myco.systems/public/simplex.js

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(function () {
"use strict";
var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
var F3 = 1.0 / 3.0;
var G3 = 1.0 / 6.0;
var F4 = (Math.sqrt(5.0) - 1.0) / 4.0;
var G4 = (5.0 - Math.sqrt(5.0)) / 20.0;
function SimplexNoise(randomOrSeed) {
var random;
if (typeof randomOrSeed == "function") {
random = randomOrSeed;
} else if (randomOrSeed) {
random = alea(randomOrSeed);
} else {
random = Math.random;
}
this.p = buildPermutationTable(random);
this.perm = new Uint8Array(512);
this.permMod12 = new Uint8Array(512);
for (var i = 0; i < 512; i++) {
this.perm[i] = this.p[i & 255];
this.permMod12[i] = this.perm[i] % 12;
}
}
SimplexNoise.prototype = {
grad3: new Float32Array([
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,
]),
grad4: new Float32Array([
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,
]),
noise2D: function (xin, yin) {
var permMod12 = this.permMod12;
var perm = this.perm;
var grad3 = this.grad3;
var n0 = 0;
var n1 = 0;
var n2 = 0;
var s = (xin + yin) * F2;
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var t = (i + j) * G2;
var X0 = i - t;
var Y0 = j - t;
var x0 = xin - X0;
var y0 = yin - Y0;
var i1, j1;
if (x0 > y0) {
i1 = 1;
j1 = 0;
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} else {
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i1 = 0;
j1 = 1;
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}
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var x1 = x0 - i1 + G2;
var y1 = y0 - j1 + G2;
var x2 = x0 - 1.0 + 2.0 * G2;
var y2 = y0 - 1.0 + 2.0 * G2;
var ii = i & 255;
var jj = j & 255;
var t0 = 0.5 - x0 * x0 - y0 * y0;
if (t0 >= 0) {
var gi0 = permMod12[ii + perm[jj]] * 3;
t0 *= t0;
n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0);
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}
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var t1 = 0.5 - x1 * x1 - y1 * y1;
if (t1 >= 0) {
var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
t1 *= t1;
n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
}
var t2 = 0.5 - x2 * x2 - y2 * y2;
if (t2 >= 0) {
var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
t2 *= t2;
n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2);
}
return 70.0 * (n0 + n1 + n2);
},
noise3D: function (xin, yin, zin) {
var permMod12 = this.permMod12;
var perm = this.perm;
var grad3 = this.grad3;
var n0, n1, n2, n3;
var s = (xin + yin + zin) * F3;
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var k = Math.floor(zin + s);
var t = (i + j + k) * G3;
var X0 = i - t;
var Y0 = j - t;
var Z0 = k - t;
var x0 = xin - X0;
var y0 = yin - Y0;
var z0 = zin - Z0;
var i1, j1, k1;
var 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) {
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i1 = 1;
j1 = 0;
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k1 = 0;
i2 = 1;
j2 = 0;
k2 = 1;
} else {
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i1 = 0;
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j1 = 0;
k1 = 1;
i2 = 1;
j2 = 0;
k2 = 1;
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}
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} 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;
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}
}
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var x1 = x0 - i1 + G3;
var y1 = y0 - j1 + G3;
var z1 = z0 - k1 + G3;
var x2 = x0 - i2 + 2.0 * G3;
var y2 = y0 - j2 + 2.0 * G3;
var z2 = z0 - k2 + 2.0 * G3;
var x3 = x0 - 1.0 + 3.0 * G3;
var y3 = y0 - 1.0 + 3.0 * G3;
var z3 = z0 - 1.0 + 3.0 * G3;
var ii = i & 255;
var jj = j & 255;
var kk = k & 255;
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
if (t0 < 0) n0 = 0.0;
else {
var gi0 = permMod12[ii + perm[jj + perm[kk]]] * 3;
t0 *= t0;
n0 =
t0 *
t0 *
(grad3[gi0] * x0 + grad3[gi0 + 1] * y0 + grad3[gi0 + 2] * z0);
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}
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var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
if (t1 < 0) n1 = 0.0;
else {
var gi1 = permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1]]] * 3;
t1 *= t1;
n1 =
t1 *
t1 *
(grad3[gi1] * x1 + grad3[gi1 + 1] * y1 + grad3[gi1 + 2] * z1);
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}
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var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
if (t2 < 0) n2 = 0.0;
else {
var gi2 = permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2]]] * 3;
t2 *= t2;
n2 =
t2 *
t2 *
(grad3[gi2] * x2 + grad3[gi2 + 1] * y2 + grad3[gi2 + 2] * z2);
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}
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var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
if (t3 < 0) n3 = 0.0;
else {
var gi3 = permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1]]] * 3;
t3 *= t3;
n3 =
t3 *
t3 *
(grad3[gi3] * x3 + grad3[gi3 + 1] * y3 + grad3[gi3 + 2] * z3);
}
return 32.0 * (n0 + n1 + n2 + n3);
},
noise4D: function (x, y, z, w) {
var perm = this.perm;
var grad4 = this.grad4;
var n0, n1, n2, n3, n4;
var s = (x + y + z + w) * F4;
var i = Math.floor(x + s);
var j = Math.floor(y + s);
var k = Math.floor(z + s);
var l = Math.floor(w + s);
var t = (i + j + k + l) * G4;
var X0 = i - t;
var Y0 = j - t;
var Z0 = k - t;
var W0 = l - t;
var x0 = x - X0;
var y0 = y - Y0;
var z0 = z - Z0;
var w0 = w - W0;
var rankx = 0;
var ranky = 0;
var rankz = 0;
var 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++;
var i1, j1, k1, l1;
var i2, j2, k2, l2;
var i3, j3, k3, l3;
i1 = rankx >= 3 ? 1 : 0;
j1 = ranky >= 3 ? 1 : 0;
k1 = rankz >= 3 ? 1 : 0;
l1 = rankw >= 3 ? 1 : 0;
i2 = rankx >= 2 ? 1 : 0;
j2 = ranky >= 2 ? 1 : 0;
k2 = rankz >= 2 ? 1 : 0;
l2 = rankw >= 2 ? 1 : 0;
i3 = rankx >= 1 ? 1 : 0;
j3 = ranky >= 1 ? 1 : 0;
k3 = rankz >= 1 ? 1 : 0;
l3 = rankw >= 1 ? 1 : 0;
var x1 = x0 - i1 + G4;
var y1 = y0 - j1 + G4;
var z1 = z0 - k1 + G4;
var w1 = w0 - l1 + G4;
var x2 = x0 - i2 + 2.0 * G4;
var y2 = y0 - j2 + 2.0 * G4;
var z2 = z0 - k2 + 2.0 * G4;
var w2 = w0 - l2 + 2.0 * G4;
var x3 = x0 - i3 + 3.0 * G4;
var y3 = y0 - j3 + 3.0 * G4;
var z3 = z0 - k3 + 3.0 * G4;
var w3 = w0 - l3 + 3.0 * G4;
var x4 = x0 - 1.0 + 4.0 * G4;
var y4 = y0 - 1.0 + 4.0 * G4;
var z4 = z0 - 1.0 + 4.0 * G4;
var w4 = w0 - 1.0 + 4.0 * G4;
var ii = i & 255;
var jj = j & 255;
var kk = k & 255;
var ll = l & 255;
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
if (t0 < 0) n0 = 0.0;
else {
var gi0 = (perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32) * 4;
t0 *= t0;
n0 =
t0 *
t0 *
(grad4[gi0] * x0 +
grad4[gi0 + 1] * y0 +
grad4[gi0 + 2] * z0 +
grad4[gi0 + 3] * w0);
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
if (t1 < 0) n1 = 0.0;
else {
var gi1 =
(perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32) *
4;
t1 *= t1;
n1 =
t1 *
t1 *
(grad4[gi1] * x1 +
grad4[gi1 + 1] * y1 +
grad4[gi1 + 2] * z1 +
grad4[gi1 + 3] * w1);
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
if (t2 < 0) n2 = 0.0;
else {
var gi2 =
(perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32) *
4;
t2 *= t2;
n2 =
t2 *
t2 *
(grad4[gi2] * x2 +
grad4[gi2 + 1] * y2 +
grad4[gi2 + 2] * z2 +
grad4[gi2 + 3] * w2);
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
if (t3 < 0) n3 = 0.0;
else {
var gi3 =
(perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32) *
4;
t3 *= t3;
n3 =
t3 *
t3 *
(grad4[gi3] * x3 +
grad4[gi3 + 1] * y3 +
grad4[gi3 + 2] * z3 +
grad4[gi3 + 3] * w3);
}
var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
if (t4 < 0) n4 = 0.0;
else {
var gi4 =
(perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32) * 4;
t4 *= t4;
n4 =
t4 *
t4 *
(grad4[gi4] * x4 +
grad4[gi4 + 1] * y4 +
grad4[gi4 + 2] * z4 +
grad4[gi4 + 3] * w4);
}
return 27.0 * (n0 + n1 + n2 + n3 + n4);
},
};
function buildPermutationTable(random) {
var i;
var p = new Uint8Array(256);
for (i = 0; i < 256; i++) {
p[i] = i;
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}
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for (i = 0; i < 255; i++) {
var r = i + ~~(random() * (256 - i));
var aux = p[i];
p[i] = p[r];
p[r] = aux;
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}
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return p;
}
SimplexNoise._buildPermutationTable = buildPermutationTable;
function alea() {
var s0 = 0;
var s1 = 0;
var s2 = 0;
var c = 1;
var mash = masher();
s0 = mash(" ");
s1 = mash(" ");
s2 = mash(" ");
for (var i = 0; i < arguments.length; i++) {
s0 -= mash(arguments[i]);
if (s0 < 0) {
s0 += 1;
}
s1 -= mash(arguments[i]);
if (s1 < 0) {
s1 += 1;
}
s2 -= mash(arguments[i]);
if (s2 < 0) {
s2 += 1;
}
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}
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mash = null;
return function () {
var t = 2091639 * s0 + c * 2.3283064365386963e-10;
s0 = s1;
s1 = s2;
return (s2 = t - (c = t | 0));
};
}
function masher() {
var n = 0xefc8249d;
return function (data) {
data = data.toString();
for (var i = 0; i < data.length; i++) {
n += data.charCodeAt(i);
var h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000;
}
return (n >>> 0) * 2.3283064365386963e-10;
};
}
if (typeof define !== "undefined" && define.amd)
define(function () {
return SimplexNoise;
});
if (typeof exports !== "undefined") exports.SimplexNoise = SimplexNoise;
else if (typeof window !== "undefined") window.SimplexNoise = SimplexNoise;
if (typeof module !== "undefined") {
module.exports = SimplexNoise;
}
})();