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randiny

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<h1 style="margin-bottom: 0">Randiny</h1> <h2 style="font-size: 14px; margin-top: 0">A pseudo random number generator, capable of generating random numbers, and noise maps.</h2>

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"use strict"; /* I couldn't figure out simplex noise. So I used a package. I would've put it as a dependency, but I need to modify it, to use my RandomNoiseClass. */ var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.createNoise2D = createNoise2D; exports.createNoise3D = createNoise3D; exports.buildPermutationTable = buildPermutationTable; const RandomNumber_1 = __importDefault(require("./RandomNumber")); const SQRT3 = /*#__PURE__*/ Math.sqrt(3.0); const SQRT5 = /*#__PURE__*/ Math.sqrt(5.0); const F2 = 0.5 * (SQRT3 - 1.0); const G2 = (3.0 - SQRT3) / 6.0; const F3 = 1.0 / 3.0; const G3 = 1.0 / 6.0; const F4 = (SQRT5 - 1.0) / 4.0; const G4 = (5.0 - SQRT5) / 20.0; // I'm really not sure why this | 0 (basically a coercion to int) // is making this faster but I get ~5 million ops/sec more on the // benchmarks across the board or a ~10% speedup. const fastFloor = (x) => Math.floor(x) | 0; const grad2 = /*#__PURE__*/ new Float64Array([1, 1, -1, 1, 1, -1, -1, -1, 1, 0, -1, 0, 1, 0, -1, 0, 0, 1, 0, -1, 0, 1, 0, -1]); // double seems to be faster than single or int's // probably because most operations are in double precision const grad3 = /*#__PURE__*/ new Float64Array([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]); // double is a bit quicker here as well const grad4 = /*#__PURE__*/ new Float64Array([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 createNoise2D(rng) { const perm = buildPermutationTable(rng); // precalculating this yields a little ~3% performance improvement. const permGrad2x = new Float64Array(perm).map(v => grad2[(v % 12) * 2]); const permGrad2y = new Float64Array(perm).map(v => grad2[(v % 12) * 2 + 1]); return function noise2D(x, y) { // if(!isFinite(x) || !isFinite(y)) return 0; let n0 = 0; // Noise contributions from the three corners let n1 = 0; let n2 = 0; // Skew the input space to determine which simplex cell we're in const s = (x + y) * F2; // Hairy factor for 2D const i = fastFloor(x + s); const j = fastFloor(y + s); const t = (i + j) * G2; const X0 = i - t; // Unskew the cell origin back to (x,y) space const Y0 = j - t; const x0 = x - X0; // The x,y distances from the cell origin const y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. let i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // 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 const x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords const y1 = y0 - j1 + G2; const x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords 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 = ii + perm[jj]; const g0x = permGrad2x[gi0]; const g0y = permGrad2y[gi0]; t0 *= t0; // n0 = t0 * t0 * (grad2[gi0] * x0 + grad2[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient n0 = t0 * t0 * (g0x * x0 + g0y * y0); } let t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 >= 0) { const gi1 = ii + i1 + perm[jj + j1]; const g1x = permGrad2x[gi1]; const g1y = permGrad2y[gi1]; t1 *= t1; // n1 = t1 * t1 * (grad2[gi1] * x1 + grad2[gi1 + 1] * y1); n1 = t1 * t1 * (g1x * x1 + g1y * y1); } let t2 = 0.5 - x2 * x2 - y2 * y2; if (t2 >= 0) { const gi2 = ii + 1 + perm[jj + 1]; const g2x = permGrad2x[gi2]; const g2y = permGrad2y[gi2]; t2 *= t2; // n2 = t2 * t2 * (grad2[gi2] * x2 + grad2[gi2 + 1] * y2); n2 = t2 * t2 * (g2x * x2 + g2y * 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 new RandomNumber_1.default(rng, 70.0 * (n0 + n1 + n2)); }; } /** * Creates a 3D noise function * @returns {NoiseFunction3D} */ function createNoise3D(rng) { const perm = buildPermutationTable(rng); // precalculating these seems to yield a speedup of over 15% const permGrad3x = new Float64Array(perm).map(v => grad3[(v % 12) * 3]); const permGrad3y = new Float64Array(perm).map(v => grad3[(v % 12) * 3 + 1]); const permGrad3z = new Float64Array(perm).map(v => grad3[(v % 12) * 3 + 2]); return function noise3D(x, y, z) { let n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in const s = (x + y + z) * F3; // Very nice and simple skew factor for 3D const i = fastFloor(x + s); const j = fastFloor(y + s); const k = fastFloor(z + s); const t = (i + j + k) * G3; const X0 = i - t; // Unskew the cell origin back to (x,y,z) space const Y0 = j - t; const Z0 = k - t; const x0 = x - X0; // The x,y,z distances from the cell origin const y0 = y - Y0; const z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. let i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords let 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; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // 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. const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords const y1 = y0 - j1 + G3; const z1 = z0 - k1 + G3; const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords const y2 = y0 - j2 + 2.0 * G3; const z2 = z0 - k2 + 2.0 * G3; const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords 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) n0 = 0.0; else { const gi0 = ii + perm[jj + perm[kk]]; t0 *= t0; n0 = t0 * t0 * (permGrad3x[gi0] * x0 + permGrad3y[gi0] * y0 + permGrad3z[gi0] * z0); } let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0) n1 = 0.0; else { const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1]]; t1 *= t1; n1 = t1 * t1 * (permGrad3x[gi1] * x1 + permGrad3y[gi1] * y1 + permGrad3z[gi1] * z1); } let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0) n2 = 0.0; else { const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2]]; t2 *= t2; n2 = t2 * t2 * (permGrad3x[gi2] * x2 + permGrad3y[gi2] * y2 + permGrad3z[gi2] * z2); } let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0) n3 = 0.0; else { const gi3 = ii + 1 + perm[jj + 1 + perm[kk + 1]]; t3 *= t3; n3 = t3 * t3 * (permGrad3x[gi3] * x3 + permGrad3y[gi3] * y3 + permGrad3z[gi3] * z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return new RandomNumber_1.default(rng, 32.0 * (n0 + n1 + n2 + n3)); }; } /** * Builds a random permutation table. * This is exported only for (internal) testing purposes. * Do not rely on this export. * @private */ function buildPermutationTable(rng) { const tableSize = 512; const p = new Uint8Array(tableSize); for (let i = 0; i < tableSize / 2; i++) { p[i] = i; } for (let i = 0; i < tableSize / 2 - 1; i++) { const r = i + ~~(rng.nextValue().get() * (256 - i)); const aux = p[i]; p[i] = p[r]; p[r] = aux; } for (let i = 256; i < tableSize; i++) { p[i] = p[i - 256]; } return p; } //# sourceMappingURL=SimplexNoise.js.map