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