import three;
import stats;
settings.render=0;
struct walk
{
triple[] nodes;
pen[] p;
}
string[] dirs={"U","D","B","F","R","L"};
// U=up, D=down, B=backward, F=forward, R=right, L=left
dirs.cyclic=true;
// Comput the nodes of the path
walk randWalk(real Srnd(), int n, real angle=90, pen[] p={currentpen})
{
p.cyclic=true;
walk ow;
triple udir=Z, vdir=X, kdir=cross(udir,vdir);
triple pos=O, tpos;
void changedir(real angle, triple axe)
{
transform3 T=rotate(angle,axe);
udir=T*udir;
vdir=T*vdir;
kdir=T*kdir;
}
void nextdir()
{
int rd=round(Srnd());
ow.p.push(p[rd]);
string R=dirs[rd];
if(R == "R") changedir(-angle,kdir);
else if(R == "L") changedir(angle,kdir);
else if(R == "U") changedir(angle,vdir);
else if(R == "D") changedir(-angle,vdir);
else if(R == "B") changedir(180,udir);
}
for (int i=0; i < n; ++i) {
tpos=pos+udir;
ow.nodes.push(tpos);
pos=tpos;
nextdir();
}
return ow;
}
walk randWalk(int Srnd(), int n, real angle=90, pen[] p={currentpen})
{
real R(){ return Srnd();}
return randWalk(R,n,angle,p);
}
void drawWalk(walk walk)
{
triple camera=currentprojection.camera;
if(currentprojection.infinity)
camera *= max(abs(minbound(walk.nodes)),abs(maxbound(walk.nodes)));
real[][] depth;
for(int i=0; i < walk.nodes.length-1; ++i) {
real d=abs(camera-0.5*(walk.nodes[i]+walk.nodes[i+1]));
depth.push(new real[] {d,i});
}
depth=sort(depth);
triple M=walk.nodes[round(depth[0][1])];
triple m=walk.nodes[round(depth[depth.length-1][1]+1)];
// Draw from farthest to nearest
while(depth.length > 0) {
real[] a=depth.pop();
int i=round(a[1]);
draw(walk.nodes[i]--walk.nodes[i+1],
abs(walk.nodes[i]-m)/abs(M-m)*walk.p[i]);
}
}
size(18cm);
currentprojection=orthographic((0.5,0.5,1));
drawWalk(randWalk(Gaussrand,10000,60,new pen[] {red,yellow,blue}));
shipout(bbox(3mm,Fill));