dsh-drawai 0.4.2 → 0.4.3

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 (366) hide show
  1. package/README.md +4 -3
  2. package/lib/index.js +7777 -7719
  3. package/lib/motion/asset-pack.js +394 -394
  4. package/lib/motion/assets.js +291 -291
  5. package/lib/motion/demo-assets-lock.js +10 -10
  6. package/lib/motion/mgstyles/vendor/README.md +28 -28
  7. package/lib/motion/mgstyles/vendor/modules/d3/LICENSE +13 -13
  8. package/lib/motion/mgstyles/vendor/modules/d3/dist/d3.min.js +2 -2
  9. package/lib/motion/mgstyles/vendor/modules/opentype.js/LICENSE +20 -20
  10. package/lib/motion/mgstyles/vendor/modules/opentype.js/dist/opentype.mjs +14460 -14460
  11. package/lib/motion/mgstyles/vendor/modules/simplex-noise/LICENSE +21 -21
  12. package/lib/motion/mgstyles/vendor/modules/simplex-noise/dist/esm/simplex-noise.js +465 -465
  13. package/lib/motion/mgstyles/vendor/modules/topojson-client/LICENSE +13 -13
  14. package/lib/motion/mgstyles/vendor/modules/topojson-client/dist/topojson-client.min.js +2 -2
  15. package/lib/motion/render.js +179 -179
  16. package/lib/motion/shotcraft/upstream/SKILL.md +286 -286
  17. package/lib/motion/shotcraft/upstream/assets/lib/Caption.tsx +54 -54
  18. package/lib/motion/shotcraft/upstream/assets/lib/ClipCard.tsx +200 -200
  19. package/lib/motion/shotcraft/upstream/assets/lib/DigitRoll.tsx +45 -45
  20. package/lib/motion/shotcraft/upstream/assets/lib/FlashCut.tsx +20 -20
  21. package/lib/motion/shotcraft/upstream/assets/lib/FlatPanel.tsx +65 -65
  22. package/lib/motion/shotcraft/upstream/assets/lib/PageCam.tsx +151 -151
  23. package/lib/motion/shotcraft/upstream/assets/lib/VerticalTicker.tsx +129 -129
  24. package/lib/motion/shotcraft/upstream/assets/lib/helpers/camera.tsx +75 -75
  25. package/lib/motion/shotcraft/upstream/assets/lib/helpers/motion.ts +40 -40
  26. package/lib/motion/shotcraft/upstream/assets/lib/helpers/rand.ts +11 -11
  27. package/lib/motion/shotcraft/upstream/assets/lib/helpers/shake.ts +10 -10
  28. package/lib/motion/shotcraft/upstream/assets/scripts/build-readme-cover.mjs +49 -49
  29. package/lib/motion/shotcraft/upstream/assets/scripts/capture-template.mjs +210 -210
  30. package/lib/motion/shotcraft/upstream/assets/scripts/sfx-source.py +423 -423
  31. package/lib/motion/shotcraft/upstream/assets/scripts/smoke-render-demos.py +170 -170
  32. package/lib/motion/shotcraft/upstream/assets/scripts/test_sfx_source.py +157 -157
  33. package/lib/motion/shotcraft/upstream/demos/README.md +120 -120
  34. package/lib/motion/shotcraft/upstream/demos/_fixtures/Brand.tsx +112 -112
  35. package/lib/motion/shotcraft/upstream/demos/_fixtures/Fixtures.tsx +647 -647
  36. package/lib/motion/shotcraft/upstream/demos/_fixtures/Look.tsx +316 -316
  37. package/lib/motion/shotcraft/upstream/demos/_fixtures/Motion.tsx +82 -82
  38. package/lib/motion/shotcraft/upstream/demos/_fixtures/PageCam2D.tsx +115 -115
  39. package/lib/motion/shotcraft/upstream/demos/_fixtures/Polish.tsx +243 -243
  40. package/lib/motion/shotcraft/upstream/demos/_textures/live-layout.json +388 -388
  41. package/lib/motion/shotcraft/upstream/demos/camera/basic-3d-scene/Basic3DScene.tsx +250 -250
  42. package/lib/motion/shotcraft/upstream/demos/camera/crash-zoom-punch/CrashImpactReal.tsx +305 -305
  43. package/lib/motion/shotcraft/upstream/demos/camera/crash-zoom-punch/CrashZoomReal.tsx +246 -246
  44. package/lib/motion/shotcraft/upstream/demos/camera/cursor-flyover/CursorFlyover.tsx +390 -390
  45. package/lib/motion/shotcraft/upstream/demos/camera/depth-layer-moves/MultiplaneReal.tsx +138 -138
  46. package/lib/motion/shotcraft/upstream/demos/camera/graze-face-tour/GrazeFaceTour.tsx +542 -542
  47. package/lib/motion/shotcraft/upstream/demos/camera/overhead-camera-moves/OverheadTabletopDrop.tsx +315 -315
  48. package/lib/motion/shotcraft/upstream/demos/camera/overhead-camera-moves/TiltReveal.tsx +299 -299
  49. package/lib/motion/shotcraft/upstream/demos/camera/space-camera-moves/DroneDiveLanding.tsx +173 -173
  50. package/lib/motion/shotcraft/upstream/demos/camera/space-camera-moves/ExplodedView.tsx +348 -348
  51. package/lib/motion/shotcraft/upstream/demos/camera/steep-tilt-glide/SteepTiltGlide.tsx +366 -366
  52. package/lib/motion/shotcraft/upstream/demos/camera/tension-camera-moves/BulletTimeFreezeOrbit.tsx +279 -279
  53. package/lib/motion/shotcraft/upstream/demos/camera/tension-camera-moves/PullBackIsolation.tsx +184 -184
  54. package/lib/motion/shotcraft/upstream/demos/camera/terminal-3d/Terminal3D.tsx +390 -390
  55. package/lib/motion/shotcraft/upstream/demos/data/before-after-slider-scrub/BeforeAfterSliderScrub.tsx +155 -155
  56. package/lib/motion/shotcraft/upstream/demos/data/chart-live-moves/AxisRescaleShockV2.tsx +303 -303
  57. package/lib/motion/shotcraft/upstream/demos/data/chart-live-moves/OscilloscopeStreamV2.tsx +290 -290
  58. package/lib/motion/shotcraft/upstream/demos/data/chart-live-moves/UnitDotSwarmRegroupV2.tsx +278 -278
  59. package/lib/motion/shotcraft/upstream/demos/data/gauge-readout-moves/NeedleSweepSelftest.tsx +307 -307
  60. package/lib/motion/shotcraft/upstream/demos/data/gauge-readout-moves/TapeScrollFixedPointer.tsx +215 -215
  61. package/lib/motion/shotcraft/upstream/demos/data/scroll-brake-moves/BrakeReticleLock.tsx +299 -299
  62. package/lib/motion/shotcraft/upstream/demos/data/scroll-brake-moves/ChangelogScrollBrake.tsx +232 -232
  63. package/lib/motion/shotcraft/upstream/demos/data/timeline-travel/TimelineTravel.tsx +290 -290
  64. package/lib/motion/shotcraft/upstream/demos/effects/assemble-then-type-flyin/AssembleThenTypeFlyin.tsx +273 -273
  65. package/lib/motion/shotcraft/upstream/demos/effects/aurora-bloom-bg-flip/AuroraBloomBgFlip.tsx +167 -167
  66. package/lib/motion/shotcraft/upstream/demos/effects/brand-frame-snap/BrandFrameSnap.tsx +536 -536
  67. package/lib/motion/shotcraft/upstream/demos/effects/fui-hud-moves/ReticleLockOn.tsx +164 -164
  68. package/lib/motion/shotcraft/upstream/demos/effects/glow-flyline-moves/FlylineArc.tsx +175 -175
  69. package/lib/motion/shotcraft/upstream/demos/effects/glow-flyline-moves/GlowOrbAmbient.tsx +197 -197
  70. package/lib/motion/shotcraft/upstream/demos/effects/glow-flyline-moves/OrbFlylineRelay.tsx +241 -241
  71. package/lib/motion/shotcraft/upstream/demos/effects/icon-performance-moves/AttentionBounce.tsx +279 -279
  72. package/lib/motion/shotcraft/upstream/demos/effects/impact-feedback/AnimeImpact.tsx +230 -230
  73. package/lib/motion/shotcraft/upstream/demos/effects/impact-feedback/HitCounter.tsx +345 -345
  74. package/lib/motion/shotcraft/upstream/demos/effects/light-play-moves/SheenSweepRetry.tsx +275 -275
  75. package/lib/motion/shotcraft/upstream/demos/effects/light-play-moves/SpotlightSweepReveal.tsx +229 -229
  76. package/lib/motion/shotcraft/upstream/demos/effects/radial-ripple-phone-chips/RadialRipplePhoneChips.tsx +312 -312
  77. package/lib/motion/shotcraft/upstream/demos/effects/riso-print-hits/RisoMisregistrationHit.tsx +222 -222
  78. package/lib/motion/shotcraft/upstream/demos/effects/scan-bracket-sweep/ScanBracketSweep.tsx +295 -295
  79. package/lib/motion/shotcraft/upstream/demos/effects/scanline-annotate-focus/ScanlineAnnotateFocus.tsx +329 -329
  80. package/lib/motion/shotcraft/upstream/demos/effects/scanline-assemble-flyin/ScanlineAssembleFlyin.tsx +315 -315
  81. package/lib/motion/shotcraft/upstream/demos/effects/slam-entrance-moves/ImpactBurstKit.tsx +264 -264
  82. package/lib/motion/shotcraft/upstream/demos/effects/slam-entrance-moves/KanadaPerspectiveSnap.tsx +260 -260
  83. package/lib/motion/shotcraft/upstream/demos/effects/slam-entrance-moves/ScoreSlam.tsx +263 -263
  84. package/lib/motion/shotcraft/upstream/demos/effects/spotlight-sweep-moves/CornerSpotlightReveal.tsx +123 -123
  85. package/lib/motion/shotcraft/upstream/demos/effects/spotlight-sweep-moves/GlowWakeSleepPanel.tsx +187 -187
  86. package/lib/motion/shotcraft/upstream/demos/effects/spotlight-sweep-moves/SlideSpotlightPan.tsx +175 -175
  87. package/lib/motion/shotcraft/upstream/demos/interaction/autolayout-gap-dial/AutolayoutGapDial.tsx +305 -305
  88. package/lib/motion/shotcraft/upstream/demos/interaction/canvas-materialize-moves/DiagramCascadeBuild.tsx +350 -350
  89. package/lib/motion/shotcraft/upstream/demos/interaction/canvas-materialize-moves/PanelToCanvasMaterialize.tsx +352 -352
  90. package/lib/motion/shotcraft/upstream/demos/interaction/chip-grid-single-select-blackout/ChipGridSingleSelectBlackout.tsx +218 -218
  91. package/lib/motion/shotcraft/upstream/demos/interaction/collab-cursor-moves/CursorCastEnsemble.tsx +297 -297
  92. package/lib/motion/shotcraft/upstream/demos/interaction/glass-pill-dictation-typing/GlassPillDictationTyping.tsx +157 -157
  93. package/lib/motion/shotcraft/upstream/demos/interaction/hashtag-to-pill-materialize/HashtagToPillMaterialize.tsx +218 -218
  94. package/lib/motion/shotcraft/upstream/demos/interaction/picker-carousel-feature-cycle/PickerCarouselFeatureCycle.tsx +202 -202
  95. package/lib/motion/shotcraft/upstream/demos/interaction/segmented-thumb-hero/SegmentedThumbHero.tsx +265 -265
  96. package/lib/motion/shotcraft/upstream/demos/interaction/theme-switch-moves/PaletteThemeRipple.tsx +457 -457
  97. package/lib/motion/shotcraft/upstream/demos/interaction/theme-switch-moves/ThemeSweepToggle.tsx +446 -446
  98. package/lib/motion/shotcraft/upstream/demos/interaction/type-and-filter/TypeAndFilter.tsx +249 -249
  99. package/lib/motion/shotcraft/upstream/demos/interaction/voice-waveform-live/VoiceWaveformLive.tsx +278 -278
  100. package/lib/motion/shotcraft/upstream/demos/opening/crane-rise-reveal/CraneRiseReveal.tsx +332 -332
  101. package/lib/motion/shotcraft/upstream/demos/opening/dataviz-landscape-open/DatavizLandscapeOpen.tsx +358 -358
  102. package/lib/motion/shotcraft/upstream/demos/opening/fracture/Fracture.tsx +201 -201
  103. package/lib/motion/shotcraft/upstream/demos/opening/icon-field-colorize/IconFieldColorize.tsx +200 -200
  104. package/lib/motion/shotcraft/upstream/demos/opening/letterspace-materialize/LetterspaceMaterialize.tsx +208 -208
  105. package/lib/motion/shotcraft/upstream/demos/opening/magician-card-flourish/MagicianCardFlourish.tsx +341 -341
  106. package/lib/motion/shotcraft/upstream/demos/opening/orbit-ring-title-open/OrbitRingTitleOpen.tsx +389 -389
  107. package/lib/motion/shotcraft/upstream/demos/opening/spotlight-hero-card/SpotlightHeroCard.tsx +293 -293
  108. package/lib/motion/shotcraft/upstream/demos/opening/stroke-segment-build/StrokeSegmentBuild.tsx +183 -183
  109. package/lib/motion/shotcraft/upstream/demos/opening/text-as-mask/TextAsMask.tsx +245 -245
  110. package/lib/motion/shotcraft/upstream/demos/outro/grain-dissolve/GrainDissolve.tsx +222 -222
  111. package/lib/motion/shotcraft/upstream/demos/outro/logo-shrink-wordmark-lockup/LogoShrinkWordmarkLockup.tsx +223 -223
  112. package/lib/motion/shotcraft/upstream/demos/outro/neon-triple-marquee/NeonTripleMarquee.tsx +217 -217
  113. package/lib/motion/shotcraft/upstream/demos/outro/outro-group-photo-launch/OutroGroupPhotoLaunch.tsx +343 -343
  114. package/lib/motion/shotcraft/upstream/demos/outro/ui-strip-away-outro/UiStripAwayOutro.tsx +357 -357
  115. package/lib/motion/shotcraft/upstream/demos/outro/ui-to-brand-morph/IconFlipBloomLogo.tsx +187 -187
  116. package/lib/motion/shotcraft/upstream/demos/outro/ui-to-brand-morph/InputMorphsIntoLogo.tsx +333 -333
  117. package/lib/motion/shotcraft/upstream/demos/rhythm/beat-cut-moves/PaparazziFlash.tsx +274 -274
  118. package/lib/motion/shotcraft/upstream/demos/rhythm/beat-step-list-theme-cycle/BeatStepListThemeCycle.tsx +270 -270
  119. package/lib/motion/shotcraft/upstream/demos/rhythm/panel-grid-moves/ComicPanelSplit.tsx +430 -430
  120. package/lib/motion/shotcraft/upstream/demos/rhythm/quad-split-parallel-scenes/QuadSplitParallelScenes.tsx +252 -252
  121. package/lib/motion/shotcraft/upstream/demos/rhythm/rhythm-interrupt-moves/JumpCutPunchIn.tsx +106 -106
  122. package/lib/motion/shotcraft/upstream/demos/rhythm/sakuga-timing-shift/SakugaTimingShift.tsx +288 -288
  123. package/lib/motion/shotcraft/upstream/demos/rhythm/speed-ramp-freeze/FreezeAnnotateReal.tsx +362 -362
  124. package/lib/motion/shotcraft/upstream/demos/rhythm/trailer-grammar-moves/TrailerBumper.tsx +168 -168
  125. package/lib/motion/shotcraft/upstream/demos/transition/bottom-push-stack-wipe/BottomPushStackWipe.tsx +310 -310
  126. package/lib/motion/shotcraft/upstream/demos/transition/card-flip-reveal/CardFlipReveal.tsx +261 -261
  127. package/lib/motion/shotcraft/upstream/demos/transition/card-flock-tumble/CardFlockTumble.tsx +459 -459
  128. package/lib/motion/shotcraft/upstream/demos/transition/circle-match-iris/CircleMatchIris.tsx +294 -294
  129. package/lib/motion/shotcraft/upstream/demos/transition/gradient-transition/GradientTransition.tsx +161 -161
  130. package/lib/motion/shotcraft/upstream/demos/transition/line-carry-transition/LineCarryTransition.tsx +248 -248
  131. package/lib/motion/shotcraft/upstream/demos/transition/mosaic-reframe/MosaicReframe.tsx +359 -359
  132. package/lib/motion/shotcraft/upstream/demos/transition/page-turn-transitions/BarnDoorSplit.tsx +227 -227
  133. package/lib/motion/shotcraft/upstream/demos/transition/print-texture-transitions/InkBleedReveal.tsx +162 -162
  134. package/lib/motion/shotcraft/upstream/demos/transition/shot-transitions/PortalWipeV2.tsx +248 -248
  135. package/lib/motion/shotcraft/upstream/demos/transition/shot-transitions/WhipBrakeReal.tsx +186 -186
  136. package/lib/motion/shotcraft/upstream/demos/transition/tear-streak-transitions/GlitchDisplace.tsx +355 -355
  137. package/lib/motion/shotcraft/upstream/demos/transition/transition-hidden-cut/InvisibleCut.tsx +272 -272
  138. package/lib/motion/shotcraft/upstream/demos/transition/transition-hidden-cut/LightLeakBurn.tsx +262 -262
  139. package/lib/motion/shotcraft/upstream/demos/transition/transition-hidden-cut/VersusSlam.tsx +217 -217
  140. package/lib/motion/shotcraft/upstream/demos/transition/transition-travel/LetterformZoom.tsx +285 -285
  141. package/lib/motion/shotcraft/upstream/demos/transition/white-flash-logo-simplify-cut/WhiteFlashLogoSimplifyCut.tsx +205 -205
  142. package/lib/motion/shotcraft/upstream/demos/transition/wipe-transitions/BlindsSlice.tsx +178 -178
  143. package/lib/motion/shotcraft/upstream/demos/typography/blur-slide/BlurSlide.tsx +147 -147
  144. package/lib/motion/shotcraft/upstream/demos/typography/brace-expand/BraceExpand.tsx +143 -143
  145. package/lib/motion/shotcraft/upstream/demos/typography/brand-ink-open/BrandInkOpen.tsx +134 -134
  146. package/lib/motion/shotcraft/upstream/demos/typography/countdown-arc-scatter/CountdownArcScatter.tsx +217 -217
  147. package/lib/motion/shotcraft/upstream/demos/typography/flying-words/FlyingWords.tsx +198 -198
  148. package/lib/motion/shotcraft/upstream/demos/typography/glitch-cycle/GlitchCycle.tsx +221 -221
  149. package/lib/motion/shotcraft/upstream/demos/typography/gradient-word-sweep/GradientWordSweep.tsx +312 -312
  150. package/lib/motion/shotcraft/upstream/demos/typography/lead-word-zoom-assemble/LeadWordZoomAssemble.tsx +261 -261
  151. package/lib/motion/shotcraft/upstream/demos/typography/marker-underline-title/MarkerUnderlineTitle.tsx +121 -121
  152. package/lib/motion/shotcraft/upstream/demos/typography/outline-word-fill/OutlineWordFill.tsx +153 -153
  153. package/lib/motion/shotcraft/upstream/demos/typography/paper-title-card/PaperTitleCard.tsx +179 -179
  154. package/lib/motion/shotcraft/upstream/demos/typography/pill-chip-slot-cycle-handled/PillChipSlotCycleHandled.tsx +140 -140
  155. package/lib/motion/shotcraft/upstream/demos/typography/pill-slot-cycle/PillSlotCycle.tsx +309 -309
  156. package/lib/motion/shotcraft/upstream/demos/typography/text-column-converge/TextColumnConverge.tsx +191 -191
  157. package/lib/motion/shotcraft/upstream/demos/typography/title-demote-to-label/TitleDemoteToLabel.tsx +292 -292
  158. package/lib/motion/shotcraft/upstream/demos/typography/type-assembly-moves/LetterformDriftAssembly.tsx +135 -135
  159. package/lib/motion/shotcraft/upstream/demos/typography/type-assembly-moves/SplitTextStagger.tsx +124 -124
  160. package/lib/motion/shotcraft/upstream/demos/typography/type-assembly-moves/TextOnPath.tsx +255 -255
  161. package/lib/motion/shotcraft/upstream/demos/typography/type-entrance-moves/LetterDropPhysics.tsx +173 -173
  162. package/lib/motion/shotcraft/upstream/demos/typography/type-rhythm-sync/FontWeightPump.tsx +225 -225
  163. package/lib/motion/shotcraft/upstream/demos/typography/type-rhythm-sync/KaraokeFillSync.tsx +141 -141
  164. package/lib/motion/shotcraft/upstream/demos/typography/typewriter-moves/TypewriterErrorRetype.tsx +137 -137
  165. package/lib/motion/shotcraft/upstream/demos/typography/vertical-word-roll-blur-cycle/VerticalWordRollBlurCycle.tsx +147 -147
  166. package/lib/motion/shotcraft/upstream/demos/typography/word-relay-filmstrip/WordRelayFilmstrip.tsx +409 -409
  167. package/lib/motion/shotcraft/upstream/demos/typography/word-relay-geometry/WordRelayGeometry.tsx +280 -280
  168. package/lib/motion/shotcraft/upstream/demos/ui-entrance/avatar-bracket-carousel/AvatarBracketCarousel.tsx +271 -271
  169. package/lib/motion/shotcraft/upstream/demos/ui-entrance/bezier-source-converge-merge/BezierSourceConvergeMerge.tsx +385 -385
  170. package/lib/motion/shotcraft/upstream/demos/ui-entrance/card-stack/CardStack.tsx +312 -312
  171. package/lib/motion/shotcraft/upstream/demos/ui-entrance/carousel-3d/Carousel3D.tsx +303 -303
  172. package/lib/motion/shotcraft/upstream/demos/ui-entrance/clipcard-looping/ClipCardLooping.tsx +77 -77
  173. package/lib/motion/shotcraft/upstream/demos/ui-entrance/cloner-depth-echo/ClonerDepthEcho.tsx +311 -311
  174. package/lib/motion/shotcraft/upstream/demos/ui-entrance/deck-deal-flyin/DeckDealFlyin.tsx +307 -307
  175. package/lib/motion/shotcraft/upstream/demos/ui-entrance/doc-park-left-pill-deal/DocParkLeftPillDeal.tsx +349 -349
  176. package/lib/motion/shotcraft/upstream/demos/ui-entrance/document-typewriter-reveal/DocumentTypewriterReveal.tsx +255 -255
  177. package/lib/motion/shotcraft/upstream/demos/ui-entrance/draw-svg-trace/DrawSvgTrace.tsx +244 -244
  178. package/lib/motion/shotcraft/upstream/demos/ui-entrance/element-body-moves/ContactShadowLift.tsx +217 -217
  179. package/lib/motion/shotcraft/upstream/demos/ui-entrance/integration-hub-map/IntegrationHubMap.tsx +652 -652
  180. package/lib/motion/shotcraft/upstream/demos/ui-entrance/list-reveal/ListReveal.tsx +153 -153
  181. package/lib/motion/shotcraft/upstream/demos/ui-entrance/list-stack-press/ListStackPress.tsx +238 -238
  182. package/lib/motion/shotcraft/upstream/demos/ui-entrance/neon-frame-forerun/NeonFrameForerun.tsx +324 -324
  183. package/lib/motion/shotcraft/upstream/demos/ui-entrance/neon-frame-orbit-drop/NeonFrameForerunOrbit.tsx +354 -354
  184. package/lib/motion/shotcraft/upstream/demos/ui-entrance/page-waterfall-wall/PageWaterfallWall.tsx +101 -101
  185. package/lib/motion/shotcraft/upstream/demos/ui-entrance/page-waterfall-wall/VerticalTicker.tsx +129 -129
  186. package/lib/motion/shotcraft/upstream/demos/ui-entrance/product-card-progressive-assemble/ProductCardProgressiveAssemble.tsx +297 -297
  187. package/lib/motion/shotcraft/upstream/demos/ui-entrance/radial-wave/RadialWave.tsx +57 -57
  188. package/lib/motion/shotcraft/upstream/demos/ui-entrance/research-card-stack-scroll/ResearchCardStackScroll.tsx +155 -155
  189. package/lib/motion/shotcraft/upstream/demos/ui-entrance/row-embed/RowEmbed.tsx +175 -175
  190. package/lib/motion/shotcraft/upstream/demos/ui-entrance/value-stagger-gradient/ValueStaggerGradient.tsx +153 -153
  191. package/lib/motion/shotcraft/upstream/demos/ui-entrance/wall-reveal-moves/BentoLightUp.tsx +146 -146
  192. package/lib/motion/shotcraft/upstream/demos/ui-entrance/wall-reveal-moves/WireframeDrawOn.tsx +226 -226
  193. package/lib/motion/shotcraft/upstream/gallery/api/library.json +1 -1
  194. package/lib/motion/shotcraft/upstream/references/aesthetic-rules.md +193 -193
  195. package/lib/motion/shotcraft/upstream/references/final-review.md +121 -121
  196. package/lib/motion/shotcraft/upstream/references/guided-free-creation.md +199 -199
  197. package/lib/motion/shotcraft/upstream/references/jianying-export.md +183 -183
  198. package/lib/motion/shotcraft/upstream/references/music-beat-sync.md +257 -257
  199. package/lib/motion/shotcraft/upstream/references/pipeline.md +382 -382
  200. package/lib/motion/shotcraft/upstream/references/publish-upload-post.md +111 -111
  201. package/lib/motion/shotcraft/upstream/references/sequences/promo-energy-arc.md +50 -50
  202. package/lib/motion/shotcraft/upstream/references/sfx-sourcing.md +95 -95
  203. package/lib/motion/shotcraft/upstream/references/shots/camera/basic-3d-scene.md +41 -41
  204. package/lib/motion/shotcraft/upstream/references/shots/camera/crash-zoom-punch.md +52 -52
  205. package/lib/motion/shotcraft/upstream/references/shots/camera/cursor-flyover.md +39 -39
  206. package/lib/motion/shotcraft/upstream/references/shots/camera/depth-layer-moves.md +39 -39
  207. package/lib/motion/shotcraft/upstream/references/shots/camera/graze-face-tour.md +57 -57
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@@ -1,466 +1,466 @@
1
- /*
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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,
71
- 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,
74
- 1, 1, 0, 1, 1, 1, 0, -1, 1, -1, 0, 1, 1, -1, 0, -1,
75
- -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]);
78
- /**
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- * Creates a 2D noise function
80
- * @param random the random function that will be used to build the permutation table
81
- * @returns {NoiseFunction2D}
82
- */
83
- export function createNoise2D(random = Math.random) {
84
- const perm = buildPermutationTable(random);
85
- // precalculating this yields a little ~3% performance improvement.
86
- const permGrad2x = new Float64Array(perm).map(v => grad2[(v % 12) * 2]);
87
- const permGrad2y = new Float64Array(perm).map(v => grad2[(v % 12) * 2 + 1]);
88
- return function noise2D(x, y) {
89
- // if(!isFinite(x) || !isFinite(y)) return 0;
90
- let n0 = 0; // Noise contributions from the three corners
91
- let n1 = 0;
92
- let n2 = 0;
93
- // Skew the input space to determine which simplex cell we're in
94
- const s = (x + y) * F2; // Hairy factor for 2D
95
- const i = fastFloor(x + s);
96
- const j = fastFloor(y + s);
97
- const t = (i + j) * G2;
98
- const X0 = i - t; // Unskew the cell origin back to (x,y) space
99
- const Y0 = j - t;
100
- const x0 = x - X0; // The x,y distances from the cell origin
101
- const y0 = y - Y0;
102
- // For the 2D case, the simplex shape is an equilateral triangle.
103
- // Determine which simplex we are in.
104
- let i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
105
- if (x0 > y0) {
106
- i1 = 1;
107
- j1 = 0;
108
- } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
109
- else {
110
- i1 = 0;
111
- j1 = 1;
112
- } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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
- // Calculate the contribution from the three corners
124
- let t0 = 0.5 - x0 * x0 - y0 * y0;
125
- if (t0 >= 0) {
126
- const gi0 = ii + perm[jj];
127
- const g0x = permGrad2x[gi0];
128
- const g0y = permGrad2y[gi0];
129
- t0 *= t0;
130
- // n0 = t0 * t0 * (grad2[gi0] * x0 + grad2[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
131
- n0 = t0 * t0 * (g0x * x0 + g0y * y0);
132
- }
133
- let t1 = 0.5 - x1 * x1 - y1 * y1;
134
- if (t1 >= 0) {
135
- const gi1 = ii + i1 + perm[jj + j1];
136
- const g1x = permGrad2x[gi1];
137
- const g1y = permGrad2y[gi1];
138
- t1 *= t1;
139
- // n1 = t1 * t1 * (grad2[gi1] * x1 + grad2[gi1 + 1] * y1);
140
- n1 = t1 * t1 * (g1x * x1 + g1y * y1);
141
- }
142
- let t2 = 0.5 - x2 * x2 - y2 * y2;
143
- if (t2 >= 0) {
144
- const gi2 = ii + 1 + perm[jj + 1];
145
- const g2x = permGrad2x[gi2];
146
- const g2y = permGrad2y[gi2];
147
- t2 *= t2;
148
- // n2 = t2 * t2 * (grad2[gi2] * x2 + grad2[gi2 + 1] * y2);
149
- n2 = t2 * t2 * (g2x * x2 + g2y * y2);
150
- }
151
- // Add contributions from each corner to get the final noise value.
152
- // The result is scaled to return values in the interval [-1,1].
153
- return 70.0 * (n0 + n1 + n2);
154
- };
155
- }
156
- /**
157
- * Creates a 3D noise function
158
- * @param random the random function that will be used to build the permutation table
159
- * @returns {NoiseFunction3D}
160
- */
161
- export function createNoise3D(random = Math.random) {
162
- const perm = buildPermutationTable(random);
163
- // precalculating these seems to yield a speedup of over 15%
164
- const permGrad3x = new Float64Array(perm).map(v => grad3[(v % 12) * 3]);
165
- const permGrad3y = new Float64Array(perm).map(v => grad3[(v % 12) * 3 + 1]);
166
- const permGrad3z = new Float64Array(perm).map(v => grad3[(v % 12) * 3 + 2]);
167
- return function noise3D(x, y, z) {
168
- let n0, n1, n2, n3; // Noise contributions from the four corners
169
- // Skew the input space to determine which simplex cell we're in
170
- const s = (x + y + z) * F3; // Very nice and simple skew factor for 3D
171
- const i = fastFloor(x + s);
172
- const j = fastFloor(y + s);
173
- const k = fastFloor(z + s);
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 = x - X0; // The x,y,z distances from the cell origin
179
- const y0 = y - Y0;
180
- const z0 = z - Z0;
181
- // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
182
- // Determine which simplex we are in.
183
- let i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
184
- let i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
185
- if (x0 >= y0) {
186
- if (y0 >= z0) {
187
- i1 = 1;
188
- j1 = 0;
189
- k1 = 0;
190
- i2 = 1;
191
- j2 = 1;
192
- k2 = 0;
193
- } // X Y Z order
194
- else if (x0 >= z0) {
195
- i1 = 1;
196
- j1 = 0;
197
- k1 = 0;
198
- i2 = 1;
199
- j2 = 0;
200
- k2 = 1;
201
- } // X Z Y order
202
- else {
203
- i1 = 0;
204
- j1 = 0;
205
- k1 = 1;
206
- i2 = 1;
207
- j2 = 0;
208
- k2 = 1;
209
- } // Z X Y order
210
- }
211
- else { // x0<y0
212
- if (y0 < z0) {
213
- i1 = 0;
214
- j1 = 0;
215
- k1 = 1;
216
- i2 = 0;
217
- j2 = 1;
218
- k2 = 1;
219
- } // Z Y X order
220
- else if (x0 < z0) {
221
- i1 = 0;
222
- j1 = 1;
223
- k1 = 0;
224
- i2 = 0;
225
- j2 = 1;
226
- k2 = 1;
227
- } // Y Z X order
228
- else {
229
- i1 = 0;
230
- j1 = 1;
231
- k1 = 0;
232
- i2 = 1;
233
- j2 = 1;
234
- k2 = 0;
235
- } // Y X Z order
236
- }
237
- // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
238
- // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
239
- // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
240
- // c = 1/6.
241
- const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
242
- const y1 = y0 - j1 + G3;
243
- const z1 = z0 - k1 + G3;
244
- const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
245
- const y2 = y0 - j2 + 2.0 * G3;
246
- const z2 = z0 - k2 + 2.0 * G3;
247
- const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
248
- const y3 = y0 - 1.0 + 3.0 * G3;
249
- const z3 = z0 - 1.0 + 3.0 * G3;
250
- // Work out the hashed gradient indices of the four simplex corners
251
- const ii = i & 255;
252
- const jj = j & 255;
253
- const kk = k & 255;
254
- // Calculate the contribution from the four corners
255
- let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
256
- if (t0 < 0)
257
- n0 = 0.0;
258
- else {
259
- const gi0 = ii + perm[jj + perm[kk]];
260
- t0 *= t0;
261
- n0 = t0 * t0 * (permGrad3x[gi0] * x0 + permGrad3y[gi0] * y0 + permGrad3z[gi0] * z0);
262
- }
263
- let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
264
- if (t1 < 0)
265
- n1 = 0.0;
266
- else {
267
- const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1]];
268
- t1 *= t1;
269
- n1 = t1 * t1 * (permGrad3x[gi1] * x1 + permGrad3y[gi1] * y1 + permGrad3z[gi1] * z1);
270
- }
271
- let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
272
- if (t2 < 0)
273
- n2 = 0.0;
274
- else {
275
- const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2]];
276
- t2 *= t2;
277
- n2 = t2 * t2 * (permGrad3x[gi2] * x2 + permGrad3y[gi2] * y2 + permGrad3z[gi2] * z2);
278
- }
279
- let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
280
- if (t3 < 0)
281
- n3 = 0.0;
282
- else {
283
- const gi3 = ii + 1 + perm[jj + 1 + perm[kk + 1]];
284
- t3 *= t3;
285
- n3 = t3 * t3 * (permGrad3x[gi3] * x3 + permGrad3y[gi3] * y3 + permGrad3z[gi3] * z3);
286
- }
287
- // Add contributions from each corner to get the final noise value.
288
- // The result is scaled to stay just inside [-1,1]
289
- return 32.0 * (n0 + n1 + n2 + n3);
290
- };
291
- }
292
- /**
293
- * Creates a 4D noise function
294
- * @param random the random function that will be used to build the permutation table
295
- * @returns {NoiseFunction4D}
296
- */
297
- export function createNoise4D(random = Math.random) {
298
- const perm = buildPermutationTable(random);
299
- // precalculating these leads to a ~10% speedup
300
- const permGrad4x = new Float64Array(perm).map(v => grad4[(v % 32) * 4]);
301
- const permGrad4y = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 1]);
302
- const permGrad4z = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 2]);
303
- const permGrad4w = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 3]);
304
- return function noise4D(x, y, z, w) {
305
- let n0, n1, n2, n3, n4; // Noise contributions from the five corners
306
- // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
307
- const s = (x + y + z + w) * F4; // Factor for 4D skewing
308
- const i = fastFloor(x + s);
309
- const j = fastFloor(y + s);
310
- const k = fastFloor(z + s);
311
- const l = fastFloor(w + s);
312
- const t = (i + j + k + l) * G4; // Factor for 4D unskewing
313
- const X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
314
- const Y0 = j - t;
315
- const Z0 = k - t;
316
- const W0 = l - t;
317
- const x0 = x - X0; // The x,y,z,w distances from the cell origin
318
- const y0 = y - Y0;
319
- const z0 = z - Z0;
320
- const w0 = w - W0;
321
- // For the 4D case, the simplex is a 4D shape I won't even try to describe.
322
- // To find out which of the 24 possible simplices we're in, we need to
323
- // determine the magnitude ordering of x0, y0, z0 and w0.
324
- // Six pair-wise comparisons are performed between each possible pair
325
- // of the four coordinates, and the results are used to rank the numbers.
326
- let rankx = 0;
327
- let ranky = 0;
328
- let rankz = 0;
329
- let rankw = 0;
330
- if (x0 > y0)
331
- rankx++;
332
- else
333
- ranky++;
334
- if (x0 > z0)
335
- rankx++;
336
- else
337
- rankz++;
338
- if (x0 > w0)
339
- rankx++;
340
- else
341
- rankw++;
342
- if (y0 > z0)
343
- ranky++;
344
- else
345
- rankz++;
346
- if (y0 > w0)
347
- ranky++;
348
- else
349
- rankw++;
350
- if (z0 > w0)
351
- rankz++;
352
- else
353
- rankw++;
354
- // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
355
- // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
356
- // impossible. Only the 24 indices which have non-zero entries make any sense.
357
- // We use a thresholding to set the coordinates in turn from the largest magnitude.
358
- // Rank 3 denotes the largest coordinate.
359
- // Rank 2 denotes the second largest coordinate.
360
- // Rank 1 denotes the second smallest coordinate.
361
- // The integer offsets for the second simplex corner
362
- const i1 = rankx >= 3 ? 1 : 0;
363
- const j1 = ranky >= 3 ? 1 : 0;
364
- const k1 = rankz >= 3 ? 1 : 0;
365
- const l1 = rankw >= 3 ? 1 : 0;
366
- // The integer offsets for the third simplex corner
367
- const i2 = rankx >= 2 ? 1 : 0;
368
- const j2 = ranky >= 2 ? 1 : 0;
369
- const k2 = rankz >= 2 ? 1 : 0;
370
- const l2 = rankw >= 2 ? 1 : 0;
371
- // The integer offsets for the fourth simplex corner
372
- const i3 = rankx >= 1 ? 1 : 0;
373
- const j3 = ranky >= 1 ? 1 : 0;
374
- const k3 = rankz >= 1 ? 1 : 0;
375
- const l3 = rankw >= 1 ? 1 : 0;
376
- // The fifth corner has all coordinate offsets = 1, so no need to compute that.
377
- const x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
378
- const y1 = y0 - j1 + G4;
379
- const z1 = z0 - k1 + G4;
380
- const w1 = w0 - l1 + G4;
381
- const x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
382
- const y2 = y0 - j2 + 2.0 * G4;
383
- const z2 = z0 - k2 + 2.0 * G4;
384
- const w2 = w0 - l2 + 2.0 * G4;
385
- const x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
386
- const y3 = y0 - j3 + 3.0 * G4;
387
- const z3 = z0 - k3 + 3.0 * G4;
388
- const w3 = w0 - l3 + 3.0 * G4;
389
- const x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
390
- const y4 = y0 - 1.0 + 4.0 * G4;
391
- const z4 = z0 - 1.0 + 4.0 * G4;
392
- const w4 = w0 - 1.0 + 4.0 * G4;
393
- // Work out the hashed gradient indices of the five simplex corners
394
- const ii = i & 255;
395
- const jj = j & 255;
396
- const kk = k & 255;
397
- const ll = l & 255;
398
- // Calculate the contribution from the five corners
399
- let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
400
- if (t0 < 0)
401
- n0 = 0.0;
402
- else {
403
- const gi0 = ii + perm[jj + perm[kk + perm[ll]]];
404
- t0 *= t0;
405
- n0 = t0 * t0 * (permGrad4x[gi0] * x0 + permGrad4y[gi0] * y0 + permGrad4z[gi0] * z0 + permGrad4w[gi0] * w0);
406
- }
407
- let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
408
- if (t1 < 0)
409
- n1 = 0.0;
410
- 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
- }
1
+ /*
2
+ * A fast javascript implementation of simplex noise by Jonas Wagner
3
+
4
+ Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
5
+ Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
6
+ With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
7
+ Better rank ordering method by Stefan Gustavson in 2012.
8
+
9
+ Copyright (c) 2024 Jonas Wagner
10
+
11
+ Permission is hereby granted, free of charge, to any person obtaining a copy
12
+ of this software and associated documentation files (the "Software"), to deal
13
+ in the Software without restriction, including without limitation the rights
14
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
15
+ copies of the Software, and to permit persons to whom the Software is
16
+ furnished to do so, subject to the following conditions:
17
+
18
+ The above copyright notice and this permission notice shall be included in all
19
+ copies or substantial portions of the Software.
20
+
21
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
22
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
24
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
25
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
26
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
27
+ SOFTWARE.
28
+ */
29
+ // these __PURE__ comments help uglifyjs with dead code removal
30
+ //
31
+ const SQRT3 = /*#__PURE__*/ Math.sqrt(3.0);
32
+ const SQRT5 = /*#__PURE__*/ Math.sqrt(5.0);
33
+ const F2 = 0.5 * (SQRT3 - 1.0);
34
+ const G2 = (3.0 - SQRT3) / 6.0;
35
+ const F3 = 1.0 / 3.0;
36
+ const G3 = 1.0 / 6.0;
37
+ const F4 = (SQRT5 - 1.0) / 4.0;
38
+ const G4 = (5.0 - SQRT5) / 20.0;
39
+ // I'm really not sure why this | 0 (basically a coercion to int)
40
+ // is making this faster but I get ~5 million ops/sec more on the
41
+ // benchmarks across the board or a ~10% speedup.
42
+ const fastFloor = (x) => Math.floor(x) | 0;
43
+ const grad2 = /*#__PURE__*/ new Float64Array([1, 1,
44
+ -1, 1,
45
+ 1, -1,
46
+ -1, -1,
47
+ 1, 0,
48
+ -1, 0,
49
+ 1, 0,
50
+ -1, 0,
51
+ 0, 1,
52
+ 0, -1,
53
+ 0, 1,
54
+ 0, -1]);
55
+ // double seems to be faster than single or int's
56
+ // probably because most operations are in double precision
57
+ const grad3 = /*#__PURE__*/ new Float64Array([1, 1, 0,
58
+ -1, 1, 0,
59
+ 1, -1, 0,
60
+ -1, -1, 0,
61
+ 1, 0, 1,
62
+ -1, 0, 1,
63
+ 1, 0, -1,
64
+ -1, 0, -1,
65
+ 0, 1, 1,
66
+ 0, -1, 1,
67
+ 0, 1, -1,
68
+ 0, -1, -1]);
69
+ // double is a bit quicker here as well
70
+ const grad4 = /*#__PURE__*/ new Float64Array([0, 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1,
71
+ 0, -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1,
72
+ 1, 0, 1, 1, 1, 0, 1, -1, 1, 0, -1, 1, 1, 0, -1, -1,
73
+ -1, 0, 1, 1, -1, 0, 1, -1, -1, 0, -1, 1, -1, 0, -1, -1,
74
+ 1, 1, 0, 1, 1, 1, 0, -1, 1, -1, 0, 1, 1, -1, 0, -1,
75
+ -1, 1, 0, 1, -1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, -1,
76
+ 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1, 0,
77
+ -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1, 0]);
78
+ /**
79
+ * Creates a 2D noise function
80
+ * @param random the random function that will be used to build the permutation table
81
+ * @returns {NoiseFunction2D}
82
+ */
83
+ export function createNoise2D(random = Math.random) {
84
+ const perm = buildPermutationTable(random);
85
+ // precalculating this yields a little ~3% performance improvement.
86
+ const permGrad2x = new Float64Array(perm).map(v => grad2[(v % 12) * 2]);
87
+ const permGrad2y = new Float64Array(perm).map(v => grad2[(v % 12) * 2 + 1]);
88
+ return function noise2D(x, y) {
89
+ // if(!isFinite(x) || !isFinite(y)) return 0;
90
+ let n0 = 0; // Noise contributions from the three corners
91
+ let n1 = 0;
92
+ let n2 = 0;
93
+ // Skew the input space to determine which simplex cell we're in
94
+ const s = (x + y) * F2; // Hairy factor for 2D
95
+ const i = fastFloor(x + s);
96
+ const j = fastFloor(y + s);
97
+ const t = (i + j) * G2;
98
+ const X0 = i - t; // Unskew the cell origin back to (x,y) space
99
+ const Y0 = j - t;
100
+ const x0 = x - X0; // The x,y distances from the cell origin
101
+ const y0 = y - Y0;
102
+ // For the 2D case, the simplex shape is an equilateral triangle.
103
+ // Determine which simplex we are in.
104
+ let i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
105
+ if (x0 > y0) {
106
+ i1 = 1;
107
+ j1 = 0;
108
+ } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
109
+ else {
110
+ i1 = 0;
111
+ j1 = 1;
112
+ } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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
+ // Calculate the contribution from the three corners
124
+ let t0 = 0.5 - x0 * x0 - y0 * y0;
125
+ if (t0 >= 0) {
126
+ const gi0 = ii + perm[jj];
127
+ const g0x = permGrad2x[gi0];
128
+ const g0y = permGrad2y[gi0];
129
+ t0 *= t0;
130
+ // n0 = t0 * t0 * (grad2[gi0] * x0 + grad2[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
131
+ n0 = t0 * t0 * (g0x * x0 + g0y * y0);
132
+ }
133
+ let t1 = 0.5 - x1 * x1 - y1 * y1;
134
+ if (t1 >= 0) {
135
+ const gi1 = ii + i1 + perm[jj + j1];
136
+ const g1x = permGrad2x[gi1];
137
+ const g1y = permGrad2y[gi1];
138
+ t1 *= t1;
139
+ // n1 = t1 * t1 * (grad2[gi1] * x1 + grad2[gi1 + 1] * y1);
140
+ n1 = t1 * t1 * (g1x * x1 + g1y * y1);
141
+ }
142
+ let t2 = 0.5 - x2 * x2 - y2 * y2;
143
+ if (t2 >= 0) {
144
+ const gi2 = ii + 1 + perm[jj + 1];
145
+ const g2x = permGrad2x[gi2];
146
+ const g2y = permGrad2y[gi2];
147
+ t2 *= t2;
148
+ // n2 = t2 * t2 * (grad2[gi2] * x2 + grad2[gi2 + 1] * y2);
149
+ n2 = t2 * t2 * (g2x * x2 + g2y * y2);
150
+ }
151
+ // Add contributions from each corner to get the final noise value.
152
+ // The result is scaled to return values in the interval [-1,1].
153
+ return 70.0 * (n0 + n1 + n2);
154
+ };
155
+ }
156
+ /**
157
+ * Creates a 3D noise function
158
+ * @param random the random function that will be used to build the permutation table
159
+ * @returns {NoiseFunction3D}
160
+ */
161
+ export function createNoise3D(random = Math.random) {
162
+ const perm = buildPermutationTable(random);
163
+ // precalculating these seems to yield a speedup of over 15%
164
+ const permGrad3x = new Float64Array(perm).map(v => grad3[(v % 12) * 3]);
165
+ const permGrad3y = new Float64Array(perm).map(v => grad3[(v % 12) * 3 + 1]);
166
+ const permGrad3z = new Float64Array(perm).map(v => grad3[(v % 12) * 3 + 2]);
167
+ return function noise3D(x, y, z) {
168
+ let n0, n1, n2, n3; // Noise contributions from the four corners
169
+ // Skew the input space to determine which simplex cell we're in
170
+ const s = (x + y + z) * F3; // Very nice and simple skew factor for 3D
171
+ const i = fastFloor(x + s);
172
+ const j = fastFloor(y + s);
173
+ const k = fastFloor(z + s);
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 = x - X0; // The x,y,z distances from the cell origin
179
+ const y0 = y - Y0;
180
+ const z0 = z - Z0;
181
+ // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
182
+ // Determine which simplex we are in.
183
+ let i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
184
+ let i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
185
+ if (x0 >= y0) {
186
+ if (y0 >= z0) {
187
+ i1 = 1;
188
+ j1 = 0;
189
+ k1 = 0;
190
+ i2 = 1;
191
+ j2 = 1;
192
+ k2 = 0;
193
+ } // X Y Z order
194
+ else if (x0 >= z0) {
195
+ i1 = 1;
196
+ j1 = 0;
197
+ k1 = 0;
198
+ i2 = 1;
199
+ j2 = 0;
200
+ k2 = 1;
201
+ } // X Z Y order
202
+ else {
203
+ i1 = 0;
204
+ j1 = 0;
205
+ k1 = 1;
206
+ i2 = 1;
207
+ j2 = 0;
208
+ k2 = 1;
209
+ } // Z X Y order
210
+ }
211
+ else { // x0<y0
212
+ if (y0 < z0) {
213
+ i1 = 0;
214
+ j1 = 0;
215
+ k1 = 1;
216
+ i2 = 0;
217
+ j2 = 1;
218
+ k2 = 1;
219
+ } // Z Y X order
220
+ else if (x0 < z0) {
221
+ i1 = 0;
222
+ j1 = 1;
223
+ k1 = 0;
224
+ i2 = 0;
225
+ j2 = 1;
226
+ k2 = 1;
227
+ } // Y Z X order
228
+ else {
229
+ i1 = 0;
230
+ j1 = 1;
231
+ k1 = 0;
232
+ i2 = 1;
233
+ j2 = 1;
234
+ k2 = 0;
235
+ } // Y X Z order
236
+ }
237
+ // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
238
+ // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
239
+ // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
240
+ // c = 1/6.
241
+ const x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
242
+ const y1 = y0 - j1 + G3;
243
+ const z1 = z0 - k1 + G3;
244
+ const x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
245
+ const y2 = y0 - j2 + 2.0 * G3;
246
+ const z2 = z0 - k2 + 2.0 * G3;
247
+ const x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
248
+ const y3 = y0 - 1.0 + 3.0 * G3;
249
+ const z3 = z0 - 1.0 + 3.0 * G3;
250
+ // Work out the hashed gradient indices of the four simplex corners
251
+ const ii = i & 255;
252
+ const jj = j & 255;
253
+ const kk = k & 255;
254
+ // Calculate the contribution from the four corners
255
+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
256
+ if (t0 < 0)
257
+ n0 = 0.0;
258
+ else {
259
+ const gi0 = ii + perm[jj + perm[kk]];
260
+ t0 *= t0;
261
+ n0 = t0 * t0 * (permGrad3x[gi0] * x0 + permGrad3y[gi0] * y0 + permGrad3z[gi0] * z0);
262
+ }
263
+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
264
+ if (t1 < 0)
265
+ n1 = 0.0;
266
+ else {
267
+ const gi1 = ii + i1 + perm[jj + j1 + perm[kk + k1]];
268
+ t1 *= t1;
269
+ n1 = t1 * t1 * (permGrad3x[gi1] * x1 + permGrad3y[gi1] * y1 + permGrad3z[gi1] * z1);
270
+ }
271
+ let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
272
+ if (t2 < 0)
273
+ n2 = 0.0;
274
+ else {
275
+ const gi2 = ii + i2 + perm[jj + j2 + perm[kk + k2]];
276
+ t2 *= t2;
277
+ n2 = t2 * t2 * (permGrad3x[gi2] * x2 + permGrad3y[gi2] * y2 + permGrad3z[gi2] * z2);
278
+ }
279
+ let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
280
+ if (t3 < 0)
281
+ n3 = 0.0;
282
+ else {
283
+ const gi3 = ii + 1 + perm[jj + 1 + perm[kk + 1]];
284
+ t3 *= t3;
285
+ n3 = t3 * t3 * (permGrad3x[gi3] * x3 + permGrad3y[gi3] * y3 + permGrad3z[gi3] * z3);
286
+ }
287
+ // Add contributions from each corner to get the final noise value.
288
+ // The result is scaled to stay just inside [-1,1]
289
+ return 32.0 * (n0 + n1 + n2 + n3);
290
+ };
291
+ }
292
+ /**
293
+ * Creates a 4D noise function
294
+ * @param random the random function that will be used to build the permutation table
295
+ * @returns {NoiseFunction4D}
296
+ */
297
+ export function createNoise4D(random = Math.random) {
298
+ const perm = buildPermutationTable(random);
299
+ // precalculating these leads to a ~10% speedup
300
+ const permGrad4x = new Float64Array(perm).map(v => grad4[(v % 32) * 4]);
301
+ const permGrad4y = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 1]);
302
+ const permGrad4z = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 2]);
303
+ const permGrad4w = new Float64Array(perm).map(v => grad4[(v % 32) * 4 + 3]);
304
+ return function noise4D(x, y, z, w) {
305
+ let n0, n1, n2, n3, n4; // Noise contributions from the five corners
306
+ // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
307
+ const s = (x + y + z + w) * F4; // Factor for 4D skewing
308
+ const i = fastFloor(x + s);
309
+ const j = fastFloor(y + s);
310
+ const k = fastFloor(z + s);
311
+ const l = fastFloor(w + s);
312
+ const t = (i + j + k + l) * G4; // Factor for 4D unskewing
313
+ const X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
314
+ const Y0 = j - t;
315
+ const Z0 = k - t;
316
+ const W0 = l - t;
317
+ const x0 = x - X0; // The x,y,z,w distances from the cell origin
318
+ const y0 = y - Y0;
319
+ const z0 = z - Z0;
320
+ const w0 = w - W0;
321
+ // For the 4D case, the simplex is a 4D shape I won't even try to describe.
322
+ // To find out which of the 24 possible simplices we're in, we need to
323
+ // determine the magnitude ordering of x0, y0, z0 and w0.
324
+ // Six pair-wise comparisons are performed between each possible pair
325
+ // of the four coordinates, and the results are used to rank the numbers.
326
+ let rankx = 0;
327
+ let ranky = 0;
328
+ let rankz = 0;
329
+ let rankw = 0;
330
+ if (x0 > y0)
331
+ rankx++;
332
+ else
333
+ ranky++;
334
+ if (x0 > z0)
335
+ rankx++;
336
+ else
337
+ rankz++;
338
+ if (x0 > w0)
339
+ rankx++;
340
+ else
341
+ rankw++;
342
+ if (y0 > z0)
343
+ ranky++;
344
+ else
345
+ rankz++;
346
+ if (y0 > w0)
347
+ ranky++;
348
+ else
349
+ rankw++;
350
+ if (z0 > w0)
351
+ rankz++;
352
+ else
353
+ rankw++;
354
+ // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
355
+ // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
356
+ // impossible. Only the 24 indices which have non-zero entries make any sense.
357
+ // We use a thresholding to set the coordinates in turn from the largest magnitude.
358
+ // Rank 3 denotes the largest coordinate.
359
+ // Rank 2 denotes the second largest coordinate.
360
+ // Rank 1 denotes the second smallest coordinate.
361
+ // The integer offsets for the second simplex corner
362
+ const i1 = rankx >= 3 ? 1 : 0;
363
+ const j1 = ranky >= 3 ? 1 : 0;
364
+ const k1 = rankz >= 3 ? 1 : 0;
365
+ const l1 = rankw >= 3 ? 1 : 0;
366
+ // The integer offsets for the third simplex corner
367
+ const i2 = rankx >= 2 ? 1 : 0;
368
+ const j2 = ranky >= 2 ? 1 : 0;
369
+ const k2 = rankz >= 2 ? 1 : 0;
370
+ const l2 = rankw >= 2 ? 1 : 0;
371
+ // The integer offsets for the fourth simplex corner
372
+ const i3 = rankx >= 1 ? 1 : 0;
373
+ const j3 = ranky >= 1 ? 1 : 0;
374
+ const k3 = rankz >= 1 ? 1 : 0;
375
+ const l3 = rankw >= 1 ? 1 : 0;
376
+ // The fifth corner has all coordinate offsets = 1, so no need to compute that.
377
+ const x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
378
+ const y1 = y0 - j1 + G4;
379
+ const z1 = z0 - k1 + G4;
380
+ const w1 = w0 - l1 + G4;
381
+ const x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
382
+ const y2 = y0 - j2 + 2.0 * G4;
383
+ const z2 = z0 - k2 + 2.0 * G4;
384
+ const w2 = w0 - l2 + 2.0 * G4;
385
+ const x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
386
+ const y3 = y0 - j3 + 3.0 * G4;
387
+ const z3 = z0 - k3 + 3.0 * G4;
388
+ const w3 = w0 - l3 + 3.0 * G4;
389
+ const x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
390
+ const y4 = y0 - 1.0 + 4.0 * G4;
391
+ const z4 = z0 - 1.0 + 4.0 * G4;
392
+ const w4 = w0 - 1.0 + 4.0 * G4;
393
+ // Work out the hashed gradient indices of the five simplex corners
394
+ const ii = i & 255;
395
+ const jj = j & 255;
396
+ const kk = k & 255;
397
+ const ll = l & 255;
398
+ // Calculate the contribution from the five corners
399
+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
400
+ if (t0 < 0)
401
+ n0 = 0.0;
402
+ else {
403
+ const gi0 = ii + perm[jj + perm[kk + perm[ll]]];
404
+ t0 *= t0;
405
+ n0 = t0 * t0 * (permGrad4x[gi0] * x0 + permGrad4y[gi0] * y0 + permGrad4z[gi0] * z0 + permGrad4w[gi0] * w0);
406
+ }
407
+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
408
+ if (t1 < 0)
409
+ n1 = 0.0;
410
+ 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
466
  //# sourceMappingURL=simplex-noise.js.map