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);
}