public static Quaternion Rotation(uint seed, uint data) { // James Arvo's classic approach var v = Direction(seed, data); var phi = XXHash.Float(seed, data + 0x20000000, 0, TAU); var q1 = Quaternion.AngleAxis(phi, Vector3.forward); var q2 = Quaternion.FromToRotation(Vector3.forward, v); return(q1 * q2); }
public static Vector3 Direction(uint seed, uint data) { // http://corysimon.github.io/articles/uniformdistn-on-sphere/ var theta = XXHash.Float(seed, data, 0, TAU); var phi = Mathf.Acos(XXHash.Float(seed, data + 0x10000000, -1, 1)); var sin_phi = Mathf.Sin(phi); var x = sin_phi * Mathf.Cos(theta); var y = sin_phi * Mathf.Sin(theta); var z = Mathf.Cos(phi); return(new Vector3(x, y, z)); }
Vector3 GetOutput(Flow flow) { var seed = flow.GetValue <uint>(Seed); var data = flow.GetValue <uint>(Data); var min = flow.GetValue <Vector3>(Min); var max = flow.GetValue <Vector3>(Max); var x = XXHash.Float(seed, data + 0x00000000, min.x, max.x); var y = XXHash.Float(seed, data + 0x10000000, min.y, max.y); var z = XXHash.Float(seed, data + 0x20000000, min.z, max.z); return(new Vector3(x, y, z)); }
ControlOutput OnEnter(Flow flow) { var data = flow.stack.GetElementData <Data>(this); var frequency = flow.GetValue <float>(Frequency); var octave = flow.GetValue <uint>(Octave); var amplitude = flow.GetValue <float>(Amplitude); var seed = flow.GetValue <uint>(Seed); var time = data.Time + Time.deltaTime * frequency; var n = NoiseUtil.Fbm(XXHash.Float(seed, 0u, -1000, 1000), time, octave); data.Time = time; data.Value = n * amplitude / 0.75f; return(Exit); }
ControlOutput OnEnter(Flow flow) { var data = flow.stack.GetElementData <Data>(this); var frequency = flow.GetValue <float>(Frequency); var octave = flow.GetValue <uint>(Octave); var angles = flow.GetValue <Vector3>(Angles); var seed = flow.GetValue <uint>(Seed); var time = data.Time + Time.deltaTime * frequency; var nx = NoiseUtil.Fbm(XXHash.Float(seed, 0u, -1000, 1000), time, octave); var ny = NoiseUtil.Fbm(XXHash.Float(seed, 1u, -1000, 1000), time, octave); var nz = NoiseUtil.Fbm(XXHash.Float(seed, 2u, -1000, 1000), time, octave); var nv = Vector3.Scale(new Vector3(nx, ny, nz), angles) / 0.75f; data.Time = time; data.Value = Quaternion.Euler(nv); return(Exit); }
Quaternion GetOutput(Flow flow) => XXHash.Rotation(flow.GetValue <uint>(Seed), flow.GetValue <uint>(Data));
Vector3 GetOutput(Flow flow) => XXHash.Direction(flow.GetValue <uint>(Seed), flow.GetValue <uint>(Data));
float GetOutput(Flow flow) => XXHash.Float(flow.GetValue <uint>(Seed), flow.GetValue <uint>(Data), flow.GetValue <float>(Min), flow.GetValue <float>(Max));