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Diffstat (limited to 'blog/kicad-mesh-plugin')
-rw-r--r-- | blog/kicad-mesh-plugin/index.html | 42 |
1 files changed, 23 insertions, 19 deletions
diff --git a/blog/kicad-mesh-plugin/index.html b/blog/kicad-mesh-plugin/index.html index 5c3fb6e..7b57065 100644 --- a/blog/kicad-mesh-plugin/index.html +++ b/blog/kicad-mesh-plugin/index.html @@ -128,25 +128,29 @@ algorithm it yields more or less organized-looking results. Below are five examp levels of randomness with the cells colored according to their distance from the tree root. 0% randomness means that the algorithm is going to try cells in forward direction first on every step, and only then try out left and right. 100% means that on every step, the algorithm is choosing a new direction at random.</p> -<figure> -<figure class="side-by-side"> - <img src="images/cells-0.svg" alt="a completely organized looking grid with spiral patterns all over."> - <figcaption>0%</figcaption> -</figure><figure class="side-by-side"> - <img src="images/cells-25.svg"> - <figcaption>25%</figcaption> -</figure><figure class="side-by-side"> - <img src="images/cells-50.svg"> - <figcaption>50%</figcaption> -</figure><figure class="side-by-side"> - <img src="images/cells-75.svg"> - <figcaption>75%</figcaption> -</figure><figure class="side-by-side"> - <img src="images/cells-100.svg" alt="a completely random looking grid with cells aggregating into ireggular - areas that look like paint splotches."> - <figcaption>100%</figcaption> -</figure> -</figure><p>After I have built this tree like you would do in a depth-first search, I draw my one or several mesh mesh traces into +<div class="subfigure"> + <figure> + <img src="images/cells-0.svg" alt="a completely organized looking grid with spiral patterns all over."> + <figcaption>0%</figcaption> + </figure> + <figure> + <img src="images/cells-25.svg"> + <figcaption>25%</figcaption> + </figure> + <figure> + <img src="images/cells-50.svg"> + <figcaption>50%</figcaption> + </figure> + <figure> + <img src="images/cells-75.svg"> + <figcaption>75%</figcaption> + </figure> + <figure> + <img src="images/cells-100.svg" alt="a completely random looking grid with cells aggregating into ireggular + areas that look like paint splotches."> + <figcaption>100%</figcaption> + </figure> +</div><p>After I have built this tree like you would do in a depth-first search, I draw my one or several mesh mesh traces into it. The core observation here is that there is only 16 possible ways a cell can be connected: It has four neighbors, each of which it can either be connected to or not, which results in 2^4 options. If you consider rotations and mirroring, this works out to rotations or mirrored versions of only six base tiles: The empty tile, a tile with all four |