Grid variations

Grid with way too many sliders.

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// Grid variations. Created by Reinder Nijhoff 2020
// @reindernijhoff
//
// https://turtletoy.net/turtle/abbc1557a1
//

Canvas.setpenopacity(.5);
const turtle = new Slowpoke();

const seed = 1; // min=1, max=100, step=1
const baseShape = 1; // min=0, max=1, step=1 (Box, Hexagon)
const twistLength = .1; // min=0.01, max=2, step=0.01
const twistFactor = .07; // min=0, max=1, step=0.01
const splitAngle = .3; // min=0, max=1, step=0.01
const splitChange = .1; // min=0, max=1, step=0.01
const randomDistortion = .4; // min=0, max=1, step=0.01
const clipToBox = 0; // min=0, max=1, step=1 (No, Yes)
const grid = 5; // min=3, max=21, step=2

function walk(i) {
    const scale = 220 / grid;
    const x = (i % grid) - (grid/2|0);
    const y = (i/grid|0) - (grid/2|0);
    
    // create base shape
    let   points = baseShape ? createHexagon(x, y) : createSquare(x, y);
    
    // give vertices random offset
    points = randomizePoints(points, randomDistortion);
    
    // optional: clip points to box
    if (clipToBox) {
        for (let j=-1; j<=1; j+=2) {
            points = clipPoints(points, [j,0], grid/3);
            points = clipPoints(points, [0,j], grid/3);
        }
    }
    
    // shatter shape into shapes
    const shapes = shatterPoints(points);
    
    // for each shape: repeatedly draw and 'twist'
    shapes.forEach( points => {
        let maxLen, steps = 0;
        do {
            drawPoints(points.map(point => scl(point, scale)), turtle);
            points = twistPoints(points, twistFactor);
            maxLen = 0, steps++;
            points.forEach((p, i) => {
                maxLen = Math.max(maxLen, len(sub(p, points[(i+1)%points.length])));
            });
        } while (maxLen > twistLength && steps < 100);
    });    
    return i < grid * grid - 1;
}

// shape generators 
function createSquare(x,y) {
    return [[x-.5,y+.5], [x-.5,y-.5], [x+.5,y-.5], [x+.5,y+.5]];
}

function createHexagon(x,y) {
    const h = .75, w = 3/8 * (h/(Math.sqrt(3)/4)), center = [x*2*w + (y%2)*w, y*3/2*h];
    return [[0,-h],[-w,-h/2],[-w,h/2],[0,h],[w,h/2],[w,-h/2]].map(p => add(center, p));
}

// vec2 functions
function scl(a,b)   { return [a[0]*b, a[1]*b]; }
function add(a,b)   { return [a[0]+b[0], a[1]+b[1]]; }
function sub(a,b)   { return [a[0]-b[0], a[1]-b[1]]; }
function dot(a,b)   { return a[0]*b[0] + a[1]*b[1]; }
function len(a)     { return Math.sqrt(a[0]**2 + a[1]**2); }
function nrm(a)     { return scl(a, 1/len(a)); }
function lrp(a,b,f) { return [a[0]*f+b[0]*(1-f), a[1]*f+b[1]*(1-f)]; }

// shape functions
function randomizePoints(points, scale = 1) {
    return points.map( point => add(point, 
        scl( add( [hash(dot(point, [11, 13])), hash(dot(point, [17, 19]))], [-.5,-.5]), scale)));
}

function drawPoints(points, turtle) {
    if (points.length > 0) turtle.jump(points[points.length-1]);
    points.forEach(point => turtle.goto(point));
}

function twistPoints(points, twist) {
    return points.map( (p0, i) => lrp(p0, points[(i+1) % points.length], twist) );
}

function shatterPoints(points) {
    if (points.length <= 3) return [points];
    
    // calculate angle at each vertex and sort them
    const l = points.length, angles = points.map( (p, i) => {
        return [dot( nrm( sub(points[(i+1)%l],p)), nrm( sub( points[(i+l-1)%l],p))), i];
    }).sort((a,b) => a[0]-b[0]);
    
    // split at vertex with largest angle or just randomly
    if (angles[0][0] < splitAngle-1 || rand() < splitChange) {
        const i = angles[0][1], d = 3 + rand()*(l-4)|0, p2 = [...points, ...points];
        return [...shatterPoints([...p2].splice(i, d)), ...shatterPoints([...p2].splice(i+d-1, l-d+2))];
    } else {
        return [points];
    }
}

function clipPoints(points, planeNormal, planeDist) {
    const newPoints = [];
    points.forEach( (p, i) => {
        const p1 = points[(i+1) % points.length], 
              d0 = dot(p, planeNormal) + planeDist, d1 = dot(p1, planeNormal) + planeDist;
        if (d0 >= 0) newPoints.push(p);
        if (d0 * d1 < 0) newPoints.push(lrp(p, p1, Math.abs(d1)/(Math.abs(d0)+Math.abs(d1))));
    });
    return newPoints;
}

// pseudo random methods
function hash(p) {
    p += seed;
    p = 1103515245 * (((p) >> 1) ^ (p));
    p = 1103515245 * (p ^ (p>>3));
    p = p ^ (p >> 16);
    return p / 1103515245 % 1;	
}

let rseed = seed;
function rand() {
    let r = 1103515245 * (((rseed) >> 1) ^ (rseed++));
    r = 1103515245 * (r ^ (r>>3));
    r = r ^ (r >> 16);
    return r / 1103515245 % 1;	
}

////////////////////////////////////////////////////////////////
// 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(2)+'_'+p[0].toFixed(2)+o[1].toFixed(2)+'_'+p[1].toFixed(2);
                const h2 = p[0].toFixed(2)+'_'+o[0].toFixed(2)+p[1].toFixed(2)+'_'+o[1].toFixed(2);
                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);
}