Menger Sponge fractal. I use a slightly modified version of the Voxel Ray Caster to collect all partially visible faces of the fractal. A bounding box is added to speed up rendering a bit.
#voxels #fractal #MengerSponge
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// Menger Sponge. Created by Reinder Nijhoff 2020 // @reindernijhoff // // https://turtletoy.net/turtle/79240332e3 // const iterations = 4; // min=1, max=5, step=1 const cameraFOV = 3; // min=0.5, max=3, step=0.05 const cameraDist = 3; // min=.1, max=3, step=0.1 const cameraYRot = 2.5; // min=0, max=3, step=0.01 const cameraXRot = 0.45; // min=0, max=3, step=0.01 const addHatching = 1; // min=0, max=1, step=1 (No, Yes) const drawCubeEdges = 0; // min=0, max=1, step=1 (No, Yes) const useBarrelDistortion = 0; // min=0, max=1, step=1 (No, Yes) const radius = Math.pow(3, iterations) * cameraDist, cosRot = Math.cos(cameraXRot); const ro = [radius * Math.cos(cameraYRot)*cosRot +.5,Math.sin(cameraXRot)*radius + .5,radius * -Math.sin(cameraYRot)*cosRot+.5]; // camera origin const ta = [.5,.5,.5]; // camera target const voxelCaster = new MengerSpongeCaster(ro, ta, 0, cameraFOV); let turtle; if (useBarrelDistortion) { turtle = new Tortoise(); function Barrel(b) { return p => { let s = (1+(p[0]**2 + p[1]**2)*b/1e4); return [p[0]*s, p[1]*s]; } } function Scale(s) { return p => [p[0]*s, p[1]*s]; } turtle.addTransform(Barrel(-0.12)); turtle.addTransform(Scale(1.1)); } else { turtle = new Slowpoke(); } function walk(i) { const tiles = Math.max(1, iterations**2 - 1); const x = i % tiles, y = (i/tiles)|0; const lt = [x*200/tiles-100, y*200/tiles-100]; // Left top of tile const rb = [(x+1)*200/tiles-100, (y+1)*200/tiles-100]; // Right bottom of tile const faces = voxelCaster.collectFaces(lt, rb, Math.pow(3, iterations)*10, Math.pow(0.6, iterations)); const polys = new Polygons(); // Create a polygon for this tile to clip all faces const viewPort = polys.create(); viewPort.addPoints(lt, [lt[0], rb[1]], rb, [rb[0], lt[1]]); faces.forEach(face => { const p = polys.create(); p.addPoints(...face.points); if (drawCubeEdges) { p.addOutline(); } else { face.edges.forEach((e, i) => e && p.addSegments(p.cp[i], p.cp[(i+1)%4])); } if (addHatching && Math.abs(face.normal[2]) > .5) { p.addHatching(-Math.PI/3, .5); } // Clip face against viewport of this tile p.boolean(viewPort, false); // Draw face polys.draw(turtle, p); }); return i < tiles*tiles - 1; } //////////////////////////////////////////////////////////////// // Voxel Ray Caster utility code. Created by Reinder Nijhoff 2020 // https://turtletoy.net/turtle/d9ae1fb0bd // Based on: https://turtletoy.net/turtle/d9ae1fb0bd //////////////////////////////////////////////////////////////// function MengerSpongeCaster(ro, ta, cr=0, w=1.5) { const faceId = (p, n) => p[0].toFixed(0) + '_' + p[1].toFixed(0) + '_' + p[2].toFixed(0) + n[0].toFixed(0) + '_' + n[1].toFixed(0) + '_' + n[2].toFixed(0); const neg = (a) => [-a[0], -a[1], -a[2]]; const scale = (a,b) => [a[0]*b, a[1]*b, a[2]*b]; const mul = (a,b) => [a[0]*b[0], a[1]*b[1], a[2]*b[2]]; const len = (a) => Math.sqrt(a[0]**2 + a[1]**2 + a[2]**2); const norm = (a) => scale(a,1/len(a)); const add = (a,b) => [a[0]+b[0], a[1]+b[1], a[2]+b[2]]; const sub = (a,b) => [a[0]-b[0], a[1]-b[1], a[2]-b[2]]; const cross = (a,b) => [a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0]]; const trans = (a,b) => a.map((e, c) => b[c]*a[0] + b[c+3]*a[1] + b[c+6]*a[2]); const transInv = (a,b) => a.map((e, c) => b[c*3+0]*a[0] + b[c*3+1]*a[1] + b[c*3+2]*a[2]); class VoxelFace { constructor(p, n, dist, map) { this.id = faceId(p,n); this.pos = p; this.normal = n; this.b = [n[1],n[2],n[0]]; this.t = cross(this.normal, this.b); this.dist = dist; this.center = add(this.pos, [.5,.5,.5]); } projectVertex(p, ca) { const cp = transInv(p, ca), s = w * 100 / cp[2]; return [cp[0] * s, cp[1] * -s]; } projectVertices(ro, ca) { const nh = scale(this.normal, .5), t=scale(this.t, .5), b=scale(this.b, .5); this.points = [add(neg(t), neg(b)), add(t, neg(b)), add(t, b), add(neg(t), b)] .map(c => this.projectVertex(sub(add(add(c, nh), this.center), ro), ca)); } calculateEdges(map) { const t=this.t, b=this.b, p=this.pos, n=this.normal; this.edges = [neg(b), t, b, neg(t)].map(o => !map(add(p, o)) || map(add(add(p, o), n))); } } class MengerSpongeCaster { constructor(ro, ta, cr=0, w=1.5) { this.ro = ro; this.ta = ta; this.w = w; this.ca = this.setupCamera(ro, ta, cr); this.boxSize = Math.pow(3, iterations) / 2; } setupCamera(ro, ta, cr) { const cw = norm(sub(ta, ro)); const cp = [Math.sin(cr), Math.cos(cr), 0]; const cu = norm(cross(cw,cp)); const cv = (cross(cu,cw)); return [...cu, ...cv, ...cw]; } mengerSponge(p) { let x = Math.abs(p[0]), y = Math.abs(p[1]), z = Math.abs(p[2]); if (x <= this.boxSize && y <= this.boxSize && z <= this.boxSize) { for (let i=0; i<iterations; i++) { if ((x%3 != 0) + (y%3 != 0) + (z%3 != 0) <= 1) return false; x = ((x + 1)/3)|0; y = ((y + 1)/3)|0; z = ((z + 1)/3)|0; } return true; } return false; } castRay(ro, rd, maxSteps) { const ri = rd.map(e => Math.abs(e) > 1e-16 ? 1/e : 1e32); const rs = ri.map(e => Math.sign(e)); const ra = ri.map(e => Math.abs(e)); // Bounding box check for early return const p1 = sub(mul([-this.boxSize-.5,-this.boxSize-.5,-this.boxSize-.5], ra), mul(ro, ri)); const p2 = sub(mul([ this.boxSize+.5, this.boxSize+.5, this.boxSize+.5], ra), mul(ro, ri)); const t1 = Math.max(Math.max(p1[0], p1[1]), p1[2]); const t2 = Math.min(Math.min(p2[0], p2[1]), p2[2]); if (t2 < 0 || t1 > t2) { return false; } // move ray to bounding box if (t1 > 1) ro = add(ro, scale(rd, t1-1)); const ps = ro.map(e => Math.floor(e)); const ds = ps.map((p, i) => (p-ro[i]+.5+.5*rs[i]) * ri[i]); for (let j=0; j<maxSteps; j++) { const i = ds[0] <= ds[1] && ds[0] <= ds[2] ? 0 : ds[1] <= ds[0] && ds[1] <= ds[2] ? 1 : 2; ds[i] += ra[i]; ps[i] += rs[i]; if (this.mengerSponge(ps)) { const n = [0,0,0]; n[i] = -rs[i]; return [ps, n]; } } return false; } collectFaces(tl=[-100,-100], br=[100,100], maxSteps=200, res=0.25) { const faces = []; for (let x=tl[0]; x<=br[0]; x+=res) { for (let y=tl[1]; y<=br[1]; y+=res) { const rd = trans(norm([x/100, -y/100, this.w]), this.ca); const hit = this.castRay(ro, rd, maxSteps); if (hit) { const id = faceId(hit[0], hit[1]); if (!faces.find(a => a.id === id)) { const face = new VoxelFace(hit[0], hit[1], len(sub(hit[0], this.ro))); face.projectVertices(this.ro, this.ca); face.calculateEdges((p) => this.mengerSponge(p)); faces.push(face); } } } } return faces.sort((a, b) => a.dist - b.dist); } } return new MengerSpongeCaster(ro, ta, cr, w); } //////////////////////////////////////////////////////////////// // Slowpoke utility code. Created by Reinder Nijhoff 2019 // https://turtletoy.net/turtle/cfe9091ad8 //////////////////////////////////////////////////////////////// function Slowpoke(x, y) { const linesDrawn = {}; class Slowpoke extends Turtle { goto(x, y) { const p = Array.isArray(x) ? [...x] : [x, y]; if (this.isdown()) { const o = [this.x(), this.y()]; const h1 = o[0].toFixed(8)+'_'+p[0].toFixed(8)+o[1].toFixed(8)+'_'+p[1].toFixed(8); const h2 = p[0].toFixed(8)+'_'+o[0].toFixed(8)+p[1].toFixed(8)+'_'+o[1].toFixed(8); if (linesDrawn[h1] || linesDrawn[h2]) { super.up(); super.goto(p); super.down(); return; } linesDrawn[h1] = linesDrawn[h2] = true; } super.goto(p); } } return new Slowpoke(x,y); } //////////////////////////////////////////////////////////////// // Tortoise utility code. Created by Reinder Nijhoff 2019 // https://turtletoy.net/turtle/102cbd7c4d //////////////////////////////////////////////////////////////// function Tortoise(x, y) { class Tortoise extends Turtle { constructor(x, y) { super(x, y); this.ps = Array.isArray(x) ? [...x] : [x || 0, y || 0]; this.transforms = []; } addTransform(t) { this.transforms.push(t); this.jump(this.ps); return this; } applyTransforms(p) { if (!this.transforms) return p; let pt = [...p]; this.transforms.map(t => { pt = t(pt); }); return pt; } goto(x, y) { const p = Array.isArray(x) ? [...x] : [x, y]; const pt = this.applyTransforms(p); if (this.isdown() && (this.pt[0]-pt[0])**2 + (this.pt[1]-pt[1])**2 > 4) { this.goto((this.ps[0]+p[0])/2, (this.ps[1]+p[1])/2); this.goto(p); } else { super.goto(pt); this.ps = p; this.pt = pt; } } position() { return this.ps; } } return new Tortoise(x,y); } //////////////////////////////////////////////////////////////// // Polygon Clipping utility code - Created by Reinder Nijhoff 2019 // https://turtletoy.net/turtle/a5befa1f8d //////////////////////////////////////////////////////////////// function Polygons() { let 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, [0.13, -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 (diff && 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); } }; }