Grid of ellipses that are rotated by a Perlin noise field
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// You can find the Turtle API reference here: https://turtletoy.net/syntax
Canvas.setpenopacity(1);
// Global code will be evaluated once.
const turtle = new Turtle();
let seed = 1000; // min=1 max=1000000 step=1
const bits = 20;
const samples = 150000;
const mod = 1<<bits;
const h = 1.9 // min = 1 max = 100 step = 0.1
const w = 4 // min = 1 max = 100 step = 0.1
const rot = 0 // min = 0 max = 6.282 step = 0.001
const perlin_size = 3// min = 1 max = 10 step = 1
const perlin_magnitude = 6.4 // min = 0 max = 20 step = 0.1
const spacing = 5 // min = 2 max = 15 step = 1
function ellipse(steps, a, b, theta, x_center, y_center) {
t = Math.PI * 2 / steps;
turtle.penup();
for(i = 0; i <= steps; i++) {
if(i == 1) {
turtle.pendown();
}
x = x_center + a*Math.cos(theta)*Math.cos(t*i) - b*Math.sin(theta)*Math.sin(t*i);
y = y_center + a*Math.sin(theta)*Math.cos(t*i) + b*Math.cos(theta)*Math.sin(t*i);
turtle.goto(x,y);
}
}
////////////////////////////////////////////////////////////////
// Pseudorandom number generator. Created by Reinder Nijhoff 2024
// https://turtletoy.net/turtle/a2274fd1fe
////////////////////////////////////////////////////////////////
function random() { // returns a number [0, 1[
let r = 1103515245 * (((seed+=12345) >> 1) ^ seed);
r = 1103515245 * (r ^ (r >> 3));
r = r ^ (r >> 16);
return (r % mod) / mod;
}
////////////////////////////////////////////////////////////////
// Perlin noise field generator. Taken from turtle below
// https://turtletoy.net/turtle/04036becc3
////////////////////////////////////////////////////////////////
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 = 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_1 = new Perlin(100, perlin_size);
for(let i = -100; i <= 100; i+=spacing){
for(let j = -100; j <= 100; j+=spacing){
ellipse(40, w, h, rot + perlin_1.get(i,j) * perlin_magnitude, i, j);
}
}