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| 1 | +/* |
| 2 | + * A fast javascript implementation of simplex noise by Jonas Wagner |
| 3 | + * |
| 4 | + * Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java. |
| 5 | + * Which is based on example code by Stefan Gustavson (stegu@itn.liu.se). |
| 6 | + * With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu). |
| 7 | + * Better rank ordering method by Stefan Gustavson in 2012. |
| 8 | + * |
| 9 | + * |
| 10 | + * Copyright (C) 2016 Jonas Wagner |
| 11 | + * |
| 12 | + * Permission is hereby granted, free of charge, to any person obtaining |
| 13 | + * a copy of this software and associated documentation files (the |
| 14 | + * "Software"), to deal in the Software without restriction, including |
| 15 | + * without limitation the rights to use, copy, modify, merge, publish, |
| 16 | + * distribute, sublicense, and/or sell copies of the Software, and to |
| 17 | + * permit persons to whom the Software is furnished to do so, subject to |
| 18 | + * the following conditions: |
| 19 | + * |
| 20 | + * The above copyright notice and this permission notice shall be |
| 21 | + * included in all copies or substantial portions of the Software. |
| 22 | + * |
| 23 | + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| 24 | + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| 25 | + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
| 26 | + * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE |
| 27 | + * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION |
| 28 | + * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION |
| 29 | + * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| 30 | + * |
| 31 | + */ |
| 32 | + |
| 33 | +var F2 = 0.5 * (Math.sqrt(3.0) - 1.0); |
| 34 | +var G2 = (3.0 - Math.sqrt(3.0)) / 6.0; |
| 35 | + |
| 36 | +function buildPermutationTable (random) |
| 37 | +{ |
| 38 | + var i; |
| 39 | + var p = new Uint8Array(256); |
| 40 | + |
| 41 | + for (i = 0; i < 256; i++) |
| 42 | + { |
| 43 | + p[i] = i; |
| 44 | + } |
| 45 | + |
| 46 | + for (i = 0; i < 255; i++) |
| 47 | + { |
| 48 | + var r = i + ~~(random() * (256 - i)); |
| 49 | + var aux = p[i]; |
| 50 | + p[i] = p[r]; |
| 51 | + p[r] = aux; |
| 52 | + } |
| 53 | + |
| 54 | + return p; |
| 55 | +} |
| 56 | + |
| 57 | +var SimplexNoise = function (random) |
| 58 | +{ |
| 59 | + if (!random) { random = Math.random; } |
| 60 | + |
| 61 | + this.p = buildPermutationTable(random); |
| 62 | + this.perm = new Uint8Array(512); |
| 63 | + this.permMod12 = new Uint8Array(512); |
| 64 | + |
| 65 | + for (var i = 0; i < 512; i++) |
| 66 | + { |
| 67 | + this.perm[i] = this.p[i & 255]; |
| 68 | + this.permMod12[i] = this.perm[i] % 12; |
| 69 | + } |
| 70 | +}; |
| 71 | + |
| 72 | +SimplexNoise.prototype.constructor = SimplexNoise; |
| 73 | + |
| 74 | +SimplexNoise.prototype = { |
| 75 | + |
| 76 | + grad3: new Float32Array( |
| 77 | + [ 1, 1, 0 ], [ -1, 1, 0 ], [ 1, -1, 0 ], [ -1, -1, 0 ], |
| 78 | + [ 1, 0, 1 ], [ -1, 0, 1 ], [ 1, 0, -1 ], [ -1, 0, -1 ], |
| 79 | + [ 0, 1, 1 ], [ 0, -1, 1 ], [ 0, 1, -1 ], [ 0, -1, -1 ]), |
| 80 | + |
| 81 | + noise2D: function (xin, yin) |
| 82 | + { |
| 83 | + var permMod12 = this.permMod12; |
| 84 | + var perm = this.perm; |
| 85 | + var grad3 = this.grad3; |
| 86 | + var n0 = 0; // Noise contributions from the three corners |
| 87 | + var n1 = 0; |
| 88 | + var n2 = 0; |
| 89 | + |
| 90 | + // Skew the input space to determine which simplex cell we're in |
| 91 | + var s = (xin + yin) * F2; // Hairy factor for 2D |
| 92 | + var i = Math.floor(xin + s); |
| 93 | + var j = Math.floor(yin + s); |
| 94 | + var t = (i + j) * G2; |
| 95 | + var X0 = i - t; // Unskew the cell origin back to (x,y) space |
| 96 | + var Y0 = j - t; |
| 97 | + var x0 = xin - X0; // The x,y distances from the cell origin |
| 98 | + var y0 = yin - Y0; |
| 99 | + |
| 100 | + // For the 2D case, the simplex shape is an equilateral triangle. |
| 101 | + // Determine which simplex we are in. |
| 102 | + var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords |
| 103 | + |
| 104 | + if (x0 > y0) |
| 105 | + { |
| 106 | + // lower triangle, XY order: (0,0)->(1,0)->(1,1) |
| 107 | + i1 = 1; |
| 108 | + j1 = 0; |
| 109 | + } |
| 110 | + else |
| 111 | + { |
| 112 | + // upper triangle, YX order: (0,0)->(0,1)->(1,1) |
| 113 | + i1 = 0; |
| 114 | + j1 = 1; |
| 115 | + } |
| 116 | + |
| 117 | + // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and |
| 118 | + // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where |
| 119 | + // c = (3-sqrt(3))/6 |
| 120 | + var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords |
| 121 | + var y1 = y0 - j1 + G2; |
| 122 | + var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords |
| 123 | + var y2 = y0 - 1.0 + 2.0 * G2; |
| 124 | + |
| 125 | + // Work out the hashed gradient indices of the three simplex corners |
| 126 | + var ii = i & 255; |
| 127 | + var jj = j & 255; |
| 128 | + |
| 129 | + // Calculate the contribution from the three corners |
| 130 | + var t0 = 0.5 - x0 * x0 - y0 * y0; |
| 131 | + |
| 132 | + if (t0 >= 0) |
| 133 | + { |
| 134 | + var gi0 = permMod12[ii + perm[jj]] * 3; |
| 135 | + t0 *= t0; |
| 136 | + n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient |
| 137 | + } |
| 138 | + |
| 139 | + var t1 = 0.5 - x1 * x1 - y1 * y1; |
| 140 | + |
| 141 | + if (t1 >= 0) |
| 142 | + { |
| 143 | + var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3; |
| 144 | + t1 *= t1; |
| 145 | + n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1); |
| 146 | + } |
| 147 | + |
| 148 | + var t2 = 0.5 - x2 * x2 - y2 * y2; |
| 149 | + |
| 150 | + if (t2 >= 0) |
| 151 | + { |
| 152 | + var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3; |
| 153 | + t2 *= t2; |
| 154 | + n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2); |
| 155 | + } |
| 156 | + |
| 157 | + // Add contributions from each corner to get the final noise value. |
| 158 | + // The result is scaled to return values in the interval [-1,1]. |
| 159 | + return 70.0 * (n0 + n1 + n2); |
| 160 | + } |
| 161 | +}; |
| 162 | + |
| 163 | +module.exports = SimplexNoise; |
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