------------------------------------------------------
function DrawMenuBar()
if scriptlevel == 0 then
mbar.enableitem(2, 1, #undostack > 0) -- Undo
mbar.enableitem(2, 2, #redostack > 0) -- Redo
mbar.enableitem(2, 4, selcount > 0) -- Cut
mbar.enableitem(2, 5, selcount > 0) -- Copy
mbar.enableitem(2, 7, pastecount > 0) -- Cancel Paste
mbar.enableitem(2, 8, selcount > 0) -- Clear
mbar.enableitem(2, 9, selcount > 0) -- Clear Outside
mbar.enableitem(2, 11, popcount > 0) -- Select All
mbar.enableitem(2, 12, selcount > 0) -- Cancel Selection
mbar.enableitem(2, 14, popcount > 0) -- Middle Pattern
mbar.enableitem(2, 15, selcount > 0) -- Middle Selection
mbar.enableitem(2, 16, pastecount > 0) -- Middle Paste
mbar.enableitem(3, 1, popcount > 0) -- Start/Stop Generating
mbar.enableitem(3, 2, popcount > 0) -- Next Generation
mbar.enableitem(3, 3, popcount > 0) -- Next Step
mbar.enableitem(3, 4, gencount > startcount) -- Reset
end
mbar.radioitem(4, 5, celltype == "cube")
mbar.radioitem(4, 6, celltype == "sphere")
mbar.radioitem(4, 7, celltype == "point")
mbar.tickitem(4, 9, showaxes)
mbar.tickitem(4, 10, showlines)
mbar.tickitem(4, 11, depthshading)
mbar.show(0, 0, ovwd, mbarht)
end
--------------------------------------------------------------------------------
function DrawToolBar()
ovt{"rgba", 230, 230, 230, 255}
ovt{"fill", 0, 0, ovwd, toolbarht}
DrawMenuBar()
-- draw line at bottom edge of tool bar
ov(op.gray)
DrawLine(0, toolbarht-1, ovwd-1, toolbarht-1)
if scriptlevel == 0 then
-- enable/disable buttons
ssbutton.enable(popcount > 0)
s1button.enable(popcount > 0)
resetbutton.enable(gencount > startcount)
undobutton.enable(#undostack > 0)
redobutton.enable(#redostack > 0)
end
local x = gap
local y = mbarht + gap
local biggap = gap * 3
ssbutton.show(x, y)
x = x + ssbutton.wd + gap
s1button.show(x, y)
x = x + s1button.wd + gap
resetbutton.show(x, y)
x = x + resetbutton.wd + gap
fitbutton.show(x, y)
x = x + fitbutton.wd + biggap
undobutton.show(x, y)
x = x + undobutton.wd + gap
redobutton.show(x, y)
x = x + redobutton.wd + biggap
drawbox.show(x, y, currcursor == drawcursor)
x = x + drawbox.wd + gap
selectbox.show(x, y, currcursor == selectcursor)
x = x + selectbox.wd + gap
movebox.show(x, y, currcursor == movecursor)
-- show slider to right of radio buttons
stepslider.show(x + movebox.wd + biggap, y, stepsize)
-- show stepsize at right end of slider
ov(op.black)
local oldfont
if g.os() == "Linux" then
oldfont = ov("font 10 default")
else
oldfont = ov("font 10 default-bold")
end
local oldbg = ov("textoption background 230 230 230 255")
local _, _ = op.maketext("Step="..stepsize)
op.pastetext(stepslider.x + stepslider.wd + 2, y + 1)
ov("textoption background "..oldbg)
ov("font "..oldfont)
-- last 2 buttons are at right end of tool bar
x = ovwd - gap - exitbutton.wd
exitbutton.show(x, y)
x = x - gap - helpbutton.wd
helpbutton.show(x, y)
end
----------------------------------------------------------------------
function UpdateWindowTitle()
-- set window title if it has changed
local newtitle = string.format("%s [%s]", pattname, rulestring)
if dirty then newtitle = "*"..newtitle end
if g.os() ~= "Mac" then newtitle = newtitle.." - Golly" end
if newtitle ~= currtitle then
g.settitle(newtitle)
currtitle = newtitle
end
end
----------------------------------------------------------------------
function Refresh(update)
if scriptlevel > 0 and not update then
-- user scripts need to call Update() when they want to refresh
return
end
-- turn off event checking temporarily to avoid partial updates of overlay
-- (eg. due to user resizing window while a pattern is generating)
g.check(false)
-- fill overlay with background color
ov(BACK_COLOR)
ovt{"fill"}
-- get Z coordinates of the vertices of a rotated reference cube
-- (for doing various depth tests)
for i = 1, 8 do
local _, _, z = TransformPoint(refcube[i])
rotrefz[i] = z
end
if showaxes or showlines then DrawRearAxes() end
local editing = currcursor ~= movecursor
if popcount > 0 or pastecount > 0 or selcount > 0 or editing then
if pastecount > 0 then
-- paste cells will be translucent
CreateTranslucentCell("p", PASTE_COLOR)
end
if selcount > 0 then
-- selected cells will be translucent
CreateTranslucentCell("s", SELECT_COLOR)
end
if editing then
-- cells in active plane will be translucent
CreateTranslucentCell("a", ACTIVE_COLOR)
end
if rulestring:find("^BusyBoxes") then
if celltype == "cube" then
CreateBusyCube("E")
CreateBusyCube("O")
elseif celltype == "sphere" then
CreateBusySphere("E")
CreateBusySphere("O")
end
if celltype == "point" or editing then
-- 1st char must match the above clip names
CreateBusyPoint("Ep", EVEN_COLOR)
CreateBusyPoint("Op", ODD_COLOR)
end
DisplayBusyBoxes(editing)
else
if celltype == "cube" then
CreateLiveCube()
elseif celltype == "sphere" then
CreateLiveSphere()
end
DisplayCells(editing)
end
end
if showaxes or showlines then DrawFrontAxes() end
-- show info in top left corner
local info =
"Generation = "..gencount.."\n"..
"Population = "..popcount
if selcount > 0 then
info = info.."\nSelected cells = "..selcount
end
if editing then
-- show cell coords of mouse if it's inside the active plane
info = info.."\nx,y,z = "..activecell
end
ov(INFO_COLOR)
local _, ht = op.maketext(info)
op.pastetext(10, toolbarht + 10)
if message then
ov(MSG_COLOR)
op.maketext(message)
op.pastetext(10, toolbarht + 10 + ht + 10)
end
if toolbarht > 0 then DrawToolBar() end
-- the overlay is 100% opaque and covers entire viewport
-- so we can call ov("update") rather than slower g.update()
ov("update")
UpdateWindowTitle()
g.check(true) -- restore event checking
end
----------------------------------------------------------------------
function SetActivePlane(orientation, pos)
-- set the active plane; default is an XY plane half way along the Z axis
activeplane = orientation or "XY"
activepos = pos or 0
active = {}
local M = N-1
if activeplane == "XY" then
local z = N//2 + activepos
local zNN = z * N * N
for y = 0, M do
local yN = y * N
for x = 0, M do
active[ x + yN + zNN ] = true
end
end
minactivex = 0
maxactivex = M
minactivey = 0
maxactivey = M
minactivez = z
maxactivez = z
elseif activeplane == "YZ" then
local x = N//2 + activepos
for z = 0, M do
for y = 0, M do
active[ x + N * (y + N * z) ] = true
end
end
minactivex = x
maxactivex = x
minactivey = 0
maxactivey = M
minactivez = 0
maxactivez = M
else -- activeplane == "XZ"
local y = N//2 + activepos
for z = 0, M do
for x = 0, M do
active[ x + N * (y + N * z) ] = true
end
end
minactivex = 0
maxactivex = M
minactivey = y
maxactivey = y
minactivez = 0
maxactivez = M
end
end
--------------------------------------------------------------------------------
function UpdateStartButton()
-- change label in ssbutton without changing the button's width,
-- and also update 1st item in Control menu
if generating then
ssbutton.customcolor = STOP_COLOR
ssbutton.darkcustomcolor = SELSTOP_COLOR
ssbutton.setlabel("Stop", false)
mbar.setitem(3, 1, "Stop Generating")
else
ssbutton.customcolor = START_COLOR
ssbutton.darkcustomcolor = SELSTART_COLOR
ssbutton.setlabel("Start", false)
mbar.setitem(3, 1, "Start Generating")
if stopgen > 0 then
-- terminate NextStep
stopgen = 0
end
end
end
----------------------------------------------------------------------
function StopGenerating()
if generating then
generating = false
UpdateStartButton()
end
end
----------------------------------------------------------------------
function SaveState()
-- return a table containing current state
local state = {}
-- save current grid size
state.saveN = N
-- save current active plane
state.saveplane = activeplane
state.savepos = activepos
-- save current cursor
state.savecursor = currcursor
-- save current rule
state.saverule = rulestring
-- save current step size
state.savestep = stepsize
-- save current pattern
state.savedirty = dirty
state.savename = pattname
state.savegencount = gencount
state.savepopcount = popcount
state.savecells = {}
if popcount > 0 then
for k,_ in pairs(grid1) do state.savecells[k] = 1 end
end
state.saveminx = minx
state.saveminy = miny
state.saveminz = minz
state.savemaxx = maxx
state.savemaxy = maxy
state.savemaxz = maxz
state.saveminimallive = minimal_live_bounds
-- save current selection
state.saveselcount = selcount
state.saveselected = {}
if selcount > 0 then
for k,_ in pairs(selected) do state.saveselected[k] = true end
end
state.saveminselx = minselx
state.saveminsely = minsely
state.saveminselz = minselz
state.savemaxselx = maxselx
state.savemaxsely = maxsely
state.savemaxselz = maxselz
state.saveminimalsel = minimal_sel_bounds
-- save current paste pattern
state.savepcount = pastecount
state.savepaste = {}
if pastecount > 0 then
for k,_ in pairs(pastepatt) do state.savepaste[k] = true end
end
state.saveminpastex = minpastex
state.saveminpastey = minpastey
state.saveminpastez = minpastez
state.savemaxpastex = maxpastex
state.savemaxpastey = maxpastey
state.savemaxpastez = maxpastez
return state
end
----------------------------------------------------------------------
function RestoreState(state)
-- restore state from given info (created earlier by SaveState)
-- restore grid size and active plane if necessary
if N ~= state.saveN then
N = state.saveN
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
CreateAxes()
-- active plane also depends on N
SetActivePlane(state.saveplane, state.savepos)
elseif activeplane ~= state.saveplane or activepos ~= state.savepos then
SetActivePlane(state.saveplane, state.savepos)
end
-- restore cursor (determines whether active plane is displayed)
currcursor = state.savecursor
if not arrow_cursor then ov("cursor "..currcursor) end
-- restore rule if necessary
if rulestring ~= state.saverule then
ParseRule(state.saverule)
end
-- restore step size
stepsize = state.savestep
-- restore pattern
dirty = state.savedirty
pattname = state.savename
gencount = state.savegencount
popcount = state.savepopcount
grid1 = {}
if popcount > 0 then
for k,_ in pairs(state.savecells) do grid1[k] = 1 end
end
minx = state.saveminx
miny = state.saveminy
minz = state.saveminz
maxx = state.savemaxx
maxy = state.savemaxy
maxz = state.savemaxz
minimal_live_bounds = state.saveminimallive
-- restore selection
selcount = state.saveselcount
selected = {}
if selcount > 0 then
for k,_ in pairs(state.saveselected) do selected[k] = true end
end
minselx = state.saveminselx
minsely = state.saveminsely
minselz = state.saveminselz
maxselx = state.savemaxselx
maxsely = state.savemaxsely
maxselz = state.savemaxselz
minimal_sel_bounds = state.saveminimalsel
-- restore paste pattern
pastecount = state.savepcount
pastepatt = {}
if pastecount > 0 then
for k,_ in pairs(state.savepaste) do pastepatt[k] = true end
end
minpastex = state.saveminpastex
minpastey = state.saveminpastey
minpastez = state.saveminpastez
maxpastex = state.savemaxpastex
maxpastey = state.savemaxpastey
maxpastez = state.savemaxpastez
end
----------------------------------------------------------------------
function SameState(state)
-- return true if given state matches the current state
if N ~= state.saveN then return false end
if activeplane ~= state.saveplane then return false end
if activepos ~= state.savepos then return false end
if currcursor ~= state.savecursor then return false end
if rulestring ~= state.saverule then return false end
if dirty ~= state.savedirty then return false end
if pattname ~= state.savename then return false end
if gencount ~= state.savegencount then return false end
if popcount ~= state.savepopcount then return false end
if selcount ~= state.saveselcount then return false end
if pastecount ~= state.savepcount then return false end
-- note that we don't compare stepsize with state.savestep
-- (we don't call RememberCurrentState when the user changes the step size)
for k,_ in pairs(state.savecells) do if not grid1[k] then return false end end
for k,_ in pairs(state.saveselected) do if not selected[k] then return false end end
for k,_ in pairs(state.savepaste) do if not pastepatt[k] then return false end end
return true
end
----------------------------------------------------------------------
function ClearUndoRedo()
-- this might be called if a user script is running (eg. if it calls NewPattern)
undostack = {}
redostack = {}
dirty = false
end
----------------------------------------------------------------------
function Undo()
-- ignore if user script is running
-- (scripts can call SaveState and RestoreState if they need to undo stuff)
if scriptlevel > 0 then return end
if #undostack > 0 then
StopGenerating()
-- push current state onto redostack
redostack[#redostack+1] = SaveState()
-- pop state off undostack and restore it
RestoreState( table.remove(undostack) )
Refresh()
end
end
----------------------------------------------------------------------
function Redo()
-- ignore if user script is running
if scriptlevel > 0 then return end
if #redostack > 0 then
StopGenerating()
-- push current state onto undostack
undostack[#undostack+1] = SaveState()
-- pop state off redostack and restore it
RestoreState( table.remove(redostack) )
Refresh()
end
end
----------------------------------------------------------------------
function RememberCurrentState()
-- ignore if user script is running
if scriptlevel > 0 then return end
redostack = {}
undostack[#undostack+1] = SaveState()
end
--------------------------------------------------------------------------------
function CheckIfGenerating()
if generating and popcount > 0 and gencount > startcount then
-- NextGeneration will be called soon
RememberCurrentState()
end
end
----------------------------------------------------------------------
function InitLiveBoundary()
-- check for cells on grid edge
liveedge = (minx == 0 or miny == 0 or minz == 0 or maxx == N-1 or maxy == N-1 or maxz == N-1)
-- reset boundary
minx = math.maxinteger
miny = math.maxinteger
minz = math.maxinteger
maxx = math.mininteger
maxy = math.mininteger
maxz = math.mininteger
-- SetLiveCell/SetCellState/NextGeneration will update all values
-- set the flag for MinimizeLiveBoundary
minimal_live_bounds = true
end
----------------------------------------------------------------------
function MinimizeLiveBoundary()
if popcount > 0 and not minimal_live_bounds then
InitLiveBoundary()
-- minimal_live_bounds is now true
local NN = N*N
for k,_ in pairs(grid1) do
-- grid1[k] is a live cell
local x = k % N
local y = k % NN
if x < minx then minx = x end
if y < miny then miny = y end
if k < minz then minz = k end
if x > maxx then maxx = x end
if y > maxy then maxy = y end
if k > maxz then maxz = k end
end
miny = miny // N
maxy = maxy // N
minz = minz // NN
maxz = maxz // NN
end
end
----------------------------------------------------------------------
function InitSelectionBoundary()
minselx = math.maxinteger
minsely = math.maxinteger
minselz = math.maxinteger
maxselx = math.mininteger
maxsely = math.mininteger
maxselz = math.mininteger
-- set the flag for MinimizeSelectionBoundary
minimal_sel_bounds = true
end
----------------------------------------------------------------------
local function UpdateSelectionBoundary(x, y, z)
if x < minselx then minselx = x end
if y < minsely then minsely = y end
if z < minselz then minselz = z end
if x > maxselx then maxselx = x end
if y > maxsely then maxsely = y end
if z > maxselz then maxselz = z end
end
----------------------------------------------------------------------
function MinimizeSelectionBoundary()
if selcount > 0 and not minimal_sel_bounds then
-- find minimal bounding box of all selected cells
InitSelectionBoundary()
-- minimal_sel_bounds is now true
local NN = N*N
for k,_ in pairs(selected) do
UpdateSelectionBoundary(k % N, (k // N) % N, k // NN)
end
end
end
----------------------------------------------------------------------
function ClearCells()
grid1 = {}
popcount = 0
InitLiveBoundary()
-- remove selection
selcount = 0
selected = {}
InitSelectionBoundary()
-- remove paste pattern
pastecount = 0
pastepatt = {}
collectgarbage() -- might help avoid long delay when script exits (only on Mac OS 10.13???)
end
----------------------------------------------------------------------
function MoveActivePlane(newpos, refresh)
if currcursor ~= movecursor then
local mid = N//2
if newpos + mid < 0 then
newpos = -mid
elseif newpos + mid >= N then
newpos = N-1-mid
end
if newpos == activepos then return end
-- note that refresh is false if called from DragActivePlane
-- (in which case RememberCurrentState has already been called
-- by StartDraggingPlane)
if refresh then RememberCurrentState() end
-- use the same orientation
SetActivePlane(activeplane, newpos)
if refresh then
CheckIfGenerating()
Refresh()
end
end
end
----------------------------------------------------------------------
function CycleActivePlane()
if currcursor ~= movecursor then
RememberCurrentState()
-- cycle to next orientation of active plane
if activeplane == "XY" then
SetActivePlane("YZ", activepos)
elseif activeplane == "YZ" then
SetActivePlane("XZ", activepos)
else -- activeplane == "XZ"
SetActivePlane("XY", activepos)
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
local function SetSelection(x, y, z, sel)
local pos = x + N * (y + N * z)
if sel then
if not selected[pos] then
selected[pos] = true
selcount = selcount + 1
UpdateSelectionBoundary(x, y, z)
end
elseif selected[pos] then
selected[pos] = nil
selcount = selcount - 1
-- tell MinimizeSelectionBoundary that it needs to update the selection boundary
minimal_sel_bounds = false
end
end
----------------------------------------------------------------------
local function SetCellState(x, y, z, state)
local pos = x + N * (y + N * z)
if state > 0 then
if not grid1[pos] then
grid1[pos] = state
popcount = popcount + 1
dirty = true
-- boundary might expand
if x < minx then minx = x end
if y < miny then miny = y end
if z < minz then minz = z end
if x > maxx then maxx = x end
if y > maxy then maxy = y end
if z > maxz then maxz = z end
end
else
-- state is 0
if grid1[pos] then
-- kill a live cell
grid1[pos] = nil
popcount = popcount - 1
dirty = true
-- tell MinimizeLiveBoundary that it needs to update the live boundary
minimal_live_bounds = false
end
end
end
----------------------------------------------------------------------
local function SetLiveCell(x, y, z)
-- this must only be called to create a live cell
grid1[ x + N * (y + N * z) ] = 1
popcount = popcount + 1
dirty = true
-- boundary might expand
if x < minx then minx = x end
if y < miny then miny = y end
if z < minz then minz = z end
if x > maxx then maxx = x end
if y > maxy then maxy = y end
if z > maxz then maxz = z end
end
----------------------------------------------------------------------
function SaveCells()
-- return an array of live cell positions relative to mid cell
local livecells = {}
if popcount > 0 then
local mid = N//2
local NN = N*N
for k,_ in pairs(grid1) do
-- grid1[k] is a live cell
local x = k % N
local y = (k // N) % N
local z = k // NN
livecells[#livecells+1] = {x-mid, y-mid, z-mid}
end
end
return livecells
end
----------------------------------------------------------------------
function RestoreCells(livecells)
-- restore pattern saved earlier by SaveCells
-- (note that grid must currently be empty)
if popcount > 0 then
g.warn("Bug in RestoreCells: grid is not empty!")
end
local clipped = 0
local mid = N//2
for _, xyz in ipairs(livecells) do
local x, y, z = xyz[1]+mid, xyz[2]+mid, xyz[3]+mid
if x >= 0 and x < N and
y >= 0 and y < N and
z >= 0 and z < N then
SetLiveCell(x, y, z)
else
clipped = clipped + 1
end
end
return clipped
end
----------------------------------------------------------------------
function AllDead()
-- this function is called at the start of every NextGen* function
if popcount == 0 then
StopGenerating()
message = "All cells are dead."
Refresh()
return true -- return from NextGen*
else
if gencount == startcount then
-- remember starting state for later use in Reset()
if scriptlevel > 0 then
-- can't use undostack if user script is running
startstate = SaveState()
else
-- starting state is on top of undostack
startstate = undostack[#undostack]
end
end
popcount = 0 -- incremented in NextGen*
InitLiveBoundary() -- updated in NextGen*
return false -- calculate the next generation
end
end
----------------------------------------------------------------------
function DisplayGeneration(newgrid)
-- this function is called at the end of every NextGen* function
gencount = gencount + 1
-- save the new grid
grid1 = newgrid
-- stopgen is > 0 if NextStep was called
if popcount == 0 or gencount == stopgen then
StopGenerating()
end
if gencount % stepsize == 0 or popcount == 0 then
Refresh()
end
end
----------------------------------------------------------------------
function UpdateBoundary(xlive, ylive, zlive, newpop)
if newpop > 0 then
local xlist = {}
local ylist = {}
local zlist = {}
local ind = 1
-- convert axis live cells into ordered list of keys
for k, _ in pairs(xlive) do
xlist[ind] = k
ind = ind + 1
end
ind = 1
for k, _ in pairs(ylive) do
ylist[ind] = k
ind = ind + 1
end
ind = 1
for k, _ in pairs(zlive) do
zlist[ind] = k
ind = ind + 1
end
-- sort into ascending order
table.sort(xlist)
table.sort(ylist)
table.sort(zlist)
-- min is first value in ordered list, max is last value
minx, maxx = xlist[1], xlist[#xlist]
miny, maxy = ylist[1], ylist[#ylist]
minz, maxz = zlist[1], zlist[#zlist]
end
-- save the population count
popcount = newpop
end
----------------------------------------------------------------------
function NextGenMooreNoWrap()
-- calculate and display the next generation for rules using the 3D Moore neighborhood
local source = grid1
local dest = {}
local xlive, ylive, zlive = {}, {}, {}
-- compute neighbor counts
local count1 = {}
local N = N
local NN = N * N
local offset = N
for k,_ in pairs(source) do
count1[k] = (count1[k] or 0) + 1
count1[k+offset] = (count1[k+offset] or 0) + 1
count1[k-offset] = (count1[k-offset] or 0) + 1
end
local count2 = {}
offset = 1
for k,v in pairs(count1) do
count2[k] = (count2[k] or 0) + v
count2[k+offset] = (count2[k+offset] or 0) + v
count2[k-offset] = (count2[k-offset] or 0) + v
end
count1 = {}
offset = NN
for k,v in pairs(count2) do
count1[k] = (count1[k] or 0) + v
count1[k+offset] = (count1[k+offset] or 0) + v
count1[k-offset] = (count1[k-offset] or 0) + v
end
-- apply rule to neighbour counts to create next generation
local newpop = 0
for k,v in pairs(count1) do
if (source[k] and survivals[v-1]) or (births[v] and not source[k]) then
-- create a live cell in grid2
dest[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(dest)
end
----------------------------------------------------------------------
function NextGenMooreWrap()
-- calculate and display the next generation for rules using the 3D Moore neighborhood
local source = grid1
local dest = {}
local xlive, ylive, zlive = {}, {}, {}
-- compute neighbor counts
local N = N
local NN = N * N
local NNN = NN * N
local count1 = {}
local NNmN = NN - N
for k,_ in pairs(source) do
count1[k] = (count1[k] or 0) + 1
local y = k % NN
local k2 = k + (y + N) % NN - y
count1[k2] = (count1[k2] or 0) + 1
k2 = k + (y + NNmN) % NN - y
count1[k2] = (count1[k2] or 0) + 1
end
local count2 = {}
local Nm1 = N - 1
for k,v in pairs(count1) do
count2[k] = (count2[k] or 0) + v
local x = k % N
local k2 = k + (x + 1) % N - x
count2[k2] = (count2[k2] or 0) + v
k2 = k + (x + Nm1) % N - x
count2[k2] = (count2[k2] or 0) + v
end
count1 = {}
local NNNmNN = NNN - NN
for k,v in pairs(count2) do
count1[k] = (count1[k] or 0) + v
local k2 = (k + NN) % NNN
count1[k2] = (count1[k2] or 0) + v
k2 = (k + NNNmNN) % NNN
count1[k2] = (count1[k2] or 0) + v
end
-- apply rule to neighbour counts to create next generation
local newpop = 0
for k,v in pairs(count1) do
if (source[k] and survivals[v-1]) or (births[v] and not source[k]) then
-- create a live cell in grid2
dest[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(dest)
end
----------------------------------------------------------------------
function NextGenMoore()
if AllDead() then return end
-- check if there are cells on the edge of the grid
if liveedge then
NextGenMooreWrap()
else
NextGenMooreNoWrap()
end
end
----------------------------------------------------------------------
function NextGen6FacesNoWrap()
-- calculate and display the next generation for rules using the 6-cell face neighborhood
-- (aka the von Neumann neighborhood)
local grid2 = {}
local lcount = {} -- neighbor counts (0..6) for live cells
local ecount = {} -- neighbor counts (1..6) for adjacent empty cells
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
for k,_ in pairs(grid1) do
lcount[k] = 0
-- calculate the positions of the 6 cells next to each face of this cell
local xp1 = k + 1
local xm1 = k - 1
local yp1 = k + N
local ym1 = k - N
local zp1 = k + NN
local zm1 = k - NN
if grid1[xp1] then lcount[k] = lcount[k] + 1 else ecount[xp1] = (ecount[xp1] or 0) + 1 end
if grid1[xm1] then lcount[k] = lcount[k] + 1 else ecount[xm1] = (ecount[xm1] or 0) + 1 end
if grid1[yp1] then lcount[k] = lcount[k] + 1 else ecount[yp1] = (ecount[yp1] or 0) + 1 end
if grid1[ym1] then lcount[k] = lcount[k] + 1 else ecount[ym1] = (ecount[ym1] or 0) + 1 end
if grid1[zp1] then lcount[k] = lcount[k] + 1 else ecount[zp1] = (ecount[zp1] or 0) + 1 end
if grid1[zm1] then lcount[k] = lcount[k] + 1 else ecount[zm1] = (ecount[zm1] or 0) + 1 end
end
-- use lcounts and survivals to put live cells in grid2 (currently empty)
local newpop = 0
for k,v in pairs(lcount) do
if survivals[v] then
-- create a survivor cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
-- use ecounts and births to put live cells in grid2
for k,v in pairs(ecount) do
if births[v] then
-- create a birth cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NextGen6FacesWrap()
-- calculate and display the next generation for rules using the 6-cell face neighborhood
-- (aka the von Neumann neighborhood)
local grid2 = {}
local lcount = {} -- neighbor counts (0..6) for live cells
local ecount = {} -- neighbor counts (1..6) for adjacent empty cells
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
for k,_ in pairs(grid1) do
local x = k % N
local y = k // N % N
local z = k // NN
lcount[k] = 0
local Ny = N*y
local NNz = NN*z
local NypNNz = Ny + NNz
local xpNNz = x + NNz
local xpNy = x + Ny
-- calculate the positions of the 6 cells next to each face of this cell
local xp1 = (x+1)%N + NypNNz
local xm1 = (x-1)%N + NypNNz
local yp1 = N*((y+1)%N) + xpNNz
local ym1 = N*((y-1)%N) + xpNNz
local zp1 = NN*((z+1)%N) + xpNy
local zm1 = NN*((z-1)%N) + xpNy
if grid1[xp1] then lcount[k] = lcount[k] + 1 else ecount[xp1] = (ecount[xp1] or 0) + 1 end
if grid1[xm1] then lcount[k] = lcount[k] + 1 else ecount[xm1] = (ecount[xm1] or 0) + 1 end
if grid1[yp1] then lcount[k] = lcount[k] + 1 else ecount[yp1] = (ecount[yp1] or 0) + 1 end
if grid1[ym1] then lcount[k] = lcount[k] + 1 else ecount[ym1] = (ecount[ym1] or 0) + 1 end
if grid1[zp1] then lcount[k] = lcount[k] + 1 else ecount[zp1] = (ecount[zp1] or 0) + 1 end
if grid1[zm1] then lcount[k] = lcount[k] + 1 else ecount[zm1] = (ecount[zm1] or 0) + 1 end
end
-- use lcounts and survivals to put live cells in grid2 (currently empty)
local newpop = 0
for k,v in pairs(lcount) do
if survivals[v] then
-- create a survivor cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
-- use ecounts and births to put live cells in grid2
for k,v in pairs(ecount) do
if births[v] then
-- create a birth cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NextGen6Faces()
if AllDead() then return end
-- check if there are cells on the edge of the grid
if liveedge then
NextGen6FacesWrap()
else
NextGen6FacesNoWrap()
end
end
----------------------------------------------------------------------
function NextGen8CornersNoWrap()
-- calculate and display the next generation for rules using the 8-cell corner neighborhood
local grid2 = {}
local lcount = {} -- neighbor counts (0..8) for live cells
local ecount = {} -- neighbor counts (1..8) for adjacent empty cells
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
for k,_ in pairs(grid1) do
lcount[k] = 0
-- calculate the positions of the 8 cells touching each corner of this cell
local ppp = k + 1 + N + NN
local mmm = k - 1 - N - NN
local ppm = k + 1 + N - NN
local mmp = k - 1 - N + NN
local mpp = k - 1 + N + NN
local pmm = k + 1 - N - NN
local pmp = k + 1 - N + NN
local mpm = k - 1 + N - NN
if grid1[ppp] then lcount[k] = lcount[k] + 1 else ecount[ppp] = (ecount[ppp] or 0) + 1 end
if grid1[mmm] then lcount[k] = lcount[k] + 1 else ecount[mmm] = (ecount[mmm] or 0) + 1 end
if grid1[ppm] then lcount[k] = lcount[k] + 1 else ecount[ppm] = (ecount[ppm] or 0) + 1 end
if grid1[mmp] then lcount[k] = lcount[k] + 1 else ecount[mmp] = (ecount[mmp] or 0) + 1 end
if grid1[mpp] then lcount[k] = lcount[k] + 1 else ecount[mpp] = (ecount[mpp] or 0) + 1 end
if grid1[pmm] then lcount[k] = lcount[k] + 1 else ecount[pmm] = (ecount[pmm] or 0) + 1 end
if grid1[pmp] then lcount[k] = lcount[k] + 1 else ecount[pmp] = (ecount[pmp] or 0) + 1 end
if grid1[mpm] then lcount[k] = lcount[k] + 1 else ecount[mpm] = (ecount[mpm] or 0) + 1 end
end
-- use lcounts and survivals to put live cells in grid2 (currently empty)
local newpop = 0
for k,v in pairs(lcount) do
if survivals[v] then
-- create a survivor cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
-- use ecounts and births to put live cells in grid2
for k,v in pairs(ecount) do
if births[v] then
-- create a birth cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NextGen8CornersWrap()
-- calculate and display the next generation for rules using the 8-cell corner neighborhood
local grid2 = {}
local lcount = {} -- neighbor counts (0..8) for live cells
local ecount = {} -- neighbor counts (1..8) for adjacent empty cells
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
for k,_ in pairs(grid1) do
local x = k % N
local y = k // N % N
local z = k // NN
lcount[k] = 0
local xp1 = (x+1)%N
local xm1 = (x-1)%N
local yp1 = N*((y+1)%N)
local ym1 = N*((y-1)%N)
local zp1 = NN*((z+1)%N)
local zm1 = NN*((z-1)%N)
-- calculate the positions of the 8 cells touching each corner of this cell
local ppp = xp1 + yp1 + zp1
local mmm = xm1 + ym1 + zm1
local ppm = xp1 + yp1 + zm1
local mmp = xm1 + ym1 + zp1
local mpp = xm1 + yp1 + zp1
local pmm = xp1 + ym1 + zm1
local pmp = xp1 + ym1 + zp1
local mpm = xm1 + yp1 + zm1
if grid1[ppp] then lcount[k] = lcount[k] + 1 else ecount[ppp] = (ecount[ppp] or 0) + 1 end
if grid1[mmm] then lcount[k] = lcount[k] + 1 else ecount[mmm] = (ecount[mmm] or 0) + 1 end
if grid1[ppm] then lcount[k] = lcount[k] + 1 else ecount[ppm] = (ecount[ppm] or 0) + 1 end
if grid1[mmp] then lcount[k] = lcount[k] + 1 else ecount[mmp] = (ecount[mmp] or 0) + 1 end
if grid1[mpp] then lcount[k] = lcount[k] + 1 else ecount[mpp] = (ecount[mpp] or 0) + 1 end
if grid1[pmm] then lcount[k] = lcount[k] + 1 else ecount[pmm] = (ecount[pmm] or 0) + 1 end
if grid1[pmp] then lcount[k] = lcount[k] + 1 else ecount[pmp] = (ecount[pmp] or 0) + 1 end
if grid1[mpm] then lcount[k] = lcount[k] + 1 else ecount[mpm] = (ecount[mpm] or 0) + 1 end
end
-- use lcounts and survivals to put live cells in grid2 (currently empty)
local newpop = 0
for k,v in pairs(lcount) do
if survivals[v] then
-- create a survivor cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
-- use ecounts and births to put live cells in grid2
for k,v in pairs(ecount) do
if births[v] then
-- create a birth cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NextGen8Corners()
if AllDead() then return end
-- check if there are cells on the edge of the grid
if liveedge then
NextGen8CornersWrap()
else
NextGen8CornersNoWrap()
end
end
----------------------------------------------------------------------
function NextGen12EdgesNoWrap()
-- calculate and display the next generation for rules using the 12-cell edge neighborhood
local grid2 = {}
local lcount = {} -- neighbor counts (0..12) for live cells
local ecount = {} -- neighbor counts (1..12) for adjacent empty cells
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
for k,_ in pairs(grid1) do
lcount[k] = 0
-- calculate the positions of the 12 cells next to each edge of this cell
local xpp = k + N + NN
local xmm = k - N - NN
local xpm = k + N - NN
local xmp = k - N + NN
local pyp = k + 1 + NN
local mym = k - 1 - NN
local pym = k + 1 - NN
local myp = k - 1 + NN
local ppz = k + 1 + N
local mmz = k - 1 - N
local pmz = k + 1 - N
local mpz = k - 1 + N
if grid1[xpp] then lcount[k] = lcount[k] + 1 else ecount[xpp] = (ecount[xpp] or 0) + 1 end
if grid1[xmm] then lcount[k] = lcount[k] + 1 else ecount[xmm] = (ecount[xmm] or 0) + 1 end
if grid1[xpm] then lcount[k] = lcount[k] + 1 else ecount[xpm] = (ecount[xpm] or 0) + 1 end
if grid1[xmp] then lcount[k] = lcount[k] + 1 else ecount[xmp] = (ecount[xmp] or 0) + 1 end
if grid1[pyp] then lcount[k] = lcount[k] + 1 else ecount[pyp] = (ecount[pyp] or 0) + 1 end
if grid1[mym] then lcount[k] = lcount[k] + 1 else ecount[mym] = (ecount[mym] or 0) + 1 end
if grid1[pym] then lcount[k] = lcount[k] + 1 else ecount[pym] = (ecount[pym] or 0) + 1 end
if grid1[myp] then lcount[k] = lcount[k] + 1 else ecount[myp] = (ecount[myp] or 0) + 1 end
if grid1[ppz] then lcount[k] = lcount[k] + 1 else ecount[ppz] = (ecount[ppz] or 0) + 1 end
if grid1[mmz] then lcount[k] = lcount[k] + 1 else ecount[mmz] = (ecount[mmz] or 0) + 1 end
if grid1[pmz] then lcount[k] = lcount[k] + 1 else ecount[pmz] = (ecount[pmz] or 0) + 1 end
if grid1[mpz] then lcount[k] = lcount[k] + 1 else ecount[mpz] = (ecount[mpz] or 0) + 1 end
end
-- use lcounts and survivals to put live cells in grid2 (currently empty)
local newpop = 0
for k,v in pairs(lcount) do
if survivals[v] then
-- create a survivor cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
-- use ecounts and births to put live cells in grid2
for k,v in pairs(ecount) do
if births[v] then
-- create a birth cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NextGen12EdgesWrap()
-- calculate and display the next generation for rules using the 12-cell edge neighborhood
local grid2 = {}
local lcount = {} -- neighbor counts (0..12) for live cells
local ecount = {} -- neighbor counts (1..12) for adjacent empty cells
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
for k,_ in pairs(grid1) do
local x = k % N
local y = k // N % N
local z = k // NN
lcount[k] = 0
local xp1 = (x+1)%N
local xm1 = (x-1)%N
local yp1 = N*((y+1)%N)
local ym1 = N*((y-1)%N)
local zp1 = NN*((z+1)%N)
local zm1 = NN*((z-1)%N)
local Ny = N*y
local NNz = NN*z
-- calculate the positions of the 12 cells next to each edge of this cell
local xpp = x + yp1 + zp1
local xmm = x + ym1 + zm1
local xpm = x + yp1 + zm1
local xmp = x + ym1 + zp1
local pyp = xp1 + Ny + zp1
local mym = xm1 + Ny + zm1
local pym = xp1 + Ny + zm1
local myp = xm1 + Ny + zp1
local ppz = xp1 + yp1 + NNz
local mmz = xm1 + ym1 + NNz
local pmz = xp1 + ym1 + NNz
local mpz = xm1 + yp1 + NNz
if grid1[xpp] then lcount[k] = lcount[k] + 1 else ecount[xpp] = (ecount[xpp] or 0) + 1 end
if grid1[xmm] then lcount[k] = lcount[k] + 1 else ecount[xmm] = (ecount[xmm] or 0) + 1 end
if grid1[xpm] then lcount[k] = lcount[k] + 1 else ecount[xpm] = (ecount[xpm] or 0) + 1 end
if grid1[xmp] then lcount[k] = lcount[k] + 1 else ecount[xmp] = (ecount[xmp] or 0) + 1 end
if grid1[pyp] then lcount[k] = lcount[k] + 1 else ecount[pyp] = (ecount[pyp] or 0) + 1 end
if grid1[mym] then lcount[k] = lcount[k] + 1 else ecount[mym] = (ecount[mym] or 0) + 1 end
if grid1[pym] then lcount[k] = lcount[k] + 1 else ecount[pym] = (ecount[pym] or 0) + 1 end
if grid1[myp] then lcount[k] = lcount[k] + 1 else ecount[myp] = (ecount[myp] or 0) + 1 end
if grid1[ppz] then lcount[k] = lcount[k] + 1 else ecount[ppz] = (ecount[ppz] or 0) + 1 end
if grid1[mmz] then lcount[k] = lcount[k] + 1 else ecount[mmz] = (ecount[mmz] or 0) + 1 end
if grid1[pmz] then lcount[k] = lcount[k] + 1 else ecount[pmz] = (ecount[pmz] or 0) + 1 end
if grid1[mpz] then lcount[k] = lcount[k] + 1 else ecount[mpz] = (ecount[mpz] or 0) + 1 end
end
-- use lcounts and survivals to put live cells in grid2 (currently empty)
local newpop = 0
for k,v in pairs(lcount) do
if survivals[v] then
-- create a survivor cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
-- use ecounts and births to put live cells in grid2
for k,v in pairs(ecount) do
if births[v] then
-- create a birth cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NextGen12Edges()
if AllDead() then return end
-- check if there are cells on the edge of the grid
if liveedge then
NextGen12EdgesWrap()
else
NextGen12EdgesNoWrap()
end
end
----------------------------------------------------------------------
function NextGenHexahedralNoWrap()
-- calculate and display the next generation for rules using the 12-cell hexahedral neighborhood
local grid2 = {}
local lcount = {} -- neighbor counts (0..12) for live cells
local ecount = {} -- neighbor counts (1..12) for adjacent empty cells
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
for k,_ in pairs(grid1) do
lcount[k] = 0
-- calculate the positions of the 12 neighboring cells (using the top offsets given
-- on page 872 in http://www.complex-systems.com/pdf/01-5-1.pdf)
local xym = k - NN
local xyp = k + NN
local xpm = k + N - NN
local xpz = k + N
local xmp = k - N + NN
local xmz = k - N
local pym = k + 1 - NN
local pyz = k + 1
local myp = k - 1 + NN
local myz = k - 1
local pmz = k + 1 - N
local mpz = k - 1 + N
if grid1[xym] then lcount[k] = lcount[k] + 1 else ecount[xym] = (ecount[xym] or 0) + 1 end
if grid1[xyp] then lcount[k] = lcount[k] + 1 else ecount[xyp] = (ecount[xyp] or 0) + 1 end
if grid1[xpm] then lcount[k] = lcount[k] + 1 else ecount[xpm] = (ecount[xpm] or 0) + 1 end
if grid1[xpz] then lcount[k] = lcount[k] + 1 else ecount[xpz] = (ecount[xpz] or 0) + 1 end
if grid1[xmp] then lcount[k] = lcount[k] + 1 else ecount[xmp] = (ecount[xmp] or 0) + 1 end
if grid1[xmz] then lcount[k] = lcount[k] + 1 else ecount[xmz] = (ecount[xmz] or 0) + 1 end
if grid1[pym] then lcount[k] = lcount[k] + 1 else ecount[pym] = (ecount[pym] or 0) + 1 end
if grid1[pyz] then lcount[k] = lcount[k] + 1 else ecount[pyz] = (ecount[pyz] or 0) + 1 end
if grid1[myp] then lcount[k] = lcount[k] + 1 else ecount[myp] = (ecount[myp] or 0) + 1 end
if grid1[myz] then lcount[k] = lcount[k] + 1 else ecount[myz] = (ecount[myz] or 0) + 1 end
if grid1[pmz] then lcount[k] = lcount[k] + 1 else ecount[pmz] = (ecount[pmz] or 0) + 1 end
if grid1[mpz] then lcount[k] = lcount[k] + 1 else ecount[mpz] = (ecount[mpz] or 0) + 1 end
end
-- use lcounts and survivals to put live cells in grid2 (currently empty)
local newpop = 0
for k,v in pairs(lcount) do
if survivals[v] then
-- create a survivor cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
-- use ecounts and births to put live cells in grid2
for k,v in pairs(ecount) do
if births[v] then
-- create a birth cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NextGenHexahedralWrap()
-- calculate and display the next generation for rules using the 12-cell hexahedral neighborhood
local grid2 = {}
local lcount = {} -- neighbor counts (0..12) for live cells
local ecount = {} -- neighbor counts (1..12) for adjacent empty cells
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
for k,_ in pairs(grid1) do
local x = k % N
local y = k // N % N
local z = k // NN
lcount[k] = 0
local xp1 = (x+1)%N
local xm1 = (x-1)%N
local yp1 = N*((y+1)%N)
local ym1 = N*((y-1)%N)
local zp1 = NN*((z+1)%N)
local zm1 = NN*((z-1)%N)
local Ny = N*y
local NNz = NN*z
-- calculate the positions of the 12 neighboring cells (using the top offsets given
-- on page 872 in http://www.complex-systems.com/pdf/01-5-1.pdf)
local xym = x + Ny + zm1
local xyp = x + Ny + zp1
local xpm = x + yp1 + zm1
local xpz = x + yp1 + NNz
local xmp = x + ym1 + zp1
local xmz = x + ym1 + NNz
local pym = xp1 + Ny + zm1
local pyz = xp1 + Ny + NNz
local myp = xm1 + Ny + zp1
local myz = xm1 + Ny + NNz
local pmz = xp1 + ym1 + NNz
local mpz = xm1 + yp1 + NNz
if grid1[xym] then lcount[k] = lcount[k] + 1 else ecount[xym] = (ecount[xym] or 0) + 1 end
if grid1[xyp] then lcount[k] = lcount[k] + 1 else ecount[xyp] = (ecount[xyp] or 0) + 1 end
if grid1[xpm] then lcount[k] = lcount[k] + 1 else ecount[xpm] = (ecount[xpm] or 0) + 1 end
if grid1[xpz] then lcount[k] = lcount[k] + 1 else ecount[xpz] = (ecount[xpz] or 0) + 1 end
if grid1[xmp] then lcount[k] = lcount[k] + 1 else ecount[xmp] = (ecount[xmp] or 0) + 1 end
if grid1[xmz] then lcount[k] = lcount[k] + 1 else ecount[xmz] = (ecount[xmz] or 0) + 1 end
if grid1[pym] then lcount[k] = lcount[k] + 1 else ecount[pym] = (ecount[pym] or 0) + 1 end
if grid1[pyz] then lcount[k] = lcount[k] + 1 else ecount[pyz] = (ecount[pyz] or 0) + 1 end
if grid1[myp] then lcount[k] = lcount[k] + 1 else ecount[myp] = (ecount[myp] or 0) + 1 end
if grid1[myz] then lcount[k] = lcount[k] + 1 else ecount[myz] = (ecount[myz] or 0) + 1 end
if grid1[pmz] then lcount[k] = lcount[k] + 1 else ecount[pmz] = (ecount[pmz] or 0) + 1 end
if grid1[mpz] then lcount[k] = lcount[k] + 1 else ecount[mpz] = (ecount[mpz] or 0) + 1 end
end
-- use lcounts and survivals to put live cells in grid2 (currently empty)
local newpop = 0
for k,v in pairs(lcount) do
if survivals[v] then
-- create a survivor cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
-- use ecounts and births to put live cells in grid2
for k,v in pairs(ecount) do
if births[v] then
-- create a birth cell in grid2
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
-- update boundary
xlive[k % N] = 1
ylive[k // N % N] = 1
zlive[k // NN] = 1
end
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NextGenHexahedral()
if AllDead() then return end
-- check if there are cells on the edge of the grid
if liveedge then
NextGenHexahedralWrap()
else
NextGenHexahedralNoWrap()
end
end
----------------------------------------------------------------------
function NextGenBusyBoxes()
-- calculate and display the next generation for the BusyBoxes rule
-- (see http://www.busyboxes.org/faq.html)
if N%2 == 1 then
-- BusyBoxes requires an even numbered grid size
SetGridSize(N+1)
end
if AllDead() then return end
-- the algorithm used below is a slightly modified (and corrected!)
-- version of the kernel code in Ready's Salt 3D example
-- (see Patterns/CellularAutomata/Salt/salt3D_circular330.vti);
-- it uses a rule based on 28 cells in a 7x7 neighborhood for each live cell
local coords = {
-- 1 to 4 are the coordinates for the 4 potential swap sites:
{1,1},{-1,1},{-1,-1},{1,-1},
-- 5 to 12 are activators:
{2,-1},{2,1},{1,2},{-1,2},{-2,1},{-2,-1},{-1,-2},{1,-2},
-- 13 to 28 are inhibitors:
{-2,-3},{0,-3},{2,-3},
{-3,-2},{3,-2},
{0,-1},
{-3,0},{-1,0},{1,0},{3,0},
{0,1},
{-3,2},{3,2},
{-2,3},{0,3},{2,3}
}
-- numbers are indices into the coords array
local activators = { {5,8}, {7,10}, {9,12}, {6,11} }
local inhibitors = { {18,25,22,27,20,28, 7,10, 9,12, 6,11},
{18,24,19,27,21,26, 5,8, 9,12, 6,11},
{16,23,14,19,13,21, 5,8, 7,10, 6,11},
{20,15,14,22,17,23, 5,8, 7,10, 9,12} }
local mirror_mode = rulestring:sub(-1) ~= "W"
local phase = gencount % 6
local grid2 = {}
local xlive, ylive, zlive = {}, {}, {}
local N = N
local NN = N * N
local newpop = 0
for k,_ in pairs(grid1) do
local x = k % N
local y = k // N % N
local z = k // NN
if (x + y + z) % 2 == phase % 2 then
-- this live cell has the right parity so get values for its 28 neighbors
local val = {}
local sx, sy, sz
for i = 1, 28 do
if phase == 0 or phase == 3 then
-- use XY plane
sx = (x + coords[i][1]) % N
sy = (y + coords[i][2]) % N
sz = z
elseif phase == 1 or phase == 4 then
-- use YZ plane
sx = x
sy = (y + coords[i][1]) % N
sz = (z + coords[i][2]) % N
else
-- phase == 2 or 5 so use XZ plane
sx = (x + coords[i][1]) % N
sy = y
sz = (z + coords[i][2]) % N
end
val[i] = grid1[sx + N * (sy + N * sz)]
end
-- find the potential swaps
local numswaps = 0
local swapi
for i = 1, 4 do
-- if either activator is a live cell then the swap is possible,
-- but if any inhibitor is a live cell then the swap is forbidden
if (val[activators[i][1]] or val[activators[i][2]])
and not (val[inhibitors[i][1]] or val[inhibitors[i][2]] or
val[inhibitors[i][3]] or val[inhibitors[i][4]] or
val[inhibitors[i][5]] or val[inhibitors[i][6]] or
val[inhibitors[i][7]] or val[inhibitors[i][8]] or
val[inhibitors[i][9]] or val[inhibitors[i][10]] or
val[inhibitors[i][11]] or val[inhibitors[i][12]]) then
numswaps = numswaps + 1
if numswaps > 1 then break end
swapi = i -- index of swap location in coords array (1..4)
end
end
-- if only one swap, and only to an empty cell, then do it
if numswaps == 1 and not val[swapi] then
-- calculate the swap position
local newx, newy, newz
if phase == 0 or phase == 3 then
-- use XY plane
newx = x + coords[swapi][1]
newy = y + coords[swapi][2]
newz = z
elseif phase == 1 or phase == 4 then
-- use YZ plane
newx = x
newy = y + coords[swapi][1]
newz = z + coords[swapi][2]
else
-- phase == 2 or 5 so use XZ plane
newx = x + coords[swapi][1]
newy = y
newz = z + coords[swapi][2]
end
-- if using mirror mode then don't wrap
if mirror_mode and
( newx < 0 or newx >= N or
newy < 0 or newy >= N or
newz < 0 or newz >= N ) then
-- swap position is outside grid so don't do it
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
else
-- do the swap, wrapping if necessary
x = newx % N
y = newy % N
z = newz % N
grid2[x + N * (y + N * z)] = 1
newpop = newpop + 1
-- don't set dirty flag here!
end
else
-- don't swap this live cell
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
end
else
-- live cell with wrong parity
grid2[k] = 1
newpop = newpop + 1
-- don't set dirty flag here!
end
-- update boundary
xlive[x] = 1
ylive[y] = 1
zlive[z] = 1
end
UpdateBoundary(xlive, ylive, zlive, newpop)
DisplayGeneration(grid2)
end
----------------------------------------------------------------------
function NewPattern()
pattname = "untitled"
SetCursor(drawcursor)
gencount = 0
startcount = 0
stepsize = 1
StopGenerating()
ClearCells()
ClearUndoRedo()
-- avoid unnecessary work if user script calls NewPattern
if scriptlevel == 0 then
SetActivePlane() -- restore default active plane
InitialView() -- calls Refresh
end
end
----------------------------------------------------------------------
function ReadPattern(filepath)
local f = io.open(filepath,"r")
if not f then return "Failed to open file:\n"..filepath end
-- Lua's f:read("*l") doesn't detect CR as EOL so we do this ugly stuff:
-- read entire file and convert any CRs to LFs
local all = f:read("*a"):gsub("\r", "\n").."\n"
local nextline = all:gmatch("(.-)\n")
f:close()
local line = nextline()
if line == nil or not line:find("^3D") then
return "Invalid RLE3 file (first line must start with 3D)."
end
-- read pattern into a temporary grid in case an error occurs
local tsize = MAXN
local trule = DEFAULT_RULE
local tgens = 0
local tpop = 0
local tminx = math.maxinteger
local tminy = math.maxinteger
local tminz = math.maxinteger
local tmaxx = math.mininteger
local tmaxy = math.mininteger
local tmaxz = math.mininteger
local tgrid = {}
local x0, y0, z0 = 0, 0, 0
-- parse 1st line (format is "3D key=val key=val key=val ...")
local keys_and_vals = { split(line) }
-- keys_and_vals[1] == "3D"
for i = 2, #keys_and_vals do
local keyword, value = split(keys_and_vals[i],"=")
if value == nil then
-- ignore keyword
elseif keyword == "version" then
if value ~= "1" then
return "Unexpected version: "..value
end
elseif keyword == "size" then
tsize = tonumber(value) or MAXN
if tsize < MINN then tsize = MINN end
if tsize > MAXN then tsize = MAXN end
elseif keyword == "pos" then
x0, y0, z0 = split(value,",")
x0 = tonumber(x0) or 0
y0 = tonumber(y0) or 0
z0 = tonumber(z0) or 0
elseif keyword == "gen" then
tgens = tonumber(value) or 0
if tgens < 0 then tgens = 0 end
end
end
local wd, ht, dp
local x, y, z = 0, 0, 0
local runcount = 0
local comments = ""
while true do
line = nextline()
if not line then break end
local ch = line:sub(1,1)
if #ch == 0 then
-- ignore blank line
elseif ch == "#" then
comments = comments..line.."\n"
elseif ch == "x" then
-- parse header
wd, ht, dp, trule = line:match("x=(.+) y=(.+) z=(.+) rule=(.+)$")
wd = tonumber(wd)
ht = tonumber(ht)
dp = tonumber(dp)
if wd and ht and dp then
if max(wd, ht, dp) > tsize then
return "The pattern size is bigger than the grid size!"
end
x = x0
y = y0
z = z0
-- check that pattern is positioned within given grid size
if x < 0 or x + wd > tsize or
y < 0 or y + ht > tsize or
z < 0 or z + dp > tsize then
return "The pattern is positioned outside the grid!"
end
else
return "Bad number in header line:\n"..line
end
local saverule = rulestring
if not ParseRule(trule) then
return "Unknown rule: "..trule
end
trule = rulestring
-- restore rulestring etc in case there is a later error
-- or we're doing a paste and want to ignore the specified rule
ParseRule(saverule)
else
-- parse RLE3 data
for i = 1, #line do
ch = line:sub(i,i)
if ch >= "0" and ch <= "9" then
runcount = runcount * 10 + tonumber(ch)
else
if runcount == 0 then runcount = 1 end
if ch == "b" then
x = x + runcount
elseif ch == "o" then
repeat
tgrid[ x + tsize * (y + tsize * z) ] = 1
tpop = tpop + 1
-- update boundary
if x < tminx then tminx = x end
if y < tminy then tminy = y end
if z < tminz then tminz = z end
if x > tmaxx then tmaxx = x end
if y > tmaxy then tmaxy = y end
if z > tmaxz then tmaxz = z end
x = x + 1
runcount = runcount - 1
until runcount == 0
elseif ch == "$" then
x = x0
y = y + runcount
elseif ch == "/" then
x = x0
y = y0
z = z + runcount
elseif ch == "!" then
break
else
return "Unexpected character: "..ch
end
runcount = 0
end
end
end
end
-- success
local newpattern = {
newsize = tsize,
newrule = trule,
newgens = tgens,
newpop = tpop,
newminx = tminx,
newminy = tminy,
newminz = tminz,
newmaxx = tmaxx,
newmaxy = tmaxy,
newmaxz = tmaxz,
newgrid = tgrid
}
return nil, newpattern, comments
end
----------------------------------------------------------------------
function UpdateCurrentGrid(newpattern)
-- called by OpenPattern/OpenClipboard
N = newpattern.newsize
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
CreateAxes()
ClearCells() -- resets grid1, popcount and selection info
grid1 = newpattern.newgrid
popcount = newpattern.newpop
minx = newpattern.newminx
miny = newpattern.newminy
minz = newpattern.newminz
maxx = newpattern.newmaxx
maxy = newpattern.newmaxy
maxz = newpattern.newmaxz
-- note that ClearCells has set minimal_live_bounds = true
ParseRule(newpattern.newrule) -- sets rulestring, survivals, births, NextGeneration
gencount = newpattern.newgens
startcount = gencount -- for Reset
stepsize = 1
StopGenerating()
SetCursor(movecursor)
ClearUndoRedo() -- dirty = false
if scriptlevel == 0 then
SetActivePlane()
InitialView() -- calls Refresh
end
end
----------------------------------------------------------------------
function OpenPattern(filepath)
if filepath then
local err, newpattern, comments = ReadPattern(filepath)
if err then
g.warn(err, false)
else
-- pattern ok so use info in newpattern to update current grid;
-- set pattname to file name at end of filepath
pattname = filepath:match("^.+"..pathsep.."(.+)$")
if #comments > 0 then
message = comments
end
UpdateCurrentGrid(newpattern)
end
else
-- prompt user for a .rle3 file to open
local filetype = "RLE3 file (*.rle3)|*.rle3"
local path = g.opendialog("Open a pattern", filetype, pattdir, "")
if #path > 0 then
-- update pattdir by stripping off the file name
pattdir = path:gsub("[^"..pathsep.."]+$","")
-- open the chosen pattern
OpenPattern(path)
end
end
end
----------------------------------------------------------------------
function CopyClipboardToFile()
-- create a temporary file containing clipboard text
local filepath = g.getdir("temp").."clipboard.rle3"
local f = io.open(filepath,"w")
if not f then
g.warn("Failed to create temporary clipboard file!", false)
return nil
end
-- NOTE: we can't do f:write(string.gsub(g.getclipstr(),"\r","\n"))
-- because gsub returns 2 results and we'd get count appended to file!
local clip = string.gsub(g.getclipstr(),"\r","\n")
f:write(clip)
f:close()
return filepath
end
----------------------------------------------------------------------
function OpenClipboard()
local filepath = CopyClipboardToFile()
if filepath then
local err, newpattern, comments = ReadPattern(filepath)
if err then
g.warn(err, false)
else
-- pattern ok so use info in newpattern to update current grid
pattname = "clipboard"
if #comments > 0 then
message = comments
end
UpdateCurrentGrid(newpattern)
end
end
end
----------------------------------------------------------------------
function PatternHeader(xpos, ypos, zpos)
-- return RLE3 header line
local header = "3D version=1 size="..N
if popcount > 0 and (xpos ~= 0 or ypos ~= 0 or zpos ~= 0) then
header = header..string.format(" pos=%d,%d,%d", xpos, ypos, zpos)
end
if gencount > 0 then
header = header.." gen="..gencount
end
-- note that we let caller append \n if necessary
return header
end
----------------------------------------------------------------------
function WritePattern(filepath, comments)
local f = io.open(filepath,"w")
if not f then return "Failed to create RLE3 file:\n"..filepath end
MinimizeLiveBoundary()
f:write(PatternHeader(minx, miny, minz), "\n")
if #comments > 0 then
-- each comment line should start with # and end with \n
f:write(comments)
end
if popcount == 0 then
f:write(string.format("x=0 y=0 z=0 rule=%s\n", rulestring))
f:write("!\n")
else
local wd = maxx - minx + 1
local ht = maxy - miny + 1
local dp = maxz - minz + 1
f:write(string.format("x=%d y=%d z=%d rule=%s\n", wd, ht, dp, rulestring))
local line = ""
local orun = 0
local brun = 0
local dollrun = 0
local slashrun = 0
local function AddRun(count, ch)
if #line >= 67 then f:write(line,"\n"); line = "" end
if count > 2 then
line = line..count..ch
elseif count == 2 then
line = line..ch..ch
else
line = line..ch
end
end
-- traverse all cells within live boundary sorted by Z,Y,X coords
for z = minz, maxz do
for y = miny, maxy do
for x = minx, maxx do
if grid1[ x + N * (y + N * z) ] then
-- live cell
orun = orun + 1
if slashrun > 0 then
AddRun(slashrun, "/")
slashrun = 0
end
if dollrun > 0 then
AddRun(dollrun, "$")
dollrun = 0
end
if brun > 0 then
AddRun(brun, "b")
brun = 0
end
else
-- dead cell
brun = brun + 1
if orun > 0 then
if slashrun > 0 then
AddRun(slashrun, "/")
slashrun = 0
end
if dollrun > 0 then
AddRun(dollrun, "$")
dollrun = 0
end
AddRun(orun, "o")
orun = 0
end
end
end
if orun > 0 then
if slashrun > 0 then
AddRun(slashrun, "/")
slashrun = 0
end
if dollrun > 0 then
AddRun(dollrun, "$")
dollrun = 0
end
AddRun(orun, "o")
orun = 0
end
brun = 0
dollrun = dollrun + 1
end
dollrun = 0
if z < maxz then
slashrun = slashrun + 1
else
if #line >= 70 then f:write(line,"\n"); line = "" end
line = line.."!"
end
end
if #line > 0 then f:write(line,"\n") end
end
f:close()
return nil -- success
end
----------------------------------------------------------------------
function GetComments(f)
local comments = ""
-- Lua's f:read("*l") doesn't detect CR as EOL so we do this ugly stuff:
-- read entire file and convert any CRs to LFs
local all = f:read("*a"):gsub("\r", "\n").."\n"
local nextline = all:gmatch("(.-)\n")
while true do
local line = nextline()
if not line then break end
local ch = line:sub(1,1)
if ch == "#" then
comments = comments..line.."\n"
elseif ch == "x" then
-- end of RLE3 header info
break
end
end
return comments
end
----------------------------------------------------------------------
function SavePattern(filepath)
if filepath then
-- if filepath exists then extract any comment lines from the header
-- info and copy them into the new file
local comments = ""
local f = io.open(filepath,"r")
if f then
comments = GetComments(f)
f:close()
end
local err = WritePattern(filepath, comments)
if err then
g.warn(err, false)
else
-- set pattname to file name at end of filepath
pattname = filepath:match("^.+"..pathsep.."(.+)$")
dirty = false
Refresh()
end
else
-- prompt user for file name and location
local filetype = "RLE3 file (*.rle3)|*.rle3"
local path = g.savedialog("Save pattern", filetype, pattdir, pattname)
if #path > 0 then
-- update pattdir by stripping off the file name
pattdir = path:gsub("[^"..pathsep.."]+$","")
-- ensure file name ends with ".rle3"
if not path:find("%.rle3$") then path = path..".rle3" end
-- save the current pattern
SavePattern(path)
end
end
end
----------------------------------------------------------------------
function CallScript(func, fromclip)
-- avoid infinite recursion
if scriptlevel == 100 then
g.warn("Script is too recursive!", false)
return
end
if scriptlevel == 0 then
RememberCurrentState() -- #undostack is > 0
EnableControls(false) -- disable most menu items and buttons
end
scriptlevel = scriptlevel + 1
local status, err = pcall(func)
scriptlevel = scriptlevel - 1
if scriptlevel == 0 then
-- note that if the script called NewPattern/RandomPattern/OpenPattern
-- or any other function that called ClearUndoRedo then the undostack
-- is empty and dirty should be false
if #undostack == 0 then
-- a later SetCell call might have set dirty to true, so reset it
dirty = false
if gencount > startcount then
-- script called Step after NewPattern/RandomPattern/OpenPattern
-- so push startstate onto undostack so user can Reset/Undo
undostack[1] = startstate
startstate.savedirty = false
end
elseif SameState(undostack[#undostack]) then
-- script didn't change the current state so pop undostack
table.remove(undostack)
end
end
if err then
g.continue("")
if err == "GOLLY: ABORT SCRIPT" then
-- user hit escape
message = "Script aborted."
else
if fromclip then
g.warn("Runtime error in clipboard script:\n\n"..err, false)
else
g.warn("Runtime error in script:\n\n"..err, false)
end
end
end
if scriptlevel == 0 then
EnableControls(true) -- enable menu items and buttons that were disabled above
CheckIfGenerating()
Refresh() -- calls DrawToolBar
end
end
----------------------------------------------------------------------
function RunScript(filepath)
if filepath then
local f = io.open(filepath, "r")
if f then
-- Lua's f:read("*l") doesn't detect CR as EOL so we do this ugly stuff:
-- read entire file and convert any CRs to LFs
local all = f:read("*a"):gsub("\r", "\n").."\n"
local nextline = all:gmatch("(.-)\n")
local line1 = nextline()
f:close()
if not (line1 and line1:find("3D.lua")) then
g.warn("3D.lua was not found on first line of script.", false)
return
end
else
g.warn("Script file could not be opened:\n"..filepath, false)
return
end
local func, msg = loadfile(filepath)
if func then
CallScript(func, false)
else
g.warn("Syntax error in script:\n\n"..msg, false)
end
else
-- prompt user for a .lua file to run
local filetype = "Lua file (*.lua)|*.lua"
local path = g.opendialog("Choose a Lua script", filetype, scriptdir, "")
if #path > 0 then
-- update scriptdir by stripping off the file name
scriptdir = path:gsub("[^"..pathsep.."]+$","")
-- run the chosen script
RunScript(path)
end
end
end
----------------------------------------------------------------------
function RunClipboard()
local cliptext = g.getclipstr()
local eol = cliptext:find("[\n\r]")
if not (eol and cliptext:sub(1,eol):find("3D.lua")) then
g.warn("3D.lua was not found on first line of clipboard.", false)
return
end
local func, msg = load(cliptext)
if func then
CallScript(func, true)
else
g.warn("Syntax error in clipboard script:\n\n"..msg, false)
end
end
----------------------------------------------------------------------
function SetStartupScript()
-- prompt user for a .lua file to run automatically when 3D.lua starts up
local filetype = "Lua file (*.lua)|*.lua"
local path = g.opendialog("Select your startup script", filetype, scriptdir, "")
if #path > 0 then
-- update scriptdir by stripping off the file name
scriptdir = path:gsub("[^"..pathsep.."]+$","")
startup = path
-- the above path will be saved by WriteSettings
end
end
----------------------------------------------------------------------
function RandomPattern(percentage, fill, sphere)
local function getperc()
local initstring = randstring
::try_again::
local s = g.getstring("Enter density as a percentage (from 0 to 100).\n"..
"Append \"f\" to fill the grid.\n"..
"Append \"s\" to create a sphere.",
initstring, "Random pattern")
initstring = s
fill = s:find("f")
sphere = s:find("s")
s = s:gsub("[fs]","")
if s:find("[^%d]") then
g.warn("Only digits and the letters f and s are allowed.\nTry again.")
goto try_again
end
if validint(s) and (tonumber(s) >= 0) and (tonumber(s) <= 100) then
perc = tonumber(s)
randstring = initstring
else
g.warn("Percentage must be an integer from 0 to 100.\nTry again.")
goto try_again
end
end
if percentage then
perc = percentage
if perc < 0 then perc = 0 end
if perc > 100 then perc = 100 end
else
-- prompt user for the percentage and fill/sphere options;
-- if user hits Cancel button we want to avoid aborting script
local status, err = pcall(getperc)
if err then
g.continue("") -- don't show error when script finishes
return
end
end
pattname = "untitled"
SetCursor(movecursor)
gencount = 0
startcount = 0
stepsize = 1
StopGenerating()
ClearCells()
local minval, maxval
if fill or N < 8 then
minval = 0
maxval = N-1
else
minval = N//8
maxval = (N-1) - minval
end
if sphere then
local mid = N//2
if N % 2 == 0 then mid = mid - 0.5 end -- ensure symmetry for even N
local rsq = (maxval-minval+1)/2.0
rsq = round(rsq*rsq)
for z = minval, maxval do
local dz = z-mid
local dz2 = round(dz*dz)
for y = minval, maxval do
local dy = y-mid
local dy2 = round(dy*dy)
for x = minval, maxval do
local dx = x-mid
local d = round(dx*dx) + dy2 + dz2
if d <= rsq and rand(0,99) < perc then
SetLiveCell(x, y, z)
end
end
end
end
else
for z = minval, maxval do
for y = minval, maxval do
for x = minval, maxval do
if rand(0,99) < perc then
SetLiveCell(x, y, z)
end
end
end
end
end
ClearUndoRedo()
if scriptlevel == 0 then
SetActivePlane()
InitialView() -- calls Refresh
end
end
----------------------------------------------------------------------
function GetSelectedCells()
-- return an array of selected cell positions relative to mid cell
local selcells = {}
if selcount > 0 then
local mid = N//2
local NN = N*N
for k,_ in pairs(selected) do
-- selected[k] is a selected cell
local x = k % N
local y = (k // N) % N
local z = k // NN
selcells[#selcells+1] = {x-mid, y-mid, z-mid}
end
end
return selcells
end
----------------------------------------------------------------------
function GetSelectedLiveCells()
-- return an array of selected *live* cell positions relative to mid cell
local livecells = {}
if selcount > 0 then
local mid = N//2
local NN = N*N
for k,_ in pairs(grid1) do
-- grid1[k] is a live cell
if selected[k] then
local x = k % N
local y = (k // N) % N
local z = k // NN
livecells[#livecells+1] = {x-mid, y-mid, z-mid}
end
end
end
return livecells
end
----------------------------------------------------------------------
function GetPasteCells()
-- return an array of paste cell positions relative to mid cell
local pcells = {}
if pastecount > 0 then
local mid = N//2
local NN = N*N
for k,_ in pairs(pastepatt) do
-- pastepatt[k] is in paste pattern
local x = k % N
local y = (k // N) % N
local z = k // NN
pcells[#pcells+1] = {x-mid, y-mid, z-mid}
end
end
return pcells
end
----------------------------------------------------------------------
function SetGridSize(newsize)
-- change grid size to newsize or prompt user if newsize is nil
local function getsize()
::try_again::
local s = g.getstring("Enter the new size (from "..MINN.." to "..MAXN.."):",
tostring(N), "Grid size")
if validint(s) and (tonumber(s) >= MINN) and (tonumber(s) <= MAXN) then
newsize = tonumber(s)
else
g.warn("Grid size must be an integer from "..MINN.." to "..MAXN..".")
-- note that if user hit the Cancel button then the next g.* call
-- (in this case g.getstring) will cause pcall to abort with an error
goto try_again
end
end
if newsize then
if newsize < MINN then newsize = MINN end
if newsize > MAXN then newsize = MAXN end
else
-- if user hits Cancel button we want to avoid aborting script
local status, err = pcall(getsize)
if err then
g.continue("") -- don't show error when script finishes
return
end
end
if newsize == N then return end
RememberCurrentState()
-- save current pattern as an array of positions relative to mid cell
local livecells = SaveCells()
-- save any selected cells as an array of positions relative to mid cell
local oldselcount = selcount
local selcells = GetSelectedCells()
-- save any paste cells as an array of positions relative to mid cell
local oldpastecount = pastecount
local pcells = GetPasteCells()
N = newsize
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
CreateAxes()
-- active plane may need adjusting
local mid = N//2
if (mid + activepos >= N) or (mid + activepos < 0) then
activepos = 0
end
SetActivePlane(activeplane, activepos)
-- restore pattern, clipping any cells outside the new grid
ClearCells()
local olddirty = dirty
local clipcount = RestoreCells(livecells)
if clipcount > 0 then
dirty = true
else
-- RestoreCells sets dirty true if there are live cells,
-- but pattern hasn't really changed if no cells were clipped
dirty = olddirty
end
-- restore selection, clipping any cells outside the new grid
local selclipped = 0
selcount = 0
selected = {}
InitSelectionBoundary()
if oldselcount > 0 then
for _, xyz in ipairs(selcells) do
local x, y, z = xyz[1]+mid, xyz[2]+mid, xyz[3]+mid
if x >= 0 and x < N and
y >= 0 and y < N and
z >= 0 and z < N then
selected[ x + N * (y + N * z) ] = true
selcount = selcount + 1
UpdateSelectionBoundary(x, y, z)
else
selclipped = selclipped + 1
end
end
end
-- restore paste pattern, clipping any cells outside the new grid
local pclipped = 0
pastecount = 0
pastepatt = {}
minpastex = math.maxinteger
minpastey = math.maxinteger
minpastez = math.maxinteger
maxpastex = math.mininteger
maxpastey = math.mininteger
maxpastez = math.mininteger
if oldpastecount > 0 then
for _, xyz in ipairs(pcells) do
local x, y, z = xyz[1]+mid, xyz[2]+mid, xyz[3]+mid
if x >= 0 and x < N and
y >= 0 and y < N and
z >= 0 and z < N then
pastepatt[ x + N * (y + N * z) ] = true
pastecount = pastecount + 1
if x < minpastex then minpastex = x end
if y < minpastey then minpastey = y end
if z < minpastez then minpastez = z end
if x > maxpastex then maxpastex = x end
if y > maxpastey then maxpastey = y end
if z > maxpastez then maxpastez = z end
else
pclipped = pclipped + 1
end
end
end
if clipcount > 0 or selclipped > 0 or pclipped > 0 then
message = ""
if clipcount > 0 then message = "Clipped live cells = "..clipcount.."\n" end
if selclipped > 0 then message = message.."Clipped selection cells = "..selclipped.."\n" end
if pclipped > 0 then message = message.."Clipped paste cells = "..pclipped end
end
CheckIfGenerating()
FitGrid() -- calls Refresh
end
----------------------------------------------------------------------
function ChangeRule()
-- let user enter new rule as a string of the form 3Ds,s,.../b,b,...
-- (the notation used at http://www.cse.sc.edu/~bays/d4d4d4/)
local function getrule()
local newrule = rulestring
::try_again::
newrule = g.getstring("Enter the new rule in the form 3Ds,s,s,.../b,b,b,...\n" ..
"where s values are the neighbor counts for survival\n" ..
"and b values are the neighbor counts for birth.\n" ..
"\n" ..
"Contiguous counts can be specified as a range,\n" ..
"so a rule like 3D4,5,6,7,9/4,5,7 can be entered as\n" ..
"3D4..7,9/4,5,7 (this is the canonical version).\n" ..
"\n" ..
"Append F for the 6-cell face neighborhood,\n" ..
"or C for the 8-cell corner neighborhood,\n" ..
"or E for the 12-cell edge neighborhood,\n" ..
"or H for the 12-cell hexahedral neighborhood.\n" ..
"\n" ..
"Another rule you might like to try is BusyBoxes\n" ..
"(just enter \"bb\", or \"bbw\" to wrap edges).\n",
newrule, "Set rule")
if not ParseRule(newrule) then goto try_again end
end
local oldrule = rulestring
-- if user hits Cancel button we want to avoid aborting script
local status, err = pcall(getrule)
if err then
g.continue("") -- don't show error when script finishes
return
end
if oldrule ~= rulestring then
-- ParseRule has set rulestring so we need to temporarily switch
-- it back to oldrule and call RememberCurrentState
local newrule = rulestring
rulestring = oldrule
if newrule:find("^BusyBoxes") and N%2 == 1 then
-- BusyBoxes requires an even numbered grid size
SetGridSize(N+1)
-- above calls RememberCurrentState()
else
RememberCurrentState()
end
rulestring = newrule
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function CreateRLE3Selection()
-- convert selection to lines of RLE3 data
-- (note that selcount > 0 and at least one live cell is selected)
MinimizeSelectionBoundary()
local wd = maxselx - minselx + 1
local ht = maxsely - minsely + 1
local dp = maxselz - minselz + 1
local lines = {}
lines[1] = PatternHeader(minselx, minsely, minselz)
lines[2] = string.format("x=%d y=%d z=%d rule=%s", wd, ht, dp, rulestring)
local line = ""
local orun = 0
local brun = 0
local dollrun = 0
local slashrun = 0
local function AddRun(count, ch)
if #line >= 67 then lines[#lines+1] = line; line = "" end
if count > 2 then
line = line..count..ch
elseif count == 2 then
line = line..ch..ch
else
line = line..ch
end
end
-- traverse selected cells sorted by Z,Y,X coords
for z = minselz, maxselz do
for y = minsely, maxsely do
for x = minselx, maxselx do
local pos = x + N * (y + N * z)
if selected[pos] and grid1[pos] then
-- this is a selected live cell
orun = orun + 1
if slashrun > 0 then
AddRun(slashrun, "/")
slashrun = 0
end
if dollrun > 0 then
AddRun(dollrun, "$")
dollrun = 0
end
if brun > 0 then
AddRun(brun, "b")
brun = 0
end
else
-- dead cell or unselected live cell
brun = brun + 1
if orun > 0 then
if slashrun > 0 then
AddRun(slashrun, "/")
slashrun = 0
end
if dollrun > 0 then
AddRun(dollrun, "$")
dollrun = 0
end
AddRun(orun, "o")
orun = 0
end
end
end
if orun > 0 then
if slashrun > 0 then
AddRun(slashrun, "/")
slashrun = 0
end
if dollrun > 0 then
AddRun(dollrun, "$")
dollrun = 0
end
AddRun(orun, "o")
orun = 0
end
brun = 0
dollrun = dollrun + 1
end
dollrun = 0
if z < maxselz then
slashrun = slashrun + 1
else
if #line >= 70 then lines[#lines+1] = line; line = "" end
line = line.."!"
end
end
if #line > 0 then lines[#lines+1] = line end
return lines
end
----------------------------------------------------------------------
function CopySelection()
if selcount > 0 then
-- save the selected live cells as an RLE3 pattern in clipboard,
-- but only if there is at least one live cell selected
local livecells = GetSelectedLiveCells()
if #livecells == 0 then
message = "There are no live cells selected."
Refresh()
return false
end
local lines = CreateRLE3Selection()
-- append empty string so we get \n at end of last line
lines[#lines+1] = ""
g.setclipstr(table.concat(lines,"\n"))
return true
else
return false
end
end
----------------------------------------------------------------------
function ClearSelection()
if selcount > 0 then
RememberCurrentState()
-- kill all selected live cells
for k,_ in pairs(selected) do
-- selected[k] is a selected cell (live or dead)
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
dirty = true
minimal_live_bounds = false
end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function ClearOutside()
if selcount > 0 then
RememberCurrentState()
-- kill all unselected live cells
for k,_ in pairs(grid1) do
-- grid1[k] is a live cell
if not selected[k] then
grid1[k] = nil
popcount = popcount - 1
dirty = true
minimal_live_bounds = false
end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function CutSelection()
if selcount > 0 then
-- save the selected live cells as an RLE3 pattern in clipboard
-- then kill them
if CopySelection() then
ClearSelection() -- calls RememberCurrentState and Refresh
return true
end
end
return false
end
----------------------------------------------------------------------
function CancelSelection()
if selcount > 0 then
RememberCurrentState()
selcount = 0
selected = {}
InitSelectionBoundary()
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function SelectAll()
if popcount > 0 then
RememberCurrentState()
selcount = 0
selected = {}
for k,_ in pairs(grid1) do
selected[k] = true
selcount = selcount + 1
end
-- selection boundary matches live cell boundary
minselx = minx
minsely = miny
minselz = minz
maxselx = maxx
maxsely = maxy
maxselz = maxz
minimal_sel_bounds = minimal_live_bounds
CheckIfGenerating()
Refresh()
else
-- there are no live cells so remove any existing selection
CancelSelection()
end
end
----------------------------------------------------------------------
function FlipSelectionX()
if selcount > 0 then
RememberCurrentState()
-- reflect selected cells' X coords across YZ plane thru middle of selection
MinimizeSelectionBoundary()
local fmidx = minselx + (maxselx - minselx) / 2
local cells = {}
local NN = N*N
for k,_ in pairs(selected) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {round(fmidx*2) - x, y, z, grid1[k]}
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
-- SetLiveCell below will set dirty = true
minimal_live_bounds = false
end
end
selected = {}
-- flip doesn't change selection boundary so no need to call
-- InitSelectionBoundary and UpdateSelectionBoundary
for _,xyzs in ipairs(cells) do
local x, y, z, live = xyzs[1], xyzs[2], xyzs[3], xyzs[4]
local k = x + N * (y + N * z)
selected[k] = true
if live and not grid1[k] then
-- best to use OR mode for selection actions
SetLiveCell(x, y, z)
end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function FlipSelectionY()
if selcount > 0 then
RememberCurrentState()
-- reflect selected cells' Y coords across XZ plane thru middle of selection
MinimizeSelectionBoundary()
local fmidy = minsely + (maxsely - minsely) / 2
local cells = {}
local NN = N*N
for k,_ in pairs(selected) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {x, round(fmidy*2) - y, z, grid1[k]}
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
-- SetLiveCell below will set dirty = true
minimal_live_bounds = false
end
end
selected = {}
-- flip doesn't change selection boundary so no need to call
-- InitSelectionBoundary and UpdateSelectionBoundary
for _,xyzs in ipairs(cells) do
local x, y, z, live = xyzs[1], xyzs[2], xyzs[3], xyzs[4]
local k = x + N * (y + N * z)
selected[k] = true
if live and not grid1[k] then
-- best to use OR mode for selection actions
SetLiveCell(x, y, z)
end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function FlipSelectionZ()
if selcount > 0 then
RememberCurrentState()
-- reflect selected cells' Z coords across XY plane thru middle of selection
MinimizeSelectionBoundary()
local fmidz = minselz + (maxselz - minselz) / 2
local cells = {}
local NN = N*N
for k,_ in pairs(selected) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {x, y, round(fmidz*2) - z, grid1[k]}
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
-- SetLiveCell below will set dirty = true
minimal_live_bounds = false
end
end
selected = {}
-- flip doesn't change selection boundary so no need to call
-- InitSelectionBoundary and UpdateSelectionBoundary
for _,xyzs in ipairs(cells) do
local x, y, z, live = xyzs[1], xyzs[2], xyzs[3], xyzs[4]
local k = x + N * (y + N * z)
selected[k] = true
if live and not grid1[k] then
-- best to use OR mode for selection actions
SetLiveCell(x, y, z)
end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function RotateSelectionX()
if selcount > 0 then
RememberCurrentState()
-- rotate selection clockwise about its X axis by 90 degrees
MinimizeSelectionBoundary()
local fmidy = minsely + (maxsely - minsely) // 2
local fmidz = minselz + (maxselz - minselz) // 2
local y0 = fmidy - fmidz
local z0 = fmidz + fmidy + (maxselz - minselz) % 2 -- avoids drift
local cells = {}
local NN = N*N
for k,_ in pairs(selected) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {x, (y0+z) % N, (z0-y) % N, grid1[k]}
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
-- SetLiveCell below will set dirty = true
minimal_live_bounds = false
end
end
selected = {}
InitSelectionBoundary()
for _,xyzs in ipairs(cells) do
local x, y, z, live = xyzs[1], xyzs[2], xyzs[3], xyzs[4]
local k = x + N * (y + N * z)
selected[k] = true
UpdateSelectionBoundary(x, y, z)
if live and not grid1[k] then
-- best to use OR mode for selection actions
SetLiveCell(x, y, z)
end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function RotateSelectionY()
if selcount > 0 then
RememberCurrentState()
-- rotate selection clockwise about its Y axis by 90 degrees
MinimizeSelectionBoundary()
local fmidx = minselx + (maxselx - minselx) // 2
local fmidz = minselz + (maxselz - minselz) // 2
local x0 = fmidx + fmidz + (maxselx - minselx) % 2 -- avoids drift
local z0 = fmidz - fmidx
local cells = {}
local NN = N*N
for k,_ in pairs(selected) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {(x0-z) % N, y, (z0+x) % N, grid1[k]}
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
-- SetLiveCell below will set dirty = true
minimal_live_bounds = false
end
end
selected = {}
InitSelectionBoundary()
for _,xyzs in ipairs(cells) do
local x, y, z, live = xyzs[1], xyzs[2], xyzs[3], xyzs[4]
local k = x + N * (y + N * z)
selected[k] = true
UpdateSelectionBoundary(x, y, z)
if live and not grid1[k] then
-- best to use OR mode for selection actions
SetLiveCell(x, y, z)
end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function RotateSelectionZ()
if selcount > 0 then
RememberCurrentState()
-- rotate selection clockwise about its Z axis by 90 degrees
MinimizeSelectionBoundary()
local fmidx = minselx + (maxselx - minselx) // 2
local fmidy = minsely + (maxsely - minsely) // 2
local x0 = fmidx - fmidy
local y0 = fmidy + fmidx + (maxsely - minsely) % 2 -- avoids drift
local cells = {}
local NN = N*N
for k,_ in pairs(selected) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {(x0+y) % N, (y0-x) % N, z, grid1[k]}
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
-- SetLiveCell below will set dirty = true
minimal_live_bounds = false
end
end
selected = {}
InitSelectionBoundary()
for _,xyzs in ipairs(cells) do
local x, y, z, live = xyzs[1], xyzs[2], xyzs[3], xyzs[4]
local k = x + N * (y + N * z)
selected[k] = true
UpdateSelectionBoundary(x, y, z)
if live and not grid1[k] then
-- best to use OR mode for selection actions
SetLiveCell(x, y, z)
end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function CancelPaste()
if pastecount > 0 then
RememberCurrentState()
pastecount = 0
pastepatt = {}
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function Read2DPattern(filepath)
-- call g.load via pcall to catch any error
local cellarray
local function loadcells()
cellarray = g.load(filepath)
-- if g.load detected an error then force pcall to abort
g.doevent("")
end
local status, err = pcall(loadcells)
if err then
g.continue("")
return err
end
-- copy cells from cellarray into a temporary grid
local tsize = MAXN
local trule = rulestring
local tgens = 0
local tpop = 0
local tminx = math.maxinteger
local tminy = math.maxinteger
local tminz = 0
local tmaxx = math.mininteger
local tmaxy = math.mininteger
local tmaxz = 0
local tgrid = {}
-- determine if cellarray is one-state or multi-state
local len = #cellarray
local inc = 2
if (len & 1) == 1 then
inc = 3
-- ignore padding int if present
if len % 3 == 1 then len = len - 1 end
end
local M = tsize-1
for i = 1, len, inc do
local x = cellarray[i]
local y = M - cellarray[i+1] -- invert y coord
if x < 0 or x >= tsize or
y < 0 or y >= tsize then
return "too big" -- detected by caller
end
-- note that z is 0
tgrid[x + tsize * y] = 1
tpop = tpop + 1
-- update boundary (tminz = tmaxz = 0)
if x < tminx then tminx = x end
if y < tminy then tminy = y end
if x > tmaxx then tmaxx = x end
if y > tmaxy then tmaxy = y end
end
-- success
local newpattern = {
newsize = tsize,
newrule = trule,
newgens = tgens,
newpop = tpop,
newminx = tminx,
newminy = tminy,
newminz = tminz,
newmaxx = tmaxx,
newmaxy = tmaxy,
newmaxz = tmaxz,
newgrid = tgrid
}
return nil, newpattern
end
----------------------------------------------------------------------
function Paste()
-- if a paste pattern already exists then cancel it
local savedstate = false
if pastecount > 0 then
CancelPaste()
savedstate = true
end
-- if the clipboard contains a valid RLE3 or 2D pattern then create a paste pattern
local filepath = CopyClipboardToFile()
if not filepath then
return false
end
local err, newpattern = ReadPattern(filepath)
if err then
-- invalid RLE3 pattern so try loading a 2D pattern
err, newpattern = Read2DPattern(filepath)
if err then
if err == "too big" then
message = "2D pattern in clipboard is too big."
else
message = "Clipboard does not contain a valid pattern."
end
Refresh()
return false
end
end
if newpattern.newpop == 0 then
message = "Clipboard pattern is empty."
Refresh()
return false
end
-- newpattern contains valid pattern, but might be too big
local minpx = newpattern.newminx
local minpy = newpattern.newminy
local minpz = newpattern.newminz
local pwd = newpattern.newmaxx - minpx + 1
local pht = newpattern.newmaxy - minpy + 1
local pdp = newpattern.newmaxz - minpz + 1
if pwd > N or pht > N or pdp > N then
message = "Clipboard pattern is too big ("..pwd.." x "..pht.." x "..pdp..")."
Refresh()
return false
end
if not savedstate then RememberCurrentState() end
-- set pastecount and pastepatt
pastecount = newpattern.newpop
pastepatt = {}
minpastex = math.maxinteger
minpastey = math.maxinteger
minpastez = math.maxinteger
maxpastex = math.mininteger
maxpastey = math.mininteger
maxpastez = math.mininteger
local P = newpattern.newsize
local PP = P*P
if currcursor ~= movecursor and min(pwd,pht,pdp) == 1 then
-- put 1-cell thick paste pattern in middle of active plane,
-- rotating pattern if necessary to match orientation
local xx, xy, xz = 1, 0, 0
local yx, yy, yz = 0, 1, 0
local zx, zy, zz = 0, 0, 1
local mid = N//2
local xoffset = 0
local yoffset = 0
local zoffset = 0
if pdp == 1 then
if activeplane == "XY" then
-- no rotation needed
xoffset = (N - pwd + 1) // 2
yoffset = (N - pht + 1) // 2
zoffset = mid + activepos
elseif activeplane == "YZ" then
-- rotate pattern about its Y axis
xx, xy, xz = 0, 0, 1
yx, yy, yz = 0, 1, 0
zx, zy, zz = -1, 0, 0
xoffset = mid + activepos
yoffset = (N - pht + 1) // 2
zoffset = (N - pwd + 1) // 2 + pwd - 1
else -- activeplane == "XZ"
-- rotate pattern about its X axis
xx, xy, xz = 1, 0, 0
yx, yy, yz = 0, 0, -1
zx, zy, zz = 0, 1, 0
xoffset = (N - pwd + 1) // 2
yoffset = mid + activepos
zoffset = (N - pht + 1) // 2
end
elseif pht == 1 then
if activeplane == "XY" then
-- rotate pattern about its X axis
xx, xy, xz = 1, 0, 0
yx, yy, yz = 0, 0, -1
zx, zy, zz = 0, 1, 0
xoffset = (N - pwd + 1) // 2
yoffset = (N - pdp + 1) // 2 + pdp - 1
zoffset = mid + activepos
elseif activeplane == "YZ" then
-- rotate pattern about its Z axis
xx, xy, xz = 0, -1, 0
yx, yy, yz = 1, 0, 0
zx, zy, zz = 0, 0, 1
xoffset = mid + activepos
yoffset = (N - pwd + 1) // 2
zoffset = (N - pdp + 1) // 2
else -- activeplane == "XZ"
-- no rotation needed
xoffset = (N - pwd + 1) // 2
yoffset = mid + activepos
zoffset = (N - pdp + 1) // 2
end
else -- pwd == 1
if activeplane == "XY" then
-- rotate pattern about its Y axis
xx, xy, xz = 0, 0, 1
yx, yy, yz = 0, 1, 0
zx, zy, zz = -1, 0, 0
xoffset = (N - pdp + 1) // 2
yoffset = (N - pht + 1) // 2
zoffset = mid + activepos
elseif activeplane == "YZ" then
-- no rotation needed
xoffset = mid + activepos
yoffset = (N - pht + 1) // 2
zoffset = (N - pdp + 1) // 2
else -- activeplane == "XZ"
-- rotate pattern about its Z axis
xx, xy, xz = 0, -1, 0
yx, yy, yz = 1, 0, 0
zx, zy, zz = 0, 0, 1
xoffset = (N - pht + 1) // 2 + pht - 1
yoffset = mid + activepos
zoffset = (N - pdp + 1) // 2
end
end
for k,_ in pairs(newpattern.newgrid) do
-- move pattern to origin
local x = (k % P) - minpx
local y = (k // P % P) - minpy
local z = (k // PP) - minpz
-- do the rotation (if any)
local newx = x*xx + y*xy + z*xz
local newy = x*yx + y*yy + z*yz
local newz = x*zx + y*zy + z*zz
-- now shift to middle of active plane
x = newx + xoffset
y = newy + yoffset
z = newz + zoffset
pastepatt[ x + N * (y + N * z) ] = 1
-- update paste boundary
if x < minpastex then minpastex = x end
if y < minpastey then minpastey = y end
if z < minpastez then minpastez = z end
if x > maxpastex then maxpastex = x end
if y > maxpastey then maxpastey = y end
if z > maxpastez then maxpastez = z end
end
else
-- put paste pattern in middle of grid
local xoffset = minpx - (N - pwd + 1) // 2
local yoffset = minpy - (N - pht + 1) // 2
local zoffset = minpz - (N - pdp + 1) // 2
for k,_ in pairs(newpattern.newgrid) do
-- newpattern.newgrid[k] is a live cell
local x = (k % P) - xoffset
local y = (k // P % P) - yoffset
local z = (k // PP) - zoffset
pastepatt[ x + N * (y + N * z) ] = 1
-- update paste boundary
if x < minpastex then minpastex = x end
if y < minpastey then minpastey = y end
if z < minpastez then minpastez = z end
if x > maxpastex then maxpastex = x end
if y > maxpastey then maxpastey = y end
if z > maxpastez then maxpastez = z end
end
end
CheckIfGenerating()
Refresh()
return true
end
----------------------------------------------------------------------
function PasteOR()
if pastecount > 0 then
RememberCurrentState()
-- SetLiveCell will set dirty = true
local NN = N*N
for k,_ in pairs(pastepatt) do
if not grid1[k] then
SetLiveCell(k % N, (k // N) % N, k // NN)
end
end
pastecount = 0
pastepatt = {}
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function PasteXOR()
if pastecount > 0 then
RememberCurrentState()
local NN = N*N
for k,_ in pairs(pastepatt) do
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
dirty = true
minimal_live_bounds = false
else
SetLiveCell(k % N, (k // N) % N, k // NN)
end
end
pastecount = 0
pastepatt = {}
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function FlipPasteX()
if pastecount > 0 then
RememberCurrentState()
-- reflect X coords across YZ plane thru middle of paste pattern
local fmidx = minpastex + (maxpastex - minpastex) / 2
local cells = {}
local NN = N*N
for k,_ in pairs(pastepatt) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {round(fmidx*2) - x, y, z}
end
-- flip doesn't change paste boundary
pastepatt = {}
for _,xyz in ipairs(cells) do
local x, y, z = xyz[1], xyz[2], xyz[3]
pastepatt[x + N * (y + N * z)] = 1
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function FlipPasteY()
if pastecount > 0 then
RememberCurrentState()
-- reflect Y coords across XZ plane thru middle of paste pattern
local fmidy = minpastey + (maxpastey - minpastey) / 2
local cells = {}
local NN = N*N
for k,_ in pairs(pastepatt) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {x, round(fmidy*2) - y, z}
end
-- flip doesn't change paste boundary
pastepatt = {}
for _,xyz in ipairs(cells) do
local x, y, z = xyz[1], xyz[2], xyz[3]
pastepatt[x + N * (y + N * z)] = 1
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function FlipPasteZ()
if pastecount > 0 then
RememberCurrentState()
-- reflect Z coords across XY plane thru middle of paste pattern
local fmidz = minpastez + (maxpastez - minpastez) / 2
local cells = {}
local NN = N*N
for k,_ in pairs(pastepatt) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {x, y, round(fmidz*2) - z}
end
-- flip doesn't change paste boundary
pastepatt = {}
for _,xyz in ipairs(cells) do
local x, y, z = xyz[1], xyz[2], xyz[3]
pastepatt[x + N * (y + N * z)] = 1
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function RotatePasteX()
if pastecount > 0 then
RememberCurrentState()
-- rotate paste pattern clockwise about its X axis by 90 degrees
local fmidy = minpastey + (maxpastey - minpastey) // 2
local fmidz = minpastez + (maxpastez - minpastez) // 2
local y0 = fmidy - fmidz
local z0 = fmidz + fmidy + (maxpastez - minpastez) % 2 -- avoids drift
local cells = {}
local NN = N*N
for k,_ in pairs(pastepatt) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {x, (y0+z) % N, (z0-y) % N}
end
pastepatt = {}
-- minpastex, maxpastex don't change
minpastey = math.maxinteger
minpastez = math.maxinteger
maxpastey = math.mininteger
maxpastez = math.mininteger
for _,xyz in ipairs(cells) do
local x, y, z = xyz[1], xyz[2], xyz[3]
pastepatt[x + N * (y + N * z)] = 1
if y < minpastey then minpastey = y end
if y > maxpastey then maxpastey = y end
if z < minpastez then minpastez = z end
if z > maxpastez then maxpastez = z end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function RotatePasteY()
if pastecount > 0 then
RememberCurrentState()
-- rotate paste pattern clockwise about its Y axis by 90 degrees
local fmidx = minpastex + (maxpastex - minpastex) // 2
local fmidz = minpastez + (maxpastez - minpastez) // 2
local x0 = fmidx + fmidz + (maxpastex - minpastex) % 2 -- avoids drift
local z0 = fmidz - fmidx
local cells = {}
local NN = N*N
for k,_ in pairs(pastepatt) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {(x0-z) % N, y, (z0+x) % N}
end
pastepatt = {}
-- minpastey, maxpastey don't change
minpastex = math.maxinteger
minpastez = math.maxinteger
maxpastex = math.mininteger
maxpastez = math.mininteger
for _,xyz in ipairs(cells) do
local x, y, z = xyz[1], xyz[2], xyz[3]
pastepatt[x + N * (y + N * z)] = 1
if x < minpastex then minpastex = x end
if x > maxpastex then maxpastex = x end
if z < minpastez then minpastez = z end
if z > maxpastez then maxpastez = z end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function RotatePasteZ()
if pastecount > 0 then
RememberCurrentState()
-- rotate paste pattern clockwise about its Z axis by 90 degrees
local fmidx = minpastex + (maxpastex - minpastex) // 2
local fmidy = minpastey + (maxpastey - minpastey) // 2
local x0 = fmidx - fmidy
local y0 = fmidy + fmidx + (maxpastey - minpastey) % 2 -- avoids drift
local cells = {}
local NN = N*N
for k,_ in pairs(pastepatt) do
local x = k % N
local y = (k // N) % N
local z = k // NN
cells[#cells+1] = {(x0+y) % N, (y0-x) % N, z}
end
pastepatt = {}
-- minpastez, maxpastez don't change
minpastex = math.maxinteger
minpastey = math.maxinteger
maxpastex = math.mininteger
maxpastey = math.mininteger
for _,xyz in ipairs(cells) do
local x, y, z = xyz[1], xyz[2], xyz[3]
pastepatt[x + N * (y + N * z)] = 1
if x < minpastex then minpastex = x end
if x > maxpastex then maxpastex = x end
if y < minpastey then minpastey = y end
if y > maxpastey then maxpastey = y end
end
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function ChoosePasteAction(mousex, mousey)
-- show red pop-up menu at mousex,mousey and let user choose a paste action
pastemenu.setbgcolor(PASTE_MENU)
pastemenu.show(mousex, mousey, ovwd, ovht)
end
----------------------------------------------------------------------
function ChooseSelectionAction(mousex, mousey)
-- show green pop-up menu at mousex,mousey and let user choose a selection action
selmenu.setbgcolor(SELECT_MENU)
selmenu.show(mousex, mousey, ovwd, ovht)
end
----------------------------------------------------------------------
function ZoomIn()
if CELLSIZE < MAXSIZE then
-- zoom in by increasing size of cells
CELLSIZE = CELLSIZE+1
HALFCELL = CELLSIZE/2.0
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
LEN = CELLSIZE-BORDER*2
CreateAxes()
Refresh()
end
end
----------------------------------------------------------------------
function ZoomOut()
if CELLSIZE > MINSIZE then
-- zoom out by decreasing size of cells
CELLSIZE = CELLSIZE-1
HALFCELL = CELLSIZE/2.0
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
LEN = CELLSIZE-BORDER*2
CreateAxes()
Refresh()
end
end
----------------------------------------------------------------------
function OpenFile(filepath)
if filepath:find("%.rle3$") then
OpenPattern(filepath)
elseif filepath:find("%.lua$") then
RunScript(filepath)
else
g.warn("Unexpected file:\n"..filepath.."\n\n"..
"3D.lua can only handle files ending with .rle3 or .lua.", false)
end
end
----------------------------------------------------------------------
function StartStop()
generating = not generating
UpdateStartButton()
Refresh()
if generating and popcount > 0 then
RememberCurrentState()
-- EventLoop will call NextGeneration
end
end
----------------------------------------------------------------------
function Step1()
StopGenerating()
-- NextGeneration does nothing (except display a message) if popcount is 0
if popcount > 0 then
RememberCurrentState()
end
NextGeneration()
if gencount % stepsize == 0 or popcount == 0 then
-- NextGeneration called Refresh()
else
Refresh()
end
end
----------------------------------------------------------------------
function NextStep()
if popcount == 0 or stepsize == 1 then
Step1()
else
StopGenerating()
StartStop()
-- stop at next multiple of stepsize (or if pattern becomes empty)
stopgen = gencount + stepsize - (gencount % stepsize)
end
end
----------------------------------------------------------------------
function Faster()
if stepsize < 100 then
stepsize = stepsize + 1
Refresh()
end
end
----------------------------------------------------------------------
function Slower()
if stepsize > 1 then
stepsize = stepsize - 1
Refresh()
end
end
----------------------------------------------------------------------
function SetStepSize(newval)
if newval >= 1 and newval <= 100 then
stepsize = newval
Refresh()
end
end
--------------------------------------------------------------------------------
function StepChange(newval)
-- called if stepslider position has changed
stepsize = newval
Refresh()
end
----------------------------------------------------------------------
function Reset()
if gencount > startcount then
-- restore the starting state
if scriptlevel > 0 then
-- Reset was called by user script so don't modify undo/redo stacks
RestoreState(startstate)
else
-- unwind undostack until gencount == startcount
repeat
-- push current state onto redostack
redostack[#redostack+1] = SaveState()
-- pop state off undostack and restore it
RestoreState( table.remove(undostack) )
until gencount == startcount
end
StopGenerating()
Refresh()
end
end
----------------------------------------------------------------------
local function GetMidPoint(x, y, z)
-- return mid point of cell at given grid position
x = x * CELLSIZE + MIDCELL
y = y * CELLSIZE + MIDCELL
z = z * CELLSIZE + MIDCELL
-- transform point
local newx = (x*xixo + y*xiyo + z*xizo)
local newy = (x*yixo + y*yiyo + z*yizo)
-- use orthographic projection
x = round(newx) + midx
y = round(newy) + midy
return x, y
end
----------------------------------------------------------------------
function FitGrid(display)
if display == nil then display = true end
local function Visible(x, y)
-- return true if pixel at x,y is within area under tool bar
if x < 0 or x >= ovwd then return false end
if y <= toolbarht or y >= ovht then return false end
return true
end
-- find largest CELLSIZE at which all corners of grid are visible
CELLSIZE = MAXSIZE + 1
repeat
CELLSIZE = CELLSIZE-1
HALFCELL = CELLSIZE/2.0
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
LEN = CELLSIZE-BORDER*2
CreateAxes()
if CELLSIZE == MINSIZE then break end
local x1, y1 = GetMidPoint(0, 0, 0)
local x2, y2 = GetMidPoint(0, 0, N-1)
local x3, y3 = GetMidPoint(0, N-1, 0)
local x4, y4 = GetMidPoint(N-1, 0, 0)
local x5, y5 = GetMidPoint(0, N-1, N-1)
local x6, y6 = GetMidPoint(N-1, N-1, 0)
local x7, y7 = GetMidPoint(N-1, 0, N-1)
local x8, y8 = GetMidPoint(N-1, N-1, N-1)
local xmin = min(x1,x2,x3,x4,x5,x6,x7,x8) - CELLSIZE
local xmax = max(x1,x2,x3,x4,x5,x6,x7,x8) + CELLSIZE
local ymin = min(y1,y2,y3,y4,y5,y6,y7,y8) - CELLSIZE
local ymax = max(y1,y2,y3,y4,y5,y6,y7,y8) + CELLSIZE
until Visible(xmin,ymin) and Visible(xmin,ymax) and
Visible(xmax,ymin) and Visible(xmax,ymax)
if display then Refresh() end
end
----------------------------------------------------------------------
-- getters for user scripts
function GetGeneration() return gencount end
function GetGridSize() return N end
function GetPercentage() return perc end
function GetPopulation() return popcount end
function GetRule() return rulestring end
function GetCellType() return celltype end
function GetStepSize() return stepsize end
function GetBarHeight() return toolbarht end
----------------------------------------------------------------------
-- for user scripts
function GetCells(selectedonly)
-- return an array of live cell coordinates;
-- if selected is true then only selected live cells will be returned
local cellarray = {}
if popcount > 0 then
if selectedonly then
cellarray = GetSelectedLiveCells()
else
-- get all live cells
local mid = N//2
local NN = N*N
for k,_ in pairs(grid1) do
-- grid1[k] is a live cell
local x = k % N
local y = (k // N) % N
local z = k // NN
cellarray[#cellarray+1] = {x-mid, y-mid, z-mid}
end
end
end
return cellarray
end
----------------------------------------------------------------------
-- for user scripts
function PutCells(cellarray, xoffset, yoffset, zoffset)
-- use given array of live cell coordinates and offsets to set cells in grid
-- (any cells outside the grid are silently clipped)
xoffset = xoffset or 0
yoffset = yoffset or 0
zoffset = zoffset or 0
local mid = N//2
local midx = mid + xoffset
local midy = mid + yoffset
local midz = mid + zoffset
for _, xyz in ipairs(cellarray) do
local x = xyz[1] + midx
local y = xyz[2] + midy
local z = xyz[3] + midz
if x >= 0 and x < N and
y >= 0 and y < N and
z >= 0 and z < N then
SetCellState(x, y, z, 1)
end
end
end
----------------------------------------------------------------------
-- for user scripts
function GetBounds()
if popcount > 0 then
-- return the pattern's minimal bounding box
MinimizeLiveBoundary()
local mid = N//2
return { minx-mid, maxx-mid,
miny-mid, maxy-mid,
minz-mid, maxz-mid }
else
return {}
end
end
----------------------------------------------------------------------
-- for user scripts
function GetSelectionBounds()
if selcount > 0 then
-- return the selection's minimal bounding box
MinimizeSelectionBoundary()
local mid = N//2
return { minselx-mid, maxselx-mid,
minsely-mid, maxsely-mid,
minselz-mid, maxselz-mid }
else
return {}
end
end
----------------------------------------------------------------------
-- for user scripts
function GetPasteBounds()
if pastecount > 0 then
-- return the paste pattern's minimal bounding box
local mid = N//2
return { minpastex-mid, maxpastex-mid,
minpastey-mid, maxpastey-mid,
minpastez-mid, maxpastez-mid }
else
return {}
end
end
----------------------------------------------------------------------
-- for user scripts
function Step(n)
n = n or 1
while popcount > 0 and n > 0 do
NextGeneration()
n = n - 1
g.doevent("") -- null op to let user abort script
end
end
----------------------------------------------------------------------
-- for user scripts
function SetRule(newrule)
newrule = newrule or DEFAULT_RULE
if not ParseRule(newrule) then
error("Bad rule in SetRule: "..newrule, 2)
end
end
----------------------------------------------------------------------
-- for user scripts
function GetCell(x, y, z)
local mid = N//2
if grid1[ (x+mid) + N * ((y+mid) + N * (z+mid)) ] then
return 1
else
return 0
end
end
----------------------------------------------------------------------
-- for user scripts
function SetCell(x, y, z, state)
state = state or 1 -- default state is 1
local mid = N//2
SetCellState(x+mid, y+mid, z+mid, state)
end
----------------------------------------------------------------------
-- for user scripts
function SelectCell(x, y, z)
local mid = N//2
SetSelection(x+mid, y+mid, z+mid, true)
end
----------------------------------------------------------------------
-- for user scripts
function SelectedCell(x, y, z)
if selcount == 0 then
return false
else
local mid = N//2
return selected[x+mid + N * (y+mid + N * (z+mid))]
end
end
----------------------------------------------------------------------
-- for user scripts
function DeselectCell(x, y, z)
local mid = N//2
SetSelection(x+mid, y+mid, z+mid, false)
end
----------------------------------------------------------------------
-- for user scripts
function SetMessage(msg)
message = msg
end
----------------------------------------------------------------------
-- for user scripts
function PasteExists()
return pastecount > 0
end
----------------------------------------------------------------------
-- for user scripts
function SelectionExists()
return selcount > 0
end
----------------------------------------------------------------------
-- for user scripts
function DoPaste(x, y, z, mode)
if PasteExists() then
-- move paste pattern to x,y,z
local mid = N//2
local deltax = x+mid - minpastex
local deltay = y+mid - minpastey
local deltaz = z+mid - minpastez
MovePastePattern(deltax, deltay, deltaz)
-- now do the paste using the given mode
if mode == "or" then
PasteOR()
elseif mode == "xor" then
PasteXOR()
else
error("Bad mode in DoPaste!", 2)
end
end
end
----------------------------------------------------------------------
-- for user scripts
function FlipPaste(coordinates)
if coordinates == "x" then FlipPasteX()
elseif coordinates == "y" then FlipPasteY()
elseif coordinates == "z" then FlipPasteZ()
else
error("Bad coordinates in FlipPaste!", 2)
end
end
----------------------------------------------------------------------
-- for user scripts
function RotatePaste(axis)
if axis == "x" then RotatePasteX()
elseif axis == "y" then RotatePasteY()
elseif axis == "z" then RotatePasteZ()
else
error("Bad axis in RotatePaste!", 2)
end
end
----------------------------------------------------------------------
-- for user scripts
function FlipSelection(coordinates)
if coordinates == "x" then FlipSelectionX()
elseif coordinates == "y" then FlipSelectionY()
elseif coordinates == "z" then FlipSelectionZ()
else
error("Bad coordinates in FlipSelection!", 2)
end
end
----------------------------------------------------------------------
-- for user scripts
function RotateSelection(axis)
if axis == "x" then RotateSelectionX()
elseif axis == "y" then RotateSelectionY()
elseif axis == "z" then RotateSelectionZ()
else
error("Bad axis in RotateSelection!", 2)
end
end
----------------------------------------------------------------------
-- for user scripts
function Update()
Refresh(true)
end
----------------------------------------------------------------------
function ShowHelp()
local htmldata = [[
<html><title>Golly Help: 3D.lua</title>
<body bgcolor="#FFFFCE">
<p>
<dd><a href="#intro"><b>Introduction</b></a></dd>
<dd><a href="#mouse"><b>Mouse controls</b></a></dd>
<dd><a href="#keyboard"><b>Keyboard shortcuts</b></a></dd>
<dd><a href="#menus"><b>Menus</b></a></dd>
<dd> <a href="#file"><b>File menu</b></a></dd>
<dd> <a href="#edit"><b>Edit menu</b></a></dd>
<dd> <a href="#control"><b>Control menu</b></a></dd>
<dd> <a href="#view"><b>View menu</b></a></dd>
<dd><a href="#scripts"><b>Running scripts</b></a></dd>
<dd> <a href="#shortcuts"><b>Creating your own keyboard shortcuts</b></a></dd>
<dd> <a href="#functions"><b>Script functions</b></a></dd>
<dd> <a href="#coords"><b>Cell coordinates</b></a></dd>
<dd><a href="#rules"><b>Supported rules</b></a></dd>
<dd> <a href="#moore"><b>Moore neighborhood</b></a></dd>
<dd> <a href="#face"><b>Face neighborhood</b></a></dd>
<dd> <a href="#corner"><b>Corner neighborhood</b></a></dd>
<dd> <a href="#edge"><b>Edge neighborhood</b></a></dd>
<dd> <a href="#hex"><b>Hexahedral neighborhood</b></a></dd>
<dd> <a href="#busy"><b>Busy Boxes</b></a></dd>
<dd><a href="#rle3"><b>RLE3 file format</b></a></dd>
<dd><a href="#refs"><b>Credits and references</b></a></dd>
</p>
<p><a name="intro"></a><br>
<font size=+1><b>Introduction</b></font>
<p>
3D.lua is a script that lets you explore three-dimensional cellular automata.
The script uses overlay commands to completely replace Golly's usual
interface (note that all your Golly settings will be restored when 3D.lua exits).
<p><a name="mouse"></a><br>
<font size=+1><b>Mouse controls</b></font>
<p>
If the Move option is ticked then you can use the hand cursor
to rotate the view by clicking and dragging.
Rotation occurs around the middle cell in the grid.
<p>
The hand cursor can also be used to move a paste pattern (red cells)
or a selection (green cells) to a new location within the grid, but only
within a certain plane, depending on where the initial click occurred.
Imagine a box enclosing the paste pattern or all the selected cells.
One of the faces of this box will contain the initial click.
Movement is only allowed within the plane parallel to the clicked face.
<p>
It's also possible to do some editing with the hand cursor.
You can alt-click on a live cell to erase it <em>and</em> any live cells
behind it, as long as their mid points are within a half-cell radius of the mouse click.
Or you can shift-click on a live cell to select it <em>and</em> any live cells behind it.
This makes it easy to quickly erase or select isolated objects.
<p>
If the Draw option is ticked then you can use the pencil cursor
to draw or erase cells in the active plane (shown as translucent blue).
Note that any live cells outside the active plane are drawn as white points.
Click and drag outside the active plane to rotate the view.
<p>
If the Select option is ticked then you can use the cross-hairs cursor
to select or deselect cells in the active plane.
Any selected cells outside the active plane are drawn as translucent green points.
Click and drag outside the active plane to rotate the view.
<p>
To move the active plane to a different position, shift-click anywhere in the
active plane and drag the mouse. Or you can hit the "," or "." keys.
Hit shift-A to change the active plane's orientation.
<p>
If a paste pattern is visible (red cells) then you can control-click or
right-click anywhere, using any cursor, to get a red pop-up menu that lets
you choose various paste actions.
The paste pattern can also be dragged to a different location using any cursor.
<p>
If a selection exists (green cells) then you can control-click or right-click
to get a green pop-up menu with various selection actions.
If a paste pattern and a selection both exist then the paste menu takes precedence.
<p>
Use the mouse wheel at any time to zoom in/out.
The zoom is always centered on the middle cell in the grid.
<p><a name="keyboard"></a><br>
<font size=+1><b>Keyboard shortcuts</b></font>
<p>
The following keyboard shortcuts are provided (but see <a href="#shortcuts">below</a>
for how you can write a script to create new shortcuts or override any of the supplied
shortcuts):
<p>
<center>
<table cellspacing=1 border=2 cols=2 width="90%">
<tr><td align=right> Keys </td><td> Actions </td></tr>
<tr><td align=right> enter </td><td> start/stop generating pattern </td></tr>
<tr><td align=right> space </td><td> advance pattern by one generation </td></tr>
<tr><td align=right> tab </td><td> advance pattern to next multiple of step size </td></tr>
<tr><td align=right> - </td><td> decrease step size </td></tr>
<tr><td align=right> = </td><td> increase step size </td></tr>
<tr><td align=right> 1 </td><td> reset step size to 1 </td></tr>
<tr><td align=right> arrows </td><td> rotate about X/Y screen axes </td></tr>
<tr><td align=right> alt-arrows </td><td> rotate about Z screen axis </td></tr>
<tr><td align=right> ctrl-N </td><td> create a new, empty pattern </td></tr>
<tr><td align=right> 5 </td><td> create a new, random pattern </td></tr>
<tr><td align=right> ctrl-O </td><td> open a selected pattern file </td></tr>
<tr><td align=right> ctrl-S </td><td> save the current pattern in a file </td></tr>
<tr><td align=right> shift-O </td><td> open pattern in clipboard </td></tr>
<tr><td align=right> shift-R </td><td> run script in clipboard </td></tr>
<tr><td align=right> ctrl-R </td><td> reset to the starting pattern </td></tr>
<tr><td align=right> Z </td><td> undo </td></tr>
<tr><td align=right> shift-Z </td><td> redo </td></tr>
<tr><td align=right> ctrl-X </td><td> cut </td></tr>
<tr><td align=right> ctrl-C </td><td> copy </td></tr>
<tr><td align=right> ctrl-V </td><td> show paste pattern </td></tr>
<tr><td align=right> alt-V </td><td> cancel paste pattern </td></tr>
<tr><td align=right> ctrl-B </td><td> do the paste using OR mode </td></tr>
<tr><td align=right> ctrl-shift-B </td><td> do the paste using XOR mode </td></tr>
<tr><td align=right> delete </td><td> kill selected live cells </td></tr>
<tr><td align=right> shift-delete </td><td> kill unselected live cells </td></tr>
<tr><td align=right> A </td><td> select all </td></tr>
<tr><td align=right> K </td><td> remove selection </td></tr>
<tr><td align=right> B </td><td> back view (rotate 180 deg about Y axis) </td></tr>
<tr><td align=right> I </td><td> restore initial view </td></tr>
<tr><td align=right> F </td><td> fit entire grid within view </td></tr>
<tr><td align=right> [ </td><td> zoom out </td></tr>
<tr><td align=right> ] </td><td> zoom in </td></tr>
<tr><td align=right> P </td><td> cycle live cells (cubes/spheres/points) </td></tr>
<tr><td align=right> L </td><td> toggle lattice lines </td></tr>
<tr><td align=right> shift-L </td><td> toggle axes </td></tr>
<tr><td align=right> alt-D </td><td> toggle depth shading </td></tr>
<tr><td align=right> T </td><td> toggle the menu bar and tool bar </td></tr>
<tr><td align=right> G </td><td> change the grid size </td></tr>
<tr><td align=right> R </td><td> change the rule </td></tr>
<tr><td align=right> , </td><td> move active plane closer (in initial view) </td></tr>
<tr><td align=right> . </td><td> move active plane further away (in initial view) </td></tr>
<tr><td align=right> shift-A </td><td> cycle active plane's orientation (XY/XZ/YZ) </td></tr>
<tr><td align=right> D </td><td> switch cursor to draw mode </td></tr>
<tr><td align=right> S </td><td> switch cursor to select mode </td></tr>
<tr><td align=right> M </td><td> switch cursor to move mode </td></tr>
<tr><td align=right> C </td><td> cycle cursor mode (draw/select/move) </td></tr>
<tr><td align=right> shift-M </td><td> move pattern to middle of grid </td></tr>
<tr><td align=right> H </td><td> show this help </td></tr>
<tr><td align=right> Q </td><td> quit 3D.lua </td></tr>
</table>
</center>
<p><a name="menus"></a><br>
<font size=+1><b>Menus</b></font>
<p>
3D.lua has its own menu bar. It contains menus with items that are
somewhat similar to those in Golly's menu bar.
<p><a name="file"></a><br>
<font size=+1><b>File menu</b></font>
<a name="new"></a><p><dt><b>New Pattern</b></dt>
<dd>
Create a new, empty pattern.
All undo/redo history is deleted and the step size is reset to 1.
The active plane is displayed, ready to be edited using the pencil cursor.
</dd>
<a name="rand"></a><p><dt><b>Random Pattern...</b></dt>
<dd>
Create a new pattern randomly filled with live cells at a given density.
You have the option of filling the grid and creating a cube or a sphere.
All undo/redo history is deleted and the step size is reset to 1.
</dd>
<a name="open"></a><p><dt><b>Open Pattern...</b></dt>
<dd>
Open a selected <a href="#rle3">RLE3</a> pattern file.
All undo/redo history is deleted and the step size is reset to 1.
</dd>
<a name="openclip"></a><p><dt><b>Open Clipboard</b></dt>
<dd>
Open the <a href="#rle3">RLE3</a> pattern stored in the clipboard.
All undo/redo history is deleted and the step size is reset to 1.
</dd>
<a name="save"></a><p><dt><b>Save Pattern...</b></dt>
<dd>
Save the current pattern in a <a href="#rle3">.rle3</a> file.
</dd>
<a name="run"></a><p><dt><b>Run Script...</b></dt>
<dd>
Run a selected Lua script.
</dd>
<a name="runclip"></a><p><dt><b>Run Clipboard</b></dt>
<dd>
Run the Lua code stored in the clipboard.
</dd>
<a name="startup"></a><p><dt><b>Set Startup Script...</b></dt>
<dd>
Select a Lua script that will be run automatically every time 3D.lua starts up.
</dd>
<a name="exit"></a><p><dt><b>Exit 3D.lua</b></dt>
<dd>
Terminate 3D.lua. If there are any unsaved changes (indicated by an asterisk at
the start of the pattern name) then you'll be asked if you want to save them.
Note that hitting the escape key will immediately abort 3D.lua without
doing any check for unsaved changes.
</dd>
<p><a name="edit"></a><br>
<font size=+1><b>Edit menu</b></font>
<a name="undo"></a><p><dt><b>Undo</b></dt>
<dd>
Undo the most recent change. This could be an editing change or a generating change.
</dd>
<a name="redo"></a><p><dt><b>Redo</b></dt>
<dd>
Redo the most recently undone change.
</dd>
<a name="cut"></a><p><dt><b>Cut</b></dt>
<dd>
Copy all selected live cells to the clipboard in <a href="#rle3">RLE3</a> format,
then delete those cells (but they remain selected).
</dd>
<a name="copy"></a><p><dt><b>Copy</b></dt>
<dd>
Copy all selected live cells to the clipboard in <a href="#rle3">RLE3</a> format.
</dd>
<a name="paste"></a><p><dt><b>Paste</b></dt>
<dd>
If the clipboard contains a valid, non-empty pattern (<a href="#rle3">RLE3</a> or 2D) that fits
within the current grid then a paste pattern (comprised of red cells) will appear.
If the active plane is visible and the clipboard pattern is one cell thick (in any direction)
then the paste pattern appears in the middle of the active plane, otherwise it will appear
in the middle of the grid. You can use any cursor to drag the paste pattern to any position
within the grid, then control-click or right-click anywhere to get a pop-up menu that lets
you flip/rotate the paste pattern or paste it into the grid using either OR mode or XOR mode.
</dd>
<a name="cancelpaste"></a><p><dt><b>Cancel Paste</b></dt>
<dd>
Remove the paste pattern.
</dd>
<a name="clear"></a><p><dt><b>Clear</b></dt>
<dd>
Delete all the selected live cells.
</dd>
<a name="outside"></a><p><dt><b>Clear Outside</b></dt>
<dd>
Delete all the live cells that are not selected.
</dd>
<a name="selall"></a><p><dt><b>Select All</b></dt>
<dd>
Select all the live cells. Selected cells appear green.
Assuming there is no paste pattern, you can control-click or right-click anywhere to get
a pop-up menu that lets you perform various actions on the selection.
</dd>
<a name="cancelsel"></a><p><dt><b>Cancel Selection</b></dt>
<dd>
Remove the selection.
</dd>
<a name="midpatt"></a><p><dt><b>Middle Pattern</b></dt>
<dd>
Move the pattern to the middle of the grid.
</dd>
<a name="midsel"></a><p><dt><b>Middle Selection</b></dt>
<dd>
Move the selection to the middle of the grid.
</dd>
<a name="midpaste"></a><p><dt><b>Middle Paste</b></dt>
<dd>
Move the paste pattern to the middle of the grid.
</dd>
<p><a name="control"></a><br>
<font size=+1><b>Control menu</b></font>
<a name="startstop"></a><p><dt><b>Start/Stop Generating</b></dt>
<dd>
Start or stop generating the current pattern.
You can only start generating if there is at least one live cell.
Generating stops automatically if the pattern dies out.
</dd>
<a name="next"></a><p><dt><b>Next Generation</b></dt>
<dd>
If the pattern isn't empty then advance to the next generation.
</dd>
<a name="nextstep"></a><p><dt><b>Next Step</b></dt>
<dd>
Advance the pattern to the next multiple of the current step size,
or until the pattern is empty. Only the final generation is displayed.
</dd>
<a name="reset"></a><p><dt><b>Reset</b></dt>
<dd>
Restore the starting generation and step size.
</dd>
<a name="setrule"></a><p><dt><b>Set Rule</b></dt>
<dd>
Show a dialog box that lets you change the current <a href="#rules">rule</a>.
</dd>
<p><a name="view"></a><br>
<font size=+1><b>View menu</b></font>
<a name="initial"></a><p><dt><b>Initial View</b></dt>
<dd>
Restore the scale and rotation used when 3D.lua started up.
Note that if you hit the up arrow 4 times and the right arrow 4 times
then you'll see a single XY face parallel with the screen.
</dd>
<a name="fit"></a><p><dt><b>Fit Grid</b></dt>
<dd>
Change the scale so the entire grid just fits within the window.
</dd>
<a name="gridsize"></a><p><dt><b>Set Grid Size</b></dt>
<dd>
Show a dialog box that lets you change the grid size.
If the current pattern doesn't fit inside the new size then
you'll see a message stating how many live cells were clipped.
</dd>
<a name="cubes"></a><p><dt><b>Cubes</b></dt>
<dd>
If selected then live cells are displayed as cubes.
</dd>
<a name="spheres"></a><p><dt><b>Spheres</b></dt>
<dd>
If selected then live cells are displayed as spheres.
</dd>
<a name="points"></a><p><dt><b>Points</b></dt>
<dd>
If selected then live cells are displayed as points.
Note that if the active plane is shown then any live cells outside
that plane are always displayed as points.
</dd>
<a name="axes"></a><p><dt><b>Show Axes</b></dt>
<dd>
If ticked then the edges of the grid are displayed
(X axes are red, Y axes are green, Z axes are blue).
</dd>
<a name="lines"></a><p><dt><b>Show Lattice Lines</b></dt>
<dd>
If ticked then lattice lines are displayed on the three faces of the grid
that intersect at the corner with minimum <a href="#coords">cell coordinates</a>
(the far, bottom left corner in the initial view).
</dd>
<a name="shading"></a><p><dt><b>Use Depth Shading</b></dt>
<dd>
If ticked then cubes and spheres are drawn slightly darker the further
away they are from the front of the screen. Depth shading is not done
when displaying points.
</dd>
<a name="help"></a><p><dt><b>Help</b></dt>
<dd>
Show this help.
</dd>
<p><a name="scripts"></a><br>
<font size=+1><b>Running scripts</b></font>
<p>
3D.lua can run other Lua scripts, either by selecting File > Run Script
and choosing a .lua file, or by copying Lua code to the clipboard and
selecting File > Run Clipboard. Try the latter method with this example
that creates a small random pattern in the middle of the grid:
<dd><table border=0><pre>
-- for 3D.lua (make sure you copy this line)
NewPattern()
local perc = GetPercentage()
local quarter = GetGridSize()//4
for z = -quarter, quarter do
for y = -quarter, quarter do
for x = -quarter, quarter do
if math.random(0,99) < perc then
SetCell(x, y, z, 1)
end
end
end
end
MoveMode() -- sets the hand cursor</pre></table></dd>
<p>
Note that 3D.lua will only run a script if the clipboard or the file
has "3D.lua" somewhere in the first line. This avoids nasty problems
that can occur if you run a script not written for 3D.lua.
<p>
Any syntax or runtime errors in a script won't abort 3D.lua.
The script will terminate and you'll get a warning message, hopefully
with enough information that lets you fix the error.
<p><a name="shortcuts"></a><br>
<font size=+1><b>Creating your own keyboard shortcuts</b></font>
<p>
It's possible to override any of the global functions in 3D.lua.
The following script shows how to override the HandleKey function
to create a keyboard shortcut for running a particular script.
Even more useful, you can get 3D.lua to run this script automatically
when it starts up by going to File > Set Startup Script and selecting
a .lua file containing this code:
<dd><table border=0><pre>
-- a startup script for 3D.lua
local g = golly()
local gp = require "gplus"
local savedHandler = HandleKey
function HandleKey(event)
local _, key, mods = gp.split(event)
if key == "r" and mods == "alt" then
RunScript(g.getdir("app").."My-scripts/3D/random-rule.lua")
else
-- pass the event to the original HandleKey function
savedHandler(event)
end
end</pre></table></dd>
<p><a name="functions"></a><br>
<font size=+1><b>Script functions</b></font>
<p>
Here is an alphabetical list of the various functions in 3D.lua you might
want to call from your own scripts:
<p>
<dd>
<table cellspacing=0 cellpadding=0>
<tr>
<td valign=top>
<a href="#CancelPaste"><b>CancelPaste</b></a><br>
<a href="#CancelSelection"><b>CancelSelection</b></a><br>
<a href="#CheckWindowSize"><b>CheckWindowSize</b></a><br>
<a href="#ClearOutside"><b>ClearOutside</b></a><br>
<a href="#ClearSelection"><b>ClearSelection</b></a><br>
<a href="#CopySelection"><b>CopySelection</b></a><br>
<a href="#CutSelection"><b>CutSelection</b></a><br>
<a href="#DeselectCell"><b>DeselectCell</b></a><br>
<a href="#DoPaste"><b>DoPaste</b></a><br>
<a href="#DrawMode"><b>DrawMode</b></a><br>
<a href="#FitGrid"><b>FitGrid</b></a><br>
<a href="#FlipPaste"><b>FlipPaste</b></a><br>
<a href="#FlipSelection"><b>FlipSelection</b></a><br>
<a href="#GetBarHeight"><b>GetBarHeight</b></a><br>
<a href="#GetBounds"><b>GetBounds</b></a>
</td>
<td valign=top width=30> </td>
<td valign=top>
<a href="#GetCell"><b>GetCell</b></a><br>
<a href="#GetCells"><b>GetCells</b></a><br>
<a href="#GetCellType"><b>GetCellType</b></a><br>
<a href="#GetGeneration"><b>GetGeneration</b></a><br>
<a href="#GetGridSize"><b>GetGridSize</b></a><br>
<a href="#GetPasteBounds"><b>GetPasteBounds</b></a><br>
<a href="#GetPercentage"><b>GetPercentage</b></a><br>
<a href="#GetPopulation"><b>GetPopulation</b></a><br>
<a href="#GetRule"><b>GetRule</b></a><br>
<a href="#GetSelectionBounds"><b>GetSelectionBounds</b></a><br>
<a href="#GetStepSize"><b>GetStepSize</b></a><br>
<a href="#HandleKey"><b>HandleKey</b></a><br>
<a href="#InitialView"><b>InitialView</b></a><br>
<a href="#MoveMode"><b>MoveMode</b></a><br>
<a href="#NewPattern"><b>NewPattern</b></a>
</td>
<td valign=top width=30> </td>
<td valign=top>
<a href="#OpenPattern"><b>OpenPattern</b></a><br>
<a href="#Paste"><b>Paste</b></a><br>
<a href="#PasteExists"><b>PasteExists</b></a><br>
<a href="#PutCells"><b>PutCells</b></a><br>
<a href="#RandomPattern"><b>RandomPattern</b></a><br>
<a href="#Reset"><b>Reset</b></a><br>
<a href="#RestoreState"><b>RestoreState</b></a><br>
<a href="#Rotate"><b>Rotate</b></a><br>
<a href="#RotatePaste"><b>RotatePaste</b></a><br>
<a href="#RotateSelection"><b>RotateSelection</b></a><br>
<a href="#RunScript"><b>RunScript</b></a><br>
<a href="#SavePattern"><b>SavePattern</b></a><br>
<a href="#SaveState"><b>SaveState</b></a><br>
<a href="#SelectAll"><b>SelectAll</b></a><br>
<a href="#SelectCell"><b>SelectCell</b></a>
</td>
<td valign=top width=30> </td>
<td valign=top>
<a href="#SelectedCell"><b>SelectedCell</b></a><br>
<a href="#SelectionExists"><b>SelectionExists</b></a><br>
<a href="#SelectMode"><b>SelectMode</b></a><br>
<a href="#SetCell"><b>SetCell</b></a><br>
<a href="#SetCellType"><b>SetCellType</b></a><br>
<a href="#SetGridSize"><b>SetGridSize</b></a><br>
<a href="#SetMessage"><b>SetMessage</b></a><br>
<a href="#SetRule"><b>SetRule</b></a><br>
<a href="#SetStepSize"><b>SetStepSize</b></a><br>
<a href="#Step"><b>Step</b></a><br>
<a href="#Update"><b>Update</b></a><br>
<a href="#ZoomIn"><b>ZoomIn</b></a><br>
<a href="#ZoomOut"><b>ZoomOut</b></a>
</td>
</tr>
</table>
</dd>
</p>
<a name="CancelPaste"></a><p><dt><b>CancelPaste()</b></dt>
<dd>
Remove any existing paste pattern.
</dd>
<a name="CancelSelection"></a><p><dt><b>CancelSelection()</b></dt>
<dd>
Deselect all selected cells.
</dd>
<a name="CheckWindowSize"></a><p><dt><b>CheckWindowSize()</b></dt>
<dd>
If the Golly window size has changed then this function resizes the overlay.
Useful in scripts that allow user interaction.
</dd>
<a name="ClearOutside"></a><p><dt><b>ClearOutside()</b></dt>
<dd>
Delete all live cells that are not selected.
</dd>
<a name="ClearSelection"></a><p><dt><b>ClearSelection()</b></dt>
<dd>
Delete all live cells that are selected.
Note that the cells remain selected.
</dd>
<a name="CopySelection"></a><p><dt><b>CopySelection()</b></dt>
<dd>
Return true if all the selected live cells can be saved in the clipboard
as an RLE3 pattern.
Return false if there are no selected live cells.
</dd>
<a name="CutSelection"></a><p><dt><b>CutSelection()</b></dt>
<dd>
Return true if all the selected live cells can be saved in the clipboard
as an RLE3 pattern. If so then all the selected live cells are deleted.
Return false if there are no selected live cells.
</dd>
<a name="DeselectCell"></a><p><dt><b>DeselectCell(<i>x, y, z</i>)</b></dt>
<dd>
Deselect the given cell.
The x,y,z coordinates are relative to the middle cell in the grid.
</dd>
<a name="DoPaste"></a><p><dt><b>DoPaste(<i>x, y, z, mode</i>)</b></dt>
<dd>
If a paste pattern exists then move it to the given position
and paste it into the grid using the given mode ("or" or "xor").
The x,y,z coordinates are relative to the middle cell in the grid
and specify the desired position of the paste boundary's minimum corner.
</dd>
<a name="DrawMode"></a><p><dt><b>DrawMode()</b></dt>
<dd>
Switch to the pencil cursor.
The next <a href="#Update">Update</a> call will display the active plane.
</dd>
<a name="FitGrid"></a><p><dt><b>FitGrid()</b></dt>
<dd>
Zoom in or out so that the entire grid will be visible.
Call <a href="#Update">Update</a> to see the result.
</dd>
<a name="FlipPaste"></a><p><dt><b>FlipPaste(<i>coordinates</i>)</b></dt>
<dd>
If the paste pattern exists then flip the given coordinates ("x", "y" or "z").
For example, if given "x" then the X coordinates of all cells in the paste pattern will be
reflected across the YZ plane running through the middle of the paste pattern.
</dd>
<a name="FlipSelection"></a><p><dt><b>FlipSelection(<i>coordinates</i>)</b></dt>
<dd>
If a selection exists then flip the given coordinates ("x", "y" or "z").
For example, if given "x" then the X coordinates of all selected cells will be
reflected across the YZ plane running through the middle of the selection.
</dd>
<a name="GetBarHeight"></a><p><dt><b>GetBarHeight()</b></dt>
<dd>
Return the combined height of the menu bar and tool bar.
The value will be 0 if the user has turned them off (by hitting the "T" key)
or switched to full screen mode.
Useful in scripts that allow user interaction.
</dd>
<a name="GetBounds"></a><p><dt><b>GetBounds()</b></dt>
<dd>
Return {} if the pattern is empty, otherwise return the minimal bounding box
of all live cells as an array with 6 values: {minx, maxx, miny, maxy, minz, maxz}.
The boundary values are relative to the middle cell in the grid.
</dd>
<a name="GetCell"></a><p><dt><b>GetCell(<i>x, y, z</i>)</b></dt>
<dd>
Return the state (0 or 1) of the given cell.
The x,y,z coordinates are relative to the middle cell in the grid.
</dd>
<a name="GetCells"></a><p><dt><b>GetCells(<i>selected</i>)</b></dt>
<dd>
Return an array of live cell coordinates in the format
{ {x1,y1,z1}, {x2,y2,z2}, ... {xn,yn,zn} }.
All coordinates are relative to the middle cell in the grid.
If there are no live cells then {} is returned.
If selected is true then only the coordinates of selected live cells will be returned.
</dd>
<a name="GetCellType"></a><p><dt><b>GetCellType()</b></dt>
<dd>
Return the current cell type: "cube", "sphere" or "point".
</dd>
<a name="GetGeneration"></a><p><dt><b>GetGeneration()</b></dt>
<dd>
Return the generation count.
</dd>
<a name="GetGridSize"></a><p><dt><b>GetGridSize()</b></dt>
<dd>
Return the current grid size (3 to 100).
</dd>
<a name="GetPasteBounds"></a><p><dt><b>GetPasteBounds()</b></dt>
<dd>
Return {} if there is no paste pattern, otherwise return its minimal bounding box
as an array with 6 values: {minx, maxx, miny, maxy, minz, maxz}.
The boundary values are relative to the middle cell in the grid.
</dd>
<a name="GetPercentage"></a><p><dt><b>GetPercentage()</b></dt>
<dd>
Return the percentage (0 to 100) given in the most recent File > Random Pattern dialog.
</dd>
<a name="GetPopulation"></a><p><dt><b>GetPopulation()</b></dt>
<dd>
Return the number of live cells in the current pattern.
</dd>
<a name="GetRule"></a><p><dt><b>GetRule()</b></dt>
<dd>
Return the current rule.
</dd>
<a name="GetSelectionBounds"></a><p><dt><b>GetSelectionBounds()</b></dt>
<dd>
Return {} if there are no selected cells, otherwise return the minimal bounding box
of all selected cells (live or dead) as an array with 6 values: {minx, maxx, miny, maxy, minz, maxz}.
The boundary values are relative to the middle cell in the grid.
</dd>
<a name="GetStepSize"></a><p><dt><b>GetStepSize()</b></dt>
<dd>
Return the current step size (1 to 100).
</dd>
<a name="HandleKey"></a><p><dt><b>HandleKey(<i>event</i>)</b></dt>
<dd>
Process the given keyboard event.
Useful in scripts that allow user interaction.
</dd>
<a name="InitialView"></a><p><dt><b>InitialView()</b></dt>
<dd>
Restore the initial view displayed by 3D.lua when it first starts up.
Call <a href="#Update">Update</a> to see the result.
</dd>
<a name="MoveMode"></a><p><dt><b>MoveMode()</b></dt>
<dd>
Switch to the hand cursor.
</dd>
<a name="NewPattern"></a><p><dt><b>NewPattern()</b></dt>
<dd>
Create a new, empty pattern.
All undo/redo history is deleted and the step size is reset to 1.
</dd>
<a name="OpenPattern"></a><p><dt><b>OpenPattern(<i>filepath</i>)</b></dt>
<dd>
Open the specified RLE3 pattern file. If the <i>filepath</i> is not supplied then
the user will be prompted to select a .rle3 file.
All undo/redo history is deleted and the step size is reset to 1.
</dd>
<a name="Paste"></a><p><dt><b>Paste()</b></dt>
<dd>
Return true if the clipboard contains a valid, non-empty pattern (RLE3 or 2D) that fits
within the current grid. If the active plane exists and the clipboard pattern is
one cell thick (in any direction) then the paste pattern is located in the middle
of the active plane, otherwise it is located in the middle of the grid.
You can then call <a href="#FlipPaste">FlipPaste</a> or
<a href="#RotatePaste">RotatePaste</a> to modify the paste pattern.
Call <a href="#DoPaste">DoPaste</a> when you want to actually paste the pattern into the grid.
</dd>
<a name="PasteExists"></a><p><dt><b>PasteExists()</b></dt>
<dd>
Return true if a paste pattern exists.
</dd>
<a name="PutCells"></a><p><dt><b>PutCells(<i>cellarray, xoffset, yoffset, zoffset</i>)</b></dt>
<dd>
Use the given array of live cell coordinates and offsets to set cells in the grid.
The array must have the same format as the one returned by <a href="#GetCells">GetCells</a>.
Any cells outside the grid are silently clipped.
</dd>
<a name="RandomPattern"></a><p><dt><b>RandomPattern(<i>percentage, fill, sphere</i>)</b></dt>
<dd>
Create a new, random pattern with the given percentage density (0 to 100) of live cells.
If fill is true then the grid is filled, otherwise there will be a gap around
the random object (this makes it easier to detect an explosive rule).
If sphere is true then a spherical object is created rather than a cube.
If no parameters are supplied then the user will be prompted for them.
All undo/redo history is deleted and the step size is reset to 1.
</dd>
<a name="Reset"></a><p><dt><b>Reset()</b></dt>
<dd>
Restore the starting generation and step size.
</dd>
<a name="RestoreState"></a><p><dt><b>RestoreState(<i>state</i>)</b></dt>
<dd>
Restore the state saved earlier by <a href="#SaveState">SaveState</a>.
</dd>
<a name="Rotate"></a><p><dt><b>Rotate(<i>xdegrees, ydegrees, zdegrees</i>)</b></dt>
<dd>
Rotate the grid axes by the given amounts (integers from -359 to +359).
Call <a href="#Update">Update</a> to see the result.
</dd>
<a name="RotatePaste"></a><p><dt><b>RotatePaste(<i>axis</i>)</b></dt>
<dd>
If the paste pattern exists then rotate it 90 degrees clockwise
about the given axis ("x", "y" or "z").
</dd>
<a name="RotateSelection"></a><p><dt><b>RotateSelection(<i>axis</i>)</b></dt>
<dd>
If a selection exists then rotate it 90 degrees clockwise
about the given axis ("x", "y" or "z").
</dd>
<a name="RunScript"></a><p><dt><b>RunScript(<i>filepath</i>)</b></dt>
<dd>
Run the specified .lua file, but only if the string "3D.lua" occurs
somewhere in a comment on the first line of the file.
If the <i>filepath</i> is not supplied then the user will be prompted
to select a .lua file.
</dd>
<a name="SavePattern"></a><p><dt><b>SavePattern(<i>filepath</i>)</b></dt>
<dd>
Save the current pattern in a specified RLE3 file. If the <i>filepath</i>
is not supplied then the user will be prompted for its name and location.
</dd>
<a name="SaveState"></a><p><dt><b>SaveState()</b></dt>
<dd>
Return an object representing the current state. The object can be given
later to <a href="#RestoreState">RestoreState</a> to restore the saved state.
The saved information includes the grid size, the active plane's orientation
and position, the cursor mode, the rule, the pattern and its generation count,
the step size, the selection, and the paste pattern.
</dd>
<a name="SelectAll"></a><p><dt><b>SelectAll()</b></dt>
<dd>
Select all live cells. If there are no live cells then any existing selection
is removed.
</dd>
<a name="SelectCell"></a><p><dt><b>SelectCell(<i>x, y, z</i>)</b></dt>
<dd>
Select the given cell.
The x,y,z coordinates are relative to the middle cell in the grid.
</dd>
<a name="SelectedCell"></a><p><dt><b>SelectedCell(<i>x, y, z</i>)</b></dt>
<dd>
Return true if the given cell is selected (live or dead).
</dd>
<a name="SelectionExists"></a><p><dt><b>SelectionExists()</b></dt>
<dd>
Return true if at least one cell is selected (live or dead).
</dd>
<a name="SelectMode"></a><p><dt><b>SelectMode()</b></dt>
<dd>
Switch to the cross-hairs cursor.
The next <a href="#Update">Update</a> call will display the active plane.
</dd>
<a name="SetCell"></a><p><dt><b>SetCell(<i>x, y, z, state</i>)</b></dt>
<dd>
Set the given cell to the given state (0 or 1).
If the state is not supplied then it defaults to 1.
The x,y,z coordinates are relative to the middle cell in the grid.
</dd>
<a name="SetCellType"></a><p><dt><b>SetCellType(<i>string</i>)</b></dt>
<dd>
Set the cell type to "cube", "sphere" or "point".
</dd>
<a name="SetGridSize"></a><p><dt><b>SetGridSize(<i>newsize</i>)</b></dt>
<dd>
Change the grid size to the new value (3 to 100).
If the <i>newsize</i> is not supplied then the user will be prompted for a value.
</dd>
<a name="SetMessage"></a><p><dt><b>SetMessage(<i>msg</i>)</b></dt>
<dd>
The given string will be displayed by the next <a href="#Update">Update</a> call.
Call SetMessage(nil) to clear the message.
</dd>
<a name="SetRule"></a><p><dt><b>SetRule(<i>rule</i>)</b></dt>
<dd>
Switch to the given rule. If <i>rule</i> is not supplied the default rule
is used (3D5..7/6).
</dd>
<a name="SetStepSize"></a><p><dt><b>SetStepSize(<i>newsize</i>)</b></dt>
<dd>
Set the step size to the given value (1 to 100).
</dd>
<a name="Step"></a><p><dt><b>Step(<i>n</i>)</b></dt>
<dd>
While the population is > 0 calculate the next <i>n</i> generations.
If <i>n</i> is not supplied it defaults to 1.
</dd>
<a name="Update"></a><p><dt><b>Update()</b></dt>
<dd>
Update the display. Note that 3D.lua automatically updates the display
when a script finishes, so there's no need to call Update() at the
end of a script.
</dd>
<a name="ZoomIn"></a><p><dt><b>ZoomIn()</b></dt>
<dd>
Zoom in by incrementing the cell size.
Useful in scripts that allow user interaction.
</dd>
<a name="ZoomOut"></a><p><dt><b>ZoomOut()</b></dt>
<dd>
Zoom out by decrementing the cell size.
Useful in scripts that allow user interaction.
</dd>
<p><a name="coords"></a><br>
<font size=+1><b>Cell coordinates</b></font>
<p>
Many of the above script functions accept or return cell coordinates.
All coordinates are relative to the middle cell in the grid, so a call
like SetCell(0,0,0,1) will turn on the middle cell.
If N is the grid size then the minimum coordinate value is -floor(N/2)
and the maximum coordinate value is floor((N-1)/2).
<p>
The following snippet creates a diagonal line of cells from the
grid corner with the minimum cell coordinates to the corner with
the maximum cell coordinates:
<dd><table border=0><pre>
-- for 3D.lua
local N = GetGridSize()
for c = -(N//2), (N-1)//2 do
SetCell(c, c, c, 1)
end</pre></table></dd>
<p><a name="rules"></a><br>
<font size=+1><b>Supported rules</b></font>
<p>
3D.lua supports rules that use a number of different neighborhoods:
<p><ul>
<li>
The Moore neighborhood consists of the 26 cells that form a cube around a central cell.
<li>
The Face neighborhood consists of the 6 cells adjacent to the faces of a cube
(this is the 3D version of the von Neumann neighborhood).
<li>
The Corner neighborhood consists of the 8 cells adjacent to the corners of a cube.
<li>
The Edge neighborhood consists of the 12 cells adjacent to the edges of a cube.
<li>
The Hexahedral neighborhood simulates 12 spheres packed around a central sphere.
Because it is simulating a hexahedral tessellation in a cubic grid, this neighborhood
is not orthogonally symmetric, so flipping or rotating a pattern can change the way it evolves.
<li>
The Busy Boxes neighborhood is rather complicated. Follow the links below if you
want to know all the gory details.
</ul>
<p>
Use Control > Set Rule to change the current rule.
You can quickly restore 3D.lua's default rule (3D5..7/6) by simply deleting
the current rule and hitting OK.
<p><a name="moore"></a><br>
<font size=+1><b>Moore neighborhood</b></font>
<p>
Rules in this neighborhood are strings of the form "3DS,S,S,.../B,B,B,...".
The S values are the counts of neighboring live cells required
for a live cell to survive in the next generation.
The B values are the counts of neighboring live cells required for
birth; ie. a dead cell will become a live cell in the next generation.
Each cell has 26 neighbors so the S counts are from 0 to 26
and the B counts are from 1 to 26 (birth on 0 is not allowed).
Note that the Moore neighborhood is the combination of the Face+Corner+Edge neighborhoods.
<p>
Contiguous counts can be specified as a range, so a rule like
3D4,5,6,7,9/4,5,7 can be entered as 3D4..7,9/4,5,7 (this is the
canonical version).
<p><a name="face"></a><br>
<font size=+1><b>Face neighborhood</b></font>
<p>
Rules in this neighborhood use the same syntax as the Moore neighborhood
but with "F" appended. For example: 3D0..6/1,3F.
Each cell has 6 neighbors so the S counts are from 0 to 6 and the
B counts are from 1 to 6 (again, birth on 0 is not allowed).
<p><a name="corner"></a><br>
<font size=+1><b>Corner neighborhood</b></font>
<p>
Rules use the same syntax as the Moore neighborhood but with "C" appended.
Each cell has 8 neighbors so the S counts are from 0 to 8 and the
B counts are from 1 to 8.
<p><a name="edge"></a><br>
<font size=+1><b>Edge neighborhood</b></font>
<p>
Rules use the same syntax as the Moore neighborhood but with "E" appended.
Each cell has 12 neighbors so the S counts are from 0 to 12 and the
B counts are from 1 to 12.
<p><a name="hex"></a><br>
<font size=+1><b>Hexahedral neighborhood</b></font>
<p>
Rules use the same syntax as the Moore neighborhood but with "H" appended.
Each cell has 12 neighbors so the S counts are from 0 to 12 and the
B counts are from 1 to 12.
<p><a name="busy"></a><br>
<font size=+1><b>Busy Boxes</b></font>
<p>
Busy Boxes is a 3D reversible CA created by Ed Fredkin and Daniel B. Miller.
3D.lua supports two rules: BusyBoxes and BusyBoxesW. The first rule uses a
"mirror" mode where gliders are reflected back when they reach a grid boundary.
The second rule is for "wrap" mode where gliders can cross a boundary and appear
in the opposite side of the grid.
<p>
Each cell in the grid is either odd or even, depending on whether the sum of the
cell's x,y,z coordinates is odd or even.
3D.lua uses cyan for odd cells and magenta for even cells (Fredkin and Miller use
blue and red but these colors are used by 3D.lua to display paste patterns
and the active plane).
<p>
Each generation of a Busy Boxes pattern is in one of six phases, numbered 0 to 5.
In even phases, only even (magenta) cells can move.
In odd phases, only odd (cyan) cells can move.
In phases 0 and 3, movement can only occur in the XY plane.
In phases 1 and 4 movement can only occur in the YZ plane.
In phases 2 and 5, movement can only occur in the XZ plane.
For each diagonally opposite pair of cells in the current plane, if a live cell exists
at either of the pair's knight move positions, then the states of the two cells can be swapped.
However, this only happens if there is no other possible swap for either cell.
<p>
For a pattern with a sparse or small population it's quite likely that no swaps
are possible in a particular phase. Or the only valid swaps might be between
two empty cells or two live cells. Either way, the pattern won't change.
At each generation, a live cell can only move into a diagonally opposite empty cell
(and only in the same orthogonal plane).
This also means that the initial population never changes.
For more details see the <a href="http://www.busyboxes.org/faq.html">Busy Boxes FAQ</a>
and the papers listed in the <a href="#refs">references</a>.
<p><a name="rle3"></a><br>
<font size=+1><b>RLE3 file format</b></font>
<p>
3D.lua can read and write patterns as text files with a .rle3 extension.
The file format is known as RLE3 and is a simple extension of the well-known
RLE format used by Golly:
<p>
<ul>
<li>
The first line must start with "3D" and be followed by a number of "keyword=value"
pairs separated by spaces. The valid keywords are:
<p><table border=0 cellspacing=0 cellpadding=0>
<tr><td> version=<i>i</i> </td> <td> — specifies the file format version (currently 1)</td></tr>
<tr><td> size=<i>N</i> </td> <td> — specifies the grid dimensions (<i>N</i>x<i>N</i>x<i>N</i>)</td></tr>
<tr><td> pos=<i>x,y,z</i> </td> <td> — specifies the pattern's position within the grid</td></tr>
<tr><td> gen=<i>g</i> </td> <td> — specifies the generation number</td></tr>
<tr><td> </td></tr>
</table>
<li>
If the pos and gen keywords are not present then their values are set to 0.
Any unknown keywords are simply ignored.
<li>
The first line can be followed by optional comment lines starting with "#".
<li>
Then comes a line specifying the pattern's size and the 3D rule string:
<p><table border=0 cellspacing=0 cellpadding=0>
<tr><td> x=<i>width</i> y=<i>height</i> z=<i>depth</i> rule=<i>string</i></td></tr>
<tr><td> </td></tr>
</table>
<li>
The remaining lines contain the pattern data in a run-length encoded format.
The only difference to the standard RLE format is the use of "/"
to move to the next plane (ie. increase the z coordinate).
<li>
Any empty lines (after the first line) are ignored.
</ul>
<p>
The following is a small example of the RLE3 file format.
You can either save it in a .rle3 file, or copy it to the clipboard
and type shift-O (after returning to the 3D.lua window):
<dd><table border=0><pre>
3D version=1 size=40 pos=19,18,18
# A 10c/10 orthogonal spaceship.
# Found by Andrew Trevorrow in April, 2018.
x=2 y=4 z=4 rule=3D4,7/5,8
$bo$bo/bo$bo$bo$oo/oo$bo$bo$bo/$bo$bo!</pre></table></dd>
<p><a name="refs"></a><br>
<font size=+1><b>Credits and references</b></font>
<p>
3D.lua was inspired by the work of Carter Bays and his colleagues:
<p>
Candidates for the Game of Life in Three Dimensions<br>
<a href="http://www.complex-systems.com/pdf/01-3-1.pdf">http://www.complex-systems.com/pdf/01-3-1.pdf</a>
<p>
Patterns for Simple Cellular Automata in a Universe of Dense-Packed Spheres<br>
<a href="http://www.complex-systems.com/pdf/01-5-1.pdf">http://www.complex-systems.com/pdf/01-5-1.pdf</a>
<p>
Classification of Semitotalistic Cellular Automata in Three Dimensions<br>
<a href="http://www.complex-systems.com/pdf/02-2-6.pdf">http://www.complex-systems.com/pdf/02-2-6.pdf</a>
<p>
A Note on the Discovery of a New Game of Three-dimensional Life<br>
<a href="http://www.complex-systems.com/pdf/02-3-1.pdf">http://www.complex-systems.com/pdf/02-3-1.pdf</a>
<p>
The Discovery of a New Glider for the Game of Three-Dimensional Life<br>
<a href="http://www.complex-systems.com/pdf/04-6-2.pdf">http://www.complex-systems.com/pdf/04-6-2.pdf</a>
<p>
Further Notes on the Game of Three-Dimensional Life<br>
<a href="http://www.complex-systems.com/pdf/08-1-4.pdf">http://www.complex-systems.com/pdf/08-1-4.pdf</a>
<p>
A Note About the Discovery of Many New Rules for the Game of Three-Dimensional Life<br>
<a href="http://wpmedia.wolfram.com/uploads/sites/13/2018/02/16-4-7.pdf">http://wpmedia.wolfram.com/uploads/sites/13/2018/02/16-4-7.pdf</a>
<p>
References for Busy Boxes:
<p>
Website: <a href="http://www.busyboxes.org">http://www.busyboxes.org</a>
<p>
Two State, Reversible, Universal Cellular Automata In Three Dimensions<br>
<a href="https://arxiv.org/ftp/nlin/papers/0501/0501022.pdf">https://arxiv.org/ftp/nlin/papers/0501/0501022.pdf</a>
<p>
Circular Motion of Strings in Cellular Automata, and Other Surprises<br>
<a href="https://arxiv.org/abs/1206.2060">https://arxiv.org/abs/1206.2060</a>
</body></html>
]]
if g.os() == "Mac" then
htmldata = htmldata:gsub(" enter ", " return ")
htmldata = htmldata:gsub(" alt", " option")
htmldata = htmldata:gsub("ctrl", "cmd")
end
local htmlfile = g.getdir("temp").."3D.html"
local f = io.open(htmlfile,"w")
if not f then
g.warn("Failed to create 3D.html!", false)
return
end
f:write(htmldata)
f:close()
g.open(htmlfile)
end
--------------------------------------------------------------------------------
function SetCursor(cursor)
if currcursor ~= cursor then
RememberCurrentState()
currcursor = cursor
if not arrow_cursor then ov("cursor "..currcursor) end
CheckIfGenerating()
end
end
--------------------------------------------------------------------------------
function DrawMode()
-- called when drawbox is clicked
SetCursor(drawcursor)
Refresh()
end
--------------------------------------------------------------------------------
function SelectMode()
-- called when selectbox is clicked
SetCursor(selectcursor)
Refresh()
end
--------------------------------------------------------------------------------
function MoveMode()
-- called when movebox is clicked
SetCursor(movecursor)
Refresh()
end
--------------------------------------------------------------------------------
function CycleCursor()
-- cycle to next cursor mode
if currcursor == drawcursor then
SelectMode()
elseif currcursor == selectcursor then
MoveMode()
else -- currcursor == movecursor
DrawMode()
end
end
----------------------------------------------------------------------
function CycleCellType()
if celltype == "cube" then
celltype = "sphere"
elseif celltype == "sphere" then
celltype = "point"
else -- celltype == "point"
celltype = "cube"
end
ViewChanged(false)
Refresh()
end
----------------------------------------------------------------------
function SetCellType(newtype)
if newtype == "cube" then
celltype = newtype
elseif newtype == "sphere" then
celltype = newtype
elseif newtype == "point" then
celltype = newtype
end
ViewChanged(false)
Refresh()
end
----------------------------------------------------------------------
function ToggleAxes()
showaxes = not showaxes
Refresh()
end
----------------------------------------------------------------------
function ToggleLines()
showlines = not showlines
Refresh()
end
----------------------------------------------------------------------
function ToggleDepthShading()
depthshading = not depthshading
InitDepthShading()
ViewChanged(false)
Refresh()
end
----------------------------------------------------------------------
function ToggleToolBar()
if toolbarht > 0 then
toolbarht = 0
midy = int(ovht/2)
-- hide all the controls
mbar.hide()
ssbutton.hide()
s1button.hide()
resetbutton.hide()
fitbutton.hide()
undobutton.hide()
redobutton.hide()
drawbox.hide()
selectbox.hide()
movebox.hide()
stepslider.hide()
exitbutton.hide()
helpbutton.hide()
else
toolbarht = mbarht+buttonht+gap*2
midy = int(ovht/2 + toolbarht/2)
end
Refresh()
end
----------------------------------------------------------------------
function ExitScript()
if dirty and scriptlevel == 0 then
local answer = g.savechanges("Save your changes?",
"If you don't save, the changes will be lost.")
if answer == "yes" then
SavePattern()
if dirty then
-- error occurred or user hit Cancel in g.savedialog
return
end
elseif answer == "no" then
g.exit()
else -- answer == "cancel"
return
end
end
g.exit()
end
----------------------------------------------------------------------
--[[ no longer used, but might come in handy
local function PointInPolygon(x, y, vertices)
-- return true if the given mouse position is inside the given polygon
-- (see https://stackoverflow.com/questions/31730923/check-if-point-lies-in-polygon-lua)
local inside = false
local n = #vertices
local j = n
for i = 1, n do
local pix = projectedx[ vertices[i] ]
local piy = projectedy[ vertices[i] ]
local pjx = projectedx[ vertices[j] ]
local pjy = projectedy[ vertices[j] ]
if (piy < y and pjy >= y) or
(pjy < y and piy >= y) then
if pix + (y - piy) / (pjy - piy) * (pjx - pix) < x then
inside = not inside
end
end
j = i
end
return inside
end
--]]
----------------------------------------------------------------------
local function PointInTriangle(x, y, A, B, C)
-- return true if x,y is inside the given triangle
-- (see https://stackoverflow.com/questions/2049582/how-to-determine-if-a-point-is-in-a-2d-triangle)
local ax, ay = projectedx[A], projectedy[A]
local bx, by = projectedx[B], projectedy[B]
local cx, cy = projectedx[C], projectedy[C]
local as_x = x - ax
local as_y = y - ay
local s_ab = (bx-ax)*as_y - (by-ay)*as_x >= 0
if (cx-ax)*as_y - (cy-ay)*as_x > 0 == s_ab then return false end
if (cx-bx)*(y-by) - (cy-by)*(x-bx) > 0 ~= s_ab then return false end
return true
end
----------------------------------------------------------------------
local function PointInFace(x, y, P, Q, R, S)
-- return true if x,y is inside the given face (a parallelogram)
return PointInTriangle(x, y, P, Q, R) or PointInTriangle(x, y, R, S, P)
end
----------------------------------------------------------------------
local function IntersectionPoint(x1,y1, x2,y2, x3,y3, x4,y4)
-- return the intersection point of 2 line segments
-- (see http://paulbourke.net/geometry/pointlineplane/pdb.c)
local denom = (y4-y3) * (x2-x1) - (x4-x3) * (y2-y1)
local numera = (x4-x3) * (y1-y3) - (y4-y3) * (x1-x3)
local numerb = (x2-x1) * (y1-y3) - (y2-y1) * (x1-x3)
-- check if the lines are coincident
if abs(numera) < 0.0001 and abs(numerb) < 0.0001 and abs(denom) < 0.0001 then
return (x1 + x2) / 2, (y1 + y2) / 2
end
local mua = numera / denom
return x1 + mua * (x2 - x1), y1 + mua * (y2 - y1)
end
----------------------------------------------------------------------
local function FindActiveCell(x, y, face)
-- return cell coordinates of the active cell containing x,y
-- which is somewhere inside the given face
local mid = N//2
local shift = N*CELLSIZE
local hcells = N
local vcells = N
local xoffset = 0
local yoffset = 0
local zoffset = 0
local Pv, Qv, Sv
local Px, Py, Qx, Qy, Sx, Sy
local Ix, Iy, Jx, Jy
local x1, y1, x2, y2
local A, B, a, b
local cx, cy, cz
local function CalculateAaBb()
-- to find which cell contains x,y we need to calculate lengths A,a,B,b:
-- (in this diagram hcells is 5 and vcells is 3, but for the given face
-- the values are either 1 or N because the active plane is 1 cell thick)
--
-- S ___________________________________
-- / / / / / /
-- / / / / / /
-- /______/______/______/______/______/
-- J /------/------/------/-*x,y / /
-- / / / / / / / /
-- / /______/______/______/_/____/______/
-- B // / / / / / /
-- / b/ / / / / / /
-- / //______/______/______/_/____/______/
-- P --a--- I Q
-- ---------A------------
--
Px, Py = projectedx[Pv], projectedy[Pv]
Qx, Qy = projectedx[Qv], projectedy[Qv]
Sx, Sy = projectedx[Sv], projectedy[Sv]
-- find intersection point of PQ and line containing x,y parallel to PS
-- (we must ensure x1,y1 and x2,y2 are outside the face's edges)
x1 = x - (Sx - Px) * shift
y1 = y - (Sy - Py) * shift
x2 = x + (Sx - Px) * shift
y2 = y + (Sy - Py) * shift
Ix, Iy = IntersectionPoint(Px, Py, Qx, Qy, x1, y1, x2, y2)
-- find intersection point of PS and line containing x,y parallel to PQ
-- (we must ensure x1,y1 and x2,y2 are outside the face's edges)
x1 = x - (Qx - Px) * shift
y1 = y - (Qy - Py) * shift
x2 = x + (Qx - Px) * shift
y2 = y + (Qy - Py) * shift
Jx, Jy = IntersectionPoint(Px, Py, Sx, Sy, x1, y1, x2, y2)
A = sqrt( (Ix-Px)^2 + (Iy-Py)^2 )
B = sqrt( (Jx-Px)^2 + (Jy-Py)^2 )
a = sqrt( (Qx-Px)^2 + (Qy-Py)^2 ) / hcells
b = sqrt( (Sx-Px)^2 + (Sy-Py)^2 ) / vcells
end
if activeplane == "XY" then
-- F and B faces have N*N cells, the other faces (TULR) have N cells;
-- we only need to use 3 vertices in each face, but they have to be
-- chosen carefully so that the vectors PQ and PS span the parallelogram
if face == "F" then
Pv, Qv, Sv = 1, 7, 3 -- front vertices of active plane
elseif face == "B" then
Pv, Qv, Sv = 2, 8, 4 -- back vertices
elseif face == "T" then
Pv, Qv, Sv = 3, 5, 4 -- top vertices
vcells = 1
yoffset = N-1
elseif face == "U" then
Pv, Qv, Sv = 1, 7, 2 -- underneath (ie. bottom) vertices
vcells = 1
elseif face == "L" then
Pv, Qv, Sv = 1, 2, 3 -- left vertices
hcells = 1
elseif face == "R" then
Pv, Qv, Sv = 7, 8, 5 -- right vertices
hcells = 1
xoffset = N-1
end
CalculateAaBb()
cx = floor(A / a) + xoffset; if cx >= N then cx = N-1 end
cy = floor(B / b) + yoffset; if cy >= N then cy = N-1 end
cx = cx - mid
cy = cy - mid
cz = activepos
elseif activeplane == "YZ" then
-- L and R faces have N*N cells, the other faces (TUFB) have N cells
if face == "L" then
Pv, Qv, Sv = 2, 1, 4 -- left vertices
elseif face == "R" then
Pv, Qv, Sv = 8, 7, 6 -- right vertices
elseif face == "T" then
Pv, Qv, Sv = 6, 5, 4 -- top vertices
vcells = 1
yoffset = N-1
elseif face == "U" then
Pv, Qv, Sv = 8, 7, 2 -- underneath (ie. bottom) vertices
vcells = 1
elseif face == "F" then
Pv, Qv, Sv = 1, 7, 3 -- front vertices
hcells = 1
zoffset = N-1
elseif face == "B" then
Pv, Qv, Sv = 2, 8, 4 -- back vertices
hcells = 1
end
CalculateAaBb()
cy = floor(B / b) + yoffset; if cy >= N then cy = N-1 end
cz = floor(A / a) + zoffset; if cz >= N then cz = N-1 end
cy = cy - mid
cz = cz - mid
cx = activepos
else -- activeplane == "XZ"
-- T and U faces have N*N cells, the other faces (FBLR) have N cells
if face == "T" then
Pv, Qv, Sv = 4, 6, 3 -- top vertices
elseif face == "U" then
Pv, Qv, Sv = 2, 8, 1 -- underneath (ie. bottom) vertices
elseif face == "F" then
Pv, Qv, Sv = 1, 7, 3 -- front vertices
vcells = 1
zoffset = N-1
elseif face == "B" then
Pv, Qv, Sv = 4, 6, 2 -- back vertices
vcells = 1
elseif face == "L" then
Pv, Qv, Sv = 4, 2, 3 -- left vertices
hcells = 1
elseif face == "R" then
Pv, Qv, Sv = 6, 8, 5 -- right vertices
hcells = 1
xoffset = N-1
end
CalculateAaBb()
cx = floor(A / a) + xoffset; if cx >= N then cx = N-1 end
cz = floor(B / b) + zoffset; if cz >= N then cz = N-1 end
cx = cx - mid
cz = cz - mid
cy = activepos
end
-- return user coordinates (displayed later by Refresh)
return cx, cy, cz
end
----------------------------------------------------------------------
function FindFace(mousex, mousey, box)
-- create given box's rotated and projected vertices
for i = 1, 8 do
rotx[i], roty[i], rotz[i] = TransformPoint(box[i])
projectedx[i] = round( rotx[i] ) + midx
projectedy[i] = round( roty[i] ) + midy
end
-- find which face of given box contains mousex,mousey (if any);
-- note that up to 3 faces (all parallelograms) are visible
local face = ""
if rotz[1] < rotz[2] then
-- front face is visible
if PointInFace(mousex, mousey, 1,3,5,7) then face = "F" end
else
-- back face is visible
if PointInFace(mousex, mousey, 8,6,4,2) then face = "B" end
end
if #face == 0 then
-- not in front/back face, so try right and left
if rotz[5] < rotz[3] then
-- right face is visible
if PointInFace(mousex, mousey, 5,6,8,7) then face = "R" end
else
-- left face is visible
if PointInFace(mousex, mousey, 1,2,4,3) then face = "L" end
end
end
if #face == 0 then
-- not in front/back/right/left so try top and bottom
if rotz[5] < rotz[7] then
-- top face is visible
if PointInFace(mousex, mousey, 5,3,4,6) then face = "T" end
else
-- bottom face is visible (use U for underneath; B is for back)
if PointInFace(mousex, mousey, 1,7,8,2) then face = "U" end
end
end
return face -- empty/F/B/R/L/T/U
end
----------------------------------------------------------------------
local function InsideActiveCell(mousex, mousey)
-- if the given mouse position is inside the active plane then
-- return a string containing the cell coords in the format "x,y,z"
-- otherwise return an empty string
-- create a box enclosing all active cells using same vertex order as CreateCube
local x = minactivex * CELLSIZE - MIDGRID
local y = minactivey * CELLSIZE - MIDGRID
local z = minactivez * CELLSIZE - MIDGRID
local xlen = (maxactivex - minactivex + 1) * CELLSIZE
local ylen = (maxactivey - minactivey + 1) * CELLSIZE
local zlen = (maxactivez - minactivez + 1) * CELLSIZE
local activebox = {
{x , y , z+zlen}, -- v1
{x , y , z }, -- v2
{x , y+ylen, z+zlen}, -- v3
{x , y+ylen, z }, -- v4
{x+xlen, y+ylen, z+zlen}, -- v5
{x+xlen, y+ylen, z }, -- v6
{x+xlen, y , z+zlen}, -- v7
{x+xlen, y , z } -- v8
}
-- test if mousex,mousey is inside a visible face of activebox
local face = FindFace(mousex, mousey, activebox)
if #face > 0 then
-- determine which active cell contains mousex,mousey
local cx, cy, cz = FindActiveCell(mousex, mousey, face)
return cx..","..cy..","..cz
else
return ""
end
end
----------------------------------------------------------------------
function StartDrawing(mousex, mousey)
local oldcell = activecell
activecell = InsideActiveCell(mousex, mousey)
if #activecell > 0 then
RememberCurrentState()
-- toggle the state of the clicked cell
local x, y, z = split(activecell, ",")
local mid = N//2
x = tonumber(x) + mid
y = tonumber(y) + mid
z = tonumber(z) + mid
local pos = x + N * (y + N * z)
if grid1[pos] then
-- death
grid1[pos] = nil
popcount = popcount - 1
dirty = true
minimal_live_bounds = false
drawstate = 0
else
-- birth
SetLiveCell(x, y, z) -- sets dirty = true
drawstate = 1
end
Refresh()
prevactive = activecell
return true
else
if activecell ~= oldcell then Refresh() end
return false
end
end
----------------------------------------------------------------------
function StartSelecting(mousex, mousey)
local oldcell = activecell
activecell = InsideActiveCell(mousex, mousey)
if #activecell > 0 then
RememberCurrentState()
-- toggle the selection state of the clicked cell
local x, y, z = split(activecell, ",")
local mid = N//2
x = tonumber(x) + mid
y = tonumber(y) + mid
z = tonumber(z) + mid
local pos = x + N * (y + N * z)
if selected[pos] then
-- deselect
selected[pos] = nil
selcount = selcount - 1
minimal_sel_bounds = false
selstate = false
else
selected[pos] = true
selcount = selcount + 1
UpdateSelectionBoundary(x, y, z)
selstate = true
end
Refresh()
prevactive = activecell
return true
else
if activecell ~= oldcell then Refresh() end
return false
end
end
----------------------------------------------------------------------
function SetLine(x1, y1, z1, x2, y2, z2, setfunction, state)
-- draw/erase/select/deselect a line of cells from x1,y1,z1 to x2,y2,z2
-- using a 3D version of Bresenham's algorithm
-- (note that x1,y1,z1 has already been set and x2,y2,z2 is a different cell)
local dx = x2 - x1
local dy = y2 - y1
local dz = z2 - z1
local xinc = 1; if dx < 0 then xinc = -1 end
local yinc = 1; if dy < 0 then yinc = -1 end
local zinc = 1; if dz < 0 then zinc = -1 end
local ax = abs(dx)
local ay = abs(dy)
local az = abs(dz)
local dx2 = ax * 2
local dy2 = ay * 2
local dz2 = az * 2
if ax >= ay and ax >= az then
local e1 = dy2 - ax
local e2 = dz2 - ax
while x1 ~= x2 do
setfunction(x1, y1, z1, state)
if e1 > 0 then
y1 = y1 + yinc
e1 = e1 - dx2
end
if e2 > 0 then
z1 = z1 + zinc
e2 = e2 - dx2
end
e1 = e1 + dy2
e2 = e2 + dz2
x1 = x1 + xinc
end
elseif ay >= ax and ay >= az then
local e1 = dx2 - ay
local e2 = dz2 - ay
while y1 ~= y2 do
setfunction(x1, y1, z1, state)
if e1 > 0 then
x1 = x1 + xinc
e1 = e1 - dy2
end
if e2 > 0 then
z1 = z1 + zinc
e2 = e2 - dy2
end
e1 = e1 + dx2
e2 = e2 + dz2
y1 = y1 + yinc
end
else
local e1 = dy2 - az
local e2 = dx2 - az
while z1 ~= z2 do
setfunction(x1, y1, z1, state)
if e1 > 0 then
y1 = y1 + yinc
e1 = e1 - dz2
end
if e2 > 0 then
x1 = x1 + xinc
e2 = e2 - dz2
end
e1 = e1 + dy2
e2 = e2 + dx2
z1 = z1 + zinc
end
end
setfunction(x1, y1, z1, state)
end
----------------------------------------------------------------------
function DrawCells(mousex, mousey)
-- draw/erase cells in active plane
local oldcell = activecell
activecell = InsideActiveCell(mousex, mousey)
if #activecell > 0 and activecell ~= prevactive then
-- mouse has moved to a different cell
local mid = N//2
local x, y, z = split(activecell, ",")
x = tonumber(x) + mid
y = tonumber(y) + mid
z = tonumber(z) + mid
-- draw/erase a line of cells from prevactive to activecell
local prevx, prevy, prevz = split(prevactive, ",")
prevx = tonumber(prevx) + mid
prevy = tonumber(prevy) + mid
prevz = tonumber(prevz) + mid
SetLine(prevx, prevy, prevz, x, y, z, SetCellState, drawstate)
Refresh()
prevactive = activecell
else
if activecell ~= oldcell then Refresh() end
end
end
----------------------------------------------------------------------
function SelectCells(mousex, mousey)
-- select/deselect cells in active plane
local oldcell = activecell
activecell = InsideActiveCell(mousex, mousey)
if #activecell > 0 and activecell ~= prevactive then
-- mouse has moved to a different cell
local x, y, z = split(activecell, ",")
local mid = N//2
x = tonumber(x) + mid
y = tonumber(y) + mid
z = tonumber(z) + mid
-- select/deselect a line of cells from prevactive to activecell
local prevx, prevy, prevz = split(prevactive, ",")
prevx = tonumber(prevx) + mid
prevy = tonumber(prevy) + mid
prevz = tonumber(prevz) + mid
SetLine(prevx, prevy, prevz, x, y, z, SetSelection, selstate)
Refresh()
prevactive = activecell
else
if activecell ~= oldcell then Refresh() end
end
end
----------------------------------------------------------------------
function StartDraggingPaste(mousex, mousey)
-- test if mouse click is in a paste cell
local NN = N*N
for k,_ in pairs(pastepatt) do
local px, py = GetMidPoint(k%N, (k//N)%N, k//NN)
if abs(px - mousex) < HALFCELL and
abs(py - mousey) < HALFCELL then
-- create a box enclosing all paste cells using same vertex order as CreateCube
local x = minpastex * CELLSIZE - MIDGRID
local y = minpastey * CELLSIZE - MIDGRID
local z = minpastez * CELLSIZE - MIDGRID
local xlen = (maxpastex - minpastex + 1) * CELLSIZE
local ylen = (maxpastey - minpastey + 1) * CELLSIZE
local zlen = (maxpastez - minpastez + 1) * CELLSIZE
local pastebox = {
{x , y , z+zlen}, -- v1
{x , y , z }, -- v2
{x , y+ylen, z+zlen}, -- v3
{x , y+ylen, z }, -- v4
{x+xlen, y+ylen, z+zlen}, -- v5
{x+xlen, y+ylen, z }, -- v6
{x+xlen, y , z+zlen}, -- v7
{x+xlen, y , z } -- v8
}
-- return the face containing mousex,mousey
return FindFace(mousex, mousey, pastebox)
end
end
return ""
end
----------------------------------------------------------------------
function MovePastePattern(deltax, deltay, deltaz)
-- move the paste pattern by the given amounts, if possible
if minpastex + deltax < 0 then deltax = -minpastex end
if minpastey + deltay < 0 then deltay = -minpastey end
if minpastez + deltaz < 0 then deltaz = -minpastez end
if maxpastex + deltax >= N then deltax = N-1 - maxpastex end
if maxpastey + deltay >= N then deltay = N-1 - maxpastey end
if maxpastez + deltaz >= N then deltaz = N-1 - maxpastez end
if deltax == 0 and deltay == 0 and deltaz == 0 then return end
minpastex = minpastex + deltax
minpastey = minpastey + deltay
minpastez = minpastez + deltaz
maxpastex = maxpastex + deltax
maxpastey = maxpastey + deltay
maxpastez = maxpastez + deltaz
local pcells = GetPasteCells()
local mid = N//2
pastepatt = {}
for _, xyz in ipairs(pcells) do
local x = xyz[1] + mid + deltax
local y = xyz[2] + mid + deltay
local z = xyz[3] + mid + deltaz
pastepatt[ x + N * (y + N * z) ] = true
end
Refresh()
end
----------------------------------------------------------------------
function DragPaste(mousex, mousey, prevx, prevy, face)
-- create a large temporary active plane parallel to given face
local oldN = N
local oldplane = activeplane
local oldpos = activepos
N = N*3
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
if face == "F" or face == "B" then
-- mouse in front/back face
SetActivePlane("XY", 0)
elseif face == "T" or face == "U" then
-- mouse in top/bottom face
SetActivePlane("XZ", 0)
else
-- mouse in left/right face
SetActivePlane("YZ", 0)
end
-- find the cell locations of mousex,mousey and prevx,prevy in the temporary plane
local oldcell = InsideActiveCell(prevx, prevy)
local newcell = InsideActiveCell(mousex, mousey)
-- restore the original active plane
N = oldN
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
SetActivePlane(oldplane, oldpos)
-- check if mouse stayed in same cell, or moved outside temporary plane
if oldcell == newcell or #oldcell == 0 or #newcell == 0 then
return
end
-- calculate how many cells the mouse has moved
local oldx, oldy, oldz = split(oldcell,",")
local newx, newy, newz = split(newcell,",")
local deltax = tonumber(newx) - tonumber(oldx)
local deltay = tonumber(newy) - tonumber(oldy)
local deltaz = tonumber(newz) - tonumber(oldz)
MovePastePattern(deltax, deltay, deltaz)
end
----------------------------------------------------------------------
local save_cells -- for restoring live cells under a moving selection
local selxyz -- store x,y,z positions of selected cells
local livexyz -- store x,y,z positions of selected live cells
function StartDraggingSelection(mousex, mousey)
-- test if mouse click is in a selected cell
MinimizeSelectionBoundary()
local NN = N*N
for k,_ in pairs(selected) do
local px, py = GetMidPoint(k%N, (k//N)%N, k//NN)
if abs(px - mousex) < HALFCELL and
abs(py - mousey) < HALFCELL then
-- create a box enclosing all selected cells using same vertex order as CreateCube
local x = minselx * CELLSIZE - MIDGRID
local y = minsely * CELLSIZE - MIDGRID
local z = minselz * CELLSIZE - MIDGRID
local xlen = (maxselx - minselx + 1) * CELLSIZE
local ylen = (maxsely - minsely + 1) * CELLSIZE
local zlen = (maxselz - minselz + 1) * CELLSIZE
local selbox = {
{x , y , z+zlen}, -- v1
{x , y , z }, -- v2
{x , y+ylen, z+zlen}, -- v3
{x , y+ylen, z }, -- v4
{x+xlen, y+ylen, z+zlen}, -- v5
{x+xlen, y+ylen, z }, -- v6
{x+xlen, y , z+zlen}, -- v7
{x+xlen, y , z } -- v8
}
local face = FindFace(mousex, mousey, selbox)
if #face > 0 then
-- initialize save_cells, selxyz and livexyz for use in MoveSelection
save_cells = {}
selxyz = {}
livexyz = {}
for k,_ in pairs(selected) do
-- selected[k] is a selected cell
local x = k % N
local y = (k // N) % N
local z = k // NN
selxyz[#selxyz+1] = {x, y, z}
if grid1[k] then
-- selected cell is a live cell
livexyz[#livexyz+1] = {x, y, z}
end
end
RememberCurrentState()
end
return face
end
end
return ""
end
----------------------------------------------------------------------
function MoveSelection(deltax, deltay, deltaz)
-- move all selected cells by the given amounts, if possible
if minselx + deltax < 0 then deltax = -minselx end
if minsely + deltay < 0 then deltay = -minsely end
if minselz + deltaz < 0 then deltaz = -minselz end
if maxselx + deltax >= N then deltax = N-1 - maxselx end
if maxsely + deltay >= N then deltay = N-1 - maxsely end
if maxselz + deltaz >= N then deltaz = N-1 - maxselz end
if deltax == 0 and deltay == 0 and deltaz == 0 then return end
-- RememberCurrentState was called in StartDraggingSelection
minselx = minselx + deltax
minsely = minsely + deltay
minselz = minselz + deltaz
maxselx = maxselx + deltax
maxsely = maxsely + deltay
maxselz = maxselz + deltaz
-- kill all live cells in the current selection
local savepop = popcount
local NN = N*N
for k,_ in pairs(selected) do
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
dirty = true
minimal_live_bounds = false
end
end
if popcount == 0 and selcount == savepop then
-- all live cells (and only those cells) were selected
-- so we can handle this common case much faster by simply
-- putting the selected cells in their new positions
selected = {}
for i, xyz in ipairs(livexyz) do
local x = xyz[1] + deltax
local y = xyz[2] + deltay
local z = xyz[3] + deltaz
local k = x + N * (y + N * z)
selected[k] = true
grid1[k] = 1
livexyz[i] = {x, y, z}
end
popcount = savepop
-- new live boundary is same as new selection boundary
-- (and minimal because StartDraggingSelection called MinimizeSelectionBoundary)
minx = minselx
miny = minsely
minz = minselz
maxx = maxselx
maxy = maxsely
maxz = maxselz
minimal_live_bounds = true
else
-- avoid modifying any live cells under the moving selection
-- by restoring the live cells in save_cells (if any)
for k,_ in pairs(save_cells) do
if not grid1[k] then
grid1[k] = 1
popcount = popcount + 1
dirty = true
-- boundary might expand
local x = k % N
local y = (k // N) % N
local z = k // NN
if x < minx then minx = x end
if y < miny then miny = y end
if z < minz then minz = z end
if x > maxx then maxx = x end
if y > maxy then maxy = y end
if z > maxz then maxz = z end
end
end
-- move the selected cells to their new positions
-- and save any live cells in the new selection in save_cells
save_cells = {}
selected = {}
for i, xyz in ipairs(selxyz) do
local x = xyz[1] + deltax
local y = xyz[2] + deltay
local z = xyz[3] + deltaz
local k = x + N * (y + N * z)
selected[k] = true
selxyz[i] = {x, y, z}
if grid1[k] then save_cells[k] = true end
end
-- put live cells saved in livexyz into their new positions
for i, xyz in ipairs(livexyz) do
local x = xyz[1] + deltax
local y = xyz[2] + deltay
local z = xyz[3] + deltaz
local k = x + N * (y + N * z)
if not grid1[k] then
grid1[k] = 1
popcount = popcount + 1
dirty = true
-- boundary might expand
if x < minx then minx = x end
if y < miny then miny = y end
if z < minz then minz = z end
if x > maxx then maxx = x end
if y > maxy then maxy = y end
if z > maxz then maxz = z end
end
livexyz[i] = {x, y, z}
end
end
Refresh()
end
----------------------------------------------------------------------
function DragSelection(mousex, mousey, prevx, prevy, face)
-- create a large temporary active plane parallel to given face
local oldN = N
local oldplane = activeplane
local oldpos = activepos
N = N*3
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
if face == "F" or face == "B" then
-- mouse in front/back face
SetActivePlane("XY", 0)
elseif face == "T" or face == "U" then
-- mouse in top/bottom face
SetActivePlane("XZ", 0)
else
-- mouse in left/right face
SetActivePlane("YZ", 0)
end
-- find the cell locations of mousex,mousey and prevx,prevy in the temporary plane
local oldcell = InsideActiveCell(prevx, prevy)
local newcell = InsideActiveCell(mousex, mousey)
-- restore the original active plane
N = oldN
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
SetActivePlane(oldplane, oldpos)
-- check if mouse stayed in same cell, or moved outside temporary plane
if oldcell == newcell or #oldcell == 0 or #newcell == 0 then
return
end
-- calculate how many cells the mouse has moved
local oldx, oldy, oldz = split(oldcell,",")
local newx, newy, newz = split(newcell,",")
local deltax = tonumber(newx) - tonumber(oldx)
local deltay = tonumber(newy) - tonumber(oldy)
local deltaz = tonumber(newz) - tonumber(oldz)
MoveSelection(deltax, deltay, deltaz)
end
----------------------------------------------------------------------
function StopDraggingSelection()
save_cells = {}
selxyz = {}
livexyz = {}
end
----------------------------------------------------------------------
function StartDraggingPlane(mousex, mousey)
local oldcell = activecell
activecell = InsideActiveCell(mousex, mousey)
if activecell ~= oldcell then Refresh() end
if #activecell > 0 then
RememberCurrentState()
return true
else
return false
end
end
----------------------------------------------------------------------
function DragActivePlane(mousex, mousey, prevx, prevy)
-- create a box enclosing all active cells using same vertex order as CreateCube
local x = minactivex * CELLSIZE - MIDGRID
local y = minactivey * CELLSIZE - MIDGRID
local z = minactivez * CELLSIZE - MIDGRID
local xlen = (maxactivex - minactivex + 1) * CELLSIZE
local ylen = (maxactivey - minactivey + 1) * CELLSIZE
local zlen = (maxactivez - minactivez + 1) * CELLSIZE
local activebox = {
{x , y , z+zlen}, -- v1
{x , y , z }, -- v2
{x , y+ylen, z+zlen}, -- v3
{x , y+ylen, z }, -- v4
{x+xlen, y+ylen, z+zlen}, -- v5
{x+xlen, y+ylen, z }, -- v6
{x+xlen, y , z+zlen}, -- v7
{x+xlen, y , z } -- v8
}
-- create activebox's rotated vertices
for i = 1, 8 do
rotx[i], roty[i], rotz[i] = TransformPoint(activebox[i])
end
-- create a temporary active plane perpendicular to the nearest thin face
-- and 3 times larger (to ensure all of the real active plane is enclosed)
local oldN = N
local oldplane = activeplane
local oldpos = activepos
N = N*3
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
if activeplane == "XY" then
if (rotz[5] <= rotz[1] and rotz[5] <= rotz[3] and rotz[7] <= rotz[3]) or
(rotz[4] <= rotz[8] and rotz[4] <= rotz[6] and rotz[2] <= rotz[6]) then
-- right/left face is nearest
SetActivePlane("YZ", 0)
else
-- top/bottom face is nearest
SetActivePlane("XZ", 0)
end
elseif activeplane == "YZ" then
if (rotz[5] <= rotz[8] and rotz[5] <= rotz[6] and rotz[7] <= rotz[6]) or
(rotz[4] <= rotz[1] and rotz[4] <= rotz[3] and rotz[2] <= rotz[3]) then
-- front/back face is nearest
SetActivePlane("XY", 0)
else
-- top/bottom face is nearest
SetActivePlane("XZ", 0)
end
else -- activeplane == "XZ"
if (rotz[5] <= rotz[4] and rotz[5] <= rotz[6] and rotz[3] <= rotz[6]) or
(rotz[4] <= rotz[5] and rotz[4] <= rotz[3] and rotz[6] <= rotz[3]) then
-- front/back face is nearest
SetActivePlane("XY", 0)
else
-- left/right face is nearest
SetActivePlane("YZ", 0)
end
end
-- find the cell locations of mousex,mousey and prevx,prevy in the temporary plane
local oldcell = InsideActiveCell(prevx, prevy)
local newcell = InsideActiveCell(mousex, mousey)
-- restore the original active plane
N = oldN
MIDGRID = (N+1-(N%2))*HALFCELL
MIDCELL = HALFCELL-MIDGRID
SetActivePlane(oldplane, oldpos)
-- check if mouse stayed in same cell, or moved outside temporary plane
if oldcell == newcell or #oldcell == 0 or #newcell == 0 then
return
end
-- calculate how many cells the mouse has moved
local oldx, oldy, oldz = split(oldcell,",")
local newx, newy, newz = split(newcell,",")
local deltax = tonumber(newx) - tonumber(oldx)
local deltay = tonumber(newy) - tonumber(oldy)
local deltaz = tonumber(newz) - tonumber(oldz)
-- move the active plane by the appropriate delta but don't call Refresh yet
if activeplane == "XY" then
MoveActivePlane(activepos + deltaz, false)
elseif activeplane == "YZ" then
MoveActivePlane(activepos + deltax, false)
else -- activeplane == "XZ"
MoveActivePlane(activepos + deltay, false)
end
activecell = InsideActiveCell(mousex, mousey)
Refresh()
end
----------------------------------------------------------------------
function MiddlePaste()
-- move paste pattern to middle of grid
if pastecount > 0 then
-- calculate the delta amounts needed to move paste pattern to middle of grid
local deltax = (N - (maxpastex - minpastex)) // 2 - minpastex
local deltay = (N - (maxpastey - minpastey)) // 2 - minpastey
local deltaz = (N - (maxpastez - minpastez)) // 2 - minpastez
if deltax == 0 and deltay == 0 and deltaz == 0 then return end
RememberCurrentState()
local pcells = {}
local NN = N*N
for k,_ in pairs(pastepatt) do
pcells[#pcells+1] = {k % N, (k // N) % N, k // NN}
end
pastepatt = {}
for _,xyz in ipairs(pcells) do
local x = xyz[1] + deltax
local y = xyz[2] + deltay
local z = xyz[3] + deltaz
pastepatt[x + N * (y + N * z)] = true
end
-- update the paste boundary
minpastex = minpastex + deltax
minpastey = minpastey + deltay
minpastez = minpastez + deltaz
maxpastex = maxpastex + deltax
maxpastey = maxpastey + deltay
maxpastez = maxpastez + deltaz
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function MiddleSelection()
-- move selection to middle of grid
if selcount > 0 then
MinimizeSelectionBoundary()
-- calculate the delta amounts needed to move selection to middle of grid
local deltax = (N - (maxselx - minselx)) // 2 - minselx
local deltay = (N - (maxsely - minsely)) // 2 - minsely
local deltaz = (N - (maxselz - minselz)) // 2 - minselz
if deltax == 0 and deltay == 0 and deltaz == 0 then return end
RememberCurrentState()
-- only set dirty = true if live cells are selected
local selcells = {}
local livecells = {} -- for live cells in selection
local NN = N*N
for k,_ in pairs(selected) do
local x = k % N
local y = (k // N) % N
local z = k // NN
selcells[#selcells+1] = {x, y, z}
if grid1[k] then
grid1[k] = nil
popcount = popcount - 1
dirty = true
minimal_live_bounds = false
livecells[#livecells+1] = {x, y, z}
end
end
selected = {}
for _,xyz in ipairs(selcells) do
local x = xyz[1] + deltax
local y = xyz[2] + deltay
local z = xyz[3] + deltaz
selected[x + N * (y + N * z)] = true
end
-- move live cells that were selected
for _,xyz in ipairs(livecells) do
local x = xyz[1] + deltax
local y = xyz[2] + deltay
local z = xyz[3] + deltaz
local k = x + N * (y + N * z)
if not grid1[k] then
grid1[k] = 1
popcount = popcount + 1
-- dirty set to true above
-- boundary might expand
if x < minx then minx = x end
if y < miny then miny = y end
if z < minz then minz = z end
if x > maxx then maxx = x end
if y > maxy then maxy = y end
if z > maxz then maxz = z end
end
end
-- update the selection boundary
minselx = minselx + deltax
minsely = minsely + deltay
minselz = minselz + deltaz
maxselx = maxselx + deltax
maxsely = maxsely + deltay
maxselz = maxselz + deltaz
-- MinimizeSelectionBoundary set minimal_sel_bounds to true
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
function MiddlePattern()
-- move pattern to middle of grid
if popcount > 0 then
MinimizeLiveBoundary()
-- calculate the delta amounts needed to move pattern to middle of grid
local deltax = (N - (maxx - minx)) // 2 - minx
local deltay = (N - (maxy - miny)) // 2 - miny
local deltaz = (N - (maxz - minz)) // 2 - minz
if deltax == 0 and deltay == 0 and deltaz == 0 then return end
RememberCurrentState()
dirty = true
local livecells = {}
local NN = N*N
for k,_ in pairs(grid1) do
livecells[#livecells+1] = {k % N, (k // N) % N, k // NN}
end
grid1 = {}
for _,xyz in ipairs(livecells) do
local x = xyz[1] + deltax
local y = xyz[2] + deltay
local z = xyz[3] + deltaz
grid1[x + N * (y + N * z)] = 1
end
-- update the live cell boundary
minx = minx + deltax
miny = miny + deltay
minz = minz + deltaz
maxx = maxx + deltax
maxy = maxy + deltay
maxz = maxz + deltaz
-- MinimizeLiveBoundary set minimal_live_bounds to true
CheckIfGenerating()
Refresh()
end
end
----------------------------------------------------------------------
-- use this flag in EraseLiveCells and SelectLiveCells to call
-- RememberCurrentState just before the first change (if any)
local firstchange = false
function EraseLiveCells(mousex, mousey, firstcall)
-- erase all live cells whose projected mid points are close to mousex,mousey
if popcount > 0 then
if firstcall then firstchange = false end
local changes = 0
local NN = N*N
for k,_ in pairs(grid1) do
-- grid1[k] is a live cell
local x = k % N
local y = (k // N) % N
local z = k // NN
local px, py = GetMidPoint(x, y, z)
if abs(px - mousex) < HALFCELL and
abs(py - mousey) < HALFCELL then
if not firstchange then
RememberCurrentState()
dirty = true
firstchange = true
end
grid1[k] = nil
popcount = popcount - 1
minimal_live_bounds = false
changes = changes + 1
end
end
if changes > 0 then Refresh() end
end
end
----------------------------------------------------------------------
function SelectLiveCells(mousex, mousey, firstcall)
-- select all live cells whose projected mid points are close to mousex,mousey
if popcount > 0 then
if firstcall then firstchange = false end
local changes = 0
local NN = N*N
for k,_ in pairs(grid1) do
-- grid1[k] is a live cell
local x = k % N
local y = (k // N) % N
local z = k // NN
local px, py = GetMidPoint(x, y, z)
if abs(px - mousex) < HALFCELL and
abs(py - mousey) < HALFCELL then
if not selected[k] then
if not firstchange then
RememberCurrentState()
firstchange = true
end
selected[k] = true
selcount = selcount + 1
UpdateSelectionBoundary(x, y, z)
changes = changes + 1
end
end
end
if changes > 0 then Refresh() end
end
end
----------------------------------------------------------------------
function CreateOverlay()
-- overlay covers entire viewport (more if viewport is too small)
viewwd, viewht = g.getview(g.getlayer())
ovwd, ovht = viewwd, viewht
if ovwd < minwd then ovwd = minwd end
if ovht < minht then ovht = minht end
midx = int(ovwd/2)
midy = int(ovht/2 + toolbarht/2)
ov("create "..ovwd.." "..ovht)
ov("cursor "..currcursor)
ov("font 11 default-bold") -- font for info text
-- set parameters for menu bar and tool bar buttons
op.buttonht = buttonht
op.textgap = 8 -- gap between edge of button and its label
op.textfont = "font 10 default-bold" -- font for button labels
op.menufont = "font 11 default-bold" -- font for menu and item labels
op.textshadowx = 2
op.textshadowy = 2
if g.os() == "Mac" then op.yoffset = -1 end
if g.os() == "Linux" then
op.textfont = "font 10 default"
op.menufont = "font 11 default"
end
end
----------------------------------------------------------------------
function CreateMenuBar()
-- create the menu bar and add some menus
-- (note that changes to the order of menus or their items will require
-- changes to DrawMenuBar and EnableControls)
mbar = op.menubar()
mbar.addmenu("File")
mbar.addmenu("Edit")
mbar.addmenu("Control")
mbar.addmenu("View")
-- add items to File menu
mbar.additem(1, "New Pattern", NewPattern)
mbar.additem(1, "Random Pattern...", RandomPattern)
mbar.additem(1, "Open Pattern...", OpenPattern)
mbar.additem(1, "Open Clipboard", OpenClipboard)
mbar.additem(1, "Save Pattern...", SavePattern)
mbar.additem(1, "---", nil)
mbar.additem(1, "Run Script...", RunScript)
mbar.additem(1, "Run Clipboard", RunClipboard)
mbar.additem(1, "Set Startup Script...", SetStartupScript)
mbar.additem(1, "---", nil)
mbar.additem(1, "Exit 3D.lua", ExitScript)
-- add items to Edit menu
mbar.additem(2, "Undo", Undo)
mbar.additem(2, "Redo", Redo)
mbar.additem(2, "---", nil)
mbar.additem(2, "Cut", CutSelection)
mbar.additem(2, "Copy", CopySelection)
mbar.additem(2, "Paste", Paste)
mbar.additem(2, "Cancel Paste", CancelPaste)
mbar.additem(2, "Clear", ClearSelection)
mbar.additem(2, "Clear Outside", ClearOutside)
mbar.additem(2, "---", nil)
mbar.additem(2, "Select All", SelectAll)
mbar.additem(2, "Cancel Selection", CancelSelection)
mbar.additem(2, "---", nil)
mbar.additem(2, "Middle Pattern", MiddlePattern)
mbar.additem(2, "Middle Selection", MiddleSelection)
mbar.additem(2, "Middle Paste", MiddlePaste)
-- add items to Control menu
mbar.additem(3, "Start Generating", StartStop)
mbar.additem(3, "Next Generation", Step1)
mbar.additem(3, "Next Step", NextStep)
mbar.additem(3, "Reset", Reset)
mbar.additem(3, "---", nil)
mbar.additem(3, "Set Rule...", ChangeRule)
-- add items to View menu
mbar.additem(4, "Initial View", InitialView)
mbar.additem(4, "Fit Grid", FitGrid)
mbar.additem(4, "Set Grid Size...", SetGridSize)
mbar.additem(4, "---", nil)
mbar.additem(4, "Cubes", SetCellType, {"cube"})
mbar.additem(4, "Spheres", SetCellType, {"sphere"})
mbar.additem(4, "Points", SetCellType, {"point"})
mbar.additem(4, "---", nil)
mbar.additem(4, "Show Axes", ToggleAxes)
mbar.additem(4, "Show Lattice Lines", ToggleLines)
mbar.additem(4, "Use Depth Shading", ToggleDepthShading)
mbar.additem(4, "---", nil)
mbar.additem(4, "Help", ShowHelp)
end
----------------------------------------------------------------------
function CreateToolBar()
-- create tool bar buttons
ssbutton = op.button("Start", StartStop)
s1button = op.button("+1", Step1)
resetbutton = op.button("Reset", Reset)
fitbutton = op.button("Fit", FitGrid)
undobutton = op.button("Undo", Undo)
redobutton = op.button("Redo", Redo)
helpbutton = op.button("?", ShowHelp)
exitbutton = op.button("X", ExitScript)
-- create radio buttons and slider (don't shadow text)
op.textshadowx = 0
op.textshadowy = 0
drawbox = op.radiobutton("Draw", op.black, DrawMode)
selectbox = op.radiobutton("Select", op.black, SelectMode)
movebox = op.radiobutton("Move", op.black, MoveMode)
-- create a slider for adjusting stepsize
stepslider = op.slider("", op.black, 100, 1, 100, StepChange)
end
----------------------------------------------------------------------
function CreatePopUpMenus()
-- text in pop-up menus is shadowed
op.textshadowx = 2
op.textshadowy = 2
-- create a pop-up menu for paste actions
pastemenu = op.popupmenu()
pastemenu.additem("Paste OR", PasteOR)
pastemenu.additem("Paste XOR", PasteXOR)
pastemenu.additem("---", nil)
pastemenu.additem("Flip X Coords", FlipPasteX)
pastemenu.additem("Flip Y Coords", FlipPasteY)
pastemenu.additem("Flip Z Coords", FlipPasteZ)
pastemenu.additem("---", nil)
pastemenu.additem("Rotate X Axis", RotatePasteX)
pastemenu.additem("Rotate Y Axis", RotatePasteY)
pastemenu.additem("Rotate Z Axis", RotatePasteZ)
pastemenu.additem("---", nil)
pastemenu.additem("Cancel Paste", CancelPaste)
-- create a pop-up menu for selection actions
selmenu = op.popupmenu()
selmenu.additem("Cut", CutSelection)
selmenu.additem("Copy", CopySelection)
selmenu.additem("Clear", ClearSelection)
selmenu.additem("Clear Outside", ClearOutside)
selmenu.additem("---", nil)
selmenu.additem("Flip X Coords", FlipSelectionX)
selmenu.additem("Flip Y Coords", FlipSelectionY)
selmenu.additem("Flip Z Coords", FlipSelectionZ)
selmenu.additem("---", nil)
selmenu.additem("Rotate X Axis", RotateSelectionX)
selmenu.additem("Rotate Y Axis", RotateSelectionY)
selmenu.additem("Rotate Z Axis", RotateSelectionZ)
selmenu.additem("---", nil)
selmenu.additem("Cancel Selection", CancelSelection)
end
----------------------------------------------------------------------
local showtoolbar = false -- restore tool bar?
function CheckWindowSize()
-- if viewport size has changed then resize the overlay
local newwd, newht = g.getview(g.getlayer())
if newwd ~= viewwd or newht ~= viewht then
viewwd, viewht = newwd, newht
ovwd, ovht = viewwd, viewht
if ovwd < minwd then ovwd = minwd end
if ovht < minht then ovht = minht end
local fullscreen = g.getoption("fullscreen")
if fullscreen == 1 and toolbarht > 0 then
-- hide tool bar but restore it when we exit full screen mode
toolbarht = 0
showtoolbar = true
elseif fullscreen == 0 and showtoolbar then
if toolbarht == 0 then
-- restore tool bar
toolbarht = mbarht+buttonht+gap*2
end
showtoolbar = false
end
midx = int(ovwd/2)
midy = int(ovht/2 + toolbarht/2)
ov("resize "..ovwd.." "..ovht)
Refresh()
end
end
----------------------------------------------------------------------
function CheckCursor(xy)
local editing = currcursor ~= movecursor
if #xy > 0 then
-- update cursor if mouse moves in/out of tool bar
local x, y = split(xy)
x = tonumber(x)
y = tonumber(y)
if y < toolbarht then
if not arrow_cursor then
-- mouse moved inside tool bar
ov("cursor arrow")
arrow_cursor = true
if #activecell > 0 and editing then
activecell = ""
Refresh()
end
end
else
if arrow_cursor then
-- mouse moved outside tool bar
ov("cursor "..currcursor)
arrow_cursor = false
end
if editing then
local oldcell = activecell
activecell = InsideActiveCell(x, y)
if activecell ~= oldcell then Refresh() end
end
end
elseif #activecell > 0 and editing then
activecell = ""
Refresh()
end
end
----------------------------------------------------------------------
function ViewChanged(rotate)
-- cube needs recreating on rotate or depth shade toggle
lastCubeSize = -1
lastBusyCubeSize["E"] = -1
lastBusyCubeSize["O"] = -1
if not rotate then
-- sphere only needs recreating on depth shade toggle
lastSphereSize = -1
lastBusySphereSize["E"] = -1
lastBusySphereSize["O"] = -1
end
end
----------------------------------------------------------------------
function Rotate(xangle, yangle, zangle, display)
if display == nil then display = true end
local x = xangle * DEGTORAD
local y = yangle * DEGTORAD
local z = zangle * DEGTORAD
local cosrx = cos(x)
local sinrx = sin(x)
local cosry = cos(y)
local sinry = sin(y)
local cosrz = cos(z)
local sinrz = sin(z)
-- calculate transformation matrix for rotation
-- (note that rotation is about fixed *screen* axes)
local a = cosry*cosrz
local b = cosry*sinrz
local c = -sinry
local d = sinrx*sinry*cosrz - cosrx*sinrz
local e = sinrx*sinry*sinrz + cosrx*cosrz
local f = sinrx*cosry
local g = cosrx*sinry*cosrz + sinrx*sinrz
local h = cosrx*sinry*sinrz - sinrx*cosrz
local i = cosrx*cosry
-- rotate global matrix by new matrix
local anew = a*xixo + b*yixo + c*zixo
local bnew = a*xiyo + b*yiyo + c*ziyo
local cnew = a*xizo + b*yizo + c*zizo
local dnew = d*xixo + e*yixo + f*zixo
local enew = d*xiyo + e*yiyo + f*ziyo
local fnew = d*xizo + e*yizo + f*zizo
local gnew = g*xixo + h*yixo + i*zixo
local hnew = g*xiyo + h*yiyo + i*ziyo
local inew = g*xizo + h*yizo + i*zizo
-- check if the view changed
if (xixo ~= anew) or (xiyo ~= bnew) or (xizo ~= cnew) or
(yixo ~= dnew) or (yiyo ~= enew) or (yizo ~= fnew) or
(zixo ~= gnew) or (ziyo ~= hnew) or (zizo ~= inew) then
ViewChanged(true)
end
-- update the transformation matrix
xixo = anew
xiyo = bnew
xizo = cnew
yixo = dnew
yiyo = enew
yizo = fnew
zixo = gnew
ziyo = hnew
zizo = inew
if display then Refresh() end
end
----------------------------------------------------------------------
function InitialView(display)
if display == nil then display = true end
-- initialize the transformation matrix
xixo = 1.0; yixo = 0.0; zixo = 0.0
xiyo = 0.0; yiyo = 1.0; ziyo = 0.0
xizo = 0.0; yizo = 0.0; zizo = 1.0
-- rotate to a nice view but don't call Refresh
Rotate(160, 20, 0, false)
-- user can hit the up arrow 4 times and the right arrow 4 times
-- to see an untilted XY plane parallel with the screen
FitGrid(display) -- calls Refresh if display is true
end
----------------------------------------------------------------------
function InitDepthShading()
-- initialize each depth shading layer
local extradepth = round(depthlayers * sqrt(3))
mindepth = -extradepth // 2
maxdepth = depthlayers + extradepth // 2
for i = mindepth, maxdepth do
-- clear depth shading list
layercoords[i] = {}
-- set index to position after draw command
layerindices[i] = 2
lastDepthBatchSize[i] = MAXN * MAXN * MAXN * 2
end
layerlast = mindepth - 1
end
----------------------------------------------------------------------
function Initialize()
CreateOverlay()
CreateMenuBar()
CreateToolBar()
CreatePopUpMenus()
CreateAxes()
InitDepthShading()
if #rulestring == 0 then
-- first call must initialize rulestring, survivals, births and NextGeneration
ParseRule(DEFAULT_RULE)
end
-- create reference cube (never displayed)
refcube = CreateCube(0,0,0)
ClearCells()
if rulestring == DEFAULT_RULE then
-- initial pattern is the Life-like glider in rule 3D5,6,7/6
local mid = N//2
SetLiveCell(mid, mid+1, mid)
SetLiveCell(mid+1, mid, mid)
SetLiveCell(mid-1, mid-1, mid)
SetLiveCell(mid, mid-1, mid)
SetLiveCell(mid+1, mid-1, mid)
SetLiveCell(mid, mid+1, mid-1)
SetLiveCell(mid+1, mid, mid-1)
SetLiveCell(mid-1, mid-1, mid-1)
SetLiveCell(mid, mid-1, mid-1)
SetLiveCell(mid+1, mid-1, mid-1)
dirty = false
end
SetActivePlane()
InitialView(false) -- don't call Refresh
-- run the user's startup script if it exists
local f = io.open(startup, "r")
if f then
f:close()
RunScript(startup)
ClearUndoRedo() -- don't want to undo startup script
end
-- note that startup script might have changed BACK_COLOR etc
ov("textoption background "..BACK_COLOR:sub(6))
ssbutton.customcolor = START_COLOR
ssbutton.darkcustomcolor = SELSTART_COLOR
Refresh()
end
----------------------------------------------------------------------
function HandleKey(event)
local CMDCTRL = "cmd"
if g.os() ~= "Mac" then CMDCTRL = "ctrl" end
local _, key, mods = split(event)
if key == "return" and mods == "none" then StartStop()
elseif key == "space" and mods == "none" then Step1()
elseif key == "tab" and mods == "none" then NextStep()
elseif key == "down" and mods == "none" then Rotate(-5, 0, 0)
elseif key == "up" and mods == "none" then Rotate( 5, 0, 0)
elseif key == "left" and mods == "none" then Rotate( 0, -5, 0)
elseif key == "right" and mods == "none" then Rotate( 0, 5, 0)
elseif key == "down" and mods == "alt" then Rotate( 0, 0, -5)
elseif key == "right" and mods == "alt" then Rotate( 0, 0, -5)
elseif key == "up" and mods == "alt" then Rotate( 0, 0, 5)
elseif key == "left" and mods == "alt" then Rotate( 0, 0, 5)
elseif key == "delete" and mods == "none" then ClearSelection()
elseif key == "delete" and mods == "shift" then ClearOutside()
elseif key == "=" and mods == "none" then Faster()
elseif key == "-" and mods == "none" then Slower()
elseif key == "1" and mods == "none" then SetStepSize(1)
elseif key == "5" and mods == "none" then RandomPattern()
elseif key == "n" and mods == CMDCTRL then NewPattern()
elseif key == "o" and mods == CMDCTRL then OpenPattern()
elseif key == "s" and mods == CMDCTRL then SavePattern()
elseif key == "o" and mods == "shift" then OpenClipboard()
elseif key == "r" and mods == "shift" then RunClipboard()
elseif key == "r" and mods == CMDCTRL then Reset()
elseif key == "r" and mods == "none" then ChangeRule()
elseif key == "g" and (mods == "none" or mods == CMDCTRL) then SetGridSize()
elseif key == "a" and (mods == "none" or mods == CMDCTRL) then SelectAll()
elseif key == "k" and (mods == "none" or mods == CMDCTRL) then CancelSelection()
elseif key == "z" and (mods == "none" or mods == CMDCTRL) then Undo()
elseif key == "z" and (mods == "shift" or mods == CMDCTRL.."shift") then Redo()
elseif key == "x" and mods == CMDCTRL then CutSelection()
elseif key == "c" and mods == CMDCTRL then CopySelection()
elseif key == "v" and (mods == "none" or mods == CMDCTRL) then Paste()
elseif key == "v" and mods == "alt" then CancelPaste()
elseif key == "b" and mods == CMDCTRL then PasteOR()
elseif key == "b" and mods == CMDCTRL.."shift" then PasteXOR()
elseif key == "b" and mods == "none" then Rotate(0, 180, 0)
elseif key == "[" and mods == "none" then ZoomOut()
elseif key == "]" and mods == "none" then ZoomIn()
elseif key == "i" and mods == "none" then InitialView()
elseif key == "f" and mods == "none" then FitGrid()
elseif key == "p" and mods == "none" then CycleCellType()
elseif key == "l" and mods == "none" then ToggleLines()
elseif key == "l" and mods == "shift" then ToggleAxes()
elseif key == "d" and mods == "alt" then ToggleDepthShading()
elseif key == "t" and mods == "none" then ToggleToolBar()
elseif key == "," and mods == "none" then MoveActivePlane(activepos+1, true)
elseif key == "." and mods == "none" then MoveActivePlane(activepos-1, true)
elseif key == "a" and mods == "shift" then CycleActivePlane()
elseif key == "c" and mods == "none" then CycleCursor()
elseif key == "d" and mods == "none" then DrawMode()
elseif key == "s" and mods == "none" then SelectMode()
elseif key == "m" and mods == "none" then MoveMode()
elseif key == "m" and mods == "shift" then MiddlePattern()
elseif key == "h" and mods == "none" then ShowHelp()
elseif key == "q" then ExitScript()
else
-- could be a keyboard shortcut (eg. for full screen)
g.doevent(event)
end
end
----------------------------------------------------------------------
function MouseDown(x, y, mods, mouseinfo)
-- mouse button has been pressed
mouseinfo.mousedown = true
mouseinfo.prevx = x
mouseinfo.prevy = y
if pastecount > 0 then
-- paste pattern can be dragged using any cursor
mouseinfo.dragface = StartDraggingPaste(x, y)
mouseinfo.drag_paste = #mouseinfo.dragface > 0
end
if mouseinfo.drag_paste then
-- ignore currcursor
RememberCurrentState()
elseif currcursor == drawcursor then
if mods == "none" then
mouseinfo.drawing = StartDrawing(x, y)
elseif mods == "shift" then
mouseinfo.drag_active = StartDraggingPlane(x, y)
end
elseif currcursor == selectcursor then
if mods == "none" then
mouseinfo.selecting = StartSelecting(x, y)
elseif mods == "shift" then
mouseinfo.drag_active = StartDraggingPlane(x, y)
end
else
-- currcursor == movecursor
if mods == "none" then
if selcount > 0 then
mouseinfo.dragface = StartDraggingSelection(x, y)
mouseinfo.drag_selection = #mouseinfo.dragface > 0
end
elseif mods == "alt" then
mouseinfo.hand_erase = true
EraseLiveCells(x, y, true)
elseif mods == "shift" then
mouseinfo.hand_select = true
SelectLiveCells(x, y, true)
end
end
end
----------------------------------------------------------------------
function MouseUp(mouseinfo)
-- mouse button has been released
mouseinfo.mousedown = false
if mouseinfo.drawing then
mouseinfo.drawing = false
CheckIfGenerating()
elseif mouseinfo.selecting then
mouseinfo.selecting = false
CheckIfGenerating()
elseif mouseinfo.drag_paste then
mouseinfo.drag_paste = false
CheckIfGenerating()
elseif mouseinfo.drag_selection then
mouseinfo.drag_selection = false
StopDraggingSelection()
CheckIfGenerating()
elseif mouseinfo.drag_active then
mouseinfo.drag_active = false
CheckIfGenerating()
elseif mouseinfo.hand_erase then
mouseinfo.hand_erase = false
CheckIfGenerating()
elseif mouseinfo.hand_select then
mouseinfo.hand_select = false
CheckIfGenerating()
end
end
----------------------------------------------------------------------
function CheckMousePosition(mousepos, mouseinfo)
if #mousepos > 0 then
local x, y = split(mousepos)
x = tonumber(x)
y = tonumber(y)
if x ~= mouseinfo.prevx or y ~= mouseinfo.prevy then
-- mouse has moved
if mouseinfo.drawing then
DrawCells(x, y)
elseif mouseinfo.selecting then
SelectCells(x, y)
elseif mouseinfo.drag_paste then
DragPaste(x, y, mouseinfo.prevx, mouseinfo.prevy, mouseinfo.dragface)
elseif mouseinfo.drag_selection then
DragSelection(x, y, mouseinfo.prevx, mouseinfo.prevy, mouseinfo.dragface)
elseif mouseinfo.drag_active then
DragActivePlane(x, y, mouseinfo.prevx, mouseinfo.prevy)
elseif mouseinfo.hand_erase then
EraseLiveCells(x, y, false)
elseif mouseinfo.hand_select then
SelectLiveCells(x, y, false)
else
-- rotate the view
local deltax = x - mouseinfo.prevx
local deltay = y - mouseinfo.prevy
Rotate(round(-deltay/2.0), round(deltax/2.0), 0)
end
mouseinfo.prevx = x
mouseinfo.prevy = y
end
elseif #activecell > 0 and currcursor ~= movecursor then
activecell = ""
Refresh()
end
end
----------------------------------------------------------------------
function EventLoop()
-- best to call Initialize here so any error is caught by xpcall
Initialize()
local mouseinfo = {
mousedown = false, -- mouse button is down?
drawing = false, -- draw/erase cells with pencil cursor?
selecting = false, -- (de)select cells with cross-hairs cursor?
drag_paste = false, -- drag paste pattern with any cursor?
drag_selection = false, -- drag selected cells with hand cursor?
drag_active = false, -- drag active plane with pencil/cross-hairs?
hand_erase = false, -- erase live cells with hand cursor?
hand_select = false, -- select live cells with hand cursor?
dragface = "", -- which paste/selection face is being dragged
prevx = nil, prevy = nil -- previous mouse position
}
while true do
local event = g.getevent()
if #event == 0 then
if not mouseinfo.mousedown then
if not generating then
g.sleep(5) -- don't hog the CPU when idle
end
CheckWindowSize() -- may need to resize the overlay
end
else
if message and (event:find("^key") or event:find("^oclick") or event:find("^file")) then
message = nil
Refresh() -- remove the most recent message
end
event = op.process(event)
if #event == 0 then
-- op.process handled the given event
elseif event:find("^key") then
-- don't do key action if mouse button is down (can clobber undo history)
if not mouseinfo.mousedown then
HandleKey(event)
end
elseif event:find("^oclick") then
local _, x, y, button, mods = split(event)
x = tonumber(x)
y = tonumber(y)
if y > toolbarht then
if (button == "right" and (mods == "none" or mods == "ctrl")) or
(button == "left" and mods == "ctrl") then
if pastecount > 0 then
ChoosePasteAction(x, y)
elseif selcount > 0 then
ChooseSelectionAction(x, y)
end
elseif button == "left" then
MouseDown(x, y, mods, mouseinfo)
end
end
elseif event:find("^mup") then
MouseUp(mouseinfo)
elseif event:find("^ozoomout") then
if not arrow_cursor then ZoomOut() end
elseif event:find("^ozoomin") then
if not arrow_cursor then ZoomIn() end
elseif event:find("^file") then
OpenFile(event:sub(6))
end
end
local mousepos = ov("xy")
if mouseinfo.mousedown then
CheckMousePosition(mousepos, mouseinfo)
else
CheckCursor(mousepos)
if generating then NextGeneration() end
end
end
end
----------------------------------------------------------------------
ReadSettings()
oldstate = SaveGollyState()
status, err = xpcall(EventLoop, gp.trace)
if err then g.continue(err) end
-- the following code is always executed
-- ensure the following code *completes*, even if user quits Golly
g.check(false)
RestoreGollyState(oldstate)
WriteSettings()
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