Yet another parameterised implementation of a concept by KennyVaden at Reddit: reddit.com/r/generat…ga/sun_burst_r_code/
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const rings = 9; //min=1 max=15 step=1 const rMin = 8; //min=5 max=50 step=1 const rMax = 98; //min=51 max=150 step=1 const segments = 75; //min=40 max=80 step=1 const oscillations = 12 //min=3 max=20 step=1 const ampMin = .4; //min=.1 max=1 step=.01 const ampMax = .95; //min=.5 max=2 step=.01 const distortionRandom = .5; //min=0 max=3 step=.1 const distortionFactor = 1; //min=0 max=10 step=.1 // You can find the Turtle API reference here: https://turtletoy.net/syntax Canvas.setpenopacity(-.7); const ringHeight = (rMax - rMin) / rings const segmentAngle = 2*Math.PI / segments; // Global code will be evaluated once. const turtle = new Turtle(); for(let i = 1; i < rMin - 1; i += (rMin - 2) / 6) { drawTour(turtle, circlePoints(i)); } // The walk function will be called until it returns false. function walk(i) { const r = rMin + i * ringHeight; drawTour(turtle, circlePoints(r)); const ringDistortion = distortionRandom * Math.random() * i * segmentAngle; for(let j = 0; j < segments; j++) { const phase = 2*Math.PI * j / segments; const ampM = (Math.cos(oscillations * phase) + 1) / 2; const amp = (ampMin + (ampMax - ampMin) * ampM) * ringHeight; const bottomPt = (fracFromLeftToRight) => [ r * Math.sin(phase + (fracFromLeftToRight - .5) * segmentAngle), r * -Math.cos(phase + (fracFromLeftToRight - .5) * segmentAngle) ]; const leftBottom = bottomPt(0); const leftTop = [ (r + amp) * Math.sin(phase - (1 + .5 * ampM) * segmentAngle), (r + amp) * -Math.cos(phase - (1 + .5 * ampM) * segmentAngle) ]; const rightTop = [ (r + amp) * Math.sin(phase - (1 - .5 * ampM) * segmentAngle), (r + amp) * -Math.cos(phase - (1 - .5 * ampM) * segmentAngle) ]; const rightBottom = bottomPt(1); const rot = rot2(i * segmentAngle * distortionFactor + ringDistortion); turtle.jump(trans2(rot, leftBottom )); turtle.goto(trans2(rot, leftTop )); turtle.goto(trans2(rot, rightTop )); turtle.goto(trans2(rot, rightBottom)); const leftToRight = sub2(rightTop, leftTop); Array.from({length: Math.random() <.5? 2: 3}).map((v, i, a) => [ bottomPt((i+1)/(a.length+1)), add2(leftTop, scale2(leftToRight, (i+1)/(a.length + 1))) ]).forEach(ft => { turtle.jump(trans2(rot, ft[0])); turtle.goto(trans2(rot, ft[1])); }); } return i < rings - 1; } /// Below is the standard lib I just copy paste under almost all my turtles function approx1(a,b,delta=0.0001) { return -delta < a-b && a-b < delta } //////////////////////////////////////////////////////////////// // 2D Vector Math utility code - Created by several Turtletoy users //////////////////////////////////////////////////////////////// function norm2(a) { return scale2(a, 1/len2(a)); } function add2(a, b) { return [a[0]+b[0], a[1]+b[1]]; } function sub2(a, b) { return [a[0]-b[0], a[1]-b[1]]; } function mul2(a, b) { return [a[0]*b[0], a[1]*b[1]]; } function scale2(a, s) { return [a[0]*s,a[1]*s]; } function lerp2(a,b,t) { return [a[0]*(1-t) + b[0]*t, a[1]*(1-t) + b[1]*t]; } function lenSq2(a) { return a[0]**2+a[1]**2; } function len2(a) { return Math.sqrt(lenSq2(a)); } function rot2(a) { return [Math.cos(a), -Math.sin(a), Math.sin(a), Math.cos(a)]; } function trans2(m, a) { return [m[0]*a[0]+m[2]*a[1], m[1]*a[0]+m[3]*a[1]]; } //Matrix(2x1) x Matrix(2x2) function dist2(a,b) { return Math.hypot(...sub2(a,b)); } function dot2(a,b) { return a[0]*b[0]+a[1]*b[1]; } function cross2(a,b) { return a[0]*b[1] - a[1]*b[0]; } function multiply2(a2x2, a) { return [(a[0]*a2x2[0])+(a[1]*a2x2[1]),(a[0]*a2x2[2])+(a[1]*a2x2[3])]; } //Matrix(2x2) x Matrix(1x2) function intersect_info2(as, ad, bs, bd) { const d = [bs[0] - as[0], bs[1] - as[1]]; const det = bd[0] * ad[1] - bd[1] * ad[0]; if(det === 0) return false; const res = [(d[1] * bd[0] - d[0] * bd[1]) / det, (d[1] * ad[0] - d[0] * ad[1]) / det]; return [...res, add2(as, scale2(ad, res[0]))]; } function intersect_ray2(a, b, c, d) { const i = intersect_info2(a, b, c, d); return i === false? i: i[2]; } function segment_intersect2(a,b,c,d, inclusive = true) { const i = intersect_info2(a, sub2(b, a), c, sub2(d, c)); if(i === false) return false; const t = inclusive? 0<=i[0]&&i[0]<=1&&0<=i[1]&&i[1]<=1: 0<i[0]&&i[0]<1&&0<i[1]&&i[1]<1; return t?i[2]:false; } function approx2(a,b,delta=0.0001) { return len2(sub2(a,b)) < delta } function eq2(a,b) { return a[0]==b[0]&&a[1]==b[1]; } function clamp2(a, tl, br) { return [Math.max(Math.min(br[0], a[0]), tl[0]), Math.max(Math.min(br[1], a[1]), tl[1])]; } function nearSq2(test, near, delta = .0001) { return near[0] - delta < test[0] && test[0] < near[0] + delta && near[1] - delta < test[1] && test[1] < near[1] + delta; } //////////////////////////////////////////////////////////////// // Start of some path utility code - Created by Jurgen Westerhof 2023 //////////////////////////////////////////////////////////////// function circlePoints(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(); } function pts2Edges(pts) { return pts.map((v, i, a) => [v, a[(i+1)%a.length]]); } function drawPath(turtle, pts) { return pts.forEach((pt, i) => turtle[i == 0? 'jump':'goto'](pt)); } function drawTour(turtle, pts) { return drawPath(turtle, pts.concat([pts[0]])); } function drawPoint(turtle, pt) { return drawTour(turtle, circlePoints(.5).map(p => add2(p, pt))); } function isInPolygon(edges, pt) { return edges.map(edge => intersect_info2(edge[0], sub2(edge[1], edge[0]), pt, [0, 300])).filter(ii => ii !== false && 0 <= ii[0] && ii[0] <= 1 && 0 < ii[1]).length % 2 == 1; } function isInVectorTour(vectors, pt) { return vectors.map(v => intersect_info2(...v, pt[0], pt[1])).filter(ii => ii !== false && 0 <= ii[0] && ii[0] < 1 && 0 <= ii[1]).length % 2 == 1; } function tourToVectors(path) { return path.map((v, i, a) => [v, sub2(a[(i+1)%a.length], v)]); } function thickLinePaths(from, to, thickness) { return [trans2(rot2(Math.atan2(...sub2(to, from))), [thickness/2, 0])].map(v => [[add2(from, v), add2(to, v)], [sub2(from, v), sub2(to, v)]]).pop();} function toursIntersect(path1, path2) { return path1.some((pt1, i1) => path2.some((pt2, i2) => segment_intersect2(pt1, path1[(i1 + 1) % path1.length], pt2, path2[(i2 + 1) % path2.length]) !== false)); } // Fisher-Yates (aka Knuth) Shuffle // https://stackoverflow.com/questions/2450954/how-to-randomize-shuffle-a-javascript-array#2450976 function shuffle(array) { let currentIndex = array.length, randomIndex; // While there remain elements to shuffle. while (currentIndex > 0) { // Pick a remaining element. randomIndex = Math.floor(Math.random() * currentIndex); currentIndex--; // And swap it with the current element. [array[currentIndex], array[randomIndex]] = [ array[randomIndex], array[currentIndex]]; } return array; }