UNPKG

@spissvinkel/simplex-noise

Version:
423 lines 14.3 kB
/** * Initialize a new simplex noise generator using the provided PRNG * * @param random a PRNG function like `Math.random` or `AleaPRNG.random` * @returns an initialized simplex noise generator */ export const mkSimplexNoise = (random) => { const tables = buildPermutationTables(random); return { noise2D: (x, y) => noise2D(tables, x, y), noise3D: (x, y, z) => noise3D(tables, x, y, z), noise4D: (x, y, z, w) => noise4D(tables, x, y, z, w) }; }; // 2D simplex noise /** @internal */ const noise2D = (tables, x, y) => { const { perm, permMod12 } = tables; // Noise contributions from the three corners let n0 = 0.0, n1 = 0.0, n2 = 0.0; // Skew the input space to determine which simplex cell we're in var s = (x + y) * F2; // Hairy factor for 2D var i = Math.floor(x + s); var j = Math.floor(y + s); var t = (i + j) * G2; // Unskew the cell origin back to (x, y) space const x00 = i - t; const y00 = j - t; // The x, y distances from the cell origin const x0 = x - x00; const y0 = y - y00; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. // Offsets for second (middle) corner of simplex in (i, j) coords // lower triangle, XY order (0, 0) -> (1, 0) -> (1, 1) - or upper triangle, YX order (0, 0) -> (0, 1) -> (1, 1) const i1 = x0 > y0 ? 1 : 0; const j1 = x0 > y0 ? 0 : 1; // A step of (1, 0) in (i, j) means a step of (1-c, -c) in (x, y), and // a step of (0, 1) in (i, j) means a step of ( -c, 1-c) in (x, y), where // c = (3 - sqrt(3)) / 6 // Offsets for middle corner in (x, y) unskewed coords const x1 = x0 - i1 + G2; const y1 = y0 - j1 + G2; // Offsets for last corner in (x, y) unskewed coords const x2 = x0 - 1.0 + 2.0 * G2; const y2 = y0 - 1.0 + 2.0 * G2; // Work out the hashed gradient indices of the three simplex corners const ii = i & 255; const jj = j & 255; // Calculate the contribution from the three corners let t0 = 0.5 - x0 * x0 - y0 * y0; if (t0 >= 0) { const gi0 = permMod12[ii + perm[jj]] * 3; t0 *= t0; // (x, y) of GRAD3 used for 2D gradient n0 = t0 * t0 * (GRAD3[gi0] * x0 + GRAD3[gi0 + 1] * y0); } let t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 >= 0) { const gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3; t1 *= t1; n1 = t1 * t1 * (GRAD3[gi1] * x1 + GRAD3[gi1 + 1] * y1); } let t2 = 0.5 - x2 * x2 - y2 * y2; if (t2 >= 0) { const gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3; t2 *= t2; n2 = t2 * t2 * (GRAD3[gi2] * x2 + GRAD3[gi2 + 1] * y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1, 1]. return 70.0 * (n0 + n1 + n2); }; // 3D simplex noise /** @internal */ const noise3D = (tables, x, y, z) => { const { perm, permMod12 } = tables; // Noise contributions from the four corners let n0 = 0.0, n1 = 0.0, n2 = 0.0, n3 = 0.0; // Skew the input space to determine which simplex cell we're in // Very nice and simple skew factor for 3D const s = (x + y + z) * F3; const i = Math.floor(x + s); const j = Math.floor(y + s); const k = Math.floor(z + s); const t = (i + j + k) * G3; // Unskew the cell origin back to (x, y, z) space const x00 = i - t; const y00 = j - t; const z00 = k - t; // The x, y, z distances from the cell origin const x0 = x - x00; const y0 = y - y00; const z0 = z - z00; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. // Offsets for second corner of simplex in (i, j, k) coords let i1, j1, k1; // Offsets for third corner of simplex in (i, j, k) coords let i2, j2, k2; if (x0 >= y0) { if (y0 >= z0) { // X Y Z order i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } else if (x0 >= z0) { // X Z Y order i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } else { // Z X Y order i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } } else { // x0 < y0 if (y0 < z0) { // Z Y X order i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } else if (x0 < z0) { // Y Z X order i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } else { // Y X Z order i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } } // A step of (1, 0, 0) in (i, j, k) means a step of (1-c, -c, -c) in (x, y, z), // a step of (0, 1, 0) in (i, j, k) means a step of ( -c, 1-c, -c) in (x, y, z), and // a step of (0, 0, 1) in (i, j, k) means a step of ( -c, -c, 1-c) in (x, y, z), where // c = 1 / 6. // Offsets for second corner in (x, y, z) coords const x1 = x0 - i1 + G3; const y1 = y0 - j1 + G3; const z1 = z0 - k1 + G3; // Offsets for third corner in (x, y, z) coords const x2 = x0 - i2 + 2.0 * G3; const y2 = y0 - j2 + 2.0 * G3; const z2 = z0 - k2 + 2.0 * G3; // Offsets for last corner in (x, y, z) coords const x3 = x0 - 1.0 + 3.0 * G3; const y3 = y0 - 1.0 + 3.0 * G3; const z3 = z0 - 1.0 + 3.0 * G3; // Work out the hashed gradient indices of the four simplex corners const ii = i & 255; const jj = j & 255; const kk = k & 255; // Calculate the contribution from the four corners let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0; if (t0 >= 0) { const gi0 = permMod12[ii + perm[jj + perm[kk]]] * 3; t0 *= t0; n0 = t0 * t0 * (GRAD3[gi0] * x0 + GRAD3[gi0 + 1] * y0 + GRAD3[gi0 + 2] * z0); } let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; if (t1 >= 0) { const 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); } let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; if (t2 >= 0) { const 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); } let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; if (t3 >= 0) { 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); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0 * (n0 + n1 + n2 + n3); }; // 4D simplex noise, better simplex rank ordering method 2012-03-09 /** @internal */ const noise4D = (tables, x, y, z, w) => { const { perm } = tables; // Noise contributions from the five corners let n0 = 0.0, n1 = 0.0, n2 = 0.0, n3 = 0.0, n4 = 0.0; // Skew the (x, y, z, w) space to determine which cell of 24 simplices we're in // Factor for 4D skewing const s = (x + y + z + w) * F4; const i = Math.floor(x + s); const j = Math.floor(y + s); const k = Math.floor(z + s); const l = Math.floor(w + s); // Factor for 4D unskewing const t = (i + j + k + l) * G4; // Unskew the cell origin back to (x, y, z, w) space const x00 = i - t; const y00 = j - t; const z00 = k - t; const w00 = l - t; // The x, y, z, w distances from the cell origin const x0 = x - x00; const y0 = y - y00; const z0 = z - z00; const w0 = w - w00; // For the 4D case, the simplex is a 4D shape I won't even try to describe. // To find out which of the 24 possible simplices we're in, we need to // determine the magnitude ordering of x0, y0, z0 and w0. // Six pair-wise comparisons are performed between each possible pair // of the four coordinates, and the results are used to rank the numbers. 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++; let i1, j1, k1, l1; // The integer offsets for the second simplex corner let i2, j2, k2, l2; // The integer offsets for the third simplex corner let i3, j3, k3, l3; // The integer offsets for the fourth simplex corner // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. // Many values of c will never occur, since e.g. x > y > z > w makes x < z, y < w and x < w // impossible. Only the 24 indices which have non-zero entries make any sense. // We use a thresholding to set the coordinates in turn from the largest magnitude. // Rank 3 denotes the largest coordinate. i1 = rankx >= 3 ? 1 : 0; j1 = ranky >= 3 ? 1 : 0; k1 = rankz >= 3 ? 1 : 0; l1 = rankw >= 3 ? 1 : 0; // Rank 2 denotes the second largest coordinate. i2 = rankx >= 2 ? 1 : 0; j2 = ranky >= 2 ? 1 : 0; k2 = rankz >= 2 ? 1 : 0; l2 = rankw >= 2 ? 1 : 0; // Rank 1 denotes the second smallest coordinate. i3 = rankx >= 1 ? 1 : 0; j3 = ranky >= 1 ? 1 : 0; k3 = rankz >= 1 ? 1 : 0; l3 = rankw >= 1 ? 1 : 0; // The fifth corner has all coordinate offsets = 1, so no need to compute that. // Offsets for second corner in (x,y,z,w) coords const x1 = x0 - i1 + G4; const y1 = y0 - j1 + G4; const z1 = z0 - k1 + G4; const w1 = w0 - l1 + G4; // Offsets for third corner in (x, y, z, w) coords const x2 = x0 - i2 + 2.0 * G4; const y2 = y0 - j2 + 2.0 * G4; const z2 = z0 - k2 + 2.0 * G4; const w2 = w0 - l2 + 2.0 * G4; // Offsets for fourth corner in (x, y, z, w) coords const x3 = x0 - i3 + 3.0 * G4; const y3 = y0 - j3 + 3.0 * G4; const z3 = z0 - k3 + 3.0 * G4; const w3 = w0 - l3 + 3.0 * G4; // Offsets for last corner in (x, y, z, w) coords const x4 = x0 - 1.0 + 4.0 * G4; const y4 = y0 - 1.0 + 4.0 * G4; const z4 = z0 - 1.0 + 4.0 * G4; const w4 = w0 - 1.0 + 4.0 * G4; // Work out the hashed gradient indices of the five simplex corners const ii = i & 255; const jj = j & 255; const kk = k & 255; const ll = l & 255; // Calculate the contribution from the five corners let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0; if (t0 >= 0) { const 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); } let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1; if (t1 >= 0) { const 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); } let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2; if (t2 >= 0) { const 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); } let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3; if (t3 >= 0) { const 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); } let t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4; if (t4 >= 0) { const 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); } // Sum up and scale the result to cover the range [-1,1] return 27.0 * (n0 + n1 + n2 + n3 + n4); }; /** @internal */ const buildPermutationTables = (random) => { const perm = new Uint8Array(512); const permMod12 = new Uint8Array(512); const tmp = new Uint8Array(256); for (let i = 0; i < 256; i++) tmp[i] = i; for (let i = 0; i < 255; i++) { const r = i + ~~(random() * (256 - i)); const v = tmp[r]; tmp[r] = tmp[i]; perm[i] = perm[i + 256] = v; permMod12[i] = permMod12[i + 256] = v % 12; } const v = tmp[255]; perm[255] = perm[511] = v; permMod12[255] = permMod12[511] = v % 12; return { perm, permMod12 }; }; /** @internal */ const F2 = 0.5 * (Math.sqrt(3.0) - 1.0); /** @internal */ const G2 = (3.0 - Math.sqrt(3.0)) / 6.0; /** @internal */ const F3 = 1.0 / 3.0; /** @internal */ const G3 = 1.0 / 6.0; /** @internal */ const F4 = (Math.sqrt(5.0) - 1.0) / 4.0; /** @internal */ const G4 = (5.0 - Math.sqrt(5.0)) / 20.0; /** @internal */ const 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 ]); /** @internal */ const 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 ]); //# sourceMappingURL=index.js.map