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const turtle = new Turtle(); const polygons = new Polygons(); function walk(i) { const shape = polygons.create(); let starRotation = 0.0; // min=0, max=3.14, step=0.001; PolygonsUtil.star(shape, 0, 0, 90, 45, 6, starRotation, false); let inner = 0; let outer = 0; let iterations = 12; // min=4, max=40, step=1 let rotation = 0.0; let outerStep = 19; // min=10, max=40, step=1 let innerStep = 8; // min=2, max=40, step=1 let rotationStep = 0.478; // min=0.0, max=2, step=0.001 for (let ii=0; ii<outerStep; ii++) { PolygonsUtil.star(shape, 0, 0, inner += innerStep, outer += outerStep, iterations, rotation+=rotationStep, true); } shape.boolean(shape, false); shape.addOutline(); polygons.draw(turtle, shape, true); const outline = polygons.create(); PolygonsUtil.star(outline, 0, 0, 95, 48.5, 6, starRotation, false); outline.addOutline(); polygons.draw(turtle, outline, true); } //////////////////////////////////////////////////////////////// // Polygon utility code - Created by Mark Knol 2019 // https://turtletoy.net/turtle/5ef089d251 //////////////////////////////////////////////////////////////// class PolygonsUtil { static circle(polygon, x, y, radius = 10, segments = 45, useSegments = false) { for (let ii = 0; ii <= segments; ii++) { const a = ii / segments * Math.PI * 2; if (useSegments) { const a2 = (ii+1) / segments * Math.PI * 2; polygon.addSegments([x + Math.cos(a) * radius, y + Math.sin(a) * radius], [x + Math.cos(a2) * radius, y + Math.sin(a2) * radius]); } else { polygon.addPoints([x + Math.cos(a) * radius, y + Math.sin(a) * radius]); } } } static rect(polygon, x, y, width, height) { polygon.addPoints([x, y], [x + width, y], [x + width, y + height], [x, y + height]); } static star(polygon, x, y, radiusInner = 30, radiusOuter = radiusInner * 0.3, corners = 4, rotation = 0.0, useSegments = true) { const segments = corners * 2; for (let ii = 0; ii <= segments; ii++) { const a = ii / segments * Math.PI * 2; const radius = ii & 1 ? radiusInner : radiusOuter; if (useSegments) { const a2 = (ii+1) / segments * Math.PI * 2; const radius2 = (ii+1) & 1 ? radiusInner : radiusOuter; polygon.addSegments([x + Math.cos(rotation + a) * radius, y + Math.sin(rotation + a) * radius], [x + Math.cos(rotation + a2) * radius2, y + Math.sin(rotation + a2) * radius2]); } else { polygon.addPoints([x + Math.cos(rotation + a) * radius, y + Math.sin(rotation + a) * radius]); } } } static starParts(polygon, odd, x, y, radiusInner = 30, radiusOuter = radiusInner * 0.3, corners = 4, rotation = 0.0) { const segments = corners * 2; const start = 0; for (let ii = 0; ii <= segments; ii++) { const a = ii / segments * Math.PI * 2; let radius = ii % 2 == 1 ? radiusInner : radiusOuter; if (radius == radiusInner && !odd) polygon.addPoints([x, y]); polygon.addPoints([x + Math.cos(rotation + a) * radius, y + Math.sin(rotation +a) * radius]); if (radius == radiusInner && odd) polygon.addPoints([x, y]); } } } //////////////////////////////////////////////////////////////// // Polygon Clipping utility code - Created by Reinder Nijhoff 2019 // https://turtletoy.net/turtle/a5befa1f8d //////////////////////////////////////////////////////////////// function Polygons() { const polygonList = []; const Polygon = class { constructor() { this.cp = []; // clip path: array of [x,y] pairs this.dp = []; // 2d lines [x0,y0],[x1,y1] to draw this.aabb = []; // AABB bounding box } addPoints(...points) { // add point to clip path and update bounding box let xmin = 1e5, xmax = -1e5, ymin = 1e5, ymax = -1e5; (this.cp = [...this.cp, ...points]).forEach( p => { xmin = Math.min(xmin, p[0]), xmax = Math.max(xmax, p[0]); ymin = Math.min(ymin, p[1]), ymax = Math.max(ymax, p[1]); }); this.aabb = [(xmin+xmax)/2, (ymin+ymax)/2, (xmax-xmin)/2, (ymax-ymin)/2]; } addSegments(...points) { // add segments (each a pair of points) points.forEach(p => this.dp.push(p)); } addOutline() { for (let i = 0, l = this.cp.length; i < l; i++) { this.dp.push(this.cp[i], this.cp[(i + 1) % l]); } } draw(t) { for (let i = 0, l = this.dp.length; i < l; i+=2) { t.jump(this.dp[i]), t.goto(this.dp[i + 1]); } } addHatching(a, d) { const tp = new Polygon(); tp.cp.push([-1e5,-1e5],[1e5,-1e5],[1e5,1e5],[-1e5,1e5]); const dx = Math.sin(a) * d, dy = Math.cos(a) * d; const cx = Math.sin(a) * 200, cy = Math.cos(a) * 200; for (let i = 0.5; i < 150 / d; i++) { tp.dp.push([dx * i + cy, dy * i - cx], [dx * i - cy, dy * i + cx]); tp.dp.push([-dx * i + cy, -dy * i - cx], [-dx * i - cy, -dy * i + cx]); } tp.boolean(this, false); this.dp = [...this.dp, ...tp.dp]; } inside(p) { let int = 0; // find number of i ntersection points from p to far away for (let i = 0, l = this.cp.length; i < l; i++) { if (this.segment_intersect(p, [0.1, -1000], this.cp[i], this.cp[(i + 1) % l])) { int++; } } return int & 1; // if even your outside } boolean(p, diff = true) { // bouding box optimization by ge1doot. if (Math.abs(this.aabb[0] - p.aabb[0]) - (p.aabb[2] + this.aabb[2]) >= 0 && Math.abs(this.aabb[1] - p.aabb[1]) - (p.aabb[3] + this.aabb[3]) >= 0) return this.dp.length > 0; // polygon diff algorithm (narrow phase) const ndp = []; for (let i = 0, l = this.dp.length; i < l; i+=2) { const ls0 = this.dp[i]; const ls1 = this.dp[i + 1]; // find all intersections with clip path const int = []; for (let j = 0, cl = p.cp.length; j < cl; j++) { const pint = this.segment_intersect(ls0, ls1, p.cp[j], p.cp[(j + 1) % cl]); if (pint !== false) { int.push(pint); } } if (int.length === 0) { // 0 intersections, inside or outside? if (diff === !p.inside(ls0)) { ndp.push(ls0, ls1); } } else { int.push(ls0, ls1); // order intersection points on line ls.p1 to ls.p2 const cmpx = ls1[0] - ls0[0]; const cmpy = ls1[1] - ls0[1]; int.sort( (a,b) => (a[0] - ls0[0]) * cmpx + (a[1] - ls0[1]) * cmpy - (b[0] - ls0[0]) * cmpx - (b[1] - ls0[1]) * cmpy); for (let j = 0; j < int.length - 1; j++) { if ((int[j][0] - int[j+1][0])**2 + (int[j][1] - int[j+1][1])**2 >= 0.001) { if (diff === !p.inside([(int[j][0]+int[j+1][0])/2,(int[j][1]+int[j+1][1])/2])) { ndp.push(int[j], int[j+1]); } } } } } return (this.dp = ndp).length > 0; } //port of http://paulbourke.net/geometry/pointlineplane/Helpers.cs segment_intersect(l1p1, l1p2, l2p1, l2p2) { const d = (l2p2[1] - l2p1[1]) * (l1p2[0] - l1p1[0]) - (l2p2[0] - l2p1[0]) * (l1p2[1] - l1p1[1]); if (d === 0) return false; const n_a = (l2p2[0] - l2p1[0]) * (l1p1[1] - l2p1[1]) - (l2p2[1] - l2p1[1]) * (l1p1[0] - l2p1[0]); const n_b = (l1p2[0] - l1p1[0]) * (l1p1[1] - l2p1[1]) - (l1p2[1] - l1p1[1]) * (l1p1[0] - l2p1[0]); const ua = n_a / d; const ub = n_b / d; if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1) { return [l1p1[0] + ua * (l1p2[0] - l1p1[0]), l1p1[1] + ua * (l1p2[1] - l1p1[1])]; } return false; } }; return { list: () => polygonList, create: () => new Polygon(), draw: (turtle, p, addToVisList=true) => { for (let j = 0; j < polygonList.length && p.boolean(polygonList[j]); j++); p.draw(turtle); if (addToVisList) polygonList.push(p); } }; }