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- #include "PerlinNoise.h"
- #include "Constants.h"
- #include <random>
- #include <algorithm>
- PerlinNoise::PerlinNoise( int seed )
- : Noise()
- {
- this->seed = seed;
- p.resize( 256 );
- std::iota( p.begin(), p.end(), 0 );
- std::default_random_engine engine( seed );
- std::shuffle( p.begin(), p.end(), engine );
- p.insert( p.end(), p.begin(), p.end() );
- }
- int PerlinNoise::getSeed() const
- {
- return seed;
- }
- double PerlinNoise::getNoise( double x, double y, double z )
- {
- x = (double)((int)x % (CHUNK_SIZE * 10)) / (CHUNK_SIZE * 10);
- y = (double)((int)y % (CHUNK_SIZE * 10)) / (CHUNK_SIZE * 10);
- z = (double)((int)z % (CHUNK_SIZE * 10)) / (CHUNK_SIZE * 10);
- // Find the unit cube that contains the point
- int X = (int)floor( x ) & 255;
- int Y = (int)floor( y ) & 255;
- int Z = (int)floor( z ) & 255;
- // Find relative x, y,z of point in cube
- x -= floor( x );
- y -= floor( y );
- z -= floor( z );
- // Compute fade curves for each of x, y, z
- double u = fade( x );
- double v = fade( y );
- double w = fade( z );
- // Hash coordinates of the 8 cube corners
- int A = p[ X ] + Y;
- int AA = p[ A ] + Z;
- int AB = p[ A + 1 ] + Z;
- int B = p[ X + 1 ] + Y;
- int BA = p[ B ] + Z;
- int BB = p[ B + 1 ] + Z;
- // Add blended results from 8 corners of cube
- double res = lerp( w, lerp( v, lerp( u, grad( p[ AA ], x, y, z ), grad( p[ BA ], x - 1, y, z ) ), lerp( u, grad( p[ AB ], x, y - 1, z ), grad( p[ BB ], x - 1, y - 1, z ) ) ), lerp( v, lerp( u, grad( p[ AA + 1 ], x, y, z - 1 ), grad( p[ BA + 1 ], x - 1, y, z - 1 ) ), lerp( u, grad( p[ AB + 1 ], x, y - 1, z - 1 ), grad( p[ BB + 1 ], x - 1, y - 1, z - 1 ) ) ) );
- // TODO: why is res here allways 0?
- return (res + 1.0) / 2.0;
- }
- double PerlinNoise::fade( double t ) const
- {
- return t * t * t * (t * (t * 6 - 15) + 10);
- }
- double PerlinNoise::lerp( double t, double a, double b ) const
- {
- return a + t * (b - a);
- }
- double PerlinNoise::grad( int hash, double x, double y, double z ) const
- {
- int h = hash & 15;
- // Convert lower 4 bits of hash into 12 gradient directions
- double u = h < 8 ? x : y,
- v = h < 4 ? y : h == 12 || h == 14 ? x : z;
- return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
- }
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