dsh-drawai 0.4.1 → 0.4.2

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+ MIT License
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+
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+ Copyright (c) 2018 Jonas Wagner
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
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+ /*
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+ * A fast javascript implementation of simplex noise by Jonas Wagner
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+
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+ Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
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+ Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
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+ With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
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+ Better rank ordering method by Stefan Gustavson in 2012.
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+
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+ Copyright (c) 2024 Jonas Wagner
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
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+ */
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+ // these __PURE__ comments help uglifyjs with dead code removal
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+ //
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+ const SQRT3 = /*#__PURE__*/ Math.sqrt(3.0);
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+ const SQRT5 = /*#__PURE__*/ Math.sqrt(5.0);
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+ const F2 = 0.5 * (SQRT3 - 1.0);
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+ const G2 = (3.0 - SQRT3) / 6.0;
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+ const F3 = 1.0 / 3.0;
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+ const G3 = 1.0 / 6.0;
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+ const F4 = (SQRT5 - 1.0) / 4.0;
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+ const G4 = (5.0 - SQRT5) / 20.0;
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+ // I'm really not sure why this | 0 (basically a coercion to int)
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+ // is making this faster but I get ~5 million ops/sec more on the
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+ // benchmarks across the board or a ~10% speedup.
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+ const fastFloor = (x) => Math.floor(x) | 0;
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+ const grad2 = /*#__PURE__*/ new Float64Array([1, 1,
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+ -1, 1,
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+ 1, -1,
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+ -1, -1,
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+ 1, 0,
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+ -1, 0,
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+ 1, 0,
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+ -1, 0,
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+ 0, 1,
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+ 0, -1,
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+ 0, 1,
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+ 0, -1]);
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+ // double seems to be faster than single or int's
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+ // probably because most operations are in double precision
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+ const grad3 = /*#__PURE__*/ new Float64Array([1, 1, 0,
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+ -1, 1, 0,
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+ 1, -1, 0,
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+ -1, -1, 0,
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+ 1, 0, 1,
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+ -1, 0, 1,
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+ 1, 0, -1,
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+ -1, 0, -1,
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+ 0, 1, 1,
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+ 0, -1, 1,
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+ 0, 1, -1,
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+ 0, -1, -1]);
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+ // double is a bit quicker here as well
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+ const grad4 = /*#__PURE__*/ new Float64Array([0, 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1,
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+ 0, -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1,
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+ 1, 0, 1, 1, 1, 0, 1, -1, 1, 0, -1, 1, 1, 0, -1, -1,
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+ -1, 0, 1, 1, -1, 0, 1, -1, -1, 0, -1, 1, -1, 0, -1, -1,
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+ 1, 1, 0, 1, 1, 1, 0, -1, 1, -1, 0, 1, 1, -1, 0, -1,
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+ -1, 1, 0, 1, -1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, -1,
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+ 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1, 0,
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+ -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1, 0]);
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+ /**
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+ * Creates a 2D noise function
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+ * @param random the random function that will be used to build the permutation table
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+ * @returns {NoiseFunction2D}
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+ */
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+ export function createNoise2D(random = Math.random) {
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+ const perm = buildPermutationTable(random);
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+ // precalculating this yields a little ~3% performance improvement.
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+ const permGrad2x = new Float64Array(perm).map(v => grad2[(v % 12) * 2]);
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+ const permGrad2y = new Float64Array(perm).map(v => grad2[(v % 12) * 2 + 1]);
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+ return function noise2D(x, y) {
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+ // if(!isFinite(x) || !isFinite(y)) return 0;
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+ let n0 = 0; // Noise contributions from the three corners
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+ let n1 = 0;
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+ let n2 = 0;
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+ // Skew the input space to determine which simplex cell we're in
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+ const s = (x + y) * F2; // Hairy factor for 2D
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+ const i = fastFloor(x + s);
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+ const j = fastFloor(y + s);
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+ const t = (i + j) * G2;
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+ const X0 = i - t; // Unskew the cell origin back to (x,y) space
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+ const Y0 = j - t;
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+ const x0 = x - X0; // The x,y distances from the cell origin
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+ const y0 = y - Y0;
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+ // For the 2D case, the simplex shape is an equilateral triangle.
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+ // Determine which simplex we are in.
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+ let i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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+ if (x0 > y0) {
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+ i1 = 1;
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+ j1 = 0;
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+ } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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+ else {
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+ i1 = 0;
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+ j1 = 1;
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+ } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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+ // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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+ // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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+ // c = (3-sqrt(3))/6
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+ const x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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+ const y1 = y0 - j1 + G2;
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+ const x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
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+ const y2 = y0 - 1.0 + 2.0 * G2;
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+ // Work out the hashed gradient indices of the three simplex corners
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+ const ii = i & 255;
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+ const jj = j & 255;
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+ // Calculate the contribution from the three corners
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+ let t0 = 0.5 - x0 * x0 - y0 * y0;
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+ if (t0 >= 0) {
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+ const gi0 = ii + perm[jj];
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+ const g0x = permGrad2x[gi0];
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+ const g0y = permGrad2y[gi0];
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+ t0 *= t0;
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+ // n0 = t0 * t0 * (grad2[gi0] * x0 + grad2[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
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+ n0 = t0 * t0 * (g0x * x0 + g0y * y0);
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+ }
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+ let t1 = 0.5 - x1 * x1 - y1 * y1;
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+ if (t1 >= 0) {
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+ const gi1 = ii + i1 + perm[jj + j1];
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+ const g1x = permGrad2x[gi1];
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+ const g1y = permGrad2y[gi1];
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+ t1 *= t1;
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+ // n1 = t1 * t1 * (grad2[gi1] * x1 + grad2[gi1 + 1] * y1);
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+ n1 = t1 * t1 * (g1x * x1 + g1y * y1);
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+ }
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+ let t2 = 0.5 - x2 * x2 - y2 * y2;
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+ if (t2 >= 0) {
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+ const gi2 = ii + 1 + perm[jj + 1];
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+ const g2x = permGrad2x[gi2];
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+ const g2y = permGrad2y[gi2];
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+ t2 *= t2;
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+ // n2 = t2 * t2 * (grad2[gi2] * x2 + grad2[gi2 + 1] * y2);
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+ n2 = t2 * t2 * (g2x * x2 + g2y * y2);
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+ }
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+ // Add contributions from each corner to get the final noise value.
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+ // The result is scaled to return values in the interval [-1,1].
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+ return 70.0 * (n0 + n1 + n2);
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+ };
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+ }
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+ /**
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+ * Creates a 3D noise function
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+ * @param random the random function that will be used to build the permutation table
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+ * @returns {NoiseFunction3D}
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+ */
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+ export function createNoise3D(random = Math.random) {
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+ const perm = buildPermutationTable(random);
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+ // precalculating these seems to yield a speedup of over 15%
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+ const permGrad3x = new Float64Array(perm).map(v => grad3[(v % 12) * 3]);
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+ const permGrad3y = new Float64Array(perm).map(v => grad3[(v % 12) * 3 + 1]);
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+ const permGrad3z = new Float64Array(perm).map(v => grad3[(v % 12) * 3 + 2]);
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+ return function noise3D(x, y, z) {
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+ let n0, n1, n2, n3; // Noise contributions from the four corners
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+ // Skew the input space to determine which simplex cell we're in
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+ const s = (x + y + z) * F3; // Very nice and simple skew factor for 3D
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+ const i = fastFloor(x + s);
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+ const j = fastFloor(y + s);
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+ const k = fastFloor(z + s);
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+ const t = (i + j + k) * G3;
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+ const X0 = i - t; // Unskew the cell origin back to (x,y,z) space
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+ const Y0 = j - t;
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+ const Z0 = k - t;
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+ const x0 = x - X0; // The x,y,z distances from the cell origin
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+ const y0 = y - Y0;
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+ const z0 = z - Z0;
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+ // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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+ // Determine which simplex we are in.
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+ let i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
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+ let i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
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+ if (x0 >= y0) {
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+ if (y0 >= z0) {
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+ i1 = 1;
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+ j1 = 0;
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+ k1 = 0;
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+ i2 = 1;
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+ j2 = 1;
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+ k2 = 0;
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+ } // X Y Z order
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+ else if (x0 >= z0) {
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+ i1 = 1;
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+ j1 = 0;
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+ k1 = 0;
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+ i2 = 1;
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+ j2 = 0;
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+ k2 = 1;
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+ } // X Z Y order
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+ else {
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+ i1 = 0;
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+ j1 = 0;
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+ k1 = 1;
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+ i2 = 1;
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+ j2 = 0;
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+ k2 = 1;
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+ } // Z X Y order
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+ }
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+ else { // x0<y0
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+ if (y0 < z0) {
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+ i1 = 0;
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+ j1 = 0;
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+ k1 = 1;
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+ i2 = 0;
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+ j2 = 1;
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+ k2 = 1;
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+ } // Z Y X order
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+ else if (x0 < z0) {
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+ i1 = 0;
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+ j1 = 1;
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+ k1 = 0;
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+ i2 = 0;
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+ j2 = 1;
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+ k2 = 1;
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+ } // Y Z X order
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+ else {
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+ i1 = 0;
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+ j1 = 1;
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+ k1 = 0;
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+ i2 = 1;
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+ j2 = 1;
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+ k2 = 0;
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+ } // Y X Z order
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+ }
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+ // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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+ // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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+ // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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+ // c = 1/6.
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+ const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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+ const y1 = y0 - j1 + G3;
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+ const z1 = z0 - k1 + G3;
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+ const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
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+ const y2 = y0 - j2 + 2.0 * G3;
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+ const z2 = z0 - k2 + 2.0 * G3;
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+ const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
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+ const y3 = y0 - 1.0 + 3.0 * G3;
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+ const z3 = z0 - 1.0 + 3.0 * G3;
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+ // Work out the hashed gradient indices of the four simplex corners
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+ const ii = i & 255;
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+ const jj = j & 255;
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+ const kk = k & 255;
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+ // Calculate the contribution from the four corners
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+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
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+ if (t0 < 0)
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+ n0 = 0.0;
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+ else {
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+ const gi0 = ii + perm[jj + perm[kk]];
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+ t0 *= t0;
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+ n0 = t0 * t0 * (permGrad3x[gi0] * x0 + permGrad3y[gi0] * y0 + permGrad3z[gi0] * z0);
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+ }
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+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
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+ if (t1 < 0)
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+ n1 = 0.0;
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+ else {
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+ const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1]];
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+ t1 *= t1;
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+ n1 = t1 * t1 * (permGrad3x[gi1] * x1 + permGrad3y[gi1] * y1 + permGrad3z[gi1] * z1);
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+ }
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+ let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
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+ if (t2 < 0)
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+ n2 = 0.0;
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+ else {
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+ const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2]];
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+ t2 *= t2;
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+ n2 = t2 * t2 * (permGrad3x[gi2] * x2 + permGrad3y[gi2] * y2 + permGrad3z[gi2] * z2);
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+ }
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+ let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
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+ if (t3 < 0)
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+ n3 = 0.0;
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+ else {
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+ const gi3 = ii + 1 + perm[jj + 1 + perm[kk + 1]];
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+ t3 *= t3;
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+ n3 = t3 * t3 * (permGrad3x[gi3] * x3 + permGrad3y[gi3] * y3 + permGrad3z[gi3] * z3);
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+ }
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+ // Add contributions from each corner to get the final noise value.
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+ // The result is scaled to stay just inside [-1,1]
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+ return 32.0 * (n0 + n1 + n2 + n3);
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+ };
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+ }
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+ /**
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+ * Creates a 4D noise function
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+ * @param random the random function that will be used to build the permutation table
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+ * @returns {NoiseFunction4D}
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+ */
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+ export function createNoise4D(random = Math.random) {
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+ const perm = buildPermutationTable(random);
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+ // precalculating these leads to a ~10% speedup
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+ const permGrad4x = new Float64Array(perm).map(v => grad4[(v % 32) * 4]);
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+ const permGrad4y = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 1]);
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+ const permGrad4z = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 2]);
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+ const permGrad4w = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 3]);
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+ return function noise4D(x, y, z, w) {
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+ let n0, n1, n2, n3, n4; // Noise contributions from the five corners
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+ // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
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+ const s = (x + y + z + w) * F4; // Factor for 4D skewing
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+ const i = fastFloor(x + s);
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+ const j = fastFloor(y + s);
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+ const k = fastFloor(z + s);
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+ const l = fastFloor(w + s);
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+ const t = (i + j + k + l) * G4; // Factor for 4D unskewing
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+ const X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
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+ const Y0 = j - t;
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+ const Z0 = k - t;
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+ const W0 = l - t;
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+ const x0 = x - X0; // The x,y,z,w distances from the cell origin
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+ const y0 = y - Y0;
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+ const z0 = z - Z0;
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+ const w0 = w - W0;
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+ // For the 4D case, the simplex is a 4D shape I won't even try to describe.
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+ // To find out which of the 24 possible simplices we're in, we need to
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+ // determine the magnitude ordering of x0, y0, z0 and w0.
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+ // Six pair-wise comparisons are performed between each possible pair
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+ // of the four coordinates, and the results are used to rank the numbers.
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+ let rankx = 0;
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+ let ranky = 0;
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+ let rankz = 0;
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+ let rankw = 0;
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+ if (x0 > y0)
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+ rankx++;
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+ else
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+ ranky++;
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+ if (x0 > z0)
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+ rankx++;
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+ else
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+ rankz++;
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+ if (x0 > w0)
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+ rankx++;
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+ else
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+ rankw++;
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+ if (y0 > z0)
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+ ranky++;
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+ else
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+ rankz++;
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+ if (y0 > w0)
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+ ranky++;
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+ else
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+ rankw++;
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+ if (z0 > w0)
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+ rankz++;
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+ else
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+ rankw++;
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+ // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
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+ // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
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+ // impossible. Only the 24 indices which have non-zero entries make any sense.
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+ // We use a thresholding to set the coordinates in turn from the largest magnitude.
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+ // Rank 3 denotes the largest coordinate.
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+ // Rank 2 denotes the second largest coordinate.
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+ // Rank 1 denotes the second smallest coordinate.
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+ // The integer offsets for the second simplex corner
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+ const i1 = rankx >= 3 ? 1 : 0;
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+ const j1 = ranky >= 3 ? 1 : 0;
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+ const k1 = rankz >= 3 ? 1 : 0;
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+ const l1 = rankw >= 3 ? 1 : 0;
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+ // The integer offsets for the third simplex corner
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+ const i2 = rankx >= 2 ? 1 : 0;
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+ const j2 = ranky >= 2 ? 1 : 0;
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+ const k2 = rankz >= 2 ? 1 : 0;
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+ const l2 = rankw >= 2 ? 1 : 0;
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+ // The integer offsets for the fourth simplex corner
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+ const i3 = rankx >= 1 ? 1 : 0;
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+ const j3 = ranky >= 1 ? 1 : 0;
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+ const k3 = rankz >= 1 ? 1 : 0;
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+ const l3 = rankw >= 1 ? 1 : 0;
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+ // The fifth corner has all coordinate offsets = 1, so no need to compute that.
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+ const x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
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+ const y1 = y0 - j1 + G4;
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+ const z1 = z0 - k1 + G4;
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+ const w1 = w0 - l1 + G4;
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+ const x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
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+ const y2 = y0 - j2 + 2.0 * G4;
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+ const z2 = z0 - k2 + 2.0 * G4;
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+ const w2 = w0 - l2 + 2.0 * G4;
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+ const x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
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+ const y3 = y0 - j3 + 3.0 * G4;
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+ const z3 = z0 - k3 + 3.0 * G4;
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+ const w3 = w0 - l3 + 3.0 * G4;
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+ const x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
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+ const y4 = y0 - 1.0 + 4.0 * G4;
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+ const z4 = z0 - 1.0 + 4.0 * G4;
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+ const w4 = w0 - 1.0 + 4.0 * G4;
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+ // Work out the hashed gradient indices of the five simplex corners
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+ const ii = i & 255;
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+ const jj = j & 255;
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+ const kk = k & 255;
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+ const ll = l & 255;
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+ // Calculate the contribution from the five corners
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+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
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+ if (t0 < 0)
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+ n0 = 0.0;
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+ else {
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+ const gi0 = ii + perm[jj + perm[kk + perm[ll]]];
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+ t0 *= t0;
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+ n0 = t0 * t0 * (permGrad4x[gi0] * x0 + permGrad4y[gi0] * y0 + permGrad4z[gi0] * z0 + permGrad4w[gi0] * w0);
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+ }
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+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
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+ if (t1 < 0)
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+ n1 = 0.0;
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+ else {
411
+ const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]];
412
+ t1 *= t1;
413
+ n1 = t1 * t1 * (permGrad4x[gi1] * x1 + permGrad4y[gi1] * y1 + permGrad4z[gi1] * z1 + permGrad4w[gi1] * w1);
414
+ }
415
+ let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
416
+ if (t2 < 0)
417
+ n2 = 0.0;
418
+ else {
419
+ const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]];
420
+ t2 *= t2;
421
+ n2 = t2 * t2 * (permGrad4x[gi2] * x2 + permGrad4y[gi2] * y2 + permGrad4z[gi2] * z2 + permGrad4w[gi2] * w2);
422
+ }
423
+ let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
424
+ if (t3 < 0)
425
+ n3 = 0.0;
426
+ else {
427
+ const gi3 = ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]];
428
+ t3 *= t3;
429
+ n3 = t3 * t3 * (permGrad4x[gi3] * x3 + permGrad4y[gi3] * y3 + permGrad4z[gi3] * z3 + permGrad4w[gi3] * w3);
430
+ }
431
+ let t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
432
+ if (t4 < 0)
433
+ n4 = 0.0;
434
+ else {
435
+ const gi4 = ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]];
436
+ t4 *= t4;
437
+ n4 = t4 * t4 * (permGrad4x[gi4] * x4 + permGrad4y[gi4] * y4 + permGrad4z[gi4] * z4 + permGrad4w[gi4] * w4);
438
+ }
439
+ // Sum up and scale the result to cover the range [-1,1]
440
+ return 27.0 * (n0 + n1 + n2 + n3 + n4);
441
+ };
442
+ }
443
+ /**
444
+ * Builds a random permutation table.
445
+ * This is exported only for (internal) testing purposes.
446
+ * Do not rely on this export.
447
+ * @private
448
+ */
449
+ export function buildPermutationTable(random) {
450
+ const tableSize = 512;
451
+ const p = new Uint8Array(tableSize);
452
+ for (let i = 0; i < tableSize / 2; i++) {
453
+ p[i] = i;
454
+ }
455
+ for (let i = 0; i < tableSize / 2 - 1; i++) {
456
+ const r = i + ~~(random() * (256 - i));
457
+ const aux = p[i];
458
+ p[i] = p[r];
459
+ p[r] = aux;
460
+ }
461
+ for (let i = 256; i < tableSize; i++) {
462
+ p[i] = p[i - 256];
463
+ }
464
+ return p;
465
+ }
466
+ //# sourceMappingURL=simplex-noise.js.map
@@ -0,0 +1,13 @@
1
+ Copyright 2012-2019 Michael Bostock
2
+
3
+ Permission to use, copy, modify, and/or distribute this software for any purpose
4
+ with or without fee is hereby granted, provided that the above copyright notice
5
+ and this permission notice appear in all copies.
6
+
7
+ THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
8
+ REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
9
+ FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
10
+ INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
11
+ OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
12
+ TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
13
+ THIS SOFTWARE.
@@ -0,0 +1,2 @@
1
+ // https://github.com/topojson/topojson-client v3.1.0 Copyright 2019 Mike Bostock
2
+ !function(e,t){"object"==typeof exports&&"undefined"!=typeof module?t(exports):"function"==typeof define&&define.amd?define(["exports"],t):t((e=e||self).topojson=e.topojson||{})}(this,function(e){"use strict";function t(e){return e}function r(e){if(null==e)return t;var r,n,o=e.scale[0],a=e.scale[1],i=e.translate[0],c=e.translate[1];return function(e,t){t||(r=n=0);var u=2,f=e.length,s=new Array(f);for(s[0]=(r+=e[0])*o+i,s[1]=(n+=e[1])*a+c;u<f;)s[u]=e[u],++u;return s}}function n(e){var t,n=r(e.transform),o=1/0,a=o,i=-o,c=-o;function u(e){(e=n(e))[0]<o&&(o=e[0]),e[0]>i&&(i=e[0]),e[1]<a&&(a=e[1]),e[1]>c&&(c=e[1])}function f(e){switch(e.type){case"GeometryCollection":e.geometries.forEach(f);break;case"Point":u(e.coordinates);break;case"MultiPoint":e.coordinates.forEach(u)}}for(t in e.arcs.forEach(function(e){for(var t,r=-1,u=e.length;++r<u;)(t=n(e[r],r))[0]<o&&(o=t[0]),t[0]>i&&(i=t[0]),t[1]<a&&(a=t[1]),t[1]>c&&(c=t[1])}),e.objects)f(e.objects[t]);return[o,a,i,c]}function o(e,t){var r=t.id,n=t.bbox,o=null==t.properties?{}:t.properties,i=a(e,t);return null==r&&null==n?{type:"Feature",properties:o,geometry:i}:null==n?{type:"Feature",id:r,properties:o,geometry:i}:{type:"Feature",id:r,bbox:n,properties:o,geometry:i}}function a(e,t){var n=r(e.transform),o=e.arcs;function a(e,t){t.length&&t.pop();for(var r=o[e<0?~e:e],a=0,i=r.length;a<i;++a)t.push(n(r[a],a));e<0&&function(e,t){for(var r,n=e.length,o=n-t;o<--n;)r=e[o],e[o++]=e[n],e[n]=r}(t,i)}function i(e){return n(e)}function c(e){for(var t=[],r=0,n=e.length;r<n;++r)a(e[r],t);return t.length<2&&t.push(t[0]),t}function u(e){for(var t=c(e);t.length<4;)t.push(t[0]);return t}function f(e){return e.map(u)}return function e(t){var r,n=t.type;switch(n){case"GeometryCollection":return{type:n,geometries:t.geometries.map(e)};case"Point":r=i(t.coordinates);break;case"MultiPoint":r=t.coordinates.map(i);break;case"LineString":r=c(t.arcs);break;case"MultiLineString":r=t.arcs.map(c);break;case"Polygon":r=f(t.arcs);break;case"MultiPolygon":r=t.arcs.map(f);break;default:return null}return{type:n,coordinates:r}}(t)}function i(e,t){var r={},n={},o={},a=[],i=-1;function c(e,t){for(var n in e){var o=e[n];delete t[o.start],delete o.start,delete o.end,o.forEach(function(e){r[e<0?~e:e]=1}),a.push(o)}}return t.forEach(function(r,n){var o,a=e.arcs[r<0?~r:r];a.length<3&&!a[1][0]&&!a[1][1]&&(o=t[++i],t[i]=r,t[n]=o)}),t.forEach(function(t){var r,a,i=function(t){var r,n=e.arcs[t<0?~t:t],o=n[0];e.transform?(r=[0,0],n.forEach(function(e){r[0]+=e[0],r[1]+=e[1]})):r=n[n.length-1];return t<0?[r,o]:[o,r]}(t),c=i[0],u=i[1];if(r=o[c])if(delete o[r.end],r.push(t),r.end=u,a=n[u]){delete n[a.start];var f=a===r?r:r.concat(a);n[f.start=r.start]=o[f.end=a.end]=f}else n[r.start]=o[r.end]=r;else if(r=n[u])if(delete n[r.start],r.unshift(t),r.start=c,a=o[c]){delete o[a.end];var s=a===r?r:a.concat(r);n[s.start=a.start]=o[s.end=r.end]=s}else n[r.start]=o[r.end]=r;else n[(r=[t]).start=c]=o[r.end=u]=r}),c(o,n),c(n,o),t.forEach(function(e){r[e<0?~e:e]||a.push([e])}),a}function c(e,t,r){var n,o,a;if(arguments.length>1)n=function(e,t,r){var n,o=[],a=[];function i(e){var t=e<0?~e:e;(a[t]||(a[t]=[])).push({i:e,g:n})}function c(e){e.forEach(i)}function u(e){e.forEach(c)}return function e(t){switch(n=t,t.type){case"GeometryCollection":t.geometries.forEach(e);break;case"LineString":c(t.arcs);break;case"MultiLineString":case"Polygon":u(t.arcs);break;case"MultiPolygon":!function(e){e.forEach(u)}(t.arcs)}}(t),a.forEach(null==r?function(e){o.push(e[0].i)}:function(e){r(e[0].g,e[e.length-1].g)&&o.push(e[0].i)}),o}(0,t,r);else for(o=0,n=new Array(a=e.arcs.length);o<a;++o)n[o]=o;return{type:"MultiLineString",arcs:i(e,n)}}function u(e,t){var r={},n=[],o=[];function c(e){e.forEach(function(t){t.forEach(function(t){(r[t=t<0?~t:t]||(r[t]=[])).push(e)})}),n.push(e)}function u(t){return function(e){for(var t,r=-1,n=e.length,o=e[n-1],a=0;++r<n;)t=o,o=e[r],a+=t[0]*o[1]-t[1]*o[0];return Math.abs(a)}(a(e,{type:"Polygon",arcs:[t]}).coordinates[0])}return t.forEach(function e(t){switch(t.type){case"GeometryCollection":t.geometries.forEach(e);break;case"Polygon":c(t.arcs);break;case"MultiPolygon":t.arcs.forEach(c)}}),n.forEach(function(e){if(!e._){var t=[],n=[e];for(e._=1,o.push(t);e=n.pop();)t.push(e),e.forEach(function(e){e.forEach(function(e){r[e<0?~e:e].forEach(function(e){e._||(e._=1,n.push(e))})})})}}),n.forEach(function(e){delete e._}),{type:"MultiPolygon",arcs:o.map(function(t){var n,o=[];if(t.forEach(function(e){e.forEach(function(e){e.forEach(function(e){r[e<0?~e:e].length<2&&o.push(e)})})}),(n=(o=i(e,o)).length)>1)for(var a,c,f=1,s=u(o[0]);f<n;++f)(a=u(o[f]))>s&&(c=o[0],o[0]=o[f],o[f]=c,s=a);return o}).filter(function(e){return e.length>0})}}function f(e,t){for(var r=0,n=e.length;r<n;){var o=r+n>>>1;e[o]<t?r=o+1:n=o}return r}function s(e){if(null==e)return t;var r,n,o=e.scale[0],a=e.scale[1],i=e.translate[0],c=e.translate[1];return function(e,t){t||(r=n=0);var u=2,f=e.length,s=new Array(f),l=Math.round((e[0]-i)/o),h=Math.round((e[1]-c)/a);for(s[0]=l-r,r=l,s[1]=h-n,n=h;u<f;)s[u]=e[u],++u;return s}}e.bbox=n,e.feature=function(e,t){return"string"==typeof t&&(t=e.objects[t]),"GeometryCollection"===t.type?{type:"FeatureCollection",features:t.geometries.map(function(t){return o(e,t)})}:o(e,t)},e.merge=function(e){return a(e,u.apply(this,arguments))},e.mergeArcs=u,e.mesh=function(e){return a(e,c.apply(this,arguments))},e.meshArcs=c,e.neighbors=function(e){var t={},r=e.map(function(){return[]});function n(e,r){e.forEach(function(e){e<0&&(e=~e);var n=t[e];n?n.push(r):t[e]=[r]})}function o(e,t){e.forEach(function(e){n(e,t)})}var a={LineString:n,MultiLineString:o,Polygon:o,MultiPolygon:function(e,t){e.forEach(function(e){o(e,t)})}};for(var i in e.forEach(function e(t,r){"GeometryCollection"===t.type?t.geometries.forEach(function(t){e(t,r)}):t.type in a&&a[t.type](t.arcs,r)}),t)for(var c=t[i],u=c.length,s=0;s<u;++s)for(var l=s+1;l<u;++l){var h,p=c[s],g=c[l];(h=r[p])[i=f(h,g)]!==g&&h.splice(i,0,g),(h=r[g])[i=f(h,p)]!==p&&h.splice(i,0,p)}return r},e.quantize=function(e,t){if(e.transform)throw new Error("already quantized");if(t&&t.scale)u=e.bbox;else{if(!((r=Math.floor(t))>=2))throw new Error("n must be ≥2");var r,o=(u=e.bbox||n(e))[0],a=u[1],i=u[2],c=u[3];t={scale:[i-o?(i-o)/(r-1):1,c-a?(c-a)/(r-1):1],translate:[o,a]}}var u,f,l=s(t),h=e.objects,p={};function g(e){return l(e)}function y(e){var t;switch(e.type){case"GeometryCollection":t={type:"GeometryCollection",geometries:e.geometries.map(y)};break;case"Point":t={type:"Point",coordinates:g(e.coordinates)};break;case"MultiPoint":t={type:"MultiPoint",coordinates:e.coordinates.map(g)};break;default:return e}return null!=e.id&&(t.id=e.id),null!=e.bbox&&(t.bbox=e.bbox),null!=e.properties&&(t.properties=e.properties),t}for(f in h)p[f]=y(h[f]);return{type:"Topology",bbox:u,transform:t,objects:p,arcs:e.arcs.map(function(e){var t,r=0,n=1,o=e.length,a=new Array(o);for(a[0]=l(e[0],0);++r<o;)((t=l(e[r],r))[0]||t[1])&&(a[n++]=t);return 1===n&&(a[n++]=[0,0]),a.length=n,a})}},e.transform=r,e.untransform=s,Object.defineProperty(e,"__esModule",{value:!0})});
@@ -27,14 +27,21 @@ export async function contactSheet(images, options = {}) {
27
27
  const work = dirnameOf(images[0]) + '\\.sheet-' + createHash('sha1').update(images.join('|')).digest('hex').slice(0, 10)
28
28
  mkdirSync(work, { recursive: true })
29
29
  try {
30
- images.forEach((file, index) => copyFileSync(file, join(work, 'frame-' + (index + 1) + '.png')))
30
+ const binary = await ensureFfmpeg()
31
+ // 每帧先各自归一成 rgba 再拼:同一批帧里只要有一张带 alpha(rgba)另一张不带(rgb24),
32
+ // image2 序列就按第一张的像素格式解码,后面的帧被静默吃掉——拼图里只剩一格,
33
+ // 看着像"只渲了一帧",其实是格式不一致。逐帧转一遍最稳(每帧几十毫秒)。
34
+ for (const [index, file] of images.entries()) {
35
+ await exec(binary, ['-hide_banner', '-loglevel', 'error', '-y', '-i', file,
36
+ '-vf', 'format=rgba', '-frames:v', '1', join(work, 'norm-' + (index + 1) + '.png')],
37
+ { windowsHide: true, timeout: 60000 })
38
+ }
31
39
  const output = join(work, 'sheet.png')
32
40
  // width:0 = 不缩放。1:1 看锯齿/色带时必须关掉缩放,否则锯齿先被重采样抹平了。
33
41
  const width = options.width === undefined ? 640 : Number(options.width)
34
42
  const filter = (width > 0 ? 'scale=' + width + ':-2:flags=lanczos,' : '')
35
43
  + 'tile=' + cols + 'x' + rows + ':padding=8:margin=8:color=0x101010'
36
- const binary = await ensureFfmpeg()
37
- await exec(binary, ['-hide_banner', '-loglevel', 'error', '-y', '-i', join(work, 'frame-%d.png'),
44
+ await exec(binary, ['-hide_banner', '-loglevel', 'error', '-y', '-i', join(work, 'norm-%d.png'),
38
45
  '-frames:v', '1', '-vf', filter, output],
39
46
  { windowsHide: true, timeout: 60000 })
40
47
  if (!existsSync(output)) throw new Error('拼图失败')