@needle-tools/three 0.162.2 → 0.162.3

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 (955) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53266 -53266
  4. package/build/three.module.js +53266 -53266
  5. package/examples/fonts/LICENSE +13 -13
  6. package/examples/fonts/README.md +11 -11
  7. package/examples/fonts/droid/NOTICE +190 -190
  8. package/examples/fonts/droid/README.txt +18 -18
  9. package/examples/fonts/ttf/README.md +9 -9
  10. package/examples/jsm/Addons.js +295 -295
  11. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  12. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  13. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  14. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  15. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  16. package/examples/jsm/capabilities/WebGL.js +108 -108
  17. package/examples/jsm/capabilities/WebGPU.js +57 -57
  18. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  19. package/examples/jsm/controls/DragControls.js +282 -282
  20. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  21. package/examples/jsm/controls/FlyControls.js +326 -326
  22. package/examples/jsm/controls/MapControls.js +28 -28
  23. package/examples/jsm/controls/OrbitControls.js +1548 -1548
  24. package/examples/jsm/controls/PointerLockControls.js +162 -162
  25. package/examples/jsm/controls/TrackballControls.js +828 -828
  26. package/examples/jsm/controls/TransformControls.js +1573 -1573
  27. package/examples/jsm/csm/CSM.js +384 -384
  28. package/examples/jsm/csm/CSMFrustum.js +152 -152
  29. package/examples/jsm/csm/CSMHelper.js +193 -193
  30. package/examples/jsm/csm/CSMShader.js +295 -295
  31. package/examples/jsm/curves/CurveExtras.js +422 -422
  32. package/examples/jsm/curves/NURBSCurve.js +80 -80
  33. package/examples/jsm/curves/NURBSSurface.js +52 -52
  34. package/examples/jsm/curves/NURBSUtils.js +542 -542
  35. package/examples/jsm/curves/NURBSVolume.js +62 -62
  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 -579
  46. package/examples/jsm/exporters/GLTFExporter.js +3322 -3321
  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 -720
  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 -174
  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 -144
  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 -237
  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 -572
  72. package/examples/jsm/interactive/InteractiveGroup.js +106 -106
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  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 -14849
  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 -14506
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -15
  99. package/examples/jsm/libs/stats.module.js +167 -167
  100. package/examples/jsm/libs/surfaceNet.js +200 -200
  101. package/examples/jsm/libs/tween.module.js +876 -876
  102. package/examples/jsm/libs/utif.module.js +1664 -1664
  103. package/examples/jsm/libs/zstddec.module.js +1 -1
  104. package/examples/jsm/lights/IESSpotLight.js +25 -25
  105. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  106. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  107. package/examples/jsm/lines/Line2.js +19 -19
  108. package/examples/jsm/lines/LineGeometry.js +79 -79
  109. package/examples/jsm/lines/LineMaterial.js +619 -619
  110. package/examples/jsm/lines/LineSegments2.js +361 -361
  111. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  112. package/examples/jsm/lines/Wireframe.js +56 -56
  113. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  114. package/examples/jsm/loaders/3DMLoader.js +1764 -1764
  115. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  116. package/examples/jsm/loaders/AMFLoader.js +521 -521
  117. package/examples/jsm/loaders/BVHLoader.js +437 -437
  118. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  119. package/examples/jsm/loaders/DDSLoader.js +318 -318
  120. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  121. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  122. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  123. package/examples/jsm/loaders/FontLoader.js +183 -183
  124. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  125. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  126. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -729
  127. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  128. package/examples/jsm/loaders/IESLoader.js +337 -337
  129. package/examples/jsm/loaders/KMZLoader.js +130 -130
  130. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  131. package/examples/jsm/loaders/KTXLoader.js +176 -176
  132. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  133. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  134. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  135. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  136. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  137. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  138. package/examples/jsm/loaders/LottieLoader.js +77 -77
  139. package/examples/jsm/loaders/MD2Loader.js +399 -399
  140. package/examples/jsm/loaders/MDDLoader.js +102 -102
  141. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  142. package/examples/jsm/loaders/MTLLoader.js +567 -567
  143. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  144. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  145. package/examples/jsm/loaders/OBJLoader.js +905 -905
  146. package/examples/jsm/loaders/PCDLoader.js +467 -467
  147. package/examples/jsm/loaders/PDBLoader.js +232 -232
  148. package/examples/jsm/loaders/PLYLoader.js +771 -771
  149. package/examples/jsm/loaders/PVRLoader.js +251 -251
  150. package/examples/jsm/loaders/RGBELoader.js +450 -450
  151. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  152. package/examples/jsm/loaders/STLLoader.js +410 -410
  153. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  154. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  155. package/examples/jsm/loaders/TGALoader.js +517 -517
  156. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  157. package/examples/jsm/loaders/TTFLoader.js +214 -214
  158. package/examples/jsm/loaders/TiltLoader.js +520 -520
  159. package/examples/jsm/loaders/USDZLoader.js +822 -822
  160. package/examples/jsm/loaders/VOXLoader.js +318 -318
  161. package/examples/jsm/loaders/VRMLLoader.js +3537 -3537
  162. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  163. package/examples/jsm/loaders/XYZLoader.js +106 -106
  164. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  165. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  166. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  167. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  168. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  169. package/examples/jsm/math/Capsule.js +82 -82
  170. package/examples/jsm/math/ColorConverter.js +36 -36
  171. package/examples/jsm/math/ConvexHull.js +1271 -1271
  172. package/examples/jsm/math/ImprovedNoise.js +71 -71
  173. package/examples/jsm/math/Lut.js +204 -204
  174. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  175. package/examples/jsm/math/OBB.js +423 -423
  176. package/examples/jsm/math/Octree.js +540 -540
  177. package/examples/jsm/math/SimplexNoise.js +444 -444
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  179. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  180. package/examples/jsm/misc/Gyroscope.js +66 -66
  181. package/examples/jsm/misc/MD2Character.js +276 -276
  182. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  183. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  184. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  185. package/examples/jsm/misc/ProgressiveLightMap.js +324 -324
  186. package/examples/jsm/misc/RollerCoaster.js +566 -566
  187. package/examples/jsm/misc/Timer.js +128 -128
  188. package/examples/jsm/misc/TubePainter.js +202 -202
  189. package/examples/jsm/misc/Volume.js +473 -473
  190. package/examples/jsm/misc/VolumeSlice.js +229 -229
  191. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  192. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  193. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  194. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  195. package/examples/jsm/nodes/Nodes.js +195 -195
  196. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -10
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +119 -119
  201. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -144
  202. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  203. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  204. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  205. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  206. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -41
  207. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  208. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  209. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  210. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  211. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  212. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  213. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  214. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -160
  215. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  216. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  217. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -124
  218. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -72
  219. package/examples/jsm/nodes/accessors/TangentNode.js +109 -109
  220. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  221. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  222. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  223. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  224. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  225. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -140
  226. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  227. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  228. package/examples/jsm/nodes/code/CodeNode.js +84 -84
  229. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  230. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  231. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  232. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  233. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  234. package/examples/jsm/nodes/core/AssignNode.js +128 -128
  235. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  236. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  237. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  238. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  239. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  240. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  241. package/examples/jsm/nodes/core/InputNode.js +83 -83
  242. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  243. package/examples/jsm/nodes/core/Node.js +493 -493
  244. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  245. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1250
  246. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  247. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  248. package/examples/jsm/nodes/core/NodeFrame.js +143 -143
  249. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  250. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  251. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  252. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  253. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  254. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  255. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  256. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  257. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  258. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  259. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  260. package/examples/jsm/nodes/core/StackNode.js +89 -89
  261. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  262. package/examples/jsm/nodes/core/TempNode.js +58 -58
  263. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  264. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  265. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  266. package/examples/jsm/nodes/core/VarNode.js +60 -60
  267. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  268. package/examples/jsm/nodes/core/constants.js +28 -28
  269. package/examples/jsm/nodes/display/AfterImageNode.js +148 -148
  270. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -148
  271. package/examples/jsm/nodes/display/BlendModeNode.js +128 -128
  272. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  273. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -99
  274. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  275. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  276. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -190
  277. package/examples/jsm/nodes/display/NormalMapNode.js +106 -106
  278. package/examples/jsm/nodes/display/PassNode.js +183 -183
  279. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  280. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  281. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  282. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  284. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  286. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  287. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  288. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  290. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  292. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  293. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  294. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  295. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  296. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  297. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  298. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  299. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  300. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  301. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  302. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  303. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  304. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  305. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  306. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -241
  307. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  308. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  309. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  310. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  311. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  312. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  313. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  314. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  315. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  316. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  317. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  318. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  319. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  320. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  321. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -162
  322. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -436
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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 ++ ) {
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-
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 };