Inspired by maraz
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// Forked from "Unknown Turtles" by maraz // https://turtletoy.net/turtle/ca12448d34 Canvas.setpenopacity(-1); let dens = 4 // min=1, max=10, step=1 dens=1/dens const turtle = new Turtle(); const width = 90; const zstart = 80; const layer = dens*6; const layers = 27/dens; const perspective = 0.7*dens+0.2; turtle.penup(); let h=0; const leeway=1 // min=0, max=30, step=1 const amp=1 // min=0, max=20, step=0.1 const res =1 // min=1, max=10, step=1 const rows = 200 const scale = 150 // min=0, max=400, step=1 const mean = 0 const rad = 18 // min=0, max=50, step=1 const vermult = 9 // min=0, max=20, step=1 const cols = (layers+3)*(vermult) const filledge = 1 //min=0, max=1, step=1 const gaussMat1 = generateGaussianNoiseMatrix(rows, cols, scale, mean) const gaussMat= applyGaussianBlur(gaussMat1,rad) function walk(i) { const left = -width + perspective * i; const right = width - perspective * i; const z = zstart - layer * i; if (filledge==1){ turtle.penup(); turtle.goto(-500, z); turtle.pendown(); turtle.goto(left, z); turtle.penup(); turtle.goto(500, z); turtle.pendown(); turtle.goto(right, z); turtle.penup() } turtle.goto(left, z); for (let n = left; n < right; n += res) { const xIndex = Math.floor((n + width) / res); if (n < left + leeway || n > right - leeway) { h = z; } else { h = z + gaussMat[xIndex][i*vermult] * amp; } turtle.goto(n, h); turtle.pendown(); } turtle.goto(right, z); turtle.penup(); return i < layers; } function generateGaussianNoiseMatrix(rows, cols, scale, mean) { const noiseMatrix = []; for (let i = 0; i < rows; i++) { const row = []; for (let j = 0; j < cols; j++) { const u1 = 1 - Math.random(); const u2 = 1 - Math.random(); const z0 = Math.sqrt(-2 * Math.log(u1)) * Math.cos(2 * Math.PI * u2); const z1 = Math.sqrt(-2 * Math.log(u1)) * Math.sin(2 * Math.PI * u2); const noiseValue = mean + scale * z0; row.push(noiseValue); } noiseMatrix.push(row); } return noiseMatrix; } // Function to apply Gaussian blur to a matrix function applyGaussianBlur(matrix, radius) { const kernelSize = radius * 2 + 1; const kernel = []; for (let i = 0; i < kernelSize; i++) { const row = []; for (let j = 0; j < kernelSize; j++) { const x = i - radius; const y = j - radius; const weight = Math.exp(-(x * x + y * y) / (2 * radius * radius)); row.push(weight); } kernel.push(row); } const blurredMatrix = []; for (let i = 0; i < matrix.length; i++) { const newRow = []; for (let j = 0; j < matrix[i].length; j++) { let sum = 0; let totalWeight = 0; for (let ki = 0; ki < kernelSize; ki++) { for (let kj = 0; kj < kernelSize; kj++) { const mi = i - radius + ki; const mj = j - radius + kj; if (mi >= 0 && mi < matrix.length && mj >= 0 && mj < matrix[i].length) { sum += matrix[mi][mj] * kernel[ki][kj]; totalWeight += kernel[ki][kj]; } } } newRow.push(sum / totalWeight); } blurredMatrix.push(newRow); } return blurredMatrix; }