public void SetParameters(double Zoom, InflectionMode inflection, ResultScale scale) { _zoom = Zoom; _inflection = inflection; _scale = scale; }
// To remove the need for index wrapping, double the permutation table length //private static int[] perm = new int[512]; //static { for(int i=0; i<512; i++) perm[i]=p[i & 255]; } //3D noise private double noise(double x, double y, double z, ResultScale scale) { double n0, n1, n2, n3; // Noise contributions from the four corner // Skew the input space to determine which simplex cell we're in const double F3 = 1.0 / 3.0; double s = (x + y + z) * F3; // Very nice and simple skew factor for 3D int i = MathHelper.Floor(x + s); int j = MathHelper.Floor(y + s); int k = MathHelper.Floor(z + s); const double G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too double t = (i + j + k) * G3; double X0 = i - t; // Unskew the cell origin back to (x,y,z) spac double Y0 = j - t; double Z0 = k - t; double x0 = x - X0; // The x,y,z distances from the cell origin double y0 = y - Y0; double z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coord if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; // X Y Z order } else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; // X Z Y orde } else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; // Z X Y orde } } else { if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; // X Y Z order } else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; // X Z Y orde } else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; // Z X Y orde } } double x1 = x0 - i1 + G3;// Offsets for second corner in (x,y,z) coords double y1 = y0 - j1 + G3; double z1 = z0 - k1 + G3; double x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords double y2 = y0 - j2 + 2.0 * G3; double z2 = z0 - k2 + 2.0 * G3; double x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords double y3 = y0 - 1.0 + 3.0 * G3; double z3 = z0 - 1.0 + 3.0 * G3; // Work out the hashed gradient indices of the four simplex corners int ii = i & 255; int jj = j & 255; int kk = k & 255; int gi0 = perm[ii + perm[jj + perm[kk]]] % 12; int gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]] % 12; int gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]] % 12; int gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]] % 12; // Calculate the contribution from the four corners double t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0) { n0 = 0.0f; } else { t0 *= t0; n0 = t0 * t0 * MathHelper.Dot(grad3[gi0], ref x0, ref y0, ref z0); } double t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0) { n1 = 0.0f; } else { t1 *= t1; n1 = t1 * t1 * MathHelper.Dot(grad3[gi1], ref x1, ref y1, ref z1); } double t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0) { n2 = 0.0f; } else { t2 *= t2; n2 = t2 * t2 * MathHelper.Dot(grad3[gi2], ref x2, ref y2, ref z2); } double t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0) { n3 = 0.0f; } else { t3 *= t3; n3 = t3 * t3 * MathHelper.Dot(grad3[gi3], ref x3, ref y3, ref z3); } if (scale == ResultScale.MinOneToOne) { return(32.0 * (n0 + n1 + n2 + n3)); } else { return(16.0 * (n0 + n1 + n2 + n3) + 0.5); } }
//2D noise private double noise(double x, double y, ResultScale scale) { double n0, n1, n2; // Noise contributions from the three corner // Skew the input space to determine which simplex cell we're in const double F2 = 0.3660254; //0.5*(Math.Sqrt(3.0)-1.0); double s = (x + y) * F2; // Hairy factor for 2D int i = MathHelper.Floor(x + s); int j = MathHelper.Floor(y + s); const double G2 = 0.2113248; //(3.0-Math.Sqrt(3.0))/6.0; double t = (i + j) * G2; double X0 = i - t; // Unskew the cell origin back to (x,y) space double Y0 = j - t; double x0 = x - X0; // The x,y distances from the cell origin double y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // 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 double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords double y1 = y0 - j1 + G2; double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords double y2 = y0 - 1.0 + 2.0 * G2; // Work out the hashed gradient indices of the three simplex corners int ii = i & 255; int jj = j & 255; int gi0 = perm[ii + perm[jj]] % 12; int gi1 = perm[ii + i1 + perm[jj + j1]] % 12; int gi2 = perm[ii + 1 + perm[jj + 1]] % 12; // Calculate the contribution from the three corners double t0 = 0.5 - x0 * x0 - y0 * y0; if (t0 < 0) { n0 = 0.0; } else { t0 *= t0; n0 = t0 * t0 * MathHelper.Dot(grad3[gi0], ref x0, ref y0); // (x,y) of grad3 used for 2D gradient } double t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 < 0) { n1 = 0.0; } else { t1 *= t1; n1 = t1 * t1 * MathHelper.Dot(grad3[gi1], ref x1, ref y1); } double t2 = 0.5 - x2 * x2 - y2 * y2; if (t2 < 0) { n2 = 0.0; } else { t2 *= t2; n2 = t2 * t2 * MathHelper.Dot(grad3[gi2], ref x2, ref y2); } // Add contributions from each corner to get the final noise value. if (scale == ResultScale.MinOneToOne) { return(70.0 * (n0 + n1 + n2)); } if (scale == ResultScale.ZeroToOne) { return(35.0 * (n0 + n1 + n2) + 0.5); } return(0); }