-
Notifications
You must be signed in to change notification settings - Fork 12
/
Noise.cs
133 lines (124 loc) · 4.96 KB
/
Noise.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
using System.Collections.Generic;
using UnityEngine;
namespace Voxels
{
public static class Noise
{
private static void Shuffle(int seed)
{
_permutations = new List<byte>(StandardPermutations);
if (seed == 0) return;
Random.InitState(seed);
int n = _permutations.Count;
while (n > 1)
{
n--;
int k = Random.Range(0, n);
(_permutations[k], _permutations[n]) = (_permutations[n], _permutations[k]);
}
}
private static readonly List<byte> StandardPermutations = new()
{
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
};
private static List<byte> _permutations = new();
// F2 = (sqrt(3) - 1) / 2
// G2 = (3 - sqrt(3)) / 6 = F2 / (1 + 2 * K)
private const float F2 = 0.366025403f, G2 = 0.211324865f;
private static byte Perm(int i)
{
int r = i % byte.MaxValue;
return _permutations[r < 0 ? r + byte.MaxValue : i];
}
private static float Grad(int hash, float x, float y)
{
int h = hash & 0x3F;
float u = h < 4 ? x : y,
v = h < 4 ? y : x;
return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v);
}
public static float RawSimplex(float x, float y)
{
float n0, n1, n2;
float s = (x + y) * F2,
xs = x + s,
ys = y + s;
int i = Mathf.FloorToInt(xs), j = Mathf.FloorToInt(ys);
float t = (i + j) * G2, X0 = i - t, Y0 = j - t, x0 = x - X0, y0 = y - Y0;
int i1, j1;
if (x0 > y0)
{
i1 = 1;
j1 = 0;
}
else
{
i1 = 0;
j1 = 1;
}
float x1 = x0 - i1 + G2,
y1 = y0 - j1 + G2,
x2 = x0 - 1.0f + 2.0f * G2,
y2 = y0 - 1.0f + 2.0f * G2;
int gi0 = Perm(i + Perm(j)),
gi1 = Perm(i + i1 + Perm(j + j1)),
gi2 = Perm(i + 1 + Perm(j + 1));
float t0 = 0.5f - x0 * x0 - y0 * y0;
if (t0 < 0.0f)
{
n0 = 0.0f;
}
else
{
t0 *= t0;
n0 = t0 * t0 * Grad(gi0, x0, y0);
}
float t1 = 0.5f - x1 * x1 - y1 * y1;
if (t1 < 0.0f)
{
n1 = 0.0f;
}
else
{
t1 *= t1;
n1 = t1 * t1 * Grad(gi1, x1, y1);
}
float t2 = 0.5f - x2 * x2 - y2 * y2;
if (t2 < 0.0f)
{
n2 = 0.0f;
}
else
{
t2 *= t2;
n2 = t2 * t2 * Grad(gi2, x2, y2);
}
return 45.23065f * (n0 + n1 + n2);
}
public static void SetSeed(int seed) => Shuffle(seed);
public static float Simplex(float x, float y, TerrainGenerationComponent terrainGeneration)
{
float output = 0.0f, denominator = 0.0f, frequency = 1.0f, amplitude = 1.0f;
for (var i = 0; i < terrainGeneration.octaves; i++)
{
output += amplitude * RawSimplex(x * frequency / terrainGeneration.lateralScale, y * frequency / terrainGeneration.lateralScale);
denominator += amplitude;
frequency *= terrainGeneration.lacunarity;
amplitude *= terrainGeneration.persistence;
}
return output / denominator * terrainGeneration.verticalScale;
}
}
}