/* * Based on example code by Stefan Gustavson (stegu@itn.liu.se). * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu). * Better rank ordering method by Stefan Gustavson in 2012. * * This code was placed in the public domain by its original author, * Stefan Gustavson. You may use it as you see fit, but * attribution is appreciated. */ const G2 = (3.0 - Math.sqrt(3.0)) / 6.0; const Grad = [ [1, 1], [-1, 1], [1, -1], [-1, -1], [1, 0], [-1, 0], [1, 0], [-1, 0], [0, 1], [0, -1], [0, 1], [0, -1], ]; export function makeNoise2D(random = Math.random) { const p = new Uint8Array(256); for (let i = 0; i < 256; i++) p[i] = i; let n: number; let q: number; for (let i = 255; i > 0; i--) { n = Math.floor((i + 1) * random()); q = p[i]; p[i] = p[n]; p[n] = q; } const perm = new Uint8Array(512); const permMod12 = new Uint8Array(512); for (let i = 0; i < 512; i++) { perm[i] = p[i & 255]; permMod12[i] = perm[i] % 12; } return (x: number, y: number): number => { // Skew the input space to determine which simplex cell we're in const s = (x + y) * 0.5 * (Math.sqrt(3.0) - 1.0); // Hairy factor for 2D const i = Math.floor(x + s); const j = Math.floor(y + s); const t = (i + j) * G2; const X0 = i - t; // Unskew the cell origin back to (x,y) space const Y0 = j - t; const x0 = x - X0; // The x,y distances from the cell origin const y0 = y - Y0; // Determine which simplex we are in. const i1 = x0 > y0 ? 1 : 0; const j1 = x0 > y0 ? 0 : 1; // Offsets for corners const x1 = x0 - i1 + G2; const y1 = y0 - j1 + G2; const x2 = x0 - 1.0 + 2.0 * G2; 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 g0 = Grad[permMod12[ii + perm[jj]]]; const g1 = Grad[permMod12[ii + i1 + perm[jj + j1]]]; const g2 = Grad[permMod12[ii + 1 + perm[jj + 1]]]; // Calculate the contribution from the three corners const t0 = 0.5 - x0 * x0 - y0 * y0; const n0 = t0 < 0 ? 0.0 : Math.pow(t0, 4) * (g0[0] * x0 + g0[1] * y0); const t1 = 0.5 - x1 * x1 - y1 * y1; const n1 = t1 < 0 ? 0.0 : Math.pow(t1, 4) * (g1[0] * x1 + g1[1] * y1); const t2 = 0.5 - x2 * x2 - y2 * y2; const n2 = t2 < 0 ? 0.0 : Math.pow(t2, 4) * (g2[0] * x2 + g2[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 70.14805770653952 * (n0 + n1 + n2); }; }