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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text/typescript
/*
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.
*/
/*
* A fast javascript implementation of simplex noise by Jonas Wagner
Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
Better rank ordering method by Stefan Gustavson in 2012.
Copyright (c) 2024 Jonas Wagner
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
// these __PURE__ comments help uglifyjs with dead code removal
//
import RNG from "./RNG";
import RandomNumber from "./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: number) => 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]);
/**
* A random() function, must return a number in the interval [0,1), just like Math.random().
*/
export type RandomFn = () => number;
/**
* Samples the noise field in two dimensions
*
* Coordinates should be finite, bigger than -2^31 and smaller than 2^31.
* @param x
* @param y
* @returns a number in the interval [-1, 1]
*/
export type NoiseFunction2D = (x: number, y: number) => RandomNumber;
export function createNoise2D(rng: RNG): NoiseFunction2D {
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: number, y: number): RandomNumber {
// 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(rng, 70.0 * (n0 + n1 + n2));
};
}
/**
* Samples the noise field in three dimensions
*
* Coordinates should be finite, bigger than -2^31 and smaller than 2^31.
* @param x
* @param y
* @param z
* @returns a number in the interval [-1, 1]
*/
export type NoiseFunction3D = (x: number, y: number, z: number) => RandomNumber;
/**
* Creates a 3D noise function
* @returns {NoiseFunction3D}
*/
export function createNoise3D(rng: RNG): NoiseFunction3D {
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: number, y: number, z: number): RandomNumber {
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(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
*/
export function buildPermutationTable(rng: RNG): Uint8Array {
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;
}