Circle packing #2

A pretty naive way of circle packing. Circles with a radius > hide_radius are not drawn.

#packing

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// Circle packing #2. Created by Reinder Nijhoff 2021
// @reindernijhoff
//
// https://turtletoy.net/turtle/2b822bb094
//

const canvas_size = 95;

const shape = 1; // min=0, max=1, step=1 (Box, Circle)
const pattern = 4; // min=0, max=5, step=1 (Uniform, Gradient X, Gradient Y, Radial, Noise, Noise Wave)
const pattern_inverse = 0; // min=0, max=1, step=1 (No, Yes)
const hide_radius = 5; // min=0, max=20, step=1
const max_radius = 10; // min=0.01, max=20, step=0.01
const min_radius = .3; // min=0.01, max=2, step=0.01
const noise_seed = 1; // min=0, max=100, step=1
const noise_freq = 0.5; // min=0, max=2, step=0.01
const radius_decr = .99; 
const max_tries = 5000; 
const noise = new SimplexNoise(noise_seed);

let radius = max_radius;

const circles = [];

const turtle = new Turtle();

function add_circle(t, rt) {
    let coord_found = false;
    let tries = 0;
    
    while (!coord_found && tries < max_tries) {
        tries ++;
        let x = Math.random() * (canvas_size)*2 -canvas_size;
        let y = Math.random() * (canvas_size)*2 -canvas_size;
        
        let factor = 1;
        switch(pattern) {
            case 1: factor = (x+canvas_size) / (2*canvas_size);
                    break;
            case 2: factor = (y+canvas_size) / (2*canvas_size);
                    break;
            case 3: factor = Math.hypot(x,y)/(Math.sqrt(2)*canvas_size);
                    break;
            case 4: factor = noise.noise2D([x * noise_freq / canvas_size, y * noise_freq / canvas_size])*.5 + .5;
                    break;
            case 5: factor = noise.noise2D([Math.floor(x * 12 * noise_freq / canvas_size + 
                                noise.noise2D([x * noise_freq / canvas_size, y * noise_freq / canvas_size])),.5])*.5 + .5;
                    break;
        }
        if (pattern_inverse) {
            factor = 1 - factor;
        }
        const r = Math.max(min_radius, factor * rt);
        
        x *= (canvas_size - r) / canvas_size;
        y *= (canvas_size - r) / canvas_size;
        
        const possible = circles.every(c => {
            const dx = c[0] - x;
            const dy = c[1] - y;
            const dr = c[2] + r;
            
            return dx**2 + dy**2 > dr**2 && (!shape || x**2 + y**2 < (canvas_size-r)**2);
        });
        if (possible && (!shape || x*x+y*y < (canvas_size-r)*(canvas_size-r))) {
            coord_found = true;
            if (r < hide_radius) {
                draw_circle(x,y,t, r);
            }
            circles.push([x,y,r]);
            return true;
        }
    }
    return false;
}

function draw_circle(x,y,t, r) {
    turtle.jump(x,y-r);
    turtle.circle(r);
}

function walk(i) {
    if (!add_circle(turtle, radius)) {
        radius *= radius_decr;
    }
    return radius >= min_radius;
}

////////////////////////////////////////////////////////////////
// Simplex Noise utility code. Created by Reinder Nijhoff 2020
// https://turtletoy.net/turtle/6e4e06d42e
// Based on: http://webstaff.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
////////////////////////////////////////////////////////////////
function SimplexNoise(seed = 1) {
	const grad = [  [1, 1, 0], [-1, 1, 0], [1, -1, 0], [-1, -1, 0],
	            	[1, 0, 1], [-1, 0, 1], [1, 0, -1], [-1, 0, -1],
            		[0, 1, 1], [0, -1, 1], [0, 1, -1], [0, -1, -1] ];
	const perm = new Uint8Array(512);
            		
	const F2 = (Math.sqrt(3) - 1) / 2, F3 = 1/3;
	const G2 = (3 - Math.sqrt(3)) / 6, G3 = 1/6;

	const dot2 = (a, b) => a[0] * b[0] + a[1] * b[1];
	const sub2 = (a, b) => [a[0] - b[0], a[1] - b[1]];
	const dot3 = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
	const sub3 = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];

	class SimplexNoise {
		constructor(seed = 1) {
			for (let i = 0; i < 512; i++) {
				perm[i] = i & 255;
			}
			for (let i = 0; i < 255; i++) {
				const r = (seed = this.hash(i+seed)) % (256 - i)  + i;
				const swp = perm[i];
				perm[i + 256] = perm[i] = perm[r];
				perm[r + 256] = perm[r] = swp;
			}
		}
		noise2D(p) {
			const s = dot2(p, [F2, F2]);
			const c = [Math.floor(p[0] + s), Math.floor(p[1] + s)];
			const i = c[0] & 255, j = c[1] & 255;
			const t = dot2(c, [G2, G2]);

			const p0 = sub2(p, sub2(c, [t, t]));
			const o  = p0[0] > p0[1] ? [1, 0] : [0, 1];
			const p1 = sub2(sub2(p0, o), [-G2, -G2]);
			const p2 = sub2(p0, [1-2*G2, 1-2*G2]);
			
			let n =  Math.max(0, 0.5-dot2(p0, p0))**4 * dot2(grad[perm[i+perm[j]] % 12], p0);
			    n += Math.max(0, 0.5-dot2(p1, p1))**4 * dot2(grad[perm[i+o[0]+perm[j+o[1]]] % 12], p1);
		    	n += Math.max(0, 0.5-dot2(p2, p2))**4 * dot2(grad[perm[i+1+perm[j+1]] % 12], p2);
			
			return 70 * n;
		}
		hash(i) {
            i = 1103515245 * ((i >> 1) ^ i);
            const h32 = 1103515245 * (i ^ (i>>3));
            return h32 ^ (h32 >> 16);
		}
	}
	return new SimplexNoise(seed);
}