Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- extends Node
- #############################################################
- # Improved Noise by Ken Perlin
- # Ported from: https://mrl.nyu.edu/~perlin/noise/
- #------------------------------------------------------------
- var p = []
- var 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]
- func _init():
- for i in range(512):
- p.append(0)
- for i in range(256):
- p[i] = permutation[i]
- p[256+i] = p[i]
- func noise(x, y, z): # float params
- # FIND UNIT CUBE THAT CONTAINS POINT.
- var X = int(floor(x)) & 255
- var Y = int(floor(y)) & 255
- var Z = int(floor(z)) & 255
- # FIND RELATIVE X,Y,Z OF POINT IN CUBE.
- x -= floor(x)
- y -= floor(y)
- z -= floor(z)
- # COMPUTE FADE CURVES FOR EACH OF X,Y,Z.
- var u = fade(x)
- var v = fade(y)
- var w = fade(z)
- # HASH COORDINATES OF THE 8 CUBE CORNERS
- var A = p[X ] + Y
- var AA = p[A ] + Z
- var AB = p[A+1] + Z
- var B = p[X+1] + Y
- var BA = p[B ] + Z
- var BB = p[B+1] + Z
- # AND ADD BLENDED RESULTS FROM 8 CORNERS OF CUBE
- return lerp_(w, lerp_(v, lerp_(u, grad( p[AA ], x , y , z ),
- grad( p[BA ], x-1, y , z )),
- lerp_(u, grad( p[AB ], x , y-1, z ),
- grad( p[BB ], x-1, y-1, z ))),
- lerp_(v, lerp_(u, grad( p[AA+1], x , y , z-1 ),
- grad( p[BA+1], x-1, y , z-1 )),
- lerp_(u, grad( p[AB+1], x , y-1, z-1 ),
- grad( p[BB+1], x-1, y-1, z-1 ))))
- func fade(t): # float
- return t * t * t * (t * (t * 6 - 15) + 10)
- func lerp_(t, a, b):
- # Ken Perlin used t (weight) as the first parameter to better organize
- # the blending statement above, I suppose, so a swap is needed here
- # return a + t * (b - a)
- return lerp(a, b, t)
- func grad(hash_, x, y, z): # int, floats
- # CONVERT LO 4 BITS OF HASH CODE INTO 12 GRADIENT DIRECTIONS.
- var h = hash_ & 15
- var u = x if h < 8 else y
- var v = y if h < 4 else x if h == 12 or h == 14 else z
- return (u if (h & 1) == 0 else -u) + (v if (h & 2) == 0 else -v)
Advertisement
Add Comment
Please, Sign In to add comment