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);
}