Пример #1
0
        private void Randomize(int seed)
        {
            _random = new int[RandomSize * 2];

            if (seed != 0)
            {
                // Shuffle the array using the given seed
                // Unpack the seed into 4 bytes then perform a bitwise XOR operation
                // with each byte
                var f = new byte[4];
                Libnoise.UnpackLittleUint32(seed, ref f);

                for (int i = 0; i < Source.Length; i++)
                {
                    _random[i]  = Source[i] ^ f[0];
                    _random[i] ^= f[1];
                    _random[i] ^= f[2];
                    _random[i] ^= f[3];

                    _random[i + RandomSize] = _random[i];
                }
            }
            else
            {
                for (int i = 0; i < RandomSize; i++)
                {
                    _random[i + RandomSize] = _random[i] = Source[i];
                }
            }
        }
Пример #2
0
        public float GetValue(float x, float y)
        {
            x *= _frequency;
            y *= _frequency;

            int xInt = (x > 0.0f ? (int)x : (int)x - 1);
            int yInt = (y > 0.0f ? (int)y : (int)y - 1);

            float minDist    = 2147483647.0f;
            float xCandidate = 0.0f;
            float yCandidate = 0.0f;

            // Inside each unit cube, there is a seed point at a random position.  Go
            // through each of the nearby cubes until we find a cube with a seed point
            // that is closest to the specified position.
            for (int yCur = yInt - 2; yCur <= yInt + 2; yCur++)
            {
                for (int xCur = xInt - 2; xCur <= xInt + 2; xCur++)
                {
                    // Calculate the position and distance to the seed point inside of
                    // this unit cube.
                    var   off  = _source2D.GetValue(xCur, yCur);
                    float xPos = xCur + off;                    //_source2D.GetValue(xCur, yCur);
                    float yPos = yCur + off;                    //_source2D.GetValue(xCur, yCur);

                    float xDist = xPos - x;
                    float yDist = yPos - y;
                    float dist  = xDist * xDist + yDist * yDist;

                    if (dist < minDist)
                    {
                        // This seed point is closer to any others found so far, so record
                        // this seed point.
                        minDist    = dist;
                        xCandidate = xPos;
                        yCandidate = yPos;
                    }
                }
            }

            float value;

            if (_distance)
            {
                // Determine the distance to the nearest seed point.
                float xDist = xCandidate - x;
                float yDist = yCandidate - y;
                value = (MathF.Sqrt(xDist * xDist + yDist * yDist)
                         ) * Libnoise.Sqrt3 - 1.0f;
            }
            else
            {
                value = 0.0f;
            }

            // Return the calculated distance with the displacement value applied.
            return(value + (_displacement * _source2D.GetValue(
                                Libnoise.FastFloor(xCandidate),
                                Libnoise.FastFloor(yCandidate))
                            ));
        }
Пример #3
0
        /// <summary>
        /// Generates an output value given the coordinates of the specified input value.
        /// </summary>
        /// <param name="x">The input coordinate on the x-axis.</param>
        /// <param name="y">The input coordinate on the y-axis.</param>
        /// <param name="z">The input coordinate on the z-axis.</param>
        /// <param name="w">The input coordinate on the w-axis.</param>
        /// <returns>The resulting output value.</returns>
        public float GetValue(float x, float y, float z, float w)
        {
            // The skewing and unskewing factors are hairy again for the 4D case
            // Noise contributions
            float n0 = 0, n1 = 0, n2 = 0, n3 = 0, n4 = 0;

            // from the five corners
            // Skew the (x,y,z,w) space to determine which cell of 24 simplices
            float s = (x + y + z + w) * F4;             // Factor for 4D skewing

            int i = Libnoise.FastFloor(x + s);
            int j = Libnoise.FastFloor(y + s);
            int k = Libnoise.FastFloor(z + s);
            int l = Libnoise.FastFloor(w + s);

            float t = (i + j + k + l) * G4;             // Factor for 4D unskewing

            // The x,y,z,w distances from the cell origin
            float x0 = x - (i - t);
            float y0 = y - (j - t);
            float z0 = z - (k - t);
            float w0 = w - (l - t);

            // For the 4D case, the simplex is a 4D shape I won't even try to
            // describe.
            // To find out which of the 24 possible simplices we're in, we need to
            // determine the magnitude ordering of x0, y0, z0 and w0.
            // The method below is a good way of finding the ordering of x,y,z,w and
            // then find the correct traversal order for the simplex were in.
            // First, six pair-wise comparisons are performed between each possible
            // pair of the four coordinates, and the results are used to add up
            // binary bits for an integer index.
            int c = 0;

            if (x0 > y0)
            {
                c = 0x20;
            }

            if (x0 > z0)
            {
                c |= 0x10;
            }

            if (y0 > z0)
            {
                c |= 0x08;
            }

            if (x0 > w0)
            {
                c |= 0x04;
            }

            if (y0 > w0)
            {
                c |= 0x02;
            }

            if (z0 > w0)
            {
                c |= 0x01;
            }

            int i1, j1, k1, l1;             // The integer offsets for the second simplex corner
            int i2, j2, k2, l2;             // The integer offsets for the third simplex corner
            int i3, j3, k3, l3;             // The integer offsets for the fourth simplex corner

            // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some
            // order. Many values of c will never occur, since e.g. x>y>z>w makes
            // x<z, y<w and x<w impossible. Only the 24 indices which have non-zero
            // entries make any sense. We use a thresholding to set the coordinates
            // in turn from the largest magnitude. The number 3 in the "simplex"
            // array is at the position of the largest coordinate.
            int[] sc = Simplex[c];

            i1 = sc[0] >= 3 ? 1 : 0;
            j1 = sc[1] >= 3 ? 1 : 0;
            k1 = sc[2] >= 3 ? 1 : 0;
            l1 = sc[3] >= 3 ? 1 : 0;

            // The number 2 in the "simplex" array is at the second largest coordinate.
            i2 = sc[0] >= 2 ? 1 : 0;
            j2 = sc[1] >= 2 ? 1 : 0;
            k2 = sc[2] >= 2 ? 1 : 0;
            l2 = sc[3] >= 2 ? 1 : 0;

            // The number 1 in the "simplex" array is at the second smallest coordinate.
            i3 = sc[0] >= 1 ? 1 : 0;
            j3 = sc[1] >= 1 ? 1 : 0;
            k3 = sc[2] >= 1 ? 1 : 0;
            l3 = sc[3] >= 1 ? 1 : 0;

            // The fifth corner has all coordinate offsets = 1, so no need to look that up.
            float x1 = x0 - i1 + G4;             // Offsets for second corner in (x,y,z,w)
            float y1 = y0 - j1 + G4;
            float z1 = z0 - k1 + G4;
            float w1 = w0 - l1 + G4;

            float x2 = x0 - i2 + G42;             // Offsets for third corner in (x,y,z,w)
            float y2 = y0 - j2 + G42;
            float z2 = z0 - k2 + G42;
            float w2 = w0 - l2 + G42;

            float x3 = x0 - i3 + G43;             // Offsets for fourth corner in (x,y,z,w)
            float y3 = y0 - j3 + G43;
            float z3 = z0 - k3 + G43;
            float w3 = w0 - l3 + G43;

            float x4 = x0 + G44;             // Offsets for last corner in (x,y,z,w)
            float y4 = y0 + G44;
            float z4 = z0 + G44;
            float w4 = w0 + G44;

            // Work out the hashed gradient indices of the five simplex corners
            int ii = i & 0xff;
            int jj = j & 0xff;
            int kk = k & 0xff;
            int ll = l & 0xff;

            // Calculate the contribution from the five corners
            float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;

            if (t0 > 0)
            {
                t0 *= t0;
                int gi0 = _random[ii + _random[jj + _random[kk + _random[ll]]]] % 32;
                n0 = t0 * t0 * Dot(Grad4[gi0], x0, y0, z0, w0);
            }

            float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;

            if (t1 > 0)
            {
                t1 *= t1;
                int gi1 =
                    _random[
                        ii + i1 + _random[jj + j1 + _random[kk + k1 + _random[ll + l1]]]] % 32;
                n1 = t1 * t1 * Dot(Grad4[gi1], x1, y1, z1, w1);
            }

            float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;

            if (t2 > 0)
            {
                t2 *= t2;
                int gi2 =
                    _random[
                        ii + i2 + _random[jj + j2 + _random[kk + k2 + _random[ll + l2]]]] % 32;
                n2 = t2 * t2 * Dot(Grad4[gi2], x2, y2, z2, w2);
            }

            float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;

            if (t3 > 0)
            {
                t3 *= t3;
                int gi3 =
                    _random[
                        ii + i3 + _random[jj + j3 + _random[kk + k3 + _random[ll + l3]]]] % 32;
                n3 = t3 * t3 * Dot(Grad4[gi3], x3, y3, z3, w3);
            }

            float t4 = 0.6f - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;

            if (t4 > 0)
            {
                t4 *= t4;
                int gi4 =
                    _random[ii + 1 + _random[jj + 1 + _random[kk + 1 + _random[ll + 1]]]
                    ] % 32;
                n4 = t4 * t4 * Dot(Grad4[gi4], x4, y4, z4, w4);
            }

            // Sum up and scale the result to cover the range [-1,1]
            return(27.0f * (n0 + n1 + n2 + n3 + n4));
        }
Пример #4
0
        /// <summary>
        /// Generates an output value given the coordinates of the specified input value.
        /// </summary>
        /// <param name="x">The input coordinate on the x-axis.</param>
        /// <param name="y">The input coordinate on the y-axis.</param>
        /// <param name="z">The input coordinate on the z-axis.</param>
        /// <returns>The resulting output value.</returns>
        public float GetValue(float x, float y, float z)
        {
            float n0 = 0, n1 = 0, n2 = 0, n3 = 0;

            // Noise contributions from the four corners
            // Skew the input space to determine which simplex cell we're in
            float s = (x + y + z) * F3;

            // for 3D
            int i = Libnoise.FastFloor(x + s);
            int j = Libnoise.FastFloor(y + s);
            int k = Libnoise.FastFloor(z + s);

            float t = (i + j + k) * G3;

            // The x,y,z distances from the cell origin
            float x0 = x - (i - t);
            float y0 = y - (j - t);
            float z0 = z - (k - t);

            // 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)
            int i1, j1, k1;

            // coords
            int i2, j2, k2;             // Offsets for third corner of simplex in (i,j,k) coords

            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)
            float x2 = x0 - i2 + F3;
            float y2 = y0 - j2 + F3;
            float z2 = z0 - k2 + F3;

            // Offsets for last corner in (x,y,z)
            float x3 = x0 - 0.5f;
            float y3 = y0 - 0.5f;
            float z3 = z0 - 0.5f;

            // Work out the hashed gradient indices of the four simplex corners
            int ii = i & 0xff;
            int jj = j & 0xff;
            int kk = k & 0xff;

            // Calculate the contribution from the four corners
            float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0;

            if (t0 > 0)
            {
                t0 *= t0;
                int gi0 = _random[ii + _random[jj + _random[kk]]] % 12;
                n0 = t0 * t0 * Dot(Grad3[gi0], x0, y0, z0);
            }

            float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1;

            if (t1 > 0)
            {
                t1 *= t1;
                int gi1 = _random[ii + i1 + _random[jj + j1 + _random[kk + k1]]] % 12;
                n1 = t1 * t1 * Dot(Grad3[gi1], x1, y1, z1);
            }

            float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2;

            if (t2 > 0)
            {
                t2 *= t2;
                int gi2 = _random[ii + i2 + _random[jj + j2 + _random[kk + k2]]] % 12;
                n2 = t2 * t2 * Dot(Grad3[gi2], x2, y2, z2);
            }

            float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3;

            if (t3 > 0)
            {
                t3 *= t3;
                int gi3 = _random[ii + 1 + _random[jj + 1 + _random[kk + 1]]] % 12;
                n3 = t3 * t3 * Dot(Grad3[gi3], 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));
        }
Пример #5
0
        /// <summary>
        /// Generates an output value given the coordinates of the specified input value.
        /// </summary>
        /// <param name="x">The input coordinate on the x-axis.</param>
        /// <param name="y">The input coordinate on the y-axis.</param>
        /// <returns>The resulting output value.</returns>
        public float GetValue(float x, float y)
        {
            // Noise contributions from the three corners
            float n0 = 0, n1 = 0, n2 = 0;

            // Skew the input space to determine which simplex cell we're in
            float s = (x + y) * F2;             // Hairy factor for 2D

            int i = Libnoise.FastFloor(x + s);
            int j = Libnoise.FastFloor(y + s);

            float t = (i + j) * G2;

            // The x,y distances from the cell origin
            float x0 = x - (i - t);
            float y0 = y - (j - t);

            // For the 2D case, the simplex shape is an equilateral triangle.
            // Determine which simplex we are in.

            // Offsets for second (middle) corner of simplex in (i,j)
            int i1, j1;

            if (x0 > y0)
            {
                // lower triangle, XY order: (0,0)->(1,0)->(1,1)
                i1 = 1;
                j1 = 0;
            }
            else
            {
                // upper triangle, YX order: (0,0)->(0,1)->(1,1)
                i1 = 0;
                j1 = 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
            float x1 = x0 - i1 + G2;         // Offsets for middle corner in (x,y) unskewed
            float y1 = y0 - j1 + G2;
            float x2 = x0 + G22;             // Offsets for last corner in (x,y) unskewed
            float y2 = y0 + G22;

            // Work out the hashed gradient indices of the three simplex corners
            int ii = i & 0xff;
            int jj = j & 0xff;

            // Calculate the contribution from the three corners
            float t0 = 0.5f - x0 * x0 - y0 * y0;

            if (t0 > 0)
            {
                t0 *= t0;
                int gi0 = _random[ii + _random[jj]] % 8;
                n0 = t0 * t0 * Dot(Grad2[gi0], x0, y0);                 // (x,y) of grad3 used for
                // 2D gradient
            }

            float t1 = 0.5f - x1 * x1 - y1 * y1;

            if (t1 > 0)
            {
                t1 *= t1;
                int gi1 = _random[ii + i1 + _random[jj + j1]] % 8;
                n1 = t1 * t1 * Dot(Grad2[gi1], x1, y1);
            }

            float t2 = 0.5f - x2 * x2 - y2 * y2;

            if (t2 > 0)
            {
                t2 *= t2;
                int gi2 = _random[ii + 1 + _random[jj + 1]] % 8;
                n2 = t2 * t2 * Dot(Grad2[gi2], x2, y2);
            }

            // Add contributions from each corner to get the final noise value.
            // The result is scaled to return values in the interval [-1,1].
            return(47.0f * (n0 + n1 + n2));
        }