mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
Added Simplex Noise functions.
This commit is contained in:
parent
34713ab16b
commit
3e3b327bda
1 changed files with 163 additions and 0 deletions
163
v3/src/math/noise/SimplexNoise.js
Normal file
163
v3/src/math/noise/SimplexNoise.js
Normal file
|
@ -0,0 +1,163 @@
|
|||
/*
|
||||
* A fast javascript implementation of simplex noise by Jonas Wagner
|
||||
*
|
||||
* Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
|
||||
* Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
|
||||
* With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
|
||||
* Better rank ordering method by Stefan Gustavson in 2012.
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2016 Jonas Wagner
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, and/or sell copies of the Software, and to
|
||||
* permit persons to whom the Software is furnished to do so, subject to
|
||||
* the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be
|
||||
* included in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*
|
||||
*/
|
||||
|
||||
var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
|
||||
var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
|
||||
|
||||
function buildPermutationTable (random)
|
||||
{
|
||||
var i;
|
||||
var p = new Uint8Array(256);
|
||||
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
p[i] = i;
|
||||
}
|
||||
|
||||
for (i = 0; i < 255; i++)
|
||||
{
|
||||
var r = i + ~~(random() * (256 - i));
|
||||
var aux = p[i];
|
||||
p[i] = p[r];
|
||||
p[r] = aux;
|
||||
}
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
var SimplexNoise = function (random)
|
||||
{
|
||||
if (!random) { random = Math.random; }
|
||||
|
||||
this.p = buildPermutationTable(random);
|
||||
this.perm = new Uint8Array(512);
|
||||
this.permMod12 = new Uint8Array(512);
|
||||
|
||||
for (var i = 0; i < 512; i++)
|
||||
{
|
||||
this.perm[i] = this.p[i & 255];
|
||||
this.permMod12[i] = this.perm[i] % 12;
|
||||
}
|
||||
};
|
||||
|
||||
SimplexNoise.prototype.constructor = SimplexNoise;
|
||||
|
||||
SimplexNoise.prototype = {
|
||||
|
||||
grad3: new Float32Array(
|
||||
[ 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 ]),
|
||||
|
||||
noise2D: function (xin, yin)
|
||||
{
|
||||
var permMod12 = this.permMod12;
|
||||
var perm = this.perm;
|
||||
var grad3 = this.grad3;
|
||||
var n0 = 0; // Noise contributions from the three corners
|
||||
var n1 = 0;
|
||||
var n2 = 0;
|
||||
|
||||
// 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 = i - t; // Unskew the cell origin back to (x,y) space
|
||||
var Y0 = j - t;
|
||||
var x0 = xin - X0; // The x,y distances from the cell origin
|
||||
var y0 = yin - Y0;
|
||||
|
||||
// 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 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
|
||||
var y2 = y0 - 1.0 + 2.0 * G2;
|
||||
|
||||
// Work out the hashed gradient indices of the three simplex corners
|
||||
var ii = i & 255;
|
||||
var jj = j & 255;
|
||||
|
||||
// Calculate the contribution from the three corners
|
||||
var t0 = 0.5 - x0 * x0 - y0 * y0;
|
||||
|
||||
if (t0 >= 0)
|
||||
{
|
||||
var gi0 = permMod12[ii + perm[jj]] * 3;
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
|
||||
}
|
||||
|
||||
var t1 = 0.5 - x1 * x1 - y1 * y1;
|
||||
|
||||
if (t1 >= 0)
|
||||
{
|
||||
var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
|
||||
}
|
||||
|
||||
var t2 = 0.5 - x2 * x2 - y2 * y2;
|
||||
|
||||
if (t2 >= 0)
|
||||
{
|
||||
var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * 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 70.0 * (n0 + n1 + n2);
|
||||
}
|
||||
};
|
||||
|
||||
module.exports = SimplexNoise;
|
Loading…
Reference in a new issue