Inspired Perlin Lines by @FrostBT
Using Simplex noise Simplex Noise by @reinder
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const total = 200; // min=10, max=1000, step=1 const noise_frequency = 50; // min=5, max=200, step=1 const noise_waviness = 150; // min=0, max=750, step=1 const direction = 0; // min=-180, max=180, step=15 const offsetX = 0.004; // min=0, max=0.4, step=0.001 const offsetY = 0.005; // min=0, max=0.4, step=0.001 const useRotationForOffset = 0; // min=0, max=1, step=1 (No, Yes) const circles = 1; // min=1, max=2, step=1 const circleSize = 50; // min=0, max=90, step=1 const turns = 1; // min=1, max=10, step=1 const quality = 0.99; // min=0.5, max=1, step=0.001 const seed = total; const noise = new SimplexNoise(seed); let turtles; function setup() { turtles = []; for (let i = 0; i < total; ++i) { const idx = i / total; const turtle = new Turtle(); const radius = circles == 1 ? circleSize : (i % 2 ? circleSize : circleSize * 0.5); turtle.jump(Math.sin(idx * Math.PI * 2) * radius, Math.cos(idx * Math.PI * 2) * radius); turtles.push(turtle); } } function walk(i, t) { if (i==0) setup(); let pp = pingpong(t*t); const idx = i % total; const turtle = turtles[idx]; let angle = direction + ((idx / total + t) * 360) * turns; let x, y; if (useRotationForOffset) { x = Math.sin(angle * (Math.PI / 180)) * (idx * offsetX); y = Math.cos(angle * (Math.PI / 180)) * (idx * offsetY); } else { x = idx * offsetX; y = idx * offsetY; } const p = noise.noise2D([(turtle.x() + x + pp*4) / noise_frequency, (turtle.y() + pp- t*4) / noise_frequency]); turtle.seth(p * noise_waviness + angle + pp*15); turtle.forward(0.05 + 20 * (1 - quality)); return turtle.y() > -100 && turtle.y() < 100 && turtle.x() > -100 && turtle.x() < 100; } function pingpong(t) { return (t > 0.5 ? 1 - t : t) * 2; } //////////////////////////////////////////////////////////////// // 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); }