Exemplo n.º 1
0
 public void SetParameters(double Zoom, InflectionMode inflection, ResultScale scale)
 {
     _zoom       = Zoom;
     _inflection = inflection;
     _scale      = scale;
 }
Exemplo n.º 2
0
        // 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);
            }
        }
Exemplo n.º 3
0
        //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);
        }