/* * A speed-improved perlin and simplex noise algorithms for 2D. * * Based on example code by Stefan Gustavson (stegu@itn.liu.se). * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu). * 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. * */ // https://raw.githubusercontent.com/josephg/noisejs/master/perlin.js (function (global) { var module = global.noise = {}; function Grad(x, y, z) { this.x = x; this.y = y; this.z = z; } Grad.prototype.dot2 = function (x, y) { return this.x * x + this.y * y; }; Grad.prototype.dot3 = function (x, y, z) { return this.x * x + this.y * y + this.z * z; }; var 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)]; var 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 var perm = new Array(512); var gradP = new Array(512); // 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. module.seed = function (seed) { if (seed > 0 && seed < 1) { // Scale the seed out seed *= 65536; } seed = Math.floor(seed); if (seed < 256) { seed |= seed << 8; } for (var i = 0; i < 256; i++) { var v; if (i & 1) { v = p[i] ^ (seed & 255); } else { v = p[i] ^ ((seed >> 8) & 255); } perm[i] = perm[i + 256] = v; gradP[i] = gradP[i + 256] = grad3[v % 12]; } }; module.seed(0); /* for(var i=0; i<256; i++) { perm[i] = perm[i + 256] = p[i]; gradP[i] = gradP[i + 256] = grad3[perm[i] % 12]; }*/ // Skewing and unskewing factors for 2, 3, and 4 dimensions var F2 = 0.5 * (Math.sqrt(3) - 1); var G2 = (3 - Math.sqrt(3)) / 6; var F3 = 1 / 3; var G3 = 1 / 6; // 2D simplex noise module.simplex2 = function (xin, yin) { var n0, n1, n2; // Noise contributions from the three corners // 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 = xin - i + t; // The x,y distances from the cell origin, unskewed. var y0 = yin - j + t; // 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) { // 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 var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords var y1 = y0 - j1 + G2; var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords var y2 = y0 - 1 + 2 * G2; // Work out the hashed gradient indices of the three simplex corners i &= 255; j &= 255; var gi0 = gradP[i + perm[j]]; var gi1 = gradP[i + i1 + perm[j + j1]]; var gi2 = gradP[i + 1 + perm[j + 1]]; // Calculate the contribution from the three corners var 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 } var t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 < 0) { n1 = 0; } else { t1 *= t1; n1 = t1 * t1 * gi1.dot2(x1, y1); } var 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 module.simplex3 = function (xin, yin, zin) { 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; // Hairy factor for 2D 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 = xin - i + t; // The x,y distances from the cell origin, unskewed. var y0 = yin - j + t; var z0 = zin - k + t; // 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; } 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. var x1 = x0 - i1 + G3; // Offsets for second corner var y1 = y0 - j1 + G3; var z1 = z0 - k1 + G3; var x2 = x0 - i2 + 2 * G3; // Offsets for third corner var y2 = y0 - j2 + 2 * G3; var z2 = z0 - k2 + 2 * G3; var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner var y3 = y0 - 1 + 3 * G3; var z3 = z0 - 1 + 3 * G3; // Work out the hashed gradient indices of the four simplex corners i &= 255; j &= 255; k &= 255; var gi0 = gradP[i + perm[j + perm[k]]]; var gi1 = gradP[i + i1 + perm[j + j1 + perm[k + k1]]]; var gi2 = gradP[i + i2 + perm[j + j2 + perm[k + k2]]]; var gi3 = gradP[i + 1 + perm[j + 1 + perm[k + 1]]]; // Calculate the contribution from the four corners var t0 = 0.6 - 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 } var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0) { n1 = 0; } else { t1 *= t1; n1 = t1 * t1 * gi1.dot3(x1, y1, z1); } var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0) { n2 = 0; } else { t2 *= t2; n2 = t2 * t2 * gi2.dot3(x2, y2, z2); } var t3 = 0.6 - 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); }; // ##### Perlin noise stuff function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); } function lerp(a, b, t) { return (1 - t) * a + t * b; } // 2D Perlin Noise module.perlin2 = function (x, y) { // Find unit grid cell containing point var X = Math.floor(x), Y = Math.floor(y); // Get relative xy coordinates of point within that cell x = x - X; y = y - Y; // Wrap the integer cells at 255 (smaller integer period can be introduced here) X = X & 255; Y = Y & 255; // Calculate noise contributions from each of the four corners var n00 = gradP[X + perm[Y]].dot2(x, y); var n01 = gradP[X + perm[Y + 1]].dot2(x, y - 1); var n10 = gradP[X + 1 + perm[Y]].dot2(x - 1, y); var n11 = gradP[X + 1 + perm[Y + 1]].dot2(x - 1, y - 1); // Compute the fade curve value for x var u = fade(x); // Interpolate the four results return lerp( lerp(n00, n10, u), lerp(n01, n11, u), fade(y)); }; // 3D Perlin Noise module.perlin3 = function (x, y, z) { // Find unit grid cell containing point var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z); // Get relative xyz coordinates of point within that cell x = x - X; y = y - Y; z = z - Z; // Wrap the integer cells at 255 (smaller integer period can be introduced here) X = X & 255; Y = Y & 255; Z = Z & 255; // Calculate noise contributions from each of the eight corners var n000 = gradP[X + perm[Y + perm[Z]]].dot3(x, y, z); var n001 = gradP[X + perm[Y + perm[Z + 1]]].dot3(x, y, z - 1); var n010 = gradP[X + perm[Y + 1 + perm[Z]]].dot3(x, y - 1, z); var n011 = gradP[X + perm[Y + 1 + perm[Z + 1]]].dot3(x, y - 1, z - 1); var n100 = gradP[X + 1 + perm[Y + perm[Z]]].dot3(x - 1, y, z); var n101 = gradP[X + 1 + perm[Y + perm[Z + 1]]].dot3(x - 1, y, z - 1); var n110 = gradP[X + 1 + perm[Y + 1 + perm[Z]]].dot3(x - 1, y - 1, z); var 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 var u = fade(x); var v = fade(y); var w = fade(z); // Interpolate return lerp( lerp( lerp(n000, n100, u), lerp(n001, n101, u), w), lerp( lerp(n010, n110, u), lerp(n011, n111, u), w), v); }; })(this);