Dyson hatching (dysonlogos.blog/), based on a blog-post by Oleg Dolya (patreon.com/posts/hatching-in-1pdg-31716880).
A complete Dungeon Generator is next ;-)
#hatching #possion-disc
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// Dyson Hatching. Created by Reinder Nijhoff 2019 - @reindernijhoff // The MIT License // // https://turtletoy.net/turtle/0422c2a17f // const hatchRadius = 2; // min=1, max=5, step=.1 const hatchLength = 2.5; // min=1, max=5, step=.1 const hatchWidth = 1.6; // min=1, max=5, step=.1 const hatchLines = 3; // min=2, max=5, step=1 const maxGrowIterations = 15000; const turtle = new Turtle(); const disc = new PoissonDisc([[0,0]], hatchRadius); function walk(i) { const points = disc.addPoints(1, 32, 0, 1); hatch(turtle, points[points.length-1], hatchLines, hatchLength, hatchWidth); return i < maxGrowIterations; } function hatch(t, p, n, l, w) { if (Math.abs(p[0]) > 75 || Math.abs(p[1]) > 75) return; const a = Math.random() * 2 * Math.PI; const c = Math.cos(a), s = Math.sin(a); for (let i=0; i<n; i++) { const o = scl([s,-c], (i/(n-1)-.5) * w); t.jump(add(o,add(p, scl([c,s], l*.5)))); t.goto(add(o,add(p, scl([-c,-s], l*.5)))); } } function add(a, b) { return [a[0]+b[0], a[1]+b[1]]; } function scl(a, b) { return [a[0]*b, a[1]*b]; } //////////////////////////////////////////////////////////////// // Poisson-Disc utility code. Created by Reinder Nijhoff 2019 // https://turtletoy.net/turtle/b5510898dc //////////////////////////////////////////////////////////////// function PoissonDisc(startPoints, radius) { class PoissonDiscGrid { constructor(sp, radius) { this.cellSize = 1/Math.sqrt(2)/radius; this.radius2 = radius*radius; this.cells = []; sp.forEach( p => this.insert(p) ); } insert(p) { const x = p[0]*this.cellSize|0, y=p[1]*this.cellSize|0; for (let xi = x-1; xi<=x+1; xi++) { for (let yi = y-1; yi<=y+1; yi++) { const ps = this.cell(xi,yi); for (let i=0; i<ps.length; i++) { if ((ps[i][0]-p[0])**2 + (ps[i][1]-p[1])**2 < this.radius2) { return false; } } } } this.cell(x, y).push(p); return true; } cell(x,y) { const c = this.cells; return (c[x]?c[x]:c[x]=[])[y]?c[x][y]:c[x][y]=[]; } } class PoissonDisc { constructor(sp, radius) { this.result = [...sp]; this.active = [...sp]; this.grid = new PoissonDiscGrid(sp, radius); } addPoints(count, maxTries=16, loosePacking=0, randomGrowOrder=0) { mainLoop: while (this.active.length > 0 && count > 0) { const index = (Math.random() * this.active.length * randomGrowOrder) | 0; const point = this.active[index]; for (let i=0; i < maxTries; i++) { const a = Math.random() * 2 * Math.PI; const d = (Math.random()*loosePacking + 1) * radius; const p = [point[0] + Math.cos(a)*d, point[1] + Math.sin(a)*d, point]; if (this.grid.insert(p)) { this.result.push(p); this.active.push(p); count--; continue mainLoop; } } this.active.splice(index, 1); } return this.result; } } return new PoissonDisc(startPoints, radius); }