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Added Simplex Noise functions.
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v3/src/math/noise/SimplexNoise.js
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v3/src/math/noise/SimplexNoise.js
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/*
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* A fast javascript implementation of simplex noise by Jonas Wagner
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*
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* Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
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* Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
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* With 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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*
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*
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* Copyright (C) 2016 Jonas Wagner
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
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var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
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function buildPermutationTable (random)
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{
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var i;
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var p = new Uint8Array(256);
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for (i = 0; i < 256; i++)
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{
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p[i] = i;
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}
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for (i = 0; i < 255; i++)
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{
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var r = i + ~~(random() * (256 - i));
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var aux = p[i];
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p[i] = p[r];
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p[r] = aux;
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}
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return p;
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}
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var SimplexNoise = function (random)
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{
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if (!random) { random = Math.random; }
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this.p = buildPermutationTable(random);
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this.perm = new Uint8Array(512);
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this.permMod12 = new Uint8Array(512);
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for (var i = 0; i < 512; i++)
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{
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this.perm[i] = this.p[i & 255];
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this.permMod12[i] = this.perm[i] % 12;
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}
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};
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SimplexNoise.prototype.constructor = SimplexNoise;
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SimplexNoise.prototype = {
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grad3: new Float32Array(
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[ 1, 1, 0 ], [ -1, 1, 0 ], [ 1, -1, 0 ], [ -1, -1, 0 ],
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[ 1, 0, 1 ], [ -1, 0, 1 ], [ 1, 0, -1 ], [ -1, 0, -1 ],
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[ 0, 1, 1 ], [ 0, -1, 1 ], [ 0, 1, -1 ], [ 0, -1, -1 ]),
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noise2D: function (xin, yin)
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{
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var permMod12 = this.permMod12;
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var perm = this.perm;
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var grad3 = this.grad3;
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var n0 = 0; // Noise contributions from the three corners
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var n1 = 0;
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var n2 = 0;
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// Skew the input space to determine which simplex cell we're in
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var s = (xin + yin) * F2; // Hairy factor for 2D
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var i = Math.floor(xin + s);
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var j = Math.floor(yin + s);
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var t = (i + j) * G2;
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var X0 = i - t; // Unskew the cell origin back to (x,y) space
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var Y0 = j - t;
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var x0 = xin - X0; // The x,y distances from the cell origin
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var y0 = yin - Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if (x0 > y0)
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{
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// lower triangle, XY order: (0,0)->(1,0)->(1,1)
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i1 = 1;
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j1 = 0;
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}
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else
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{
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// upper triangle, YX order: (0,0)->(0,1)->(1,1)
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i1 = 0;
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j1 = 1;
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}
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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var y1 = y0 - j1 + G2;
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var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
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var y2 = y0 - 1.0 + 2.0 * G2;
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// Work out the hashed gradient indices of the three simplex corners
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var ii = i & 255;
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var jj = j & 255;
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// Calculate the contribution from the three corners
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var t0 = 0.5 - x0 * x0 - y0 * y0;
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if (t0 >= 0)
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{
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var gi0 = permMod12[ii + perm[jj]] * 3;
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t0 *= t0;
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n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
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}
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var t1 = 0.5 - x1 * x1 - y1 * y1;
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if (t1 >= 0)
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{
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var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
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t1 *= t1;
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n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
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}
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var t2 = 0.5 - x2 * x2 - y2 * y2;
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if (t2 >= 0)
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{
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var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
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t2 *= t2;
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n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 70.0 * (n0 + n1 + n2);
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}
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};
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module.exports = SimplexNoise;
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