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@epreston
Created April 28, 2023 21:49
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noise 2D - fast simplex noise utility function
/*
* 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;
// prettier-ignore
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(seedFn = Math.random) {
const p = new Uint8Array(256);
for (let i = 0; i < 256; i++) p[i] = i;
let n;
let q;
for (let i = 255; i > 0; i--) {
n = Math.floor((i + 1) * seedFn());
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, y) => {
// 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);
};
}
@epreston
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Examples

  // use default random seed
  const noise = makeNoise2D();
  noise(321, -80)  // sampled like a texture for values
  // use custom seed that is not random for predictable values
  const seedFn = () => 0.5;
  const noise = makeNoise2D(seedFn);
  noise(3, 80)  // 0.4975237
  noise(-1000, 1234)  // 0.3742165

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