using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Text; namespace Barotrauma { //By Adrian Biagioli (Flafla2) //under a Creative Commons Attribution 4.0 International License. public static class PerlinNoise { public static double OctavePerlin(double x, double y, double z, double frequency, int octaves, double persistence) { double total = 0; double amplitude = 3; for (int i = 0; i < octaves; i++) { total += CalculatePerlin(x * frequency, y * frequency, z * frequency) * amplitude; amplitude *= persistence; frequency *= 2; } return total; } // Hash lookup table as defined by Ken Perlin. This is a randomly // arranged array of all numbers from 0-255 inclusive. private static readonly int[] permutation = { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static readonly int[] p; // Doubled permutation to avoid overflow private static readonly float[] cachedNoise; private const int CacheResolution = 256; static PerlinNoise() { p = new int[512]; for (int x = 0; x < 512; x++) { p[x] = permutation[x % 256]; } float minValue = float.MaxValue; float maxValue = float.MinValue; cachedNoise = new float[CacheResolution * CacheResolution]; for (int x = 0; x < CacheResolution; x++) { for (int y = 0; y < CacheResolution; y++) { cachedNoise[x + CacheResolution * y] = (float)OctavePerlin(x / (double)CacheResolution, y / (double)CacheResolution, 0.5, 10, 4, 0.5f); } } for (int i = 0; i < CacheResolution * CacheResolution; i++) { minValue = Math.Min(cachedNoise[i], minValue); maxValue = Math.Max(cachedNoise[i], maxValue); } //normalize to 0-1 range for (int i = 0; i < CacheResolution * CacheResolution; i++) { cachedNoise[i] = (cachedNoise[i] - minValue) / (maxValue - minValue); } } /// /// Sample a pre-generated perlin noise map. Faster than calculating the noise on the fly. /// /// Normalized x position. The noise map starts repeating after x > 1 /// Normalized y position. The noise map starts repeating after y > 1 /// A noise value between 0.0f and 1.0f public static float GetPerlin(float x, float y) { x = Math.Abs(x) % 1.0f; y = Math.Abs(y) % 1.0f; float xIndex = x < 0.5f ? (x * 2.0f * CacheResolution) : CacheResolution - ((x - 0.5f) * 2.0f * CacheResolution); xIndex = Math.Min(xIndex, CacheResolution - 1); float yIndex = y < 0.5f ? (y * 2.0f * CacheResolution) : CacheResolution - ((y - 0.5f) * 2.0f * CacheResolution); yIndex = Math.Min(yIndex, CacheResolution - 1); int minX = (int)xIndex, maxX = (int)Math.Ceiling(xIndex); int minY = (int)yIndex, maxY = (int)Math.Ceiling(yIndex); return MathHelper.Lerp( MathHelper.Lerp(cachedNoise[minX + minY * CacheResolution], cachedNoise[maxX + minY * CacheResolution], xIndex % 1.0f), MathHelper.Lerp(cachedNoise[minX + maxY * CacheResolution], cachedNoise[maxX + maxY * CacheResolution], xIndex % 1.0f), yIndex % 1.0f); } public static double CalculatePerlin(double x, double y, double z) { int xi = (int)x & 255; // Calculate the "unit cube" that the point asked will be located in int yi = (int)y & 255; // The left bound is ( |_x_|,|_y_|,|_z_| ) and the right bound is that int zi = (int)z & 255; // plus 1. Next we calculate the location (from 0.0 to 1.0) in that cube. double xf = x - (int)x; // We also fade the location to smooth the result. double yf = y - (int)y; double zf = z - (int)z; double u = Fade(xf); double v = Fade(yf); double w = Fade(zf); int a = p[xi] + yi; // This here is Perlin's hash function. We take our x value (remember, int aa = p[a] + zi; // between 0 and 255) and get a random value (from our p[] array above) between int ab = p[a + 1] + zi; // 0 and 255. We then add y to it and plug that into p[], and add z to that. int b = p[xi + 1] + yi; // Then, we get another random value by adding 1 to that and putting it into p[] int ba = p[b] + zi; // and add z to it. We do the whole thing over again starting with x+1. Later int bb = p[b + 1] + zi; // we plug aa, ab, ba, and bb back into p[] along with their +1's to get another set. // in the end we have 8 values between 0 and 255 - one for each vertex on the unit cube. // These are all interpolated together using u, v, and w below. double x1, x2, y1, y2; x1 = Lerp(Grad(p[aa], xf, yf, zf), // This is where the "magic" happens. We calculate a new set of p[] values and use that to get Grad(p[ba], xf - 1, yf, zf), // our final gradient values. Then, we interpolate between those gradients with the u value to get u); // 4 x-values. Next, we interpolate between the 4 x-values with v to get 2 y-values. Finally, x2 = Lerp(Grad(p[ab], xf, yf - 1, zf), // we interpolate between the y-values to get a z-value. Grad(p[bb], xf - 1, yf - 1, zf), u); // When calculating the p[] values, remember that above, p[a+1] expands to p[xi]+yi+1 -- so you are y1 = Lerp(x1, x2, v); // essentially adding 1 to yi. Likewise, p[ab+1] expands to p[p[xi]+yi+1]+zi+1] -- so you are adding // to zi. The other 3 parameters are your possible return values (see grad()), which are actually x1 = Lerp(Grad(p[aa + 1], xf, yf, zf - 1), // the vectors from the edges of the unit cube to the point in the unit cube itself. Grad(p[ba + 1], xf - 1, yf, zf - 1), u); x2 = Lerp(Grad(p[ab + 1], xf, yf - 1, zf - 1), Grad(p[bb + 1], xf - 1, yf - 1, zf - 1), u); y2 = Lerp(x1, x2, v); return (Lerp(y1, y2, w) + 1) / 2; // For convenience we bound it to 0 - 1 (theoretical min/max before is -1 - 1) } public static double Grad(int hash, double x, double y, double z) { int h = hash & 15; // Take the hashed value and take the first 4 bits of it (15 == 0b1111) double u = h < 8 /* 0b1000 */ ? x : y; // If the most signifigant bit (MSB) of the hash is 0 then set u = x. Otherwise y. double v; // In Ken Perlin's original implementation this was another conditional operator (?:). I // expanded it for readability. if (h < 4 /* 0b0100 */) // If the first and second signifigant bits are 0 set v = y v = y; else if (h == 12 /* 0b1100 */ || h == 14 /* 0b1110*/)// If the first and second signifigant bits are 1 set v = x v = x; else // If the first and second signifigant bits are not equal (0/1, 1/0) set v = z v = z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); // Use the last 2 bits to decide if u and v are positive or negative. Then return their addition. } public static double Fade(double t) { // Fade function as defined by Ken Perlin. This eases coordinate values // so that they will "ease" towards integral values. This ends up smoothing // the final output. return t * t * t * (t * (t * 6 - 15) + 10); // 6t^5 - 15t^4 + 10t^3 } public static double Lerp(double a, double b, double x) { return a + x * (b - a); } } }