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CoffeeScript version of simplex noise and a simple RNG useful for seeding.
# Ported from Stefan Gustavson's java implementation
# http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
# Read Stefan's excellent paper for details on how this code works.
#
# Sean McCullough banksean@gmail.com
{floor, sqrt} = Math
class @Noise
grad3: [
[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]
]
# A lookup table to traverse the simplex around a given point in 4D.
# Details can be found where this table is used, in the 4D noise method.
simplex: [
[0,1,2,3], [0,1,3,2], [0,0,0,0], [0,2,3,1], [0,0,0,0], [0,0,0,0]
[0,0,0,0], [1,2,3,0], [0,2,1,3], [0,0,0,0], [0,3,1,2], [0,3,2,1]
[0,0,0,0], [0,0,0,0], [0,0,0,0], [1,3,2,0], [0,0,0,0], [0,0,0,0]
[0,0,0,0], [0,0,0,0], [0,0,0,0], [0,0,0,0], [0,0,0,0], [0,0,0,0]
[1,2,0,3], [0,0,0,0], [1,3,0,2], [0,0,0,0], [0,0,0,0], [0,0,0,0]
[2,3,0,1], [2,3,1,0], [1,0,2,3], [1,0,3,2], [0,0,0,0], [0,0,0,0]
[0,0,0,0], [2,0,3,1], [0,0,0,0], [2,1,3,0], [0,0,0,0], [0,0,0,0]
[0,0,0,0], [0,0,0,0], [0,0,0,0], [0,0,0,0], [0,0,0,0], [0,0,0,0]
[2,0,1,3], [0,0,0,0], [0,0,0,0], [0,0,0,0], [3,0,1,2], [3,0,2,1]
[0,0,0,0], [3,1,2,0], [2,1,0,3], [0,0,0,0], [0,0,0,0], [0,0,0,0]
[3,1,0,2], [0,0,0,0], [3,2,0,1], [3,2,1,0]
]
constructor: (random=Math.random) ->
@p = (floor(random() * 256) for i in [0...256])
# To remove the need for index wrapping, double the permutation table length
@perm = (@p[i & 255] for i in [0...512])
dot: (g, x, y) ->
g[0] * x + g[1] * y
at: (xin, yin) ->
# Skew the input space to determine which simplex cell we're in
F2 = 0.5*(sqrt(3.0)-1.0)
s = (xin+yin)*F2 # Hairy factor for 2D
i = floor(xin+s)
j = floor(yin+s)
G2 = (3.0-sqrt(3.0))/6.0
t = (i+j)*G2
# Unskew the cell origin back to (x,y) space
X0 = i-t
Y0 = j-t
# The x,y distances from the cell origin
x0 = xin-X0
y0 = yin-Y0
# For the 2D case, the simplex shape is an equilateral triangle.
# Determine which simplex we are in.
# Offsets for second (middle) corner of simplex in (i,j) coords
if x0 > y0
# lower triangle, XY order: (0,0)->(1,0)->(1,1)
i1=1
j1=0
else
# upper triangle, YX order: (0,0)->(0,1)->(1,1)
i1=0
j1=1
# A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
# a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
# c = (3-sqrt(3))/6
x1 = x0 - i1 + G2 # Offsets for middle corner in (x,y) unskewed coords
y1 = y0 - j1 + G2
x2 = x0 - 1.0 + 2.0 * G2 # Offsets for last corner in (x,y) unskewed coords
y2 = y0 - 1.0 + 2.0 * G2
# Work out the hashed gradient indices of the three simplex corners
ii = i & 255
jj = j & 255
gi0 = @perm[ii+@perm[jj]] % 12
gi1 = @perm[ii+i1+@perm[jj+j1]] % 12
gi2 = @perm[ii+1+@perm[jj+1]] % 12
# Calculate the contribution from the three corners
t0 = 0.5 - x0*x0-y0*y0
if t0 < 0
n0 = 0.0
else
t0 *= t0
n0 = t0 * t0 * @dot(@grad3[gi0], x0, y0) # (x,y) of grad3 used for 2D gradient
t1 = 0.5 - x1*x1-y1*y1
if t1 < 0
n1 = 0.0
else
t1 *= t1
n1 = t1 * t1 * @dot(@grad3[gi1], x1, y1)
t2 = 0.5 - x2*x2-y2*y2
if t2 < 0
n2 = 0.0
else
t2 *= t2
n2 = t2 * t2 * @dot(@grad3[gi2], x2, y2)
# Add contributions from each corner to get the final noise value.
# The result is scaled to return values in the interval [-1,1].
70.0 * (n0 + n1 + n2)
{floor, random} = Math
# This is a pretty weak, but fit-for-purpose seedable RNG.
# Credit: http://stackoverflow.com/questions/424292#answer-424445
class @Random
constructor: (@state) ->
# LCG using GCC's constants
@m = 0x80000000 # 2**31
@a = 1103515245
@c = 12345
@state ?= floor(random() * (@m - 1))
nextInt: ->
@state = (@a * @state + @c) % @m
nextFloat: ->
@nextInt() / (@m - 1)
nextRange: (start, end) ->
# returns in range [start, end): including start, excluding end
# can't modulu nextInt because of weak randomness in lower bits
rangeSize = end - start
randomUnder1 = @nextInt() / @m
start + floor(randomUnder1 * rangeSize)
choice: (array) ->
array[@nextRange(0, array.length)]
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