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vrspace.org babylonjs client

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/* * A speed-improved perlin and simplex noise algorithms for 2D. * * Based on example code by Stefan Gustavson (stegu@itn.liu.se). * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu). * Better rank ordering method by Stefan Gustavson in 2012. * Converted to Javascript by Joseph Gentle. * * Version 2012-03-09 * * This code was placed in the public domain by its original author, * Stefan Gustavson. You may use it as you see fit, but * attribution is appreciated. ISC License Copyright (c) 2013, Joseph Gentle Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. * */ (function(global){ var module = global.noise = {}; function Grad(x, y, z) { this.x = x; this.y = y; this.z = z; } Grad.prototype.dot2 = function(x, y) { return this.x*x + this.y*y; }; Grad.prototype.dot3 = function(x, y, z) { return this.x*x + this.y*y + this.z*z; }; var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0), new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1), new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)]; var p = [151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180]; // To remove the need for index wrapping, double the permutation table length var perm = new Array(512); var gradP = new Array(512); // This isn't a very good seeding function, but it works ok. It supports 2^16 // different seed values. Write something better if you need more seeds. module.seed = function(seed) { if(seed > 0 && seed < 1) { // Scale the seed out seed *= 65536; } seed = Math.floor(seed); if(seed < 256) { seed |= seed << 8; } for(var i = 0; i < 256; i++) { var v; if (i & 1) { v = p[i] ^ (seed & 255); } else { v = p[i] ^ ((seed>>8) & 255); } perm[i] = perm[i + 256] = v; gradP[i] = gradP[i + 256] = grad3[v % 12]; } }; module.seed(0); /* for(var i=0; i<256; i++) { perm[i] = perm[i + 256] = p[i]; gradP[i] = gradP[i + 256] = grad3[perm[i] % 12]; }*/ // Skewing and unskewing factors for 2, 3, and 4 dimensions var F2 = 0.5*(Math.sqrt(3)-1); var G2 = (3-Math.sqrt(3))/6; var F3 = 1/3; var G3 = 1/6; // 2D simplex noise module.simplex2 = function(xin, yin) { var n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in var s = (xin+yin)*F2; // Hairy factor for 2D var i = Math.floor(xin+s); var j = Math.floor(yin+s); var t = (i+j)*G2; var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed. var y0 = yin-j+t; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1) i1=1; j1=0; } else { // upper triangle, YX order: (0,0)->(0,1)->(1,1) i1=0; j1=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 var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords var y1 = y0 - j1 + G2; var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords var y2 = y0 - 1 + 2 * G2; // Work out the hashed gradient indices of the three simplex corners i &= 255; j &= 255; var gi0 = gradP[i+perm[j]]; var gi1 = gradP[i+i1+perm[j+j1]]; var gi2 = gradP[i+1+perm[j+1]]; // Calculate the contribution from the three corners var t0 = 0.5 - x0*x0-y0*y0; if(t0<0) { n0 = 0; } else { t0 *= t0; n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient } var t1 = 0.5 - x1*x1-y1*y1; if(t1<0) { n1 = 0; } else { t1 *= t1; n1 = t1 * t1 * gi1.dot2(x1, y1); } var t2 = 0.5 - x2*x2-y2*y2; if(t2<0) { n2 = 0; } else { t2 *= t2; n2 = t2 * t2 * gi2.dot2(x2, 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 * (n0 + n1 + n2); }; // 3D simplex noise module.simplex3 = function(xin, yin, zin) { var n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in var s = (xin+yin+zin)*F3; // Hairy factor for 2D 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 = xin-i+t; // The x,y distances from the cell origin, unskewed. var y0 = yin-j+t; var z0 = zin-k+t; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords if(x0 >= y0) { if(y0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } } 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; } } // 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. var x1 = x0 - i1 + G3; // Offsets for second corner var y1 = y0 - j1 + G3; var z1 = z0 - k1 + G3; var x2 = x0 - i2 + 2 * G3; // Offsets for third corner var y2 = y0 - j2 + 2 * G3; var z2 = z0 - k2 + 2 * G3; var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner var y3 = y0 - 1 + 3 * G3; var z3 = z0 - 1 + 3 * G3; // Work out the hashed gradient indices of the four simplex corners i &= 255; j &= 255; k &= 255; var gi0 = gradP[i+ perm[j+ perm[k ]]]; var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]]; var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]]; var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]]; // Calculate the contribution from the four corners var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0; if(t0<0) { n0 = 0; } else { t0 *= t0; n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient } var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1; if(t1<0) { n1 = 0; } else { t1 *= t1; n1 = t1 * t1 * gi1.dot3(x1, y1, z1); } var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2; if(t2<0) { n2 = 0; } else { t2 *= t2; n2 = t2 * t2 * gi2.dot3(x2, y2, z2); } var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3; if(t3<0) { n3 = 0; } else { t3 *= t3; n3 = t3 * t3 * gi3.dot3(x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 32 * (n0 + n1 + n2 + n3); }; // ##### Perlin noise stuff function fade(t) { return t*t*t*(t*(t*6-15)+10); } function lerp(a, b, t) { return (1-t)*a + t*b; } // 2D Perlin Noise module.perlin2 = function(x, y) { // Find unit grid cell containing point var X = Math.floor(x), Y = Math.floor(y); // Get relative xy coordinates of point within that cell x = x - X; y = y - Y; // Wrap the integer cells at 255 (smaller integer period can be introduced here) X = X & 255; Y = Y & 255; // Calculate noise contributions from each of the four corners var n00 = gradP[X+perm[Y]].dot2(x, y); var n01 = gradP[X+perm[Y+1]].dot2(x, y-1); var n10 = gradP[X+1+perm[Y]].dot2(x-1, y); var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1); // Compute the fade curve value for x var u = fade(x); // Interpolate the four results return lerp( lerp(n00, n10, u), lerp(n01, n11, u), fade(y)); }; // 3D Perlin Noise module.perlin3 = function(x, y, z) { // Find unit grid cell containing point var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z); // Get relative xyz coordinates of point within that cell x = x - X; y = y - Y; z = z - Z; // Wrap the integer cells at 255 (smaller integer period can be introduced here) X = X & 255; Y = Y & 255; Z = Z & 255; // Calculate noise contributions from each of the eight corners var n000 = gradP[X+ perm[Y+ perm[Z ]]].dot3(x, y, z); var n001 = gradP[X+ perm[Y+ perm[Z+1]]].dot3(x, y, z-1); var n010 = gradP[X+ perm[Y+1+perm[Z ]]].dot3(x, y-1, z); var n011 = gradP[X+ perm[Y+1+perm[Z+1]]].dot3(x, y-1, z-1); var n100 = gradP[X+1+perm[Y+ perm[Z ]]].dot3(x-1, y, z); var n101 = gradP[X+1+perm[Y+ perm[Z+1]]].dot3(x-1, y, z-1); var n110 = gradP[X+1+perm[Y+1+perm[Z ]]].dot3(x-1, y-1, z); var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1); // Compute the fade curve value for x, y, z var u = fade(x); var v = fade(y); var w = fade(z); // Interpolate return lerp( lerp( lerp(n000, n100, u), lerp(n001, n101, u), w), lerp( lerp(n010, n110, u), lerp(n011, n111, u), w), v); }; })(this);