Applying a tree layout on Wilson’s algorithm.
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Wilson’s Algorithm IV
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license: gpl-3.0 |
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<!DOCTYPE html> | |
<meta charset="utf-8"> | |
<style> | |
.link { | |
fill: none; | |
stroke: #000; | |
stroke-width: 1.5px; | |
} | |
</style> | |
<body> | |
<script src="//d3js.org/d3.v3.min.js"></script> | |
<script> | |
var margin = {top: 20, right: 20, bottom: 20, left: 20}, | |
width = 960 - margin.left - margin.right, | |
height = 500 - margin.top - margin.bottom; | |
var N = 1 << 0, | |
S = 1 << 1, | |
W = 1 << 2, | |
E = 1 << 3; | |
var root = generateTree(40, 40); | |
var tree = d3.layout.tree() | |
.size([height, width]); | |
var nodes = tree.nodes(root), | |
links = tree.links(nodes); | |
var svg = d3.select("body").append("svg") | |
.attr("width", width + margin.left + margin.right) | |
.attr("height", height + margin.top + margin.bottom) | |
.append("g") | |
.attr("transform", "translate(" + margin.left + "," + margin.top + ")"); | |
svg.selectAll(".link") | |
.data(links) | |
.enter().append("path") | |
.attr("class", "link") | |
.attr("d", function(d) { return "M" + d.source.y + "," + d.source.x + "L" + d.target.y + "," + d.target.x; }); | |
function generateTree(width, height) { | |
var cells = generateMaze(width, height), // each cell’s edge bits | |
visited = d3.range(width * height).map(function() { return false; }), | |
root = {index: cells.length - 1, children: []}, | |
frontier = [root], | |
parent, | |
child, | |
childIndex, | |
cell; | |
while ((parent = frontier.pop()) != null) { | |
cell = cells[parent.index]; | |
if (cell & E && !visited[childIndex = parent.index + 1]) visited[childIndex] = true, child = {index: childIndex, children: []}, parent.children.push(child), frontier.push(child); | |
if (cell & W && !visited[childIndex = parent.index - 1]) visited[childIndex] = true, child = {index: childIndex, children: []}, parent.children.push(child), frontier.push(child); | |
if (cell & S && !visited[childIndex = parent.index + width]) visited[childIndex] = true, child = {index: childIndex, children: []}, parent.children.push(child), frontier.push(child); | |
if (cell & N && !visited[childIndex = parent.index - width]) visited[childIndex] = true, child = {index: childIndex, children: []}, parent.children.push(child), frontier.push(child); | |
} | |
return root; | |
} | |
function generateMaze(width, height) { | |
var cells = new Array(width * height), // each cell’s edge bits | |
remaining = d3.range(width * height), // cell indexes to visit | |
previous = new Array(width * height); // current random walk | |
// Add the starting cell. | |
var start = remaining.pop(); | |
cells[start] = 0; | |
// While there are remaining cells, | |
// add a loop-erased random walk to the maze. | |
while (!loopErasedRandomWalk()); | |
return cells; | |
function loopErasedRandomWalk() { | |
var i0, | |
i1, | |
x0, | |
y0; | |
// Pick a location that’s not yet in the maze (if any). | |
do if ((i0 = remaining.pop()) == null) return true; | |
while (cells[i0] >= 0); | |
// Perform a random walk starting at this location, | |
previous[i0] = i0; | |
while (true) { | |
x0 = i0 % width; | |
y0 = i0 / width | 0; | |
// picking a legal random direction at each step. | |
i1 = Math.random() * 4 | 0; | |
if (i1 === 0) { if (y0 <= 0) continue; --y0, i1 = i0 - width; } | |
else if (i1 === 1) { if (y0 >= height - 1) continue; ++y0, i1 = i0 + width; } | |
else if (i1 === 2) { if (x0 <= 0) continue; --x0, i1 = i0 - 1; } | |
else { if (x0 >= width - 1) continue; ++x0, i1 = i0 + 1; } | |
// If this new cell was visited previously during this walk, | |
// erase the loop, rewinding the path to its earlier state. | |
if (previous[i1] >= 0) eraseWalk(i0, i1); | |
// Otherwise, just add it to the walk. | |
else previous[i1] = i0; | |
// If this cell is part of the maze, we’re done walking. | |
if (cells[i1] >= 0) { | |
// Add the random walk to the maze by backtracking to the starting cell. | |
// Also erase this walk’s history to not interfere with subsequent walks. | |
while ((i0 = previous[i1]) !== i1) { | |
if (i1 === i0 + 1) cells[i0] |= E, cells[i1] |= W; | |
else if (i1 === i0 - 1) cells[i0] |= W, cells[i1] |= E; | |
else if (i1 === i0 + width) cells[i0] |= S, cells[i1] |= N; | |
else cells[i0] |= N, cells[i1] |= S; | |
previous[i1] = NaN; | |
i1 = i0; | |
} | |
previous[i1] = NaN; | |
return; | |
} | |
i0 = i1; | |
} | |
} | |
function eraseWalk(i0, i2) { | |
var i1; | |
do i1 = previous[i0], previous[i0] = NaN, i0 = i1; while (i1 !== i2); | |
} | |
} | |
</script> |
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