2.1 KiB
perlin/perlin
(no submodules)
Purpose
The perlin module implements Ken Perlin's classic gradient noise in two and three dimensions. Perlin noise is the de-facto standard for procedurally generated terrains, clouds, and texture dithering: it returns a smooth, pseudo-random-looking field in [-1, 1] whose value depends continuously on its coordinates.
This implementation uses the 12-gradient table from Perlin's "Improving Noise" paper (SIGGRAPH 2002), so both 2D and 3D variants share the same gradient space — useful when mixing them in a single shader-like pipeline.
Features
PerlinNoiseclass — holds a seeded permutation table you can reuse across manynoise2/noise3callsperlin2(seed, x, y)/perlin3(seed, x, y, z)— one-shot functional convenience- Deterministic per seed;
Sfc32Rng-shuffled 256-byte permutation table - 2D and 3D outputs in roughly
[-1, 1](theoretical max is√(N/4)per Perlin, in practice values stay well within[-0.86, 0.86]for 2D)
Usage: Basic Example
import { perlin2 } from "@suaveplan/noise";
const v = perlin2("terrain-42", 1.5, 2.3);
Usage: Advanced Example
import { PerlinNoise } from "@suaveplan/noise";
const p = new PerlinNoise("world");
for (let y = 0; y < 256; y += 1) {
for (let x = 0; x < 256; x += 1) {
const h = p.noise2(x * 0.05, y * 0.05); // [-1, 1]
// ...paint tile height...
}
}
API Reference
class PerlinNoise(seed: string | number = 0)— builds the permutation table once.noise2(x: number, y: number): numbernoise3(x: number, y: number, z: number): numberperlin2(seed, x, y): number/perlin3(seed, x, y, z): number— rebuild the table on every call; preferPerlinNoisefor hot loops.
Implementation Notes
Integer coordinates are masked with & 0xff — the permutation table is of length 512 with the second 256 entries mirroring the first, so perm[(perm[xi] + yi) & 0x1ff] can be written as perm[perm[xi] + yi] without risking out-of-bounds reads. Fractional coordinates run through Perlin's quintic fade (6t^5 - 15t^4 + 10t^3) for C² continuity.