fieldkit
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Basic building blocks for computational design projects. Written in CoffeeScript for browser and server environments.
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###
Base class for all types of Noise generators
###
class Noise
# public
noise: (x, y) -> 0
noise2: (x, y) -> 0
noise3: (x, y, z) -> 0
noise4: (x, y, z, w) -> 0
###
Ported from Stefan Gustavson's java implementation
http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
Read Stefan's excellent paper for details on how this code works.
Sean McCullough banksean@gmail.com
Added 4D noise
Joshua Koo zz85nus@gmail.com
###
class SimplexNoise extends Noise
constructor: (rng) ->
rng = Math unless rng?
@grad3 = [[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]]
@grad4 = [[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]]
@p = []
i = 0
for i in [0..256]
@p[i] = Math.floor(rng.random() * 256)
# To remove the need for index wrapping, double the permutation table length
@perm = []
for i in [0..512]
@perm[i] = @p[i & 255]
# A lookup table to traverse the simplex around a given point in 4D.
# Details can be found where this table is used, in the 4D noise method.
@simplex = [[0, 1, 2, 3], [0, 1, 3, 2], [0, 0, 0, 0], [0, 2, 3, 1], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [1, 2, 3, 0], [0, 2, 1, 3], [0, 0, 0, 0], [0, 3, 1, 2], [0, 3, 2, 1], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [1, 3, 2, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [1, 2, 0, 3], [0, 0, 0, 0], [1, 3, 0, 2], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [2, 3, 0, 1], [2, 3, 1, 0], [1, 0, 2, 3], [1, 0, 3, 2], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [2, 0, 3, 1], [0, 0, 0, 0], [2, 1, 3, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [2, 0, 1, 3], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [3, 0, 1, 2], [3, 0, 2, 1], [0, 0, 0, 0], [3, 1, 2, 0], [2, 1, 0, 3], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [3, 1, 0, 2], [0, 0, 0, 0], [3, 2, 0, 1], [3, 2, 1, 0]]
dot = (g, x, y) -> g[0] * x + g[1] * y
noise2: (xin, yin) ->
n0 = 0 # Noise contributions from the three corners
n1 = 0
n2 = 0
# Skew the input space to determine which simplex cell we're in
F2 = 0.5 * (Math.sqrt(3.0) - 1.0)
s = (xin + yin) * F2 # Hairy factor for 2D
i = Math.floor(xin + s)
j = Math.floor(yin + s)
G2 = (3.0 - Math.sqrt(3.0)) / 6.0
t = (i + j) * G2
X0 = i - t # Unskew the cell origin back to (x,y) space
Y0 = j - t
x0 = xin - X0 # The x,y distances from the cell origin
y0 = yin - Y0
# For the 2D case, the simplex shape is an equilateral triangle.
# Determine which simplex we are in.
i1 = 0 # Offsets for second (middle) corner of simplex in (i,j) coords
j1 = 0
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
x1 = x0 - i1 + G2 # Offsets for middle corner in (x,y) unskewed coords
y1 = y0 - j1 + G2
x2 = x0 - 1.0 + 2.0 * G2 # Offsets for last corner in (x,y) unskewed coords
y2 = y0 - 1.0 + 2.0 * G2
# Work out the hashed gradient indices of the three simplex corners
ii = i & 255
jj = j & 255
gi0 = @perm[ii + @perm[jj]] % 12
gi1 = @perm[ii + i1 + @perm[jj + j1]] % 12
gi2 = @perm[ii + 1 + @perm[jj + 1]] % 12
# Calculate the contribution from the three corners
t0 = 0.5 - x0 * x0 - y0 * y0
unless t0 < 0
t0 *= t0
n0 = t0 * t0 * dot(@grad3[gi0], x0, y0) # (x,y) of grad3 used for 2D gradient
t1 = 0.5 - x1 * x1 - y1 * y1
unless t1 < 0
t1 *= t1
n1 = t1 * t1 * dot(@grad3[gi1], x1, y1)
t2 = 0.5 - x2 * x2 - y2 * y2
unless t2 < 0
t2 *= t2
n2 = t2 * t2 * dot(@grad3[gi2], x2, y2)
# if n0 == undefined or n1 == undefined or n2 == undefined
# console.log "#{xin}, #{yin} = n0 #{n0} n1 #{n1} n2 #{n2}"
# throw "Undefined value"
# Add contributions from each corner to get the final noise value.
# The result is scaled to return values in the interval [-1,1].
70.0 * (n0 + n1 + n2)
# 3D simplex noise
noise3: (xin, yin, zin) ->
n0 = 0 # Noise contributions from the four corners
n1 = 0
n2 = 0
n3 = 0
# Skew the input space to determine which simplex cell we're in
F3 = 1.0 / 3.0
s = (xin + yin + zin) * F3 # Very nice and simple skew factor for 3D
i = Math.floor(xin + s)
j = Math.floor(yin + s)
k = Math.floor(zin + s)
G3 = 1.0 / 6.0 # Very nice and simple unskew factor, too
t = (i + j + k) * G3
X0 = i - t # Unskew the cell origin back to (x,y,z) space
Y0 = j - t
Z0 = k - t
x0 = xin - X0 # The x,y,z distances from the cell origin
y0 = yin - Y0
z0 = zin - Z0
# For the 3D case, the simplex shape is a slightly irregular tetrahedron.
# Determine which simplex we are in.
i1 = 0 # Offsets for second corner of simplex in (i,j,k) coords
j1 = 0
k1 = 0
i2 = 0 # Offsets for third corner of simplex in (i,j,k) coords
j2 = 0
k2 = 0
if x0 >= y0
if y0 >= z0
i1 = 1 # X Y Z order
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.
x1 = x0 - i1 + G3 # Offsets for second corner in (x,y,z) coords
y1 = y0 - j1 + G3
z1 = z0 - k1 + G3
x2 = x0 - i2 + 2.0 * G3 # Offsets for third corner in (x,y,z) coords
y2 = y0 - j2 + 2.0 * G3
z2 = z0 - k2 + 2.0 * G3
x3 = x0 - 1.0 + 3.0 * G3 # Offsets for last corner in (x,y,z) coords
y3 = y0 - 1.0 + 3.0 * G3
z3 = z0 - 1.0 + 3.0 * G3
# Work out the hashed gradient indices of the four simplex corners
ii = i & 255
jj = j & 255
kk = k & 255
gi0 = @perm[ii + @perm[jj + @perm[kk]]] % 12
gi1 = @perm[ii + i1 + @perm[jj + j1 + @perm[kk + k1]]] % 12
gi2 = @perm[ii + i2 + @perm[jj + j2 + @perm[kk + k2]]] % 12
gi3 = @perm[ii + 1 + @perm[jj + 1 + @perm[kk + 1]]] % 12
# Calculate the contribution from the four corners
t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0
unless t0 < 0
t0 *= t0
n0 = t0 * t0 * dot(@grad3[gi0], x0, y0, z0)
t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1
unless t1 < 0
t1 *= t1
n1 = t1 * t1 * dot(@grad3[gi1], x1, y1, z1)
t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2
unless t2 < 0
t2 *= t2
n2 = t2 * t2 * dot(@grad3[gi2], x2, y2, z2)
t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3
unless t3 < 0
t3 *= t3
n3 = t3 * t3 * dot(@grad3[gi3], x3, y3, z3)
# Add contributions from each corner to get the final noise value.
# The result is scaled to stay just inside [-1,1]
32.0 * (n0 + n1 + n2 + n3)
# 4D simplex noise
noise4: (x, y, z, w) ->
# For faster and easier lookups
grad4 = @grad4
simplex = @simplex
perm = @perm
# The skewing and unskewing factors are hairy again for the 4D case
F4 = (Math.sqrt(5.0) - 1.0) / 4.0
G4 = (5.0 - Math.sqrt(5.0)) / 20.0
n0 = 0 # Noise contributions from the five corners
n1 = 0
n2 = 0
n3 = 0
n4 = 0
# Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
s = (x + y + z + w) * F4 # Factor for 4D skewing
i = Math.floor(x + s)
j = Math.floor(y + s)
k = Math.floor(z + s)
l = Math.floor(w + s)
t = (i + j + k + l) * G4 # Factor for 4D unskewing
X0 = i - t # Unskew the cell origin back to (x,y,z,w) space
Y0 = j - t
Z0 = k - t
W0 = l - t
x0 = x - X0 # The x,y,z,w distances from the cell origin
y0 = y - Y0
z0 = z - Z0
w0 = w - W0
# 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.
# The method below is a good way of finding the ordering of x,y,z,w and
# then find the correct traversal order for the simplex we’re in.
# First, six pair-wise comparisons are performed between each possible pair
# of the four coordinates, and the results are used to add up binary bits
# for an integer index.
c1 = (if (x0 > y0) then 32 else 0)
c2 = (if (x0 > z0) then 16 else 0)
c3 = (if (y0 > z0) then 8 else 0)
c4 = (if (x0 > w0) then 4 else 0)
c5 = (if (y0 > w0) then 2 else 0)
c6 = (if (z0 > w0) then 1 else 0)
c = c1 + c2 + c3 + c4 + c5 + c6
i1 = 0 # The integer offsets for the second simplex corner
j1 = 0
k1 = 0
l1 = 0
i2 = 0 # The integer offsets for the third simplex corner
j2 = 0
k2 = 0
l2 = 0
i3 = 0 # The integer offsets for the fourth simplex corner
j3 = 0
k3 = 0
l3 = 0
# 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.
# The number 3 in the "simplex" array is at the position of the largest coordinate.
i1 = (if simplex[c][0] >= 3 then 1 else 0)
j1 = (if simplex[c][1] >= 3 then 1 else 0)
k1 = (if simplex[c][2] >= 3 then 1 else 0)
l1 = (if simplex[c][3] >= 3 then 1 else 0)
# The number 2 in the "simplex" array is at the second largest coordinate.
i2 = (if simplex[c][0] >= 2 then 1 else 0)
j2 = (if simplex[c][1] >= 2 then 1 else 0)
k2 = (if simplex[c][2] >= 2 then 1 else 0)
l2 = (if simplex[c][3] >= 2 then 1 else 0)
# The number 1 in the "simplex" array is at the second smallest coordinate.
i3 = (if simplex[c][0] >= 1 then 1 else 0)
j3 = (if simplex[c][1] >= 1 then 1 else 0)
k3 = (if simplex[c][2] >= 1 then 1 else 0)
l3 = (if simplex[c][3] >= 1 then 1 else 0)
# The fifth corner has all coordinate offsets = 1, so no need to look that up.
x1 = x0 - i1 + G4 # Offsets for second corner in (x,y,z,w) coords
y1 = y0 - j1 + G4
z1 = z0 - k1 + G4
w1 = w0 - l1 + G4
x2 = x0 - i2 + 2.0 * G4 # Offsets for third corner in (x,y,z,w) coords
y2 = y0 - j2 + 2.0 * G4
z2 = z0 - k2 + 2.0 * G4
w2 = w0 - l2 + 2.0 * G4
x3 = x0 - i3 + 3.0 * G4 # Offsets for fourth corner in (x,y,z,w) coords
y3 = y0 - j3 + 3.0 * G4
z3 = z0 - k3 + 3.0 * G4
w3 = w0 - l3 + 3.0 * G4
x4 = x0 - 1.0 + 4.0 * G4 # Offsets for last corner in (x,y,z,w) coords
y4 = y0 - 1.0 + 4.0 * G4
z4 = z0 - 1.0 + 4.0 * G4
w4 = w0 - 1.0 + 4.0 * G4
# Work out the hashed gradient indices of the five simplex corners
ii = i & 255
jj = j & 255
kk = k & 255
ll = l & 255
gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32
gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32
gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32
gi3 = perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32
gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32
# Calculate the contribution from the five corners
t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0
unless t0 < 0
t0 *= t0
n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0)
t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1
unless t1 < 0
t1 *= t1
n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1)
t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2
unless t2 < 0
t2 *= t2
n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2)
t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3
unless t3 < 0
t3 *= t3
n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3)
t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4
unless t4 < 0
t4 *= t4
n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4)
# Sum up and scale the result to cover the range [-1,1]
27.0 * (n0 + n1 + n2 + n3 + n4)
class FlowNoise extends Noise
n = 128
TWO_PI = Math.PI * 2
basis: []
perm: []
constructor: (rng) ->
rng = Math unless rng?
for i in [0..n]
theta = i * TWO_PI / n
@basis[i] = [ Math.cos theta, Math.sin theta ]
@perm[i] = i
reinitialize (rng.random() * 1000) | 0
reinitialize: (seed) ->
for i in [1..n]
j = (Math.random() * seed) % (i+1)
seed += 1
module.exports =
SimplexNoise: SimplexNoise