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https://82major-fc.jp/files/4/n202/assets/js/perlin.js

js 82major-fc.jp collected 2026-10-06 18:33:20 UTC 10,298 bytes, 303 lines download raw bytes

1/*
2 * A speed-improved perlin and simplex noise algorithms for 2D.
3 *
4 * Based on example code by Stefan Gustavson ([email protected]).
5 * Optimisations by Peter Eastman ([email protected]).
6 * Better rank ordering method by Stefan Gustavson in 2012.
7 * Converted to Javascript by Joseph Gentle.
8 */
9
10(function(global){
11  var module = typeof exports === 'object' ? exports : (global.noise = {});
12
13  function Grad(x, y, z) {
14    this.x = x; this.y = y; this.z = z;
15  }
16
17  Grad.prototype.dot2 = function(x, y) {
18    return this.x*x + this.y*y;
19  };
20
21  Grad.prototype.dot3 = function(x, y, z) {
22    return this.x*x + this.y*y + this.z*z;
23  };
24
25  var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
26               new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
27               new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
28
29  var p = [151,160,137,91,90,15,
30  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
31  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
32  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
33  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
34  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
35  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
36  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
37  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
38  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
39  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
40  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
41  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
42  // To remove the need for offsetIndex wrapping, double the permutation table length
43  var perm = new Array(512);
44  var gradP = new Array(512);
45
46  // This isn't a very good seeding function, but it works ok. It supports 2^16
47  // different seed values. Write something better if you need more seeds.
48  module.seed = function(seed) {
49    if(seed > 0 && seed < 1) {
50      // Scale the seed out
51      seed *= 65536;
52    }
53
54    seed = Math.floor(seed);
55    if(seed < 256) {
56      seed |= seed << 8;
57    }
58
59    for(var i = 0; i < 256; i++) {
60      var v;
61      if (i & 1) {
62        v = p[i] ^ (seed & 255);
63      } else {
64        v = p[i] ^ ((seed>>8) & 255);
65      }
66
67      perm[i] = perm[i + 256] = v;
68      gradP[i] = gradP[i + 256] = grad3[v % 12];
69    }
70  };
71
72  module.seed(0);
73
74  /*
75  for(var i=0; i<256; i++) {
76    perm[i] = perm[i + 256] = p[i];
77    gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
78  }*/
79
80  // Skewing and unskewing factors for 2, 3, and 4 dimensions
81  var F2 = 0.5*(Math.sqrt(3)-1);
82  var G2 = (3-Math.sqrt(3))/6;
83
84  var F3 = 1/3;
85  var G3 = 1/6;
86
87  // 2D simplex noise
88  module.simplex2 = function(xin, yin) {
89    var n0, n1, n2; // Noise contributions from the three corners
90    // Skew the input space to determine which simplex cell we're in
91    var s = (xin+yin)*F2; // Hairy factor for 2D
92    var i = Math.floor(xin+s);
93    var j = Math.floor(yin+s);
94    var t = (i+j)*G2;
95    var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
96    var y0 = yin-j+t;
97    // For the 2D case, the simplex shape is an equilateral triangle.
98    // Determine which simplex we are in.
99    var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
100    if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
101      i1=1; j1=0;
102    } else {    // upper triangle, YX order: (0,0)->(0,1)->(1,1)
103      i1=0; j1=1;
104    }
105    // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
106    // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
107    // c = (3-sqrt(3))/6
108    var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
109    var y1 = y0 - j1 + G2;
110    var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
vendor: 4,289 bytes, lines 111-248
111    var y2 = y0 - 1 + 2 * G2;
112    // Work out the hashed gradient indices of the three simplex corners
113    i &= 255;
114    j &= 255;
115    var gi0 = gradP[i+perm[j]];
116    var gi1 = gradP[i+i1+perm[j+j1]];
117    var gi2 = gradP[i+1+perm[j+1]];
118    // Calculate the contribution from the three corners
119    var t0 = 0.5 - x0*x0-y0*y0;
120    if(t0<0) {
121      n0 = 0;
122    } else {
123      t0 *= t0;
124      n0 = t0 * t0 * gi0.dot2(x0, y0);  // (x,y) of grad3 used for 2D gradient
125    }
126    var t1 = 0.5 - x1*x1-y1*y1;
127    if(t1<0) {
128      n1 = 0;
129    } else {
130      t1 *= t1;
131      n1 = t1 * t1 * gi1.dot2(x1, y1);
132    }
133    var t2 = 0.5 - x2*x2-y2*y2;
134    if(t2<0) {
135      n2 = 0;
136    } else {
137      t2 *= t2;
138      n2 = t2 * t2 * gi2.dot2(x2, y2);
139    }
140    // Add contributions from each corner to get the final noise value.
141    // The result is scaled to return values in the interval [-1,1].
142    return 70 * (n0 + n1 + n2);
143  };
144
145  // 3D simplex noise
146  module.simplex3 = function(xin, yin, zin) {
147    var n0, n1, n2, n3; // Noise contributions from the four corners
148
149    // Skew the input space to determine which simplex cell we're in
150    var s = (xin+yin+zin)*F3; // Hairy factor for 2D
151    var i = Math.floor(xin+s);
152    var j = Math.floor(yin+s);
153    var k = Math.floor(zin+s);
154
155    var t = (i+j+k)*G3;
156    var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
157    var y0 = yin-j+t;
158    var z0 = zin-k+t;
159
160    // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
161    // Determine which simplex we are in.
162    var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
163    var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
164    if(x0 >= y0) {
165      if(y0 >= z0)      { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
166      else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
167      else              { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
168    } else {
169      if(y0 < z0)      { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
170      else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
171      else             { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
172    }
173    // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
174    // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
175    // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
176    // c = 1/6.
177    var x1 = x0 - i1 + G3; // Offsets for second corner
178    var y1 = y0 - j1 + G3;
179    var z1 = z0 - k1 + G3;
180
181    var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
182    var y2 = y0 - j2 + 2 * G3;
183    var z2 = z0 - k2 + 2 * G3;
184
185    var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
186    var y3 = y0 - 1 + 3 * G3;
187    var z3 = z0 - 1 + 3 * G3;
188
189    // Work out the hashed gradient indices of the four simplex corners
190    i &= 255;
191    j &= 255;
192    k &= 255;
193    var gi0 = gradP[i+   perm[j+   perm[k   ]]];
194    var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]];
195    var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]];
196    var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]];
197
198    // Calculate the contribution from the four corners
199    var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
200    if(t0<0) {
201      n0 = 0;
202    } else {
203      t0 *= t0;
204      n0 = t0 * t0 * gi0.dot3(x0, y0, z0);  // (x,y) of grad3 used for 2D gradient
205    }
206    var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
207    if(t1<0) {
208      n1 = 0;
209    } else {
210      t1 *= t1;
211      n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
212    }
213    var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
214    if(t2<0) {
215      n2 = 0;
216    } else {
217      t2 *= t2;
218      n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
219    }
220    var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
221    if(t3<0) {
222      n3 = 0;
223    } else {
224      t3 *= t3;
225      n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
226    }
227    // Add contributions from each corner to get the final noise value.
228    // The result is scaled to return values in the interval [-1,1].
229    return 32 * (n0 + n1 + n2 + n3);
230
231  };
232
233  // ##### Perlin noise stuff
234
235  function fade(t) {
236    return t*t*t*(t*(t*6-15)+10);
237  }
238
239  function lerp(a, b, t) {
240    return (1-t)*a + t*b;
241  }
242
243  // 2D Perlin Noise
244  module.perlin2 = function(x, y) {
245    // Find unit grid cell containing point
246    var X = Math.floor(x), Y = Math.floor(y);
247    // Get relative xy coordinates of point within that cell
248    x = x - X; y = y - Y;
vendor: 1,903 bytes, lines 249-303
249    // Wrap the integer cells at 255 (smaller integer period can be introduced here)
250    X = X & 255; Y = Y & 255;
251
252    // Calculate noise contributions from each of the four corners
253    var n00 = gradP[X+perm[Y]].dot2(x, y);
254    var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
255    var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
256    var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);
257
258    // Compute the fade curve value for x
259    var u = fade(x);
260
261    // Interpolate the four results
262    return lerp(
263        lerp(n00, n10, u),
264        lerp(n01, n11, u),
265       fade(y));
266  };
267
268  // 3D Perlin Noise
269  module.perlin3 = function(x, y, z) {
270    // Find unit grid cell containing point
271    var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
272    // Get relative xyz coordinates of point within that cell
273    x = x - X; y = y - Y; z = z - Z;
274    // Wrap the integer cells at 255 (smaller integer period can be introduced here)
275    X = X & 255; Y = Y & 255; Z = Z & 255;
276
277    // Calculate noise contributions from each of the eight corners
278    var n000 = gradP[X+  perm[Y+  perm[Z  ]]].dot3(x,   y,     z);
279    var n001 = gradP[X+  perm[Y+  perm[Z+1]]].dot3(x,   y,   z-1);
280    var n010 = gradP[X+  perm[Y+1+perm[Z  ]]].dot3(x,   y-1,   z);
281    var n011 = gradP[X+  perm[Y+1+perm[Z+1]]].dot3(x,   y-1, z-1);
282    var n100 = gradP[X+1+perm[Y+  perm[Z  ]]].dot3(x-1,   y,   z);
283    var n101 = gradP[X+1+perm[Y+  perm[Z+1]]].dot3(x-1,   y, z-1);
284    var n110 = gradP[X+1+perm[Y+1+perm[Z  ]]].dot3(x-1, y-1,   z);
285    var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);
286
287    // Compute the fade curve value for x, y, z
288    var u = fade(x);
289    var v = fade(y);
290    var w = fade(z);
291
292    // Interpolate
293    return lerp(
294        lerp(
295          lerp(n000, n100, u),
296          lerp(n001, n101, u), w),
297        lerp(
298          lerp(n010, n110, u),
299          lerp(n011, n111, u), w),
300       v);
301  };
302
303})(this);

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