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pink-trombone

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A headless programmable polyphonic version of Neil Thapen's Pink Trombone

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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. * Transformed it into a class by Gorka Egino. * Version 2025-04-04 * * 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. * */ 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 export class Noise { perm = new Array(512); gradP = new Array(512); constructor(seed) { this.init(seed ?? Date.now()); } // 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. init(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); } this.perm[i] = this.perm[i + 256] = v; this.gradP[i] = this.gradP[i + 256] = grad3[v % 12]; } } // 2D simplex noise simplex2(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 = this.gradP[i+this.perm[j]]; var gi1 = this.gradP[i+i1+this.perm[j+j1]]; var gi2 = this.gradP[i+1+this.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); } simplex1 = x => this.simplex2(x * 1.2, -x * 0.7); } /* 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;