/* * 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 G3 = 1.0 / 6.0; const Grad = [ [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], ]; export function makeNoise3D(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, z: number): number => { // Skew the input space to determine which simplex cell we're in const s = (x + y + z) / 3.0; // Very nice and simple skew factor for 3D const i = Math.floor(x + s); const j = Math.floor(y + s); const k = Math.floor(z + s); const t = (i + j + k) * G3; const X0 = i - t; // Unskew the cell origin back to (x,y,z) space const Y0 = j - t; const Z0 = k - t; const x0 = x - X0; // The x,y,z distances from the cell origin const y0 = y - Y0; const z0 = z - Z0; // Deterine which simplex we are in let i1: number, j1: number, k1: number // Offsets for second corner of simplex in (i,j,k) coords ; let i2: number, j2: number, k2: number // Offsets for third corner of simplex in (i,j,k) coords ; if (x0 >= y0) { if (y0 >= z0) { i1 = i2 = j2 = 1; j1 = k1 = k2 = 0; } else if (x0 >= z0) { i1 = i2 = k2 = 1; j1 = k1 = j2 = 0; } else { k1 = i2 = k2 = 1; i1 = j1 = j2 = 0; } } else { if (y0 < z0) { k1 = j2 = k2 = 1; i1 = j1 = i2 = 0; } else if (x0 < z0) { j1 = j2 = k2 = 1; i1 = k1 = i2 = 0; } else { j1 = i2 = j2 = 1; i1 = k1 = k2 = 0; } } const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords const y1 = y0 - j1 + G3; const z1 = z0 - k1 + G3; const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords const y2 = y0 - j2 + 2.0 * G3; const z2 = z0 - k2 + 2.0 * G3; const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords const y3 = y0 - 1.0 + 3.0 * G3; const z3 = z0 - 1.0 + 3.0 * G3; // Work out the hashed gradient indices of the four simplex corners const ii = i & 255; const jj = j & 255; const kk = k & 255; const g0 = Grad[permMod12[ii + perm[jj + perm[kk]]]]; const g1 = Grad[permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1]]]]; const g2 = Grad[permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2]]]]; const g3 = Grad[permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1]]]]; // Calculate the contribution from the four corners const t0 = 0.5 - x0 * x0 - y0 * y0 - z0 * z0; const n0 = t0 < 0 ? 0.0 : Math.pow(t0, 4) * (g0[0] * x0 + g0[1] * y0 + g0[2] * z0); const t1 = 0.5 - x1 * x1 - y1 * y1 - z1 * z1; const n1 = t1 < 0 ? 0.0 : Math.pow(t1, 4) * (g1[0] * x1 + g1[1] * y1 + g1[2] * z1); const t2 = 0.5 - x2 * x2 - y2 * y2 - z2 * z2; const n2 = t2 < 0 ? 0.0 : Math.pow(t2, 4) * (g2[0] * x2 + g2[1] * y2 + g2[2] * z2); const t3 = 0.5 - x3 * x3 - y3 * y3 - z3 * z3; const n3 = t3 < 0 ? 0.0 : Math.pow(t3, 4) * (g3[0] * x3 + g3[1] * y3 + g3[2] * z3); // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 94.68493150681972 * (n0 + n1 + n2 + n3); }; }