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/* | |
* 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 ([email protected]). | |
With Optimisations by Peter Eastman ([email protected]). | |
Better rank ordering method by Stefan Gustavson in 2012. | |
Copyright (c) 2018 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. | |
*/ | |
(function() { | |
'use strict'; | |
var F2 = 0.5 * (Math.sqrt(3.0) - 1.0); | |
var G2 = (3.0 - Math.sqrt(3.0)) / 6.0; | |
var F3 = 1.0 / 3.0; | |
var G3 = 1.0 / 6.0; | |
var F4 = (Math.sqrt(5.0) - 1.0) / 4.0; | |
var G4 = (5.0 - Math.sqrt(5.0)) / 20.0; | |
function SimplexNoise(randomOrSeed) { | |
var random; | |
if (typeof randomOrSeed == 'function') { | |
random = randomOrSeed; | |
} | |
else if (randomOrSeed) { | |
random = alea(randomOrSeed); | |
} else { | |
random = Math.random; | |
} | |
this.p = buildPermutationTable(random); | |
this.perm = new Uint8Array(512); | |
this.permMod12 = new Uint8Array(512); | |
for (var i = 0; i < 512; i++) { | |
this.perm[i] = this.p[i & 255]; | |
this.permMod12[i] = this.perm[i] % 12; | |
} | |
} | |
SimplexNoise.prototype = { | |
grad3: new Float32Array([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]), | |
grad4: new Float32Array([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]), | |
noise2D: function(xin, yin) { | |
var permMod12 = this.permMod12; | |
var perm = this.perm; | |
var grad3 = this.grad3; | |
var n0 = 0; // Noise contributions from the three corners | |
var n1 = 0; | |
var n2 = 0; | |
// 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 = i - t; // Unskew the cell origin back to (x,y) space | |
var Y0 = j - t; | |
var x0 = xin - X0; // The x,y distances from the cell origin | |
var y0 = yin - Y0; | |
// 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) { | |
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 | |
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords | |
var y1 = y0 - j1 + G2; | |
var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords | |
var y2 = y0 - 1.0 + 2.0 * G2; | |
// Work out the hashed gradient indices of the three simplex corners | |
var ii = i & 255; | |
var jj = j & 255; | |
// Calculate the contribution from the three corners | |
var t0 = 0.5 - x0 * x0 - y0 * y0; | |
if (t0 >= 0) { | |
var gi0 = permMod12[ii + perm[jj]] * 3; | |
t0 *= t0; | |
n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient | |
} | |
var t1 = 0.5 - x1 * x1 - y1 * y1; | |
if (t1 >= 0) { | |
var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3; | |
t1 *= t1; | |
n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1); | |
} | |
var t2 = 0.5 - x2 * x2 - y2 * y2; | |
if (t2 >= 0) { | |
var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3; | |
t2 *= t2; | |
n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 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 70.0 * (n0 + n1 + n2); | |
}, | |
// 3D simplex noise | |
noise3D: function(xin, yin, zin) { | |
var permMod12 = this.permMod12; | |
var perm = this.perm; | |
var grad3 = this.grad3; | |
var n0, n1, n2, n3; // Noise contributions from the four corners | |
// Skew the input space to determine which simplex cell we're in | |
var s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D | |
var i = Math.floor(xin + s); | |
var j = Math.floor(yin + s); | |
var k = Math.floor(zin + s); | |
var t = (i + j + k) * G3; | |
var X0 = i - t; // Unskew the cell origin back to (x,y,z) space | |
var Y0 = j - t; | |
var Z0 = k - t; | |
var x0 = xin - X0; // The x,y,z distances from the cell origin | |
var y0 = yin - Y0; | |
var z0 = zin - Z0; | |
// For the 3D case, the simplex shape is a slightly irregular tetrahedron. | |
// Determine which simplex we are in. | |
var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords | |
var 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. | |
var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords | |
var y1 = y0 - j1 + G3; | |
var z1 = z0 - k1 + G3; | |
var x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords | |
var y2 = y0 - j2 + 2.0 * G3; | |
var z2 = z0 - k2 + 2.0 * G3; | |
var x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords | |
var y3 = y0 - 1.0 + 3.0 * G3; | |
var z3 = z0 - 1.0 + 3.0 * G3; | |
// Work out the hashed gradient indices of the four simplex corners | |
var ii = i & 255; | |
var jj = j & 255; | |
var kk = k & 255; | |
// Calculate the contribution from the four corners | |
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0; | |
if (t0 < 0) n0 = 0.0; | |
else { | |
var gi0 = permMod12[ii + perm[jj + perm[kk]]] * 3; | |
t0 *= t0; | |
n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0 + grad3[gi0 + 2] * z0); | |
} | |
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; | |
if (t1 < 0) n1 = 0.0; | |
else { | |
var gi1 = permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1]]] * 3; | |
t1 *= t1; | |
n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1 + grad3[gi1 + 2] * z1); | |
} | |
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; | |
if (t2 < 0) n2 = 0.0; | |
else { | |
var gi2 = permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2]]] * 3; | |
t2 *= t2; | |
n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2 + grad3[gi2 + 2] * z2); | |
} | |
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; | |
if (t3 < 0) n3 = 0.0; | |
else { | |
var gi3 = permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1]]] * 3; | |
t3 *= t3; | |
n3 = t3 * t3 * (grad3[gi3] * x3 + grad3[gi3 + 1] * y3 + grad3[gi3 + 2] * z3); | |
} | |
// Add contributions from each corner to get the final noise value. | |
// The result is scaled to stay just inside [-1,1] | |
return 32.0 * (n0 + n1 + n2 + n3); | |
}, | |
// 4D simplex noise, better simplex rank ordering method 2012-03-09 | |
noise4D: function(x, y, z, w) { | |
var perm = this.perm; | |
var grad4 = this.grad4; | |
var n0, n1, n2, n3, n4; // Noise contributions from the five corners | |
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in | |
var s = (x + y + z + w) * F4; // Factor for 4D skewing | |
var i = Math.floor(x + s); | |
var j = Math.floor(y + s); | |
var k = Math.floor(z + s); | |
var l = Math.floor(w + s); | |
var t = (i + j + k + l) * G4; // Factor for 4D unskewing | |
var X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space | |
var Y0 = j - t; | |
var Z0 = k - t; | |
var W0 = l - t; | |
var x0 = x - X0; // The x,y,z,w distances from the cell origin | |
var y0 = y - Y0; | |
var z0 = z - Z0; | |
var w0 = w - W0; | |
// For the 4D case, the simplex is a 4D shape I won't even try to describe. | |
// To find out which of the 24 possible simplices we're in, we need to | |
// determine the magnitude ordering of x0, y0, z0 and w0. | |
// Six pair-wise comparisons are performed between each possible pair | |
// of the four coordinates, and the results are used to rank the numbers. | |
var rankx = 0; | |
var ranky = 0; | |
var rankz = 0; | |
var rankw = 0; | |
if (x0 > y0) rankx++; | |
else ranky++; | |
if (x0 > z0) rankx++; | |
else rankz++; | |
if (x0 > w0) rankx++; | |
else rankw++; | |
if (y0 > z0) ranky++; | |
else rankz++; | |
if (y0 > w0) ranky++; | |
else rankw++; | |
if (z0 > w0) rankz++; | |
else rankw++; | |
var i1, j1, k1, l1; // The integer offsets for the second simplex corner | |
var i2, j2, k2, l2; // The integer offsets for the third simplex corner | |
var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner | |
// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. | |
// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w | |
// impossible. Only the 24 indices which have non-zero entries make any sense. | |
// We use a thresholding to set the coordinates in turn from the largest magnitude. | |
// Rank 3 denotes the largest coordinate. | |
i1 = rankx >= 3 ? 1 : 0; | |
j1 = ranky >= 3 ? 1 : 0; | |
k1 = rankz >= 3 ? 1 : 0; | |
l1 = rankw >= 3 ? 1 : 0; | |
// Rank 2 denotes the second largest coordinate. | |
i2 = rankx >= 2 ? 1 : 0; | |
j2 = ranky >= 2 ? 1 : 0; | |
k2 = rankz >= 2 ? 1 : 0; | |
l2 = rankw >= 2 ? 1 : 0; | |
// Rank 1 denotes the second smallest coordinate. | |
i3 = rankx >= 1 ? 1 : 0; | |
j3 = ranky >= 1 ? 1 : 0; | |
k3 = rankz >= 1 ? 1 : 0; | |
l3 = rankw >= 1 ? 1 : 0; | |
// The fifth corner has all coordinate offsets = 1, so no need to compute that. | |
var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords | |
var y1 = y0 - j1 + G4; | |
var z1 = z0 - k1 + G4; | |
var w1 = w0 - l1 + G4; | |
var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords | |
var y2 = y0 - j2 + 2.0 * G4; | |
var z2 = z0 - k2 + 2.0 * G4; | |
var w2 = w0 - l2 + 2.0 * G4; | |
var x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords | |
var y3 = y0 - j3 + 3.0 * G4; | |
var z3 = z0 - k3 + 3.0 * G4; | |
var w3 = w0 - l3 + 3.0 * G4; | |
var x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords | |
var y4 = y0 - 1.0 + 4.0 * G4; | |
var z4 = z0 - 1.0 + 4.0 * G4; | |
var w4 = w0 - 1.0 + 4.0 * G4; | |
// Work out the hashed gradient indices of the five simplex corners | |
var ii = i & 255; | |
var jj = j & 255; | |
var kk = k & 255; | |
var ll = l & 255; | |
// Calculate the contribution from the five corners | |
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0; | |
if (t0 < 0) n0 = 0.0; | |
else { | |
var gi0 = (perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32) * 4; | |
t0 *= t0; | |
n0 = t0 * t0 * (grad4[gi0] * x0 + grad4[gi0 + 1] * y0 + grad4[gi0 + 2] * z0 + grad4[gi0 + 3] * w0); | |
} | |
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1; | |
if (t1 < 0) n1 = 0.0; | |
else { | |
var gi1 = (perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32) * 4; | |
t1 *= t1; | |
n1 = t1 * t1 * (grad4[gi1] * x1 + grad4[gi1 + 1] * y1 + grad4[gi1 + 2] * z1 + grad4[gi1 + 3] * w1); | |
} | |
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2; | |
if (t2 < 0) n2 = 0.0; | |
else { | |
var gi2 = (perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32) * 4; | |
t2 *= t2; | |
n2 = t2 * t2 * (grad4[gi2] * x2 + grad4[gi2 + 1] * y2 + grad4[gi2 + 2] * z2 + grad4[gi2 + 3] * w2); | |
} | |
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3; | |
if (t3 < 0) n3 = 0.0; | |
else { | |
var gi3 = (perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32) * 4; | |
t3 *= t3; | |
n3 = t3 * t3 * (grad4[gi3] * x3 + grad4[gi3 + 1] * y3 + grad4[gi3 + 2] * z3 + grad4[gi3 + 3] * w3); | |
} | |
var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4; | |
if (t4 < 0) n4 = 0.0; | |
else { | |
var gi4 = (perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32) * 4; | |
t4 *= t4; | |
n4 = t4 * t4 * (grad4[gi4] * x4 + grad4[gi4 + 1] * y4 + grad4[gi4 + 2] * z4 + grad4[gi4 + 3] * w4); | |
} | |
// Sum up and scale the result to cover the range [-1,1] | |
return 27.0 * (n0 + n1 + n2 + n3 + n4); | |
} | |
}; | |
function buildPermutationTable(random) { | |
var i; | |
var p = new Uint8Array(256); | |
for (i = 0; i < 256; i++) { | |
p[i] = i; | |
} | |
for (i = 0; i < 255; i++) { | |
var r = i + ~~(random() * (256 - i)); | |
var aux = p[i]; | |
p[i] = p[r]; | |
p[r] = aux; | |
} | |
return p; | |
} | |
SimplexNoise._buildPermutationTable = buildPermutationTable; | |
/* | |
The ALEA PRNG and masher code used by simplex-noise.js | |
is based on code by Johannes Baagøe, modified by Jonas Wagner. | |
See alea.md for the full license. | |
*/ | |
function alea() { | |
var s0 = 0; | |
var s1 = 0; | |
var s2 = 0; | |
var c = 1; | |
var mash = masher(); | |
s0 = mash(' '); | |
s1 = mash(' '); | |
s2 = mash(' '); | |
for (var i = 0; i < arguments.length; i++) { | |
s0 -= mash(arguments[i]); | |
if (s0 < 0) { | |
s0 += 1; | |
} | |
s1 -= mash(arguments[i]); | |
if (s1 < 0) { | |
s1 += 1; | |
} | |
s2 -= mash(arguments[i]); | |
if (s2 < 0) { | |
s2 += 1; | |
} | |
} | |
mash = null; | |
return function() { | |
var t = 2091639 * s0 + c * 2.3283064365386963e-10; // 2^-32 | |
s0 = s1; | |
s1 = s2; | |
return s2 = t - (c = t | 0); | |
}; | |
} | |
function masher() { | |
var n = 0xefc8249d; | |
return function(data) { | |
data = data.toString(); | |
for (var i = 0; i < data.length; i++) { | |
n += data.charCodeAt(i); | |
var h = 0.02519603282416938 * n; | |
n = h >>> 0; | |
h -= n; | |
h *= n; | |
n = h >>> 0; | |
h -= n; | |
n += h * 0x100000000; // 2^32 | |
} | |
return (n >>> 0) * 2.3283064365386963e-10; // 2^-32 | |
}; | |
} | |
// amd | |
if (typeof define !== 'undefined' && define.amd) define(function() {return SimplexNoise;}); | |
// common js | |
if (typeof exports !== 'undefined') exports.SimplexNoise = SimplexNoise; | |
// browser | |
else if (typeof window !== 'undefined') window.SimplexNoise = SimplexNoise; | |
// nodejs | |
if (typeof module !== 'undefined') { | |
module.exports = SimplexNoise; | |
} | |
})(); |
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