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);
}