SimplexNoise.js 13 KB

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  1. // Ported from Stefan Gustavson's java implementation
  2. // http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
  3. // Read Stefan's excellent paper for details on how this code works.
  4. //
  5. // Sean McCullough [email protected]
  6. //
  7. // Added 4D noise
  8. // Joshua Koo [email protected]
  9. /**
  10. * You can pass in a random number generator object if you like.
  11. * It is assumed to have a random() method.
  12. */
  13. var SimplexNoise = function(r) {
  14. if (r == undefined) r = Math;
  15. this.grad3 = [[1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0],
  16. [1,0,1],[-1,0,1],[1,0,-1],[-1,0,-1],
  17. [0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1]];
  18. this.grad4 = [[0,1,1,1], [0,1,1,-1], [0,1,-1,1], [0,1,-1,-1],
  19. [0,-1,1,1], [0,-1,1,-1], [0,-1,-1,1], [0,-1,-1,-1],
  20. [1,0,1,1], [1,0,1,-1], [1,0,-1,1], [1,0,-1,-1],
  21. [-1,0,1,1], [-1,0,1,-1], [-1,0,-1,1], [-1,0,-1,-1],
  22. [1,1,0,1], [1,1,0,-1], [1,-1,0,1], [1,-1,0,-1],
  23. [-1,1,0,1], [-1,1,0,-1], [-1,-1,0,1], [-1,-1,0,-1],
  24. [1,1,1,0], [1,1,-1,0], [1,-1,1,0], [1,-1,-1,0],
  25. [-1,1,1,0], [-1,1,-1,0], [-1,-1,1,0], [-1,-1,-1,0]];
  26. this.p = [];
  27. for (var i=0; i<256; i++) {
  28. this.p[i] = Math.floor(r.random()*256);
  29. }
  30. // To remove the need for index wrapping, double the permutation table length
  31. this.perm = [];
  32. for(var i=0; i<512; i++) {
  33. this.perm[i]=this.p[i & 255];
  34. }
  35. // A lookup table to traverse the simplex around a given point in 4D.
  36. // Details can be found where this table is used, in the 4D noise method.
  37. this.simplex = [
  38. [0,1,2,3],[0,1,3,2],[0,0,0,0],[0,2,3,1],[0,0,0,0],[0,0,0,0],[0,0,0,0],[1,2,3,0],
  39. [0,2,1,3],[0,0,0,0],[0,3,1,2],[0,3,2,1],[0,0,0,0],[0,0,0,0],[0,0,0,0],[1,3,2,0],
  40. [0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],
  41. [1,2,0,3],[0,0,0,0],[1,3,0,2],[0,0,0,0],[0,0,0,0],[0,0,0,0],[2,3,0,1],[2,3,1,0],
  42. [1,0,2,3],[1,0,3,2],[0,0,0,0],[0,0,0,0],[0,0,0,0],[2,0,3,1],[0,0,0,0],[2,1,3,0],
  43. [0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],
  44. [2,0,1,3],[0,0,0,0],[0,0,0,0],[0,0,0,0],[3,0,1,2],[3,0,2,1],[0,0,0,0],[3,1,2,0],
  45. [2,1,0,3],[0,0,0,0],[0,0,0,0],[0,0,0,0],[3,1,0,2],[0,0,0,0],[3,2,0,1],[3,2,1,0]];
  46. };
  47. SimplexNoise.prototype.dot = function(g, x, y) {
  48. return g[0]*x + g[1]*y;
  49. };
  50. SimplexNoise.prototype.dot3 = function(g, x, y, z) {
  51. return g[0]*x + g[1]*y + g[2]*z;
  52. }
  53. SimplexNoise.prototype.dot4 = function(g, x, y, z, w) {
  54. return g[0]*x + g[1]*y + g[2]*z + g[3]*w;
  55. };
  56. SimplexNoise.prototype.noise = function(xin, yin) {
  57. var n0, n1, n2; // Noise contributions from the three corners
  58. // Skew the input space to determine which simplex cell we're in
  59. var F2 = 0.5*(Math.sqrt(3.0)-1.0);
  60. var s = (xin+yin)*F2; // Hairy factor for 2D
  61. var i = Math.floor(xin+s);
  62. var j = Math.floor(yin+s);
  63. var G2 = (3.0-Math.sqrt(3.0))/6.0;
  64. var t = (i+j)*G2;
  65. var X0 = i-t; // Unskew the cell origin back to (x,y) space
  66. var Y0 = j-t;
  67. var x0 = xin-X0; // The x,y distances from the cell origin
  68. var y0 = yin-Y0;
  69. // For the 2D case, the simplex shape is an equilateral triangle.
  70. // Determine which simplex we are in.
  71. var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
  72. if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
  73. else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
  74. // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
  75. // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
  76. // c = (3-sqrt(3))/6
  77. var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
  78. var y1 = y0 - j1 + G2;
  79. var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
  80. var y2 = y0 - 1.0 + 2.0 * G2;
  81. // Work out the hashed gradient indices of the three simplex corners
  82. var ii = i & 255;
  83. var jj = j & 255;
  84. var gi0 = this.perm[ii+this.perm[jj]] % 12;
  85. var gi1 = this.perm[ii+i1+this.perm[jj+j1]] % 12;
  86. var gi2 = this.perm[ii+1+this.perm[jj+1]] % 12;
  87. // Calculate the contribution from the three corners
  88. var t0 = 0.5 - x0*x0-y0*y0;
  89. if(t0<0) n0 = 0.0;
  90. else {
  91. t0 *= t0;
  92. n0 = t0 * t0 * this.dot(this.grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
  93. }
  94. var t1 = 0.5 - x1*x1-y1*y1;
  95. if(t1<0) n1 = 0.0;
  96. else {
  97. t1 *= t1;
  98. n1 = t1 * t1 * this.dot(this.grad3[gi1], x1, y1);
  99. }
  100. var t2 = 0.5 - x2*x2-y2*y2;
  101. if(t2<0) n2 = 0.0;
  102. else {
  103. t2 *= t2;
  104. n2 = t2 * t2 * this.dot(this.grad3[gi2], x2, y2);
  105. }
  106. // Add contributions from each corner to get the final noise value.
  107. // The result is scaled to return values in the interval [-1,1].
  108. return 70.0 * (n0 + n1 + n2);
  109. };
  110. // 3D simplex noise
  111. SimplexNoise.prototype.noise3d = function(xin, yin, zin) {
  112. var n0, n1, n2, n3; // Noise contributions from the four corners
  113. // Skew the input space to determine which simplex cell we're in
  114. var F3 = 1.0/3.0;
  115. var s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D
  116. var i = Math.floor(xin+s);
  117. var j = Math.floor(yin+s);
  118. var k = Math.floor(zin+s);
  119. var G3 = 1.0/6.0; // Very nice and simple unskew factor, too
  120. var t = (i+j+k)*G3;
  121. var X0 = i-t; // Unskew the cell origin back to (x,y,z) space
  122. var Y0 = j-t;
  123. var Z0 = k-t;
  124. var x0 = xin-X0; // The x,y,z distances from the cell origin
  125. var y0 = yin-Y0;
  126. var z0 = zin-Z0;
  127. // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
  128. // Determine which simplex we are in.
  129. var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
  130. var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
  131. if(x0>=y0) {
  132. if(y0>=z0)
  133. { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
  134. else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
  135. else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order
  136. }
  137. else { // x0<y0
  138. if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
  139. else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
  140. else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
  141. }
  142. // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
  143. // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
  144. // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
  145. // c = 1/6.
  146. var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
  147. var y1 = y0 - j1 + G3;
  148. var z1 = z0 - k1 + G3;
  149. var x2 = x0 - i2 + 2.0*G3; // Offsets for third corner in (x,y,z) coords
  150. var y2 = y0 - j2 + 2.0*G3;
  151. var z2 = z0 - k2 + 2.0*G3;
  152. var x3 = x0 - 1.0 + 3.0*G3; // Offsets for last corner in (x,y,z) coords
  153. var y3 = y0 - 1.0 + 3.0*G3;
  154. var z3 = z0 - 1.0 + 3.0*G3;
  155. // Work out the hashed gradient indices of the four simplex corners
  156. var ii = i & 255;
  157. var jj = j & 255;
  158. var kk = k & 255;
  159. var gi0 = this.perm[ii+this.perm[jj+this.perm[kk]]] % 12;
  160. var gi1 = this.perm[ii+i1+this.perm[jj+j1+this.perm[kk+k1]]] % 12;
  161. var gi2 = this.perm[ii+i2+this.perm[jj+j2+this.perm[kk+k2]]] % 12;
  162. var gi3 = this.perm[ii+1+this.perm[jj+1+this.perm[kk+1]]] % 12;
  163. // Calculate the contribution from the four corners
  164. var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
  165. if(t0<0) n0 = 0.0;
  166. else {
  167. t0 *= t0;
  168. n0 = t0 * t0 * this.dot3(this.grad3[gi0], x0, y0, z0);
  169. }
  170. var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
  171. if(t1<0) n1 = 0.0;
  172. else {
  173. t1 *= t1;
  174. n1 = t1 * t1 * this.dot3(this.grad3[gi1], x1, y1, z1);
  175. }
  176. var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
  177. if(t2<0) n2 = 0.0;
  178. else {
  179. t2 *= t2;
  180. n2 = t2 * t2 * this.dot3(this.grad3[gi2], x2, y2, z2);
  181. }
  182. var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
  183. if(t3<0) n3 = 0.0;
  184. else {
  185. t3 *= t3;
  186. n3 = t3 * t3 * this.dot3(this.grad3[gi3], x3, y3, z3);
  187. }
  188. // Add contributions from each corner to get the final noise value.
  189. // The result is scaled to stay just inside [-1,1]
  190. return 32.0*(n0 + n1 + n2 + n3);
  191. };
  192. // 4D simplex noise
  193. SimplexNoise.prototype.noise4d = function( x, y, z, w ) {
  194. // For faster and easier lookups
  195. var grad4 = this.grad4;
  196. var simplex = this.simplex;
  197. var perm = this.perm;
  198. // The skewing and unskewing factors are hairy again for the 4D case
  199. var F4 = (Math.sqrt(5.0)-1.0)/4.0;
  200. var G4 = (5.0-Math.sqrt(5.0))/20.0;
  201. var n0, n1, n2, n3, n4; // Noise contributions from the five corners
  202. // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
  203. var s = (x + y + z + w) * F4; // Factor for 4D skewing
  204. var i = Math.floor(x + s);
  205. var j = Math.floor(y + s);
  206. var k = Math.floor(z + s);
  207. var l = Math.floor(w + s);
  208. var t = (i + j + k + l) * G4; // Factor for 4D unskewing
  209. var X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
  210. var Y0 = j - t;
  211. var Z0 = k - t;
  212. var W0 = l - t;
  213. var x0 = x - X0; // The x,y,z,w distances from the cell origin
  214. var y0 = y - Y0;
  215. var z0 = z - Z0;
  216. var w0 = w - W0;
  217. // For the 4D case, the simplex is a 4D shape I won't even try to describe.
  218. // To find out which of the 24 possible simplices we're in, we need to
  219. // determine the magnitude ordering of x0, y0, z0 and w0.
  220. // The method below is a good way of finding the ordering of x,y,z,w and
  221. // then find the correct traversal order for the simplex we’re in.
  222. // First, six pair-wise comparisons are performed between each possible pair
  223. // of the four coordinates, and the results are used to add up binary bits
  224. // for an integer index.
  225. var c1 = (x0 > y0) ? 32 : 0;
  226. var c2 = (x0 > z0) ? 16 : 0;
  227. var c3 = (y0 > z0) ? 8 : 0;
  228. var c4 = (x0 > w0) ? 4 : 0;
  229. var c5 = (y0 > w0) ? 2 : 0;
  230. var c6 = (z0 > w0) ? 1 : 0;
  231. var c = c1 + c2 + c3 + c4 + c5 + c6;
  232. var i1, j1, k1, l1; // The integer offsets for the second simplex corner
  233. var i2, j2, k2, l2; // The integer offsets for the third simplex corner
  234. var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
  235. // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
  236. // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
  237. // impossible. Only the 24 indices which have non-zero entries make any sense.
  238. // We use a thresholding to set the coordinates in turn from the largest magnitude.
  239. // The number 3 in the "simplex" array is at the position of the largest coordinate.
  240. i1 = simplex[c][0]>=3 ? 1 : 0;
  241. j1 = simplex[c][1]>=3 ? 1 : 0;
  242. k1 = simplex[c][2]>=3 ? 1 : 0;
  243. l1 = simplex[c][3]>=3 ? 1 : 0;
  244. // The number 2 in the "simplex" array is at the second largest coordinate.
  245. i2 = simplex[c][0]>=2 ? 1 : 0;
  246. j2 = simplex[c][1]>=2 ? 1 : 0; k2 = simplex[c][2]>=2 ? 1 : 0;
  247. l2 = simplex[c][3]>=2 ? 1 : 0;
  248. // The number 1 in the "simplex" array is at the second smallest coordinate.
  249. i3 = simplex[c][0]>=1 ? 1 : 0;
  250. j3 = simplex[c][1]>=1 ? 1 : 0;
  251. k3 = simplex[c][2]>=1 ? 1 : 0;
  252. l3 = simplex[c][3]>=1 ? 1 : 0;
  253. // The fifth corner has all coordinate offsets = 1, so no need to look that up.
  254. var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
  255. var y1 = y0 - j1 + G4;
  256. var z1 = z0 - k1 + G4;
  257. var w1 = w0 - l1 + G4;
  258. var x2 = x0 - i2 + 2.0*G4; // Offsets for third corner in (x,y,z,w) coords
  259. var y2 = y0 - j2 + 2.0*G4;
  260. var z2 = z0 - k2 + 2.0*G4;
  261. var w2 = w0 - l2 + 2.0*G4;
  262. var x3 = x0 - i3 + 3.0*G4; // Offsets for fourth corner in (x,y,z,w) coords
  263. var y3 = y0 - j3 + 3.0*G4;
  264. var z3 = z0 - k3 + 3.0*G4;
  265. var w3 = w0 - l3 + 3.0*G4;
  266. var x4 = x0 - 1.0 + 4.0*G4; // Offsets for last corner in (x,y,z,w) coords
  267. var y4 = y0 - 1.0 + 4.0*G4;
  268. var z4 = z0 - 1.0 + 4.0*G4;
  269. var w4 = w0 - 1.0 + 4.0*G4;
  270. // Work out the hashed gradient indices of the five simplex corners
  271. var ii = i & 255;
  272. var jj = j & 255;
  273. var kk = k & 255;
  274. var ll = l & 255;
  275. var gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32;
  276. var gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32;
  277. var gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32;
  278. var gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32;
  279. var gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32;
  280. // Calculate the contribution from the five corners
  281. var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 - w0*w0;
  282. if(t0<0) n0 = 0.0;
  283. else {
  284. t0 *= t0;
  285. n0 = t0 * t0 * this.dot4(grad4[gi0], x0, y0, z0, w0);
  286. }
  287. var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1;
  288. if(t1<0) n1 = 0.0;
  289. else {
  290. t1 *= t1;
  291. n1 = t1 * t1 * this.dot4(grad4[gi1], x1, y1, z1, w1);
  292. }
  293. var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 - w2*w2;
  294. if(t2<0) n2 = 0.0;
  295. else {
  296. t2 *= t2;
  297. n2 = t2 * t2 * this.dot4(grad4[gi2], x2, y2, z2, w2);
  298. } var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 - w3*w3;
  299. if(t3<0) n3 = 0.0;
  300. else {
  301. t3 *= t3;
  302. n3 = t3 * t3 * this.dot4(grad4[gi3], x3, y3, z3, w3);
  303. }
  304. var t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4;
  305. if(t4<0) n4 = 0.0;
  306. else {
  307. t4 *= t4;
  308. n4 = t4 * t4 * this.dot4(grad4[gi4], x4, y4, z4, w4);
  309. }
  310. // Sum up and scale the result to cover the range [-1,1]
  311. return 27.0 * (n0 + n1 + n2 + n3 + n4);
  312. };