├── content
├── sprSand.png
├── sprGrass.png
└── sprWater.png
├── js
├── game.js
├── noisejs-master
│ ├── LICENSE
│ ├── README.md
│ ├── demo.html
│ ├── demo3d.html
│ └── perlin.js
├── Entities.js
└── SceneMain.js
├── index.html
└── LICENSE
/content/sprSand.png:
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https://raw.githubusercontent.com/jaredyork/TutorialInfiniteTerrain/HEAD/content/sprSand.png
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/content/sprGrass.png:
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https://raw.githubusercontent.com/jaredyork/TutorialInfiniteTerrain/HEAD/content/sprGrass.png
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/content/sprWater.png:
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https://raw.githubusercontent.com/jaredyork/TutorialInfiniteTerrain/HEAD/content/sprWater.png
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/js/game.js:
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1 | var config = {
2 | type: Phaser.WEBGL,
3 | width: 640,
4 | height: 640,
5 | backgroundColor: "black",
6 | physics: {
7 | default: "arcade",
8 | arcade: {
9 | gravity: { x: 0, y: 0 }
10 | }
11 | },
12 | scene: [
13 | SceneMain
14 | ],
15 | pixelArt: true,
16 | roundPixels: true
17 | };
18 |
19 | var game = new Phaser.Game(config);
20 |
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/index.html:
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1 |
2 |
3 |
4 |
5 |
6 | CourseMiner
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
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/js/noisejs-master/LICENSE:
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1 | ISC License
2 |
3 | Copyright (c) 2013, Joseph Gentle
4 |
5 | Permission to use, copy, modify, and/or distribute this software for any
6 | purpose with or without fee is hereby granted, provided that the above
7 | copyright notice and this permission notice appear in all copies.
8 |
9 | THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
10 | REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
11 | AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
12 | INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
13 | LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
14 | OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
15 | PERFORMANCE OF THIS SOFTWARE.
16 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2019 Jared York
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/js/noisejs-master/README.md:
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1 | # NOISE!
2 |
3 | This is a simple library for 2d & 3d perlin noise and simplex noise in
4 | javascript. Noise is
5 | [pretty](https://josephg.com/perlin/3/).
6 |
7 | The library is pretty fast (10M queries / sec). But its still way slower than
8 | using a shader. For example, if you try and update an entire screen's worth of
9 | pixels, it'll be [slow](http://josephg.github.com/noisejs/demo3d.html).
10 |
11 | The code is based on Stefan Gustavson's implementation. Do whatever you want
12 | with it, etc.
13 |
14 | ## How to make noise:
15 |
16 | ```javascript
17 | noise.seed(Math.random());
18 |
19 | for (var x = 0; x < canvas.width; x++) {
20 | for (var y = 0; y < canvas.height; y++) {
21 | // All noise functions return values in the range of -1 to 1.
22 |
23 | // noise.simplex2 and noise.perlin2 for 2d noise
24 | var value = noise.simplex2(x / 100, y / 100);
25 | // ... or noise.simplex3 and noise.perlin3:
26 | var value = noise.simplex3(x / 100, y / 100, time);
27 |
28 | image[x][y].r = Math.abs(value) * 256; // Or whatever. Open demo.html to see it used with canvas.
29 | }
30 | }
31 | ```
32 |
33 | The library exposes an object called `noise` with the following properties:
34 |
35 | - **simplex2(x, y)**: 2D Simplex noise function
36 | - **simplex3(x, y, z)**: 3D Simplex noise function
37 | - **perlin2(x, y)**: 2D Perlin noise function
38 | - **perlin3(x, y, z)**: 3D Perlin noise function
39 | - **seed(val)**: Seed the noise functions. Only 65536 different seeds are supported. Use a float between 0 and 1 or an integer from 1 to 65536.
40 |
41 |
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/js/Entities.js:
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1 | class Chunk {
2 | constructor(scene, x, y) {
3 | this.scene = scene;
4 | this.x = x;
5 | this.y = y;
6 | this.tiles = this.scene.add.group();
7 | this.isLoaded = false;
8 | }
9 |
10 | unload() {
11 | if (this.isLoaded) {
12 | this.tiles.clear(true, true);
13 |
14 | this.isLoaded = false;
15 | }
16 | }
17 |
18 | load() {
19 | if (!this.isLoaded) {
20 | for (var x = 0; x < this.scene.chunkSize; x++) {
21 | for (var y = 0; y < this.scene.chunkSize; y++) {
22 |
23 | var tileX = (this.x * (this.scene.chunkSize * this.scene.tileSize)) + (x * this.scene.tileSize);
24 | var tileY = (this.y * (this.scene.chunkSize * this.scene.tileSize)) + (y * this.scene.tileSize);
25 |
26 | var perlinValue = noise.perlin2(tileX / 100, tileY / 100);
27 |
28 | var key = "";
29 | var animationKey = "";
30 |
31 | if (perlinValue < 0.2) {
32 | key = "sprWater";
33 | animationKey = "sprWater";
34 | }
35 | else if (perlinValue >= 0.2 && perlinValue < 0.3) {
36 | key = "sprSand";
37 | }
38 | else if (perlinValue >= 0.3) {
39 | key = "sprGrass";
40 | }
41 |
42 |
43 | var tile = new Tile(this.scene, tileX, tileY, key);
44 |
45 | if (animationKey !== "") {
46 | tile.play(animationKey);
47 | }
48 |
49 | this.tiles.add(tile);
50 | }
51 | }
52 |
53 | this.isLoaded = true;
54 | }
55 | }
56 | }
57 |
58 | class Tile extends Phaser.GameObjects.Sprite {
59 | constructor(scene, x, y, key) {
60 | super(scene, x, y, key);
61 | this.scene = scene;
62 | this.scene.add.existing(this);
63 | this.setOrigin(0);
64 | }
65 | }
66 |
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/js/noisejs-master/demo.html:
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1 |
2 | Perlin noise
3 |
31 |
32 |
33 |
82 |
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/js/noisejs-master/demo3d.html:
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1 |
2 | Perlin noise
3 |
31 |
32 |
33 |
98 |
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/js/SceneMain.js:
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1 | class SceneMain extends Phaser.Scene {
2 | constructor() {
3 | super({ key: "SceneMain" });
4 | }
5 |
6 | preload() {
7 | this.load.spritesheet("sprWater", "content/sprWater.png", {
8 | frameWidth: 16,
9 | frameHeight: 16
10 | });
11 | this.load.image("sprSand", "content/sprSand.png");
12 | this.load.image("sprGrass", "content/sprGrass.png");
13 | }
14 |
15 | create() {
16 |
17 | this.anims.create({
18 | key: "sprWater",
19 | frames: this.anims.generateFrameNumbers("sprWater"),
20 | frameRate: 5,
21 | repeat: -1
22 | });
23 |
24 | this.chunkSize = 16;
25 | this.tileSize = 16;
26 | this.cameraSpeed = 10;
27 |
28 | this.cameras.main.setZoom(2);
29 | this.followPoint = new Phaser.Math.Vector2(
30 | this.cameras.main.worldView.x + (this.cameras.main.worldView.width * 0.5),
31 | this.cameras.main.worldView.y + (this.cameras.main.worldView.height * 0.5)
32 | );
33 |
34 | this.chunks = [];
35 |
36 | this.keyW = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W);
37 | this.keyS = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S);
38 | this.keyA = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A);
39 | this.keyD = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D);
40 | }
41 |
42 | getChunk(x, y) {
43 | var chunk = null;
44 | for (var i = 0; i < this.chunks.length; i++) {
45 | if (this.chunks[i].x == x && this.chunks[i].y == y) {
46 | chunk = this.chunks[i];
47 | }
48 | }
49 | return chunk;
50 | }
51 |
52 | update() {
53 |
54 | var snappedChunkX = (this.chunkSize * this.tileSize) * Math.round(this.followPoint.x / (this.chunkSize * this.tileSize));
55 | var snappedChunkY = (this.chunkSize * this.tileSize) * Math.round(this.followPoint.y / (this.chunkSize * this.tileSize));
56 |
57 | snappedChunkX = snappedChunkX / this.chunkSize / this.tileSize;
58 | snappedChunkY = snappedChunkY / this.chunkSize / this.tileSize;
59 |
60 | for (var x = snappedChunkX - 2; x < snappedChunkX + 2; x++) {
61 | for (var y = snappedChunkY - 2; y < snappedChunkY + 2; y++) {
62 | var existingChunk = this.getChunk(x, y);
63 |
64 | if (existingChunk == null) {
65 | var newChunk = new Chunk(this, x, y);
66 | this.chunks.push(newChunk);
67 | }
68 | }
69 | }
70 |
71 | for (var i = 0; i < this.chunks.length; i++) {
72 | var chunk = this.chunks[i];
73 |
74 | if (Phaser.Math.Distance.Between(
75 | snappedChunkX,
76 | snappedChunkY,
77 | chunk.x,
78 | chunk.y
79 | ) < 3) {
80 | if (chunk !== null) {
81 | chunk.load();
82 | }
83 | }
84 | else {
85 | if (chunk !== null) {
86 | chunk.unload();
87 | }
88 | }
89 | }
90 |
91 | if (this.keyW.isDown) {
92 | this.followPoint.y -= this.cameraSpeed;
93 | }
94 | if (this.keyS.isDown) {
95 | this.followPoint.y += this.cameraSpeed;
96 | }
97 | if (this.keyA.isDown) {
98 | this.followPoint.x -= this.cameraSpeed;
99 | }
100 | if (this.keyD.isDown) {
101 | this.followPoint.x += this.cameraSpeed;
102 | }
103 |
104 | this.cameras.main.centerOn(this.followPoint.x, this.followPoint.y);
105 | }
106 | }
107 |
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/js/noisejs-master/perlin.js:
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1 | /*
2 | * A speed-improved perlin and simplex noise algorithms for 2D.
3 | *
4 | * Based on example code by Stefan Gustavson (stegu@itn.liu.se).
5 | * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
6 | * Better rank ordering method by Stefan Gustavson in 2012.
7 | * Converted to Javascript by Joseph Gentle.
8 | *
9 | * Version 2012-03-09
10 | *
11 | * This code was placed in the public domain by its original author,
12 | * Stefan Gustavson. You may use it as you see fit, but
13 | * attribution is appreciated.
14 | *
15 | */
16 |
17 | (function(global){
18 | var module = global.noise = {};
19 |
20 | function Grad(x, y, z) {
21 | this.x = x; this.y = y; this.z = z;
22 | }
23 |
24 | Grad.prototype.dot2 = function(x, y) {
25 | return this.x*x + this.y*y;
26 | };
27 |
28 | Grad.prototype.dot3 = function(x, y, z) {
29 | return this.x*x + this.y*y + this.z*z;
30 | };
31 |
32 | var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
33 | new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
34 | new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
35 |
36 | var p = [151,160,137,91,90,15,
37 | 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
38 | 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
39 | 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
40 | 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
41 | 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
42 | 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
43 | 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
44 | 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
45 | 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
46 | 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
47 | 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
48 | 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
49 | // To remove the need for index wrapping, double the permutation table length
50 | var perm = new Array(512);
51 | var gradP = new Array(512);
52 |
53 | // This isn't a very good seeding function, but it works ok. It supports 2^16
54 | // different seed values. Write something better if you need more seeds.
55 | module.seed = function(seed) {
56 | if(seed > 0 && seed < 1) {
57 | // Scale the seed out
58 | seed *= 65536;
59 | }
60 |
61 | seed = Math.floor(seed);
62 | if(seed < 256) {
63 | seed |= seed << 8;
64 | }
65 |
66 | for(var i = 0; i < 256; i++) {
67 | var v;
68 | if (i & 1) {
69 | v = p[i] ^ (seed & 255);
70 | } else {
71 | v = p[i] ^ ((seed>>8) & 255);
72 | }
73 |
74 | perm[i] = perm[i + 256] = v;
75 | gradP[i] = gradP[i + 256] = grad3[v % 12];
76 | }
77 | };
78 |
79 | module.seed(0);
80 |
81 | /*
82 | for(var i=0; i<256; i++) {
83 | perm[i] = perm[i + 256] = p[i];
84 | gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
85 | }*/
86 |
87 | // Skewing and unskewing factors for 2, 3, and 4 dimensions
88 | var F2 = 0.5*(Math.sqrt(3)-1);
89 | var G2 = (3-Math.sqrt(3))/6;
90 |
91 | var F3 = 1/3;
92 | var G3 = 1/6;
93 |
94 | // 2D simplex noise
95 | module.simplex2 = function(xin, yin) {
96 | var n0, n1, n2; // Noise contributions from the three corners
97 | // Skew the input space to determine which simplex cell we're in
98 | var s = (xin+yin)*F2; // Hairy factor for 2D
99 | var i = Math.floor(xin+s);
100 | var j = Math.floor(yin+s);
101 | var t = (i+j)*G2;
102 | var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
103 | var y0 = yin-j+t;
104 | // For the 2D case, the simplex shape is an equilateral triangle.
105 | // Determine which simplex we are in.
106 | var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
107 | if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
108 | i1=1; j1=0;
109 | } else { // upper triangle, YX order: (0,0)->(0,1)->(1,1)
110 | i1=0; j1=1;
111 | }
112 | // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
113 | // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
114 | // c = (3-sqrt(3))/6
115 | var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
116 | var y1 = y0 - j1 + G2;
117 | var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
118 | var y2 = y0 - 1 + 2 * G2;
119 | // Work out the hashed gradient indices of the three simplex corners
120 | i &= 255;
121 | j &= 255;
122 | var gi0 = gradP[i+perm[j]];
123 | var gi1 = gradP[i+i1+perm[j+j1]];
124 | var gi2 = gradP[i+1+perm[j+1]];
125 | // Calculate the contribution from the three corners
126 | var t0 = 0.5 - x0*x0-y0*y0;
127 | if(t0<0) {
128 | n0 = 0;
129 | } else {
130 | t0 *= t0;
131 | n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
132 | }
133 | var t1 = 0.5 - x1*x1-y1*y1;
134 | if(t1<0) {
135 | n1 = 0;
136 | } else {
137 | t1 *= t1;
138 | n1 = t1 * t1 * gi1.dot2(x1, y1);
139 | }
140 | var t2 = 0.5 - x2*x2-y2*y2;
141 | if(t2<0) {
142 | n2 = 0;
143 | } else {
144 | t2 *= t2;
145 | n2 = t2 * t2 * gi2.dot2(x2, y2);
146 | }
147 | // Add contributions from each corner to get the final noise value.
148 | // The result is scaled to return values in the interval [-1,1].
149 | return 70 * (n0 + n1 + n2);
150 | };
151 |
152 | // 3D simplex noise
153 | module.simplex3 = function(xin, yin, zin) {
154 | var n0, n1, n2, n3; // Noise contributions from the four corners
155 |
156 | // Skew the input space to determine which simplex cell we're in
157 | var s = (xin+yin+zin)*F3; // Hairy factor for 2D
158 | var i = Math.floor(xin+s);
159 | var j = Math.floor(yin+s);
160 | var k = Math.floor(zin+s);
161 |
162 | var t = (i+j+k)*G3;
163 | var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
164 | var y0 = yin-j+t;
165 | var z0 = zin-k+t;
166 |
167 | // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
168 | // Determine which simplex we are in.
169 | var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
170 | var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
171 | if(x0 >= y0) {
172 | if(y0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
173 | else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
174 | else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
175 | } else {
176 | if(y0 < z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
177 | else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
178 | else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
179 | }
180 | // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
181 | // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
182 | // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
183 | // c = 1/6.
184 | var x1 = x0 - i1 + G3; // Offsets for second corner
185 | var y1 = y0 - j1 + G3;
186 | var z1 = z0 - k1 + G3;
187 |
188 | var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
189 | var y2 = y0 - j2 + 2 * G3;
190 | var z2 = z0 - k2 + 2 * G3;
191 |
192 | var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
193 | var y3 = y0 - 1 + 3 * G3;
194 | var z3 = z0 - 1 + 3 * G3;
195 |
196 | // Work out the hashed gradient indices of the four simplex corners
197 | i &= 255;
198 | j &= 255;
199 | k &= 255;
200 | var gi0 = gradP[i+ perm[j+ perm[k ]]];
201 | var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]];
202 | var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]];
203 | var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]];
204 |
205 | // Calculate the contribution from the four corners
206 | var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
207 | if(t0<0) {
208 | n0 = 0;
209 | } else {
210 | t0 *= t0;
211 | n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
212 | }
213 | var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
214 | if(t1<0) {
215 | n1 = 0;
216 | } else {
217 | t1 *= t1;
218 | n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
219 | }
220 | var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
221 | if(t2<0) {
222 | n2 = 0;
223 | } else {
224 | t2 *= t2;
225 | n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
226 | }
227 | var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
228 | if(t3<0) {
229 | n3 = 0;
230 | } else {
231 | t3 *= t3;
232 | n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
233 | }
234 | // Add contributions from each corner to get the final noise value.
235 | // The result is scaled to return values in the interval [-1,1].
236 | return 32 * (n0 + n1 + n2 + n3);
237 |
238 | };
239 |
240 | // ##### Perlin noise stuff
241 |
242 | function fade(t) {
243 | return t*t*t*(t*(t*6-15)+10);
244 | }
245 |
246 | function lerp(a, b, t) {
247 | return (1-t)*a + t*b;
248 | }
249 |
250 | // 2D Perlin Noise
251 | module.perlin2 = function(x, y) {
252 | // Find unit grid cell containing point
253 | var X = Math.floor(x), Y = Math.floor(y);
254 | // Get relative xy coordinates of point within that cell
255 | x = x - X; y = y - Y;
256 | // Wrap the integer cells at 255 (smaller integer period can be introduced here)
257 | X = X & 255; Y = Y & 255;
258 |
259 | // Calculate noise contributions from each of the four corners
260 | var n00 = gradP[X+perm[Y]].dot2(x, y);
261 | var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
262 | var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
263 | var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);
264 |
265 | // Compute the fade curve value for x
266 | var u = fade(x);
267 |
268 | // Interpolate the four results
269 | return lerp(
270 | lerp(n00, n10, u),
271 | lerp(n01, n11, u),
272 | fade(y));
273 | };
274 |
275 | // 3D Perlin Noise
276 | module.perlin3 = function(x, y, z) {
277 | // Find unit grid cell containing point
278 | var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
279 | // Get relative xyz coordinates of point within that cell
280 | x = x - X; y = y - Y; z = z - Z;
281 | // Wrap the integer cells at 255 (smaller integer period can be introduced here)
282 | X = X & 255; Y = Y & 255; Z = Z & 255;
283 |
284 | // Calculate noise contributions from each of the eight corners
285 | var n000 = gradP[X+ perm[Y+ perm[Z ]]].dot3(x, y, z);
286 | var n001 = gradP[X+ perm[Y+ perm[Z+1]]].dot3(x, y, z-1);
287 | var n010 = gradP[X+ perm[Y+1+perm[Z ]]].dot3(x, y-1, z);
288 | var n011 = gradP[X+ perm[Y+1+perm[Z+1]]].dot3(x, y-1, z-1);
289 | var n100 = gradP[X+1+perm[Y+ perm[Z ]]].dot3(x-1, y, z);
290 | var n101 = gradP[X+1+perm[Y+ perm[Z+1]]].dot3(x-1, y, z-1);
291 | var n110 = gradP[X+1+perm[Y+1+perm[Z ]]].dot3(x-1, y-1, z);
292 | var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);
293 |
294 | // Compute the fade curve value for x, y, z
295 | var u = fade(x);
296 | var v = fade(y);
297 | var w = fade(z);
298 |
299 | // Interpolate
300 | return lerp(
301 | lerp(
302 | lerp(n000, n100, u),
303 | lerp(n001, n101, u), w),
304 | lerp(
305 | lerp(n010, n110, u),
306 | lerp(n011, n111, u), w),
307 | v);
308 | };
309 |
310 | })(this);
311 |
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