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- // Wip of my renaming of the variable names in the simplex noise program into something more intelligible
- using UnityEngine;
- using System.Collections;
- public class Noise : MonoBehaviour {
- float persistance, frequency, amplitude;
- int octaves, randomseed;
- public Noise() {
- persistance = 0f;
- frequency = 0f;
- amplitude = 0f;
- octaves = 0;
- randomseed = 0;
- }
- public Noise(float _persistance, float _frequency, float _amplitude, int _octaves, int _randomseed) {
- persistance = _persistance;
- frequency = _frequency;
- amplitude = _amplitude;
- octaves = _octaves;
- randomseed = 2 + _randomseed * randomseed;
- }
- public void Set(float _persistance, float _frequency, float _amplitude, int _octaves, int _randomseed) {
- persistance = _persistance;
- frequency = _frequency;
- amplitude = _amplitude;
- octaves = _octaves;
- randomseed = 2 + _randomseed * randomseed;
- }
- // public float GetHeight(float x, float y) {
- // //
- // }
- //
- // public float Total(float i, float j) {
- // //Properties of one octave (changing each loop)
- // float t = 0.0f;
- // float _amplitude = 1f;
- // double freq = frequency;
- //
- // for(int k = 0; k < octaves; k++) {
- // t += (j + freq + randomseed );
- // }
- // }
- //
- // public float GetValue(float x, float y) {
- //
- // int Xint = (int)x;
- // int Yint = (int)y;
- // float Xfrac = x - Xint;
- // float Yfrac = y - Yint;
- //
- // // noise values
- //
- // }
- public static float Generate(float x, float y) {
- // Pre-computed skew factors
- const float skew = 0.366025403f; // skew = 0.5*(sqrt(3.0)-1.0)
- const float unskew = 0.211324865f; // unskew = (3.0-Math.sqrt(3.0))/6.0
- // Noise Contribution from the three corners (N dimensions)
- float noise0, noise1, noise2;
- // Skew the input space along the main diagonal
- float skewFactor = (x + y) * skew; // Hairy factor for 2D
- int simplexCell_i = FastFloor(x + skewFactor);
- int simplexCell_j = FastFloor(y + skewFactor);
- // Align hypercube to grid by unskewing the cell origin back to (x, y) space
- float unskewFactor = (float)(simplexCell_i + simplexCell_j) * unskew;
- float unskewed_x = simplexCell_i - unskewFactor;
- float unskewed_y = simplexCell_j - unskewFactor;
- // Get distances from the cell origin
- float x_distance0 = x - unskewed_x;
- float y_distance0 = y - unskewed_y;
- // Determine which simplex we are in within the equilateral triangle.
- int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
- // lower triangle, XY order: (0,0)->(1,0)->(1,1)
- if(x_distance0 > y_distance0) {
- i1 = 1;
- j1 = 0;
- }
- // upper triangle, YX order: (0,0)->(0,1)->(1,1)
- else {
- i1 = 0;
- j1 = 1;
- }
- // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
- // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
- // c = (3-sqrt(3))/6
- float x1 = x_distance0 - i1 + unskew; // Offsets for middle corner in (x,y) unskewed coords
- float y1 = y_distance0 - j1 + unskew;
- float x2 = x_distance0 - 1.0f + 2.0f * unskew; // Offsets for last corner in (x,y) unskewed coords
- float y2 = y_distance0 - 1.0f + 2.0f * unskew;
- // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
- int ii = simplexCell_i % 256;
- int jj = simplexCell_j % 256;
- // Calculate the contribution from the three corners
- // Corner one
- float t0 = 0.5f - x_distance0*x_distance0-y_distance0*y_distance0;
- if(t0 < 0.0f) noise0 = 0.0f;
- else {
- t0 *= t0;
- noise0 = t0 * t0 * grad(perm[ii+perm[jj]], x_distance0, y_distance0);
- }
- // Corner two
- float t1 = 0.5f - x1*x1-y1*y1;
- if(t1 < 0.0f) noise1 = 0.0f;
- else {
- t1 *= t1;
- noise1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1]], x1, y1);
- }
- // Corner three
- float t2 = 0.5f - x2*x2-y2*y2;
- if(t2 < 0.0f) noise2 = 0.0f;
- else {
- t2 *= t2;
- noise2 = t2 * t2 * grad(perm[ii+1+perm[jj+1]], x2, y2);
- }
- // Add contributions from each corner to get the final noise value.
- // The result is scaled to return values in the interval [-1,1].
- return 40.0f * (noise0 + noise1 + noise2); // TODO: The scale factor is preliminary!= (x + y) * skew;
- }
- private static byte[] perm = new byte[512] { 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,
- 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 int FastFloor(float x)
- {
- return (x > 0) ? ((int)x) : (((int)x) - 1);
- }
- private static float grad( int hash, float x, float y )
- {
- int h = hash & 7; // Convert low 3 bits of hash code
- float u = h<4 ? x : y; // into 8 simple gradient directions,
- float v = h<4 ? y : x; // and compute the dot product with (x,y).
- return ((h&1) != 0 ? -u : u) + ((h&2) != 0 ? -2.0f*v : 2.0f*v);
- }
- }
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