Maze from mesh

During thickening a network of curves I wanted network with dead ends. Mazes were good candidates to obtain dead ends and continous path. I looked at  Mac Gros definition  :

and to some others explanations  :


I implemented two algorithms generating perfect maze (one path to whatever point to whatever point) recursive backtracker and Kruskal's algorithm. These algorithms are applied to mesh were the edges are walls and the centers of faces are used for paths.

Perhaps Andrei Nejur IVY components could be used but, the ones I have tested are not enough random.

 

The components are very simple you have just to input a mesh (welded) and a seed (integer) for random object. The components outputs List of lines for walls and path (just one).

Recursive Backtracker
Kurskal

Load Previous Replies
  • up

    Laurent DELRIEU

    I continue to work on this subject. I began now to implement different class to "drive" on the mesh. The idea is to generate textures. Random is working. I did ZigZag and began a directional driving. Here an example with Y direction if X is negative, and X direction if X positive. The amount of randomness could be choosen.  

    4
  • up

    Laurent DELRIEU

    Here is a new version of Maze Maker which can output Mesh and Lines network for walls and path. There are also some "drivers" on mesh 

    • random one
    • a directionality driver  with some random
    • a zig zag
    • try to return back (turn always left or right)

    If you disconnect the type of driver "Value list" it automatically adds one new "Value list". 

    The paths can be used with lines but also topology (Pp =>points, PPs =>line described with the two indexes of points, Normalsp => normal at each point). So you can plug directely to the script

    http://www.grasshopper3d.com/forum/topics/thicken-a-network-of-line...

    At the moment there is just the recursive backtracking and it works just with triangular and quad meshes. Meshes can be opened or closed. But it mesh topology is not good (duplicate face ...) it doesn't work. 

    8
  • up

    Laurent DELRIEU

    Here is version for generating seamless rectangular mesh. The trick is to use a torus mesh and to deform the maze to a plane. 

    Here a 3x3 array of maze. 

    Maze Alone

    Maze on Torus

    1