rot-js
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A roguelike toolkit in JavaScript
104 lines (103 loc) • 3.94 kB
JavaScript
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);
}
}