// I/F public float Sample(float x, float y, float z) { if (!initialized) { Reseed(); } int fx = MathExtension.Floor(x); int fy = MathExtension.Floor(y); int fz = MathExtension.Floor(z); // Find unit cube that contains point. int cx = fx & modMask; int cy = fy & modMask; int cz = fz & modMask; // Find relative x, y, z of point in cube. var rx = x - fx; var ry = y - fy; var rz = z - fz; // complute fade curves for each of x, y, z. var u = fadeCurve.Calculate(rx); var v = fadeCurve.Calculate(ry); var w = fadeCurve.Calculate(rz); // Hash coordinates of the 8 cube corners. var a = permutation[cx] + cy; var aa = permutation[a] + cz; var ab = permutation[a + 1] + cz; var b = permutation[cx + 1] + cy; var ba = permutation[b] + cz; var bb = permutation[b + 1] + cz; // Gradients of the 8 cube corners. var g0 = NoiseGradients.Calculate(permutation[aa], rx, ry, rz); var g1 = NoiseGradients.Calculate(permutation[ba], rx - 1, ry, rz); var g2 = NoiseGradients.Calculate(permutation[ab], rx, ry - 1, rz); var g3 = NoiseGradients.Calculate(permutation[bb], rx - 1, ry - 1, rz); var g4 = NoiseGradients.Calculate(permutation[aa + 1], rx, ry, rz - 1); var g5 = NoiseGradients.Calculate(permutation[ba + 1], rx - 1, ry, rz - 1); var g6 = NoiseGradients.Calculate(permutation[ab + 1], rx, ry - 1, rz - 1); var g7 = NoiseGradients.Calculate(permutation[bb + 1], rx - 1, ry - 1, rz - 1); // Lerp. var l0 = MathHelper.Lerp(g0, g1, u); var l1 = MathHelper.Lerp(g2, g3, u); var l2 = MathHelper.Lerp(g4, g5, u); var l3 = MathHelper.Lerp(g6, g7, u); var l4 = MathHelper.Lerp(l0, l1, v); var l5 = MathHelper.Lerp(l2, l3, v); return(MathHelper.Lerp(l4, l5, w)); }
// I/F public float Sample(float x, float y, float z) { if (!initialized) { Reseed(); } const float F3 = 1.0f / 3.0f; const float G3 = 1.0f / 6.0f; // Noise contributions from the four corners float n0, n1, n2, n3; // Skew the input space to determine which simplex cell we're in // Very nice and simple skew factor for 3D float s = (x + y + z) * F3; float xs = x + s; float ys = y + s; float zs = z + s; int i = MathExtension.Floor(xs); int j = MathExtension.Floor(ys); int k = MathExtension.Floor(zs); float t = (float)(i + j + k) * G3; // Unskew the cell origin back to (x,y,z) space float X0 = i - t; float Y0 = j - t; float Z0 = k - t; // The x,y,z distances from the cell origin float x0 = x - X0; float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. // Offsets for second corner of simplex in (i,j,k) coords int i1, j1, k1; // Offsets for third corner of simplex in (i,j,k) coords int i2, j2, k2; if (x0 >= y0) { if (y0 >= z0) { // X Y Z order i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } else if (x0 >= z0) { // X Z Y order i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } else { // Z X Y order i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } } else { // x0 < y0 if (y0 < z0) { // Z Y X order i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } else if (x0 < z0) { // Y Z X order i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } else { // Y X Z order i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. // Offsets for second corner in (x,y,z) coords float x1 = x0 - i1 + G3; float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; // Offsets for third corner in (x,y,z) coords float x2 = x0 - i2 + 2.0f * G3; float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; // Offsets for last corner in (x,y,z) coords float x3 = x0 - 1.0f + 3.0f * G3; float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 'modMask', to avoid indexing perm[] out of bounds int ii = i & modMask; int jj = j & modMask; int kk = k & modMask; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) { n0 = 0.0f; } else { t0 *= t0; n0 = t0 * t0 * NoiseGradients.Calculate( permutation[ii + permutation[jj + permutation[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) { n1 = 0.0f; } else { t1 *= t1; n1 = t1 * t1 * NoiseGradients.Calculate( permutation[ii + i1 + permutation[jj + j1 + permutation[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) { n2 = 0.0f; } else { t2 *= t2; n2 = t2 * t2 * NoiseGradients.Calculate( permutation[ii + i2 + permutation[jj + j2 + permutation[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) { n3 = 0.0f; } else { t3 *= t3; n3 = t3 * t3 * NoiseGradients.Calculate( permutation[ii + 1 + permutation[jj + 1 + permutation[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return(32.0f * (n0 + n1 + n2 + n3)); }