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KochSnowflake.cs
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KochSnowflake.cs
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using System;
using System.Collections.Generic;
using System.Numerics;
using SkiaSharp;
namespace Algorithms.Other;
/// <summary>
/// The Koch snowflake is a fractal curve and one of the earliest fractals to
/// have been described. The Koch snowflake can be built up iteratively, in a
/// sequence of stages. The first stage is an equilateral triangle, and each
/// successive stage is formed by adding outward bends to each side of the
/// previous stage, making smaller equilateral triangles.
/// This can be achieved through the following steps for each line:
/// 1. divide the line segment into three segments of equal length.
/// 2. draw an equilateral triangle that has the middle segment from step 1
/// as its base and points outward.
/// 3. remove the line segment that is the base of the triangle from step 2.
/// (description adapted from https://en.wikipedia.org/wiki/Koch_snowflake )
/// (for a more detailed explanation and an implementation in the
/// Processing language, see https://natureofcode.com/book/chapter-8-fractals/
/// #84-the-koch-curve-and-the-arraylist-technique ).
/// </summary>
public static class KochSnowflake
{
/// <summary>
/// Go through the number of iterations determined by the argument "steps".
/// Be careful with high values (above 5) since the time to calculate increases
/// exponentially.
/// </summary>
/// <param name="initialVectors">
/// The vectors composing the shape to which
/// the algorithm is applied.
/// </param>
/// <param name="steps">The number of iterations.</param>
/// <returns>The transformed vectors after the iteration-steps.</returns>
public static List<Vector2> Iterate(List<Vector2> initialVectors, int steps = 5)
{
List<Vector2> vectors = initialVectors;
for (var i = 0; i < steps; i++)
{
vectors = IterationStep(vectors);
}
return vectors;
}
/// <summary>
/// Method to render the Koch snowflake to a bitmap. To save the
/// bitmap the command 'GetKochSnowflake().Save("KochSnowflake.png")' can be used.
/// </summary>
/// <param name="bitmapWidth">The width of the rendered bitmap.</param>
/// <param name="steps">The number of iterations.</param>
/// <returns>The bitmap of the rendered Koch snowflake.</returns>
public static SKBitmap GetKochSnowflake(
int bitmapWidth = 600,
int steps = 5)
{
if (bitmapWidth <= 0)
{
throw new ArgumentOutOfRangeException(
nameof(bitmapWidth),
$"{nameof(bitmapWidth)} should be greater than zero");
}
var offsetX = bitmapWidth / 10f;
var offsetY = bitmapWidth / 3.7f;
var vector1 = new Vector2(offsetX, offsetY);
var vector2 = new Vector2(bitmapWidth / 2, (float)Math.Sin(Math.PI / 3) * bitmapWidth * 0.8f + offsetY);
var vector3 = new Vector2(bitmapWidth - offsetX, offsetY);
List<Vector2> initialVectors = new() { vector1, vector2, vector3, vector1 };
List<Vector2> vectors = Iterate(initialVectors, steps);
return GetBitmap(vectors, bitmapWidth, bitmapWidth);
}
/// <summary>
/// Loops through each pair of adjacent vectors. Each line between two adjacent
/// vectors is divided into 4 segments by adding 3 additional vectors in-between
/// the original two vectors. The vector in the middle is constructed through a
/// 60 degree rotation so it is bent outwards.
/// </summary>
/// <param name="vectors">
/// The vectors composing the shape to which
/// the algorithm is applied.
/// </param>
/// <returns>The transformed vectors after the iteration-step.</returns>
private static List<Vector2> IterationStep(List<Vector2> vectors)
{
List<Vector2> newVectors = new();
for (var i = 0; i < vectors.Count - 1; i++)
{
var startVector = vectors[i];
var endVector = vectors[i + 1];
newVectors.Add(startVector);
var differenceVector = endVector - startVector;
newVectors.Add(startVector + differenceVector / 3);
newVectors.Add(startVector + differenceVector / 3 + Rotate(differenceVector / 3, 60));
newVectors.Add(startVector + differenceVector * 2 / 3);
}
newVectors.Add(vectors[^1]);
return newVectors;
}
/// <summary>
/// Standard rotation of a 2D vector with a rotation matrix
/// (see https://en.wikipedia.org/wiki/Rotation_matrix ).
/// </summary>
/// <param name="vector">The vector to be rotated.</param>
/// <param name="angleInDegrees">The angle by which to rotate the vector.</param>
/// <returns>The rotated vector.</returns>
private static Vector2 Rotate(Vector2 vector, float angleInDegrees)
{
var radians = angleInDegrees * (float)Math.PI / 180;
var ca = (float)Math.Cos(radians);
var sa = (float)Math.Sin(radians);
return new Vector2(ca * vector.X - sa * vector.Y, sa * vector.X + ca * vector.Y);
}
/// <summary>
/// Utility-method to render the Koch snowflake to a bitmap.
/// </summary>
/// <param name="vectors">The vectors defining the edges to be rendered.</param>
/// <param name="bitmapWidth">The width of the rendered bitmap.</param>
/// <param name="bitmapHeight">The height of the rendered bitmap.</param>
/// <returns>The bitmap of the rendered edges.</returns>
private static SKBitmap GetBitmap(
List<Vector2> vectors,
int bitmapWidth,
int bitmapHeight)
{
SKBitmap bitmap = new(bitmapWidth, bitmapHeight);
var canvas = new SKCanvas(bitmap);
// Set the background white
var rect = SKRect.Create(0, 0, bitmapWidth, bitmapHeight);
var paint = new SKPaint
{
Style = SKPaintStyle.Fill,
Color = SKColors.White,
};
canvas.DrawRect(rect, paint);
paint.Color = SKColors.Black;
// Draw the edges
for (var i = 0; i < vectors.Count - 1; i++)
{
var x1 = vectors[i].X;
var y1 = vectors[i].Y;
var x2 = vectors[i + 1].X;
var y2 = vectors[i + 1].Y;
canvas.DrawLine(new SKPoint(x1, y1), new SKPoint(x2, y2), paint);
}
return bitmap;
}
}