Can anyone suggest any links, ideas or algorithms to generate flowers randomly like the one as my profile pic? The profile pic flower has only a 10 x 10 grid and the algorithm is not truly random. I would also prefer that the new algorithm use a grid of about 500 x 500 or even better, allow the user to pick the size of the grid.
[Plant[][] is declared as int plant[10][10];]
public void generateSimpleSky(){
for(int w2=0;w2<10;w2++)
for(int w3=0;w3<10;w3++)
plant[w2][w3]=5;
}
public void generateSimpleSoil(){
for(int q=0;q<10;q++)
plant[q][9]=1;
}
public void generateSimpleStem(){
int ry=rand.nextInt(4);
plant[3+ry][8]=4;
xr=3+ry;
for(int u=7;u>1;u--){
int yu=rand.nextInt(3);
plant[xr-1+yu][u]=4;
xr=xr-1+yu;
}
}
public void generateSimpleFlower(){
plant[xr][2]=3;
for(int q2=1;q2<4;q2++)
if((2-q2)!=0)
plant[xr][q2]=2;
for(int q3=xr-1;q3<=xr+1;q3++)
if((xr-q3)!=0)
plant[q3][2]=2;
}
It sounds like a reasonably simple problem where you just generate 1 parameter at a time, possibly based on the output of the previous variables.
My model of a flower will be: It has just a reasonably upright stem, a perfectly round center, some amount of leaves on the stem on alternating sides, petals perfectly distributed around the center.
random()
is just a random number within some chosen bounds, the bounds may be unique for each variable. random(x1, x2, ..., xn)
generates a random number within some bounds dependent on the variables x1, x2, ..., xn (as in stemWidth < stemHeight/2, a reasonable assumption).
The Stem
stemXPosition = width / 2
stemHeight = random()
stemWidth = random(stemHeight)
stemColour = randomColour()
stemWidthVariationMax = random(stemWidth, stemHeight)
stemWidthVariationPerPixel = random(stemWidth, stemHeight)
stemWidthVariationMax
/-PerPixel
are for generating a stem that isn't perfectly straight (if you want to do something that complicated, a low PerPixel
is for smoothness). Generate the stem using these as follows:
pixelRelative[y-position][0] := left x-position at that y-position relative to the stem
pixelRelative[y-position][1] := right x-position at that y-position relative to the stem
pixelRelative[0][0] = randomInRange(-stemWidthVariationMax, stemWidthVariationMax)
for each y > 0:
pixelRelative[y-1][0] = max(min(randomInRange(pixel[y] - stemWidthVariationPerPixel,
pixel[y] + stemWidthVariationPerPixel),
-stemWidthVariationMax),
stemWidthVariationMax)
//pixelRelative[0][1] and pixelRelative[y-1][1] generated same as pixelRelative[y-1][i]
for each y:
pixelAbsolute[y][0] = width / 2 - stemWidth / 2 + pixelRelative[y][0]
pixelAbsolute[y][1] = width / 2 + stemWidth / 2 + pixelRelative[y][1]
You can also use arcs to simplify things and go more than 1 pixel at a time.
The Top
centerRadius = random(stemHeight)
petalCount = random() // probably >= 3
petalSize = random(centerRadius, petalCount)
It's not too easy to generate the petals, you need to step from 0 to 2*PI with step-size of 2*PI/petalCount
and generate arcs around the circle. It requires either a good graphics API or some decent maths.
Here's some nicely generated tops of flowers, though seemingly not open-source. Note that they don't have a center at all. (or centerRadius = 0)
The Leaves
You could probably write an entire paper on this, (like this one) but a simple idea would just be to generate a 1/2 circle and extend lines outward from there to meet at 2*the radius of the circle and to draw parallel lines on the flower.
Once you have a leaf generation algorithm:
leafSize = random(stemHeight) // either all leaves are the same size or generate the size for each randomly
leafStemLength = random(leafSize) // either all leaves have the same stem length or generate for each randomly
leafStemWidth = random(leafStemLength)
leaf[0].YPosition = random(stemHeight)
leaf[0].XSide = randomly either left or right
leaf[0].rotation = random between say 0 and 80 degrees
for each leaf i:
leaf[i].YPosition = random(stemHeight, leaf[i-1]) // only generate new leaves above previous leaves
leaf[i].XSide = opposite of leaf[i].XSide
Last words
The way to determine the bounds of each random
would be either to argue it out, or give it some fixed value, generate everything else randomly a few times, keep increasing / decreasing it until it starts to look weird.
10 x 10 versus 500 x 500 would probably require greatly different algorithms, I wouldn't recommend the above for below 100 x 100, maybe generate a bigger image and simply shrink it using averaging or something.
Code
I started writing some Java code, when I realised it may take a bit longer than I would like to spend on this, so I'll show you what I have so far.
// some other code, including these functions to generate random numbers:
float nextFloat(float rangeStart, float rangeEnd);
int nextInt(int rangeStart, int rangeEnd);
...
// generates a color somewhere between green and brown
Color stemColor = Color.getHSBColor(nextFloat(0.1, 0.2), nextFloat(0.5, 1), nextFloat(0.2, 0.8));
int stemHeight = nextInt(height/2, 3*height/4);
int stemWidth = nextInt(height/20, height/20 + height/5);
Color flowerColor = ??? // I just couldn't use the same method as above to generate bright colors, but I'm sure it's not too difficult
int flowerRadius = nextInt(Math.min(stemHeight, height - stemHeight)/4, 3*Math.min(stemHeight, height - stemHeight)/4);
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