// Original from Stefan Gustavson's Java implementation, // see http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf // ported to JavaScript by Sean McCullough // Adapted and Ported to ES6 by Norman Köhring const { floor, sqrt } = Math const grad3 = [ [1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0], [1,0,1],[-1,0,1],[1,0,-1],[-1,0,-1], [0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1] ] const F2 = 0.5 * (sqrt(3.0) - 1.0) const G2 = (3.0 - sqrt(3.0)) / 6.0 function dot (i, x, y) { const g = grad3[i] return g[0] * x + g[1] * y } /** * Usage new SimplexNoise( r: { random: Callable } ) */ const SimplexNoise = function (r = Math) { if (!r.hasOwnProperty('random') || !r.random.call) { throw new Error('optional first argument must contain a random function') } this.p = new Uint8Array(256) for (let i = 0; i < 256; i++) this.p[i] = i // shuffle the array for (let i = 255; i > 0; i--) { const n = floor((i + 1) * r.random()) const q = this.p[i] this.p[i] = this.p[n] this.p[n] = q } // To remove the need for index wrapping, double the permutation table length this.perm = new Uint8Array(512) this.permMod12 = new Uint8Array(512) for (let i = 0; i < 512; i++) { this.perm[i] = this.p[i & 255] this.permMod12[i] = this.perm[i] % 12 } } SimplexNoise.prototype.noise = function (xin, yin) { // Skew the input space to determine which simplex cell we're in const s = (xin + yin) * F2 // Hairy factor for 2D const i = floor(xin + s) const j = floor(yin + s) const t = (i + j) * G2 // The x,y distances from the unskewed cell origin const x0 = xin - (i - t) const y0 = yin - (j - t) // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. // Offsets for second (middle) corner of simplex in (i,j) coords // lower triangle, XY order: (0,0)->(1,0)->(1,1) const i1 = ~~(x0 > y0) // 1 if true, false otherwise // upper triangle, YX order: (0,0)->(0,1)->(1,1) const j1 = ~~(!i1) // 1 if i1 is 0, 0 otherwise // 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 const x1 = x0 - i1 + G2 // Offsets for middle corner in (x,y) unskewed coords const y1 = y0 - j1 + G2 const x2 = x0 - 1.0 + 2.0 * G2 // Offsets for last corner in (x,y) unskewed coords const y2 = y0 - 1.0 + 2.0 * G2 // Work out the hashed gradient indices of the three simplex corners const ii = i & 255 const jj = j & 255 const gi0 = this.permMod12[ii + this.perm[jj]] const gi1 = this.permMod12[ii + i1 + this.perm[jj + j1]] const gi2 = this.permMod12[ii + 1 + this.perm[jj + 1]] // Calculate the noise contribution from the three corners // let n0, n1, n2 const t0 = 0.5 - x0 * x0 - y0 * y0 const t1 = 0.5 - x1 * x1 - y1 * y1 const t2 = 0.5 - x2 * x2 - y2 * y2 const n0 = t0 < 0 ? 0.0 : (t0 ** 4) * dot(gi0, x0, y0) // (x,y) of grad3 used for 2D gradient const n1 = t1 < 0 ? 0.0 : (t1 ** 4) * dot(gi1, x1, y1) const n2 = t2 < 0 ? 0.0 : (t2 ** 4) * dot(gi2, 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 70.14805770653952 * (n0 + n1 + n2) } // export default SimplexNoise