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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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