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This commit is contained in:
Evert Prants 2021-02-11 10:29:40 +02:00
commit 9c77cf3e30
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
9 changed files with 7573 additions and 0 deletions

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/node_modules/
/dist/

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<!DOCTYPE html>
<html lang="en" dir="ltr">
<head>
<meta charset="utf-8">
<title>voxeltest</title>
<style media="screen">
* {
margin: 0;
padding: 0;
}
body, html {
width: 100%;
height: 100%;
overflow: hidden;
}
</style>
</head>
<body>
<script src="./index.js" charset="utf-8" type="module"></script>
</body>
</html>

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{
"name": "voxeltest",
"version": "1.0.0",
"description": "",
"main": "dist/index.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1",
"watch": "webpack -w --mode=development"
},
"private": true,
"license": "MIT",
"devDependencies": {
"simplex-noise": "^2.4.0",
"three": "^0.121.1",
"webpack": "^5.1.3",
"webpack-cli": "^4.0.0",
"worker-loader": "^3.0.5"
}
}

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import { BrownianSimplexNoise } from './noise.js'
const LEFT = 0
const RIGHT = 1
const FRONT = 2
const BACK = 3
const TOP = 4
const BOTTOM = 5
class ChunkWorker {
setNoise (params) {
if (this.noise) return
this.noise = new BrownianSimplexNoise(
params.seed,
params.amplitude,
params.period,
params.persistence,
params.lacunarity,
params.octaves
)
}
getBlockAt (voldata, dims, x, y, z) {
if (voldata.neighbors) {
if (x < 0) return this.getBlockAt(voldata.neighbors[RIGHT], dims, dims[0] - 1, y, z)
if (x >= dims[0]) return this.getBlockAt(voldata.neighbors[LEFT], dims, 0, y, z)
if (z < 0) return this.getBlockAt(voldata.neighbors[FRONT], dims, x, y, dims[2] - 1)
if (z >= dims[2]) return this.getBlockAt(voldata.neighbors[BACK], dims, x, y, 0)
if (y < 0 || y >= dims[1]) return null
}
return (voldata.volume ? voldata.volume : voldata)[x + dims[0] * (y + dims[1] * z)]
}
generate (params) {
const absposi = params.x * params.dims[0]
const absposj = params.y * params.dims[2]
const volume = []
for (let x = 0; x < params.dims[0]; x++) {
for (let z = 0; z < params.dims[2]; z++) {
const height = this.noise.getNoise2D(absposi + x, absposj + z) * 10 + 64
for (let y = 0; y < params.dims[1]; y++) {
volume[x + params.dims[0] * (y + params.dims[1] * z)] = (y < height) ? 1 : 0
}
}
}
return volume
}
mesh (params) {
const dims = params.dims
const vertices = []
const indices = []
const normals = []
for (let backFace = true, b = false; b !== backFace; backFace = backFace && b, b = !b) {
// Sweep over 3-axes
for (let d = 0; d < 3; ++d) {
let i, j, k, l, w, h, side
const u = (d + 1) % 3
const v = (d + 2) % 3
const x = [0, 0, 0]
const q = [0, 0, 0]
// Here we're keeping track of the side that we're meshing.
if (d === 0) side = backFace ? LEFT : RIGHT
else if (d === 1) side = backFace ? BOTTOM : TOP
else if (d === 2) side = backFace ? BACK : FRONT
const mask = new Int32Array(dims[u] * dims[v])
q[d] = 1
// Move through the dimension from front to back
for (x[d] = -1; x[d] < dims[d];) {
// Compute mask
let n = 0
for (x[v] = 0; x[v] < dims[v]; ++x[v]) {
for (x[u] = 0; x[u] < dims[u]; ++x[u]) {
const current = this.getBlockAt(params, dims, x[0], x[1], x[2])
const ajacent = this.getBlockAt(params, dims, x[0] + q[0], x[1] + q[1], x[2] + q[2])
mask[n++] = ((current && ajacent && current === ajacent)) ? null : (backFace ? ajacent : current)
}
}
// Increment x[d]
++x[d]
// Generate mesh for mask using lexicographic ordering
n = 0
for (j = 0; j < dims[v]; ++j) {
for (i = 0; i < dims[u];) {
if (mask[n]) {
// Compute width
for (w = 1; mask[n + w] && mask[n + w] === mask[n] && i + w < dims[u]; ++w) {}
// Compute height
let done = false
for (h = 1; j + h < dims[v]; ++h) {
for (k = 0; k < w; ++k) {
if (!mask[n + k + h * dims[u]] || mask[n + k + h * dims[u]] !== mask[n]) {
done = true
break
}
}
if (done) break
}
// Create quad
x[u] = i
x[v] = j
const du = [0, 0, 0]
du[u] = w
const dv = [0, 0, 0]
dv[v] = h
const quad = [
[x[0], x[1], x[2]],
[x[0] + du[0], x[1] + du[1], x[2] + du[2]],
[x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]],
[x[0] + dv[0], x[1] + dv[1], x[2] + dv[2]]
]
// Add vertices and normals
const mul = backFace ? -1 : 1
for (var qindex = 0; qindex < 4; ++qindex) {
vertices.push(quad[qindex][0], quad[qindex][1], quad[qindex][2])
normals.push(q[0] * mul, q[1] * mul, q[2] * mul)
}
// Add indices
const indexi = vertices.length / 3 - 4
if (backFace) {
indices.push(indexi + 2, indexi + 1, indexi)
indices.push(indexi + 3, indexi + 2, indexi)
} else {
indices.push(indexi, indexi + 1, indexi + 2)
indices.push(indexi, indexi + 2, indexi + 3)
}
// Zero-out mask
for (l = 0; l < h; ++l) {
for (k = 0; k < w; ++k) {
mask[n + k + l * dims[u]] = false
}
}
// Increment counters and continue
i += w
n += w
} else {
++i
++n
}
}
}
}
}
}
return { vertices, indices, normals }
}
}
/* global self */
const WORKER = new ChunkWorker()
self.onmessage = function (e) {
const data = JSON.parse(e.data)
if (data.subject === 'gen') {
WORKER.setNoise(data)
const chunkData = WORKER.generate(data)
self.postMessage(JSON.stringify({ subject: 'gen_result', data: chunkData }))
} else if (data.subject === 'mesh') {
const meshData = WORKER.mesh(data)
self.postMessage(JSON.stringify({ subject: 'mesh_data', data: meshData }))
}
}

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import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import Worker from './chunk.worker.js'
const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
const div = document.createElement('div')
div.appendChild(renderer.domElement)
document.body.appendChild(div)
renderer.setClearColor(0x00aaff)
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000)
const controls = new OrbitControls(camera, renderer.domElement)
class GeometryFromArrays extends THREE.BufferGeometry {
constructor (vertices, indices, normals) {
super()
this.setIndex(indices)
this.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))
this.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3))
// this.computeVertexNormals()
}
}
const mat = new THREE.MeshStandardMaterial()
mat.color = new THREE.Color(0x02ff02)
// mat.wireframe = true
// mat.side = THREE.DoubleSide
/*
mat.vertexShader = `
void main (void) {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position,1);
}
`
mat.fragmentShader = `
void main (void) {
gl_FragColor = vec4(0.2, 1.0, 0.2, 1.0);
}
`
*/
const LEFT = 0
const RIGHT = 1
const FRONT = 2
const BACK = 3
const TOP = 4
const BOTTOM = 5
let workerIDs = 0
let chunkIDs = 0
class WorkerThread {
constructor (script) {
this.worker = new Worker(script)
this.worker.onmessage = (e) => this.onMessage(e)
this.resolve = null
this.id = workerIDs++
this.worker.onerror = function (event) {
console.log(event.message, event)
}
}
onMessage (e) {
const resolve = this.resolve
this.resolve = null
resolve(e.data)
}
postMessage (data, resolve) {
this.resolve = resolve
this.worker.postMessage(data)
}
}
class WorkerThreadPool {
constructor (workers, script) {
this.workers = [...Array(workers)].map(_ => new WorkerThread(script))
this.free = [...this.workers]
this.busy = {}
this.queue = []
}
enqueue (data, resolve) {
this.queue.push([data, resolve])
this.pump()
}
pump () {
while (this.free.length > 0 && this.queue.length > 0) {
const w = this.free.pop()
this.busy[w.id] = w
const [workItem, workResolve] = this.queue.shift()
w.postMessage(workItem, (v) => {
delete this.busy[w.id]
this.free.push(w)
workResolve(v)
this.pump()
})
}
}
}
class Chunk {
constructor (w, x, y, dims) {
this.world = w
this.volume = []
this.dims = dims
this.x = x
this.y = y
this.dirty = false
this.id = chunkIDs++
this.generatorWaiting = false
this.mesherWaiting = false
this.disposed = false
this.meshReady = false
}
generate () {
if (this.volume.length || this.generatorWaiting || this.disposed) return
this.generatorWaiting = true
this.world.thread.enqueue(JSON.stringify(Object.assign({
subject: 'gen',
x: this.x,
y: this.y,
dims: this.dims
}, this.world.noiseParams)), (e) => {
e = JSON.parse(e)
this.generatorWaiting = false
if (e.subject !== 'gen_result' || this.disposed) return
this.volume = e.data
this.dirty = true
this.notifyNeighbors()
})
}
getBlockAt (x, y, z) {
if (x < 0) return this.getNeighbor(LEFT).getBlockAt(this.dims[0] - 1, y, z)
if (x >= this.dims[0]) return this.getNeighbor(RIGHT).getBlockAt(0, y, z)
if (z < 0) return this.getNeighbor(FRONT).getBlockAt(x, y, this.dims[2] - 1)
if (z >= this.dims[2]) return this.getNeighbor(BACK).getBlockAt(x, y, 0)
if (y < 0 || y >= this.dims[1]) return null
return this.volume[x + this.dims[0] * (y + this.dims[1] * z)]
}
getNeighbor (side) {
let neighbor
switch (side) {
case LEFT:
neighbor = this.world.getChunkByPosition(this.x - 1, this.y)
break
case RIGHT:
neighbor = this.world.getChunkByPosition(this.x + 1, this.y)
break
case FRONT:
neighbor = this.world.getChunkByPosition(this.x, this.y - 1)
break
case BACK:
neighbor = this.world.getChunkByPosition(this.x, this.y + 1)
break
}
return neighbor
}
hasNeighbors () {
let has = true
for (let i = 0; i < 4; i++) {
const n = this.getNeighbor(i)
if (!n || !n.isGenerated()) {
has = false
break
}
}
return has
}
notifyNeighbors () {
for (let i = 0; i < 4; i++) {
const n = this.getNeighbor(i)
if (n) n.markDirty()
}
}
isGenerated () {
return this.volume.length > 0
}
isMeshed () {
return this.mesh != null
}
markDirty () {
this.dirty = true
}
createMesh () {
if (this.meshReady) {
if (this.disposed) return this.destroyMesh()
scene.add(this.mesh)
this.dirty = false
this.meshReady = false
return
}
if (!this.hasNeighbors() || this.disposed || this.mesherWaiting) return false
this.mesherWaiting = true
this.world.thread.enqueue(JSON.stringify({
subject: 'mesh',
dims: this.dims,
volume: this.volume,
neighbors: [
this.getNeighbor(RIGHT).volume,
this.getNeighbor(LEFT).volume,
this.getNeighbor(FRONT).volume,
this.getNeighbor(BACK).volume
]
}), (e) => {
e = JSON.parse(e)
this.mesherWaiting = false
if (e.subject !== 'mesh_data' || this.disposed) return
const geom = new GeometryFromArrays(e.data.vertices, e.data.indices, e.data.normals)
const mesh = new THREE.Mesh(geom, mat)
mesh.position.set(this.x * this.dims[0], 0, this.y * this.dims[2])
if (this.mesh) this.destroyMesh()
this.mesh = mesh
this.meshReady = true
})
return true
}
dispose () {
this.disposed = true
this.destroyMesh()
}
destroyMesh () {
if (!this.mesh) return
scene.remove(this.mesh)
this.mesh.geometry.dispose()
this.mesh = null
}
}
class ChunkWorld {
constructor (dims) {
this.dims = dims
this.chunks = {}
// amplitude - Controls the amount the height changes. The higher, the taller the hills.
// period - Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
// persistence - Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
// lacunarity - Controls period change across octaves. 2 is usually a good value to address all detail levels.
// octaves - Number of noise layers
this.noiseParams = { seed: '123', amplitude: 15, period: 0.01, persistence: 0.4, lacunarity: 2, octaves: 5 }
this.thread = new WorkerThreadPool(4, 'src/chunk-worker.js')
this.generateQueue = []
this.updateQueue = []
this.rebuildQueue = []
this.loadQueue = []
this.unloadQueue = []
}
getChunkByPosition (x, y) {
return this.chunks[x + ';' + y]
}
updateChunks (cam) {
for (const ch in this.chunks) {
const chunk = this.chunks[ch]
const dist = cam.position.distanceTo(new THREE.Vector3(chunk.x * this.dims[0], cam.position.y, chunk.y * this.dims[2]))
if (dist < 256) {
if (chunk.dirty && chunk.isGenerated()) this.rebuildQueue.push(chunk)
if (!chunk.isGenerated()) this.generateQueue.push(chunk)
} else {
this.unloadQueue.push(chunk)
}
}
const grid = new THREE.Vector3(
Math.floor(cam.position.x / this.dims[0]),
Math.floor(cam.position.y / this.dims[1]),
Math.floor(cam.position.z / this.dims[2])
)
for (let x = grid.x - 6; x < grid.x + 6; x++) {
for (let y = grid.z - 6; y < grid.z + 6; y++) {
if (this.getChunkByPosition(x, y)) continue
const c = new Chunk(this, x, y, this.dims)
this.chunks[x + ';' + y] = c
}
}
}
rebuildChunks () {
for (const i in this.rebuildQueue) {
const c = this.rebuildQueue[i]
c.createMesh()
}
this.rebuildQueue = []
}
generateChunks () {
for (const i in this.generateQueue) {
const c = this.generateQueue[i]
c.generate()
}
this.generateQueue = []
}
unloadChunks () {
for (const i in this.unloadQueue) {
const c = this.unloadQueue[i]
c.dispose()
delete this.chunks[c.x + ';' + c.y]
}
this.unloadQueue = []
}
update (cam) {
this.updateChunks(cam)
this.generateChunks()
this.rebuildChunks()
this.unloadChunks()
}
}
const cw = new ChunkWorld([16, 256, 16])
camera.position.x = 0
camera.position.y = 150
camera.position.z = 0
const light = new THREE.DirectionalLight(0xffffff, 0.5)
light.position.set(1, 1, 1)
scene.add(light)
const alight = new THREE.AmbientLight(0x202020)
scene.add(alight)
controls.update()
function loop () {
window.requestAnimationFrame(loop)
controls.update()
cw.update(camera)
renderer.render(scene, camera)
}
function start () {
let mpos = new THREE.Vector2(0, 0)
div.addEventListener('pointerdown', function (e) {
console.log('?')
})
div.addEventListener('mousemove', function (e) {
})
div.addEventListener('mouseup', function (e) {
})
loop()
}
renderer.domElement.addEventListener('keyup', function (e) {
if (e.key === 'x') mat.wireframe = !mat.wireframe
})
start()

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import * as SimplexNoise from 'simplex-noise'
class BrownianSimplexNoise extends SimplexNoise {
// amplitude - Controls the amount the height changes. The higher, the taller the hills.
// persistence - Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
// octaves - Number of noise layers
// period - Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
// lacunarity - Controls period change across octaves. 2 is usually a good value to address all detail levels.
constructor (rand, amplitude = 15, period = 0.01, persistence = 0.4, lacunarity = 2, octaves = 5) {
super(rand)
this.amplitude = amplitude
this.period = period
this.lacunarity = lacunarity
this.persistence = persistence
this.octaves = octaves
}
// Fractal/Fractional Brownian Motion (fBm) summation of 3D Perlin Simplex noise
getNoise3D (x, y, z) {
let output = 0.0
let denom = 0.0
let frequency = this.period
let amplitude = this.amplitude
for (let i = 0; i < this.octaves; i++) {
output += (amplitude * this.noise3D(x * frequency, y * frequency, z * frequency))
denom += amplitude
frequency *= this.lacunarity
amplitude *= this.persistence
}
return (output / denom)
}
getNoise2D (x, y) {
let output = 0.0
let denom = 0.0
let frequency = this.period
let amplitude = this.amplitude
for (let i = 0; i < this.octaves; i++) {
output += (amplitude * this.noise2D(x * frequency, y * frequency))
denom += amplitude
frequency *= this.lacunarity
amplitude *= this.persistence
}
return (output / denom)
}
}
export { BrownianSimplexNoise }

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/*
Copyright 2019 David Bau.
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
(function (global, pool, math) {
//
// The following constants are related to IEEE 754 limits.
//
var width = 256, // each RC4 output is 0 <= x < 256
chunks = 6, // at least six RC4 outputs for each double
digits = 52, // there are 52 significant digits in a double
rngname = 'random', // rngname: name for Math.random and Math.seedrandom
startdenom = math.pow(width, chunks),
significance = math.pow(2, digits),
overflow = significance * 2,
mask = width - 1,
nodecrypto; // node.js crypto module, initialized at the bottom.
//
// seedrandom()
// This is the seedrandom function described above.
//
function seedrandom(seed, options, callback) {
var key = [];
options = (options == true) ? { entropy: true } : (options || {});
// Flatten the seed string or build one from local entropy if needed.
var shortseed = mixkey(flatten(
options.entropy ? [seed, tostring(pool)] :
(seed == null) ? autoseed() : seed, 3), key);
// Use the seed to initialize an ARC4 generator.
var arc4 = new ARC4(key);
// This function returns a random double in [0, 1) that contains
// randomness in every bit of the mantissa of the IEEE 754 value.
var prng = function() {
var n = arc4.g(chunks), // Start with a numerator n < 2 ^ 48
d = startdenom, // and denominator d = 2 ^ 48.
x = 0; // and no 'extra last byte'.
while (n < significance) { // Fill up all significant digits by
n = (n + x) * width; // shifting numerator and
d *= width; // denominator and generating a
x = arc4.g(1); // new least-significant-byte.
}
while (n >= overflow) { // To avoid rounding up, before adding
n /= 2; // last byte, shift everything
d /= 2; // right using integer math until
x >>>= 1; // we have exactly the desired bits.
}
return (n + x) / d; // Form the number within [0, 1).
};
prng.int32 = function() { return arc4.g(4) | 0; }
prng.quick = function() { return arc4.g(4) / 0x100000000; }
prng.double = prng;
// Mix the randomness into accumulated entropy.
mixkey(tostring(arc4.S), pool);
// Calling convention: what to return as a function of prng, seed, is_math.
return (options.pass || callback ||
function(prng, seed, is_math_call, state) {
if (state) {
// Load the arc4 state from the given state if it has an S array.
if (state.S) { copy(state, arc4); }
// Only provide the .state method if requested via options.state.
prng.state = function() { return copy(arc4, {}); }
}
// If called as a method of Math (Math.seedrandom()), mutate
// Math.random because that is how seedrandom.js has worked since v1.0.
if (is_math_call) { math[rngname] = prng; return seed; }
// Otherwise, it is a newer calling convention, so return the
// prng directly.
else return prng;
})(
prng,
shortseed,
'global' in options ? options.global : (this == math),
options.state);
}
//
// ARC4
//
// An ARC4 implementation. The constructor takes a key in the form of
// an array of at most (width) integers that should be 0 <= x < (width).
//
// The g(count) method returns a pseudorandom integer that concatenates
// the next (count) outputs from ARC4. Its return value is a number x
// that is in the range 0 <= x < (width ^ count).
//
function ARC4(key) {
var t, keylen = key.length,
me = this, i = 0, j = me.i = me.j = 0, s = me.S = [];
// The empty key [] is treated as [0].
if (!keylen) { key = [keylen++]; }
// Set up S using the standard key scheduling algorithm.
while (i < width) {
s[i] = i++;
}
for (i = 0; i < width; i++) {
s[i] = s[j = mask & (j + key[i % keylen] + (t = s[i]))];
s[j] = t;
}
// The "g" method returns the next (count) outputs as one number.
(me.g = function(count) {
// Using instance members instead of closure state nearly doubles speed.
var t, r = 0,
i = me.i, j = me.j, s = me.S;
while (count--) {
t = s[i = mask & (i + 1)];
r = r * width + s[mask & ((s[i] = s[j = mask & (j + t)]) + (s[j] = t))];
}
me.i = i; me.j = j;
return r;
// For robust unpredictability, the function call below automatically
// discards an initial batch of values. This is called RC4-drop[256].
// See http://google.com/search?q=rsa+fluhrer+response&btnI
})(width);
}
//
// copy()
// Copies internal state of ARC4 to or from a plain object.
//
function copy(f, t) {
t.i = f.i;
t.j = f.j;
t.S = f.S.slice();
return t;
};
//
// flatten()
// Converts an object tree to nested arrays of strings.
//
function flatten(obj, depth) {
var result = [], typ = (typeof obj), prop;
if (depth && typ == 'object') {
for (prop in obj) {
try { result.push(flatten(obj[prop], depth - 1)); } catch (e) {}
}
}
return (result.length ? result : typ == 'string' ? obj : obj + '\0');
}
//
// mixkey()
// Mixes a string seed into a key that is an array of integers, and
// returns a shortened string seed that is equivalent to the result key.
//
function mixkey(seed, key) {
var stringseed = seed + '', smear, j = 0;
while (j < stringseed.length) {
key[mask & j] =
mask & ((smear ^= key[mask & j] * 19) + stringseed.charCodeAt(j++));
}
return tostring(key);
}
//
// autoseed()
// Returns an object for autoseeding, using window.crypto and Node crypto
// module if available.
//
function autoseed() {
try {
var out;
if (nodecrypto && (out = nodecrypto.randomBytes)) {
// The use of 'out' to remember randomBytes makes tight minified code.
out = out(width);
} else {
out = new Uint8Array(width);
(global.crypto || global.msCrypto).getRandomValues(out);
}
return tostring(out);
} catch (e) {
var browser = global.navigator,
plugins = browser && browser.plugins;
return [+new Date, global, plugins, global.screen, tostring(pool)];
}
}
//
// tostring()
// Converts an array of charcodes to a string
//
function tostring(a) {
return String.fromCharCode.apply(0, a);
}
//
// When seedrandom.js is loaded, we immediately mix a few bits
// from the built-in RNG into the entropy pool. Because we do
// not want to interfere with deterministic PRNG state later,
// seedrandom will not call math.random on its own again after
// initialization.
//
mixkey(math.random(), pool);
// When included as a plain script, set up Math.seedrandom global.
math['seed' + rngname] = seedrandom;
// End anonymous scope, and pass initial values.
})(
// global: `self` in browsers (including strict mode and web workers),
// otherwise `this` in Node and other environments
(typeof self !== 'undefined') ? self : this,
[], // pool: entropy pool starts empty
Math // math: package containing random, pow, and seedrandom
);

18
webpack.config.js Normal file
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const path = require('path')
module.exports = {
entry: './src/index.js',
output: {
path: path.resolve(__dirname, 'dist'),
filename: 'index.js'
},
module: {
rules: [
{
test: /\.worker\.js$/,
use: { loader: 'worker-loader' }
}
]
},
devtool: 'inline-source-map'
}