local band = bit32.band
local floor = math.floor
local Perlin = {}
local p = {}

-- Hash lookup table as defined by Ken Perlin
-- This is a randomly arranged array of all numbers from 0-255 inclusive
local permutation = {
	151,
	160,
	137,
	91,
	90,
	15,
	131,
	13,
	201,
	95,
	96,
	53,
	194,
	233,
	7,
	225,
	140,
	36,
	103,
	30,
	69,
	142,
	8,
	99,
	37,
	240,
	21,
	10,
	23,
	190,
	6,
	148,
	247,
	120,
	234,
	75,
	0,
	26,
	197,
	62,
	94,
	252,
	219,
	203,
	117,
	35,
	11,
	32,
	57,
	177,
	33,
	88,
	237,
	149,
	56,
	87,
	174,
	20,
	125,
	136,
	171,
	168,
	68,
	175,
	74,
	165,
	71,
	134,
	139,
	48,
	27,
	166,
	77,
	146,
	158,
	231,
	83,
	111,
	229,
	122,
	60,
	211,
	133,
	230,
	220,
	105,
	92,
	41,
	55,
	46,
	245,
	40,
	244,
	102,
	143,
	54,
	65,
	25,
	63,
	161,
	1,
	216,
	80,
	73,
	209,
	76,
	132,
	187,
	208,
	89,
	18,
	169,
	200,
	196,
	135,
	130,
	116,
	188,
	159,
	86,
	164,
	100,
	109,
	198,
	173,
	186,
	3,
	64,
	52,
	217,
	226,
	250,
	124,
	123,
	5,
	202,
	38,
	147,
	118,
	126,
	255,
	82,
	85,
	212,
	207,
	206,
	59,
	227,
	47,
	16,
	58,
	17,
	182,
	189,
	28,
	42,
	223,
	183,
	170,
	213,
	119,
	248,
	152,
	2,
	44,
	154,
	163,
	70,
	221,
	153,
	101,
	155,
	167,
	43,
	172,
	9,
	129,
	22,
	39,
	253,
	19,
	98,
	108,
	110,
	79,
	113,
	224,
	232,
	178,
	185,
	112,
	104,
	218,
	246,
	97,
	228,
	251,
	34,
	242,
	193,
	238,
	210,
	144,
	12,
	191,
	179,
	162,
	241,
	81,
	51,
	145,
	235,
	249,
	14,
	239,
	107,
	49,
	192,
	214,
	31,
	181,
	199,
	106,
	157,
	184,
	84,
	204,
	176,
	115,
	121,
	50,
	45,
	127,
	4,
	150,
	254,
	138,
	236,
	205,
	93,
	222,
	114,
	67,
	29,
	24,
	72,
	243,
	141,
	128,
	195,
	78,
	66,
	215,
	61,
	156,
	180,
}

-- p is used to hash unit cube coordinates to [0, 255]
for i = 0, 255 do
	-- Convert to 0 based index table
	p[i] = permutation[i + 1]
	-- Repeat the array to avoid buffer overflow in hash function
	p[i + 256] = permutation[i + 1]
end

-- Gradient function finds dot product between pseudorandom gradient vector
-- and the vector from input coordinate to a unit cube vertex
local dot_product = {
	[0x0] = function(x, y)
		return x + y
	end,
	[0x1] = function(x, y)
		return -x + y
	end,
	[0x2] = function(x, y)
		return x - y
	end,
	[0x3] = function(x, y)
		return -x - y
	end,
	[0x4] = function(x, z)
		return x + z
	end,
	[0x5] = function(x, z)
		return -x + z
	end,
	[0x6] = function(x, z)
		return x - z
	end,
	[0x7] = function(x, z)
		return -x - z
	end,
	[0x8] = function(y, z)
		return y + z
	end,
	[0x9] = function(y, z)
		return -y + z
	end,
	[0xA] = function(y, z)
		return y - z
	end,
	[0xB] = function(y, z)
		return -y - z
	end,
	[0xC] = function(x, y)
		return y + x
	end,
	[0xD] = function(y, z)
		return -y + z
	end,
	[0xE] = function(x, y)
		return y - x
	end,
	[0xF] = function(y, z)
		return -y - z
	end,
}
local function grad(hash, x, y, bit)
	bit = bit or 1
	return dot_product[band(hash, bit)](x, y)
end

-- Fade function is used to smooth final output
local function fade(t)
	return t * t * t * (t * (t * 6 - 15) + 10)
end

local function lerp(t, a, bs)
	return a + t * (bs - a)
end

-- Return range: [-1, 1]
function Perlin.noise(x, y, z, bit)
	y = y or 0
	z = z or 0

	-- This prevents integer inputs returning 0, which casues 'straight line' artifacts.
	x = x - 0.55077056353912
	y = y - 0.131357755512
	z = z - 0.20474238274619

	-- Calculate the "unit cube" that the point asked will be located in
	local xi = band(floor(x), 255)
	local yi = band(floor(y), 255)
	local zi = band(floor(z), 255)

	-- Next we calculate the location (from 0 to 1) in that cube
	x = x - floor(x)
	y = y - floor(y)
	z = z - floor(z)

	-- We also fade the location to smooth the result
	local u = fade(x)
	local v = fade(y)
	local w = fade(z)

	-- Hash all 8 unit cube coordinates surrounding input coordinate
	local A, AA, AB, AAA, ABA, AAB, ABB, B, BA, BB, BAA, BBA, BAB, BBB
	A = p[xi] + yi
	AA = p[A] + zi
	AB = p[A + 1] + zi
	AAA = p[AA]
	ABA = p[AB]
	AAB = p[AA + 1]
	ABB = p[AB + 1]

	B = p[xi + 1] + yi
	BA = p[B] + zi
	BB = p[B + 1] + zi
	BAA = p[BA]
	BBA = p[BB]
	BAB = p[BA + 1]
	BBB = p[BB + 1]

	-- Take the weighted average between all 8 unit cube coordinates
	return lerp(
		w,
		lerp(
			v,
			lerp(u, grad(AAA, x, y, bit), grad(BAA, x - 1, y, bit)),
			lerp(u, grad(ABA, x, y - 1, bit), grad(BBA, x - 1, y - 1, bit))
		),
		lerp(
			v,
			lerp(u, grad(AAB, x, y, bit), grad(BAB, x - 1, y, bit)),
			lerp(u, grad(ABB, x, y - 1, bit), grad(BBB, x - 1, y - 1, bit))
		)
	)
end

return Perlin