UNPKG

rot-js

Version:

A roguelike toolkit in JavaScript

104 lines (103 loc) 3.94 kB
import Noise from "./noise.js"; import RNG from "../rng.js"; import { mod } from "../util.js"; const F2 = 0.5 * (Math.sqrt(3) - 1); const G2 = (3 - Math.sqrt(3)) / 6; /** * A simple 2d implementation of simplex noise by Ondrej Zara * * 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. */ export default class Simplex extends Noise { /** * @param gradients Random gradients */ constructor(gradients = 256) { super(); this._gradients = [ [0, -1], [1, -1], [1, 0], [1, 1], [0, 1], [-1, 1], [-1, 0], [-1, -1] ]; let permutations = []; for (let i = 0; i < gradients; i++) { permutations.push(i); } permutations = RNG.shuffle(permutations); this._perms = []; this._indexes = []; for (let i = 0; i < 2 * gradients; i++) { this._perms.push(permutations[i % gradients]); this._indexes.push(this._perms[i] % this._gradients.length); } } get(xin, yin) { let perms = this._perms; let indexes = this._indexes; let count = perms.length / 2; let n0 = 0, n1 = 0, n2 = 0, gi; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in let s = (xin + yin) * F2; // Hairy factor for 2D let i = Math.floor(xin + s); let j = Math.floor(yin + s); let t = (i + j) * G2; let X0 = i - t; // Unskew the cell origin back to (x,y) space let Y0 = j - t; let x0 = xin - X0; // The x,y distances from the cell origin let y0 = yin - 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; } else { // lower triangle, XY order: (0,0)->(1,0)->(1,1) 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 let x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords let y1 = y0 - j1 + G2; let x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords let y2 = y0 - 1 + 2 * G2; // Work out the hashed gradient indices of the three simplex corners let ii = mod(i, count); let jj = mod(j, count); // Calculate the contribution from the three corners let t0 = 0.5 - x0 * x0 - y0 * y0; if (t0 >= 0) { t0 *= t0; gi = indexes[ii + perms[jj]]; let grad = this._gradients[gi]; n0 = t0 * t0 * (grad[0] * x0 + grad[1] * y0); } let t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 >= 0) { t1 *= t1; gi = indexes[ii + i1 + perms[jj + j1]]; let grad = this._gradients[gi]; n1 = t1 * t1 * (grad[0] * x1 + grad[1] * y1); } let t2 = 0.5 - x2 * x2 - y2 * y2; if (t2 >= 0) { t2 *= t2; gi = indexes[ii + 1 + perms[jj + 1]]; let grad = this._gradients[gi]; n2 = t2 * t2 * (grad[0] * x2 + grad[1] * 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); } }