166 lines
5.3 KiB
JavaScript
166 lines
5.3 KiB
JavaScript
/*
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* A speed-improved perlin and simplex noise algorithms for 2D.
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*
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* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
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* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
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* Better rank ordering method by Stefan Gustavson in 2012.
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* Converted to Javascript by Joseph Gentle.
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*
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* Version 2012-03-09
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*
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* This code was placed in the public domain by its original author,
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* Stefan Gustavson. You may use it as you see fit, but
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* attribution is appreciated.
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*
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*/
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(function(global){
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var module = global.noise = {};
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function Grad(x, y, z) {
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this.x = x; this.y = y; this.z = z;
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}
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Grad.prototype.dot2 = function(x, y) {
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return this.x*x + this.y*y;
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};
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Grad.prototype.dot3 = function(x, y, z) {
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return this.x*x + this.y*y + this.z*z;
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};
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var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
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new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
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new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
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var p = [151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
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// To remove the need for index wrapping, double the permutation table length
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var perm = new Array(512);
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var gradP = new Array(512);
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// This isn't a very good seeding function, but it works ok. It supports 2^16
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// different seed values. Write something better if you need more seeds.
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module.seed = function(seed) {
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if(seed > 0 && seed < 1) {
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// Scale the seed out
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seed *= 65536;
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}
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seed = Math.floor(seed);
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if(seed < 256) {
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seed |= seed << 8;
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}
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for(var i = 0; i < 256; i++) {
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var v;
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if (i & 1) {
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v = p[i] ^ (seed & 255);
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} else {
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v = p[i] ^ ((seed>>8) & 255);
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}
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perm[i] = perm[i + 256] = v;
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gradP[i] = gradP[i + 256] = grad3[v % 12];
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}
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};
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module.seed(0);
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/*
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for(var i=0; i<256; i++) {
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perm[i] = perm[i + 256] = p[i];
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gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
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}*/
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// Skewing and unskewing factors for 2, 3, and 4 dimensions
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var F2 = 0.5*(Math.sqrt(3)-1);
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var G2 = (3-Math.sqrt(3))/6;
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var F3 = 1/3;
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var G3 = 1/6;
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// ##### Perlin noise stuff
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function fade(t) {
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return t*t*t*(t*(t*6-15)+10);
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}
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function lerp(a, b, t) {
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return (1-t)*a + t*b;
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}
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// 2D Perlin Noise
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module.perlin2 = function(x, y) {
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// Find unit grid cell containing point
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var X = Math.floor(x), Y = Math.floor(y);
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// Get relative xy coordinates of point within that cell
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x = x - X; y = y - Y;
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// Wrap the integer cells at 255 (smaller integer period can be introduced here)
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X = X & 255; Y = Y & 255;
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// Calculate noise contributions from each of the four corners
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var n00 = gradP[X+perm[Y]].dot2(x, y);
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var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
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var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
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var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);
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// Compute the fade curve value for x
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var u = fade(x);
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// Interpolate the four results
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return lerp(
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lerp(n00, n10, u),
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lerp(n01, n11, u),
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fade(y));
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};
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// 3D Perlin Noise
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module.perlin3 = function(x, y, z) {
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// Find unit grid cell containing point
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var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
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// Get relative xyz coordinates of point within that cell
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x = x - X; y = y - Y; z = z - Z;
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// Wrap the integer cells at 255 (smaller integer period can be introduced here)
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X = X & 255; Y = Y & 255; Z = Z & 255;
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// Calculate noise contributions from each of the eight corners
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var n000 = gradP[X+ perm[Y+ perm[Z ]]].dot3(x, y, z);
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var n001 = gradP[X+ perm[Y+ perm[Z+1]]].dot3(x, y, z-1);
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var n010 = gradP[X+ perm[Y+1+perm[Z ]]].dot3(x, y-1, z);
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var n011 = gradP[X+ perm[Y+1+perm[Z+1]]].dot3(x, y-1, z-1);
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var n100 = gradP[X+1+perm[Y+ perm[Z ]]].dot3(x-1, y, z);
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var n101 = gradP[X+1+perm[Y+ perm[Z+1]]].dot3(x-1, y, z-1);
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var n110 = gradP[X+1+perm[Y+1+perm[Z ]]].dot3(x-1, y-1, z);
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var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);
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// Compute the fade curve value for x, y, z
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var u = fade(x);
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var v = fade(y);
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var w = fade(z);
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// Interpolate
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return lerp(
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lerp(
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lerp(n000, n100, u),
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lerp(n001, n101, u), w),
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lerp(
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lerp(n010, n110, u),
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lerp(n011, n111, u), w),
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v);
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};
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})(this);
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