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); }