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Top 10 Examples of "simplex-noise in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'simplex-noise' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

/* eslint-env worker */

import SimplexNoise from 'simplex-noise'
import {
  Geometry,
  MeshNormalMaterial
} from 'three'
// import { Geometry } from 'three/src/core/Geometry'
// import { MeshNormalMaterial } from 'three/src/materials/MeshNormalMaterial'
import { MarchingCubes } from 'three/examples/jsm/objects/MarchingCubes.js'
import { SimplifyModifier } from 'three/examples/jsm/modifiers/SimplifyModifier.js'
import { voxelSize } from './constants'

const simple = new SimplifyModifier()
const noise = new SimplexNoise('123')

const generateVoxels = (i, j, k, zMax) => {
  console.time([i, j, k].toString())
  let n = 0
  let noGeometry = true
  let noiseValue
  let geometry
  const dim = 32
  const positions = new Float32Array(dim * dim * dim)
  const effect = new MarchingCubes(dim, new MeshNormalMaterial(), false, false)
  effect.isolation = 0

  let n128, n64, n32, n16, n8, n4
  const fbm = (x, y, z) => {
    n128 = noise.noise3D(x / 128, y / 128, z / 128)
    n64 = noise.noise3D(x / 64, y / 64, z / 64)
export function randomSimplexMap(width, height, zoom) {
	// we want to zoom in a lot so that the land is larger, so the width & height will be half
	let w = ~~(width / zoom)
	let h = ~~(height / zoom)
	let gameMap = new GameMap(w, h)
	console.log(w, h)
	// base textures
	/* GOOD SEEDS
        - 908234
    */
	let seed1 = 908234
	let seed2 = 908234
	let rng1 = RNG.create(seed1)
	let rng2 = RNG.create(seed2)
	let gen1 = new SimplexNoise(rng1.nextDouble.bind(rng1))
	let gen2 = new SimplexNoise(rng2.nextDouble.bind(rng2))
	let frequency = 1.5

	const mobDistribution = {
		// ORC: 1,
		// EMPOWERED_ORC: 1,
		// KOBOLD: 1,
		GOBLIN: 1,
		// BAT: 1,
		RAT: 3,
		WILD_GOAT: 3
	}

	// const createActor = (actorString, x, y, id) => {
	// 	switch (actorString) {
	// 		case 'ORC':
document.body.appendChild(renderer.canvas);

// Scene
const scene = new Scene();

// Camera
const camera = new PerspectiveCamera({
  fov: 45
});

camera.position.set(35, -25, 35);
camera.lookAt();

const SIZE = 64;

const simplex = new SimplexNoise(Math.random);

const scale = 0.035;
// const scale = 1;
const src = new Uint8Array(SIZE * SIZE * SIZE);
for (let k = 0; k < SIZE; k += 1) {
  for (let j = 0; j < SIZE; j += 1) {
    for (let i = 0; i < SIZE; i += 1) {
      src[i + j * SIZE + k * SIZE * SIZE] =
        Math.abs(simplex.noise3D(i * scale, j * scale, k * scale)) * 256;
    }
  }
}

const texture3d = new Texture3d({
  src,
  size: SIZE
main: (canvas, settings) => {
    canvas.callbackTokens = canvas.callbackTokens || []
    while (canvas.callbackTokens.length) {
      cIC(canvas.callbackTokens.pop())
    }

    const ctx = window.ctx = canvas.getContext('2d')
    ctx.globalCompositeOperation = 'darker'
    const rand = new Alea(settings.seed)
    const simplex = new SimplexNoise(rand)
    const colors = colorPalettes[rand() * colorPalettes.length | 0]
    const color = colors[rand() * colors.length | 0]
    ctx.fillStyle = tinycolor(color).setAlpha(settings.alpha / 100).toRgbString()

    function drawCircle (j) {
      const token = rIC(() => {
        for (let i = 0; i < settings.dotCount; i++) {
          const angle = (i / settings.dotCount) * Math.PI * 2 + j / Math.PI
          const noiseZoom = settings.noiseZoom / 100
          const noise = simplex.noise2D(angle / noiseZoom, j / noiseZoom)
          const spread = settings.spread / 100
          const radius = settings.radius + noise * j * spread
          const x = Math.cos(angle) * radius + canvas.width / 2
          const y = Math.sin(angle) * radius + canvas.height / 2
          ctx.fillRect(x, y, 1, 1)
        }
import App from "../app";
import { pubsub } from "../helpers/subscriptionManager";
import SimplexNoise from "simplex-noise";
import * as THREE from "three";
import { randomFromList } from "../classes/generic/damageReports/constants";
function distance3d(coord2, coord1) {
  const { x: x1, y: y1, z: z1 } = coord1;
  let { x: x2, y: y2, z: z2 } = coord2;
  return Math.sqrt((x2 -= x1) * x2 + (y2 -= y1) * y2 + (z2 -= z1) * z2);
}

const noise = new SimplexNoise(Math.random);
let tick = 0;
const interval = 1000 / 20;

function crmContactMove() {
  tick++;
  App.flights
    .filter(f => f.running === true)
    .forEach(f => {
      f.simulators
        .map(s => App.simulators.find(ss => ss.id === s))
        .forEach((simulator, i) => {
          let triggerUpdate = false;
          const crm = App.systems.find(
            s => s.simulatorId === simulator.id && s.class === "Crm"
          );
          if (!crm) return;
export default function (config, seed) {
    var simplex = new SimplexNoise(function () {
        return seed;
    });
    var values = [];
    var m = 200;
    var n = 200;
    var scale = Math.max(config.randomScale, 1);
    var levels = Math.min(Math.max(Math.round(config.paperCount), 1), 10);
    for (var x = 0; x < m; x++) {
        for (var y = 0; y < n; y++) {
            values.push(simplex.noise2D(x / m * scale, y / n * scale));
        }
    }
    var thresholds = Array.from(Array(levels).keys()).map(function (a) {
        return a / levels - config.randomOffset;
    });
ctx.setup = ctx.resize = function () {
  center = [ctx.width / 2, ctx.height / 2]
  ctx.clearRect(0, 0, ctx.width, ctx.height)
  rand = new Alea(settings.seed)
  randX = randomNormal.source(rand)(center[0], settings.sigma)
  randY = randomNormal.source(rand)(center[1], settings.sigma)
  simplex = new SimplexNoise(rand)
  lines = []
  clearTimeout(token)
  token = setTimeout(createLine, 0)
}
function generateMoisture(
  options: IWorldMapGenOptions,
  heightmap: ndarray,
  sealevel: number,
  cellTypes: ndarray,
  riverMap: ndarray,
): ndarray {
  const { seed, size: { width, height } } = options;
  const rng = new (Alea as any)(seed);
  const moistureMap = ndarray(new Int16Array(width * height), [width, height]);
  const simplex = new SimplexNoise(rng);
  fill(moistureMap, (x, y) => {
    if (cellTypes.get(x, y) === ECellType.LAND) {
      const nx = x / width - 0.5;
      const ny = y / height - 0.5;
      const moisture = ((simplex.noise2D(3 * nx, 3 * ny) + 1) / 2);
      const inlandRatio = (heightmap.get(x, y) - sealevel) / (255 - sealevel);
      return (moisture * (1 - inlandRatio)) * 500;
    }
    return 0;
  });
  let cells = [];
  const scale = Math.max(width, height) / 250;
  for (let x = 0; x < width; x++) {
    for (let y = 0; y < height; y++) {
      if (riverMap.get(x, y) === 1) {
        const inlandRatio = (heightmap.get(x, y) - sealevel) / (255 - sealevel);
export default async (src) => {
    const simplex = new SimplexNoise();

    if(cachedSrc != src) {
        transpiledSrc = babel.transformSync(src, {
            presets: [babelEnvPreset],
            plugins: [
                [babelDecoratorPlugin, {legacy: true}],
                babelObjSpreadPlugin,
                [babelPipesPlugin, {proposal: 'smart'}]
            ]
        });

        cachedSrc = src;
    }

    return eval(transpiledSrc.code);
}
export const setSeed = (seed, opt) => {
  if (typeof seed === 'number' || typeof seed === 'string') {
    currentRandom = seedRandom(seed, opt);
  } else {
    currentRandom = defaultRandom;
  }
  currentSimplex = new SimplexNoise(currentRandom);
}

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