Init 2
This commit is contained in:
parent
194dbeac50
commit
3b0d4f742f
75
1130225163.cfdg
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75
1130225163.cfdg
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startshape START
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background { hue 180 sat 0.1 b 0.9 }
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rule START {
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SCENE { hue 180 sat 0.8 b 0.8 }
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}
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rule SCENE {
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FLOW { }
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FLOW { flip -90 }
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}
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rule FLOW {
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SQUARE { }
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FLOW { x 1 s 0.994 r 3}
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}
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rule FLOW 0.001 {
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SQUARE { }
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CIRCLE { s 15 alpha -0.7 }
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CIRCLE { s 3 x 17 alpha -0.7 }
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FLOW { x 1 s 0.994 r 3}
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}
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rule FLOW 0.01 {
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SQUARE { }
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CIRCLE { x 10 s 15 alpha -0.9 }
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CIRCLE { s 3 x -10 alpha -0.8 }
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FLOW { x 1 s 0.994 r 3}
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}
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rule FLOW 0.0008 {
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# CIRCLE { s 5 }
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FLOWER { alpha -0.5 x 20 y 20}
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FLOW { flip -3 }
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}
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rule FLOWER {
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CIRCLE { s 9 2 r 75 x 0.5}
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FLOWER { s 0.9 r 40 }
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}
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rule FLOW 0.01 {
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FLOW { flip 2 }
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}
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rule FLOW 0.02 {
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CIRCLE { s 5 4}
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FLOW { flip 15 }
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FLOW { r -45 s 0.4}
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}
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rule FLOW 0.01 {
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SQUARE { }
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BUBBLE { }
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FLOW { x 1 s 0.994 r 3}
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}
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rule FLOW 0.01 {
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SQUARE { }
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FLOWER { y 15 alpha -0.7 }
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FLOW { x 1 s 0.994 r 3}
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}
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rule BUBBLE {
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CIRCLE { s 15 alpha -0.7 }
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CIRCLE { s 3 x 17 alpha -0.7 }
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BUBBLE { y 15 s 0.5 alpha -0.01 r 15}
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}
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32
1158352481.cfdg
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32
1158352481.cfdg
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startshape START
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background {b -1}
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rule START {GRAF{skew 6 9}GRAF{skew 1 1 r 81}}
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rule GRAF {BB{}BB{flip 180}}
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rule BB 60{AAA{} BB{z -.1 a -.01 s .99 y .3 hue 6}}
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rule BB {BBB{flip 90} BB{}}
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rule BB {BBB{} BB{}}
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rule BB {BBB{flip 90}}
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rule BB {BBB{}}
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rule BB .3{DD{}}
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rule BBB 100{AAA{} BBB{a -.01 s .997 r 2 y .3 hue 6}}
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rule BBB 1{BBB{flip 90}}
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rule DD 100{AAA{} DD{z 1 a .01 s 1.01 y .3 hue 6}}
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rule DD {BB{}}
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rule AAA 50{SQUARE{b 1 a -.9} SQUARE{a -.6 s .1 3} }
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rule AAA 50{SQUARE{a -.9} SQUARE{b 1 a -.6 s .3 3} }
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rule AAA 1.5{SQUARE{a -.8 s 4.5 1.2}}
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rule AAA 1{SQUARE{a -.8 s 4.5 1.2}CCC{a 1}}
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rule AAA .5{SQUARE{a -.8 s 4.5 1.2}CCC{a 1}CCC{a 1 flip 90}}
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rule AAA 9{SQUARE[a -.75 s 2 1 r 45 b 0.5 sat 0.5 hue 220]}
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rule AAA 9{SQUARE[a -.75 s 2 1 r 45 b 0.5 sat 0.5 hue 330]}
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rule AAA .1{SQUARE{z -30 a -.93 b .6 s 30}}
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rule AAA 12{}
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rule AAA .03{SQUARE{z -30 a -.3 b .6 s 12} BB{}}
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rule CCC 150{AAA{r 90} CCC{x 1 s .96}}
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rule CCC 3{CCC{}CCC{r 90}}
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rule CCC {CCC{}CCC{r -90}}
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77
Flesh and Blood.cfdg
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77
Flesh and Blood.cfdg
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startshape START
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#Variations remarquables : I, V, ZZTPD
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CF::Background = [ hue 10 sat 0.1 b 1 ]
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shape START
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{
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SCENE [ hue -10 sat 0.9 b 0.9 ]
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}
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shape SCENE
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{
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FLOW []
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FLOW [flip -90]
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}
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shape FLOW
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rule {
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SQUARE []
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FLOW [x 1 r 3 s 0.994]
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}
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rule 0.005 {
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SQUARE []
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BUBBLES [s 10]
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FLOW [x 1 r 3 s 0.994]
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}
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rule 0.025 {
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SQUARE []
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CIRCLE [x -25..25 s 3..30 a -0.9]
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FLOW [x 1 r 3 s 0.994]
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}
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rule 0.025 {
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SQUARE []
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RING [x 15..20 z -100 s 5]
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FLOW [x 1 r 3 s 0.994]
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}
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rule 0.003 {
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SQUARE []
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FLOW [x 1 r 3 s 0.994]
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FLOW [x 1 r 3 s 0.994 flip 0]
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}
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rule 0.01 {
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SQUARE []
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FLOW [x 1 r 3 s 0.994 flip 0]
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}
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rule 0.0007 {
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SQUARE []
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END [s 0.994]
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}
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shape RING
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{
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CIRCLE [a -0.65]
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CIRCLE [hue 20 b 1 sat -1 s 0.9 a -0.25]
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}
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shape BUBBLES
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rule {
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CIRCLE [a -0.9]
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BUBBLES [x -0.8..0.8 y -0.8..0.8]
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}
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rule 0.3 {
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CIRCLE [a -0.9]
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}
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shape END
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{
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loop 20 [x 0.2 s 1.1 1.04]
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CIRCLE []
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}
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169
city-reflection.cfdg
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169
city-reflection.cfdg
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/*
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city-reflection.cfdg
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by AK, Jan 2009
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city.cfdg with reflections
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Variants: IOH, XCZ, ...
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*/
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startshape city
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background { b -0.90 h 270 sat 0.5 }
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/** city has horizontal "skyline" strips vanishing into distance **/
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rule city {
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skyline{y -20}
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city { s -0.9 0.85 0.9 }
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}
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rule city 0.1{} // on average 10 skyline strips
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rule skyline{ // each strip consists of two half-strips back-to-back
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semiskyline{ x 9 }
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semiskyline { x 3 flip 90 }
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}
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rule semiskyline 2 {
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building_site{}
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semiskyline { x 15 }
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}
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rule semiskyline 2 {
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building_site{}
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semiskyline { x 20 }
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}
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rule semiskyline{} // on average 5 building sites per semiskyline
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/*************** building sites: some occupied, some vacant ***********/
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rule building_site 2{
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building{s 10 10 10} // building drawn in the plane z=10 with reflection drawn in the plane z=-10
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G{s 50 5 b 0 sat 1 h 60}
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haze {z 9.9 }
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haze {z 10.1 }
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}
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rule building_site 1{
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G{s 50 5 b 0 sat 1 h 60}
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haze {z 9.9 }
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}
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/* Each building has a random number of +/- 20% rescaling
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steps applied to it. */
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rule building 3{building{ s 1 0.8}}
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rule building 3{building {s 1 1.2}}
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rule building 2{building{ s 0.8 1}}
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rule building 2{building {s 1.2 1}}
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/* There are three types of buildings, of height 1, 2 or 4 units.
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Each has a matching reflection that is proportional
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to the building. */
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rule building{ B1{ z 1} R1{z -1} }
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rule building{ B2{z 1} R2{z -1} }
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rule building{ B3{z 1} R3{z -1} }
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rule B1{BOX{}}
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rule B2{B1{y 1}B1{}}
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rule B3{B2{y 2}B2{}}
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/* There are three different styles of reflection possible */
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// Style 1: reflections on rough water
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rule R1{RF{ s 1.2 -1.4 y -0.5 b 0.5 sat 0.3 h 180}}
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rule R2{RF{ s 1.2 -2.8 y -0.5 b 0.7 sat 0.3 h 180}}
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rule R3{RF{ s 1.2 -5.6 y -0.5 b 0.9 sat 0.3 h 180}}
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/* vvv----------- unused code --------vvv
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// Style 2: reflections on smooth water - not so good as different windows are lit
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rule R1{B1{h 240 sat 0.5 b -0.5 s -1}}
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rule R2{B2{h 240 sat 0.5 b -0.5 s -1}}
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rule R3{B3{h 240 sat 0.5 b -0.5 s -1}}
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// Style 3: tapered reflections on smooth water
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rule R1{BOX{h 240 sat 0.5 b -0.5 s -1}}
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rule R2{R1{ y -1 s 0.8 1} R1{ s 1.2 1} }
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rule R3{R2{ y -2 s 0.64 1 } R2{ s 1.44 1}}
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^^^----------- unused code -----------^^^ */
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/* This is the element from which buildings are built. A box with windows. */
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rule BOX{
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SQUARE{ y 0.5 }
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wa{ y 0.5 s 0.8 1 z 0.1}
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}
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/* get windows on BOX by progressive subdivision */
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rule wa{ wb { s 1 0.5 y -0.25 } wb{ s 1 0.5 y 0.25 } }
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rule wb{ wc{ s 1 0.5 y -0.25 } wc{ s 1 0.5 y 0.25 } }
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rule wc{ wd{ s 0.5 1 x -0.25 } wd { s 0.5 1 x 0.25 }}
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rule wd{ we{ s 0.5 1 x -0.25 } we { s 0.5 1 x 0.25 }}
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/* but only some windows are lit */
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rule we 2 {}
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rule we{ win{}}
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/* some alternative window subdivision pathways that give all or no lit windows on a floor */
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rule wc 0.1{ wdx{ s 0.5 1 x -0.25 } wdx { s 0.5 1 x 0.25 }}
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rule wc 0.1{}
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rule wdx{ win{ s 0.5 1 x -0.25 } win { s 0.5 1 x 0.25 }}
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/* possibly tweak window colour and brightness */
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rule win 3{ win {b 0.2 }}
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rule win 3{ win {b -0.2 }}
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rule win { win {h 20 }}
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/* a window */
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rule win{
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SQUARE { size .8 0.7 b .5 sat +0.2 }
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SQUARE { s 0.1 0.8 b -1} // vertical divider
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// SQUARE { s 0.8 0.1 b -1} // horizontal divider
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}
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/* Reflection on rough water.
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The tear-drop shape comes from a shape
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being scaled non-proportionally
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while progressively shifted. */
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rule RF{
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SPARKLE{ s 2 0.1 x 1}
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SPARKLE{ s 2 0.1 b 0.2}
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RF[ y 1 s -0.9 0.96 y -1 b -0.02]
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}
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rule SPARKLE{ // shiny filler
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CIRCLE{ s 1.5 0.5 a -0.98}
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6 * {r 60} SPARK { s 0.15 x 0.5 a -0.8}
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}
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rule SPARK{TRIANGLE{}}
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rule SPARK 5{SPARK{r 222}}
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rule SPARK 2{SPARK{x 1}}
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rule SPARKLE 5 {SPARKLE{r 223}}
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rule SPARKLE 2{
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SPARKLE{s 0.7 x 0.5}
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SPARKLE{s 0.7 x -0.5}
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}
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rule SPARKLE 0.5{}
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/* Ground - a generic blobby shape */
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rule G{ CIRCLE{} }
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rule G{ CIRCLE{}
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G{ y -0.5 s 0.7 0.7 r 60}
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G{ y -0.5 s 0.7 0.7 r -60} }
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rule G{ G {r 10}}
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rule G{G { flip 90}}
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rule G 0.2{}
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/* ------------ Ground level haze ------------*/
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rule haze { haze { x .1 }}
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rule haze { haze { x -.1 }}
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rule haze {
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hazecircle { }
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haze { s 1 0.3 x .5 b .3}
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haze { s 1 0.3 x -.5 b .3}
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}
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rule haze .5{}
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rule hazecircle { hazecircle { r 10 }}
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rule hazecircle { hazecircle { flip 90 }}
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rule hazecircle {
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CIRCLE { s 30 20 z 0.1 h 40 b 0.5 sat .2 a -0.98 }
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}
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53
navigation-map.cfdg
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53
navigation-map.cfdg
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@ -0,0 +1,53 @@
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dot_size = 0.15
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CF::Size = [s 80 x -8]
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CF::Background = [b -0.9 h 230 sat 0.75]
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startshape galaxy[b 1]
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shape galaxy {
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dot[s 10]
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loop 9[] {
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distance = 4..30
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ring(distance)[]
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planet_rotation = 1..360
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trans[[r planet_rotation x distance]] {
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CIRCLE[s 0.2..0.8]
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trans [r -planet_rotation] {
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marker[]
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}
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}
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}
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}
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shape ring(distance) {
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loop (360)[r 1..6]
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dot[x distance]
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}
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shape marker {
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loop 8[x 0.2 y 0.2] {
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dot[]
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} finally {
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script[x 1 y 0.6]
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loop 96[x 0.2] {
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dot[]
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}
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}
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}
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shape script {
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loop 4..20[x 1]
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char[a -0.25]
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}
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shape char
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rule { }
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rule 4 { SQUARE[s 0.5 0.5] }
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rule { SQUARE[s 0.5 0.25] }
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rule { char[y 0.5] }
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shape dot {
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CIRCLE[s dot_size a 0.5]
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loop 1..2[x rand::normal(0,1) rand::normal(0,1)]
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SQUARE[s 1..2 a -0.998]
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||||
}
|
203
scanner.cfdg
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203
scanner.cfdg
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startshape go
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background { b -1.0 }
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||||
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rule go {
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crosshairs { h 30 b 0.75 sat 0.9 a 1}
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sweeps {h 70 b 0.8 sat 0.8 a -0.7}
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rings {h 110 b 0.25 sat 0.7 a 0.6}
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artifacts {h 210 b 1 sat 1 a -0.5}
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||||
}
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||||
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||||
rule crosshairs {
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||||
2 * {r 45 a -0.5} {
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||||
2 * {r 22.5 a -0.75} {
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||||
3 * {r 0.3} crosshair {r -0.3}
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||||
}
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||||
}
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||||
}
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||||
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||||
rule crosshair {
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||||
SQUARE {s 0.01 20}
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||||
SQUARE {s 20 0.01}
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||||
}
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||||
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||||
rule sweeps { 7 * {r 51 s 0.75} {sweepo {} } }
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||||
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||||
rule sweepo 3 { sweepr1 {} }
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rule sweepo 1 {}
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||||
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rule sweepr1 { sweepr2 {r -63} }
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rule sweepr1 { sweepr2 {} }
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rule sweepr1 { sweepr2 {r 63} }
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||||
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||||
rule sweepr2 { sweepr3 {r -21} }
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rule sweepr2 { sweepr3 {} }
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rule sweepr2 { sweepr3 {r 21} }
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||||
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||||
rule sweepr3 { sweep {r -7} }
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||||
rule sweepr3 { sweep {} }
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||||
rule sweepr3 { sweep {r 7} }
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||||
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rule sweep {
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||||
radialw {h 20 a -0.75}
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||||
curl {s 10.2 b 0.9 a -0.9}
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||||
}
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||||
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||||
rule radialw { radials {} }
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||||
rule radialw { radials {s 0.75 1} }
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||||
rule radialw { radials {s 0.5 1} }
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||||
rule radialw { radials {s 0.25 1} }
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||||
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||||
rule radials {
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8 * {s 0.85 1} {
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||||
TRIANGLE {a -0.1 y -6.5 s 1 11.5}
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||||
}
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||||
}
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||||
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||||
rule curl {
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||||
3 * {s 0.97} { 3 * {s 0.99} curl1a {} }
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||||
}
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||||
rule curl {
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||||
3 * {s 0.97} { 3 * {s 0.99} curl2a {} }
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||||
}
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||||
rule curl {
|
||||
3 * {s 0.97} { 3 * {s 0.99} curl3a {} }
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||||
}
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||||
rule curl {
|
||||
3 * {s 0.97} { 3 * {s 0.99} curl4a {} }
|
||||
}
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||||
rule curl {
|
||||
3 * {s 0.97} { 3 * {s 0.99} curl5a {} }
|
||||
}
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||||
rule curl {
|
||||
3 * {s 0.97} { 3 * {s 0.99} curl6a {} }
|
||||
}
|
||||
|
||||
path curl1a {
|
||||
MOVETO {x 0.0 y -1.0}
|
||||
ARCTO {x -0.6 y -0.8 r 1 p cw}
|
||||
STROKE {width 0.25 p roundcap}
|
||||
}
|
||||
path curl2a {
|
||||
MOVETO {x 0.0 y -1.0}
|
||||
ARCTO {x -0.8 y -0.6 r 1 p cw}
|
||||
STROKE {width 0.25 p roundcap}
|
||||
}
|
||||
path curl3a {
|
||||
MOVETO {x 0.0 y -1.0}
|
||||
ARCTO {x -1.0 y 0.0 r 1 p cw}
|
||||
STROKE {width 0.25 p roundcap}
|
||||
}
|
||||
path curl4a {
|
||||
MOVETO {x 0.0 y -1.0}
|
||||
ARCTO {x -0.8 y 0.6 r 1 p cw}
|
||||
STROKE {width 0.25 p roundcap}
|
||||
}
|
||||
path curl5a {
|
||||
MOVETO {x 0.0 y -1.0}
|
||||
ARCTO {x -0.6 y 0.8 r 1 p cw}
|
||||
STROKE {width 0.25 p roundcap}
|
||||
}
|
||||
path curl6a {
|
||||
MOVETO {x 0.0 y -1.0}
|
||||
ARCTO {x 0.0 y 1.0 r 1 p cw}
|
||||
STROKE {width 0.25 p roundcap}
|
||||
}
|
||||
|
||||
rule rings {
|
||||
10 * {s 0.75 b 0.1 a 0.1} ring {s 10}
|
||||
}
|
||||
|
||||
rule ring {
|
||||
5 * {s 0.995 a -0.25} cycle {}
|
||||
5 * {s 1.005 a -0.25} cycle {}
|
||||
}
|
||||
|
||||
path cycle {
|
||||
MOVETO {x 0 y 1}
|
||||
ARCTO {x 0 y -1 r 1 p cw}
|
||||
ARCTO {x 0 y 1 r 1 p cw}
|
||||
STROKE {width 0.005}
|
||||
}
|
||||
|
||||
rule artifacts {
|
||||
4 * {x 0.1} artifactx1 {}
|
||||
}
|
||||
|
||||
rule artifactx1 {artifactx2 {x -3}}
|
||||
rule artifactx1 {artifactx2 {}}
|
||||
rule artifactx1 {artifactx2 {x 3}}
|
||||
|
||||
rule artifactx2 {artifactx3 {x -1}}
|
||||
rule artifactx2 {artifactx3 {}}
|
||||
rule artifactx2 {artifactx3 {x 1}}
|
||||
|
||||
rule artifactx3 {artifactx4 {x -0.6}}
|
||||
rule artifactx3 {artifactx4 {}}
|
||||
rule artifactx3 {artifactx4 {x 0.6}}
|
||||
|
||||
rule artifactx4 {artifacty1 {x -0.2}}
|
||||
rule artifactx4 {artifacty1 {}}
|
||||
rule artifactx4 {artifacty1 {x 0.2}}
|
||||
|
||||
|
||||
rule artifacty1 {artifacty2 {y -3}}
|
||||
rule artifacty1 {artifacty2 {}}
|
||||
rule artifacty1 {artifacty2 {y 3}}
|
||||
|
||||
rule artifacty2 {artifacty3 {y -1}}
|
||||
rule artifacty2 {artifacty3 {}}
|
||||
rule artifacty2 {artifacty3 {y 1}}
|
||||
|
||||
rule artifacty3 {artifacty4 {y -0.6}}
|
||||
rule artifacty3 {artifacty4 {}}
|
||||
rule artifacty3 {artifacty4 {y 0.6}}
|
||||
|
||||
rule artifacty4 {artifact {y -0.2}}
|
||||
rule artifacty4 {artifact {}}
|
||||
rule artifacty4 {artifact {y 0.2}}
|
||||
|
||||
rule artifact {
|
||||
12 * {s 0.9 a 0.1} CIRCLE {s 0.25}
|
||||
caption {}
|
||||
}
|
||||
|
||||
rule caption {
|
||||
bracket {}
|
||||
label1 {x -4.8 y -0.85 b -0.4 a -0.4 sat -0.2}
|
||||
label2 {x -1.1 y -1.15 b -0.4 a -0.4 sat -0.2 r 180}
|
||||
}
|
||||
|
||||
path bracket {
|
||||
MOVETO {x 0 y 0}
|
||||
LINETO {x -1 y -1}
|
||||
LINETO {x -5 y -1}
|
||||
STROKE {width 0.05}
|
||||
}
|
||||
|
||||
rule label1 {
|
||||
24 * {x 0.1} symbolc {s 0.2}
|
||||
}
|
||||
rule label2 {
|
||||
12 * {x 0.1} symbolc {s 0.2}
|
||||
}
|
||||
|
||||
rule symbolc {symbolr {}}
|
||||
rule symbolc {symbolr {h 90}}
|
||||
rule symbolc {symbolr {h 120}}
|
||||
//rule symbolc {symbolr {h 180}}
|
||||
//rule symbolc {symbolr {h 240}}
|
||||
//rule symbolc {symbolr {h 270}}
|
||||
rule symbolc {}
|
||||
|
||||
rule symbolr {symbol{}}
|
||||
rule symbolr {symbol{r 90}}
|
||||
rule symbolr {symbol{r 120}}
|
||||
rule symbolr {symbol{r 180}}
|
||||
rule symbolr {symbol{r 240}}
|
||||
rule symbolr {symbol{r 270}}
|
||||
|
||||
rule symbol { TRIANGLE {} }
|
||||
rule symbol { SQUARE {} }
|
||||
rule symbol { CIRCLE {} }
|
56
tree-2.cfdg
Normal file
56
tree-2.cfdg
Normal file
@ -0,0 +1,56 @@
|
||||
startshape fu [b 1]
|
||||
CF::Background = [b -1]
|
||||
|
||||
shape fu {
|
||||
loop 2 [r 180] foo [r 33 hue 120 sat 1 b -0.5]
|
||||
}
|
||||
|
||||
shape foo
|
||||
rule 90 {
|
||||
dr []
|
||||
foo [y 0.1 r 0.3 s 0.999 b -0.0003]
|
||||
}
|
||||
|
||||
rule 0.2 {
|
||||
dr []
|
||||
foo [y 0.1 r 0.3 s 0.999]
|
||||
bar []
|
||||
}
|
||||
|
||||
rule 0.2 {
|
||||
dr []
|
||||
foo [y 0.1 r 0.3 s 0.999]
|
||||
sna []
|
||||
}
|
||||
|
||||
shape bar
|
||||
rule 90 {
|
||||
dr []
|
||||
bar [y 0.1 r 1 s 0.996 b 0.005]
|
||||
}
|
||||
|
||||
rule 0.1 {
|
||||
dr []
|
||||
end []
|
||||
}
|
||||
|
||||
shape sna
|
||||
rule 90 {
|
||||
dr []
|
||||
sna [y 0.1 r -1 s 0.996 b 0.005]
|
||||
}
|
||||
|
||||
rule 0.2 {
|
||||
dr []
|
||||
end []
|
||||
}
|
||||
|
||||
shape end {
|
||||
bar []
|
||||
sna []
|
||||
}
|
||||
|
||||
shape dr {
|
||||
CIRCLE [y 0.5 s 1.5 b -0.5 a -0.9]
|
||||
CIRCLE []
|
||||
}
|
53
waves-3.cfdg
Normal file
53
waves-3.cfdg
Normal file
@ -0,0 +1,53 @@
|
||||
startshape GRID (1000,1000)[] //( 640, 640 ) []
|
||||
|
||||
CF::Time = [time 0 1]
|
||||
CF::Background = [ b -1 ]
|
||||
CF::MinimumSize = 0.0001
|
||||
|
||||
sine(t,amp,freq,phase) = amp*sin( 360 * (freq*t + phase) )
|
||||
|
||||
dist ( n, o ) = abs ( n - o )
|
||||
inv2 ( n ) = 1/n^2
|
||||
|
||||
para ( n, o, p ) = n^2*o+p
|
||||
|
||||
st0 = sine ( ftime(), 1, 3, 0.2 )
|
||||
st1 = sine ( ftime(), 1, 3, 0.5 )
|
||||
st2 = sine ( ftime(), 1, 2, 0.9 )
|
||||
|
||||
shape GRID ( natural n, natural o )
|
||||
{
|
||||
loop i=n []
|
||||
{
|
||||
si0 = sine ( i/n, 1, 1, 0 )
|
||||
si1 = sine ( i/n, 1, 2, 0.2 )
|
||||
si2 = sine ( i/n, 1, 3, 0.7 )
|
||||
|
||||
s0 = sine ( (1/n)*i, o/3*si0, 3, ftime() )+st0
|
||||
s1 = sine ( (1/n)*i, o/3*si1, 2, ftime() )+st1
|
||||
s2 = sine ( (1/n)*i, o/3*si2, 1, ftime() )+st2
|
||||
|
||||
X = i-(n/2)
|
||||
|
||||
|
||||
loop j=o []
|
||||
{
|
||||
|
||||
Y = j-(o/2)
|
||||
|
||||
BC = 0.02
|
||||
BN = 2/3
|
||||
BM = 1.4
|
||||
B0 = BN/para ( BC, dist ( Y, s0 )^2, BM )
|
||||
B1 = BN/para ( BC, dist ( Y, s1 )^2, BM )
|
||||
B2 = BN/para ( BC, dist ( Y, s2 )^2, BM )
|
||||
|
||||
B = B0+B1+B2
|
||||
S = 1.2-(B0+B1+B2)
|
||||
H = st0*st1*st2*si0+190
|
||||
|
||||
SQUARE [ x X y Y b B sat S hue H]
|
||||
}
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user