313 lines
12 KiB
JavaScript
313 lines
12 KiB
JavaScript
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/*
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* A speed-improved perlin and simplex noise algorithms for 2D.
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*
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* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
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* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
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* Better rank ordering method by Stefan Gustavson in 2012.
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* Converted to Javascript by Joseph Gentle.
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*
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* Version 2012-03-09
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*
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* This code was placed in the public domain by its original author,
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* Stefan Gustavson. You may use it as you see fit, but
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* attribution is appreciated.
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*
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*/
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// https://raw.githubusercontent.com/josephg/noisejs/master/perlin.js
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(function (global) {
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var module = global.noise = {};
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function Grad(x, y, z) {
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this.x = x; this.y = y; this.z = z;
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}
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Grad.prototype.dot2 = function (x, y) {
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return this.x * x + this.y * y;
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};
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Grad.prototype.dot3 = function (x, y, z) {
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return this.x * x + this.y * y + this.z * z;
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};
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var grad3 = [new Grad(1, 1, 0), new Grad(-1, 1, 0), new Grad(1, -1, 0), new Grad(-1, -1, 0),
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new Grad(1, 0, 1), new Grad(-1, 0, 1), new Grad(1, 0, -1), new Grad(-1, 0, -1),
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new Grad(0, 1, 1), new Grad(0, -1, 1), new Grad(0, 1, -1), new Grad(0, -1, -1)];
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var p = [151, 160, 137, 91, 90, 15,
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131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
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190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
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88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
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77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
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102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
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135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
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5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
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223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
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129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
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251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
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49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
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138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180];
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// To remove the need for index wrapping, double the permutation table length
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var perm = new Array(512);
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var gradP = new Array(512);
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// This isn't a very good seeding function, but it works ok. It supports 2^16
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// different seed values. Write something better if you need more seeds.
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module.seed = function (seed) {
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if (seed > 0 && seed < 1) {
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// Scale the seed out
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seed *= 65536;
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}
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seed = Math.floor(seed);
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if (seed < 256) {
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seed |= seed << 8;
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}
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for (var i = 0; i < 256; i++) {
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var v;
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if (i & 1) {
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v = p[i] ^ (seed & 255);
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} else {
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v = p[i] ^ ((seed >> 8) & 255);
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}
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perm[i] = perm[i + 256] = v;
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gradP[i] = gradP[i + 256] = grad3[v % 12];
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}
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};
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module.seed(0);
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/*
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for(var i=0; i<256; i++) {
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perm[i] = perm[i + 256] = p[i];
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gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
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}*/
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// Skewing and unskewing factors for 2, 3, and 4 dimensions
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var F2 = 0.5 * (Math.sqrt(3) - 1);
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var G2 = (3 - Math.sqrt(3)) / 6;
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var F3 = 1 / 3;
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var G3 = 1 / 6;
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// 2D simplex noise
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module.simplex2 = function (xin, yin) {
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var n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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var s = (xin + yin) * F2; // Hairy factor for 2D
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var i = Math.floor(xin + s);
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var j = Math.floor(yin + s);
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var t = (i + j) * G2;
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var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
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var y0 = yin - j + t;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if (x0 > y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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i1 = 1; j1 = 0;
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} else { // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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i1 = 0; j1 = 1;
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}
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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var y1 = y0 - j1 + G2;
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var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
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var y2 = y0 - 1 + 2 * G2;
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// Work out the hashed gradient indices of the three simplex corners
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i &= 255;
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j &= 255;
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var gi0 = gradP[i + perm[j]];
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var gi1 = gradP[i + i1 + perm[j + j1]];
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var gi2 = gradP[i + 1 + perm[j + 1]];
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// Calculate the contribution from the three corners
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var t0 = 0.5 - x0 * x0 - y0 * y0;
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if (t0 < 0) {
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n0 = 0;
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} else {
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t0 *= t0;
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n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
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}
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var t1 = 0.5 - x1 * x1 - y1 * y1;
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if (t1 < 0) {
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n1 = 0;
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} else {
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t1 *= t1;
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n1 = t1 * t1 * gi1.dot2(x1, y1);
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}
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var t2 = 0.5 - x2 * x2 - y2 * y2;
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if (t2 < 0) {
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n2 = 0;
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} else {
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t2 *= t2;
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n2 = t2 * t2 * gi2.dot2(x2, y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 70 * (n0 + n1 + n2);
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};
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// 3D simplex noise
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module.simplex3 = function (xin, yin, zin) {
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var n0, n1, n2, n3; // Noise contributions from the four corners
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// Skew the input space to determine which simplex cell we're in
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var s = (xin + yin + zin) * F3; // Hairy factor for 2D
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var i = Math.floor(xin + s);
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var j = Math.floor(yin + s);
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var k = Math.floor(zin + s);
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var t = (i + j + k) * G3;
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var x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
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var y0 = yin - j + t;
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var z0 = zin - k + t;
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// Determine which simplex we are in.
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var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
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var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
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if (x0 >= y0) {
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if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; }
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else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; }
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else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; }
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} else {
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if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; }
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else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; }
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else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; }
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}
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// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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var x1 = x0 - i1 + G3; // Offsets for second corner
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var y1 = y0 - j1 + G3;
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var z1 = z0 - k1 + G3;
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var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
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var y2 = y0 - j2 + 2 * G3;
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var z2 = z0 - k2 + 2 * G3;
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var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
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var y3 = y0 - 1 + 3 * G3;
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var z3 = z0 - 1 + 3 * G3;
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// Work out the hashed gradient indices of the four simplex corners
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i &= 255;
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j &= 255;
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k &= 255;
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var gi0 = gradP[i + perm[j + perm[k]]];
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var gi1 = gradP[i + i1 + perm[j + j1 + perm[k + k1]]];
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var gi2 = gradP[i + i2 + perm[j + j2 + perm[k + k2]]];
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var gi3 = gradP[i + 1 + perm[j + 1 + perm[k + 1]]];
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// Calculate the contribution from the four corners
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var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
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if (t0 < 0) {
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n0 = 0;
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} else {
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t0 *= t0;
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n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
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}
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var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
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if (t1 < 0) {
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n1 = 0;
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} else {
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t1 *= t1;
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n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
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}
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var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
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if (t2 < 0) {
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n2 = 0;
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} else {
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t2 *= t2;
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n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
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}
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var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
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if (t3 < 0) {
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n3 = 0;
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} else {
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t3 *= t3;
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n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 32 * (n0 + n1 + n2 + n3);
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};
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// ##### Perlin noise stuff
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function fade(t) {
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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function lerp(a, b, t) {
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return (1 - t) * a + t * b;
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}
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// 2D Perlin Noise
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module.perlin2 = function (x, y) {
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// Find unit grid cell containing point
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var X = Math.floor(x), Y = Math.floor(y);
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// Get relative xy coordinates of point within that cell
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x = x - X; y = y - Y;
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// Wrap the integer cells at 255 (smaller integer period can be introduced here)
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X = X & 255; Y = Y & 255;
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// Calculate noise contributions from each of the four corners
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var n00 = gradP[X + perm[Y]].dot2(x, y);
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var n01 = gradP[X + perm[Y + 1]].dot2(x, y - 1);
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var n10 = gradP[X + 1 + perm[Y]].dot2(x - 1, y);
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var n11 = gradP[X + 1 + perm[Y + 1]].dot2(x - 1, y - 1);
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// Compute the fade curve value for x
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var u = fade(x);
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// Interpolate the four results
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return lerp(
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lerp(n00, n10, u),
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lerp(n01, n11, u),
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fade(y));
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};
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// 3D Perlin Noise
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module.perlin3 = function (x, y, z) {
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// Find unit grid cell containing point
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var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
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// Get relative xyz coordinates of point within that cell
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x = x - X; y = y - Y; z = z - Z;
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// Wrap the integer cells at 255 (smaller integer period can be introduced here)
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X = X & 255; Y = Y & 255; Z = Z & 255;
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// Calculate noise contributions from each of the eight corners
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var n000 = gradP[X + perm[Y + perm[Z]]].dot3(x, y, z);
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var n001 = gradP[X + perm[Y + perm[Z + 1]]].dot3(x, y, z - 1);
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var n010 = gradP[X + perm[Y + 1 + perm[Z]]].dot3(x, y - 1, z);
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var n011 = gradP[X + perm[Y + 1 + perm[Z + 1]]].dot3(x, y - 1, z - 1);
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var n100 = gradP[X + 1 + perm[Y + perm[Z]]].dot3(x - 1, y, z);
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var n101 = gradP[X + 1 + perm[Y + perm[Z + 1]]].dot3(x - 1, y, z - 1);
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var n110 = gradP[X + 1 + perm[Y + 1 + perm[Z]]].dot3(x - 1, y - 1, z);
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var n111 = gradP[X + 1 + perm[Y + 1 + perm[Z + 1]]].dot3(x - 1, y - 1, z - 1);
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// Compute the fade curve value for x, y, z
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var u = fade(x);
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var v = fade(y);
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var w = fade(z);
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// Interpolate
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return lerp(
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lerp(
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lerp(n000, n100, u),
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lerp(n001, n101, u), w),
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lerp(
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lerp(n010, n110, u),
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lerp(n011, n111, u), w),
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v);
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};
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})(this);
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