SimplexNoise.js 14 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. /**
  9. * You can pass in a random number generator object if you like.
  10. * It is assumed to have a random() method.
  11. */
  12. var SimplexNoise = function ( r ) {
  13. if ( r == undefined ) r = Math;
  14. this.grad3 = [[ 1, 1, 0 ], [ - 1, 1, 0 ], [ 1, - 1, 0 ], [ - 1, - 1, 0 ],
  15. [ 1, 0, 1 ], [ - 1, 0, 1 ], [ 1, 0, - 1 ], [ - 1, 0, - 1 ],
  16. [ 0, 1, 1 ], [ 0, - 1, 1 ], [ 0, 1, - 1 ], [ 0, - 1, - 1 ]];
  17. this.grad4 = [[ 0, 1, 1, 1 ], [ 0, 1, 1, - 1 ], [ 0, 1, - 1, 1 ], [ 0, 1, - 1, - 1 ],
  18. [ 0, - 1, 1, 1 ], [ 0, - 1, 1, - 1 ], [ 0, - 1, - 1, 1 ], [ 0, - 1, - 1, - 1 ],
  19. [ 1, 0, 1, 1 ], [ 1, 0, 1, - 1 ], [ 1, 0, - 1, 1 ], [ 1, 0, - 1, - 1 ],
  20. [ - 1, 0, 1, 1 ], [ - 1, 0, 1, - 1 ], [ - 1, 0, - 1, 1 ], [ - 1, 0, - 1, - 1 ],
  21. [ 1, 1, 0, 1 ], [ 1, 1, 0, - 1 ], [ 1, - 1, 0, 1 ], [ 1, - 1, 0, - 1 ],
  22. [ - 1, 1, 0, 1 ], [ - 1, 1, 0, - 1 ], [ - 1, - 1, 0, 1 ], [ - 1, - 1, 0, - 1 ],
  23. [ 1, 1, 1, 0 ], [ 1, 1, - 1, 0 ], [ 1, - 1, 1, 0 ], [ 1, - 1, - 1, 0 ],
  24. [ - 1, 1, 1, 0 ], [ - 1, 1, - 1, 0 ], [ - 1, - 1, 1, 0 ], [ - 1, - 1, - 1, 0 ]];
  25. this.p = [];
  26. for ( var i = 0; i < 256; i ++ ) {
  27. this.p[ i ] = Math.floor( r.random() * 256 );
  28. }
  29. // To remove the need for index wrapping, double the permutation table length
  30. this.perm = [];
  31. for ( var i = 0; i < 512; i ++ ) {
  32. this.perm[ i ] = this.p[ i & 255 ];
  33. }
  34. // A lookup table to traverse the simplex around a given point in 4D.
  35. // Details can be found where this table is used, in the 4D noise method.
  36. this.simplex = [
  37. [ 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 ],
  38. [ 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 ],
  39. [ 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 ],
  40. [ 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 ],
  41. [ 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 ],
  42. [ 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 ],
  43. [ 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 ],
  44. [ 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 ]];
  45. };
  46. SimplexNoise.prototype.dot = function ( g, x, y ) {
  47. return g[ 0 ] * x + g[ 1 ] * y;
  48. };
  49. SimplexNoise.prototype.dot3 = function ( g, x, y, z ) {
  50. return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z;
  51. };
  52. SimplexNoise.prototype.dot4 = function ( g, x, y, z, w ) {
  53. return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z + g[ 3 ] * w;
  54. };
  55. SimplexNoise.prototype.noise = function ( xin, yin ) {
  56. var n0, n1, n2; // Noise contributions from the three corners
  57. // Skew the input space to determine which simplex cell we're in
  58. var F2 = 0.5 * ( Math.sqrt( 3.0 ) - 1.0 );
  59. var s = ( xin + yin ) * F2; // Hairy factor for 2D
  60. var i = Math.floor( xin + s );
  61. var j = Math.floor( yin + s );
  62. var G2 = ( 3.0 - Math.sqrt( 3.0 ) ) / 6.0;
  63. var t = ( i + j ) * G2;
  64. var X0 = i - t; // Unskew the cell origin back to (x,y) space
  65. var Y0 = j - t;
  66. var x0 = xin - X0; // The x,y distances from the cell origin
  67. var y0 = yin - Y0;
  68. // For the 2D case, the simplex shape is an equilateral triangle.
  69. // Determine which simplex we are in.
  70. var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
  71. if ( x0 > y0 ) {
  72. i1 = 1; j1 = 0;
  73. // lower triangle, XY order: (0,0)->(1,0)->(1,1)
  74. } else {
  75. i1 = 0; j1 = 1;
  76. } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
  77. // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
  78. // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
  79. // c = (3-sqrt(3))/6
  80. var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
  81. var y1 = y0 - j1 + G2;
  82. var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
  83. var y2 = y0 - 1.0 + 2.0 * G2;
  84. // Work out the hashed gradient indices of the three simplex corners
  85. var ii = i & 255;
  86. var jj = j & 255;
  87. var gi0 = this.perm[ ii + this.perm[ jj ] ] % 12;
  88. var gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 ] ] % 12;
  89. var gi2 = this.perm[ ii + 1 + this.perm[ jj + 1 ] ] % 12;
  90. // Calculate the contribution from the three corners
  91. var t0 = 0.5 - x0 * x0 - y0 * y0;
  92. if ( t0 < 0 ) n0 = 0.0;
  93. else {
  94. t0 *= t0;
  95. n0 = t0 * t0 * this.dot( this.grad3[ gi0 ], x0, y0 ); // (x,y) of grad3 used for 2D gradient
  96. }
  97. var t1 = 0.5 - x1 * x1 - y1 * y1;
  98. if ( t1 < 0 ) n1 = 0.0;
  99. else {
  100. t1 *= t1;
  101. n1 = t1 * t1 * this.dot( this.grad3[ gi1 ], x1, y1 );
  102. }
  103. var t2 = 0.5 - x2 * x2 - y2 * y2;
  104. if ( t2 < 0 ) n2 = 0.0;
  105. else {
  106. t2 *= t2;
  107. n2 = t2 * t2 * this.dot( this.grad3[ gi2 ], x2, y2 );
  108. }
  109. // Add contributions from each corner to get the final noise value.
  110. // The result is scaled to return values in the interval [-1,1].
  111. return 70.0 * ( n0 + n1 + n2 );
  112. };
  113. // 3D simplex noise
  114. SimplexNoise.prototype.noise3d = function ( xin, yin, zin ) {
  115. var n0, n1, n2, n3; // Noise contributions from the four corners
  116. // Skew the input space to determine which simplex cell we're in
  117. var F3 = 1.0 / 3.0;
  118. var s = ( xin + yin + zin ) * F3; // Very nice and simple skew factor for 3D
  119. var i = Math.floor( xin + s );
  120. var j = Math.floor( yin + s );
  121. var k = Math.floor( zin + s );
  122. var G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too
  123. var t = ( i + j + k ) * G3;
  124. var X0 = i - t; // Unskew the cell origin back to (x,y,z) space
  125. var Y0 = j - t;
  126. var Z0 = k - t;
  127. var x0 = xin - X0; // The x,y,z distances from the cell origin
  128. var y0 = yin - Y0;
  129. var z0 = zin - Z0;
  130. // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
  131. // Determine which simplex we are in.
  132. var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
  133. var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
  134. if ( x0 >= y0 ) {
  135. if ( y0 >= z0 ) {
  136. i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
  137. // X Y Z order
  138. } else if ( x0 >= z0 ) {
  139. i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1;
  140. // X Z Y order
  141. } else {
  142. i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1;
  143. } // Z X Y order
  144. } else { // x0<y0
  145. if ( y0 < z0 ) {
  146. i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1;
  147. // Z Y X order
  148. } else if ( x0 < z0 ) {
  149. i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1;
  150. // Y Z X order
  151. } else {
  152. i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
  153. } // Y X Z order
  154. }
  155. // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
  156. // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
  157. // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
  158. // c = 1/6.
  159. var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
  160. var y1 = y0 - j1 + G3;
  161. var z1 = z0 - k1 + G3;
  162. var x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
  163. var y2 = y0 - j2 + 2.0 * G3;
  164. var z2 = z0 - k2 + 2.0 * G3;
  165. var x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
  166. var y3 = y0 - 1.0 + 3.0 * G3;
  167. var z3 = z0 - 1.0 + 3.0 * G3;
  168. // Work out the hashed gradient indices of the four simplex corners
  169. var ii = i & 255;
  170. var jj = j & 255;
  171. var kk = k & 255;
  172. var gi0 = this.perm[ ii + this.perm[ jj + this.perm[ kk ] ] ] % 12;
  173. var gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 + this.perm[ kk + k1 ] ] ] % 12;
  174. var gi2 = this.perm[ ii + i2 + this.perm[ jj + j2 + this.perm[ kk + k2 ] ] ] % 12;
  175. var gi3 = this.perm[ ii + 1 + this.perm[ jj + 1 + this.perm[ kk + 1 ] ] ] % 12;
  176. // Calculate the contribution from the four corners
  177. var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
  178. if ( t0 < 0 ) n0 = 0.0;
  179. else {
  180. t0 *= t0;
  181. n0 = t0 * t0 * this.dot3( this.grad3[ gi0 ], x0, y0, z0 );
  182. }
  183. var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
  184. if ( t1 < 0 ) n1 = 0.0;
  185. else {
  186. t1 *= t1;
  187. n1 = t1 * t1 * this.dot3( this.grad3[ gi1 ], x1, y1, z1 );
  188. }
  189. var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
  190. if ( t2 < 0 ) n2 = 0.0;
  191. else {
  192. t2 *= t2;
  193. n2 = t2 * t2 * this.dot3( this.grad3[ gi2 ], x2, y2, z2 );
  194. }
  195. var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
  196. if ( t3 < 0 ) n3 = 0.0;
  197. else {
  198. t3 *= t3;
  199. n3 = t3 * t3 * this.dot3( this.grad3[ gi3 ], x3, y3, z3 );
  200. }
  201. // Add contributions from each corner to get the final noise value.
  202. // The result is scaled to stay just inside [-1,1]
  203. return 32.0 * ( n0 + n1 + n2 + n3 );
  204. };
  205. // 4D simplex noise
  206. SimplexNoise.prototype.noise4d = function ( x, y, z, w ) {
  207. // For faster and easier lookups
  208. var grad4 = this.grad4;
  209. var simplex = this.simplex;
  210. var perm = this.perm;
  211. // The skewing and unskewing factors are hairy again for the 4D case
  212. var F4 = ( Math.sqrt( 5.0 ) - 1.0 ) / 4.0;
  213. var G4 = ( 5.0 - Math.sqrt( 5.0 ) ) / 20.0;
  214. var n0, n1, n2, n3, n4; // Noise contributions from the five corners
  215. // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
  216. var s = ( x + y + z + w ) * F4; // Factor for 4D skewing
  217. var i = Math.floor( x + s );
  218. var j = Math.floor( y + s );
  219. var k = Math.floor( z + s );
  220. var l = Math.floor( w + s );
  221. var t = ( i + j + k + l ) * G4; // Factor for 4D unskewing
  222. var X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
  223. var Y0 = j - t;
  224. var Z0 = k - t;
  225. var W0 = l - t;
  226. var x0 = x - X0; // The x,y,z,w distances from the cell origin
  227. var y0 = y - Y0;
  228. var z0 = z - Z0;
  229. var w0 = w - W0;
  230. // For the 4D case, the simplex is a 4D shape I won't even try to describe.
  231. // To find out which of the 24 possible simplices we're in, we need to
  232. // determine the magnitude ordering of x0, y0, z0 and w0.
  233. // The method below is a good way of finding the ordering of x,y,z,w and
  234. // then find the correct traversal order for the simplex we’re in.
  235. // First, six pair-wise comparisons are performed between each possible pair
  236. // of the four coordinates, and the results are used to add up binary bits
  237. // for an integer index.
  238. var c1 = ( x0 > y0 ) ? 32 : 0;
  239. var c2 = ( x0 > z0 ) ? 16 : 0;
  240. var c3 = ( y0 > z0 ) ? 8 : 0;
  241. var c4 = ( x0 > w0 ) ? 4 : 0;
  242. var c5 = ( y0 > w0 ) ? 2 : 0;
  243. var c6 = ( z0 > w0 ) ? 1 : 0;
  244. var c = c1 + c2 + c3 + c4 + c5 + c6;
  245. var i1, j1, k1, l1; // The integer offsets for the second simplex corner
  246. var i2, j2, k2, l2; // The integer offsets for the third simplex corner
  247. var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
  248. // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
  249. // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
  250. // impossible. Only the 24 indices which have non-zero entries make any sense.
  251. // We use a thresholding to set the coordinates in turn from the largest magnitude.
  252. // The number 3 in the "simplex" array is at the position of the largest coordinate.
  253. i1 = simplex[ c ][ 0 ] >= 3 ? 1 : 0;
  254. j1 = simplex[ c ][ 1 ] >= 3 ? 1 : 0;
  255. k1 = simplex[ c ][ 2 ] >= 3 ? 1 : 0;
  256. l1 = simplex[ c ][ 3 ] >= 3 ? 1 : 0;
  257. // The number 2 in the "simplex" array is at the second largest coordinate.
  258. i2 = simplex[ c ][ 0 ] >= 2 ? 1 : 0;
  259. j2 = simplex[ c ][ 1 ] >= 2 ? 1 : 0; k2 = simplex[ c ][ 2 ] >= 2 ? 1 : 0;
  260. l2 = simplex[ c ][ 3 ] >= 2 ? 1 : 0;
  261. // The number 1 in the "simplex" array is at the second smallest coordinate.
  262. i3 = simplex[ c ][ 0 ] >= 1 ? 1 : 0;
  263. j3 = simplex[ c ][ 1 ] >= 1 ? 1 : 0;
  264. k3 = simplex[ c ][ 2 ] >= 1 ? 1 : 0;
  265. l3 = simplex[ c ][ 3 ] >= 1 ? 1 : 0;
  266. // The fifth corner has all coordinate offsets = 1, so no need to look that up.
  267. var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
  268. var y1 = y0 - j1 + G4;
  269. var z1 = z0 - k1 + G4;
  270. var w1 = w0 - l1 + G4;
  271. var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
  272. var y2 = y0 - j2 + 2.0 * G4;
  273. var z2 = z0 - k2 + 2.0 * G4;
  274. var w2 = w0 - l2 + 2.0 * G4;
  275. var x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
  276. var y3 = y0 - j3 + 3.0 * G4;
  277. var z3 = z0 - k3 + 3.0 * G4;
  278. var w3 = w0 - l3 + 3.0 * G4;
  279. var x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
  280. var y4 = y0 - 1.0 + 4.0 * G4;
  281. var z4 = z0 - 1.0 + 4.0 * G4;
  282. var w4 = w0 - 1.0 + 4.0 * G4;
  283. // Work out the hashed gradient indices of the five simplex corners
  284. var ii = i & 255;
  285. var jj = j & 255;
  286. var kk = k & 255;
  287. var ll = l & 255;
  288. var gi0 = perm[ ii + perm[ jj + perm[ kk + perm[ ll ] ] ] ] % 32;
  289. var gi1 = perm[ ii + i1 + perm[ jj + j1 + perm[ kk + k1 + perm[ ll + l1 ] ] ] ] % 32;
  290. var gi2 = perm[ ii + i2 + perm[ jj + j2 + perm[ kk + k2 + perm[ ll + l2 ] ] ] ] % 32;
  291. var gi3 = perm[ ii + i3 + perm[ jj + j3 + perm[ kk + k3 + perm[ ll + l3 ] ] ] ] % 32;
  292. var gi4 = perm[ ii + 1 + perm[ jj + 1 + perm[ kk + 1 + perm[ ll + 1 ] ] ] ] % 32;
  293. // Calculate the contribution from the five corners
  294. var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
  295. if ( t0 < 0 ) n0 = 0.0;
  296. else {
  297. t0 *= t0;
  298. n0 = t0 * t0 * this.dot4( grad4[ gi0 ], x0, y0, z0, w0 );
  299. }
  300. var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
  301. if ( t1 < 0 ) n1 = 0.0;
  302. else {
  303. t1 *= t1;
  304. n1 = t1 * t1 * this.dot4( grad4[ gi1 ], x1, y1, z1, w1 );
  305. }
  306. var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
  307. if ( t2 < 0 ) n2 = 0.0;
  308. else {
  309. t2 *= t2;
  310. n2 = t2 * t2 * this.dot4( grad4[ gi2 ], x2, y2, z2, w2 );
  311. }
  312. var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
  313. if ( t3 < 0 ) n3 = 0.0;
  314. else {
  315. t3 *= t3;
  316. n3 = t3 * t3 * this.dot4( grad4[ gi3 ], x3, y3, z3, w3 );
  317. }
  318. var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
  319. if ( t4 < 0 ) n4 = 0.0;
  320. else {
  321. t4 *= t4;
  322. n4 = t4 * t4 * this.dot4( grad4[ gi4 ], x4, y4, z4, w4 );
  323. }
  324. // Sum up and scale the result to cover the range [-1,1]
  325. return 27.0 * ( n0 + n1 + n2 + n3 + n4 );
  326. };
  327. export { SimplexNoise };