Re-imagining of the sketch from which this is forked. Tweaked adjustment parameters, changed rendering to lines instead of circles, added fine-tuned adjustment slider to AngleIncrementA.
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// Forked from "Packed in for a Good Wander" by ProjectGrantwood
// https://turtletoy.net/turtle/04187a129d
// Forked from "Beadpackpathwander" by ProjectGrantwood
// https://turtletoy.net/turtle/5f76422d98
Canvas.setpenopacity(1);
let shrinkageAcceleration = 0; //min=0, max=50, step=1
let shrinkageAcceleration_FineAdjust = 0.0//min=0, max=1, step=0.01
let AngleIncrementA = 20 // min=-180, max=180, step=1
let AngleIncrementA_FineAdjust = 0 //min=0, max=1, step=0.01
let AngleIncrementB = -26 // min=-180, max=180, step=1
let AngleIncrementB_FineAdjust =0 //min=0, max=1, step=0.01
let minimumRadius = 0.2 // min=0.05, max=4, step=0.01
let initialRadius = 4 // min=1, max=34, step=1
let maxFailures = 0 //min=0, max=200, step=1
let lines = 10000 //min=100, max=90000, step=100
shrinkageAcceleration = (100 - (shrinkageAcceleration + shrinkageAcceleration_FineAdjust)) / 1000;
initialRadius = minimumRadius > initialRadius ? minimumRadius : initialRadius;
const angleIncrement1 = (AngleIncrementA + AngleIncrementA_FineAdjust) * Math.PI / 180;
const angleIncrement2 = (AngleIncrementB + AngleIncrementB_FineAdjust) * Math.PI / 180
const t = new Turtle();
const circleArray = [createCircle(0, 0, initialRadius, -Math.PI * 2)];
let ratio = 0.9;
let ratio2 = 0.999;
const initialRatio = ratio;
let currentCircle = circleArray[0];
let failures = 0;
t.pd();
t.radians();
function walk(i){
for (let j = 0; j < 12; j++){
currentCircle = getAndCheck(currentCircle, circleArray);
}
return i < lines;
}
function createCircle(x, y, rad, heading){
return [x, y, rad, heading];
}
function checkCircles(c1, c2){
const xd = (c2[0] - c1[0]) ** 2;
const yd = (c2[1] - c1[1]) ** 2;
const dsq = xd + yd;
return dsq >= (c1[2] + c2[2]) ** 2;
}
function draw(c, turtle, flags = '01'){
turtle.jmp(c[0], c[1] - c[2]);
if (flags[0] === '1'){
turtle.circle(c[2])
}
if (flags[1] === '1') {
turtle.jmp(c[0], c[1]);
turtle.seth(c[3] - Math.PI)
let travelDistance = c[2];
travelDistance = c[2] === minimumRadius ? c[2] + c[2] + minimumRadius : c[2] + c[2] / ratio + minimumRadius
turtle.forward(travelDistance)
}
}
function getNextCircle(c){
let radiusOld = c[2];
let radiusNew = radiusOld * ratio
radiusNew = radiusNew < minimumRadius ? minimumRadius : radiusNew
let headingNew = c[3] += angleIncrement1 //* [-1, 1][Math.floor(Math.random() * 2)];
c[3] = headingNew;
let d = ((radiusOld + radiusNew) + minimumRadius);
let xOld = c[0];
let yOld = c[1];
let xNew = xOld + d * Math.cos(headingNew);
let yNew = yOld + d * Math.sin(headingNew);
return createCircle(xNew, yNew, radiusNew, headingNew);
}
function checkBounds(c){
let add = 1;
add *= c[0] < 100 - c[2];
add *= c[0] > -100 + c[2];
add *= c[1] < 100 - c[2];
add *= c[1] > -100 + c[2];
return add;
}
function getAndCheck(c1, circleArray){
let c2 = getNextCircle(currentCircle);
let add = 1;
add *= checkBounds(c2);
let newC;
for (let c of circleArray){
if (!add){
break;
}
add *= checkCircles(c, c2);
if (!add){
newC = c2;
break;
}
}
if (!add){
c1[3] += angleIncrement2
failures++;
if (failures > maxFailures){
failures = 0;
c1[3] += angleIncrement2 //* [-1, 1][Math.floor(Math.random() * 2)];
ratio *= initialRatio + shrinkageAcceleration;
radius = initialRadius;
let index = circleArray.indexOf(c1) - 1;
index = index < 0 ? circleArray.length - 1 : index;
//return circleArray[index];
return circleArray[Math.floor(Math.random() * circleArray.length)]
}
return currentCircle;
} else {
ratio /= initialRatio + shrinkageAcceleration;
draw(c2, t);
circleArray.push(c2);
return c2;
}
}