How can I fix this issue with my Mandelbrot fractal generator? - lua

I've been working on a project that renders a Mandelbrot fractal. For those of you who know, it is generated by iterating through the following function where c is the point on a complex plane:
function f(c, z) return z^2 + c end
Iterating through that function produces the following fractal (ignore the color):
When you change the function to this, (z raised to the third power)
function f(c, z) return z^3 + c end
the fractal should render like so (again, the color doesn't matter):
(source: uoguelph.ca)
However, when I raised z to the power of 3, I got an image extremely similar as to when you raise z to the power of 2. How can I make the fractal render correctly? This is the code where the iterations are done: (the variables real and imaginary simply scale the screen from -2 to 2)
--loop through each pixel, col = column, row = row
local real = (col - zoomCol) * 4 / width
local imaginary = (row - zoomRow) * 4 / width
local z, c, iter = 0, 0, 0
while math.sqrt(z^2 + c^2) <= 2 and iter < maxIter do
local zNew = z^2 - c^2 + real
c = 2*z*c + imaginary
z = zNew
iter = iter + 1
end

So I recently decided to remake a Mandelbrot fractal generator, and it was MUCH more successful than my attempt last time, as my programming skills have increased with practice.
I decided to generalize the mandelbrot function using recursion for anyone who wants it. So, for example, you can do f(z, c) z^2 + c or f(z, c) z^3 + c
Here it is for anyone that may need it:
function raise(r, i, cr, ci, pow)
if pow == 1 then
return r + cr, i + ci
end
return raise(r*r-i*i, 2*r*i, cr, ci, pow - 1)
end
and it's used like this:
r, i = raise(r, i, CONSTANT_REAL_PART, CONSTANT_IMAG_PART, POWER)

Related

Trying to emulate Bressenham's Line Algorithm in Lua but it returns an error(CC: Tweaked)

I am trying to make a module for CC: Tweaked that as one of its features uses Bressenham's Line Algorithm to draw a line between 2 points on a monitor. However when I run my program I get this error:
pixels.lua:24: attempt to index local 'y1' (a number value)
Please note that I got this code from a youtube video and it is possible that I wrote something wrong.
Here is my code:
local pixels = {}
function pixels.drawPixel(x, y, monitor, color)
monitor.setCursorPos(x, y)
monitor.setBackgroundColor(color)
monitor.write(" ")
end
function pixels.fillScreen(color)
x, y = monitor.getSize()
for j = 1,y,1
do
for i = 1,x,1
do
pixels.drawPixel(i,j,monitor,color)
end
end
end
function pixels.drawLine(x1, y1, x2, y2, monitor, color)
error = 0
slope = y2 - y1 / x2 - x1
pixels.drawPixel(x1, y1. monitor, color)
for x = x1,x2,1
do
error = error + slope
if error >= 0.5
then
y = y1 + 1
error = error - 1
end
pixels.drawPixel(x,y,monitor,color)
end
end
return pixels
Line 24:
pixels.drawPixel(x1, y1. monitor, color)
As stated in the comments above, y1 has a period instead of a comma after it, telling Lua to look for a value from y1.monitor when y1 is not a table. Thus, "Attempted to index a number".
(Also, you do not have to declare your incrementor number with your for loops if the number is 1)

How to convert HSL to RBG in Lua

I would like to convert a HSL value into an RBG so that i can easily generate random colours in Love2D, however i am having trouble finding how to do this. I did check wikipedia but really didn't understand anything, and i was browsing stack overflow but didn't find anything for Lua. If possible i would want the function to enter 3 values and return a table with table.r, table.b, table.g, so that i can then call function().r etc etc. How can i do this?
Stack overflow isn't letting me post this without adding more information so lets see, the reason i don't want to randomise RBG values is that i only to change the hue, not affecting saturation/lightness. I think HSL would be the perfect way to do this as i can just randomise a hue colour to then convert it into RBG, RBG being the way colours are defined in Love2D.
I've saw the function you want written in https://github.com/unek/loveframes-snap-theme/blob/master/color.lua
Here's the parts you want extracted from it:
-- Needed for hsl2rgb to work
local function hue2rgb(p, q, t)
if t < 0 then t = t + 1 end
if t > 1 then t = t - 1 end
if t < 1/6 then return p + (q - p) * 6 * t end
if t < 1/2 then return q end
if t < 2/3 then return p + (q - p) * (2/3 - t) * 6 end
return p
end
-- Here's the function you want --
local function hsl2rgb(h, s, l)
local r, g, b
local h = h / 360
if s == 0 then
r, g, b = l, l, l
else
local q = (l < 0.5) and l * (1 + s) or l + s - l * s
local p = l * 2 - q
r = hue2rgb(p, q, h + 1/3)
g = hue2rgb(p, q, h)
b = hue2rgb(p, q, h - 1/3)
end
return {r=r, g=g, b=b}
end
Please note that the RGB values will be in range [0-1]

Can somebody help to model this function (polynomial function) in SMT solver Z3?

F(x1) > a;
F(x2) < b;
∀t, F'(x) >= 0 (derivative) ;
F(x) = ∑ ci*x^i; (i∈[0,n] ; c is a constant)
Your question is quite ambiguous, and stack-overflow works the best if you show what you tried and what problems you ran into.
Nevertheless, here's how one can code your problem for a specific function F = 2x^3 + 3x + 4, using the Python interface to z3:
from z3 import *
# Represent F as a function. Here we have 2x^3 + 3x + 4
def F(x):
return 2*x*x*x + 3*x + 4
# Similarly, derivative of F: 6x^2 + 3
def dF(x):
return 6*x*x + 3
x1, x2, a, b = Ints('x1 x2 a b')
s = Solver()
s.add(F(x1) > a)
s.add(F(x2) < b)
t = Int('t')
s.add(ForAll([t], dF(t) >= 0))
r = s.check()
if r == sat:
print s.model()
else:
print ("Solver said: %s" % r)
Note that I translated your ∀t, F'(x) >= 0 condition as ∀t. F'(t) >= 0. I assume you had a typo there in the bound variable.
When I run this, I get:
[x1 = 0, x2 = 0, b = 5, a = 3]
This method can be generalized to arbitrary polynomials with constant coefficients in the obvious way, but that's mostly about programming and not z3. (Note that doing so in SMTLib is much harder. This is where the facilities of host languages like Python and others come into play.)
Note that this problem is essentially non-linear. (Variables are being multiplied with variables.) So, SMT solvers may not be the best choice here, as they don't deal all that well with non-linear operations. But you can deal with those problems as they arise later on. Hope this gets you started!

"Bitwise AND" in Lua

I'm trying to translate a code from C to Lua and I'm facing a problem.
How can I translate a Bitwise AND in Lua?
The source C code contains:
if ((command&0x80)==0)
...
How can this be done in Lua?
I am using Lua 5.1.4-8
Implementation of bitwise operations in Lua 5.1 for non-negative 32-bit integers
OR, XOR, AND = 1, 3, 4
function bitoper(a, b, oper)
local r, m, s = 0, 2^31
repeat
s,a,b = a+b+m, a%m, b%m
r,m = r + m*oper%(s-a-b), m/2
until m < 1
return r
end
print(bitoper(6,3,OR)) --> 7
print(bitoper(6,3,XOR)) --> 5
print(bitoper(6,3,AND)) --> 2
Here is a basic, isolated bitwise-and implementation in pure Lua 5.1:
function bitand(a, b)
local result = 0
local bitval = 1
while a > 0 and b > 0 do
if a % 2 == 1 and b % 2 == 1 then -- test the rightmost bits
result = result + bitval -- set the current bit
end
bitval = bitval * 2 -- shift left
a = math.floor(a/2) -- shift right
b = math.floor(b/2)
end
return result
end
usage:
print(bitand(tonumber("1101", 2), tonumber("1001", 2))) -- prints 9 (1001)
Here's an example of how i bitwise-and a value with a constant 0x8000:
result = (value % 65536) - (value % 32768) -- bitwise and 0x8000
In case you use Adobe Lightroom Lua, Lightroom SDK contains LrMath.bitAnd() method for "bitwise AND" operation:
-- x = a AND b
local a = 11
local b = 6
local x = import 'LrMath'.bitAnd(a, b)
-- x is 2
And there are also LrMath.bitOr(a, b) and LrMath.bitXor(a, b) methods for "bitwise OR" and "biwise XOR" operations.
This answer is specifically for Lua 5.1.X
you can use
if( (bit.band(command,0x80)) == 0) then
...
in Lua 5.3.X and onwards it's very straight forward...
print(5 & 6)
hope that helped 😉

Lua Separation Steering algorithm groups overlapping rooms into one corner

I'm trying to implement a dungeon generation algorithm (presented here and demo-ed here ) that involves generating a random number of cells that overlap each other. The cells then are pushed apart/separated and then connected. Now, the original poster/author described that he is using a Separation Steering Algorithm in order to uniformly distribute the cells over an area. I haven't had much experience with flocking algorithm and/or separation steering behavior, thus I turned to google for an explanation (and found this ). My implementation (based on the article last mentioned) is as follows:
function pdg:_computeSeparation(_agent)
local neighbours = 0
local rtWidth = #self._rooms
local v =
{
x = self._rooms[_agent].startX,
y = self._rooms[_agent].startY,
--velocity = 1,
}
for i = 1, rtWidth do
if _agent ~= i then
local distance = math.dist(self._rooms[_agent].startX,
self._rooms[_agent].startY,
self._rooms[i].startX,
self._rooms[i].startY)
if distance < 12 then
--print("Separating agent: ".._agent.." from agent: "..i.."")
v.x = (v.x + self._rooms[_agent].startX - self._rooms[i].startX) * distance
v.y = (v.y + self._rooms[_agent].startY - self._rooms[i].startY) * distance
neighbours = neighbours + 1
end
end
end
if neighbours == 0 then
return v
else
v.x = v.x / neighbours
v.y = v.y / neighbours
v.x = v.x * -1
v.y = v.y * -1
pdg:_normalize(v, 1)
return v
end
end
self._rooms is a table that contains the original X and Y position of the Room in the grid, along with it's width and height (endX, endY).
The problem is that, instead of tiddly arranging the cells on the grid, it takes the overlapping cells and moves them into an area that goes from 1,1 to distance+2, distance+2 (as seen in my video [youtube])
I'm trying to understand why this is happening.
In case it's needed, here I parse the grid table, separate and fill the cells after the separation:
function pdg:separate( )
if #self._rooms > 0 then
--print("NR ROOMS: "..#self._rooms.."")
-- reset the map to empty
for x = 1, self._pdgMapWidth do
for y = 1, self._pdgMapHeight do
self._pdgMap[x][y] = 4
end
end
-- now, we separate the rooms
local numRooms = #self._rooms
for i = 1, numRooms do
local v = pdg:_computeSeparation(i)
--we adjust the x and y positions of the items in the room table
self._rooms[i].startX = v.x
self._rooms[i].startY = v.y
--self._rooms[i].endX = v.x + self._rooms[i].endX
--self._rooms[i].endY = v.y + self._rooms[i].endY
end
-- we render them again
for i = 1, numRooms do
local px = math.abs( math.floor(self._rooms[i].startX) )
local py = math.abs( math.floor(self._rooms[i].startY) )
for k = self.rectMinWidth, self._rooms[i].endX do
for v = self.rectMinHeight, self._rooms[i].endY do
print("PX IS AT: "..px.." and k is: "..k.." and their sum is: "..px+k.."")
print("PY IS AT: "..py.." and v is: "..v.." and their sum is: "..py+v.."")
if k == self.rectMinWidth or
v == self.rectMinHeight or
k == self._rooms[i].endX or
v == self._rooms[i].endY then
self._pdgMap[px+k][py+v] = 1
else
self._pdgMap[px+k][py+v] = 2
end
end
end
end
end
I have implemented this generation algorithm as well, and I came across more or less the same issue. All of my rectangles ended up in the topleft corner.
My problem was that I was normalizing velocity vectors with zero length. If you normalize those, you divide by zero, resulting in NaN.
You can fix this by simply performing a check whether your velocity's length is zero before using it in any further calculations.
I hope this helps!
Uhm I know it's an old question, but I noticed something and maybe it can be useful to somebody, so...
I think there's a problem here:
v.x = (v.x + self._rooms[_agent].startX - self._rooms[i].startX) * distance
v.y = (v.y + self._rooms[_agent].startY - self._rooms[i].startY) * distance
Why do you multiply these equations by the distance?
"(self._rooms[_agent].startX - self._rooms[i].startX)" already contains the (squared) distance!
Plus, multiplying everything by "distance" you modify your previous results stored in v!
If at least you put the "v.x" outside the bracket, the result would just be higher, the normalize function will fix it. Although that's some useless calculation...
By the way I'm pretty sure the code should be like:
v.x = v.x + (self._rooms[_agent].startX - self._rooms[i].startX)
v.y = v.y + (self._rooms[_agent].startY - self._rooms[i].startY)
I'll make an example. Imagine you have your main agent in (0,0) and three neighbours in (0,-2), (-2,0) and (0,2). A separation steering behaviour would move the main agent toward the X axis, at a normalized direction of (1,0).
Let's focus only on the Y component of the result vector.
The math should be something like this:
--Iteration 1
v.y = 0 + ( 0 + 2 )
--Iteration 2
v.y = 2 + ( 0 - 0 )
--Iteration 3
v.y = 2 + ( 0 - 2 )
--Result
v.y = 0
Which is consistent with our theory.
This is what your code do:
(note that the distance is always 2)
--Iteration 1
v.y = ( 0 + 0 + 2 ) * 2
--Iteration 2
v.y = ( 4 + 0 - 0 ) * 2
--Iteration 3
v.y = ( 8 + 0 - 2 ) * 2
--Result
v.y = 12
And if I got the separation steering behaviour right this can't be correct.

Resources