A port of skypack.dev/view/simplex-noise to make 2D, 3D and 4D simplex available in Turtletoy.
In this turtle I demonstrate the use of a 4D simplex noise to create tileable (toroidal) noise pattern that fluently repeats itself. This is discussed in detail at ronvalstar.nl/creating-tileable-noise-maps
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const shadesOfGrey = 10; //min=2 max=15 step=1 Fewer shades equals faster drawing const tileSize = 50; //min=10 max=200 step=10 The width and height of tiles const noiseZoom = 2; //min=0 max=10 step=.1 The multiplier to the coordinates used to probe the noise field const pixelSize = 1; //min=.3 max=5 step=.1 Bigger pixels makes drawing faster // You can find the Turtle API reference here: https://turtletoy.net/syntax Canvas.setpenopacity(1/shadesOfGrey); // Global code will be evaluated once. const turtle = new Turtle(); const polygons = new Polygons(); const bales = Bales(shadesOfGrey); const noise = new SquareTiledSimplex2D(Simplex().createNoise4D(), tileSize, noiseZoom); // The walk function will be called until it returns false. function walk(i) { const x = (i % Math.ceil(200/pixelSize)) * pixelSize - (100 - pixelSize / 2); const y = (i / Math.ceil(200/pixelSize) | 0) * pixelSize - (100 - pixelSize / 2); const lumination = (1+noise.sample(x,y))/2; const p = polygons.create(); p.addPoints(...[[-.5,-.5],[.5,-.5],[.5,.5],[-.5,.5]].map(pt => [pt[0]*pixelSize, pt[1]*pixelSize]).map(pt => [pt[0]+x,pt[1]+y])); p.addHatching(1, .15); polygons.draw(bales[lumination*shadesOfGrey | 0], p); return i < Math.ceil(200/pixelSize)**2-1; } function SquareTiledSimplex2D(noise4D, tileSize = 200, noiseZoom = 1) { class SquareTiledSimplex2D { constructor(noise4D, tileSize, noiseZoom) { this.noise4D = noise4D; this.tileSize = tileSize; this.noiseZoom = noiseZoom } sample(x, y) { const alpha = Math.PI * 2 / 200 * (200 / this.tileSize) * x; const beta = Math.PI * 2 / 200 * (200 / this.tileSize) * y; return this.noise4D( Math.cos(alpha) * this.noiseZoom, Math.sin(alpha) * this.noiseZoom, Math.cos(beta) * this.noiseZoom, Math.sin(beta) * this.noiseZoom ); } } return new SquareTiledSimplex2D(noise4D, tileSize, noiseZoom); } // Ported https://www.skypack.dev/view/simplex-noise function Simplex() { const F2 = 0.5 * (Math.sqrt(3) - 1); const G2 = (3 - Math.sqrt(3)) / 6; const F3 = 1 / 3; const G3 = 1 / 6; const F4 = (Math.sqrt(5) - 1) / 4; const G4 = (5 - Math.sqrt(5)) / 20; const fastFloor = (x) => Math.floor(x) | 0; const grad2 = /* @__PURE__ */ new Float64Array([1,1,-1,1,1,-1,-1,-1,1,0,-1,0,1,0,-1,0,0,1,0,-1,0,1,0,-1]); const grad3 = /* @__PURE__ */ new Float64Array([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 grad4 = /* @__PURE__ */ new Float64Array([0,1,1,1,0,1,1,-1,0,1,-1,1,0,1,-1,-1,0,-1,1,1,0,-1,1,-1,0,-1,-1,1,0,-1,-1,-1,1,0,1,1,1,0,1,-1,1,0,-1,1,1,0,-1,-1,-1,0,1,1,-1,0,1,-1,-1,0,-1,1,-1,0,-1,-1,1,1,0,1,1,1,0,-1,1,-1,0,1,1,-1,0,-1,-1,1,0,1,-1,1,0,-1,-1,-1,0,1,-1,-1,0,-1,1,1,1,0,1,1,-1,0,1,-1,1,0,1,-1,-1,0,-1,1,1,0,-1,1,-1,0,-1,-1,1,0,-1,-1,-1,0]); function createNoise2D(random = Math.random) { const perm = buildPermutationTable(random); const permGrad2x = new Float64Array(perm).map((v) => grad2[v % 12 * 2]); const permGrad2y = new Float64Array(perm).map((v) => grad2[v % 12 * 2 + 1]); return function noise2D(x, y) { let n0 = 0; let n1 = 0; let n2 = 0; const s = (x + y) * F2; const i = fastFloor(x + s); const j = fastFloor(y + s); const t = (i + j) * G2; const X0 = i - t; const Y0 = j - t; const x0 = x - X0; const y0 = y - Y0; let i1, j1; if (x0 > y0) { i1 = 1; j1 = 0; } else { i1 = 0; j1 = 1; } const x1 = x0 - i1 + G2; const y1 = y0 - j1 + G2; const x2 = x0 - 1 + 2 * G2; const y2 = y0 - 1 + 2 * G2; const ii = i & 255; const jj = j & 255; let t0 = 0.5 - x0 * x0 - y0 * y0; if (t0 >= 0) { const gi0 = ii + perm[jj]; const g0x = permGrad2x[gi0]; const g0y = permGrad2y[gi0]; t0 *= t0; n0 = t0 * t0 * (g0x * x0 + g0y * y0); } let t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 >= 0) { const gi1 = ii + i1 + perm[jj + j1]; const g1x = permGrad2x[gi1]; const g1y = permGrad2y[gi1]; t1 *= t1; n1 = t1 * t1 * (g1x * x1 + g1y * y1); } let t2 = 0.5 - x2 * x2 - y2 * y2; if (t2 >= 0) { const gi2 = ii + 1 + perm[jj + 1]; const g2x = permGrad2x[gi2]; const g2y = permGrad2y[gi2]; t2 *= t2; n2 = t2 * t2 * (g2x * x2 + g2y * y2); } return 70 * (n0 + n1 + n2); }; } function createNoise3D(random = Math.random) { const perm = buildPermutationTable(random); const permGrad3x = new Float64Array(perm).map((v) => grad3[v % 12 * 3]); const permGrad3y = new Float64Array(perm).map((v) => grad3[v % 12 * 3 + 1]); const permGrad3z = new Float64Array(perm).map((v) => grad3[v % 12 * 3 + 2]); return function noise3D(x, y, z) { let n0, n1, n2, n3; const s = (x + y + z) * F3; const i = fastFloor(x + s); const j = fastFloor(y + s); const k = fastFloor(z + s); const t = (i + j + k) * G3; const X0 = i - t; const Y0 = j - t; const Z0 = k - t; const x0 = x - X0; const y0 = y - Y0; const z0 = z - Z0; let i1, j1, k1; let i2, j2, k2; if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } } else { if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } } const x1 = x0 - i1 + G3; const y1 = y0 - j1 + G3; const z1 = z0 - k1 + G3; const x2 = x0 - i2 + 2 * G3; const y2 = y0 - j2 + 2 * G3; const z2 = z0 - k2 + 2 * G3; const x3 = x0 - 1 + 3 * G3; const y3 = y0 - 1 + 3 * G3; const z3 = z0 - 1 + 3 * G3; const ii = i & 255; const jj = j & 255; const kk = k & 255; let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0) n0 = 0; else { const gi0 = ii + perm[jj + perm[kk]]; t0 *= t0; n0 = t0 * t0 * (permGrad3x[gi0] * x0 + permGrad3y[gi0] * y0 + permGrad3z[gi0] * z0); } let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0) n1 = 0; else { const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1]]; t1 *= t1; n1 = t1 * t1 * (permGrad3x[gi1] * x1 + permGrad3y[gi1] * y1 + permGrad3z[gi1] * z1); } let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0) n2 = 0; else { const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2]]; t2 *= t2; n2 = t2 * t2 * (permGrad3x[gi2] * x2 + permGrad3y[gi2] * y2 + permGrad3z[gi2] * z2); } let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0) n3 = 0; else { const gi3 = ii + 1 + perm[jj + 1 + perm[kk + 1]]; t3 *= t3; n3 = t3 * t3 * (permGrad3x[gi3] * x3 + permGrad3y[gi3] * y3 + permGrad3z[gi3] * z3); } return 32 * (n0 + n1 + n2 + n3); }; } function createNoise4D(random = Math.random) { const perm = buildPermutationTable(random); const permGrad4x = new Float64Array(perm).map((v) => grad4[v % 32 * 4]); const permGrad4y = new Float64Array(perm).map((v) => grad4[v % 32 * 4 + 1]); const permGrad4z = new Float64Array(perm).map((v) => grad4[v % 32 * 4 + 2]); const permGrad4w = new Float64Array(perm).map((v) => grad4[v % 32 * 4 + 3]); return function noise4D(x, y, z, w) { let n0, n1, n2, n3, n4; const s = (x + y + z + w) * F4; const i = fastFloor(x + s); const j = fastFloor(y + s); const k = fastFloor(z + s); const l = fastFloor(w + s); const t = (i + j + k + l) * G4; const X0 = i - t; const Y0 = j - t; const Z0 = k - t; const W0 = l - t; const x0 = x - X0; const y0 = y - Y0; const z0 = z - Z0; const w0 = w - W0; let rankx = 0; let ranky = 0; let rankz = 0; let rankw = 0; if (x0 > y0) rankx++; else ranky++; if (x0 > z0) rankx++; else rankz++; if (x0 > w0) rankx++; else rankw++; if (y0 > z0) ranky++; else rankz++; if (y0 > w0) ranky++; else rankw++; if (z0 > w0) rankz++; else rankw++; const i1 = rankx >= 3 ? 1 : 0; const j1 = ranky >= 3 ? 1 : 0; const k1 = rankz >= 3 ? 1 : 0; const l1 = rankw >= 3 ? 1 : 0; const i2 = rankx >= 2 ? 1 : 0; const j2 = ranky >= 2 ? 1 : 0; const k2 = rankz >= 2 ? 1 : 0; const l2 = rankw >= 2 ? 1 : 0; const i3 = rankx >= 1 ? 1 : 0; const j3 = ranky >= 1 ? 1 : 0; const k3 = rankz >= 1 ? 1 : 0; const l3 = rankw >= 1 ? 1 : 0; const x1 = x0 - i1 + G4; const y1 = y0 - j1 + G4; const z1 = z0 - k1 + G4; const w1 = w0 - l1 + G4; const x2 = x0 - i2 + 2 * G4; const y2 = y0 - j2 + 2 * G4; const z2 = z0 - k2 + 2 * G4; const w2 = w0 - l2 + 2 * G4; const x3 = x0 - i3 + 3 * G4; const y3 = y0 - j3 + 3 * G4; const z3 = z0 - k3 + 3 * G4; const w3 = w0 - l3 + 3 * G4; const x4 = x0 - 1 + 4 * G4; const y4 = y0 - 1 + 4 * G4; const z4 = z0 - 1 + 4 * G4; const w4 = w0 - 1 + 4 * G4; const ii = i & 255; const jj = j & 255; const kk = k & 255; const ll = l & 255; let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0; if (t0 < 0) n0 = 0; else { const gi0 = ii + perm[jj + perm[kk + perm[ll]]]; t0 *= t0; n0 = t0 * t0 * (permGrad4x[gi0] * x0 + permGrad4y[gi0] * y0 + permGrad4z[gi0] * z0 + permGrad4w[gi0] * w0); } let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1; if (t1 < 0) n1 = 0; else { const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]; t1 *= t1; n1 = t1 * t1 * (permGrad4x[gi1] * x1 + permGrad4y[gi1] * y1 + permGrad4z[gi1] * z1 + permGrad4w[gi1] * w1); } let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2; if (t2 < 0) n2 = 0; else { const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]; t2 *= t2; n2 = t2 * t2 * (permGrad4x[gi2] * x2 + permGrad4y[gi2] * y2 + permGrad4z[gi2] * z2 + permGrad4w[gi2] * w2); } let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3; if (t3 < 0) n3 = 0; else { const gi3 = ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]; t3 *= t3; n3 = t3 * t3 * (permGrad4x[gi3] * x3 + permGrad4y[gi3] * y3 + permGrad4z[gi3] * z3 + permGrad4w[gi3] * w3); } let t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4; if (t4 < 0) n4 = 0; else { const gi4 = ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]; t4 *= t4; n4 = t4 * t4 * (permGrad4x[gi4] * x4 + permGrad4y[gi4] * y4 + permGrad4z[gi4] * z4 + permGrad4w[gi4] * w4); } return 27 * (n0 + n1 + n2 + n3 + n4); }; } function buildPermutationTable(random) { const tableSize = 512; const p = new Uint8Array(tableSize); for (let i = 0; i < tableSize / 2; i++) { p[i] = i; } for (let i = 0; i < tableSize / 2 - 1; i++) { const r = i + ~~(random() * (256 - i)); const aux = p[i]; p[i] = p[r]; p[r] = aux; } for (let i = 256; i < tableSize; i++) { p[i] = p[i - 256]; } return p; } class Simplex { buildPermutationTable(random) { return buildPermutationTable(random); } createNoise2D(random) { return createNoise2D(random); } createNoise3D(random) { return createNoise3D(random); } createNoise4D(random) { return createNoise4D(random); } } return new Simplex(); } //////////////////////////////////////////////////////////////// // Bale utility code - Created by Jurgen Westerhof 2022 // https://turtletoy.net/turtle/beb59d67ae // Abusing the opacity, usage: // Canvas.setpenopacity(1/paletteSize); // const bales = Bales(paletteSize); // Bales(count, includeFullTransparent = true, turtleClass = null) // Then use bales[x] wherever you would use a turtle object to 'draw' // in 'color' x (i.e Polygon hatching with a bale object and .15 interspacing) // bales[x].jump(0,0); // bales[x].goto(40,0); //////////////////////////////////////////////////////////////// function Bale(n, turtleClass = null) {class Bale {constructor(n, turtleClass = null) { this.turtles = Array.apply(null,{length: n}).map(i => turtleClass == null? new Turtle(): new turtleClass()); }back(e) { this.turtles.forEach(t => t.back(e)); return this; }backward(e) { this.turtles.forEach(t => t.backward(e)); return this; }bk(e) { this.turtles.forEach(t => t.bk(e)); return this; }fd(e) { this.turtles.forEach(t => t.fd(e)); return this; }forward(e) { this.turtles.forEach(t => t.forward(e)); return this; }left(e) { this.turtles.forEach(t => t.left(e)); return this; }lt(e) { this.turtles.forEach(t => t.lt(e)); return this; }right(e) { this.turtles.forEach(t => t.right(e)); return this; }rt(e) { this.turtles.forEach(t => t.rt(e)); return this; }seth(e) { this.turtles.forEach(t => t.seth(e)); return this; }setheading(e) { this.turtles.forEach(t => t.setheading(e)); return this; }setx(e) { this.turtles.forEach(t => t.setx(e)); return this; }sety(e) { this.turtles.forEach(t => t.sety(e)); return this; }setpos(x, y) { this.turtles.forEach(t => t.setpos(x, y)); return this; }setposition(x, y) { this.turtles.forEach(t => t.setposition(x, y)); return this; }toradians(e) { this.turtles.forEach(t => t.toradians(e)); return this; }degrees(e) { this.turtles.forEach(t => t.degrees(e)); return this; }goto(x, y) { this.turtles.forEach(t => t.goto(x, y)); return this; }jmp(x, y) { this.turtles.forEach(t => t.jmp(x, y)); return this; }jump(x, y) { this.turtles.forEach(t => t.jump(x, y)); return this; }circle(radius, extent, steps) { this.turtles.map(t => t.circle(radius, extent, steps)); return this; }clone() { let b = new Bale(this.turtles.length); this.turtles.forEach((t, k) => b.turtles[k] = t.clone()); return b; }h() { return this.turtles.length == 0? null: this.turtles[0].h(); }heading() { return this.turtles.length == 0? null: this.turtles[0].heading(); }home() { this.turtles.forEach(t => t.home()); return this; }isdown() { return this.turtles.length == 0? null: this.turtles[0].isdown(); }pos() { return this.turtles.length == 0? null: this.turtles[0].pos(); }position() { return this.turtles.length == 0? null: this.turtles[0].position(); }pd() { this.turtles.forEach(t => t.pd()); return this; }pendown() { this.turtles.forEach(t => t.pendown()); return this; }penup() { this.turtles.forEach(t => t.penup()); return this; }pu() { this.turtles.forEach(t => t.pu()); return this; }down() { this.turtles.forEach(t => t.down()); return this; }up() { this.turtles.forEach(t => t.up()); return this; }radians() { this.turtles.forEach(t => t.radians()); return this; }x() { return this.turtles.length == 0? null: this.turtles[0].x(); }xcor() { return this.turtles.length == 0? null: this.turtles[0].xcor(); }y() { return this.turtles.length == 0? null: this.turtles[0].y(); }ycor() { return this.turtles.length == 0? null: this.turtles[0].ycor(); }set(key, value) { this.turtles.forEach(i => i[key] = value); return this; }get(key) { return this.turtles.length == 0? null: this.turtles[0][key]; }}return new Bale(n, turtleClass);} function Bales(count, includeFullTransparent = true, turtleClass = null) { if(count == 1) return [new Bale(1, turtleClass)]; const getExponent = (base, target) => Math.log(target) / Math.log(base); const baleSize = count - (includeFullTransparent?1:0); const n = Array.apply(null,{length: baleSize}).map((v,k) => Math.round(getExponent(1 - 1/count, 1 - (count - k == count?.99:(baleSize - k)/baleSize)))); if(includeFullTransparent) n.push(0); return n.map(i => new Bale(i, turtleClass));} //////////////////////////////////////////////////////////////// // Polygon Clipping utility code - Created by Reinder Nijhoff 2019 // (Polygon binning by Lionel Lemarie 2021) https://turtletoy.net/turtle/95f33bd383 // (Delegated Hatching by Jurgen Westerhof 2024) https://turtletoy.net/turtle/d068ad6040 // (Deferred Polygon Drawing by Jurgen Westerhof 2024) https://turtletoy.net/turtle/6f3d2bc0b5 // https://turtletoy.net/turtle/a5befa1f8d // // const polygons = new Polygons(); // const p = polygons.create(); // polygons.draw(turtle, p); // polygons.list(); // polygons.startDeferSession(); // polygons.stopDeferring(); // polygons.finalizeDeferSession(turtle); // // p.addPoints(...[[x,y],]); // p.addSegments(...[[x,y],]); // p.addOutline(); // p.addHatching(angle, distance); OR p.addHatching(HatchObject); where HatchObject has a method 'hatch(PolygonClass, thisPolygonInstance)' // p.inside([x,y]); // p.boolean(polygon, diff = true); // p.segment_intersect([x,y], [x,y], [x,y], [x,y]); //////////////////////////////////////////////////////////////// function Polygons(){const t=[],s=25,e=Array.from({length:s**2},t=>[]),n=class{constructor(){this.cp=[],this.dp=[],this.aabb=[]}addPoints(...t){let s=1e5,e=-1e5,n=1e5,h=-1e5;(this.cp=[...this.cp,...t]).forEach(t=>{s=Math.min(s,t[0]),e=Math.max(e,t[0]),n=Math.min(n,t[1]),h=Math.max(h,t[1])}),this.aabb=[s,n,e,h]}addSegments(...t){t.forEach(t=>this.dp.push(t))}addOutline(){for(let t=0,s=this.cp.length;t<s;t++)this.dp.push(this.cp[t],this.cp[(t+1)%s])}draw(t){for(let s=0,e=this.dp.length;s<e;s+=2)t.jump(this.dp[s]),t.goto(this.dp[s+1])}addHatching(t, s) {if(typeof t == 'object') return t.hatch(n, this);const e=new n;e.cp.push([-1e5,-1e5],[1e5,-1e5],[1e5,1e5],[-1e5,1e5]);const h=Math.sin(t)*s,o=Math.cos(t)*s,a=200*Math.sin(t),i=200*Math.cos(t);for(let t=.5;t<150/s;t++) {e.dp.push([h*t+i,o*t-a],[h*t-i,o*t+a]);e.dp.push([-h*t+i,-o*t-a],[-h*t-i,-o*t+a]);}e.boolean(this,!1);this.dp=[...this.dp,...e.dp]}inside(t){let s=0;for(let e=0,n=this.cp.length;e<n;e++)this.segment_intersect(t,[.1,-1e3],this.cp[e],this.cp[(e+1)%n])&&s++;return 1&s}boolean(t,s=!0){const e=[];for(let n=0,h=this.dp.length;n<h;n+=2){const h=this.dp[n],o=this.dp[n+1],a=[];for(let s=0,e=t.cp.length;s<e;s++){const n=this.segment_intersect(h,o,t.cp[s],t.cp[(s+1)%e]);!1!==n&&a.push(n)}if(0===a.length)s===!t.inside(h)&&e.push(h,o);else{a.push(h,o);const n=o[0]-h[0],i=o[1]-h[1];a.sort((t,s)=>(t[0]-h[0])*n+(t[1]-h[1])*i-(s[0]-h[0])*n-(s[1]-h[1])*i);for(let n=0;n<a.length-1;n++)(a[n][0]-a[n+1][0])**2+(a[n][1]-a[n+1][1])**2>=.001&&s===!t.inside([(a[n][0]+a[n+1][0])/2,(a[n][1]+a[n+1][1])/2])&&e.push(a[n],a[n+1])}}return(this.dp=e).length>0}segment_intersect(t,s,e,n){const h=(n[1]-e[1])*(s[0]-t[0])-(n[0]-e[0])*(s[1]-t[1]);if(0===h)return!1;const o=((n[0]-e[0])*(t[1]-e[1])-(n[1]-e[1])*(t[0]-e[0]))/h,a=((s[0]-t[0])*(t[1]-e[1])-(s[1]-t[1])*(t[0]-e[0]))/h;return o>=0&&o<=1&&a>=0&&a<=1&&[t[0]+o*(s[0]-t[0]),t[1]+o*(s[1]-t[1])]}};const y=function(n,j=[]){const h={},o=200/s;for(var a=0;a<s;a++){const c=a*o-100,r=[0,c,200,c+o];if(!(n[3]<r[1]||n[1]>r[3]))for(var i=0;i<s;i++){const c=i*o-100;r[0]=c,r[2]=c+o,n[0]>r[2]||n[2]<r[0]||e[i+a*s].forEach(s=>{const e=t[s];n[3]<e.aabb[1]||n[1]>e.aabb[3]||n[0]>e.aabb[2]||n[2]<e.aabb[0]||j.includes(s)||(h[s]=1)})}}return Array.from(Object.keys(h),s=>t[s])};return{list:()=>t,create:()=>new n,draw:(n,h,o=!0)=>{rpl=y(h.aabb, this.dei === undefined? []: Array.from({length: t.length - this.dei}).map((e, i) => this.dsi + i));for(let t=0;t<rpl.length&&h.boolean(rpl[t]);t++);const td=n.isdown();if(this.dsi!==undefined&&this.dei===undefined)n.pu();h.draw(n),o&&function(n){t.push(n);const h=t.length-1,o=200/s;e.forEach((t,e)=>{const a=e%s*o-100,i=(e/s|0)*o-100,c=[a,i,a+o,i+o];c[3]<n.aabb[1]||c[1]>n.aabb[3]||c[0]>n.aabb[2]||c[2]<n.aabb[0]||t.push(h)})}(h);if(td)n.pd();},startDeferSession:()=>{if(this.dei!==undefined)throw new Error('Finalize deferring before starting new session');this.dsi=t.length;},stopDeferring:()=>{if(this.dsi === undefined)throw new Error('Start deferring before stopping');this.dei=t.length;},finalizeDeferSession:(n)=>{if(this.dei===undefined)throw new Error('Stop deferring before finalizing');for(let i=this.dsi;i<this.dei;i++) {rpl = y(t[i].aabb,Array.from({length:this.dei-this.dsi+1}).map((e,j)=>i+j));for(let j=0;j<rpl.length&&t[i].boolean(rpl[j]);j++);t[i].draw(n);}this.dsi=undefined;this.dei=undefined;}}}