SimplexNoise.js 15 KB

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  1. /**
  2. * A utility class providing noise functions.
  3. *
  4. * The code is based on [Simplex noise demystified]{@link https://web.archive.org/web/20210210162332/http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf}
  5. * by Stefan Gustavson, 2005.
  6. */
  7. class SimplexNoise {
  8. /**
  9. * Constructs a new simplex noise object.
  10. *
  11. * @param {Object} [r=Math] - A math utility class that holds a `random()` method. This makes it
  12. * possible to pass in custom random number generator.
  13. */
  14. constructor( r = Math ) {
  15. this.grad3 = [[ 1, 1, 0 ], [ - 1, 1, 0 ], [ 1, - 1, 0 ], [ - 1, - 1, 0 ],
  16. [ 1, 0, 1 ], [ - 1, 0, 1 ], [ 1, 0, - 1 ], [ - 1, 0, - 1 ],
  17. [ 0, 1, 1 ], [ 0, - 1, 1 ], [ 0, 1, - 1 ], [ 0, - 1, - 1 ]];
  18. this.grad4 = [[ 0, 1, 1, 1 ], [ 0, 1, 1, - 1 ], [ 0, 1, - 1, 1 ], [ 0, 1, - 1, - 1 ],
  19. [ 0, - 1, 1, 1 ], [ 0, - 1, 1, - 1 ], [ 0, - 1, - 1, 1 ], [ 0, - 1, - 1, - 1 ],
  20. [ 1, 0, 1, 1 ], [ 1, 0, 1, - 1 ], [ 1, 0, - 1, 1 ], [ 1, 0, - 1, - 1 ],
  21. [ - 1, 0, 1, 1 ], [ - 1, 0, 1, - 1 ], [ - 1, 0, - 1, 1 ], [ - 1, 0, - 1, - 1 ],
  22. [ 1, 1, 0, 1 ], [ 1, 1, 0, - 1 ], [ 1, - 1, 0, 1 ], [ 1, - 1, 0, - 1 ],
  23. [ - 1, 1, 0, 1 ], [ - 1, 1, 0, - 1 ], [ - 1, - 1, 0, 1 ], [ - 1, - 1, 0, - 1 ],
  24. [ 1, 1, 1, 0 ], [ 1, 1, - 1, 0 ], [ 1, - 1, 1, 0 ], [ 1, - 1, - 1, 0 ],
  25. [ - 1, 1, 1, 0 ], [ - 1, 1, - 1, 0 ], [ - 1, - 1, 1, 0 ], [ - 1, - 1, - 1, 0 ]];
  26. this.p = [];
  27. for ( let i = 0; i < 256; i ++ ) {
  28. this.p[ i ] = Math.floor( r.random() * 256 );
  29. }
  30. // To remove the need for index wrapping, double the permutation table length
  31. this.perm = [];
  32. for ( let i = 0; i < 512; i ++ ) {
  33. this.perm[ i ] = this.p[ i & 255 ];
  34. }
  35. // A lookup table to traverse the simplex around a given point in 4D.
  36. // Details can be found where this table is used, in the 4D noise method.
  37. this.simplex = [
  38. [ 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 ],
  39. [ 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 ],
  40. [ 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 ],
  41. [ 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 ],
  42. [ 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 ],
  43. [ 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 ],
  44. [ 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 ],
  45. [ 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 ]];
  46. }
  47. /**
  48. * A 2D simplex noise method.
  49. *
  50. * @param {number} xin - The x coordinate.
  51. * @param {number} yin - The y coordinate.
  52. * @return {number} The noise value.
  53. */
  54. noise( xin, yin ) {
  55. let n0; // Noise contributions from the three corners
  56. let n1;
  57. let n2;
  58. // Skew the input space to determine which simplex cell we're in
  59. const F2 = 0.5 * ( Math.sqrt( 3.0 ) - 1.0 );
  60. const s = ( xin + yin ) * F2; // Hairy factor for 2D
  61. const i = Math.floor( xin + s );
  62. const j = Math.floor( yin + s );
  63. const G2 = ( 3.0 - Math.sqrt( 3.0 ) ) / 6.0;
  64. const t = ( i + j ) * G2;
  65. const X0 = i - t; // Unskew the cell origin back to (x,y) space
  66. const Y0 = j - t;
  67. const x0 = xin - X0; // The x,y distances from the cell origin
  68. const y0 = yin - Y0;
  69. // For the 2D case, the simplex shape is an equilateral triangle.
  70. // Determine which simplex we are in.
  71. let i1; // Offsets for second (middle) corner of simplex in (i,j) coords
  72. let j1;
  73. if ( x0 > y0 ) {
  74. i1 = 1; j1 = 0;
  75. // lower triangle, XY order: (0,0)->(1,0)->(1,1)
  76. } else {
  77. i1 = 0; j1 = 1;
  78. } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
  79. // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
  80. // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
  81. // c = (3-sqrt(3))/6
  82. const x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
  83. const y1 = y0 - j1 + G2;
  84. const x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
  85. const y2 = y0 - 1.0 + 2.0 * G2;
  86. // Work out the hashed gradient indices of the three simplex corners
  87. const ii = i & 255;
  88. const jj = j & 255;
  89. const gi0 = this.perm[ ii + this.perm[ jj ] ] % 12;
  90. const gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 ] ] % 12;
  91. const gi2 = this.perm[ ii + 1 + this.perm[ jj + 1 ] ] % 12;
  92. // Calculate the contribution from the three corners
  93. let t0 = 0.5 - x0 * x0 - y0 * y0;
  94. if ( t0 < 0 ) n0 = 0.0;
  95. else {
  96. t0 *= t0;
  97. n0 = t0 * t0 * this._dot( this.grad3[ gi0 ], x0, y0 ); // (x,y) of grad3 used for 2D gradient
  98. }
  99. let t1 = 0.5 - x1 * x1 - y1 * y1;
  100. if ( t1 < 0 ) n1 = 0.0;
  101. else {
  102. t1 *= t1;
  103. n1 = t1 * t1 * this._dot( this.grad3[ gi1 ], x1, y1 );
  104. }
  105. let t2 = 0.5 - x2 * x2 - y2 * y2;
  106. if ( t2 < 0 ) n2 = 0.0;
  107. else {
  108. t2 *= t2;
  109. n2 = t2 * t2 * this._dot( this.grad3[ gi2 ], x2, y2 );
  110. }
  111. // Add contributions from each corner to get the final noise value.
  112. // The result is scaled to return values in the interval [-1,1].
  113. return 70.0 * ( n0 + n1 + n2 );
  114. }
  115. /**
  116. * A 3D simplex noise method.
  117. *
  118. * @param {number} xin - The x coordinate.
  119. * @param {number} yin - The y coordinate.
  120. * @param {number} zin - The z coordinate.
  121. * @return {number} The noise value.
  122. */
  123. noise3d( xin, yin, zin ) {
  124. let n0; // Noise contributions from the four corners
  125. let n1;
  126. let n2;
  127. let n3;
  128. // Skew the input space to determine which simplex cell we're in
  129. const F3 = 1.0 / 3.0;
  130. const s = ( xin + yin + zin ) * F3; // Very nice and simple skew factor for 3D
  131. const i = Math.floor( xin + s );
  132. const j = Math.floor( yin + s );
  133. const k = Math.floor( zin + s );
  134. const G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too
  135. const t = ( i + j + k ) * G3;
  136. const X0 = i - t; // Unskew the cell origin back to (x,y,z) space
  137. const Y0 = j - t;
  138. const Z0 = k - t;
  139. const x0 = xin - X0; // The x,y,z distances from the cell origin
  140. const y0 = yin - Y0;
  141. const z0 = zin - Z0;
  142. // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
  143. // Determine which simplex we are in.
  144. let i1; // Offsets for second corner of simplex in (i,j,k) coords
  145. let j1;
  146. let k1;
  147. let i2; // Offsets for third corner of simplex in (i,j,k) coords
  148. let j2;
  149. let k2;
  150. if ( x0 >= y0 ) {
  151. if ( y0 >= z0 ) {
  152. i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
  153. // X Y Z order
  154. } else if ( x0 >= z0 ) {
  155. i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1;
  156. // X Z Y order
  157. } else {
  158. i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1;
  159. } // Z X Y order
  160. } else { // x0<y0
  161. if ( y0 < z0 ) {
  162. i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1;
  163. // Z Y X order
  164. } else if ( x0 < z0 ) {
  165. i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1;
  166. // Y Z X order
  167. } else {
  168. i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
  169. } // Y X Z order
  170. }
  171. // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
  172. // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
  173. // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
  174. // c = 1/6.
  175. const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
  176. const y1 = y0 - j1 + G3;
  177. const z1 = z0 - k1 + G3;
  178. const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
  179. const y2 = y0 - j2 + 2.0 * G3;
  180. const z2 = z0 - k2 + 2.0 * G3;
  181. const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
  182. const y3 = y0 - 1.0 + 3.0 * G3;
  183. const z3 = z0 - 1.0 + 3.0 * G3;
  184. // Work out the hashed gradient indices of the four simplex corners
  185. const ii = i & 255;
  186. const jj = j & 255;
  187. const kk = k & 255;
  188. const gi0 = this.perm[ ii + this.perm[ jj + this.perm[ kk ] ] ] % 12;
  189. const gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 + this.perm[ kk + k1 ] ] ] % 12;
  190. const gi2 = this.perm[ ii + i2 + this.perm[ jj + j2 + this.perm[ kk + k2 ] ] ] % 12;
  191. const gi3 = this.perm[ ii + 1 + this.perm[ jj + 1 + this.perm[ kk + 1 ] ] ] % 12;
  192. // Calculate the contribution from the four corners
  193. let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
  194. if ( t0 < 0 ) n0 = 0.0;
  195. else {
  196. t0 *= t0;
  197. n0 = t0 * t0 * this._dot3( this.grad3[ gi0 ], x0, y0, z0 );
  198. }
  199. let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
  200. if ( t1 < 0 ) n1 = 0.0;
  201. else {
  202. t1 *= t1;
  203. n1 = t1 * t1 * this._dot3( this.grad3[ gi1 ], x1, y1, z1 );
  204. }
  205. let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
  206. if ( t2 < 0 ) n2 = 0.0;
  207. else {
  208. t2 *= t2;
  209. n2 = t2 * t2 * this._dot3( this.grad3[ gi2 ], x2, y2, z2 );
  210. }
  211. let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
  212. if ( t3 < 0 ) n3 = 0.0;
  213. else {
  214. t3 *= t3;
  215. n3 = t3 * t3 * this._dot3( this.grad3[ gi3 ], x3, y3, z3 );
  216. }
  217. // Add contributions from each corner to get the final noise value.
  218. // The result is scaled to stay just inside [-1,1]
  219. return 32.0 * ( n0 + n1 + n2 + n3 );
  220. }
  221. /**
  222. * A 4D simplex noise method.
  223. *
  224. * @param {number} x - The x coordinate.
  225. * @param {number} y - The y coordinate.
  226. * @param {number} z - The z coordinate.
  227. * @param {number} w - The w coordinate.
  228. * @return {number} The noise value.
  229. */
  230. noise4d( x, y, z, w ) {
  231. // For faster and easier lookups
  232. const grad4 = this.grad4;
  233. const simplex = this.simplex;
  234. const perm = this.perm;
  235. // The skewing and unskewing factors are hairy again for the 4D case
  236. const F4 = ( Math.sqrt( 5.0 ) - 1.0 ) / 4.0;
  237. const G4 = ( 5.0 - Math.sqrt( 5.0 ) ) / 20.0;
  238. let n0; // Noise contributions from the five corners
  239. let n1;
  240. let n2;
  241. let n3;
  242. let n4;
  243. // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
  244. const s = ( x + y + z + w ) * F4; // Factor for 4D skewing
  245. const i = Math.floor( x + s );
  246. const j = Math.floor( y + s );
  247. const k = Math.floor( z + s );
  248. const l = Math.floor( w + s );
  249. const t = ( i + j + k + l ) * G4; // Factor for 4D unskewing
  250. const X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
  251. const Y0 = j - t;
  252. const Z0 = k - t;
  253. const W0 = l - t;
  254. const x0 = x - X0; // The x,y,z,w distances from the cell origin
  255. const y0 = y - Y0;
  256. const z0 = z - Z0;
  257. const w0 = w - W0;
  258. // For the 4D case, the simplex is a 4D shape I won't even try to describe.
  259. // To find out which of the 24 possible simplices we're in, we need to
  260. // determine the magnitude ordering of x0, y0, z0 and w0.
  261. // The method below is a good way of finding the ordering of x,y,z,w and
  262. // then find the correct traversal order for the simplex we’re in.
  263. // First, six pair-wise comparisons are performed between each possible pair
  264. // of the four coordinates, and the results are used to add up binary bits
  265. // for an integer index.
  266. const c1 = ( x0 > y0 ) ? 32 : 0;
  267. const c2 = ( x0 > z0 ) ? 16 : 0;
  268. const c3 = ( y0 > z0 ) ? 8 : 0;
  269. const c4 = ( x0 > w0 ) ? 4 : 0;
  270. const c5 = ( y0 > w0 ) ? 2 : 0;
  271. const c6 = ( z0 > w0 ) ? 1 : 0;
  272. const c = c1 + c2 + c3 + c4 + c5 + c6;
  273. // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
  274. // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
  275. // impossible. Only the 24 indices which have non-zero entries make any sense.
  276. // We use a thresholding to set the coordinates in turn from the largest magnitude.
  277. // The number 3 in the "simplex" array is at the position of the largest coordinate.
  278. const i1 = simplex[ c ][ 0 ] >= 3 ? 1 : 0;
  279. const j1 = simplex[ c ][ 1 ] >= 3 ? 1 : 0;
  280. const k1 = simplex[ c ][ 2 ] >= 3 ? 1 : 0;
  281. const l1 = simplex[ c ][ 3 ] >= 3 ? 1 : 0;
  282. // The number 2 in the "simplex" array is at the second largest coordinate.
  283. const i2 = simplex[ c ][ 0 ] >= 2 ? 1 : 0;
  284. const j2 = simplex[ c ][ 1 ] >= 2 ? 1 : 0;
  285. const k2 = simplex[ c ][ 2 ] >= 2 ? 1 : 0;
  286. const l2 = simplex[ c ][ 3 ] >= 2 ? 1 : 0;
  287. // The number 1 in the "simplex" array is at the second smallest coordinate.
  288. const i3 = simplex[ c ][ 0 ] >= 1 ? 1 : 0;
  289. const j3 = simplex[ c ][ 1 ] >= 1 ? 1 : 0;
  290. const k3 = simplex[ c ][ 2 ] >= 1 ? 1 : 0;
  291. const l3 = simplex[ c ][ 3 ] >= 1 ? 1 : 0;
  292. // The fifth corner has all coordinate offsets = 1, so no need to look that up.
  293. const x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
  294. const y1 = y0 - j1 + G4;
  295. const z1 = z0 - k1 + G4;
  296. const w1 = w0 - l1 + G4;
  297. const x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
  298. const y2 = y0 - j2 + 2.0 * G4;
  299. const z2 = z0 - k2 + 2.0 * G4;
  300. const w2 = w0 - l2 + 2.0 * G4;
  301. const x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
  302. const y3 = y0 - j3 + 3.0 * G4;
  303. const z3 = z0 - k3 + 3.0 * G4;
  304. const w3 = w0 - l3 + 3.0 * G4;
  305. const x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
  306. const y4 = y0 - 1.0 + 4.0 * G4;
  307. const z4 = z0 - 1.0 + 4.0 * G4;
  308. const w4 = w0 - 1.0 + 4.0 * G4;
  309. // Work out the hashed gradient indices of the five simplex corners
  310. const ii = i & 255;
  311. const jj = j & 255;
  312. const kk = k & 255;
  313. const ll = l & 255;
  314. const gi0 = perm[ ii + perm[ jj + perm[ kk + perm[ ll ] ] ] ] % 32;
  315. const gi1 = perm[ ii + i1 + perm[ jj + j1 + perm[ kk + k1 + perm[ ll + l1 ] ] ] ] % 32;
  316. const gi2 = perm[ ii + i2 + perm[ jj + j2 + perm[ kk + k2 + perm[ ll + l2 ] ] ] ] % 32;
  317. const gi3 = perm[ ii + i3 + perm[ jj + j3 + perm[ kk + k3 + perm[ ll + l3 ] ] ] ] % 32;
  318. const gi4 = perm[ ii + 1 + perm[ jj + 1 + perm[ kk + 1 + perm[ ll + 1 ] ] ] ] % 32;
  319. // Calculate the contribution from the five corners
  320. let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
  321. if ( t0 < 0 ) n0 = 0.0;
  322. else {
  323. t0 *= t0;
  324. n0 = t0 * t0 * this._dot4( grad4[ gi0 ], x0, y0, z0, w0 );
  325. }
  326. let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
  327. if ( t1 < 0 ) n1 = 0.0;
  328. else {
  329. t1 *= t1;
  330. n1 = t1 * t1 * this._dot4( grad4[ gi1 ], x1, y1, z1, w1 );
  331. }
  332. let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
  333. if ( t2 < 0 ) n2 = 0.0;
  334. else {
  335. t2 *= t2;
  336. n2 = t2 * t2 * this._dot4( grad4[ gi2 ], x2, y2, z2, w2 );
  337. }
  338. let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
  339. if ( t3 < 0 ) n3 = 0.0;
  340. else {
  341. t3 *= t3;
  342. n3 = t3 * t3 * this._dot4( grad4[ gi3 ], x3, y3, z3, w3 );
  343. }
  344. let t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
  345. if ( t4 < 0 ) n4 = 0.0;
  346. else {
  347. t4 *= t4;
  348. n4 = t4 * t4 * this._dot4( grad4[ gi4 ], x4, y4, z4, w4 );
  349. }
  350. // Sum up and scale the result to cover the range [-1,1]
  351. return 27.0 * ( n0 + n1 + n2 + n3 + n4 );
  352. }
  353. // private
  354. _dot( g, x, y ) {
  355. return g[ 0 ] * x + g[ 1 ] * y;
  356. }
  357. _dot3( g, x, y, z ) {
  358. return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z;
  359. }
  360. _dot4( g, x, y, z, w ) {
  361. return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z + g[ 3 ] * w;
  362. }
  363. }
  364. export { SimplexNoise };
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