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fast-simplex-noise

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"use strict"; /* * 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. * * 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. */ Object.defineProperty(exports, "__esModule", { value: true }); exports.makeNoise4D = void 0; var G4 = (5.0 - Math.sqrt(5.0)) / 20.0; var Grad = [ [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], ]; function makeNoise4D(random) { if (random === void 0) { random = Math.random; } var p = new Uint8Array(256); for (var i = 0; i < 256; i++) p[i] = i; var n; var q; for (var i = 255; i > 0; i--) { n = Math.floor((i + 1) * random()); q = p[i]; p[i] = p[n]; p[n] = q; } var perm = new Uint8Array(512); var permMod12 = new Uint8Array(512); for (var i = 0; i < 512; i++) { perm[i] = p[i & 255]; permMod12[i] = perm[i] % 12; } return function (x, y, z, w) { // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in var s = (x + y + z + w) * (Math.sqrt(5.0) - 1.0) / 4.0; // Factor for 4D skewing 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; // Factor for 4D unskewing var X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space var Y0 = j - t; var Z0 = k - t; var W0 = l - t; var x0 = x - X0; // The x,y,z,w distances from the cell origin var y0 = y - Y0; var z0 = z - Z0; var w0 = w - W0; // 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. 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++; // 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. var i1 = rankx >= 3 ? 1 : 0; var j1 = ranky >= 3 ? 1 : 0; var k1 = rankz >= 3 ? 1 : 0; var l1 = rankw >= 3 ? 1 : 0; // Rank 2 denotes the second largest coordinate. var i2 = rankx >= 2 ? 1 : 0; var j2 = ranky >= 2 ? 1 : 0; var k2 = rankz >= 2 ? 1 : 0; var l2 = rankw >= 2 ? 1 : 0; // Rank 1 denotes the second smallest coordinate. var i3 = rankx >= 1 ? 1 : 0; var j3 = ranky >= 1 ? 1 : 0; var k3 = rankz >= 1 ? 1 : 0; var l3 = rankw >= 1 ? 1 : 0; // The fifth corner has all coordinate offsets = 1, so no need to compute that. var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords var y1 = y0 - j1 + G4; var z1 = z0 - k1 + G4; var w1 = w0 - l1 + G4; var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords 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; // Offsets for fourth corner in (x,y,z,w) coords 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; // Offsets for last corner in (x,y,z,w) coords var y4 = y0 - 1.0 + 4.0 * G4; var z4 = z0 - 1.0 + 4.0 * G4; var w4 = w0 - 1.0 + 4.0 * G4; // Work out the hashed gradient indices of the five simplex corners var ii = i & 255; var jj = j & 255; var kk = k & 255; var ll = l & 255; var g0 = Grad[perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32]; var g1 = Grad[perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32]; var g2 = Grad[perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32]; var g3 = Grad[perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32]; var g4 = Grad[perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32]; // Calculate the contribution from the five corners var t0 = 0.5 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0; var n0 = t0 < 0 ? 0.0 : Math.pow(t0, 4) * (g0[0] * x0 + g0[1] * y0 + g0[2] * z0 + g0[3] * w0); var t1 = 0.5 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1; var n1 = t1 < 0 ? 0.0 : Math.pow(t1, 4) * (g1[0] * x1 + g1[1] * y1 + g1[2] * z1 + g1[3] * w1); var t2 = 0.5 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2; var n2 = t2 < 0 ? 0.0 : Math.pow(t2, 4) * (g2[0] * x2 + g2[1] * y2 + g2[2] * z2 + g2[3] * w2); var t3 = 0.5 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3; var n3 = t3 < 0 ? 0.0 : Math.pow(t3, 4) * (g3[0] * x3 + g3[1] * y3 + g3[2] * z3 + g3[3] * w3); var t4 = 0.5 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4; var n4 = t4 < 0 ? 0.0 : Math.pow(t4, 4) * (g4[0] * x4 + g4[1] * y4 + g4[2] * z4 + g4[3] * w4); // Sum up and scale the result to cover the range [-1,1] return 72.37855765153665 * (n0 + n1 + n2 + n3 + n4); }; } exports.makeNoise4D = makeNoise4D;