@needle-tools/three 0.154.2 → 0.160.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (957) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -84
  3. package/build/three.cjs +53679 -51654
  4. package/build/three.module.js +53263 -51253
  5. package/build/three.module.min.js +6 -6
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +294 -0
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -91
  18. package/examples/jsm/capabilities/WebGPU.js +57 -53
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +221 -220
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -300
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1521 -1279
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1557
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -252
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +487 -487
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -501
  46. package/examples/jsm/exporters/GLTFExporter.js +3311 -3163
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -710
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -0
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -565
  72. package/examples/jsm/interactive/InteractiveGroup.js +116 -116
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -97
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14844
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14568
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8743 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8748 -15
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  100. package/examples/jsm/libs/stats.module.js +167 -167
  101. package/examples/jsm/libs/surfaceNet.js +201 -0
  102. package/examples/jsm/libs/tween.module.js +858 -803
  103. package/examples/jsm/libs/utif.module.js +1664 -1578
  104. package/examples/jsm/libs/zstddec.module.js +1 -1
  105. package/examples/jsm/lights/IESSpotLight.js +25 -25
  106. package/examples/jsm/lights/LightProbeGenerator.js +286 -252
  107. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  108. package/examples/jsm/lines/Line2.js +19 -19
  109. package/examples/jsm/lines/LineGeometry.js +79 -79
  110. package/examples/jsm/lines/LineMaterial.js +619 -702
  111. package/examples/jsm/lines/LineSegments2.js +361 -361
  112. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  113. package/examples/jsm/lines/Wireframe.js +56 -56
  114. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  115. package/examples/jsm/loaders/3DMLoader.js +1772 -1497
  116. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  117. package/examples/jsm/loaders/AMFLoader.js +521 -521
  118. package/examples/jsm/loaders/BVHLoader.js +437 -437
  119. package/examples/jsm/loaders/ColladaLoader.js +4116 -4122
  120. package/examples/jsm/loaders/DDSLoader.js +318 -274
  121. package/examples/jsm/loaders/DRACOLoader.js +613 -612
  122. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  123. package/examples/jsm/loaders/FBXLoader.js +4314 -4142
  124. package/examples/jsm/loaders/FontLoader.js +183 -183
  125. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  126. package/examples/jsm/loaders/GLTFLoader.js +4666 -4579
  127. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +719 -683
  128. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  129. package/examples/jsm/loaders/IESLoader.js +337 -337
  130. package/examples/jsm/loaders/KMZLoader.js +130 -130
  131. package/examples/jsm/loaders/KTX2Loader.js +932 -868
  132. package/examples/jsm/loaders/KTXLoader.js +176 -176
  133. package/examples/jsm/loaders/LDrawLoader.js +2470 -2464
  134. package/examples/jsm/loaders/LUT3dlLoader.js +183 -151
  135. package/examples/jsm/loaders/LUTCubeLoader.js +167 -153
  136. package/examples/jsm/loaders/LUTImageLoader.js +163 -0
  137. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  138. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  139. package/examples/jsm/loaders/LottieLoader.js +77 -77
  140. package/examples/jsm/loaders/MD2Loader.js +399 -399
  141. package/examples/jsm/loaders/MDDLoader.js +102 -102
  142. package/examples/jsm/loaders/MMDLoader.js +2276 -2273
  143. package/examples/jsm/loaders/MTLLoader.js +567 -567
  144. package/examples/jsm/loaders/MaterialXLoader.js +852 -734
  145. package/examples/jsm/loaders/NRRDLoader.js +686 -699
  146. package/examples/jsm/loaders/OBJLoader.js +905 -905
  147. package/examples/jsm/loaders/PCDLoader.js +467 -467
  148. package/examples/jsm/loaders/PDBLoader.js +232 -232
  149. package/examples/jsm/loaders/PLYLoader.js +771 -771
  150. package/examples/jsm/loaders/PVRLoader.js +251 -251
  151. package/examples/jsm/loaders/RGBELoader.js +450 -468
  152. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  153. package/examples/jsm/loaders/STLLoader.js +410 -403
  154. package/examples/jsm/loaders/SVGLoader.js +3173 -3172
  155. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  156. package/examples/jsm/loaders/TGALoader.js +517 -517
  157. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  158. package/examples/jsm/loaders/TTFLoader.js +214 -214
  159. package/examples/jsm/loaders/TiltLoader.js +520 -520
  160. package/examples/jsm/loaders/USDZLoader.js +822 -633
  161. package/examples/jsm/loaders/VOXLoader.js +311 -311
  162. package/examples/jsm/loaders/VRMLLoader.js +3533 -3533
  163. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  164. package/examples/jsm/loaders/XYZLoader.js +106 -106
  165. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1218
  166. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  167. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  168. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -420
  169. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  170. package/examples/jsm/math/Capsule.js +82 -137
  171. package/examples/jsm/math/ColorConverter.js +36 -36
  172. package/examples/jsm/math/ConvexHull.js +1271 -1271
  173. package/examples/jsm/math/ImprovedNoise.js +71 -71
  174. package/examples/jsm/math/Lut.js +204 -204
  175. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  176. package/examples/jsm/math/OBB.js +423 -423
  177. package/examples/jsm/math/Octree.js +540 -462
  178. package/examples/jsm/math/SimplexNoise.js +444 -444
  179. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  180. package/examples/jsm/misc/GPUComputationRenderer.js +446 -455
  181. package/examples/jsm/misc/Gyroscope.js +66 -66
  182. package/examples/jsm/misc/MD2Character.js +276 -276
  183. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  184. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  185. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  186. package/examples/jsm/misc/ProgressiveLightMap.js +323 -323
  187. package/examples/jsm/misc/RollerCoaster.js +566 -566
  188. package/examples/jsm/misc/Timer.js +119 -0
  189. package/examples/jsm/misc/TubePainter.js +202 -205
  190. package/examples/jsm/misc/Volume.js +473 -475
  191. package/examples/jsm/misc/VolumeSlice.js +229 -229
  192. package/examples/jsm/modifiers/CurveModifier.js +344 -326
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  194. package/examples/jsm/modifiers/SimplifyModifier.js +617 -525
  195. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  196. package/examples/jsm/nodes/Nodes.js +189 -172
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -99
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +120 -98
  201. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -101
  202. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  203. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -0
  204. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -277
  205. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +51 -39
  206. package/examples/jsm/nodes/accessors/ModelNode.js +33 -34
  207. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -29
  208. package/examples/jsm/nodes/accessors/MorphNode.js +245 -70
  209. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  210. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  211. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  212. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  213. package/examples/jsm/nodes/accessors/ReferenceNode.js +102 -72
  214. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  215. package/examples/jsm/nodes/accessors/SceneNode.js +52 -46
  216. package/examples/jsm/nodes/accessors/SkinningNode.js +103 -93
  217. package/examples/jsm/nodes/accessors/StorageBufferNode.js +54 -27
  218. package/examples/jsm/nodes/accessors/TangentNode.js +103 -103
  219. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  220. package/examples/jsm/nodes/accessors/TextureNode.js +367 -230
  221. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  222. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -0
  223. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  224. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  225. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -0
  226. package/examples/jsm/nodes/code/CodeNode.js +78 -78
  227. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  228. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  229. package/examples/jsm/nodes/code/FunctionNode.js +138 -127
  230. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  231. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  232. package/examples/jsm/nodes/core/ArrayUniformNode.js +26 -26
  233. package/examples/jsm/nodes/core/AssignNode.js +72 -0
  234. package/examples/jsm/nodes/core/AttributeNode.js +108 -102
  235. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  236. package/examples/jsm/nodes/core/CacheNode.js +49 -46
  237. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  238. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  239. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  240. package/examples/jsm/nodes/core/InputNode.js +83 -83
  241. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  242. package/examples/jsm/nodes/core/Node.js +483 -445
  243. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  244. package/examples/jsm/nodes/core/NodeBuilder.js +1267 -1016
  245. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  246. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  247. package/examples/jsm/nodes/core/NodeFrame.js +135 -110
  248. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  249. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  250. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  251. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  252. package/examples/jsm/nodes/core/NodeUniform.js +40 -28
  253. package/examples/jsm/nodes/core/NodeUtils.js +210 -212
  254. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  255. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  256. package/examples/jsm/nodes/core/OutputStructNode.js +62 -0
  257. package/examples/jsm/nodes/core/ParameterNode.js +33 -0
  258. package/examples/jsm/nodes/core/PropertyNode.js +72 -57
  259. package/examples/jsm/nodes/core/StackNode.js +89 -99
  260. package/examples/jsm/nodes/core/StructTypeNode.js +24 -0
  261. package/examples/jsm/nodes/core/TempNode.js +58 -58
  262. package/examples/jsm/nodes/core/UniformGroup.js +13 -0
  263. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -0
  264. package/examples/jsm/nodes/core/UniformNode.js +80 -61
  265. package/examples/jsm/nodes/core/VarNode.js +60 -87
  266. package/examples/jsm/nodes/core/VaryingNode.js +65 -69
  267. package/examples/jsm/nodes/core/constants.js +27 -27
  268. package/examples/jsm/nodes/display/AfterImageNode.js +134 -0
  269. package/examples/jsm/nodes/display/BlendModeNode.js +99 -99
  270. package/examples/jsm/nodes/display/BumpMapNode.js +99 -0
  271. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +96 -100
  272. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  273. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  274. package/examples/jsm/nodes/display/GaussianBlurNode.js +177 -0
  275. package/examples/jsm/nodes/display/NormalMapNode.js +108 -106
  276. package/examples/jsm/nodes/display/PassNode.js +182 -0
  277. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  278. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -141
  279. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -69
  280. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -34
  281. package/examples/jsm/nodes/display/ViewportNode.js +134 -115
  282. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  284. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  285. package/examples/jsm/nodes/fog/FogNode.js +38 -37
  286. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  287. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -32
  288. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -43
  290. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -29
  291. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -18
  292. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  293. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  294. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -0
  295. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -20
  296. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -28
  297. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -204
  298. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  299. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  300. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  301. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -72
  302. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  303. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  304. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +238 -146
  305. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -43
  306. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  307. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  308. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  309. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  310. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  311. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -99
  312. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  313. package/examples/jsm/nodes/lighting/LightsNode.js +188 -128
  314. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -71
  315. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -92
  316. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  317. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  318. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  319. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -0
  320. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -0
  321. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +28 -28
  322. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +54 -0
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  329. package/examples/jsm/nodes/materials/MeshSSSNodeMaterial.js +84 -0
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  347. package/examples/jsm/nodes/shadernode/ShaderNode.js +625 -420
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  471. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodeBuilder.js +794 -764
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@@ -1,444 +1,444 @@
1
- // Ported from Stefan Gustavson's java implementation
2
- // http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
3
- // Read Stefan's excellent paper for details on how this code works.
4
- //
5
- // Sean McCullough banksean@gmail.com
6
- //
7
- // Added 4D noise
8
-
9
- /**
10
- * You can pass in a random number generator object if you like.
11
- * It is assumed to have a random() method.
12
- */
13
- class SimplexNoise {
14
-
15
- constructor( r = Math ) {
16
-
17
- this.grad3 = [[ 1, 1, 0 ], [ - 1, 1, 0 ], [ 1, - 1, 0 ], [ - 1, - 1, 0 ],
18
- [ 1, 0, 1 ], [ - 1, 0, 1 ], [ 1, 0, - 1 ], [ - 1, 0, - 1 ],
19
- [ 0, 1, 1 ], [ 0, - 1, 1 ], [ 0, 1, - 1 ], [ 0, - 1, - 1 ]];
20
-
21
- this.grad4 = [[ 0, 1, 1, 1 ], [ 0, 1, 1, - 1 ], [ 0, 1, - 1, 1 ], [ 0, 1, - 1, - 1 ],
22
- [ 0, - 1, 1, 1 ], [ 0, - 1, 1, - 1 ], [ 0, - 1, - 1, 1 ], [ 0, - 1, - 1, - 1 ],
23
- [ 1, 0, 1, 1 ], [ 1, 0, 1, - 1 ], [ 1, 0, - 1, 1 ], [ 1, 0, - 1, - 1 ],
24
- [ - 1, 0, 1, 1 ], [ - 1, 0, 1, - 1 ], [ - 1, 0, - 1, 1 ], [ - 1, 0, - 1, - 1 ],
25
- [ 1, 1, 0, 1 ], [ 1, 1, 0, - 1 ], [ 1, - 1, 0, 1 ], [ 1, - 1, 0, - 1 ],
26
- [ - 1, 1, 0, 1 ], [ - 1, 1, 0, - 1 ], [ - 1, - 1, 0, 1 ], [ - 1, - 1, 0, - 1 ],
27
- [ 1, 1, 1, 0 ], [ 1, 1, - 1, 0 ], [ 1, - 1, 1, 0 ], [ 1, - 1, - 1, 0 ],
28
- [ - 1, 1, 1, 0 ], [ - 1, 1, - 1, 0 ], [ - 1, - 1, 1, 0 ], [ - 1, - 1, - 1, 0 ]];
29
-
30
- this.p = [];
31
-
32
- for ( let i = 0; i < 256; i ++ ) {
33
-
34
- this.p[ i ] = Math.floor( r.random() * 256 );
35
-
36
- }
37
-
38
- // To remove the need for index wrapping, double the permutation table length
39
- this.perm = [];
40
-
41
- for ( let i = 0; i < 512; i ++ ) {
42
-
43
- this.perm[ i ] = this.p[ i & 255 ];
44
-
45
- }
46
-
47
- // A lookup table to traverse the simplex around a given point in 4D.
48
- // Details can be found where this table is used, in the 4D noise method.
49
- this.simplex = [
50
- [ 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 ],
51
- [ 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 ],
52
- [ 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 ],
53
- [ 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 ],
54
- [ 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 ],
55
- [ 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 ],
56
- [ 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 ],
57
- [ 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 ]];
58
-
59
- }
60
-
61
- dot( g, x, y ) {
62
-
63
- return g[ 0 ] * x + g[ 1 ] * y;
64
-
65
- }
66
-
67
- dot3( g, x, y, z ) {
68
-
69
- return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z;
70
-
71
- }
72
-
73
- dot4( g, x, y, z, w ) {
74
-
75
- return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z + g[ 3 ] * w;
76
-
77
- }
78
-
79
- noise( xin, yin ) {
80
-
81
- let n0; // Noise contributions from the three corners
82
- let n1;
83
- let n2;
84
- // Skew the input space to determine which simplex cell we're in
85
- const F2 = 0.5 * ( Math.sqrt( 3.0 ) - 1.0 );
86
- const s = ( xin + yin ) * F2; // Hairy factor for 2D
87
- const i = Math.floor( xin + s );
88
- const j = Math.floor( yin + s );
89
- const G2 = ( 3.0 - Math.sqrt( 3.0 ) ) / 6.0;
90
- const t = ( i + j ) * G2;
91
- const X0 = i - t; // Unskew the cell origin back to (x,y) space
92
- const Y0 = j - t;
93
- const x0 = xin - X0; // The x,y distances from the cell origin
94
- const y0 = yin - Y0;
95
-
96
- // For the 2D case, the simplex shape is an equilateral triangle.
97
- // Determine which simplex we are in.
98
- let i1; // Offsets for second (middle) corner of simplex in (i,j) coords
99
-
100
- let j1;
101
- if ( x0 > y0 ) {
102
-
103
- i1 = 1; j1 = 0;
104
-
105
- // lower triangle, XY order: (0,0)->(1,0)->(1,1)
106
-
107
- } else {
108
-
109
- i1 = 0; j1 = 1;
110
-
111
- } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
112
-
113
- // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
114
- // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
115
- // c = (3-sqrt(3))/6
116
- const x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
117
- const y1 = y0 - j1 + G2;
118
- const x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
119
- const y2 = y0 - 1.0 + 2.0 * G2;
120
- // Work out the hashed gradient indices of the three simplex corners
121
- const ii = i & 255;
122
- const jj = j & 255;
123
- const gi0 = this.perm[ ii + this.perm[ jj ] ] % 12;
124
- const gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 ] ] % 12;
125
- const gi2 = this.perm[ ii + 1 + this.perm[ jj + 1 ] ] % 12;
126
- // Calculate the contribution from the three corners
127
- let t0 = 0.5 - x0 * x0 - y0 * y0;
128
- if ( t0 < 0 ) n0 = 0.0;
129
- else {
130
-
131
- t0 *= t0;
132
- n0 = t0 * t0 * this.dot( this.grad3[ gi0 ], x0, y0 ); // (x,y) of grad3 used for 2D gradient
133
-
134
- }
135
-
136
- let t1 = 0.5 - x1 * x1 - y1 * y1;
137
- if ( t1 < 0 ) n1 = 0.0;
138
- else {
139
-
140
- t1 *= t1;
141
- n1 = t1 * t1 * this.dot( this.grad3[ gi1 ], x1, y1 );
142
-
143
- }
144
-
145
- let t2 = 0.5 - x2 * x2 - y2 * y2;
146
- if ( t2 < 0 ) n2 = 0.0;
147
- else {
148
-
149
- t2 *= t2;
150
- n2 = t2 * t2 * this.dot( this.grad3[ gi2 ], x2, y2 );
151
-
152
- }
153
-
154
- // Add contributions from each corner to get the final noise value.
155
- // The result is scaled to return values in the interval [-1,1].
156
- return 70.0 * ( n0 + n1 + n2 );
157
-
158
- }
159
-
160
- // 3D simplex noise
161
- noise3d( xin, yin, zin ) {
162
-
163
- let n0; // Noise contributions from the four corners
164
- let n1;
165
- let n2;
166
- let n3;
167
- // Skew the input space to determine which simplex cell we're in
168
- const F3 = 1.0 / 3.0;
169
- const s = ( xin + yin + zin ) * F3; // Very nice and simple skew factor for 3D
170
- const i = Math.floor( xin + s );
171
- const j = Math.floor( yin + s );
172
- const k = Math.floor( zin + s );
173
- const G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too
174
- const t = ( i + j + k ) * G3;
175
- const X0 = i - t; // Unskew the cell origin back to (x,y,z) space
176
- const Y0 = j - t;
177
- const Z0 = k - t;
178
- const x0 = xin - X0; // The x,y,z distances from the cell origin
179
- const y0 = yin - Y0;
180
- const z0 = zin - Z0;
181
-
182
- // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
183
- // Determine which simplex we are in.
184
- let i1; // Offsets for second corner of simplex in (i,j,k) coords
185
-
186
- let j1;
187
- let k1;
188
- let i2; // Offsets for third corner of simplex in (i,j,k) coords
189
- let j2;
190
- let k2;
191
- if ( x0 >= y0 ) {
192
-
193
- if ( y0 >= z0 ) {
194
-
195
- i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
196
-
197
- // X Y Z order
198
-
199
- } else if ( x0 >= z0 ) {
200
-
201
- i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1;
202
-
203
- // X Z Y order
204
-
205
- } else {
206
-
207
- i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1;
208
-
209
- } // Z X Y order
210
-
211
- } else { // x0<y0
212
-
213
- if ( y0 < z0 ) {
214
-
215
- i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1;
216
-
217
- // Z Y X order
218
-
219
- } else if ( x0 < z0 ) {
220
-
221
- i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1;
222
-
223
- // Y Z X order
224
-
225
- } else {
226
-
227
- i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
228
-
229
- } // Y X Z order
230
-
231
- }
232
-
233
- // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
234
- // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
235
- // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
236
- // c = 1/6.
237
- const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
238
- const y1 = y0 - j1 + G3;
239
- const z1 = z0 - k1 + G3;
240
- const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
241
- const y2 = y0 - j2 + 2.0 * G3;
242
- const z2 = z0 - k2 + 2.0 * G3;
243
- const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
244
- const y3 = y0 - 1.0 + 3.0 * G3;
245
- const z3 = z0 - 1.0 + 3.0 * G3;
246
- // Work out the hashed gradient indices of the four simplex corners
247
- const ii = i & 255;
248
- const jj = j & 255;
249
- const kk = k & 255;
250
- const gi0 = this.perm[ ii + this.perm[ jj + this.perm[ kk ] ] ] % 12;
251
- const gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 + this.perm[ kk + k1 ] ] ] % 12;
252
- const gi2 = this.perm[ ii + i2 + this.perm[ jj + j2 + this.perm[ kk + k2 ] ] ] % 12;
253
- const gi3 = this.perm[ ii + 1 + this.perm[ jj + 1 + this.perm[ kk + 1 ] ] ] % 12;
254
- // Calculate the contribution from the four corners
255
- let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
256
- if ( t0 < 0 ) n0 = 0.0;
257
- else {
258
-
259
- t0 *= t0;
260
- n0 = t0 * t0 * this.dot3( this.grad3[ gi0 ], x0, y0, z0 );
261
-
262
- }
263
-
264
- let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
265
- if ( t1 < 0 ) n1 = 0.0;
266
- else {
267
-
268
- t1 *= t1;
269
- n1 = t1 * t1 * this.dot3( this.grad3[ gi1 ], x1, y1, z1 );
270
-
271
- }
272
-
273
- let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
274
- if ( t2 < 0 ) n2 = 0.0;
275
- else {
276
-
277
- t2 *= t2;
278
- n2 = t2 * t2 * this.dot3( this.grad3[ gi2 ], x2, y2, z2 );
279
-
280
- }
281
-
282
- let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
283
- if ( t3 < 0 ) n3 = 0.0;
284
- else {
285
-
286
- t3 *= t3;
287
- n3 = t3 * t3 * this.dot3( this.grad3[ gi3 ], x3, y3, z3 );
288
-
289
- }
290
-
291
- // Add contributions from each corner to get the final noise value.
292
- // The result is scaled to stay just inside [-1,1]
293
- return 32.0 * ( n0 + n1 + n2 + n3 );
294
-
295
- }
296
-
297
- // 4D simplex noise
298
- noise4d( x, y, z, w ) {
299
-
300
- // For faster and easier lookups
301
- const grad4 = this.grad4;
302
- const simplex = this.simplex;
303
- const perm = this.perm;
304
-
305
- // The skewing and unskewing factors are hairy again for the 4D case
306
- const F4 = ( Math.sqrt( 5.0 ) - 1.0 ) / 4.0;
307
- const G4 = ( 5.0 - Math.sqrt( 5.0 ) ) / 20.0;
308
- let n0; // Noise contributions from the five corners
309
- let n1;
310
- let n2;
311
- let n3;
312
- let n4;
313
- // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
314
- const s = ( x + y + z + w ) * F4; // Factor for 4D skewing
315
- const i = Math.floor( x + s );
316
- const j = Math.floor( y + s );
317
- const k = Math.floor( z + s );
318
- const l = Math.floor( w + s );
319
- const t = ( i + j + k + l ) * G4; // Factor for 4D unskewing
320
- const X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
321
- const Y0 = j - t;
322
- const Z0 = k - t;
323
- const W0 = l - t;
324
- const x0 = x - X0; // The x,y,z,w distances from the cell origin
325
- const y0 = y - Y0;
326
- const z0 = z - Z0;
327
- const w0 = w - W0;
328
-
329
- // For the 4D case, the simplex is a 4D shape I won't even try to describe.
330
- // To find out which of the 24 possible simplices we're in, we need to
331
- // determine the magnitude ordering of x0, y0, z0 and w0.
332
- // The method below is a good way of finding the ordering of x,y,z,w and
333
- // then find the correct traversal order for the simplex we’re in.
334
- // First, six pair-wise comparisons are performed between each possible pair
335
- // of the four coordinates, and the results are used to add up binary bits
336
- // for an integer index.
337
- const c1 = ( x0 > y0 ) ? 32 : 0;
338
- const c2 = ( x0 > z0 ) ? 16 : 0;
339
- const c3 = ( y0 > z0 ) ? 8 : 0;
340
- const c4 = ( x0 > w0 ) ? 4 : 0;
341
- const c5 = ( y0 > w0 ) ? 2 : 0;
342
- const c6 = ( z0 > w0 ) ? 1 : 0;
343
- const c = c1 + c2 + c3 + c4 + c5 + c6;
344
-
345
- // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
346
- // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
347
- // impossible. Only the 24 indices which have non-zero entries make any sense.
348
- // We use a thresholding to set the coordinates in turn from the largest magnitude.
349
- // The number 3 in the "simplex" array is at the position of the largest coordinate.
350
- const i1 = simplex[ c ][ 0 ] >= 3 ? 1 : 0;
351
- const j1 = simplex[ c ][ 1 ] >= 3 ? 1 : 0;
352
- const k1 = simplex[ c ][ 2 ] >= 3 ? 1 : 0;
353
- const l1 = simplex[ c ][ 3 ] >= 3 ? 1 : 0;
354
- // The number 2 in the "simplex" array is at the second largest coordinate.
355
- const i2 = simplex[ c ][ 0 ] >= 2 ? 1 : 0;
356
- const j2 = simplex[ c ][ 1 ] >= 2 ? 1 : 0;
357
- const k2 = simplex[ c ][ 2 ] >= 2 ? 1 : 0;
358
- const l2 = simplex[ c ][ 3 ] >= 2 ? 1 : 0;
359
- // The number 1 in the "simplex" array is at the second smallest coordinate.
360
- const i3 = simplex[ c ][ 0 ] >= 1 ? 1 : 0;
361
- const j3 = simplex[ c ][ 1 ] >= 1 ? 1 : 0;
362
- const k3 = simplex[ c ][ 2 ] >= 1 ? 1 : 0;
363
- const l3 = simplex[ c ][ 3 ] >= 1 ? 1 : 0;
364
- // The fifth corner has all coordinate offsets = 1, so no need to look that up.
365
- const x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
366
- const y1 = y0 - j1 + G4;
367
- const z1 = z0 - k1 + G4;
368
- const w1 = w0 - l1 + G4;
369
- const x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
370
- const y2 = y0 - j2 + 2.0 * G4;
371
- const z2 = z0 - k2 + 2.0 * G4;
372
- const w2 = w0 - l2 + 2.0 * G4;
373
- const x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
374
- const y3 = y0 - j3 + 3.0 * G4;
375
- const z3 = z0 - k3 + 3.0 * G4;
376
- const w3 = w0 - l3 + 3.0 * G4;
377
- const x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
378
- const y4 = y0 - 1.0 + 4.0 * G4;
379
- const z4 = z0 - 1.0 + 4.0 * G4;
380
- const w4 = w0 - 1.0 + 4.0 * G4;
381
- // Work out the hashed gradient indices of the five simplex corners
382
- const ii = i & 255;
383
- const jj = j & 255;
384
- const kk = k & 255;
385
- const ll = l & 255;
386
- const gi0 = perm[ ii + perm[ jj + perm[ kk + perm[ ll ] ] ] ] % 32;
387
- const gi1 = perm[ ii + i1 + perm[ jj + j1 + perm[ kk + k1 + perm[ ll + l1 ] ] ] ] % 32;
388
- const gi2 = perm[ ii + i2 + perm[ jj + j2 + perm[ kk + k2 + perm[ ll + l2 ] ] ] ] % 32;
389
- const gi3 = perm[ ii + i3 + perm[ jj + j3 + perm[ kk + k3 + perm[ ll + l3 ] ] ] ] % 32;
390
- const gi4 = perm[ ii + 1 + perm[ jj + 1 + perm[ kk + 1 + perm[ ll + 1 ] ] ] ] % 32;
391
- // Calculate the contribution from the five corners
392
- let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
393
- if ( t0 < 0 ) n0 = 0.0;
394
- else {
395
-
396
- t0 *= t0;
397
- n0 = t0 * t0 * this.dot4( grad4[ gi0 ], x0, y0, z0, w0 );
398
-
399
- }
400
-
401
- let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
402
- if ( t1 < 0 ) n1 = 0.0;
403
- else {
404
-
405
- t1 *= t1;
406
- n1 = t1 * t1 * this.dot4( grad4[ gi1 ], x1, y1, z1, w1 );
407
-
408
- }
409
-
410
- let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
411
- if ( t2 < 0 ) n2 = 0.0;
412
- else {
413
-
414
- t2 *= t2;
415
- n2 = t2 * t2 * this.dot4( grad4[ gi2 ], x2, y2, z2, w2 );
416
-
417
- }
418
-
419
- let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
420
- if ( t3 < 0 ) n3 = 0.0;
421
- else {
422
-
423
- t3 *= t3;
424
- n3 = t3 * t3 * this.dot4( grad4[ gi3 ], x3, y3, z3, w3 );
425
-
426
- }
427
-
428
- let t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
429
- if ( t4 < 0 ) n4 = 0.0;
430
- else {
431
-
432
- t4 *= t4;
433
- n4 = t4 * t4 * this.dot4( grad4[ gi4 ], x4, y4, z4, w4 );
434
-
435
- }
436
-
437
- // Sum up and scale the result to cover the range [-1,1]
438
- return 27.0 * ( n0 + n1 + n2 + n3 + n4 );
439
-
440
- }
441
-
442
- }
443
-
444
- export { SimplexNoise };
1
+ // Ported from Stefan Gustavson's java implementation
2
+ // http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
3
+ // Read Stefan's excellent paper for details on how this code works.
4
+ //
5
+ // Sean McCullough banksean@gmail.com
6
+ //
7
+ // Added 4D noise
8
+
9
+ /**
10
+ * You can pass in a random number generator object if you like.
11
+ * It is assumed to have a random() method.
12
+ */
13
+ class SimplexNoise {
14
+
15
+ constructor( r = Math ) {
16
+
17
+ this.grad3 = [[ 1, 1, 0 ], [ - 1, 1, 0 ], [ 1, - 1, 0 ], [ - 1, - 1, 0 ],
18
+ [ 1, 0, 1 ], [ - 1, 0, 1 ], [ 1, 0, - 1 ], [ - 1, 0, - 1 ],
19
+ [ 0, 1, 1 ], [ 0, - 1, 1 ], [ 0, 1, - 1 ], [ 0, - 1, - 1 ]];
20
+
21
+ this.grad4 = [[ 0, 1, 1, 1 ], [ 0, 1, 1, - 1 ], [ 0, 1, - 1, 1 ], [ 0, 1, - 1, - 1 ],
22
+ [ 0, - 1, 1, 1 ], [ 0, - 1, 1, - 1 ], [ 0, - 1, - 1, 1 ], [ 0, - 1, - 1, - 1 ],
23
+ [ 1, 0, 1, 1 ], [ 1, 0, 1, - 1 ], [ 1, 0, - 1, 1 ], [ 1, 0, - 1, - 1 ],
24
+ [ - 1, 0, 1, 1 ], [ - 1, 0, 1, - 1 ], [ - 1, 0, - 1, 1 ], [ - 1, 0, - 1, - 1 ],
25
+ [ 1, 1, 0, 1 ], [ 1, 1, 0, - 1 ], [ 1, - 1, 0, 1 ], [ 1, - 1, 0, - 1 ],
26
+ [ - 1, 1, 0, 1 ], [ - 1, 1, 0, - 1 ], [ - 1, - 1, 0, 1 ], [ - 1, - 1, 0, - 1 ],
27
+ [ 1, 1, 1, 0 ], [ 1, 1, - 1, 0 ], [ 1, - 1, 1, 0 ], [ 1, - 1, - 1, 0 ],
28
+ [ - 1, 1, 1, 0 ], [ - 1, 1, - 1, 0 ], [ - 1, - 1, 1, 0 ], [ - 1, - 1, - 1, 0 ]];
29
+
30
+ this.p = [];
31
+
32
+ for ( let i = 0; i < 256; i ++ ) {
33
+
34
+ this.p[ i ] = Math.floor( r.random() * 256 );
35
+
36
+ }
37
+
38
+ // To remove the need for index wrapping, double the permutation table length
39
+ this.perm = [];
40
+
41
+ for ( let i = 0; i < 512; i ++ ) {
42
+
43
+ this.perm[ i ] = this.p[ i & 255 ];
44
+
45
+ }
46
+
47
+ // A lookup table to traverse the simplex around a given point in 4D.
48
+ // Details can be found where this table is used, in the 4D noise method.
49
+ this.simplex = [
50
+ [ 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 ],
51
+ [ 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 ],
52
+ [ 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 ],
53
+ [ 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 ],
54
+ [ 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 ],
55
+ [ 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 ],
56
+ [ 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 ],
57
+ [ 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 ]];
58
+
59
+ }
60
+
61
+ dot( g, x, y ) {
62
+
63
+ return g[ 0 ] * x + g[ 1 ] * y;
64
+
65
+ }
66
+
67
+ dot3( g, x, y, z ) {
68
+
69
+ return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z;
70
+
71
+ }
72
+
73
+ dot4( g, x, y, z, w ) {
74
+
75
+ return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z + g[ 3 ] * w;
76
+
77
+ }
78
+
79
+ noise( xin, yin ) {
80
+
81
+ let n0; // Noise contributions from the three corners
82
+ let n1;
83
+ let n2;
84
+ // Skew the input space to determine which simplex cell we're in
85
+ const F2 = 0.5 * ( Math.sqrt( 3.0 ) - 1.0 );
86
+ const s = ( xin + yin ) * F2; // Hairy factor for 2D
87
+ const i = Math.floor( xin + s );
88
+ const j = Math.floor( yin + s );
89
+ const G2 = ( 3.0 - Math.sqrt( 3.0 ) ) / 6.0;
90
+ const t = ( i + j ) * G2;
91
+ const X0 = i - t; // Unskew the cell origin back to (x,y) space
92
+ const Y0 = j - t;
93
+ const x0 = xin - X0; // The x,y distances from the cell origin
94
+ const y0 = yin - Y0;
95
+
96
+ // For the 2D case, the simplex shape is an equilateral triangle.
97
+ // Determine which simplex we are in.
98
+ let i1; // Offsets for second (middle) corner of simplex in (i,j) coords
99
+
100
+ let j1;
101
+ if ( x0 > y0 ) {
102
+
103
+ i1 = 1; j1 = 0;
104
+
105
+ // lower triangle, XY order: (0,0)->(1,0)->(1,1)
106
+
107
+ } else {
108
+
109
+ i1 = 0; j1 = 1;
110
+
111
+ } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
112
+
113
+ // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
114
+ // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
115
+ // c = (3-sqrt(3))/6
116
+ const x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
117
+ const y1 = y0 - j1 + G2;
118
+ const x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
119
+ const y2 = y0 - 1.0 + 2.0 * G2;
120
+ // Work out the hashed gradient indices of the three simplex corners
121
+ const ii = i & 255;
122
+ const jj = j & 255;
123
+ const gi0 = this.perm[ ii + this.perm[ jj ] ] % 12;
124
+ const gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 ] ] % 12;
125
+ const gi2 = this.perm[ ii + 1 + this.perm[ jj + 1 ] ] % 12;
126
+ // Calculate the contribution from the three corners
127
+ let t0 = 0.5 - x0 * x0 - y0 * y0;
128
+ if ( t0 < 0 ) n0 = 0.0;
129
+ else {
130
+
131
+ t0 *= t0;
132
+ n0 = t0 * t0 * this.dot( this.grad3[ gi0 ], x0, y0 ); // (x,y) of grad3 used for 2D gradient
133
+
134
+ }
135
+
136
+ let t1 = 0.5 - x1 * x1 - y1 * y1;
137
+ if ( t1 < 0 ) n1 = 0.0;
138
+ else {
139
+
140
+ t1 *= t1;
141
+ n1 = t1 * t1 * this.dot( this.grad3[ gi1 ], x1, y1 );
142
+
143
+ }
144
+
145
+ let t2 = 0.5 - x2 * x2 - y2 * y2;
146
+ if ( t2 < 0 ) n2 = 0.0;
147
+ else {
148
+
149
+ t2 *= t2;
150
+ n2 = t2 * t2 * this.dot( this.grad3[ gi2 ], x2, y2 );
151
+
152
+ }
153
+
154
+ // Add contributions from each corner to get the final noise value.
155
+ // The result is scaled to return values in the interval [-1,1].
156
+ return 70.0 * ( n0 + n1 + n2 );
157
+
158
+ }
159
+
160
+ // 3D simplex noise
161
+ noise3d( xin, yin, zin ) {
162
+
163
+ let n0; // Noise contributions from the four corners
164
+ let n1;
165
+ let n2;
166
+ let n3;
167
+ // Skew the input space to determine which simplex cell we're in
168
+ const F3 = 1.0 / 3.0;
169
+ const s = ( xin + yin + zin ) * F3; // Very nice and simple skew factor for 3D
170
+ const i = Math.floor( xin + s );
171
+ const j = Math.floor( yin + s );
172
+ const k = Math.floor( zin + s );
173
+ const G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too
174
+ const t = ( i + j + k ) * G3;
175
+ const X0 = i - t; // Unskew the cell origin back to (x,y,z) space
176
+ const Y0 = j - t;
177
+ const Z0 = k - t;
178
+ const x0 = xin - X0; // The x,y,z distances from the cell origin
179
+ const y0 = yin - Y0;
180
+ const z0 = zin - Z0;
181
+
182
+ // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
183
+ // Determine which simplex we are in.
184
+ let i1; // Offsets for second corner of simplex in (i,j,k) coords
185
+
186
+ let j1;
187
+ let k1;
188
+ let i2; // Offsets for third corner of simplex in (i,j,k) coords
189
+ let j2;
190
+ let k2;
191
+ if ( x0 >= y0 ) {
192
+
193
+ if ( y0 >= z0 ) {
194
+
195
+ i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
196
+
197
+ // X Y Z order
198
+
199
+ } else if ( x0 >= z0 ) {
200
+
201
+ i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1;
202
+
203
+ // X Z Y order
204
+
205
+ } else {
206
+
207
+ i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1;
208
+
209
+ } // Z X Y order
210
+
211
+ } else { // x0<y0
212
+
213
+ if ( y0 < z0 ) {
214
+
215
+ i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1;
216
+
217
+ // Z Y X order
218
+
219
+ } else if ( x0 < z0 ) {
220
+
221
+ i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1;
222
+
223
+ // Y Z X order
224
+
225
+ } else {
226
+
227
+ i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
228
+
229
+ } // Y X Z order
230
+
231
+ }
232
+
233
+ // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
234
+ // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
235
+ // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
236
+ // c = 1/6.
237
+ const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
238
+ const y1 = y0 - j1 + G3;
239
+ const z1 = z0 - k1 + G3;
240
+ const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
241
+ const y2 = y0 - j2 + 2.0 * G3;
242
+ const z2 = z0 - k2 + 2.0 * G3;
243
+ const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
244
+ const y3 = y0 - 1.0 + 3.0 * G3;
245
+ const z3 = z0 - 1.0 + 3.0 * G3;
246
+ // Work out the hashed gradient indices of the four simplex corners
247
+ const ii = i & 255;
248
+ const jj = j & 255;
249
+ const kk = k & 255;
250
+ const gi0 = this.perm[ ii + this.perm[ jj + this.perm[ kk ] ] ] % 12;
251
+ const gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 + this.perm[ kk + k1 ] ] ] % 12;
252
+ const gi2 = this.perm[ ii + i2 + this.perm[ jj + j2 + this.perm[ kk + k2 ] ] ] % 12;
253
+ const gi3 = this.perm[ ii + 1 + this.perm[ jj + 1 + this.perm[ kk + 1 ] ] ] % 12;
254
+ // Calculate the contribution from the four corners
255
+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
256
+ if ( t0 < 0 ) n0 = 0.0;
257
+ else {
258
+
259
+ t0 *= t0;
260
+ n0 = t0 * t0 * this.dot3( this.grad3[ gi0 ], x0, y0, z0 );
261
+
262
+ }
263
+
264
+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
265
+ if ( t1 < 0 ) n1 = 0.0;
266
+ else {
267
+
268
+ t1 *= t1;
269
+ n1 = t1 * t1 * this.dot3( this.grad3[ gi1 ], x1, y1, z1 );
270
+
271
+ }
272
+
273
+ let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
274
+ if ( t2 < 0 ) n2 = 0.0;
275
+ else {
276
+
277
+ t2 *= t2;
278
+ n2 = t2 * t2 * this.dot3( this.grad3[ gi2 ], x2, y2, z2 );
279
+
280
+ }
281
+
282
+ let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
283
+ if ( t3 < 0 ) n3 = 0.0;
284
+ else {
285
+
286
+ t3 *= t3;
287
+ n3 = t3 * t3 * this.dot3( this.grad3[ gi3 ], x3, y3, z3 );
288
+
289
+ }
290
+
291
+ // Add contributions from each corner to get the final noise value.
292
+ // The result is scaled to stay just inside [-1,1]
293
+ return 32.0 * ( n0 + n1 + n2 + n3 );
294
+
295
+ }
296
+
297
+ // 4D simplex noise
298
+ noise4d( x, y, z, w ) {
299
+
300
+ // For faster and easier lookups
301
+ const grad4 = this.grad4;
302
+ const simplex = this.simplex;
303
+ const perm = this.perm;
304
+
305
+ // The skewing and unskewing factors are hairy again for the 4D case
306
+ const F4 = ( Math.sqrt( 5.0 ) - 1.0 ) / 4.0;
307
+ const G4 = ( 5.0 - Math.sqrt( 5.0 ) ) / 20.0;
308
+ let n0; // Noise contributions from the five corners
309
+ let n1;
310
+ let n2;
311
+ let n3;
312
+ let n4;
313
+ // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
314
+ const s = ( x + y + z + w ) * F4; // Factor for 4D skewing
315
+ const i = Math.floor( x + s );
316
+ const j = Math.floor( y + s );
317
+ const k = Math.floor( z + s );
318
+ const l = Math.floor( w + s );
319
+ const t = ( i + j + k + l ) * G4; // Factor for 4D unskewing
320
+ const X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
321
+ const Y0 = j - t;
322
+ const Z0 = k - t;
323
+ const W0 = l - t;
324
+ const x0 = x - X0; // The x,y,z,w distances from the cell origin
325
+ const y0 = y - Y0;
326
+ const z0 = z - Z0;
327
+ const w0 = w - W0;
328
+
329
+ // For the 4D case, the simplex is a 4D shape I won't even try to describe.
330
+ // To find out which of the 24 possible simplices we're in, we need to
331
+ // determine the magnitude ordering of x0, y0, z0 and w0.
332
+ // The method below is a good way of finding the ordering of x,y,z,w and
333
+ // then find the correct traversal order for the simplex we’re in.
334
+ // First, six pair-wise comparisons are performed between each possible pair
335
+ // of the four coordinates, and the results are used to add up binary bits
336
+ // for an integer index.
337
+ const c1 = ( x0 > y0 ) ? 32 : 0;
338
+ const c2 = ( x0 > z0 ) ? 16 : 0;
339
+ const c3 = ( y0 > z0 ) ? 8 : 0;
340
+ const c4 = ( x0 > w0 ) ? 4 : 0;
341
+ const c5 = ( y0 > w0 ) ? 2 : 0;
342
+ const c6 = ( z0 > w0 ) ? 1 : 0;
343
+ const c = c1 + c2 + c3 + c4 + c5 + c6;
344
+
345
+ // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
346
+ // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
347
+ // impossible. Only the 24 indices which have non-zero entries make any sense.
348
+ // We use a thresholding to set the coordinates in turn from the largest magnitude.
349
+ // The number 3 in the "simplex" array is at the position of the largest coordinate.
350
+ const i1 = simplex[ c ][ 0 ] >= 3 ? 1 : 0;
351
+ const j1 = simplex[ c ][ 1 ] >= 3 ? 1 : 0;
352
+ const k1 = simplex[ c ][ 2 ] >= 3 ? 1 : 0;
353
+ const l1 = simplex[ c ][ 3 ] >= 3 ? 1 : 0;
354
+ // The number 2 in the "simplex" array is at the second largest coordinate.
355
+ const i2 = simplex[ c ][ 0 ] >= 2 ? 1 : 0;
356
+ const j2 = simplex[ c ][ 1 ] >= 2 ? 1 : 0;
357
+ const k2 = simplex[ c ][ 2 ] >= 2 ? 1 : 0;
358
+ const l2 = simplex[ c ][ 3 ] >= 2 ? 1 : 0;
359
+ // The number 1 in the "simplex" array is at the second smallest coordinate.
360
+ const i3 = simplex[ c ][ 0 ] >= 1 ? 1 : 0;
361
+ const j3 = simplex[ c ][ 1 ] >= 1 ? 1 : 0;
362
+ const k3 = simplex[ c ][ 2 ] >= 1 ? 1 : 0;
363
+ const l3 = simplex[ c ][ 3 ] >= 1 ? 1 : 0;
364
+ // The fifth corner has all coordinate offsets = 1, so no need to look that up.
365
+ const x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
366
+ const y1 = y0 - j1 + G4;
367
+ const z1 = z0 - k1 + G4;
368
+ const w1 = w0 - l1 + G4;
369
+ const x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
370
+ const y2 = y0 - j2 + 2.0 * G4;
371
+ const z2 = z0 - k2 + 2.0 * G4;
372
+ const w2 = w0 - l2 + 2.0 * G4;
373
+ const x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
374
+ const y3 = y0 - j3 + 3.0 * G4;
375
+ const z3 = z0 - k3 + 3.0 * G4;
376
+ const w3 = w0 - l3 + 3.0 * G4;
377
+ const x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
378
+ const y4 = y0 - 1.0 + 4.0 * G4;
379
+ const z4 = z0 - 1.0 + 4.0 * G4;
380
+ const w4 = w0 - 1.0 + 4.0 * G4;
381
+ // Work out the hashed gradient indices of the five simplex corners
382
+ const ii = i & 255;
383
+ const jj = j & 255;
384
+ const kk = k & 255;
385
+ const ll = l & 255;
386
+ const gi0 = perm[ ii + perm[ jj + perm[ kk + perm[ ll ] ] ] ] % 32;
387
+ const gi1 = perm[ ii + i1 + perm[ jj + j1 + perm[ kk + k1 + perm[ ll + l1 ] ] ] ] % 32;
388
+ const gi2 = perm[ ii + i2 + perm[ jj + j2 + perm[ kk + k2 + perm[ ll + l2 ] ] ] ] % 32;
389
+ const gi3 = perm[ ii + i3 + perm[ jj + j3 + perm[ kk + k3 + perm[ ll + l3 ] ] ] ] % 32;
390
+ const gi4 = perm[ ii + 1 + perm[ jj + 1 + perm[ kk + 1 + perm[ ll + 1 ] ] ] ] % 32;
391
+ // Calculate the contribution from the five corners
392
+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
393
+ if ( t0 < 0 ) n0 = 0.0;
394
+ else {
395
+
396
+ t0 *= t0;
397
+ n0 = t0 * t0 * this.dot4( grad4[ gi0 ], x0, y0, z0, w0 );
398
+
399
+ }
400
+
401
+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
402
+ if ( t1 < 0 ) n1 = 0.0;
403
+ else {
404
+
405
+ t1 *= t1;
406
+ n1 = t1 * t1 * this.dot4( grad4[ gi1 ], x1, y1, z1, w1 );
407
+
408
+ }
409
+
410
+ let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
411
+ if ( t2 < 0 ) n2 = 0.0;
412
+ else {
413
+
414
+ t2 *= t2;
415
+ n2 = t2 * t2 * this.dot4( grad4[ gi2 ], x2, y2, z2, w2 );
416
+
417
+ }
418
+
419
+ let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
420
+ if ( t3 < 0 ) n3 = 0.0;
421
+ else {
422
+
423
+ t3 *= t3;
424
+ n3 = t3 * t3 * this.dot4( grad4[ gi3 ], x3, y3, z3, w3 );
425
+
426
+ }
427
+
428
+ let t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
429
+ if ( t4 < 0 ) n4 = 0.0;
430
+ else {
431
+
432
+ t4 *= t4;
433
+ n4 = t4 * t4 * this.dot4( grad4[ gi4 ], x4, y4, z4, w4 );
434
+
435
+ }
436
+
437
+ // Sum up and scale the result to cover the range [-1,1]
438
+ return 27.0 * ( n0 + n1 + n2 + n3 + n4 );
439
+
440
+ }
441
+
442
+ }
443
+
444
+ export { SimplexNoise };