startshape tree_bit
background { b -1 }
rule tree_bit {
SQUARE { hue 108.3 sat 1.0 b 0.85 } SQUARE { hue 149.6250 sat 1.0000 b 0.06275 s .9} # let @ = 330 degrees # right hand branch info: # size of square will need to be s=(cos @) # rotation gets applied first; after rotating, the # lower right corner of square will be at <x',y'> # where x' =x*cos@-y*sin@ and y'=x*sin@+ycos@ # & <x,y> is the original lower right corner <0.5, -0.5> # next, the new square gets scaled by s, so the corner point # is now <s*x', s*y'> # we want it to end up at the upper right corner of the orignal # square <0.5, 0.5> so we translate accordingly tree_bit2 { x 0.34150635094610966169093079268823 y 1.0915063509461096616909307926882 r 330 s 0.86602540378443864676372317075294 } # left hand branch is handled in a simliar fashion, except now we # scale by sin(@) and rotate by 60 tree_bit2 { x -0.59150635094610966169093079268823 y 0.84150635094610966169093079268823 r 60 s 0.5 }
}
rule tree_bit {
SQUARE { hue 108.3 sat 1.0 b 0.85 } SQUARE {hue 149.6250 sat 1.0000 b 0.06275 s .9} # let @ = 330 degrees # right hand branch info: # size of square will need to be s=(cos @) # rotation gets applied first; after rotating, the # lower right corner of square will be at <x',y'> # where x' =x*cos@-y*sin@ and y'=x*sin@+ycos@ # & <x,y> is the original lower right corner <0.5, -0.5> # next, the new square gets scaled by s, so the corner point # is now <s*x', s*y'> # we want it to end up at the upper right corner of the orignal # square <0.5, 0.5> so we translate accordingly tree_bit{ x 0.34150635094610966169093079268823 y 1.0915063509461096616909307926882 r 330 s 0.86602540378443864676372317075294 } # left hand branch is handled in a simliar fashion, except now we scale # by sin(@) and rotate by 60 tree_bit{ x -0.59150635094610966169093079268823 y 0.84150635094610966169093079268823 r 60 s 0.5 }
}
rule tree_bit2 {
tree_bit { flip 90 }
}