-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathsimplexNoise.js
91 lines (89 loc) · 3.93 KB
/
simplexNoise.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
// ***
// 2D simplex noise implementation from http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
// ***
var gradient = [[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]];
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];
var perm = new Array(512); // To remove the need for index wrapping, double the permutation table length
for (var i = 0; i < 512; i++) {
perm[i] = p[i & 255];
}
function dotProduct(vector1, vector2) {
var result = 0;
for (var i = 0; i < 3; i++) {
result += vector1[i] * vector2[i];
}
return result;
}
function simplexNoise(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 f2 = 0.5 * (Math.sqrt(3.0) - 1.0);
var s = (xin + yin) * f2; // Hairy factor for 2D
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var g2 = (3.0 - Math.sqrt(3.0)) / 6.0;
var t = (i + j) * g2;
var xOrigin = i - t; // Unskew the cell origin back to (x,y) space
var yOrigin = j - t;
var x0 = xin - xOrigin; // The x,y distances from the cell origin
var y0 = yin - yOrigin;
// 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;
var gi0 = perm[ii + perm[jj]] % 12;
var gi1 = perm[ii + i1 + perm[jj + j1]] % 12;
var gi2 = perm[ii + 1 + perm[jj + 1]] % 12;
// Calculate the contribution from the three corners
var t0 = 0.5 - (x0 * x0) - (y0 * y0);
if (t0 < 0) {
n0 = 0.0;
} else {
t0 *= t0;
n0 = t0 * t0 * dotProduct(gradient[gi0], [x0, y0, 0]); // Only (x,y) of gradient is used for 2D
}
var t1 = 0.5 - (x1 * x1) - (y1 * y1);
if (t1 < 0) {
n1 = 0.0;
} else {
t1 *= t1;
n1 = t1 * t1 * dotProduct(gradient[gi1], [x1, y1, 0]);
}
var t2 = 0.5 - (x2 * x2) - (y2 * y2);
if (t2 < 0) {
n2 = 0.0;
} else {
t2 *= t2;
n2 = t2 * t2 * dotProduct(gradient[gi2], [x2, y2, 0]);
}
// 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);
}