A compact Simplex Noise implementation in javascript. Based on: webstaff.itn.liu.se/…ise/simplexnoise.pdf by Stefan Gustavson.
#utility #simplex #noise
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// Simplex Noise. Created by Reinder Nijhoff 2020 - @reindernijhoff // The MIT License // // https://turtletoy.net/turtle/6e4e06d42e // const turtle = new Turtle(); const frequency = 3; //min=.1, max=10, step=.01 const grid = 50; // min=10, max=100, step=1 const seed = 1; // min=1, max=100, step=1 const noise = new SimplexNoise(seed); function walk(i) { const x = (i % grid)*200/grid - 100; const y = ((i / grid)|0)*200/grid-100; const r = .5 + .5 * noise.noise2D([x*frequency/200, y*frequency/200, .5]); turtle.jump(x+100/grid, y+100*(1-r)/grid); turtle.circle(r * 100/grid); return i < grid*grid-1; } //////////////////////////////////////////////////////////////// // Simplex Noise utility code. Created by Reinder Nijhoff 2020 // https://turtletoy.net/turtle/6e4e06d42e // Based on: http://webstaff.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf //////////////////////////////////////////////////////////////// function SimplexNoise(seed = 1) { 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] ]; const perm = new Uint8Array(512); const F2 = (Math.sqrt(3) - 1) / 2, F3 = 1/3; const G2 = (3 - Math.sqrt(3)) / 6, G3 = 1/6; const dot2 = (a, b) => a[0] * b[0] + a[1] * b[1]; const sub2 = (a, b) => [a[0] - b[0], a[1] - b[1]]; const dot3 = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; const sub3 = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]]; class SimplexNoise { constructor(seed = 1) { for (let i = 0; i < 512; i++) { perm[i] = i & 255; } for (let i = 0; i < 255; i++) { const r = (seed = this.hash(i+seed)) % (256 - i) + i; const swp = perm[i]; perm[i + 256] = perm[i] = perm[r]; perm[r + 256] = perm[r] = swp; } } noise2D(p) { const s = dot2(p, [F2, F2]); const c = [Math.floor(p[0] + s), Math.floor(p[1] + s)]; const i = c[0] & 255, j = c[1] & 255; const t = dot2(c, [G2, G2]); const p0 = sub2(p, sub2(c, [t, t])); const o = p0[0] > p0[1] ? [1, 0] : [0, 1]; const p1 = sub2(sub2(p0, o), [-G2, -G2]); const p2 = sub2(p0, [1-2*G2, 1-2*G2]); let n = Math.max(0, 0.5-dot2(p0, p0))**4 * dot2(grad[perm[i+perm[j]] % 12], p0); n += Math.max(0, 0.5-dot2(p1, p1))**4 * dot2(grad[perm[i+o[0]+perm[j+o[1]]] % 12], p1); n += Math.max(0, 0.5-dot2(p2, p2))**4 * dot2(grad[perm[i+1+perm[j+1]] % 12], p2); return 70 * n; } noise3D(p) { const s = dot3(p, [F3, F3, F3]); const c = [Math.floor(p[0] + s), Math.floor(p[1] + s), Math.floor(p[2] + s)]; const i = c[0] & 255, j = c[1] & 255, k = c[2] & 255; const t = dot3(c, [G3, G3, G3]); const p0 = sub3(p, sub3(c, [t, t, t])); const [o0, o1] = p0[0] >= p0[1] ? p0[1] >= p0[2] ? [ [1, 0, 0], [1, 1, 0] ] : p0[0] >= p0[2] ? [ [1, 0, 0], [1, 0, 1] ] : [ [0, 0, 1], [1, 0, 1] ] : p0[1] < p0[2] ? [ [0, 0, 1], [0, 1, 1] ] : p0[0] < p0[2] ? [ [0, 1, 0], [0, 1, 1] ] : [ [0, 1, 0], [1, 1, 0] ]; const p1 = sub3(sub3(p0, o0), [-G3, -G3, -G3]); const p2 = sub3(sub3(p0, o1), [-2*G3, -2*G3, -2*G3]); const p3 = sub3(p0, [1-3*G3, 1-3*G3, 1-3*G3]); let n = Math.max(0, 0.6-dot3(p0, p0))**4 * dot3(grad[perm[i+perm[j+perm[k]]] % 12], p0); n += Math.max(0, 0.6-dot3(p1, p1))**4 * dot3(grad[perm[i+o0[0]+perm[j+o0[1]+perm[k+o0[2]]]] % 12], p1); n += Math.max(0, 0.6-dot3(p2, p2))**4 * dot3(grad[perm[i+o1[0]+perm[j+o1[1]+perm[k+o1[2]]]] % 12], p2); n += Math.max(0, 0.6-dot3(p3, p3))**4 * dot3(grad[perm[i+1+perm[j+1+perm[k+1]]] % 12], p3); return 32 * n; } hash(i) { i = 1103515245 * ((i >> 1) ^ i); const h32 = 1103515245 * (i ^ (i>>3)); return h32 ^ (h32 >> 16); } } return new SimplexNoise(seed); }