Hi Andrew - Thanks! It will take me some time to absorb this. The only question I have right now is how are the tile lines aligned with the cave? Are they north-south? On the centerline? Do they take an "orientation" parameter? I looked over the symbols actually in Therion. I found a suitable handrail symbol. It is, in fact, exactly the symbol that is in "On Station". There are also both line and point symbols for stairs. The line symbol won't work. I need to check the point symbol to see how it works. The stairs in Stark Caverns go around several curves. I might wind up using visible borders, or perhaps repurposing the rock edge symbol, and then just drawing the steps individually. The electric light symbol should be pretty easy to create. I have created other point symbols. I found references to a boardwalk symbol in the Wiki, but I don't think it will be useful. It looks like the symbol width is always the same regardless of how wide the actual feature is. -- Bill Gee On Thursday, January 3, 2019 9:07:42 AM CST Andrew Atkinson via Therion wrote:
On 03/01/2019 02:20, Bill Gee via Therion wrote:
I was at the cave a few days ago. I think I will need symbols for the following items:
Tiled floor
You can use the blocks code I have been working on
https://therion.speleo.sk/wiki/metapost#customisable_area_blocks_with_differ...
For squares use
symbol_distance:=0.85; % Distance between the blocks as set out in a rectangular grid block_randomisation:=0; % Max each point of the base block can be moved. Too big and they can intersect themselves base_rotation:= 45; % Rotation from 0 of base block, can be used to set all blocks to the same angle random_rotation:= 0; % Rotation either side of base rotation eg 20 will be plus or minus 10 each side min_scale_factor:=1; % Minimum multiplier used for the base shape add_scale_factor:= 0; % Added to the minimum multiplier to get the maximum scale block_rectangle:=1; % How much longer the block is than it is wide, before randomising shift_randomisation:=0; % Max random amount block can be moved from the original grid %Now set the proportions of different sided block b_tri:=0; b_quad:=1; b_pent:=0; b_hex:=0;
If you do not want the grouting (gaps) use symbol_distance:=0.707;
This misses out all the ones on the edge
To improve this a bit change
exitif xpart (p intersectiontimes qq) < 0;
to
exitif xpart (p intersectiontimes qq) < 10;
This does not fix if fully to do that you will need to comment out, or remove 2 more lines
%if pointinside((i,j),p,outside): % Cleans lines on border, assumably ones outside with just an edge touching thclean qq; thclean qq; thclean qq; thclean qq; thdraw qq; %fi;
I really wish I knew exactly what this line did, but I just copied it from another area blocks.
Hexagons also tessellate giving a nice effect, but need code modification to align
These settings
symbol_distance:=0.95; % Distance between the blocks as set out in a rectangular grid block_randomisation:=0; % Max each point of the base block can be moved. Too big and they can intersect themselves base_rotation:= 0; % Rotation from 0 of base block, can be used to set all blocks to the same angle random_rotation:= 0; % Rotation either side of base rotation eg 20 will be plus or minus 10 each side min_scale_factor:=1; % Minimum multiplier used for the base shape add_scale_factor:= 0; % Added to the minimum multiplier to get the maximum scale block_rectangle:=1; % How much longer the block is than it is wide, before randomising shift_randomisation:=0; % Max random amount block can be moved from the original grid %Now set the proportions of different sided block b_tri:=0; b_quad:=0; b_pent:=0; b_hex:=1;
and put this bit of code in the appropriate place (first and last 2 lines not modified
iu := uu * block_rectangle; blocks := b_tri+b_quad + b_pent + b_hex; k:=0; tmp_pic := image( for i = xpart llcorner q step (symbol_distance * block_rectangle * uu) until xpart urcorner q: k:=k+1; for j = ypart llcorner q step (symbol_distance*uu) until ypart urcorner q: m:= j- (k mod 2) * 0.5 * uu * symbol_distance; pick_sides := uniformdeviate(blocks); if pick_sides < b_tri:
Plus 16 lines later on change (j to an m)
shifted ((i ,j) randomized (shift_randomisation * uu));
to
shifted ((i ,m) randomized (shift_randomisation * uu));
Hand rails
https://therion.speleo.sk/wiki/metapost#line_-_hand_rail
I've been meaning to put this one up for a while, so thanks for the prod
Good luck
Andrew _______________________________________________ Therion mailing list Therion@speleo.sk https://mailman.speleo.sk/listinfo/therion