This block experiments SimplexNoise (see also 3, 2, 1). More particularly, how to produce a continous radial noise.
Work initiated by this block from elenstar, Drawing Vector Field, and the outstanding Neonflames.
license: gpl-3.0 | |
border: no |
This block experiments SimplexNoise (see also 3, 2, 1). More particularly, how to produce a continous radial noise.
Work initiated by this block from elenstar, Drawing Vector Field, and the outstanding Neonflames.
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>Simplex Wave + Explanations</title> | |
<meta content="How to produce a continuous radial noise with Simplex" name="description"> | |
<style> | |
#under-construction { | |
display: none; | |
position: absolute; | |
top: 200px; | |
left: 300px; | |
font-size: 40px; | |
} | |
div.step { | |
position: relative; | |
} | |
div.require { | |
position: absolute; | |
left: 150px; | |
bottom: -10px; | |
} | |
.desc { | |
position: absolute; | |
left: 300px; | |
padding: 10px; | |
} | |
.desc .highlighted { | |
color: red; | |
} | |
.title { | |
font-weight: bold; | |
} | |
ul { | |
margin: 0px; | |
padding-left: 25px | |
} | |
canvas { | |
margin: 10px; | |
border: solid lightgrey 1px; | |
border-radius: 5px; | |
box-shadow: 2px 2px 6px grey; | |
} | |
</style> | |
<body> | |
<div id="under-construction"> | |
UNDER CONSTRUCTION | |
</div> | |
<div id="radial-wave" class="step"> | |
<div class="desc"> | |
<div class="title">Radial wave</div> | |
<ul> | |
<li>radial path with a continuous and balanced noise</li> | |
<li>emerge from the summation of 2 continuous-but-unbalanced radial noises</li> | |
</ul> | |
</div> | |
<canvas></canvas> | |
<div id="traces" class="require">↓ mixes</div> | |
</div> | |
<div id="continuous-radial-noises" class="step"> | |
<div class="desc"> | |
<div class="title">Continuous-but-unbalanced radial noises</div> | |
<ul> | |
<li>discontinuities of the 2 underlying radial noises are eliminated by weighting each radial noise with an appropriate function (I use a cos-based function)</li> | |
<li>red segments highlight where underlying radial noises are discontinuous</li> | |
</ul> | |
</div> | |
<canvas></canvas> | |
<div id="uses" class="require">↓ weights</div> | |
</div> | |
<div id="radial-noises" class="step"> | |
<div class="desc"> | |
<div class="title">Non-continuous radial noises</div> | |
<ul> | |
<li>applies the underlying noises in a radial way</li> | |
<li>red segments highlight where corresponding underlying noises are discontinuous</li> | |
<li>the characteristics of the underlying noises makes discontinuities diametrically opposed</li> | |
</ul> | |
</div> | |
<canvas></canvas> | |
<div id="transforms" class="require">↓ applies</div> | |
</div> | |
<div id="noises" class="step"> | |
<div class="desc"> | |
<div class="title">SimplexNoises</div> | |
<ul> | |
<li>noise values are computed thanks to SimplexNoise</li> | |
<li>noise values depend on angles (each 4°)</li> | |
<li>the second noise is shifted by π, so that discontinuities arises at distinct angles</li> | |
</ul> | |
</div> | |
<canvas></canvas> | |
</div> | |
<script src="https://d3js.org/d3.v4.min.js"></script> | |
<script src="simplex-noise.min.js"></script> | |
<script> | |
var _2PI = 2*Math.PI, | |
_3PI = 3*Math.PI; | |
var cbw = 1, //canvas border width | |
cm = 10, //canvas margin | |
totalWidth = 300, | |
totalHeight = 500, | |
width = totalWidth-(cm+cbw)*2, | |
height = (totalHeight-((cm+cbw)*2)*4)/4, | |
midWidth = width/2, | |
midHeight = height/2, | |
firstWaveXAlign = midWidth/2, | |
secondWaveXAlign = 3*midWidth/2; | |
var simplex = new SimplexNoise(), | |
angleBasedLength = 1, //lower values make more heratic waves' shapes | |
timeBasedLength = 5000, //lower values make radiations' shapes evolving faster | |
noiseStrength = midHeight/4; | |
var vertexCount = 360/4, // segment per wave | |
waveRadius = midHeight - noiseStrength, | |
wave = []; | |
var noiseScale= d3.scaleLinear().domain([0, 3*Math.PI]).range([-midWidth/2+10, midWidth/2-10]); | |
initLayout(); | |
initWave(); | |
var radialWaveContext = document.querySelector("#radial-wave canvas").getContext("2d"), | |
continuousRadialNoisesContext = document.querySelector("#continuous-radial-noises canvas").getContext("2d"), | |
radialNoisesContext = document.querySelector("#radial-noises canvas").getContext("2d"), | |
noisesContext = document.querySelector("#noises canvas").getContext("2d"); | |
d3.interval(function(elapsed) { | |
updateWave(elapsed); | |
redrawRadialWave(); | |
redrawContinuousRadialNoises(); | |
redrawRadialNoises(); | |
redrawNoises(); | |
}); | |
function initLayout() { | |
d3.selectAll("canvas") | |
.attr("width", width) | |
.attr("height", height); | |
} | |
function initWave() { | |
var angle, oppositeAngle, noise; | |
for (var v=0; v<vertexCount; v++) { | |
angle = _2PI*v/vertexCount; | |
wave[v] = { | |
angle: angle, // [0, vertexCount] -> [0, 2PI[; discontinuous around 0 rad; will produce noise values discontinued around 0 rad; | |
oppositeAngle : (angle+Math.PI)%_2PI, // [0, vertexCount] -> [PI, ..., 2PI, 0, ..., PI[; discontinuous around v = 0; will produce noise values discontinued around PI; | |
continuityCoef: (Math.cos(angle+Math.PI)+1)/2, // allows to produce a continous noise from 'angle'-based noise and 'oppositeAngle'-based noise; allows to eliminate discontinuities around 0 rad and PI; | |
cos: Math.cos(angle), | |
sin: Math.sin(angle), | |
angleNoise: 0, // 'angle'-based noise; updated at each frame | |
oppositeAngleNoise: 0 // 'opppositeAngle'-based noise; updated at each frame | |
}; | |
} | |
} | |
function updateWave(elapsed) { | |
var timeBasedChange = elapsed/timeBasedLength; | |
var vertex; | |
//begin: update each waves's shape using SimplexNoise | |
for (var v=0; v<vertexCount; v++) { | |
vertex = wave[v]; | |
vertex.angleNoise = noiseStrength*simplex.noise2D(vertex.angle/angleBasedLength, timeBasedChange); | |
vertex.oppositeAngleNoise = noiseStrength*simplex.noise2D(vertex.oppositeAngle/angleBasedLength, timeBasedChange+10); | |
} | |
//end: update each waves's shape using SimplexNoise | |
} | |
function redrawRadialWave() { | |
var noisedRadius; | |
radialWaveContext.setTransform(1, 0, 0, 1, 0, 0); | |
radialWaveContext.translate(midWidth, midHeight); | |
//begin: delete existing image | |
radialWaveContext.clearRect(-width/2, -height/2, width, height) | |
//begin: delete existing image | |
//begin: draw reference circles | |
radialWaveContext.strokeStyle = 'lightgrey'; | |
radialWaveContext.beginPath(); | |
radialWaveContext.arc(0, 0, waveRadius, 0, _2PI); | |
radialWaveContext.stroke(); | |
//end: draw reference circles | |
//begin: insert new wave's shape | |
radialWaveContext.strokeStyle = 'grey'; | |
radialWaveContext.beginPath(); | |
for (var v=0; v<vertexCount; v++) { | |
noisedRadius = (waveRadius+wave[v].continuityCoef*wave[v].angleNoise+(1-wave[v].continuityCoef)*wave[v].oppositeAngleNoise); | |
radialWaveContext.lineTo( | |
noisedRadius*wave[v].cos, | |
noisedRadius*wave[v].sin | |
); | |
} | |
radialWaveContext.closePath(); | |
radialWaveContext.stroke(); | |
//end: insert new wave's shape | |
} | |
function redrawContinuousRadialNoises() { | |
var noisedRadius; | |
//begin: delete existing image | |
continuousRadialNoisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
continuousRadialNoisesContext.clearRect(0, 0, width, height) | |
//begin: delete existing image | |
//begin: draw reference circles | |
continuousRadialNoisesContext.strokeStyle = 'lightgrey'; | |
continuousRadialNoisesContext.beginPath(); | |
continuousRadialNoisesContext.arc(firstWaveXAlign, midHeight, waveRadius, 0, _2PI); | |
continuousRadialNoisesContext.moveTo(secondWaveXAlign+waveRadius, midHeight); | |
continuousRadialNoisesContext.arc(secondWaveXAlign, midHeight, waveRadius, 0, _2PI); | |
continuousRadialNoisesContext.stroke(); | |
//end: draw reference circles | |
//begin: draw first radial noise | |
continuousRadialNoisesContext.strokeStyle = 'grey'; | |
continuousRadialNoisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
continuousRadialNoisesContext.translate(firstWaveXAlign, midHeight); | |
continuousRadialNoisesContext.beginPath(); | |
for (var v=0; v<vertexCount; v++) { | |
noisedRadius = waveRadius+wave[v].continuityCoef*wave[v].angleNoise; | |
continuousRadialNoisesContext.lineTo( | |
noisedRadius*wave[v].cos, | |
noisedRadius*wave[v].sin | |
); | |
} | |
continuousRadialNoisesContext.stroke(); | |
//begin: draw junction of first radial noise | |
continuousRadialNoisesContext.strokeStyle = 'red'; | |
continuousRadialNoisesContext.beginPath(); | |
for (var v=vertexCount-1; v<vertexCount+1; v++) { | |
noisedRadius = waveRadius+wave[v%vertexCount].continuityCoef*wave[v%vertexCount].angleNoise; | |
continuousRadialNoisesContext.lineTo( | |
noisedRadius*wave[v%vertexCount].cos, | |
noisedRadius*wave[v%vertexCount].sin | |
); | |
} | |
continuousRadialNoisesContext.closePath(); | |
continuousRadialNoisesContext.stroke(); | |
//end: draw junction of first radial noise | |
//end: draw first radial noise | |
//begin: draw second radial noise | |
continuousRadialNoisesContext.strokeStyle = 'grey'; | |
continuousRadialNoisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
continuousRadialNoisesContext.translate(secondWaveXAlign, midHeight); | |
continuousRadialNoisesContext.beginPath(); | |
for (var v=0; v<vertexCount; v++) { | |
noisedRadius = waveRadius+(1-wave[v].continuityCoef)*wave[v].oppositeAngleNoise; | |
continuousRadialNoisesContext.lineTo( | |
noisedRadius*wave[v].cos, | |
noisedRadius*wave[v].sin | |
); | |
} | |
continuousRadialNoisesContext.closePath(); | |
continuousRadialNoisesContext.stroke(); | |
//begin: draw junction of second radial noise | |
continuousRadialNoisesContext.strokeStyle = 'red'; | |
continuousRadialNoisesContext.beginPath(); | |
for (var v=vertexCount/2-1; v<vertexCount/2+1; v++) { | |
noisedRadius = waveRadius+(1-wave[v].continuityCoef)*wave[v].oppositeAngleNoise; | |
continuousRadialNoisesContext.lineTo( | |
noisedRadius*wave[v].cos, | |
noisedRadius*wave[v].sin | |
); | |
} | |
continuousRadialNoisesContext.stroke(); | |
//end: draw junction of second radial noise | |
//end: draw second radial noise | |
} | |
function redrawRadialNoises() { | |
var noisedRadius; | |
//begin: delete existing image | |
radialNoisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
radialNoisesContext.clearRect(0, 0, width, height) | |
//begin: delete existing image | |
//begin: draw reference circles | |
radialNoisesContext.strokeStyle = 'lightgrey'; | |
radialNoisesContext.beginPath(); | |
radialNoisesContext.arc(firstWaveXAlign, midHeight, waveRadius, 0, _2PI); | |
radialNoisesContext.moveTo(secondWaveXAlign+waveRadius, midHeight); | |
radialNoisesContext.arc(secondWaveXAlign, midHeight, waveRadius, 0, _2PI); | |
radialNoisesContext.stroke(); | |
//end: draw reference circles | |
//begin: draw first radial noise | |
radialNoisesContext.strokeStyle = 'grey'; | |
radialNoisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
radialNoisesContext.translate(firstWaveXAlign, midHeight); | |
radialNoisesContext.beginPath(); | |
for (var v=0; v<vertexCount; v++) { | |
noisedRadius = waveRadius+wave[v].angleNoise; | |
radialNoisesContext.lineTo( | |
noisedRadius*wave[v].cos, | |
noisedRadius*wave[v].sin | |
); | |
} | |
radialNoisesContext.stroke(); | |
//begin: draw junction of first radial noise | |
radialNoisesContext.strokeStyle = 'red'; | |
radialNoisesContext.beginPath(); | |
for (var v=vertexCount-1; v<vertexCount+1; v++) { | |
noisedRadius = waveRadius+wave[v%vertexCount].angleNoise; | |
radialNoisesContext.lineTo( | |
noisedRadius*wave[v%vertexCount].cos, | |
noisedRadius*wave[v%vertexCount].sin | |
); | |
} | |
radialNoisesContext.stroke(); | |
//end: draw junction of first radial noise | |
//end: draw first radial noise | |
//begin: draw second radial noise | |
radialNoisesContext.strokeStyle = 'grey'; | |
radialNoisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
radialNoisesContext.translate(secondWaveXAlign, midHeight); | |
radialNoisesContext.beginPath(); | |
for (var v=0; v<vertexCount; v++) { | |
noisedRadius = waveRadius+wave[v].oppositeAngleNoise; | |
radialNoisesContext.lineTo( | |
noisedRadius*wave[v].cos, | |
noisedRadius*wave[v].sin | |
); | |
} | |
radialNoisesContext.closePath(); | |
radialNoisesContext.stroke(); | |
//begin: draw junction of second radial noise | |
radialNoisesContext.strokeStyle = 'red'; | |
radialNoisesContext.beginPath(); | |
for (var v=vertexCount/2-1; v<vertexCount/2+1; v++) { | |
noisedRadius = waveRadius+wave[v].oppositeAngleNoise; | |
radialNoisesContext.lineTo( | |
noisedRadius*wave[v].cos, | |
noisedRadius*wave[v].sin | |
); | |
} | |
radialNoisesContext.stroke(); | |
//end: draw junction of second radial noise | |
//end: draw second radial noise | |
} | |
function redrawNoises() { | |
//begin: delete existing image | |
noisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
noisesContext.clearRect(0, 0, width, height); | |
//begin: delete existing image | |
//begin: draw reference axes | |
noisesContext.strokeStyle = 'lightgrey'; | |
noisesContext.beginPath(); | |
noisesContext.moveTo(firstWaveXAlign+noiseScale(0), midHeight); | |
noisesContext.lineTo(firstWaveXAlign+noiseScale(3*Math.PI), midHeight); | |
noisesContext.moveTo(secondWaveXAlign+noiseScale(0), midHeight); | |
noisesContext.lineTo(secondWaveXAlign+noiseScale(3*Math.PI), midHeight); | |
noisesContext.stroke(); | |
var textY = 3*midHeight/2; | |
noisesContext.fillStyle = 'lightgrey'; | |
noisesContext.textAlign = "start"; | |
noisesContext.fillText("0", firstWaveXAlign+noiseScale(0), textY); | |
noisesContext.fillText("0", secondWaveXAlign+noiseScale(0), textY); | |
noisesContext.textAlign = "center"; | |
noisesContext.fillText("π", firstWaveXAlign+noiseScale(Math.PI), textY); | |
noisesContext.fillText("π", secondWaveXAlign+noiseScale(Math.PI), textY); | |
noisesContext.fillText("2π", firstWaveXAlign+noiseScale(_2PI), textY); | |
noisesContext.fillText("2π", secondWaveXAlign+noiseScale(_2PI), textY); | |
noisesContext.textAlign = "end"; | |
noisesContext.fillText("3π", firstWaveXAlign+noiseScale(_3PI), textY); | |
noisesContext.fillText("3π", secondWaveXAlign+noiseScale(_3PI), textY); | |
//end: draw reference axes | |
//begin: draw first noise | |
noisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
noisesContext.translate(firstWaveXAlign, midHeight); | |
//begin: draw junction of first noise | |
noisesContext.strokeStyle = 'pink'; | |
noisesContext.beginPath(); | |
for (var v=vertexCount-1; v<vertexCount+1; v++) { | |
noisesContext.lineTo( | |
noiseScale(wave[v%vertexCount].angle), | |
wave[v%vertexCount].angleNoise | |
); | |
} | |
noisesContext.stroke(); | |
//end: draw junction of first noise | |
noisesContext.strokeStyle = 'grey'; | |
noisesContext.beginPath(); | |
for (var v=0; v<vertexCount; v++) { | |
noisesContext.lineTo( | |
noiseScale(wave[v].angle), | |
wave[v].angleNoise | |
); | |
} | |
noisesContext.stroke(); | |
//end: draw first noise | |
//begin: draw second noise | |
noisesContext.setTransform(1, 0, 0, 1, 0, 0); | |
noisesContext.translate(secondWaveXAlign, midHeight); | |
//begin: draw junction of second noise | |
noisesContext.strokeStyle = 'pink'; | |
noisesContext.beginPath(); | |
for (var v=vertexCount/2-1; v<vertexCount/2+1; v++) { | |
noisesContext.lineTo( | |
noiseScale(Math.PI+wave[v%vertexCount].oppositeAngle), | |
wave[v%vertexCount].oppositeAngleNoise | |
); | |
} | |
noisesContext.stroke(); | |
//end: draw junction of second noise | |
noisesContext.strokeStyle = 'grey'; | |
noisesContext.beginPath(); | |
for (var v=vertexCount/2; v<vertexCount; v++) { | |
noisesContext.lineTo( | |
noiseScale(Math.PI+wave[v].oppositeAngle), | |
wave[v].oppositeAngleNoise | |
); | |
} | |
for (var v=0; v<vertexCount/2; v++) { | |
noisesContext.lineTo( | |
noiseScale(Math.PI+wave[v].oppositeAngle), | |
wave[v].oppositeAngleNoise | |
); | |
} | |
noisesContext.stroke(); | |
//end: draw second noise | |
} | |
</script> | |
</body> | |
</html> |
/*! 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)})(); |