Simulation of tree rings
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Canvas.setpenopacity(1);
const turtle = new Turtle();
const seed = 43; // min=1, max=100, step=1
const rings = 25; // min=10, max=100, step=1
const baseRadius = 3; // min=1, max=20, step=1
const spacing = 5.20; // min=0.1, max=10, step=0.1
const noiseFactor = 1.90; // min=0, max=4, step=0.01
const noiseVariation = 1.30; // min=0, max=2, step=0.01
const spacingVariation = 7; // min=0, max=7, step=0.1
const globalDeformation = 0; // min=0, max=10, step=0.01
const offsetX = 24; // min=-100, max=100, step=1
const offsetY = 37; // min=-100, max=100, step=1
const noise = new SimplexNoise(seed);
function calculateCenter(ringIndex, totalRings) {
const factor = 1 - ringIndex / (totalRings - 1);
const x = offsetX * factor;
const y = offsetY * factor;
return { x, y };
}
function globalOffset(angle) {
const deformation = noise.noise2D([Math.cos(angle) * 0.5, Math.sin(angle) * 0.5]) * globalDeformation;
return deformation;
}
function drawRing(centerX, centerY, radius, noiseFactor) {
turtle.up();
turtle.goto(centerX + radius, centerY);
turtle.down();
for (let angle = 0; angle < 360; angle += 0.5) {
const rad = angle * Math.PI / 180;
const globalDef = globalOffset(rad);
const offset = Math.max(noise.noise2D([Math.cos(rad) * noiseFactor, Math.sin(rad) * noiseFactor]) * noiseFactor + globalDef, 0.1);
const x = centerX + (radius + offset) * Math.cos(rad);
const y = centerY + (radius + offset) * Math.sin(rad);
turtle.goto(x, y);
}
// Cierra el anillo
const rad = 0;
const globalDef = globalOffset(rad);
const offset = Math.max(noise.noise2D([Math.cos(rad) * noiseFactor, Math.sin(rad) * noiseFactor]) * noiseFactor + globalDef, 0.1);
const x = centerX + (radius + offset) * Math.cos(rad);
const y = centerY + (radius + offset) * Math.sin(rad);
turtle.goto(x, y);
}
let currentRadius = baseRadius;
for (let i = 0; i < rings; i++) {
const { x: centerX, y: centerY } = calculateCenter(i, rings);
const ringNoiseFactor = noiseFactor + noiseVariation * noise.noise2D([i * 0.2, seed * 0.3]);
drawRing(centerX, centerY, currentRadius, ringNoiseFactor);
const randomSpacing = spacing + spacingVariation * noise.noise2D([i * 0.1, seed * 0.1]);
currentRadius += Math.max(0.1, randomSpacing);
}
////////////////////////////////////////////////////////////////
// Simplex Noise utility code. Created by Reinder Nijhoff 2020
// https://turtletoy.net/turtle/6e4e06d42e
// Based on: http://webstaff.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
////////////////////////////////////////////////////////////////
function SimplexNoise(seed = 1) {
const grad = [[1, 1, 0], [-1, 1, 0], [1, -1, 0], [-1, -1, 0],
[1, 0, 1], [-1, 0, 1], [1, 0, -1], [-1, 0, -1],
[0, 1, 1], [0, -1, 1], [0, 1, -1], [0, -1, -1]];
const perm = new Uint8Array(512);
const F2 = (Math.sqrt(3) - 1) / 2, F3 = 1 / 3;
const G2 = (3 - Math.sqrt(3)) / 6, G3 = 1 / 6;
const dot2 = (a, b) => a[0] * b[0] + a[1] * b[1];
const sub2 = (a, b) => [a[0] - b[0], a[1] - b[1]];
const dot3 = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const sub3 = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
class SimplexNoise {
constructor(seed = 1) {
for (let i = 0; i < 512; i++) {
perm[i] = i & 255;
}
for (let i = 0; i < 255; i++) {
const r = (seed = this.hash(i + seed)) % (256 - i) + i;
const swp = perm[i];
perm[i + 256] = perm[i] = perm[r];
perm[r + 256] = perm[r] = swp;
}
}
noise2D(p) {
const s = dot2(p, [F2, F2]);
const c = [Math.floor(p[0] + s), Math.floor(p[1] + s)];
const i = c[0] & 255, j = c[1] & 255;
const t = dot2(c, [G2, G2]);
const p0 = sub2(p, sub2(c, [t, t]));
const o = p0[0] > p0[1] ? [1, 0] : [0, 1];
const p1 = sub2(sub2(p0, o), [-G2, -G2]);
const p2 = sub2(p0, [1 - 2 * G2, 1 - 2 * G2]);
let n = Math.max(0, 0.5 - dot2(p0, p0)) ** 4 * dot2(grad[perm[i + perm[j]] % 12], p0);
n += Math.max(0, 0.5 - dot2(p1, p1)) ** 4 * dot2(grad[perm[i + o[0] + perm[j + o[1]]] % 12], p1);
n += Math.max(0, 0.5 - dot2(p2, p2)) ** 4 * dot2(grad[perm[i + 1 + perm[j + 1]] % 12], p2);
return 70 * n;
}
hash(i) {
i = 1103515245 * ((i >> 1) ^ i);
const h32 = 1103515245 * (i ^ (i >> 3));
return h32 ^ (h32 >> 16);
}
}
return new SimplexNoise(seed);
}