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							- /*
 
-  * 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.
 
-  *
 
-  */
 
- (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 = 0.5 - 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
 
-         }
 
-         var 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);
 
-         }
 
-         var 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);
 
-         }
 
-         var 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);
 
-     };
 
-     // ##### 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);
 
 
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