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simplex landscape
license: mit
<!DOCTYPE html>
<meta charset="utf-8">
<title></title>
<style>
body {
background: black;
font: 10px sans-serif;
width: 960px;
margin: 0 auto;
}
svg {
shape-rendering: optimizeSpeed;
width: 960px;
height: 500px;
}
.drawing-area {
width: 960px;
height: 500px;
}
.obfuscator {
fill: black;
stroke: none;
}
.ground {
fill: none;
stroke-width: 1;
}
.land {
stroke: grey;
}
.water {
stroke: lightblue;
}
</style>
<body>
<svg width= 960 height: 500;>
<g class="drawing-area" transform="translate(480,0)"></g>
</svg>
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/3.5.5/d3.min.js"></script>
<script src="simplex-noise.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5.1/dat.gui.min.js"></script>
<script>
var width = 960,
height = 500;
var CHAOTIC = 12;
var SMOOTH = 1;
var noiseDensityScale = d3.scale.linear().domain([0,100]).range([SMOOTH, CHAOTIC]);
var config = {
noise: {
main: {
amplitude: height/4,
density: 0,
scaledDensity: noiseDensityScale(0)
},
details: {
amplitude: 20,
density: 55,
scaledDensity: noiseDensityScale(55)
}
},
water: {
draw: "water level",
waterLevel: 0
},
//3D-like aspect
speed: 5,
scale: 5
};
insertControls();
var drawingArea = d3.select(".drawing-area");
var simplex = new SimplexNoise()
d3.timer(function(t){
//Simplex is used in 'computeNewHorizon()'
drawNewHorizon(computeNewHorizon(t));
})
function insertControls () {
var ctrls = new dat.GUI({width: 200});
ctrls.close();
var noiseCtrls = ctrls.addFolder("Landscape/Noise");
noiseCtrls.open();
var mainNoiseCtrl = noiseCtrls.addFolder("Main landscape");
var mainAmplitudeCtrl = mainNoiseCtrl.add(config.noise.main, "amplitude", 1, height/2);
mainAmplitudeCtrl.onChange(function(value) {
updateWaterLevelValue(ctrls);
})
var mainDensityCtrl = mainNoiseCtrl.add(config.noise.main, "density", 0, 25);
mainDensityCtrl.onChange(function(value) {
config.noise.main.scaledDensity = noiseDensityScale(value);
})
var detailedNoiseCtrl = noiseCtrls.addFolder("Additionnal details/bumps");
detailedNoiseCtrl.open();
var detailedAmplitudeCtrl = detailedNoiseCtrl.add(config.noise.details, "amplitude", 1, height/4);
detailedAmplitudeCtrl.onChange(function(value) {
updateWaterLevelValue(ctrls);
})
var densityCtrl = detailedNoiseCtrl.add(config.noise.details, "density", 0, 100);
densityCtrl.onChange(function(value) {
config.noise.details.scaledDensity = noiseDensityScale(value);
})
var waterCtrls = ctrls.addFolder("Water");
waterCtrls.close();
waterCtrls.add(config.water, "draw", ["no water", "water level", "throught water"]);
waterCtrls.add(config.water, "waterLevel", -(height/4+20), (height/4+20)).listen();
}
function updateWaterLevelValue (ctrls) {
//waterLevel should be between [-maxNoiseAmplitude, +minNoiseAmplitude]
maxAmplitude = config.noise.main.amplitude + config.noise.details.amplitude;
ctrls.__folders["Water"].__controllers.forEach(function(c){
if(c.property==="waterLevel"){
c.__min = -maxAmplitude;
c.__max = maxAmplitude
}
})
if (config.water.waterLevel < -0.9*maxAmplitude) {
config.water.waterLevel = -0.9*maxAmplitude;
};
if (config.water.waterLevel > 0.9*maxAmplitude) {
config.water.waterLevel = 0.9*maxAmplitude;
};
}
function computeNewHorizon (t) {
//computed ground, land and water pathes
var precision = 5;
var mainAmplitude = config.noise.main.amplitude;
var mainXDensity = width/config.noise.main.scaledDensity;
var mainYDensity = height/config.noise.main.scaledDensity*10;
var detailedAmplitude = config.noise.details.amplitude;
var detailedXDensity = width/config.noise.details.scaledDensity;
var detailedYDensity = height/config.noise.details.scaledDensity*10;
var newHorizon = {groundPath: "M", landPath: "M", waterPath: "M"};
var waterLevel = height/4-config.water.waterLevel;
var mainPointAltitude, newPointAltitude, newPointUnderWater, prevPointAltitude, prevPointUnderWater;
mainPointAltitude = height/4 + simplex.noise2D(-width/2/mainXDensity, t/mainYDensity, 1) * mainAmplitude;
newPointAltitude = mainPointAltitude + simplex.noise2D(-width/2/detailedXDensity, t/detailedYDensity, 1) * detailedAmplitude;
prevPointUnderWater = newPointAltitude>waterLevel; //SVG's y-axis goes down
prevPointAltitude = newPointAltitude;
for (x = -width/2; x <= width/2; x+=precision) {
//Simplex is used twice: 1 for main lanscape's shape, one for detailed 'bumps'
mainPointAltitude = height/4 + simplex.noise2D(x/mainXDensity, t/mainYDensity, 1) * mainAmplitude;
newPointAltitude = mainPointAltitude + simplex.noise2D(x/detailedXDensity, t/detailedYDensity, 1) * detailedAmplitude;
//compute ground path
newHorizon.groundPath += " " + [x, newPointAltitude];
//if required, compute land and water pathes
if (config.water.draw!=="no water") {
newPointUnderWater = newPointAltitude>waterLevel; //SVG's y-axis goes down
if (prevPointUnderWater != newPointUnderWater) {
//ground intersects water level
//compute intersection's x using linear interpolation
xIntersec = x - (precision*(newPointAltitude-waterLevel)/(newPointAltitude-prevPointAltitude));
if (newPointUnderWater) {
newHorizon.landPath += " " + [xIntersec, waterLevel] + " M";
newHorizon.waterPath += " " + [xIntersec, waterLevel];
} else {
newHorizon.landPath += " " + [xIntersec, waterLevel];
newHorizon.waterPath += " " + [xIntersec, waterLevel] + " M";
}
}
if (newPointUnderWater) {
if (config.water.draw==="water level") { newPointAltitude = waterLevel; }
newHorizon.waterPath += " " + [x, newPointAltitude];
} else {
newHorizon.landPath += " " + [x, newPointAltitude];
}
prevPointUnderWater = newPointUnderWater;
prevPointAltitude = newPointAltitude;
}
}
if (newHorizon.landPath.endsWith("M")) {
newHorizon.landPath = newHorizon.landPath.slice(0, -1);
}
if (newHorizon.waterPath.endsWith("M")) {
newHorizon.waterPath = newHorizon.waterPath.slice(0, -1);
}
return newHorizon;
}
function drawNewHorizon (newHorizon) {
//add a new ground slice to the svg, behind previous ones
var newDrawnHorizon = drawingArea.insert("g", "g")
.classed("ground-slice", true);
//Obfuscator prevent seeing ground/lines hidden behind previous upper ones
var newObfuscator = newDrawnHorizon.append("path")
.classed("obfuscator", true)
.attr("d", newHorizon.groundPath+" "+[width/2, height]+" "+[-width/2, height]+"z");
var newLandSlice = newDrawnHorizon.append("path")
.classed("ground land", true)
.attr("d", (config.water.draw==="no water")? newHorizon.groundPath : newHorizon.landPath)
.style("stroke-opacity", 0);
var newWaterSlice = newDrawnHorizon.append("path")
if (config.water!="no water") {
newWaterSlice.classed("ground water", true)
.attr("d", newHorizon.waterPath)
.style("stroke-opacity", 0);
}
//3D-like aspect
newDrawnHorizon.transition("hovering")
.duration(config.speed*1000)
.ease("cubic") //kind of curvature of planescape
.attr("transform", "scale("+config.scale+"),translate(0,"+height/4+")")
.remove();
//fog-like aspect; far horizons are less visibles
newLandSlice.transition("opacity")
.duration(config.speed/2*1000)
.style("stroke-opacity", 1);
if (config.water!="no water") {
newWaterSlice.transition("opacity")
.duration(config.speed/2*1000)
.style("stroke-opacity", 1);
}
}
</script>
/*! simplex-noise.js: copyright 2012 Jonas Wagner, licensed under a MIT license. See https://github.com/jwagner/simplex-noise.js for details */
(function(){function o(e){e||(e=Math.random),this.p=new Uint8Array(256),this.perm=new Uint8Array(512),this.permMod12=new Uint8Array(512);for(var t=0;t<256;t++)this.p[t]=e()*256;for(t=0;t<512;t++)this.perm[t]=this.p[t&255],this.permMod12[t]=this.perm[t]%12}var e=.5*(Math.sqrt(3)-1),t=(3-Math.sqrt(3))/6,n=1/3,r=1/6,i=(Math.sqrt(5)-1)/4,s=(5-Math.sqrt(5))/20;o.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]),grad4:new Float32Array([0,1,1,1,0,1,1,-1,0,1,-1,1,0,1,-1,-1,0,-1,1,1,0,-1,1,-1,0,-1,-1,1,0,-1,-1,-1,1,0,1,1,1,0,1,-1,1,0,-1,1,1,0,-1,-1,-1,0,1,1,-1,0,1,-1,-1,0,-1,1,-1,0,-1,-1,1,1,0,1,1,1,0,-1,1,-1,0,1,1,-1,0,-1,-1,1,0,1,-1,1,0,-1,-1,-1,0,1,-1,-1,0,-1,1,1,1,0,1,1,-1,0,1,-1,1,0,1,-1,-1,0,-1,1,1,0,-1,1,-1,0,-1,-1,1,0,-1,-1,-1,0]),noise2D:function(n,r){var i=this.permMod12,s=this.perm,o=this.grad3,u,a,f,l=(n+r)*e,c=Math.floor(n+l),h=Math.floor(r+l),p=(c+h)*t,d=c-p,v=h-p,m=n-d,g=r-v,y,b;m>g?(y=1,b=0):(y=0,b=1);var w=m-y+t,E=g-b+t,S=m-1+2*t,x=g-1+2*t,T=c&255,N=h&255,C=.5-m*m-g*g;if(C<0)u=0;else{var k=i[T+s[N]]*3;C*=C,u=C*C*(o[k]*m+o[k+1]*g)}var L=.5-w*w-E*E;if(L<0)a=0;else{var A=i[T+y+s[N+b]]*3;L*=L,a=L*L*(o[A]*w+o[A+1]*E)}var O=.5-S*S-x*x;if(O<0)f=0;else{var M=i[T+1+s[N+1]]*3;O*=O,f=O*O*(o[M]*S+o[M+1]*x)}return 70*(u+a+f)},noise3D:function(e,t,i){var s=this.permMod12,o=this.perm,u=this.grad3,a,f,l,c,h=(e+t+i)*n,p=Math.floor(e+h),d=Math.floor(t+h),v=Math.floor(i+h),m=(p+d+v)*r,g=p-m,y=d-m,b=v-m,w=e-g,E=t-y,S=i-b,x,T,N,C,k,L;w<E?E<S?(x=0,T=0,N=1,C=0,k=1,L=1):w<S?(x=0,T=1,N=0,C=0,k=1,L=1):(x=0,T=1,N=0,C=1,k=1,L=0):E<S?w<S?(x=0,T=0,N=1,C=1,k=0,L=1):(x=1,T=0,N=0,C=1,k=0,L=1):(x=1,T=0,N=0,C=1,k=1,L=0);var A=w-x+r,O=E-T+r,M=S-N+r,_=w-C+2*r,D=E-k+2*r,P=S-L+2*r,H=w-1+3*r,B=E-1+3*r,j=S-1+3*r,F=p&255,I=d&255,q=v&255,R=.6-w*w-E*E-S*S;if(R<0)a=0;else{var U=s[F+o[I+o[q]]]*3;R*=R,a=R*R*(u[U]*w+u[U+1]*E+u[U+2]*S)}var z=.6-A*A-O*O-M*M;if(z<0)f=0;else{var W=s[F+x+o[I+T+o[q+N]]]*3;z*=z,f=z*z*(u[W]*A+u[W+1]*O+u[W+2]*M)}var X=.6-_*_-D*D-P*P;if(X<0)l=0;else{var V=s[F+C+o[I+k+o[q+L]]]*3;X*=X,l=X*X*(u[V]*_+u[V+1]*D+u[V+2]*P)}var $=.6-H*H-B*B-j*j;if($<0)c=0;else{var J=s[F+1+o[I+1+o[q+1]]]*3;$*=$,c=$*$*(u[J]*H+u[J+1]*B+u[J+2]*j)}return 32*(a+f+l+c)},noise4D:function(e,t,n,r){var o=this.permMod12,u=this.perm,a=this.grad4,f,l,c,h,p,d=(e+t+n+r)*i,v=Math.floor(e+d),m=Math.floor(t+d),g=Math.floor(n+d),y=Math.floor(r+d),b=(v+m+g+y)*s,w=v-b,E=m-b,S=g-b,x=y-b,T=e-w,N=t-E,C=n-S,k=r-x,L=0,A=0,O=0,M=0;T>N?L++:A++,T>C?L++:O++,T>k?L++:M++,N>C?A++:O++,N>k?A++:M++,C>k?O++:M++;var _,D,P,H,B,j,F,I,q,R,U,z;_=L<3?0:1,D=A<3?0:1,P=O<3?0:1,H=M<3?0:1,B=L<2?0:1,j=A<2?0:1,F=O<2?0:1,I=M<2?0:1,q=L<1?0:1,R=A<1?0:1,U=O<1?0:1,z=M<1?0:1;var W=T-_+s,X=N-D+s,V=C-P+s,$=k-H+s,J=T-B+2*s,K=N-j+2*s,Q=C-F+2*s,G=k-I+2*s,Y=T-q+3*s,Z=N-R+3*s,et=C-U+3*s,tt=k-z+3*s,nt=T-1+4*s,rt=N-1+4*s,it=C-1+4*s,st=k-1+4*s,ot=v&255,ut=m&255,at=g&255,ft=y&255,lt=.6-T*T-N*N-C*C-k*k;if(lt<0)f=0;else{var ct=u[ot+u[ut+u[at+u[ft]]]]%32*4;lt*=lt,f=lt*lt*(a[ct]*T+a[ct+1]*N+a[ct+2]*C+a[ct+3]*k)}var ht=.6-W*W-X*X-V*V-$*$;if(ht<0)l=0;else{var pt=u[ot+_+u[ut+D+u[at+P+u[ft+H]]]]%32*4;ht*=ht,l=ht*ht*(a[pt]*W+a[pt+1]*X+a[pt+2]*V+a[pt+3]*$)}var dt=.6-J*J-K*K-Q*Q-G*G;if(dt<0)c=0;else{var vt=u[ot+B+u[ut+j+u[at+F+u[ft+I]]]]%32*4;dt*=dt,c=dt*dt*(a[vt]*J+a[vt+1]*K+a[vt+2]*Q+a[vt+3]*G)}var mt=.6-Y*Y-Z*Z-et*et-tt*tt;if(mt<0)h=0;else{var gt=u[ot+q+u[ut+R+u[at+U+u[ft+z]]]]%32*4;mt*=mt,h=mt*mt*(a[gt]*Y+a[gt+1]*Z+a[gt+2]*et+a[gt+3]*tt)}var yt=.6-nt*nt-rt*rt-it*it-st*st;if(yt<0)p=0;else{var bt=u[ot+1+u[ut+1+u[at+1+u[ft+1]]]]%32*4;yt*=yt,p=yt*yt*(a[bt]*nt+a[bt+1]*rt+a[bt+2]*it+a[bt+3]*st)}return 27*(f+l+c+h+p)}},typeof define!="undefined"&&define.amd?define(function(){return o}):typeof window!="undefined"&&(window.SimplexNoise=o),typeof exports!="undefined"&&(exports.SimplexNoise=o),typeof module!="undefined"&&(module.exports=o)})();
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