@prestyj/cli 5.27.0 → 5.28.0

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 (701) hide show
  1. package/README.md +7 -5
  2. package/assets/motion/BRAG-LICENSE +21 -0
  3. package/assets/motion/HYPERFRAMES-LICENSE +190 -0
  4. package/assets/motion/THIRD-PARTY.md +57 -0
  5. package/assets/motion/assets/music/README.md +20 -0
  6. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.json +3846 -0
  7. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.md +35 -0
  8. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.json +1826 -0
  9. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.md +35 -0
  10. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.json +2266 -0
  11. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.md +35 -0
  12. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.json +2806 -0
  13. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.md +35 -0
  14. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.json +2796 -0
  15. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.md +35 -0
  16. package/assets/motion/assets/music/happy-beats-business-moves-vol-1-by-ende-dot-app.mp3 +0 -0
  17. package/assets/motion/assets/music/happy-beats-business-moves-vol-10-by-ende-dot-app.mp3 +0 -0
  18. package/assets/motion/assets/music/happy-beats-business-moves-vol-11-by-ende-dot-app.mp3 +0 -0
  19. package/assets/motion/assets/music/happy-beats-business-moves-vol-12-by-ende-dot-app.mp3 +0 -0
  20. package/assets/motion/assets/music/happy-beats-business-moves-vol-9-by-ende-dot-app.mp3 +0 -0
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@@ -0,0 +1,470 @@
1
+ /**
2
+ * A utility class providing noise functions.
3
+ *
4
+ * The code is based on [Simplex noise demystified](https://web.archive.org/web/20210210162332/http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf)
5
+ * by Stefan Gustavson, 2005.
6
+ *
7
+ * @three_import import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
8
+ */
9
+ class SimplexNoise {
10
+
11
+ /**
12
+ * Constructs a new simplex noise object.
13
+ *
14
+ * @param {Object} [r=Math] - A math utility class that holds a `random()` method. This makes it
15
+ * possible to pass in custom random number generator.
16
+ */
17
+ constructor( r = Math ) {
18
+
19
+ this.grad3 = [[ 1, 1, 0 ], [ - 1, 1, 0 ], [ 1, - 1, 0 ], [ - 1, - 1, 0 ],
20
+ [ 1, 0, 1 ], [ - 1, 0, 1 ], [ 1, 0, - 1 ], [ - 1, 0, - 1 ],
21
+ [ 0, 1, 1 ], [ 0, - 1, 1 ], [ 0, 1, - 1 ], [ 0, - 1, - 1 ]];
22
+
23
+ this.grad4 = [[ 0, 1, 1, 1 ], [ 0, 1, 1, - 1 ], [ 0, 1, - 1, 1 ], [ 0, 1, - 1, - 1 ],
24
+ [ 0, - 1, 1, 1 ], [ 0, - 1, 1, - 1 ], [ 0, - 1, - 1, 1 ], [ 0, - 1, - 1, - 1 ],
25
+ [ 1, 0, 1, 1 ], [ 1, 0, 1, - 1 ], [ 1, 0, - 1, 1 ], [ 1, 0, - 1, - 1 ],
26
+ [ - 1, 0, 1, 1 ], [ - 1, 0, 1, - 1 ], [ - 1, 0, - 1, 1 ], [ - 1, 0, - 1, - 1 ],
27
+ [ 1, 1, 0, 1 ], [ 1, 1, 0, - 1 ], [ 1, - 1, 0, 1 ], [ 1, - 1, 0, - 1 ],
28
+ [ - 1, 1, 0, 1 ], [ - 1, 1, 0, - 1 ], [ - 1, - 1, 0, 1 ], [ - 1, - 1, 0, - 1 ],
29
+ [ 1, 1, 1, 0 ], [ 1, 1, - 1, 0 ], [ 1, - 1, 1, 0 ], [ 1, - 1, - 1, 0 ],
30
+ [ - 1, 1, 1, 0 ], [ - 1, 1, - 1, 0 ], [ - 1, - 1, 1, 0 ], [ - 1, - 1, - 1, 0 ]];
31
+
32
+ this.p = [];
33
+
34
+ for ( let i = 0; i < 256; i ++ ) {
35
+
36
+ this.p[ i ] = Math.floor( r.random() * 256 );
37
+
38
+ }
39
+
40
+ // To remove the need for index wrapping, double the permutation table length
41
+ this.perm = [];
42
+
43
+ for ( let i = 0; i < 512; i ++ ) {
44
+
45
+ this.perm[ i ] = this.p[ i & 255 ];
46
+
47
+ }
48
+
49
+ // A lookup table to traverse the simplex around a given point in 4D.
50
+ // Details can be found where this table is used, in the 4D noise method.
51
+ this.simplex = [
52
+ [ 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 ],
53
+ [ 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 ],
54
+ [ 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 ],
55
+ [ 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 ],
56
+ [ 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 ],
57
+ [ 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 ],
58
+ [ 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 ],
59
+ [ 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 ]];
60
+
61
+ }
62
+
63
+ /**
64
+ * A 2D simplex noise method.
65
+ *
66
+ * @param {number} xin - The x coordinate.
67
+ * @param {number} yin - The y coordinate.
68
+ * @return {number} The noise value.
69
+ */
70
+ noise( xin, yin ) {
71
+
72
+ let n0; // Noise contributions from the three corners
73
+ let n1;
74
+ let n2;
75
+ // Skew the input space to determine which simplex cell we're in
76
+ const F2 = 0.5 * ( Math.sqrt( 3.0 ) - 1.0 );
77
+ const s = ( xin + yin ) * F2; // Hairy factor for 2D
78
+ const i = Math.floor( xin + s );
79
+ const j = Math.floor( yin + s );
80
+ const G2 = ( 3.0 - Math.sqrt( 3.0 ) ) / 6.0;
81
+ const t = ( i + j ) * G2;
82
+ const X0 = i - t; // Unskew the cell origin back to (x,y) space
83
+ const Y0 = j - t;
84
+ const x0 = xin - X0; // The x,y distances from the cell origin
85
+ const y0 = yin - Y0;
86
+
87
+ // For the 2D case, the simplex shape is an equilateral triangle.
88
+ // Determine which simplex we are in.
89
+ let i1; // Offsets for second (middle) corner of simplex in (i,j) coords
90
+
91
+ let j1;
92
+ if ( x0 > y0 ) {
93
+
94
+ i1 = 1; j1 = 0;
95
+
96
+ // lower triangle, XY order: (0,0)->(1,0)->(1,1)
97
+
98
+ } else {
99
+
100
+ i1 = 0; j1 = 1;
101
+
102
+ } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
103
+
104
+ // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
105
+ // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
106
+ // c = (3-sqrt(3))/6
107
+ const x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
108
+ const y1 = y0 - j1 + G2;
109
+ const x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
110
+ const y2 = y0 - 1.0 + 2.0 * G2;
111
+ // Work out the hashed gradient indices of the three simplex corners
112
+ const ii = i & 255;
113
+ const jj = j & 255;
114
+ const gi0 = this.perm[ ii + this.perm[ jj ] ] % 12;
115
+ const gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 ] ] % 12;
116
+ const gi2 = this.perm[ ii + 1 + this.perm[ jj + 1 ] ] % 12;
117
+ // Calculate the contribution from the three corners
118
+ let t0 = 0.5 - x0 * x0 - y0 * y0;
119
+ if ( t0 < 0 ) n0 = 0.0;
120
+ else {
121
+
122
+ t0 *= t0;
123
+ n0 = t0 * t0 * this._dot( this.grad3[ gi0 ], x0, y0 ); // (x,y) of grad3 used for 2D gradient
124
+
125
+ }
126
+
127
+ let t1 = 0.5 - x1 * x1 - y1 * y1;
128
+ if ( t1 < 0 ) n1 = 0.0;
129
+ else {
130
+
131
+ t1 *= t1;
132
+ n1 = t1 * t1 * this._dot( this.grad3[ gi1 ], x1, y1 );
133
+
134
+ }
135
+
136
+ let t2 = 0.5 - x2 * x2 - y2 * y2;
137
+ if ( t2 < 0 ) n2 = 0.0;
138
+ else {
139
+
140
+ t2 *= t2;
141
+ n2 = t2 * t2 * this._dot( this.grad3[ gi2 ], x2, y2 );
142
+
143
+ }
144
+
145
+ // Add contributions from each corner to get the final noise value.
146
+ // The result is scaled to return values in the interval [-1,1].
147
+ return 70.0 * ( n0 + n1 + n2 );
148
+
149
+ }
150
+
151
+ /**
152
+ * A 3D simplex noise method.
153
+ *
154
+ * @param {number} xin - The x coordinate.
155
+ * @param {number} yin - The y coordinate.
156
+ * @param {number} zin - The z coordinate.
157
+ * @return {number} The noise value.
158
+ */
159
+ noise3d( xin, yin, zin ) {
160
+
161
+ let n0; // Noise contributions from the four corners
162
+ let n1;
163
+ let n2;
164
+ let n3;
165
+ // Skew the input space to determine which simplex cell we're in
166
+ const F3 = 1.0 / 3.0;
167
+ const s = ( xin + yin + zin ) * F3; // Very nice and simple skew factor for 3D
168
+ const i = Math.floor( xin + s );
169
+ const j = Math.floor( yin + s );
170
+ const k = Math.floor( zin + s );
171
+ const G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too
172
+ const t = ( i + j + k ) * G3;
173
+ const X0 = i - t; // Unskew the cell origin back to (x,y,z) space
174
+ const Y0 = j - t;
175
+ const Z0 = k - t;
176
+ const x0 = xin - X0; // The x,y,z distances from the cell origin
177
+ const y0 = yin - Y0;
178
+ const z0 = zin - Z0;
179
+
180
+ // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
181
+ // Determine which simplex we are in.
182
+ let i1; // Offsets for second corner of simplex in (i,j,k) coords
183
+
184
+ let j1;
185
+ let k1;
186
+ let i2; // Offsets for third corner of simplex in (i,j,k) coords
187
+ let j2;
188
+ let k2;
189
+ if ( x0 >= y0 ) {
190
+
191
+ if ( y0 >= z0 ) {
192
+
193
+ i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
194
+
195
+ // X Y Z order
196
+
197
+ } else if ( x0 >= z0 ) {
198
+
199
+ i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1;
200
+
201
+ // X Z Y order
202
+
203
+ } else {
204
+
205
+ i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1;
206
+
207
+ } // Z X Y order
208
+
209
+ } else { // x0<y0
210
+
211
+ if ( y0 < z0 ) {
212
+
213
+ i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1;
214
+
215
+ // Z Y X order
216
+
217
+ } else if ( x0 < z0 ) {
218
+
219
+ i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1;
220
+
221
+ // Y Z X order
222
+
223
+ } else {
224
+
225
+ i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
226
+
227
+ } // Y X Z order
228
+
229
+ }
230
+
231
+ // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
232
+ // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
233
+ // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
234
+ // c = 1/6.
235
+ const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
236
+ const y1 = y0 - j1 + G3;
237
+ const z1 = z0 - k1 + G3;
238
+ const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
239
+ const y2 = y0 - j2 + 2.0 * G3;
240
+ const z2 = z0 - k2 + 2.0 * G3;
241
+ const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
242
+ const y3 = y0 - 1.0 + 3.0 * G3;
243
+ const z3 = z0 - 1.0 + 3.0 * G3;
244
+ // Work out the hashed gradient indices of the four simplex corners
245
+ const ii = i & 255;
246
+ const jj = j & 255;
247
+ const kk = k & 255;
248
+ const gi0 = this.perm[ ii + this.perm[ jj + this.perm[ kk ] ] ] % 12;
249
+ const gi1 = this.perm[ ii + i1 + this.perm[ jj + j1 + this.perm[ kk + k1 ] ] ] % 12;
250
+ const gi2 = this.perm[ ii + i2 + this.perm[ jj + j2 + this.perm[ kk + k2 ] ] ] % 12;
251
+ const gi3 = this.perm[ ii + 1 + this.perm[ jj + 1 + this.perm[ kk + 1 ] ] ] % 12;
252
+ // Calculate the contribution from the four corners
253
+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
254
+ if ( t0 < 0 ) n0 = 0.0;
255
+ else {
256
+
257
+ t0 *= t0;
258
+ n0 = t0 * t0 * this._dot3( this.grad3[ gi0 ], x0, y0, z0 );
259
+
260
+ }
261
+
262
+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
263
+ if ( t1 < 0 ) n1 = 0.0;
264
+ else {
265
+
266
+ t1 *= t1;
267
+ n1 = t1 * t1 * this._dot3( this.grad3[ gi1 ], x1, y1, z1 );
268
+
269
+ }
270
+
271
+ let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
272
+ if ( t2 < 0 ) n2 = 0.0;
273
+ else {
274
+
275
+ t2 *= t2;
276
+ n2 = t2 * t2 * this._dot3( this.grad3[ gi2 ], x2, y2, z2 );
277
+
278
+ }
279
+
280
+ let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
281
+ if ( t3 < 0 ) n3 = 0.0;
282
+ else {
283
+
284
+ t3 *= t3;
285
+ n3 = t3 * t3 * this._dot3( this.grad3[ gi3 ], x3, y3, z3 );
286
+
287
+ }
288
+
289
+ // Add contributions from each corner to get the final noise value.
290
+ // The result is scaled to stay just inside [-1,1]
291
+ return 32.0 * ( n0 + n1 + n2 + n3 );
292
+
293
+ }
294
+
295
+ /**
296
+ * A 4D simplex noise method.
297
+ *
298
+ * @param {number} x - The x coordinate.
299
+ * @param {number} y - The y coordinate.
300
+ * @param {number} z - The z coordinate.
301
+ * @param {number} w - The w coordinate.
302
+ * @return {number} The noise value.
303
+ */
304
+ noise4d( x, y, z, w ) {
305
+
306
+ // For faster and easier lookups
307
+ const grad4 = this.grad4;
308
+ const simplex = this.simplex;
309
+ const perm = this.perm;
310
+
311
+ // The skewing and unskewing factors are hairy again for the 4D case
312
+ const F4 = ( Math.sqrt( 5.0 ) - 1.0 ) / 4.0;
313
+ const G4 = ( 5.0 - Math.sqrt( 5.0 ) ) / 20.0;
314
+ let n0; // Noise contributions from the five corners
315
+ let n1;
316
+ let n2;
317
+ let n3;
318
+ let n4;
319
+ // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
320
+ const s = ( x + y + z + w ) * F4; // Factor for 4D skewing
321
+ const i = Math.floor( x + s );
322
+ const j = Math.floor( y + s );
323
+ const k = Math.floor( z + s );
324
+ const l = Math.floor( w + s );
325
+ const t = ( i + j + k + l ) * G4; // Factor for 4D unskewing
326
+ const X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
327
+ const Y0 = j - t;
328
+ const Z0 = k - t;
329
+ const W0 = l - t;
330
+ const x0 = x - X0; // The x,y,z,w distances from the cell origin
331
+ const y0 = y - Y0;
332
+ const z0 = z - Z0;
333
+ const w0 = w - W0;
334
+
335
+ // For the 4D case, the simplex is a 4D shape I won't even try to describe.
336
+ // To find out which of the 24 possible simplices we're in, we need to
337
+ // determine the magnitude ordering of x0, y0, z0 and w0.
338
+ // The method below is a good way of finding the ordering of x,y,z,w and
339
+ // then find the correct traversal order for the simplex we’re in.
340
+ // First, six pair-wise comparisons are performed between each possible pair
341
+ // of the four coordinates, and the results are used to add up binary bits
342
+ // for an integer index.
343
+ const c1 = ( x0 > y0 ) ? 32 : 0;
344
+ const c2 = ( x0 > z0 ) ? 16 : 0;
345
+ const c3 = ( y0 > z0 ) ? 8 : 0;
346
+ const c4 = ( x0 > w0 ) ? 4 : 0;
347
+ const c5 = ( y0 > w0 ) ? 2 : 0;
348
+ const c6 = ( z0 > w0 ) ? 1 : 0;
349
+ const c = c1 + c2 + c3 + c4 + c5 + c6;
350
+
351
+ // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
352
+ // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
353
+ // impossible. Only the 24 indices which have non-zero entries make any sense.
354
+ // We use a thresholding to set the coordinates in turn from the largest magnitude.
355
+ // The number 3 in the "simplex" array is at the position of the largest coordinate.
356
+ const i1 = simplex[ c ][ 0 ] >= 3 ? 1 : 0;
357
+ const j1 = simplex[ c ][ 1 ] >= 3 ? 1 : 0;
358
+ const k1 = simplex[ c ][ 2 ] >= 3 ? 1 : 0;
359
+ const l1 = simplex[ c ][ 3 ] >= 3 ? 1 : 0;
360
+ // The number 2 in the "simplex" array is at the second largest coordinate.
361
+ const i2 = simplex[ c ][ 0 ] >= 2 ? 1 : 0;
362
+ const j2 = simplex[ c ][ 1 ] >= 2 ? 1 : 0;
363
+ const k2 = simplex[ c ][ 2 ] >= 2 ? 1 : 0;
364
+ const l2 = simplex[ c ][ 3 ] >= 2 ? 1 : 0;
365
+ // The number 1 in the "simplex" array is at the second smallest coordinate.
366
+ const i3 = simplex[ c ][ 0 ] >= 1 ? 1 : 0;
367
+ const j3 = simplex[ c ][ 1 ] >= 1 ? 1 : 0;
368
+ const k3 = simplex[ c ][ 2 ] >= 1 ? 1 : 0;
369
+ const l3 = simplex[ c ][ 3 ] >= 1 ? 1 : 0;
370
+ // The fifth corner has all coordinate offsets = 1, so no need to look that up.
371
+ const x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
372
+ const y1 = y0 - j1 + G4;
373
+ const z1 = z0 - k1 + G4;
374
+ const w1 = w0 - l1 + G4;
375
+ const x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
376
+ const y2 = y0 - j2 + 2.0 * G4;
377
+ const z2 = z0 - k2 + 2.0 * G4;
378
+ const w2 = w0 - l2 + 2.0 * G4;
379
+ const x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
380
+ const y3 = y0 - j3 + 3.0 * G4;
381
+ const z3 = z0 - k3 + 3.0 * G4;
382
+ const w3 = w0 - l3 + 3.0 * G4;
383
+ const x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
384
+ const y4 = y0 - 1.0 + 4.0 * G4;
385
+ const z4 = z0 - 1.0 + 4.0 * G4;
386
+ const w4 = w0 - 1.0 + 4.0 * G4;
387
+ // Work out the hashed gradient indices of the five simplex corners
388
+ const ii = i & 255;
389
+ const jj = j & 255;
390
+ const kk = k & 255;
391
+ const ll = l & 255;
392
+ const gi0 = perm[ ii + perm[ jj + perm[ kk + perm[ ll ] ] ] ] % 32;
393
+ const gi1 = perm[ ii + i1 + perm[ jj + j1 + perm[ kk + k1 + perm[ ll + l1 ] ] ] ] % 32;
394
+ const gi2 = perm[ ii + i2 + perm[ jj + j2 + perm[ kk + k2 + perm[ ll + l2 ] ] ] ] % 32;
395
+ const gi3 = perm[ ii + i3 + perm[ jj + j3 + perm[ kk + k3 + perm[ ll + l3 ] ] ] ] % 32;
396
+ const gi4 = perm[ ii + 1 + perm[ jj + 1 + perm[ kk + 1 + perm[ ll + 1 ] ] ] ] % 32;
397
+ // Calculate the contribution from the five corners
398
+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
399
+ if ( t0 < 0 ) n0 = 0.0;
400
+ else {
401
+
402
+ t0 *= t0;
403
+ n0 = t0 * t0 * this._dot4( grad4[ gi0 ], x0, y0, z0, w0 );
404
+
405
+ }
406
+
407
+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
408
+ if ( t1 < 0 ) n1 = 0.0;
409
+ else {
410
+
411
+ t1 *= t1;
412
+ n1 = t1 * t1 * this._dot4( grad4[ gi1 ], x1, y1, z1, w1 );
413
+
414
+ }
415
+
416
+ let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
417
+ if ( t2 < 0 ) n2 = 0.0;
418
+ else {
419
+
420
+ t2 *= t2;
421
+ n2 = t2 * t2 * this._dot4( grad4[ gi2 ], x2, y2, z2, w2 );
422
+
423
+ }
424
+
425
+ let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
426
+ if ( t3 < 0 ) n3 = 0.0;
427
+ else {
428
+
429
+ t3 *= t3;
430
+ n3 = t3 * t3 * this._dot4( grad4[ gi3 ], x3, y3, z3, w3 );
431
+
432
+ }
433
+
434
+ let t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
435
+ if ( t4 < 0 ) n4 = 0.0;
436
+ else {
437
+
438
+ t4 *= t4;
439
+ n4 = t4 * t4 * this._dot4( grad4[ gi4 ], x4, y4, z4, w4 );
440
+
441
+ }
442
+
443
+ // Sum up and scale the result to cover the range [-1,1]
444
+ return 27.0 * ( n0 + n1 + n2 + n3 + n4 );
445
+
446
+ }
447
+
448
+ // private
449
+
450
+ _dot( g, x, y ) {
451
+
452
+ return g[ 0 ] * x + g[ 1 ] * y;
453
+
454
+ }
455
+
456
+ _dot3( g, x, y, z ) {
457
+
458
+ return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z;
459
+
460
+ }
461
+
462
+ _dot4( g, x, y, z, w ) {
463
+
464
+ return g[ 0 ] * x + g[ 1 ] * y + g[ 2 ] * z + g[ 3 ] * w;
465
+
466
+ }
467
+
468
+ }
469
+
470
+ export { SimplexNoise };