Skip to content

Instantly share code, notes, and snippets.

@stackdumper
Created April 9, 2018 06:43
Show Gist options
  • Save stackdumper/5c8f652cf2fb2a6950176b571e45ccbc to your computer and use it in GitHub Desktop.
Save stackdumper/5c8f652cf2fb2a6950176b571e45ccbc to your computer and use it in GitHub Desktop.
Noise.js for WebWorkers
/*
* A speed-improved perlin and simplex noise algorithms for 2D.
*
* Based on example code by Stefan Gustavson ([email protected]).
* Optimisations by Peter Eastman ([email protected]).
* Better rank ordering method by Stefan Gustavson in 2012.
* Converted to Javascript by Joseph Gentle.
*
* Version 2012-03-09
*
* This code was placed in the public domain by its original author,
* Stefan Gustavson. You may use it as you see fit, but
* attribution is appreciated.
*
*/
// Passing in seed will seed this Noise instance
class Noise {
constructor(seed) {
class Grad {
constructor(x, y, z) {
this.x = x
this.y = y
this.z = z
}
dot2(x, y) {
return this.x * x + this.y * y
}
dot3(x, y, z) {
return this.x * x + this.y * y + this.z * z
}
}
this.grad3 = [
new Grad(1, 1, 0),
new Grad(-1, 1, 0),
new Grad(1, -1, 0),
new Grad(-1, -1, 0),
new Grad(1, 0, 1),
new Grad(-1, 0, 1),
new Grad(1, 0, -1),
new Grad(-1, 0, -1),
new Grad(0, 1, 1),
new Grad(0, -1, 1),
new Grad(0, 1, -1),
new Grad(0, -1, -1),
]
this.p = [
151,
160,
137,
91,
90,
15,
131,
13,
201,
95,
96,
53,
194,
233,
7,
225,
140,
36,
103,
30,
69,
142,
8,
99,
37,
240,
21,
10,
23,
190,
6,
148,
247,
120,
234,
75,
0,
26,
197,
62,
94,
252,
219,
203,
117,
35,
11,
32,
57,
177,
33,
88,
237,
149,
56,
87,
174,
20,
125,
136,
171,
168,
68,
175,
74,
165,
71,
134,
139,
48,
27,
166,
77,
146,
158,
231,
83,
111,
229,
122,
60,
211,
133,
230,
220,
105,
92,
41,
55,
46,
245,
40,
244,
102,
143,
54,
65,
25,
63,
161,
1,
216,
80,
73,
209,
76,
132,
187,
208,
89,
18,
169,
200,
196,
135,
130,
116,
188,
159,
86,
164,
100,
109,
198,
173,
186,
3,
64,
52,
217,
226,
250,
124,
123,
5,
202,
38,
147,
118,
126,
255,
82,
85,
212,
207,
206,
59,
227,
47,
16,
58,
17,
182,
189,
28,
42,
223,
183,
170,
213,
119,
248,
152,
2,
44,
154,
163,
70,
221,
153,
101,
155,
167,
43,
172,
9,
129,
22,
39,
253,
19,
98,
108,
110,
79,
113,
224,
232,
178,
185,
112,
104,
218,
246,
97,
228,
251,
34,
242,
193,
238,
210,
144,
12,
191,
179,
162,
241,
81,
51,
145,
235,
249,
14,
239,
107,
49,
192,
214,
31,
181,
199,
106,
157,
184,
84,
204,
176,
115,
121,
50,
45,
127,
4,
150,
254,
138,
236,
205,
93,
222,
114,
67,
29,
24,
72,
243,
141,
128,
195,
78,
66,
215,
61,
156,
180,
]
// To remove the need for index wrapping, double the permutation table length
this.perm = new Array(512)
this.gradP = new Array(512)
// Skewing and unskewing factors for 2, 3, and 4 dimensions
this.F2 = 0.5 * (Math.sqrt(3) - 1)
this.G2 = (3 - Math.sqrt(3)) / 6
this.F3 = 1 / 3
this.G3 = 1 / 6
this.seed(seed || 0)
}
// This isn't a very good seeding function, but it works ok. It supports 2^16
// different seed values. Write something better if you need more seeds.
seed(seed) {
if (seed > 0 && seed < 1) {
// Scale the seed out
seed *= 65536
}
seed = Math.floor(seed)
if (seed < 256) {
seed |= seed << 8
}
const p = this.p
for (let i = 0; i < 256; i++) {
let v
if (i & 1) {
v = p[i] ^ (seed & 255)
}
else {
v = p[i] ^ ((seed >> 8) & 255)
}
const perm = this.perm
const gradP = this.gradP
perm[i] = perm[i + 256] = v
gradP[i] = gradP[i + 256] = this.grad3[v % 12]
}
}
// 2D simplex noise
simplex2(xin, yin) {
let n0 // Noise contributions from the three corners
let n1
let n2
// Skew the input space to determine which simplex cell we're in
const s = (xin + yin) * this.F2 // Hairy factor for 2D
let i = Math.floor(xin + s)
let j = Math.floor(yin + s)
const t = (i + j) * this.G2
const x0 = xin - i + t // The x,y distances from the cell origin, unskewed.
const y0 = yin - j + t
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
let i1 // Offsets for second (middle) corner of simplex in (i,j) coords
let j1
if (x0 > y0) {
// lower triangle, XY order: (0,0)->(1,0)->(1,1)
i1 = 1
j1 = 0
}
else {
// upper triangle, YX order: (0,0)->(0,1)->(1,1)
i1 = 0
j1 = 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 + this.G2 // Offsets for middle corner in (x,y) unskewed coords
const y1 = y0 - j1 + this.G2
const x2 = x0 - 1 + 2 * this.G2 // Offsets for last corner in (x,y) unskewed coords
const y2 = y0 - 1 + 2 * this.G2
// Work out the hashed gradient indices of the three simplex corners
i &= 255
j &= 255
const perm = this.perm
const gradP = this.gradP
const gi0 = gradP[i + perm[j]]
const gi1 = gradP[i + i1 + perm[j + j1]]
const gi2 = gradP[i + 1 + perm[j + 1]]
// Calculate the contribution from the three corners
let t0 = 0.5 - x0 * x0 - y0 * y0
if (t0 < 0) {
n0 = 0
}
else {
t0 *= t0
n0 = t0 * t0 * gi0.dot2(x0, y0) // (x,y) of grad3 used for 2D gradient
}
let t1 = 0.5 - x1 * x1 - y1 * y1
if (t1 < 0) {
n1 = 0
}
else {
t1 *= t1
n1 = t1 * t1 * gi1.dot2(x1, y1)
}
let t2 = 0.5 - x2 * x2 - y2 * y2
if (t2 < 0) {
n2 = 0
}
else {
t2 *= t2
n2 = t2 * t2 * gi2.dot2(x2, 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)
}
// 3D simplex noise
simplex3(xin, yin, zin) {
let n0 // Noise contributions from the four corners
let n1
let n2
let n3
// Skew the input space to determine which simplex cell we're in
const s = (xin + yin + zin) * this.F3 // Hairy factor for 2D
let i = Math.floor(xin + s)
let j = Math.floor(yin + s)
let k = Math.floor(zin + s)
const t = (i + j + k) * this.G3
const x0 = xin - i + t // The x,y distances from the cell origin, unskewed.
const y0 = yin - j + t
const z0 = zin - k + t
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
let i1 // Offsets for second corner of simplex in (i,j,k) coords
let j1
let k1
let i2 // Offsets for third corner of simplex in (i,j,k) coords
let j2
let k2
if (x0 >= y0) {
if (y0 >= z0) {
i1 = 1
j1 = 0
k1 = 0
i2 = 1
j2 = 1
k2 = 0
}
else if (x0 >= z0) {
i1 = 1
j1 = 0
k1 = 0
i2 = 1
j2 = 0
k2 = 1
}
else {
i1 = 0
j1 = 0
k1 = 1
i2 = 1
j2 = 0
k2 = 1
}
}
else if (y0 < z0) {
i1 = 0
j1 = 0
k1 = 1
i2 = 0
j2 = 1
k2 = 1
}
else if (x0 < z0) {
i1 = 0
j1 = 1
k1 = 0
i2 = 0
j2 = 1
k2 = 1
}
else {
i1 = 0
j1 = 1
k1 = 0
i2 = 1
j2 = 1
k2 = 0
}
// 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
const y1 = y0 - j1 + G3
const z1 = z0 - k1 + G3
const x2 = x0 - i2 + 2 * G3 // Offsets for third corner
const y2 = y0 - j2 + 2 * G3
const z2 = z0 - k2 + 2 * G3
const x3 = x0 - 1 + 3 * G3 // Offsets for fourth corner
const y3 = y0 - 1 + 3 * G3
const z3 = z0 - 1 + 3 * G3
// Work out the hashed gradient indices of the four simplex corners
i &= 255
j &= 255
k &= 255
const perm = this.perm
const gradP = this.gradP
const gi0 = gradP[i + perm[j + perm[k]]]
const gi1 = gradP[i + i1 + perm[j + j1 + perm[k + k1]]]
const gi2 = gradP[i + i2 + perm[j + j2 + perm[k + k2]]]
const gi3 = gradP[i + 1 + perm[j + 1 + perm[k + 1]]]
// Calculate the contribution from the four corners
let t0 = 0.5 - x0 * x0 - y0 * y0 - z0 * z0
if (t0 < 0) {
n0 = 0
}
else {
t0 *= t0
n0 = t0 * t0 * gi0.dot3(x0, y0, z0) // (x,y) of grad3 used for 2D gradient
}
let t1 = 0.5 - x1 * x1 - y1 * y1 - z1 * z1
if (t1 < 0) {
n1 = 0
}
else {
t1 *= t1
n1 = t1 * t1 * gi1.dot3(x1, y1, z1)
}
let t2 = 0.5 - x2 * x2 - y2 * y2 - z2 * z2
if (t2 < 0) {
n2 = 0
}
else {
t2 *= t2
n2 = t2 * t2 * gi2.dot3(x2, y2, z2)
}
let t3 = 0.5 - x3 * x3 - y3 * y3 - z3 * z3
if (t3 < 0) {
n3 = 0
}
else {
t3 *= t3
n3 = t3 * t3 * gi3.dot3(x3, y3, z3)
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 32 * (n0 + n1 + n2 + n3)
}
// 2D Perlin Noise
perlin2(x, y) {
// Find unit grid cell containing point
let X = Math.floor(x)
let Y = Math.floor(y)
// Get relative xy coordinates of point within that cell
x -= X
y -= Y
// Wrap the integer cells at 255 (smaller integer period can be introduced here)
X &= 255
Y &= 255
// Calculate noise contributions from each of the four corners
const perm = this.perm
const gradP = this.gradP
const n00 = gradP[X + perm[Y]].dot2(x, y)
const n01 = gradP[X + perm[Y + 1]].dot2(x, y - 1)
const n10 = gradP[X + 1 + perm[Y]].dot2(x - 1, y)
const n11 = gradP[X + 1 + perm[Y + 1]].dot2(x - 1, y - 1)
// Compute the fade curve value for x
const u = this.fade(x)
// Interpolate the four results
return this.lerp(this.lerp(n00, n10, u), this.lerp(n01, n11, u), this.fade(y))
}
fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10)
}
lerp(a, b, t) {
return (1 - t) * a + t * b
}
// 3D Perlin Noise
perlin3(x, y, z) {
// Find unit grid cell containing point
let X = Math.floor(x)
let Y = Math.floor(y)
let Z = Math.floor(z)
// Get relative xyz coordinates of point within that cell
x -= X
y -= Y
z -= Z
// Wrap the integer cells at 255 (smaller integer period can be introduced here)
X &= 255
Y &= 255
Z &= 255
// Calculate noise contributions from each of the eight corners
const perm = this.perm
const gradP = this.gradP
const n000 = gradP[X + perm[Y + perm[Z]]].dot3(x, y, z)
const n001 = gradP[X + perm[Y + perm[Z + 1]]].dot3(x, y, z - 1)
const n010 = gradP[X + perm[Y + 1 + perm[Z]]].dot3(x, y - 1, z)
const n011 = gradP[X + perm[Y + 1 + perm[Z + 1]]].dot3(x, y - 1, z - 1)
const n100 = gradP[X + 1 + perm[Y + perm[Z]]].dot3(x - 1, y, z)
const n101 = gradP[X + 1 + perm[Y + perm[Z + 1]]].dot3(x - 1, y, z - 1)
const n110 = gradP[X + 1 + perm[Y + 1 + perm[Z]]].dot3(x - 1, y - 1, z)
const n111 = gradP[X + 1 + perm[Y + 1 + perm[Z + 1]]].dot3(x - 1, y - 1, z - 1)
// Compute the fade curve value for x, y, z
const u = this.fade(x)
const v = this.fade(y)
const w = this.fade(z)
// Interpolate
return this.lerp(
this.lerp(this.lerp(n000, n100, u), this.lerp(n001, n101, u), w),
this.lerp(this.lerp(n010, n110, u), this.lerp(n011, n111, u), w),
v
)
}
}
/*
for(var i=0; i<256; i++) {
perm[i] = perm[i + 256] = p[i];
gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
} */
global.Noise = Noise
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment