-
Notifications
You must be signed in to change notification settings - Fork 1
/
proceduralterrain.js
912 lines (858 loc) · 32.9 KB
/
proceduralterrain.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
(function () {
function ProceduralTerrain(options){
var pt_height_map = [];
var pt_temperature_map = [];
var pt_precipitation_map = [];
var pt_compiled_map = [];
var height_map_simplex = new SimplexNoise();
var precipitation_map_simplex = new SimplexNoise();
var temperature_map_simplex = new SimplexNoise();
var pt_height = options.height || 50;
var pt_width = options.width || 50;
var pt_granularity = options.granularity || 0.3;
var time_step_modifier = options.time_step_modifier || 100;
var pt_details = options.details || 10;
// if (pt_details > 79) pt_details = 79;
var pt_water_level = Math.floor(options.water_level || pt_details * 0.2);
var pt_cold = options.cold || pt_details * 0.2;
var pt_hot = options.hot || pt_details * 0.8;
var pt_wet = options.wet || pt_details * 0.2;
var pt_dry = options.dry || pt_details * 0.8;
var height_map_simplex_step = 10000;
var precipitation_map_simplex_step = 0;
var temperature_map_simplex_step = 0;
this.generateHeightMap = function(){
//This doesn't work the way I wanted it to
var rolling_particle_map = [];
var particle_life = pt_details;
for (var i = 0; i < pt_height; i++) {
rolling_particle_map.push([]);
for (var j = 0; j < pt_width; j++) {
rolling_particle_map[i].push(0);
};
};
var temp_particles = 0;
var particle_location = [Math.floor(pt_width / 2), Math.floor(pt_height / 2)];
var max_particle_height = 0;
while (temp_particles < 1){
var temp_options = [];
//go over adjacent squares looking for available moves
for (dx = -1; dx <= 1; dx++) {
for (dy = -1; dy <= 1; dy++) {
//checks it's not the tile we're already on:
if (dx != 0 || dy != 0) {
//checks it's in bounds:
if (particle_location[0] + dx >= 0 && particle_location[0] + dx < pt_width && particle_location[1] + dy >= 0 && particle_location[1] + dy < pt_height){
//checks it's less than or equal to current particle location
if (rolling_particle_map[particle_location[0] + dx][particle_location[1] + dy] <= rolling_particle_map[particle_location[0]][particle_location[1]] + 1){
temp_options.push([particle_location[0] + dx, particle_location[1] + dy]);
}
}
}
}
}
//if no directions available exit
if (!temp_options.length){
// particle_life = rolling_particle_map[particle_location[0]][particle_location[1]];
particle_location = [Math.floor(Math.random() * pt_width), Math.floor(Math.random() * pt_height)];
rolling_particle_map[particle_location[0]][particle_location[1]]++;
if (max_particle_height < rolling_particle_map[particle_location[0]][particle_location[1]]) max_particle_height = rolling_particle_map[particle_location[0]][particle_location[1]];
temp_particles++;
} else {
//randomly choose direction
particle_location = temp_options[Math.floor(Math.random() * temp_options.length)];
if (rolling_particle_map[particle_location[0]][particle_location[1]] == particle_life){
// particle_life = rolling_particle_map[particle_location[0]][particle_location[1]];
particle_location = [Math.floor(Math.random() * pt_width), Math.floor(Math.random() * pt_height)];
rolling_particle_map[particle_location[0]][particle_location[1]]++;
if (max_particle_height < rolling_particle_map[particle_location[0]][particle_location[1]]) max_particle_height = rolling_particle_map[particle_location[0]][particle_location[1]];
temp_particles++;
} else {
rolling_particle_map[particle_location[0]][particle_location[1]]++;
}
}
}
// for (var i = 0; i < pt_height; i++) {
// for (var j = 0; j < pt_width; j++) {
// for (dx = -1; dx <= 1; dx++) {
// for (dy = -1; dy <= 1; dy++) {
// if (dx != 0 || dy != 0) {
// //checks it's in bounds:
// if (particle_location[0] + dx >= 0 && particle_location[0] + dx < pt_width && particle_location[1] + dy >= 0 && particle_location[1] + dy < pt_height){
// //checks it's less than or equal to current particle location
// if (rolling_particle_map[particle_location[0] + dx][particle_location[1] + dy] < rolling_particle_map[particle_location[0]][particle_location[1]] - (pt_details / 1)){
// rolling_particle_map[particle_location[0] + dx][particle_location[1] + dy] = rolling_particle_map[particle_location[0]][particle_location[1]] - (pt_details / 10);
// }
// }
// }
// }
// }
// rolling_particle_map[i][j];
// };
// };
pt_height_map = [];
for (var i = 0; i < pt_height; i++) {
pt_height_map.push([]);
for (var j = 0; j < pt_width; j++) {
// var rolling_particle_map_modifier = ((rolling_particle_map[i][j] / max_particle_height) * pt_details) / 2;
var temp_height = Math.floor((height_map_simplex.noise3D(i / (pt_granularity * pt_height), j / (pt_granularity * pt_width), height_map_simplex_step / time_step_modifier ) * pt_details + pt_details) / 2);
var random_modifier = (Math.random() * pt_details * 0.03);
pt_height_map[i].push( Math.min(pt_details - 1, Math.max(0, Math.floor((temp_height + random_modifier) ))) );
};
};
// for (var i = 0; i < pt_height; i++) {
// for (var j = 0; j < pt_width; j++) {
// if (rolling_particle_map[i][j] / max_particle_height > pt_height_map[i][j] / pt_details) {
// pt_height_map[i][j] += Math.floor(pt_details / 8);
// } else if (rolling_particle_map[i][j] / max_particle_height < pt_height_map[i][j] / pt_details){
// pt_height_map[i][j] -= Math.floor(pt_details / 8);
// }
// };
// };
return this;
};
this.evolveHeight = function(){
height_map_simplex_step += 1;
this.generateHeightMap();
this.compileTerrain();
return this;
}
this.getHeightMap = function(){
return pt_height_map;
}
this.generatePrecipitationMap = function(){
pt_precipitation_map = [];
for (var i = 0; i < pt_height; i++) {
pt_precipitation_map.push([]);
for (var j = 0; j < pt_width; j++) {
var temp_precipitation = Math.floor((precipitation_map_simplex.noise3D(i / (pt_granularity * pt_height), j / (pt_granularity * pt_width), precipitation_map_simplex_step / time_step_modifier ) * pt_details + pt_details) / 2);
var random_modifier = Math.random() * pt_details * 0.05;
pt_precipitation_map[i].push( Math.min(pt_details - 1, Math.max(0, Math.floor(temp_precipitation + random_modifier))) );
};
};
return this;
};
this.evolvePrecipitation = function(){
precipitation_map_simplex_step += 1;
this.generatePrecipitationMap();
this.compileTerrain();
return this;
}
this.getPrecipitationMap = function(){
return pt_precipitation_map;
}
this.generateTemperatureMap = function(){
pt_temperature_map = [];
for (var i = 0; i < pt_height; i++) {
pt_temperature_map.push([]);
for (var j = 0; j < pt_width; j++) {
var temp_normal = Math.floor( ((i / pt_height ) * (pt_details * 2)));
var pt_offset = temp_normal - pt_details;
if (pt_offset > -1) temp_normal = temp_normal - (temp_normal + pt_offset) + pt_details - 1;
var temperature_simplex_modifier = Math.floor((temperature_map_simplex.noise3D(i / (pt_granularity * pt_height), j / (pt_granularity * pt_width), temperature_map_simplex_step / time_step_modifier ) * pt_details) / 2);
temperature_simplex_modifier = Math.floor((temperature_simplex_modifier / pt_details) * (pt_details / 3));
var random_modifier = Math.random() * pt_details * 0.05;
pt_temperature_map[i].push(Math.min(Math.max(temp_normal + temperature_simplex_modifier + random_modifier, 0), pt_details - 1));
};
};
return this;
};
this.evolveTemperature = function(){
temperature_map_simplex_step += 1;
this.generateTemperatureMap();
this.compileTerrain();
return this;
}
this.getTemperatureMap = function(){
return pt_temperature_map;
}
// function convertToTextDisplay(tempmap, text_demo_line_break){
// var display = '';
// for (var i = 0; i < pt_height; i++) {
// for (var j = 0; j < pt_width; j++) {
// display += String.fromCharCode(48 + tempmap[i][j]).replace('<', '#').replace('>', '$');
// };
// display += text_demo_line_break;
// };
// return display;
// }
// this.compileTerrain = function(options, callback){
// if (!temperature_map.length || !precipitation_map.length || !height_map.length) return callback('You must first generate a height, temperature, and precipitation map', null);
// var water_level = Math.floor(options.water_level || pt_details * 0.4);
// var snow_level = Math.floor(options.snow_level || pt_details - (pt_details / 14));
// var rock_level = Math.floor(options.rock_level || pt_details - (pt_details / 6));
// var forest_level = Math.floor(options.forest_level || pt_details - (pt_details / 3.5));
// var cold = options.cold || pt_details * 0.3;
// var hot = options.hot || pt_details * 0.7;
// var wet = options.wet || pt_details * 0.3;
// var dry = options.dry || pt_details * 0.7;
// var rock_char = '≏';
// var deep_water_char = '≋';
// var shallow_water_char = '≈';
// var ice_char = '≡';
// var snow_char = '≐';
// var sand_char = '∻';
// var boreal_char = '▓';
// var tundra_char = '≒';
// var savanna_char = '▒';
// var prairie_char = '░';
// var forest_char = '∗';
// var rain_forest_char = '≼';
// var tropical_rain_forest_char = '≿';
// var output_2d_map = [];
// for (var i = 0; i < pt_height; i++) {
// output_2d_map.push([]);
// for (var j = 0; j < pt_width; j++) {
// //water:
// if (pt_height_map[i][j] < water_level) {
// output_2d_map[i].push(deep_water_char);
// //shallows:
// } else if (pt_height_map[i][j] < water_level * 1.1) {
// output_2d_map[i].push(shallow_water_char);
// //sandy beaches:
// } else if (pt_height_map[i][j] < water_level * 1.2) {
// output_2d_map[i].push(sand_char);
// //snow caps:
// } else if (pt_height_map[i][j] > snow_level && temperature_map[i][j] <= hot) {
// output_2d_map[i].push(snow_char);
// //rocky mountains:
// } else if (pt_height_map[i][j] > rock_level) {
// output_2d_map[i].push(rock_char);
// //foresty hills:
// } else if (pt_height_map[i][j] > forest_level && temperature_map[i][j] <= hot && temperature_map[i][j] >= cold) {
// output_2d_map[i].push(forest_char);
// //biomes:
// } else {
// //cold:
// if (temperature_map[i][j] <= cold){
// //wet
// if (precipitation_map[i][j] <= wet){
// //polar
// output_2d_map[i].push(ice_char);
// //dry:
// } else if (precipitation_map[i][j] >= dry){
// //tundra
// output_2d_map[i].push(tundra_char);
// //moderate:
// } else {
// //boreal
// output_2d_map[i].push(boreal_char);
// }
// //hot:
// } else if (temperature_map[i][j] >= hot){
// //wet
// if (precipitation_map[i][j] <= wet){
// //tropical rain forest
// output_2d_map[i].push(tropical_rain_forest_char);
// //dry:
// } else if (precipitation_map[i][j] >= dry){
// //desert
// output_2d_map[i].push(sand_char);
// //moderate:
// } else {
// //savanna
// output_2d_map[i].push(savanna_char);
// }
// //moderate:
// } else {
// //wet
// if (precipitation_map[i][j] <= wet){
// //rain forest
// output_2d_map[i].push(rain_forest_char);
// //dry:
// } else if (precipitation_map[i][j] >= dry){
// //forest
// output_2d_map[i].push(forest_char);
// //moderate:
// } else {
// //prairie
// output_2d_map[i].push(prairie_char);
// }
// }
// }
// }
// }
// callback(null, output_2d_map);
// }
this.compileTerrain = function(){
pt_background_map = [];
pt_physical_map = [];
for (var i = 0; i < pt_height; i++) {
pt_background_map.push([]);
pt_physical_map.push([]);
for (var j = 0; j < pt_width; j++) {
pt_background_map[i].push(0);
pt_physical_map[i].push(0);
//water:
if (pt_height_map[i][j] < pt_water_level) {
pt_physical_map[i][j] = 1; //water block
if (pt_height_map[i][j] >= (pt_water_level * 0.8)){
pt_background_map[i][j] = 2; //shallow water
} else {
pt_background_map[i][j] = 3; //deep water
}
//sandy beaches:
} else if (pt_height_map[i][j] < pt_water_level * 1.2) {
pt_temperature_map[i][j] >= pt_cold ? pt_background_map[i][j] = 4 : pt_background_map[i][j] = 12; //sand or ice
//snow caps:
} else if (pt_height_map[i][j] > pt_details * 0.93 && pt_temperature_map[i][j] <= pt_hot) {
pt_background_map[i][j] = 10; //dirt
pt_physical_map[i][j] = 5; //mountain top with the ability to randomly drop iron/copper/coal/stone
//rocky mountains:
} else if (pt_height_map[i][j] > pt_details * 0.85) {
pt_background_map[i][j] = 10; //dirt
pt_physical_map[i][j] = 6; //half mountain top with the ability to randomly drop iron/copper/coal/stone
//rocky mountains:
} else if (pt_height_map[i][j] > pt_details * 0.80) {
pt_background_map[i][j] = 10; //dirt
pt_physical_map[i][j] = 7; //mountain hills with high chance to drop stone, low chance to randomly drop iron/copper/coal
//foresty hills:
} else if (pt_height_map[i][j] > pt_details * 0.7 && pt_temperature_map[i][j] <= pt_hot && pt_temperature_map[i][j] >= pt_cold) {
pt_background_map[i][j] = 10; //dirt
pt_physical_map[i][j] = Math.random() < 0.4 ? 11 : null; //tree
//biomes:
} else {
//cold:
if (pt_temperature_map[i][j] <= pt_cold){
//wet
if (pt_precipitation_map[i][j] <= pt_wet){
//polar
pt_background_map[i][j] = 12; //ice
//dry:
} else if (pt_precipitation_map[i][j] >= pt_dry){
//tundra
pt_background_map[i][j] = 10; //dirt
pt_physical_map[i][j] = Math.random() < 0.05 ? 11 : null; //tree
if (Math.random() < 0.0001) pt_physical_map[i][j] = 40; //berry bush
//moderate:
} else {
//boreal
pt_background_map[i][j] = generateRandomIntInRange(13, 20); //dark blue grass
pt_physical_map[i][j] = Math.random() < 0.1 ? 11 : null; //tree
if (Math.random() < 0.0002) pt_physical_map[i][j] = 40; //berry bush
}
//hot:
} else if (pt_temperature_map[i][j] >= pt_hot){
//wet
if (pt_precipitation_map[i][j] <= pt_wet){
//tropical rain forest
pt_background_map[i][j] = generateRandomIntInRange(21, 28); //green grass
pt_physical_map[i][j] = Math.random() < 0.6 ? 9 : null; //tree
if (Math.random() < 0.001) pt_physical_map[i][j] = 40; //berry bush
//dry:
} else if (pt_precipitation_map[i][j] >= pt_dry){
//desert
pt_background_map[i][j] = 4; //sand
pt_physical_map[i][j] = Math.random() < 0.05 ? 8 : null; //cactus
//moderate:
} else {
//savanna
pt_background_map[i][j] = generateRandomIntInRange(29, 36); //yellow grass
pt_physical_map[i][j] = Math.random() < 0.05 ? 9 : null; //tree
if (Math.random() < 0.0003) pt_physical_map[i][j] = 40; //berry bush
}
//moderate:
} else {
//wet
if (pt_precipitation_map[i][j] <= pt_wet){
//rain forest
pt_background_map[i][j] = generateRandomIntInRange(21, 28); //green grass
pt_physical_map[i][j] = Math.random() < 0.4 ? 9 : null; //tree
if (Math.random() < 0.001) pt_physical_map[i][j] = 40; //berry bush
//dry:
} else if (pt_precipitation_map[i][j] >= pt_dry){
//forest
pt_background_map[i][j] = generateRandomIntInRange(29, 36); //yellow grass
pt_physical_map[i][j] = Math.random() < 0.05 ? 11 : null; //tree
if (Math.random() < 0.0004) pt_physical_map[i][j] = 40; //berry bush
//moderate:
} else {
//prairie
pt_background_map[i][j] = generateRandomIntInRange(21, 28); //green grass
pt_physical_map[i][j] = Math.random() < 0.05 ? 9 : null; //tree
if (Math.random() < 0.0004) pt_physical_map[i][j] = 40; //berry bush
}
}
}
}
}
pt_compiled_map = [];
for (var i = 0; i < pt_height; i++) {
pt_compiled_map.push([]);
for (var j = 0; j < pt_width; j++) {
// pt_compiled_map[i].push(pt_physical_map[i][j] > 1 ? fancyCharConvert(pt_physical_map[i][j]) : fancyCharConvert(pt_background_map[i][j]) );
pt_compiled_map[i].push(pt_physical_map[i][j] > 1 ? pt_physical_map[i][j] : pt_background_map[i][j] );
}
}
};
this.getBackgroundMap = function(){
return pt_background_map;
};
this.getPhysicalMap = function(){
return pt_physical_map;
};
this.getCompiledMap = function(){
return pt_compiled_map;
};
this.generateHeightMap();
this.generatePrecipitationMap();
this.generateTemperatureMap();
this.compileTerrain();
this.renderHTML = function(tiles, tile_set){
var pt_output_map = '';
for (var i = 0; i < pt_height; i++) {
for (var j = 0; j < pt_width; j++) {
pt_output_map += !tile_set ? charConvert(tiles[i][j]) : tile_sets[tile_set][tiles[i][j]];
}
pt_output_map += '<br />';
}
return pt_output_map;
};
var tile_sets = [ null,
[
'<span style="color:#fff"> </span>',
'<span style="color:#fff"> </span>',
'<span style="color:#8fc2ff">≈</span>',
'<span style="color:#5393ff">≈</span>',
'<span style="color:#cac193">~</span>',
'<span style="color:#fff">∧</span>',
'<span style="color:#5b6665">∧</span>',
'<span style="color:#bdbdc3">∩</span>',
'<span style="color:#12641d">┨</span>',
'<span style="color:#123d04">♧</span>',
'<span style="color:#916933">∵</span>', //10
'<span style="color:#12641d">↑</span>',
'<span style="color:#cde6fc">≔</span>',
'<span style="color:#11576e">.</span>',
'<span style="color:#11576e">`</span>',
'<span style="color:#11576e">\'</span>',
'<span style="color:#11576e">,</span>',
'<span style="color:#11576e">╭</span>',
'<span style="color:#0c5300">.</span>', //18
'<span style="color:#0c5300">`</span>',
'<span style="color:#0c5300">\'</span>',
'<span style="color:#0c5300">,</span>',
'<span style="color:#0c5300">╭</span>',
'<span style="color:#8cac5c">.</span>', //23
'<span style="color:#8cac5c">`</span>',
'<span style="color:#8cac5c">\'</span>',
'<span style="color:#8cac5c">,</span>',
'<span style="color:#8cac5c">╭</span>',
'<span style="color:#4dac47">.</span>', //27
'<span style="color:#4dac47">`</span>',
'<span style="color:#4dac47">\'</span>',
'<span style="color:#4dac47">,</span>',
'<span style="color:#4dac47">╭</span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
'<span style="color:#4dac47"> </span>',
]
];
function charConvert(input){
return String.fromCharCode(48 + input).replace('<', '#').replace('>', '$');
};
function generateRandomIntInRange(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
};
}
/* From this point down:
* A fast javascript implementation of simplex noise by Jonas Wagner
*
* Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
* Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
* With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
* Better rank ordering method by Stefan Gustavson in 2012.
*
*
* Copyright (C) 2012 Jonas Wagner
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*/
var F2 = 0.5 * (Math.sqrt(3.0) - 1.0),
G2 = (3.0 - Math.sqrt(3.0)) / 6.0,
F3 = 1.0 / 3.0,
G3 = 1.0 / 6.0,
F4 = (Math.sqrt(5.0) - 1.0) / 4.0,
G4 = (5.0 - Math.sqrt(5.0)) / 20.0;
function SimplexNoise(random) {
if (!random) random = Math.random;
this.p = new Uint8Array(256);
this.perm = new Uint8Array(512);
this.permMod12 = new Uint8Array(512);
for (var i = 0; i < 256; i++) {
this.p[i] = random() * 256;
}
for (i = 0; i < 512; i++) {
this.perm[i] = this.p[i & 255];
this.permMod12[i] = this.perm[i] % 12;
}
}
SimplexNoise.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 (xin, yin) {
var permMod12 = this.permMod12,
perm = this.perm,
grad3 = this.grad3;
var n0=0, n1=0, n2=0; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
var s = (xin + yin) * F2; // Hairy factor for 2D
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var t = (i + j) * G2;
var X0 = i - t; // Unskew the cell origin back to (x,y) space
var Y0 = j - t;
var x0 = xin - X0; // The x,y distances from the cell origin
var y0 = yin - Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if (x0 > y0) {
i1 = 1;
j1 = 0;
} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else {
i1 = 0;
j1 = 1;
} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// 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
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
var y1 = y0 - j1 + G2;
var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
var y2 = y0 - 1.0 + 2.0 * G2;
// Work out the hashed gradient indices of the three simplex corners
var ii = i & 255;
var jj = j & 255;
// Calculate the contribution from the three corners
var t0 = 0.5 - x0 * x0 - y0 * y0;
if (t0 >= 0) {
var gi0 = permMod12[ii + perm[jj]] * 3;
t0 *= t0;
n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.5 - x1 * x1 - y1 * y1;
if (t1 >= 0) {
var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
t1 *= t1;
n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
}
var t2 = 0.5 - x2 * x2 - y2 * y2;
if (t2 >= 0) {
var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
t2 *= t2;
n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 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 70.0 * (n0 + n1 + n2);
},
// 3D simplex noise
noise3D: function (xin, yin, zin) {
var permMod12 = this.permMod12,
perm = this.perm,
grad3 = this.grad3;
var n0, n1, n2, n3; // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
var s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var k = Math.floor(zin + s);
var t = (i + j + k) * G3;
var X0 = i - t; // Unskew the cell origin back to (x,y,z) space
var Y0 = j - t;
var Z0 = k - t;
var x0 = xin - X0; // The x,y,z distances from the cell origin
var y0 = yin - Y0;
var z0 = zin - Z0;
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
if (x0 >= y0) {
if (y0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
} // X Y Z order
else if (x0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 0;
k2 = 1;
} // X Z Y order
else {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 1;
j2 = 0;
k2 = 1;
} // Z X Y order
}
else { // x0<y0
if (y0 < z0) {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 0;
j2 = 1;
k2 = 1;
} // Z Y X order
else if (x0 < z0) {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 0;
j2 = 1;
k2 = 1;
} // Y Z X order
else {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
} // Y X Z order
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
var y1 = y0 - j1 + G3;
var z1 = z0 - k1 + G3;
var x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
var y2 = y0 - j2 + 2.0 * G3;
var z2 = z0 - k2 + 2.0 * G3;
var x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
var y3 = y0 - 1.0 + 3.0 * G3;
var z3 = z0 - 1.0 + 3.0 * G3;
// Work out the hashed gradient indices of the four simplex corners
var ii = i & 255;
var jj = j & 255;
var kk = k & 255;
// Calculate the contribution from the four corners
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
if (t0 < 0) n0 = 0.0;
else {
var gi0 = permMod12[ii + perm[jj + perm[kk]]] * 3;
t0 *= t0;
n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0 + grad3[gi0 + 2] * z0);
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
if (t1 < 0) n1 = 0.0;
else {
var gi1 = permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1]]] * 3;
t1 *= t1;
n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1 + grad3[gi1 + 2] * z1);
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
if (t2 < 0) n2 = 0.0;
else {
var gi2 = permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2]]] * 3;
t2 *= t2;
n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2 + grad3[gi2 + 2] * z2);
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
if (t3 < 0) n3 = 0.0;
else {
var gi3 = permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1]]] * 3;
t3 *= t3;
n3 = t3 * t3 * (grad3[gi3] * x3 + grad3[gi3 + 1] * y3 + grad3[gi3 + 2] * z3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to stay just inside [-1,1]
return 32.0 * (n0 + n1 + n2 + n3);
},
// 4D simplex noise, better simplex rank ordering method 2012-03-09
noise4D: function (x, y, z, w) {
var permMod12 = this.permMod12,
perm = this.perm,
grad4 = this.grad4;
var n0, n1, n2, n3, n4; // Noise contributions from the five corners
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
var s = (x + y + z + w) * F4; // Factor for 4D skewing
var i = Math.floor(x + s);
var j = Math.floor(y + s);
var k = Math.floor(z + s);
var l = Math.floor(w + s);
var t = (i + j + k + l) * G4; // Factor for 4D unskewing
var X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
var Y0 = j - t;
var Z0 = k - t;
var W0 = l - t;
var x0 = x - X0; // The x,y,z,w distances from the cell origin
var y0 = y - Y0;
var z0 = z - Z0;
var w0 = w - W0;
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
// To find out which of the 24 possible simplices we're in, we need to
// determine the magnitude ordering of x0, y0, z0 and w0.
// Six pair-wise comparisons are performed between each possible pair
// of the four coordinates, and the results are used to rank the numbers.
var rankx = 0;
var ranky = 0;
var rankz = 0;
var rankw = 0;
if (x0 > y0) rankx++;
else ranky++;
if (x0 > z0) rankx++;
else rankz++;
if (x0 > w0) rankx++;
else rankw++;
if (y0 > z0) ranky++;
else rankz++;
if (y0 > w0) ranky++;
else rankw++;
if (z0 > w0) rankz++;
else rankw++;
var i1, j1, k1, l1; // The integer offsets for the second simplex corner
var i2, j2, k2, l2; // The integer offsets for the third simplex corner
var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
// impossible. Only the 24 indices which have non-zero entries make any sense.
// We use a thresholding to set the coordinates in turn from the largest magnitude.
// Rank 3 denotes the largest coordinate.
i1 = rankx >= 3 ? 1 : 0;
j1 = ranky >= 3 ? 1 : 0;
k1 = rankz >= 3 ? 1 : 0;
l1 = rankw >= 3 ? 1 : 0;
// Rank 2 denotes the second largest coordinate.
i2 = rankx >= 2 ? 1 : 0;
j2 = ranky >= 2 ? 1 : 0;
k2 = rankz >= 2 ? 1 : 0;
l2 = rankw >= 2 ? 1 : 0;
// Rank 1 denotes the second smallest coordinate.
i3 = rankx >= 1 ? 1 : 0;
j3 = ranky >= 1 ? 1 : 0;
k3 = rankz >= 1 ? 1 : 0;
l3 = rankw >= 1 ? 1 : 0;
// The fifth corner has all coordinate offsets = 1, so no need to compute that.
var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
var y1 = y0 - j1 + G4;
var z1 = z0 - k1 + G4;
var w1 = w0 - l1 + G4;
var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
var y2 = y0 - j2 + 2.0 * G4;
var z2 = z0 - k2 + 2.0 * G4;
var w2 = w0 - l2 + 2.0 * G4;
var x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
var y3 = y0 - j3 + 3.0 * G4;
var z3 = z0 - k3 + 3.0 * G4;
var w3 = w0 - l3 + 3.0 * G4;
var x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
var y4 = y0 - 1.0 + 4.0 * G4;
var z4 = z0 - 1.0 + 4.0 * G4;
var w4 = w0 - 1.0 + 4.0 * G4;
// Work out the hashed gradient indices of the five simplex corners
var ii = i & 255;
var jj = j & 255;
var kk = k & 255;
var ll = l & 255;
// Calculate the contribution from the five corners
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
if (t0 < 0) n0 = 0.0;
else {
var gi0 = (perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32) * 4;
t0 *= t0;
n0 = t0 * t0 * (grad4[gi0] * x0 + grad4[gi0 + 1] * y0 + grad4[gi0 + 2] * z0 + grad4[gi0 + 3] * w0);
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
if (t1 < 0) n1 = 0.0;
else {
var gi1 = (perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32) * 4;
t1 *= t1;
n1 = t1 * t1 * (grad4[gi1] * x1 + grad4[gi1 + 1] * y1 + grad4[gi1 + 2] * z1 + grad4[gi1 + 3] * w1);
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
if (t2 < 0) n2 = 0.0;
else {
var gi2 = (perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32) * 4;
t2 *= t2;
n2 = t2 * t2 * (grad4[gi2] * x2 + grad4[gi2 + 1] * y2 + grad4[gi2 + 2] * z2 + grad4[gi2 + 3] * w2);
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
if (t3 < 0) n3 = 0.0;
else {
var gi3 = (perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32) * 4;
t3 *= t3;
n3 = t3 * t3 * (grad4[gi3] * x3 + grad4[gi3 + 1] * y3 + grad4[gi3 + 2] * z3 + grad4[gi3 + 3] * w3);
}
var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
if (t4 < 0) n4 = 0.0;
else {
var gi4 = (perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32) * 4;
t4 *= t4;
n4 = t4 * t4 * (grad4[gi4] * x4 + grad4[gi4 + 1] * y4 + grad4[gi4 + 2] * z4 + grad4[gi4 + 3] * w4);
}
// Sum up and scale the result to cover the range [-1,1]
return 27.0 * (n0 + n1 + n2 + n3 + n4);
}
};
// amd
if (typeof define !== 'undefined' && define.amd) define(function(){return ProceduralTerrain;});
//common js
if (typeof exports !== 'undefined') exports.ProceduralTerrain = ProceduralTerrain;
// browser
else if (typeof navigator !== 'undefined') this.ProceduralTerrain = ProceduralTerrain;
// nodejs
if (typeof module !== 'undefined') {
module.exports = ProceduralTerrain;
}
})();