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Is it a flower? Is it a fungus?

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const seed = 'seed for the random number generator'; //type=string
const partitions = '1 .8 .6 .4 .3 .2' //type=string
const irregularity = 1.7; //min=.0 max=30 step=.01
const noiseAmp = .17; //min=0 max=1 step=.01
const distanceAmp = 0;//min=-1 max=1 step=.01
const resolution = 500; //min=10 max=1000 step=1
const innerCircle = .6; //min=0 max=1 step=.01
const margin = 3.2; //min=0 max=20 step=.01
const draw = 1; //min=0 max=2 step=1 (Contours only, Contours and stripes, Stripes only)
const penDistance = 1; //min=.1 max=5 step=.01
const fillCenter = 0; //min=0 max=1 step=1 (No, Yes)

const border = 5; ///min=0 max=40 step=.5

const pp = partitions.match(/[0-9\.]+/g).map(e => Number.parseFloat(e)).filter(e => !isNaN(e)).sort((a,b) => a<b?1:-1);
if(pp.length == 0) {
    pp.push(1);
}

// You can find the Turtle API reference here: https://turtletoy.net/syntax
Canvas.setpenopacity(1);

// Global code will be evaluated once.
init();
//R.seedRandom();
R.seed(seed);
const turtle = new Turtle();
const polygons = new Polygons();
const noise = Simplex().createNoise2D();

const mapDistortion = e => noiseAmp*e+1;
const distortions = Array.from({length: resolution}, (e, i) => noise(irregularity*Math.sin(2 * Math.PI * i/(resolution - 1)), irregularity*Math.cos(2 * Math.PI * i/(resolution - 1))));
let minMax = [[0,0],[0,0]];
const coords = Array.from({length: distortions.length}, (e, i) => {
    const coord = [
        mapDistortion(distortions[i])*100*Math.sin(2 * Math.PI * i/(resolution - 1)),
        mapDistortion(distortions[i])*100*Math.cos(2 * Math.PI * i/(resolution - 1))
    ];
    minMax = [
        [Math.min(minMax[0][0], coord[0]), Math.min(minMax[0][1], coord[1])],
        [Math.max(minMax[1][0], coord[0]), Math.max(minMax[1][1], coord[1])]
    ]
    return coord;
});
const span = [minMax[1][0] - minMax[0][0], minMax[1][1] - minMax[0][1]];
const transpose = [minMax[0][0] + span[0]/2, minMax[0][1] + span[1]/2].map(e => -e);
const scalar = Math.min((200-2*border)/span[0], (200-2*border)/span[1]);

const minR = coords.map(e => V.scale(V.add(transpose, e), scalar * pp[0])).reduce((a, c) => Math.min(a, V.lenSq(c)), Number.MAX_SAFE_INTEGER)**.5;
const innerR = innerCircle * minR * pp[pp.length - 1];
const kernel = PT.circle(innerR);

const paths = pp.map((e, i) => coords.map(ee =>
    V.lerp(
        V.scale(V.norm(V.add(transpose, ee)), (100 - border) * pp[i]),
        V.scale(V.add(transpose, ee), scalar * e),
        Math.abs(distanceAmp) * (distanceAmp < 0? 1 - pp[i]: pp[i]) + (1-Math.abs(distanceAmp))
    )
));
if(0 < innerCircle) {
    paths.push(kernel);
}

// The walk function will be called until it returns false.
function walk(i) {
    if(draw < 2) PT.drawTour(turtle, paths[i]);
    if(draw > 0 && i < paths.length - 1) {
        const n = Math.floor(((pp[i + 1] == undefined? innerCircle * minR * pp[pp.length - 1]: minR * pp[i + 1]) * 2 * Math.PI) / penDistance);
        const rotOffset = R.getAngle();
        for(let j = 0; j < n; j++) {
            const rot = V.rot2d(2*Math.PI*j/n + rotOffset); //to slighten the chance of a straight line from center to top
            const from = [PT.intersectInfoRay(paths[i+1], [0,0], V.trans(rot, [0,-10]))]
                                .map(e => e === false? [V.trans(rot, [0,-innerR])]: e).pop(); //this .map() is because of some (circle) path intersection bug I don't want to spent more time on because for this purpose this workaround works fine.
            const to = PT.intersectInfoRay(paths[i], [0,0], V.trans(rot, [0,-10]));
            const diff = V.sub(to[0], from[0]);
            const diffLen = V.len(diff);
            if(margin < diffLen) {
                turtle.jump(V.add(from[0], V.scale(diff, margin/2 / diffLen)));
                turtle.goto(V.add(from[0], V.scale(diff, 1 - (margin/2 / diffLen))));
            }
        }
    }
    if(draw < 2 && fillCenter == 1 && pp[i] != 1) {
        PT.drawTour(turtle, paths[paths.length - 1].map(e => V.scale(e, 1 - pp[i])));
    }
    return i < paths.length - 1;
}


function init() {
    ///////////////////////////////////////////////////////
    // Vector functions - Created by Jurgen Westerhof 2024
    // https://turtletoy.net/turtle/d068ad6040
    ///////////////////////////////////////////////////////
    class Vector {
        static add  (a,b) { return a.map((v,i)=>v+b[i]); }
        static sub  (a,b) { return a.map((v,i)=>v-b[i]); }
        static mul  (a,b) { return a.map((v,i)=>v*b[i]); }
        static div  (a,b) { return a.map((v,i)=>v/b[i]); }
        static scale(a,s) { return a.map(v=>v*s); }
    
        static det(m)                { return m.length == 1? m[0][0]: m.length == 2 ? m[0][0]*m[1][1]-m[0][1]*m[1][0]: m[0].reduce((r,e,i) => r+(-1)**(i+2)*e*this.det(m.slice(1).map(c => c.filter((_,j) => i != j))),0); }
        static angle(a)              { return Math.PI - Math.atan2(a[1], -a[0]); } //compatible with turtletoy heading
        static rot2d(angle)          { return [[Math.cos(angle), -Math.sin(angle)], [Math.sin(angle), Math.cos(angle)]]; }
        static rot3d(yaw,pitch,roll) { return [[Math.cos(yaw)*Math.cos(pitch), Math.cos(yaw)*Math.sin(pitch)*Math.sin(roll)-Math.sin(yaw)*Math.cos(roll), Math.cos(yaw)*Math.sin(pitch)*Math.cos(roll)+Math.sin(yaw)*Math.sin(roll)],[Math.sin(yaw)*Math.cos(pitch), Math.sin(yaw)*Math.sin(pitch)*Math.sin(roll)+Math.cos(yaw)*Math.cos(roll), Math.sin(yaw)*Math.sin(pitch)*Math.cos(roll)-Math.cos(yaw)*Math.sin(roll)],[-Math.sin(pitch), Math.cos(pitch)*Math.sin(roll), Math.cos(pitch)*Math.cos(roll)]]; }
        static trans(matrix,a)       { return a.map((v,i) => a.reduce((acc, cur, ci) => acc + cur * matrix[ci][i], 0)); }
        //Mirror vector a in a ray through [0,0] with direction mirror
        static mirror2d(a,mirror)    { return [Math.atan2(...mirror)].map(angle => this.trans(this.rot2d(angle), this.mul([-1,1], this.trans(this.rot2d(-angle), a)))).pop(); }

        static equals(a,b)   { return !a.some((e, i) => e != b[i]); }
        static approx(a,b,p) { return this.len(this.sub(a,b)) < (p === undefined? .001: p); }
        static norm  (a)     { return this.scale(a,1/this.len(a)); }
        static len   (a)     { return Math.hypot(...a); }
        static lenSq (a)     { return a.reduce((a,c)=>a+c**2,0); }
        static lerp  (a,b,t) { return a.map((v, i) => v*(1-t) + b[i]*t); }
        static dist  (a,b)   { return Math.hypot(...this.sub(a,b)); }
        
        static dot  (a,b)   { return a.reduce((a,c,i) => a+c*b[i], 0); }
        static cross(...ab) { return ab[0].map((e, i) => ab.map(v => v.filter((ee, ii) => ii != i))).map((m,i) => (i%2==0?-1:1)*this.det(m)); }
        
        static clamp(a,min,max) { return a.map((e,i) => Math.min(Math.max(e, min[i]), max[i])) };
        static rotateClamp(a,min,max) { return a.map((e,i) => {
            const d = max[i]-min[i];
            if(d == 0) return min[i];
            while(e < min[i]) { e+=d; }
            while(e > max[i]) { e-=d; }
            return e;
        });
        }
    }
    this.V = Vector;
    
    class Intersection2D {
        //a-start, a-direction, b-start, b-direction
        //returns false on no intersection or [[intersection:x,y], scalar a-direction, scalar b-direction
        static info(as, ad, bs, bd) { const d = V.sub(bs, as), det = -V.det([bd, ad]); if(det === 0) return false; const res = [V.det([d, bd]) / det, V.det([d, ad]) / det]; return [V.add(as, V.scale(ad, res[0])), ...res]; }
        static ray(a, b, c, d) { return this.info(a, b, c, d); }
        static segment(a,b,c,d, inclusiveStart = true, inclusiveEnd = true) { const i = this.info(a, V.sub(b, a), c, V.sub(d, c)); return i === false? false: ( (inclusiveStart? 0<=i[1] && 0<=i[2]: 0<i[1] && 0<i[2]) && (inclusiveEnd?   i[1]<=1 && i[2]<=1: i[1]<1 && i[2]<1) )?i[0]:false;}
        static tour(tour, segmentStart, segmentDirection) { return tour.map((e, i, a) => [i, this.info(e, V.sub(a[(i+1)%a.length], e), segmentStart, segmentDirection)]).filter(e => e[1] !== false && 0 <= e[1][1] && e[1][1] <= 1).filter(e => 0 <= e[1][2]).map(e => ({position: e[1][0],tourIndex: e[0],tourSegmentPortion: e[1][1],segmentPortion: e[1][2],}));}
        static inside(tour, pt) { return tour.map((e,i,a) => this.segment(e, a[(i+1)%a.length], pt, [Number.MAX_SAFE_INTEGER, 0], true, false)).filter(e => e !== false).length % 2 == 1; }
        static circles(centerA, radiusA, centerB, radiusB) {
            const result = {intersect_count: 0,intersect_occurs: true,one_is_in_other: false,are_equal: false,point_1: [null, null],point_2: [null, null],};
            const dx = centerB[0] - centerA[0];
            const dy = centerB[1] - centerA[1];
            const dist = Math.hypot(dy, dx);
            if (dist > radiusA + radiusB) {
                result.intersect_occurs = false;
            }
            if (dist < Math.abs(radiusA - radiusB) && !N.approx(dist, Math.abs(radiusA - radiusB))) {
                result.intersect_occurs = false;
                result.one_is_in_other = true;
            }
            if (V.approx(centerA, centerB) && radiusA === radiusB) {
                result.are_equal = true;
            }
            if (result.intersect_occurs) {
                const centroid = (radiusA**2 - radiusB**2 + dist * dist) / (2.0 * dist);
                const x2 = centerA[0] + (dx * centroid) / dist;
                const y2 = centerA[1] + (dy * centroid) / dist;
                const prec = 10000;
                const h = (Math.round(radiusA**2 * prec)/prec - Math.round(centroid**2 * prec)/prec)**.5;
                const rx = -dy * (h / dist);
                const ry = dx * (h / dist);
                result.point_1 = [x2 + rx, y2 + ry];
                result.point_2 = [x2 - rx, y2 - ry];
                if (result.are_equal) {
                    result.intersect_count = Infinity;
                } else if (V.equals(result.point_1, result.point_2)) {
                    result.intersect_count = 1;
                } else {
                    result.intersect_count = 2;
                }
            }
            return result;
        }
    }
    this.Intersection = Intersection2D;
    
    class PathTools {
        static bezier(p1, cp1, cp2, p2, steps = null) {steps = (steps === null? Math.max(3, (V.len(V.sub(cp1, p1)) + V.len(V.sub(cp2, cp1)) + V.len(V.sub(p2, cp2))) | 0): steps) - 1; return Array.from({length: steps + 1}).map((v, i, a, f = i/steps) => [[V.lerp(p1, cp1, f),V.lerp(cp1, cp2, f),V.lerp(cp2, p2, f)]].map(v => V.lerp(V.lerp(v[0], v[1], f), V.lerp(v[1], v[2], f), f))[0]);}
        // https://stackoverflow.com/questions/18655135/divide-bezier-curve-into-two-equal-halves#18681336
        static splitBezier(p1, cp1, cp2, p2, t=.5) {const e = V.lerp(p1, cp1, t);const f = V.lerp(cp1, cp2, t);const g = V.lerp(cp2, p2, t);const h = V.lerp(e, f, t);const j = V.lerp(f, g, t);const k = V.lerp(h, j, t);return [[p1, e, h, k], [k, j, g, p2]];}
        static circular(radius,verticeCount,rotation=0) {return Array.from({length: verticeCount}).map((e,i,a,f=i*2*Math.PI/verticeCount+rotation) => [radius*Math.cos(f),radius*Math.sin(f)])}
        static circle(r){return this.circular(r,Math.max(12, (r*2*Math.PI)|0));}
        static arc(radius, extend = 2 * Math.PI, clockWiseStart = 0, steps = null, includeLast = false) { return [steps == null? (radius*extend+1)|0: steps].map(steps => Array.from({length: steps}).map((v, i, a) => [radius * Math.cos(clockWiseStart + extend*i/(a.length-(includeLast?1:0))), radius * Math.sin(clockWiseStart + extend*i/(a.length-(includeLast?1:0)))])).pop(); }
        static draw(turtle, path) {path.forEach((pt, i) => turtle[i==0?'jump':'goto'](pt));}
        static drawTour(turtle, path) {this.draw(turtle, path.concat([path[0]]));}
        static drawPoint(turtle, pt, r = .1) {this.drawTour(turtle, this.circle(r).map(e => V.add(e, pt)));}
        static drawArrow(turtle, s, d, width = 6, length = 3) {turtle.jump(s);const arrowHeadBase = V.add(s,d);turtle.goto(arrowHeadBase);turtle.goto(V.add(arrowHeadBase, V.trans(V.rot2d(-V.angle(d)), [-length, width/2])));turtle.jump(V.add(arrowHeadBase, V.trans(V.rot2d(-V.angle(d)), [-length, -width/2])));turtle.goto(arrowHeadBase);}
        static circlesTangents(c1_center, c1_radius, c2_center, c2_radius, internal = false) {let middle_circle = [V.scale(V.sub(c1_center, c2_center), .5)].map(hwp => [V.add(c2_center, hwp), V.len(hwp)]).pop();if(!internal && c1_radius == c2_radius) {let target = V.sub(c2_center, c1_center);let scaledTarget = V.scale(target, c1_radius/V.len(target));let partResult = [V.add(c1_center, V.trans(V.rot2d(Math.PI/2), scaledTarget)),V.add(c1_center, V.trans(V.rot2d(Math.PI/-2), scaledTarget))];return [partResult,partResult.map(pt => V.add(pt, target))]}let swap = !internal && c2_radius > c1_radius;if(swap) {let t = [[...c1_center], c1_radius];c1_center = c2_center;c1_radius = c2_radius;c2_center = t[0];c2_radius = t[1];}
        let internal_waypoints = Intersection.circles(c1_center, c1_radius + (internal?c2_radius:-c2_radius), ...middle_circle);
        if(!internal_waypoints.intersect_occurs) return [];
        const circlePointAtDirection2 = (circle_center, radius, direction) => V.add(circle_center, V.scale(direction, radius/V.len(direction)));
            const result = [
                [
                    circlePointAtDirection2(c1_center, c1_radius, V.sub(internal_waypoints.point_1, c1_center)),
                    circlePointAtDirection2(c1_center, c1_radius, V.sub(internal_waypoints.point_2, c1_center))
                ],
                [
                    circlePointAtDirection2(c2_center, c2_radius, internal?
                        V.sub(c1_center, internal_waypoints.point_1):
                        V.sub(internal_waypoints.point_1, c1_center)),
                    circlePointAtDirection2(c2_center, c2_radius, internal?
                        V.sub(c1_center, internal_waypoints.point_2):
                        V.sub(internal_waypoints.point_2, c1_center))
                ]
            ];
            return swap? [[result[1][1],result[1][0]],[result[0][1],result[0][0]]]: result;
        }
        
        static vectors(path) {return Array.from({length: path.length - 1}).map((e, i) => V.sub(path[i+1], path[i]));}
        static redistributeLinear(path, length = .5) {
            const p = path.map(pt => [...pt]);
            const result = [[...p[0]]];

            let pointer = 1;
            doneAll: while(pointer < p.length) {
                let l = length;
                while(pointer < p.length) {
                    const distance = V.len(V.sub(p[pointer], p[pointer - 1]));
                    if(distance < l) {
                        l-=distance;
                        pointer++;
                        continue;
                    }
                    if(distance == l) {
                        if(pointer < p.length - 1) result.push([...p[pointer]]);
                        pointer++;
                        break doneAll;
                    }
                    if(l < distance) {
                        const newPoint = V.lerp(p[pointer-1], p[pointer], l/distance);
                        if(pointer < p.length - 1) result.push([...newPoint]);
                        p[pointer - 1] = newPoint;
                        break;
                    }
                }
            }
            result.push(p.pop());
            return result;
        }
        static length(path) { return this.lengths(path).reduce((c, a) => a + c, 0); }
        static lengths(path) { return path.map((e, i, a) => V.len(V.sub(e, a[(i+1)%a.length]))).filter((e, i, a) => i < a.length - 1); }
        static intersectInfoRay(path, origin, direction) {
            const vectors = this.vectors(path);
            const ri = vectors.map((e, i) => [i, Intersection.info(origin, direction, path[i], e)])
                              .filter(e => 0 <= e[1][2] && e[1][2] <= 1 && 0 <= e[1][1])
                              .sort(e => e[1][1]);
            if(ri.length == 0) return false;
            
            const hit = ri[0];
            const lengths = this.lengths(path);
            const length = lengths.reduce((a, c) => a + c, 0);

            let l = 0;
            for(let i = 0; i < hit[0]; i++) {
                l += lengths[i];
            }
            return [hit[1][0], (l + (lengths[hit[0]] * hit[1][2])) / length, hit[1][1]];
        }
        static lerp(path, part) {
            if(part < 0 || 1 < part) throw new Error('Range of part is 0 to 1, got ' + path);
            const lengths = this.lengths(path);
            const length = lengths.reduce((a, c) => a + c, 0);
            let l = length * part;
            for(let i = 0; i < lengths.length; i++) {
                if(lengths[i] < l) {
                    l-=lengths[i];
                    continue;
                }
                return V.lerp(path[i], path[i+1], l / V.len(V.sub(path[i+1], path[i])));
            }
            return [...path[path.length - 1]];
        }
    }
    
    this.PT = PathTools;
    
    class Complex {
        static add(a,b)     { return V.add(a,b); }
        static sub(a,b)     { return V.sub(a,b); }
        static scale(a,s)   { return V.scale(a,s); }
        static mult(a,b)    { return [a[0]*b[0]-a[1]*b[1],a[0]*b[1]+a[1]*b[0]]; }
        static sqrt(a)      { return [[Math.hypot(...a)**.5, Math.atan2(...a.reverse()) / 2]].map(ra => [ra[0]*Math.cos(ra[1]), ra[0]*Math.sin(ra[1])]).pop(); }
    }
    this.C = Complex;
    
    class Numbers {
        static approx(a,b,p)        { return Math.abs(a-b) < (p === undefined? .001: p); }
        static clamp(a, min, max)   { return Math.min(Math.max(a, min), max); }
        static rotateClamp(a, min, max) {
            if(min == max) return min;
            while (a < min) { a+=(max-min); }
            while (a > max) { a-=(max-min); }
            return a;
        }
        static lerp(a, b, t) { return V.lerp([a], [b], t); };
    }
    this.N = Numbers;

    class Matrix {
        static bayer(order) { return [...Array(1<<order)].map((_,y,a) => { const g = (k=order,x)=>k--&&4*g(k,x)|2*(x>>k)+3*(y>>k&1)&3; return a.map(g); }); }
        static rotate(m) { return m[0].map((e, i) => m.map(r => r[i]).reverse()); }
        static rotateCCW(m) { return m[0].map((e, i) => m.map(r => r[r.length-1-i])); }
        static add(a,b) { return a.map((e, c) => e.map((e, r) => a[c][r] + b[c][r])); }
        static sub(a,b) { return a.map((e, c) => e.map((e, r) => a[c][r] - b[c][r])); }
        static multiply(a,b) { return Array.from({length: b.length}, (e,resCol) => Array.from({length: a[0].length}, (e,resRow) => b[resCol].reduce((acc, c, bRow) => acc + a[bRow][resRow] * b[resCol][bRow], 0)));}
        static scale(a,s) { return a.map((e, c) => e.map((e, r) => a[c][r] * s)); }
        static random(c,r,fillFn = Math.random) { return Array.from({length: c}, (e,i) => Array.from({length: r}, e => fillFn(c, r))); }
        static identity(d) { return Array.from({length: d}, (e,c) => Array.from({length: d}, (e, r) => c==r?1:0 )); }
        static log(m, name, logFn = console.log) { if(name != undefined) logFn(name); if(m === undefined || (typeof m == 'object' && (m[0] === undefined || m[0][0] === undefined))) { return logFn(`Failed to log matrix:`, m); } logFn(m[0].map((e,r) => m.map((e,c) => m[c][r]).join(', ')).join('\n')); }
        static invert(m) { let _A = m.map(col => col.map(cell => cell));/*clone matrix*/let temp;const N = _A.length;const E = Array.from({length: N}, (e,i) => Array.from({length: _A[0].length}, (e,j) => i==j?1:0));for (let k = 0; k < N; k++) {temp = _A[k][k];for (let j = 0; j < N; j++) {_A[k][j] /= temp;E[k][j] /= temp;}for (let i = k + 1; i < N; i++) {temp = _A[i][k];for (let j = 0; j < N; j++) {_A[i][j] -= _A[k][j] * temp;E[i][j] -= E[k][j] * temp;}}}for (let k = N - 1; k > 0; k--) {for (let i = k - 1; i >= 0; i--) {temp = _A[i][k];for (let j = 0; j < N; j++) {_A[i][j] -= _A[k][j] * temp;E[i][j] -= E[k][j] * temp;}}}return E; }
        static determinant(m) { return m.length == 1 ?m[0][0] :m.length == 2 ? m[0][0]*m[1][1]-m[0][1]*m[1][0] :m[0].reduce((r,e,i) => r+(-1)**(i+2)*e*this.determinant(m.slice(1).map(c => c.filter((_,j) => i != j))), 0)}
        static flip(m) { return Array.from({length: m[0].length}, (_, r) => Array.from({length: m.length}, (e, c) => m[c][r])); }
        static sum(m) { return m.reduce((a, c) => a + c.reduce((aa, cc) => aa + cc, 0), 0); }
    }
    this.M = Matrix;
    
    class Algorithms {
        static nthTriangular(n) { return ((n * n) + n) / 2; }
    }
    this.A = Algorithms;
    
    class Random {
        static #apply(seed) {
            // Seedable random number generator by David Bau: http://davidbau.com/archives/2010/01/30/random_seeds_coded_hints_and_quintillions.html
            !function(a,b,c,d,e,f,g,h,i){function j(a){var b,c=a.length,e=this,f=0,g=e.i=e.j=0,h=e.S=[];for(c||(a=[c++]);d>f;)h[f]=f++;for(f=0;d>f;f++)h[f]=h[g=s&g+a[f%c]+(b=h[f])],h[g]=b;(e.g=function(a){for(var b,c=0,f=e.i,g=e.j,h=e.S;a--;)b=h[f=s&f+1],c=c*d+h[s&(h[f]=h[g=s&g+b])+(h[g]=b)];return e.i=f,e.j=g,c})(d)}function k(a,b){var c,d=[],e=typeof a;if(b&&"object"==e)for(c in a)try{d.push(k(a[c],b-1))}catch(f){}return d.length?d:"string"==e?a:a+"\0"}function l(a,b){for(var c,d=a+"",e=0;e<d.length;)b[s&e]=s&(c^=19*b[s&e])+d.charCodeAt(e++);return n(b)}function m(c){try{return o?n(o.randomBytes(d)):(a.crypto.getRandomValues(c=new Uint8Array(d)),n(c))}catch(e){return[+new Date,a,(c=a.navigator)&&c.plugins,a.screen,n(b)]}}function n(a){return String.fromCharCode.apply(0,a)}var o,p=c.pow(d,e),q=c.pow(2,f),r=2*q,s=d-1,t=c["seed"+i]=function(a,f,g){var h=[];f=1==f?{entropy:!0}:f||{};var o=l(k(f.entropy?[a,n(b)]:null==a?m():a,3),h),s=new j(h);return l(n(s.S),b),(f.pass||g||function(a,b,d){return d?(c[i]=a,b):a})(function(){for(var a=s.g(e),b=p,c=0;q>a;)a=(a+c)*d,b*=d,c=s.g(1);for(;a>=r;)a/=2,b/=2,c>>>=1;return(a+c)/b},o,"global"in f?f.global:this==c)};if(l(c[i](),b),g&&g.exports){g.exports=t;try{o=require("crypto")}catch(u){}}else h&&h.amd&&h(function(){return t})}(this,[],Math,256,6,52,"object"==typeof module&&module,"function"==typeof define&&define,"random");
            Math.seedrandom(seed);
        }
        static seedRandom() { this.#apply(new Date().getMilliseconds()); }
        static seedDaily() { this.#apply(new Date().toDateString()); }
        static seed(seed) { this.#apply(seed); }
        static getInt(min, max) {
            if(max == undefined) {
                max = min + 1;
                min = 0;
            }
            const [mi, ma] = [Math.min(min, max), Math.max(min, max)];
            return (mi + Math.random() * (ma - mi)) | 0;
        }
        static get(min, max) {
            if(min == undefined) {
                return Math.random();
            }
            if(max == undefined) {
                max = min;
                min = 0;
            }
            const [mi, ma] = [Math.min(min, max), Math.max(min, max)];
            return mi + Math.random() * (ma - mi);
        }
        static getAngle(l = 1) { return l * this.get(0, 2*Math.PI); }
    }
    this.R = Random;
}


// Ported https://www.skypack.dev/view/simplex-noise
function Simplex() {
    const F2 = 0.5 * (Math.sqrt(3) - 1);
    const G2 = (3 - Math.sqrt(3)) / 6;
    const F3 = 1 / 3;
    const G3 = 1 / 6;
    const F4 = (Math.sqrt(5) - 1) / 4;
    const G4 = (5 - Math.sqrt(5)) / 20;
    const fastFloor = (x) => Math.floor(x) | 0;
    const grad2 = /* @__PURE__ */ new Float64Array([1,1,-1,1,1,-1,-1,-1,1,0,-1,0,1,0,-1,0,0,1,0,-1,0,1,0,-1]);
    const grad3 = /* @__PURE__ */ new Float64Array([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 grad4 = /* @__PURE__ */ new Float64Array([0,1,1,1,0,1,1,-1,0,1,-1,1,0,1,-1,-1,0,-1,1,1,0,-1,1,-1,0,-1,-1,1,0,-1,-1,-1,1,0,1,1,1,0,1,-1,1,0,-1,1,1,0,-1,-1,-1,0,1,1,-1,0,1,-1,-1,0,-1,1,-1,0,-1,-1,1,1,0,1,1,1,0,-1,1,-1,0,1,1,-1,0,-1,-1,1,0,1,-1,1,0,-1,-1,-1,0,1,-1,-1,0,-1,1,1,1,0,1,1,-1,0,1,-1,1,0,1,-1,-1,0,-1,1,1,0,-1,1,-1,0,-1,-1,1,0,-1,-1,-1,0]);
    function createNoise2D(random = Math.random) {
      const perm = buildPermutationTable(random);
      const permGrad2x = new Float64Array(perm).map((v) => grad2[v % 12 * 2]);
      const permGrad2y = new Float64Array(perm).map((v) => grad2[v % 12 * 2 + 1]);
      return function noise2D(x, y) {
        let n0 = 0;
        let n1 = 0;
        let n2 = 0;
        const s = (x + y) * F2;
        const i = fastFloor(x + s);
        const j = fastFloor(y + s);
        const t = (i + j) * G2;
        const X0 = i - t;
        const Y0 = j - t;
        const x0 = x - X0;
        const y0 = y - Y0;
        let i1, j1;
        if (x0 > y0) {
          i1 = 1;
          j1 = 0;
        } else {
          i1 = 0;
          j1 = 1;
        }
        const x1 = x0 - i1 + G2;
        const y1 = y0 - j1 + G2;
        const x2 = x0 - 1 + 2 * G2;
        const y2 = y0 - 1 + 2 * G2;
        const ii = i & 255;
        const jj = j & 255;
        let t0 = 0.5 - x0 * x0 - y0 * y0;
        if (t0 >= 0) {
          const gi0 = ii + perm[jj];
          const g0x = permGrad2x[gi0];
          const g0y = permGrad2y[gi0];
          t0 *= t0;
          n0 = t0 * t0 * (g0x * x0 + g0y * y0);
        }
        let t1 = 0.5 - x1 * x1 - y1 * y1;
        if (t1 >= 0) {
          const gi1 = ii + i1 + perm[jj + j1];
          const g1x = permGrad2x[gi1];
          const g1y = permGrad2y[gi1];
          t1 *= t1;
          n1 = t1 * t1 * (g1x * x1 + g1y * y1);
        }
        let t2 = 0.5 - x2 * x2 - y2 * y2;
        if (t2 >= 0) {
          const gi2 = ii + 1 + perm[jj + 1];
          const g2x = permGrad2x[gi2];
          const g2y = permGrad2y[gi2];
          t2 *= t2;
          n2 = t2 * t2 * (g2x * x2 + g2y * y2);
        }
        return 70 * (n0 + n1 + n2);
      };
    }
    function createNoise3D(random = Math.random) {
      const perm = buildPermutationTable(random);
      const permGrad3x = new Float64Array(perm).map((v) => grad3[v % 12 * 3]);
      const permGrad3y = new Float64Array(perm).map((v) => grad3[v % 12 * 3 + 1]);
      const permGrad3z = new Float64Array(perm).map((v) => grad3[v % 12 * 3 + 2]);
      return function noise3D(x, y, z) {
        let n0, n1, n2, n3;
        const s = (x + y + z) * F3;
        const i = fastFloor(x + s);
        const j = fastFloor(y + s);
        const k = fastFloor(z + s);
        const t = (i + j + k) * G3;
        const X0 = i - t;
        const Y0 = j - t;
        const Z0 = k - t;
        const x0 = x - X0;
        const y0 = y - Y0;
        const z0 = z - Z0;
        let i1, j1, k1;
        let i2, j2, k2;
        if (x0 >= y0) {
          if (y0 >= z0) {
            i1 = 1;
            j1 = 0;
            k1 = 0;
            i2 = 1;
            j2 = 1;
            k2 = 0;
          } else if (x0 >= z0) {
            i1 = 1;
            j1 = 0;
            k1 = 0;
            i2 = 1;
            j2 = 0;
            k2 = 1;
          } else {
            i1 = 0;
            j1 = 0;
            k1 = 1;
            i2 = 1;
            j2 = 0;
            k2 = 1;
          }
        } else {
          if (y0 < z0) {
            i1 = 0;
            j1 = 0;
            k1 = 1;
            i2 = 0;
            j2 = 1;
            k2 = 1;
          } else if (x0 < z0) {
            i1 = 0;
            j1 = 1;
            k1 = 0;
            i2 = 0;
            j2 = 1;
            k2 = 1;
          } else {
            i1 = 0;
            j1 = 1;
            k1 = 0;
            i2 = 1;
            j2 = 1;
            k2 = 0;
          }
        }
        const x1 = x0 - i1 + G3;
        const y1 = y0 - j1 + G3;
        const z1 = z0 - k1 + G3;
        const x2 = x0 - i2 + 2 * G3;
        const y2 = y0 - j2 + 2 * G3;
        const z2 = z0 - k2 + 2 * G3;
        const x3 = x0 - 1 + 3 * G3;
        const y3 = y0 - 1 + 3 * G3;
        const z3 = z0 - 1 + 3 * G3;
        const ii = i & 255;
        const jj = j & 255;
        const kk = k & 255;
        let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
        if (t0 < 0)
          n0 = 0;
        else {
          const gi0 = ii + perm[jj + perm[kk]];
          t0 *= t0;
          n0 = t0 * t0 * (permGrad3x[gi0] * x0 + permGrad3y[gi0] * y0 + permGrad3z[gi0] * z0);
        }
        let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
        if (t1 < 0)
          n1 = 0;
        else {
          const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1]];
          t1 *= t1;
          n1 = t1 * t1 * (permGrad3x[gi1] * x1 + permGrad3y[gi1] * y1 + permGrad3z[gi1] * z1);
        }
        let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
        if (t2 < 0)
          n2 = 0;
        else {
          const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2]];
          t2 *= t2;
          n2 = t2 * t2 * (permGrad3x[gi2] * x2 + permGrad3y[gi2] * y2 + permGrad3z[gi2] * z2);
        }
        let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
        if (t3 < 0)
          n3 = 0;
        else {
          const gi3 = ii + 1 + perm[jj + 1 + perm[kk + 1]];
          t3 *= t3;
          n3 = t3 * t3 * (permGrad3x[gi3] * x3 + permGrad3y[gi3] * y3 + permGrad3z[gi3] * z3);
        }
        return 32 * (n0 + n1 + n2 + n3);
      };
    }
    function createNoise4D(random = Math.random) {
      const perm = buildPermutationTable(random);
      const permGrad4x = new Float64Array(perm).map((v) => grad4[v % 32 * 4]);
      const permGrad4y = new Float64Array(perm).map((v) => grad4[v % 32 * 4 + 1]);
      const permGrad4z = new Float64Array(perm).map((v) => grad4[v % 32 * 4 + 2]);
      const permGrad4w = new Float64Array(perm).map((v) => grad4[v % 32 * 4 + 3]);
      return function noise4D(x, y, z, w) {
        let n0, n1, n2, n3, n4;
        const s = (x + y + z + w) * F4;
        const i = fastFloor(x + s);
        const j = fastFloor(y + s);
        const k = fastFloor(z + s);
        const l = fastFloor(w + s);
        const t = (i + j + k + l) * G4;
        const X0 = i - t;
        const Y0 = j - t;
        const Z0 = k - t;
        const W0 = l - t;
        const x0 = x - X0;
        const y0 = y - Y0;
        const z0 = z - Z0;
        const w0 = w - W0;
        let rankx = 0;
        let ranky = 0;
        let rankz = 0;
        let rankw = 0;
        if (x0 > y0)
          rankx++;
        else
          ranky++;
        if (x0 > z0)
          rankx++;
        else
          rankz++;
        if (x0 > w0)
          rankx++;
        else
          rankw++;
        if (y0 > z0)
          ranky++;
        else
          rankz++;
        if (y0 > w0)
          ranky++;
        else
          rankw++;
        if (z0 > w0)
          rankz++;
        else
          rankw++;
        const i1 = rankx >= 3 ? 1 : 0;
        const j1 = ranky >= 3 ? 1 : 0;
        const k1 = rankz >= 3 ? 1 : 0;
        const l1 = rankw >= 3 ? 1 : 0;
        const i2 = rankx >= 2 ? 1 : 0;
        const j2 = ranky >= 2 ? 1 : 0;
        const k2 = rankz >= 2 ? 1 : 0;
        const l2 = rankw >= 2 ? 1 : 0;
        const i3 = rankx >= 1 ? 1 : 0;
        const j3 = ranky >= 1 ? 1 : 0;
        const k3 = rankz >= 1 ? 1 : 0;
        const l3 = rankw >= 1 ? 1 : 0;
        const x1 = x0 - i1 + G4;
        const y1 = y0 - j1 + G4;
        const z1 = z0 - k1 + G4;
        const w1 = w0 - l1 + G4;
        const x2 = x0 - i2 + 2 * G4;
        const y2 = y0 - j2 + 2 * G4;
        const z2 = z0 - k2 + 2 * G4;
        const w2 = w0 - l2 + 2 * G4;
        const x3 = x0 - i3 + 3 * G4;
        const y3 = y0 - j3 + 3 * G4;
        const z3 = z0 - k3 + 3 * G4;
        const w3 = w0 - l3 + 3 * G4;
        const x4 = x0 - 1 + 4 * G4;
        const y4 = y0 - 1 + 4 * G4;
        const z4 = z0 - 1 + 4 * G4;
        const w4 = w0 - 1 + 4 * G4;
        const ii = i & 255;
        const jj = j & 255;
        const kk = k & 255;
        const ll = l & 255;
        let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
        if (t0 < 0)
          n0 = 0;
        else {
          const gi0 = ii + perm[jj + perm[kk + perm[ll]]];
          t0 *= t0;
          n0 = t0 * t0 * (permGrad4x[gi0] * x0 + permGrad4y[gi0] * y0 + permGrad4z[gi0] * z0 + permGrad4w[gi0] * w0);
        }
        let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
        if (t1 < 0)
          n1 = 0;
        else {
          const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]];
          t1 *= t1;
          n1 = t1 * t1 * (permGrad4x[gi1] * x1 + permGrad4y[gi1] * y1 + permGrad4z[gi1] * z1 + permGrad4w[gi1] * w1);
        }
        let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
        if (t2 < 0)
          n2 = 0;
        else {
          const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]];
          t2 *= t2;
          n2 = t2 * t2 * (permGrad4x[gi2] * x2 + permGrad4y[gi2] * y2 + permGrad4z[gi2] * z2 + permGrad4w[gi2] * w2);
        }
        let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
        if (t3 < 0)
          n3 = 0;
        else {
          const gi3 = ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]];
          t3 *= t3;
          n3 = t3 * t3 * (permGrad4x[gi3] * x3 + permGrad4y[gi3] * y3 + permGrad4z[gi3] * z3 + permGrad4w[gi3] * w3);
        }
        let t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
        if (t4 < 0)
          n4 = 0;
        else {
          const gi4 = ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]];
          t4 *= t4;
          n4 = t4 * t4 * (permGrad4x[gi4] * x4 + permGrad4y[gi4] * y4 + permGrad4z[gi4] * z4 + permGrad4w[gi4] * w4);
        }
        return 27 * (n0 + n1 + n2 + n3 + n4);
      };
    }
    function buildPermutationTable(random) {
      const tableSize = 512;
      const p = new Uint8Array(tableSize);
      for (let i = 0; i < tableSize / 2; i++) {
        p[i] = i;
      }
      for (let i = 0; i < tableSize / 2 - 1; i++) {
        const r = i + ~~(random() * (256 - i));
        const aux = p[i];
        p[i] = p[r];
        p[r] = aux;
      }
      for (let i = 256; i < tableSize; i++) {
        p[i] = p[i - 256];
      }
      return p;
    }
    
    class Simplex {
        buildPermutationTable(random) { return buildPermutationTable(random); }
        createNoise2D(random) { return createNoise2D(random); }
        createNoise3D(random) { return createNoise3D(random); }
        createNoise4D(random) { return createNoise4D(random); }
    }
    return new Simplex();
}

////////////////////////////////////////////////////////////////
// Polygon Clipping utility code - Created by Reinder Nijhoff 2019
// (Polygon binning by Lionel Lemarie 2021) https://turtletoy.net/turtle/95f33bd383
// (Delegated Hatching by Jurgen Westerhof 2024) https://turtletoy.net/turtle/d068ad6040
// (Deferred Polygon Drawing by Jurgen Westerhof 2024) https://turtletoy.net/turtle/6f3d2bc0b5
// https://turtletoy.net/turtle/a5befa1f8d
//
// const polygons = new Polygons();
// const p = polygons.create();
// polygons.draw(turtle, p);
// polygons.list();
// polygons.startDeferSession();
// polygons.stopDeferring();
// polygons.finalizeDeferSession(turtle);
//
// p.addPoints(...[[x,y],]);
// p.addSegments(...[[x,y],]);
// p.addOutline();
// p.addHatching(angle, distance); OR p.addHatching(HatchObject); where HatchObject has a method 'hatch(PolygonClass, thisPolygonInstance)'
// p.inside([x,y]);
// p.boolean(polygon, diff = true);
// p.segment_intersect([x,y], [x,y], [x,y], [x,y]);
////////////////////////////////////////////////////////////////
function Polygons(){const t=[],s=25,e=Array.from({length:s**2},t=>[]),n=class{constructor(){this.cp=[],this.dp=[],this.aabb=[]}addPoints(...t){let s=1e5,e=-1e5,n=1e5,h=-1e5;(this.cp=[...this.cp,...t]).forEach(t=>{s=Math.min(s,t[0]),e=Math.max(e,t[0]),n=Math.min(n,t[1]),h=Math.max(h,t[1])}),this.aabb=[s,n,e,h]}addSegments(...t){t.forEach(t=>this.dp.push(t))}addOutline(){for(let t=0,s=this.cp.length;t<s;t++)this.dp.push(this.cp[t],this.cp[(t+1)%s])}draw(t){for(let s=0,e=this.dp.length;s<e;s+=2)t.jump(this.dp[s]),t.goto(this.dp[s+1])}addHatching(t, s) {if(typeof t == 'object') return t.hatch(n, this);const e=new n;e.cp.push([-1e5,-1e5],[1e5,-1e5],[1e5,1e5],[-1e5,1e5]);const h=Math.sin(t)*s,o=Math.cos(t)*s,a=200*Math.sin(t),i=200*Math.cos(t);for(let t=.5;t<150/s;t++) {e.dp.push([h*t+i,o*t-a],[h*t-i,o*t+a]);e.dp.push([-h*t+i,-o*t-a],[-h*t-i,-o*t+a]);}e.boolean(this,!1);this.dp=[...this.dp,...e.dp]}inside(t){let s=0;for(let e=0,n=this.cp.length;e<n;e++)this.segment_intersect(t,[.1,-1e3],this.cp[e],this.cp[(e+1)%n])&&s++;return 1&s}boolean(t,s=!0){const e=[];for(let n=0,h=this.dp.length;n<h;n+=2){const h=this.dp[n],o=this.dp[n+1],a=[];for(let s=0,e=t.cp.length;s<e;s++){const n=this.segment_intersect(h,o,t.cp[s],t.cp[(s+1)%e]);!1!==n&&a.push(n)}if(0===a.length)s===!t.inside(h)&&e.push(h,o);else{a.push(h,o);const n=o[0]-h[0],i=o[1]-h[1];a.sort((t,s)=>(t[0]-h[0])*n+(t[1]-h[1])*i-(s[0]-h[0])*n-(s[1]-h[1])*i);for(let n=0;n<a.length-1;n++)(a[n][0]-a[n+1][0])**2+(a[n][1]-a[n+1][1])**2>=.001&&s===!t.inside([(a[n][0]+a[n+1][0])/2,(a[n][1]+a[n+1][1])/2])&&e.push(a[n],a[n+1])}}return(this.dp=e).length>0}segment_intersect(t,s,e,n){const h=(n[1]-e[1])*(s[0]-t[0])-(n[0]-e[0])*(s[1]-t[1]);if(0===h)return!1;const o=((n[0]-e[0])*(t[1]-e[1])-(n[1]-e[1])*(t[0]-e[0]))/h,a=((s[0]-t[0])*(t[1]-e[1])-(s[1]-t[1])*(t[0]-e[0]))/h;return o>=0&&o<=1&&a>=0&&a<=1&&[t[0]+o*(s[0]-t[0]),t[1]+o*(s[1]-t[1])]}};const y=function(n,j=[]){const h={},o=200/s;for(var a=0;a<s;a++){const c=a*o-100,r=[0,c,200,c+o];if(!(n[3]<r[1]||n[1]>r[3]))for(var i=0;i<s;i++){const c=i*o-100;r[0]=c,r[2]=c+o,n[0]>r[2]||n[2]<r[0]||e[i+a*s].forEach(s=>{const e=t[s];n[3]<e.aabb[1]||n[1]>e.aabb[3]||n[0]>e.aabb[2]||n[2]<e.aabb[0]||j.includes(s)||(h[s]=1)})}}return Array.from(Object.keys(h),s=>t[s])};return{list:()=>t,create:()=>new n,draw:(n,h,o=!0)=>{rpl=y(h.aabb, this.dei === undefined? []: Array.from({length: t.length - this.dei}).map((e, i) => this.dsi + i));for(let t=0;t<rpl.length&&h.boolean(rpl[t]);t++);const td=n.isdown();if(this.dsi!==undefined&&this.dei===undefined)n.pu();h.draw(n),o&&function(n){t.push(n);const h=t.length-1,o=200/s;e.forEach((t,e)=>{const a=e%s*o-100,i=(e/s|0)*o-100,c=[a,i,a+o,i+o];c[3]<n.aabb[1]||c[1]>n.aabb[3]||c[0]>n.aabb[2]||c[2]<n.aabb[0]||t.push(h)})}(h);if(td)n.pd();},startDeferSession:()=>{if(this.dei!==undefined)throw new Error('Finalize deferring before starting new session');this.dsi=t.length;},stopDeferring:()=>{if(this.dsi === undefined)throw new Error('Start deferring before stopping');this.dei=t.length;},finalizeDeferSession:(n)=>{if(this.dei===undefined)throw new Error('Stop deferring before finalizing');for(let i=this.dsi;i<this.dei;i++) {rpl = y(t[i].aabb,Array.from({length:this.dei-this.dsi+1}).map((e,j)=>i+j));for(let j=0;j<rpl.length&&t[i].boolean(rpl[j]);j++);t[i].draw(n);}this.dsi=undefined;this.dei=undefined;}}}