import { perlinNoiseData } from "./perlin_noise_data"; import { Math_sqrt } from "./builtins"; class Grad { constructor(x, y, z) { this.x = x; this.y = y; this.z = z; } dot2(x, y) { return this.x * x + this.y * y; } dot3(x, y, z) { return this.x * x + this.y * y + this.z * z; } } function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); } function lerp(a, b, t) { return (1 - t) * a + t * b; } const F2 = 0.5 * (Math_sqrt(3) - 1); const G2 = (3 - Math_sqrt(3)) / 6; const F3 = 1 / 3; const G3 = 1 / 6; export class PerlinNoise { constructor(seed) { this.perm = new Array(512); this.gradP = new Array(512); this.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), ]; this.seed = seed; this.initializeFromSeed(seed); } initializeFromSeed(seed) { const P = perlinNoiseData; if (seed > 0 && seed < 1) { // Scale the seed out seed *= 65536; } seed = Math.floor(seed); if (seed < 256) { seed |= seed << 8; } for (let i = 0; i < 256; i++) { let v; if (i & 1) { v = P[i] ^ (seed & 255); } else { v = P[i] ^ ((seed >> 8) & 255); } this.perm[i] = this.perm[i + 256] = v; this.gradP[i] = this.gradP[i + 256] = this.grad3[v % 12]; } } /** * 2d Perlin Noise * @param {number} x * @param {number} y * @returns {number} */ computePerlin2(x, y) { // Find unit grid cell containing point let 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 let n00 = this.gradP[X + this.perm[Y]].dot2(x, y); let n01 = this.gradP[X + this.perm[Y + 1]].dot2(x, y - 1); let n10 = this.gradP[X + 1 + this.perm[Y]].dot2(x - 1, y); let n11 = this.gradP[X + 1 + this.perm[Y + 1]].dot2(x - 1, y - 1); // Compute the fade curve value for x let u = fade(x); // Interpolate the four results return lerp(lerp(n00, n10, u), lerp(n01, n11, u), fade(y)); } computeSimplex2(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 = this.gradP[i + this.perm[j]]; var gi1 = this.gradP[i + i1 + this.perm[j + j1]]; var gi2 = this.gradP[i + 1 + this.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); } }