Tesselation. Based on work by Åse Balko: instagram.com/asebalko/
#tesselation #simplex #noise #asebalko
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// Tesselation #1. Created by Reinder Nijhoff 2021 - @reindernijhoff // // https://turtletoy.net/turtle/6e4e06d42e // const seed = 1; // min=1, max=100, step=1 const segments = 70; // min=10, max=200, step=1 const innerRadius = 25; // min=10, max=100, step=0.1 const ringWidth = 3; // min=1, max=20, step=0.1 const ringWidthPow = 1.05; // min=1, max=1.5, step=0.01 const noiseAmplitude = 5; // min=0, max=20, step=0.1 const noiseFreq = 0.0175; // min=0, max=0.2, step=0.001 const noiseFallOffPow = 0.5; // min=0.1, max=2, step=0.01 const turtle = new Turtle(); const noise1 = new SimplexNoise(seed); const noise2 = new SimplexNoise(seed+1); const lines = Math.ceil(200 / ringWidth); const da = Math.PI * 2 / segments; function point(a, i) { const radius = Math.pow(i, ringWidthPow) * ringWidth + innerRadius; const p = [Math.cos(a) * radius, Math.sin(a) * radius]; p[0] += noise1.noise2D([p[0]*noiseFreq, p[1]*noiseFreq]) * noiseAmplitude * Math.pow(2-Math.sqrt(p[0]**2 + p[1]**2)/500, noiseFallOffPow); p[1] += noise2.noise2D([p[0]*noiseFreq, p[1]*noiseFreq]) * noiseAmplitude * Math.pow(2-Math.sqrt(p[0]**2 + p[1]**2)/500, noiseFallOffPow); return p; } function triangleLines(p0, p1, p2, p3) { turtle.jump(p2); turtle.goto(p0); turtle.goto(p1); turtle.jump(p0); turtle.goto(p3); } function walk(i) { for (let s = 0; s<segments; s++) { const a0 = -(i / 2) * da / 2 + da * s; const a1 = -((i+1) / 2) * da / 2 + da * s; triangleLines(point(a0, i), point(a0+da, i), point(a1, i+1), point(a1+da, i+1)); } return i < lines; } //////////////////////////////////////////////////////////////// // 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); }