Perlin noise creating intricate, organic patterns
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Canvas.setpenopacity(1);
const size = 90; // min=10 max=100 step=5
const perlinSize = 3; // min=1 max=50 step=1
const drawBoth = 2; // min=0 max=2 step=1, (no, yes, middle)
const stepSize = 0.1; // min=0.01 max=1 step=0.01 Step size for each movement
const directionChange = 360; // min=90 max=360 step=10 Direction change factor
const noiseAmplitude = 1; // min=0.1 max=2 step=0.1 Noise amplitude factor
// Global code will be evaluated once.
const turtle = new Turtle();
class Perlin {
constructor(size, gridSize) {
this.size = size;
this.gridSize = gridSize;
this.grid = [];
for (let i = 0; i <= gridSize; i++) {
let table = [];
for (let j = 0; j <= gridSize; j++) {
let angle = Math.random() * 2 * Math.PI;
let x = Math.cos(angle);
let y = Math.sin(angle);
table.push([x, y]);
}
this.grid.push(table);
}
}
get(x, y) {
x = x / 2 + this.size / 2;
y = y / 2 + this.size / 2;
if (x < 0) x = 0;
if (x >= this.size) x = this.size - 0.01;
if (y < 0) y = 0;
if (y >= this.size) y = this.size - 0.01;
let posx = x * this.gridSize / this.size;
let posy = y * this.gridSize / this.size;
let x1 = Math.floor(posx);
let x2 = x1 + 1;
let y1 = Math.floor(posy);
let y2 = y1 + 1;
let scal = [];
scal.push(this.scalar(posx, posy, x1, y1));
scal.push(this.scalar(posx, posy, x2, y1));
scal.push(this.scalar(posx, posy, x1, y2));
scal.push(this.scalar(posx, posy, x2, y2));
let int1 = this.interpolate(posx - x1, scal[0], scal[1]);
let int2 = this.interpolate(posx - x1, scal[2], scal[3]);
return this.interpolate(posy - y1, int1, int2);
}
scalar(x, y, vx, vy) {
x -= vx;
y -= vy;
return x * this.grid[vx][vy][0] + y * this.grid[vx][vy][1];
}
smooth(v) {
if (v < 0) v = 0;
if (v > 1) v = 1;
return v ** 2 * (3 - 2 * v);
}
interpolate(x, a, b) {
return a + (b - a) * this.smooth(x);
}
}
let perlin = new Perlin(size, perlinSize);
let posx = 2 * size;
let posy = 0;
let step = 0;
let start = -size;
let direction = 180;
function walk(i) {
if (Math.abs(posx) > size || Math.abs(posy) > size) {
step++;
posx = drawBoth === 2 ? 0 : start;
posy = step - size;
turtle.jump(posx, posy);
if (posy > size) {
if (drawBoth === 0) return false;
if (start > 0) return false;
start = size;
step = 0;
direction = 0;
}
}
let amp = perlin.get(posx, posy);
amp = (amp + 1) / 2 * noiseAmplitude;
turtle.seth(amp * directionChange + direction);
turtle.forward(stepSize);
posx = turtle.x();
posy = turtle.y();
return true;
}