99 lines
3.3 KiB
JavaScript
99 lines
3.3 KiB
JavaScript
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// Original from Stefan Gustavson's Java implementation,
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// see http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
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// ported to JavaScript by Sean McCullough
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// Adapted and Ported to ES6 by Norman Köhring <n‹Æt›koehr.in>
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const { floor, sqrt } = Math
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const grad3 = [
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[1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0],
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[1,0,1],[-1,0,1],[1,0,-1],[-1,0,-1],
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[0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1]
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]
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const F2 = 0.5 * (sqrt(3.0) - 1.0)
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const G2 = (3.0 - sqrt(3.0)) / 6.0
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function dot (i, x, y) {
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const g = grad3[i]
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return g[0] * x + g[1] * y
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}
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/**
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* Usage new SimplexNoise( r: { random: Callable } )
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*/
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const SimplexNoise = function (r = Math) {
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if (!r.hasOwnProperty('random') || !r.random.call) {
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throw new Error('optional first argument must contain a random function')
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}
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this.p = new Uint8Array(256)
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for (let i = 0; i < 256; i++) this.p[i] = i
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// shuffle the array
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for (let i = 255; i > 0; i--) {
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const n = floor((i + 1) * r.random())
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const q = this.p[i]
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this.p[i] = this.p[n]
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this.p[n] = q
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}
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// To remove the need for index wrapping, double the permutation table length
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this.perm = new Uint8Array(512)
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this.permMod12 = new Uint8Array(512)
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for (let i = 0; i < 512; i++) {
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this.perm[i] = this.p[i & 255]
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this.permMod12[i] = this.perm[i] % 12
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}
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}
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SimplexNoise.prototype.noise = function (xin, yin) {
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// Skew the input space to determine which simplex cell we're in
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const s = (xin + yin) * F2 // Hairy factor for 2D
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const i = floor(xin + s)
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const j = floor(yin + s)
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const t = (i + j) * G2
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// The x,y distances from the unskewed cell origin
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const x0 = xin - (i - t)
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const y0 = yin - (j - t)
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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// Offsets for second (middle) corner of simplex in (i,j) coords
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// lower triangle, XY order: (0,0)->(1,0)->(1,1)
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const i1 = ~~(x0 > y0) // 1 if true, false otherwise
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// upper triangle, YX order: (0,0)->(0,1)->(1,1)
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const j1 = ~~(!i1) // 1 if i1 is 0, 0 otherwise
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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const x1 = x0 - i1 + G2 // Offsets for middle corner in (x,y) unskewed coords
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const y1 = y0 - j1 + G2
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const x2 = x0 - 1.0 + 2.0 * G2 // Offsets for last corner in (x,y) unskewed coords
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const y2 = y0 - 1.0 + 2.0 * G2
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// Work out the hashed gradient indices of the three simplex corners
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const ii = i & 255
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const jj = j & 255
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const gi0 = this.permMod12[ii + this.perm[jj]]
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const gi1 = this.permMod12[ii + i1 + this.perm[jj + j1]]
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const gi2 = this.permMod12[ii + 1 + this.perm[jj + 1]]
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// Calculate the noise contribution from the three corners
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// let n0, n1, n2
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const t0 = 0.5 - x0 * x0 - y0 * y0
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const t1 = 0.5 - x1 * x1 - y1 * y1
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const t2 = 0.5 - x2 * x2 - y2 * y2
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const n0 = t0 < 0 ? 0.0 : (t0 ** 4) * dot(gi0, x0, y0) // (x,y) of grad3 used for 2D gradient
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const n1 = t1 < 0 ? 0.0 : (t1 ** 4) * dot(gi1, x1, y1)
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const n2 = t2 < 0 ? 0.0 : (t2 ** 4) * dot(gi2, x2, y2)
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 70.14805770653952 * (n0 + n1 + n2)
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}
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// export default SimplexNoise
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