Created
October 1, 2023 09:25
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Simulation of mathematical concept of Chaos Game
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import SwiftUI | |
import SwiftData | |
// TODO: Make this animatable shape | |
struct Polygon: Shape { | |
var edges: Int | |
var pathUpdated: (Path) -> Void | |
var vertexUpdated:([CGPoint]) -> Void | |
func path(in rect: CGRect) -> Path { | |
let path = Path { path in | |
let center = CGPoint(x: rect.size.width / 2, y: rect.size.height / 2) | |
let radius = min(rect.size.width, rect.size.height) / 2 | |
let angle = CGFloat.pi * 2 / CGFloat(max(edges,1)) | |
let firstVertexLocation = CGPoint(x: center.x + radius, y: center.y) | |
path.move(to: firstVertexLocation) | |
var vertexLocations: [CGPoint] = [firstVertexLocation] | |
for index in 1...max(edges,1) { | |
let x = center.x + radius * cos(angle * CGFloat(index)) | |
let y = center.y + radius * sin(angle * CGFloat(index)) | |
let location = CGPoint(x: x, y: y) | |
vertexLocations.append(location) | |
path.addLine(to: location) | |
} | |
vertexUpdated(vertexLocations) | |
} | |
pathUpdated(path) | |
return path | |
} | |
} | |
struct ContentView: View { | |
enum ShapeState: Equatable { | |
case idle | |
case simulating | |
} | |
@State var edges: Int = 3 | |
@State var state: ShapeState = .idle | |
@State var path: Path = Path() | |
@State var vertexLocations: [CGPoint] = [] | |
@State var isRandomLocationSelected: Bool = false | |
@State var lastDotLocation: CGPoint = .zero | |
@State var dotLocations: [CGPoint] = [] | |
@State var timer = Timer.publish(every: 0.0000001, on: .main, in: .common).autoconnect() | |
var body: some View { | |
ZStack { | |
Color.black.ignoresSafeArea(.all) | |
VStack { | |
ZStack { | |
Polygon(edges: edges) { | |
self.path = $0 | |
} vertexUpdated: { | |
vertexLocations = $0 | |
} | |
.stroke(Color.white, lineWidth: 2) | |
ForEach(dotLocations, id: \.self) { location in | |
Circle() | |
.frame(width: 2, height: 2) | |
.foregroundColor(.white) | |
.position(location) | |
} | |
} | |
Button(action: { | |
switch state { | |
case .idle: | |
selectRandomPoint() | |
state = .simulating | |
case .simulating: | |
state = .idle | |
} | |
}, label: { | |
switch state { | |
case .idle: | |
Text("Start Simulation") | |
case .simulating: | |
Text("Stop Simulation") | |
} | |
}) | |
.buttonStyle(.borderedProminent) | |
} | |
} | |
.onReceive(timer, perform: { firedDate in | |
guard state == .simulating else { | |
return | |
} | |
let randomVertex = vertexLocations.randomElement()! | |
let newLocation = CGPoint(x: (lastDotLocation.x + randomVertex.x) / 2, y: (lastDotLocation.y + randomVertex.y) / 2) | |
lastDotLocation = newLocation | |
dotLocations.append(newLocation) | |
}) | |
} | |
// Not the best solution but works as a POC | |
func selectRandomPoint() { | |
guard isRandomLocationSelected == false else { | |
return | |
} | |
// Create a CGPoint which should be inside the path | |
// Add it to dotLocations | |
var randomPoint: CGPoint? | |
while randomPoint == nil { | |
// Generate a random point inside the path bounds | |
let randomX = CGFloat.random(in: UIScreen.main.bounds.minX...UIScreen.main.bounds.maxX) | |
let randomY = CGFloat.random(in: UIScreen.main.bounds.minY...UIScreen.main.bounds.maxY) | |
let potentialPoint = CGPoint(x: randomX, y: randomY) | |
// Check if the potential point is inside the path | |
if path.contains(potentialPoint) { | |
// If it is inside, assign it to randomPoint and exit the loop | |
randomPoint = potentialPoint | |
break | |
} | |
} | |
if let randomPoint = randomPoint { | |
dotLocations.append(randomPoint) | |
lastDotLocation = randomPoint | |
isRandomLocationSelected = true | |
} | |
} | |
} | |
#Preview { | |
ContentView() | |
} | |
extension CGPoint: Hashable { | |
public func hash(into hasher: inout Hasher) { | |
hasher.combine(x) | |
hasher.combine(y) | |
} | |
} |
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