188 lines
5.0 KiB
C#
188 lines
5.0 KiB
C#
using UnityEngine;
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public class MegaPerlin
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{
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private static MegaPerlin instance;
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private static int[] p = new int[512];
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private static int[] permutation = new int[256]
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{
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151, 160, 137, 91, 90, 15, 131, 13, 201, 95,
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96, 53, 194, 233, 7, 225, 140, 36, 103, 30,
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69, 142, 8, 99, 37, 240, 21, 10, 23, 190,
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6, 148, 247, 120, 234, 75, 0, 26, 197, 62,
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94, 252, 219, 203, 117, 35, 11, 32, 57, 177,
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33, 88, 237, 149, 56, 87, 174, 20, 125, 136,
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171, 168, 68, 175, 74, 165, 71, 134, 139, 48,
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27, 166, 77, 146, 158, 231, 83, 111, 229, 122,
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60, 211, 133, 230, 220, 105, 92, 41, 55, 46,
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245, 40, 244, 102, 143, 54, 65, 25, 63, 161,
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1, 216, 80, 73, 209, 76, 132, 187, 208, 89,
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18, 169, 200, 196, 135, 130, 116, 188, 159, 86,
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164, 100, 109, 198, 173, 186, 3, 64, 52, 217,
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226, 250, 124, 123, 5, 202, 38, 147, 118, 126,
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255, 82, 85, 212, 207, 206, 59, 227, 47, 16,
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58, 17, 182, 189, 28, 42, 223, 183, 170, 213,
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119, 248, 152, 2, 44, 154, 163, 70, 221, 153,
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101, 155, 167, 43, 172, 9, 129, 22, 39, 253,
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19, 98, 108, 110, 79, 113, 224, 232, 178, 185,
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112, 104, 218, 246, 97, 228, 251, 34, 242, 193,
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238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
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145, 235, 249, 14, 239, 107, 49, 192, 214, 31,
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181, 199, 106, 157, 184, 84, 204, 176, 115, 121,
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50, 45, 127, 4, 150, 254, 138, 236, 205, 93,
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222, 114, 67, 29, 24, 72, 243, 141, 128, 195,
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78, 66, 215, 61, 156, 180
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};
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public static MegaPerlin Instance
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{
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get
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{
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if (instance == null)
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{
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new MegaPerlin();
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}
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return instance;
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}
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}
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public MegaPerlin()
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{
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if (instance != null)
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{
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Debug.LogError("Cannot have two instances of ImprovedPerlin.");
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return;
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}
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instance = this;
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for (int i = 0; i < 256; i++)
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{
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p[256 + i] = (p[i] = permutation[i]);
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}
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}
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public int Perm(int i)
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{
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return p[i & 0xFF];
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}
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public float Noise(float x)
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{
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int num = (int)Mathf.Floor(x) & 0xFF;
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x -= Mathf.Floor(x);
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float t = fade(x);
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return lerp(t, grad(p[num], x), grad(p[num + 1], x - 1f));
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}
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public float Noise(float x, float y)
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{
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int num = (int)Mathf.Floor(x) & 0xFF;
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int num2 = (int)Mathf.Floor(y) & 0xFF;
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x -= Mathf.Floor(x);
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y -= Mathf.Floor(y);
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float t = fade(x);
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float t2 = fade(y);
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int num3 = p[num] + num2;
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int num4 = p[num + 1] + num2;
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return lerp(t2, lerp(t, grad(p[num3], x, y), grad(p[num4], x - 1f, y)), lerp(t, grad(p[num3 + 1], x, y - 1f), grad(p[num4 + 1], x - 1f, y - 1f)));
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}
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public float Noise(float x, float y, float z)
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{
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float num = Mathf.Floor(x);
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float num2 = Mathf.Floor(y);
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float num3 = Mathf.Floor(z);
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int num4 = (int)num & 0xFF;
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int num5 = (int)num2 & 0xFF;
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int num6 = (int)num3 & 0xFF;
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x -= num;
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y -= num2;
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z -= num3;
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float t = fade(x);
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float t2 = fade(y);
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float t3 = fade(z);
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int num7 = p[num4] + num5;
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int num8 = p[num7] + num6;
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int num9 = p[num7 + 1] + num6;
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int num10 = p[num4 + 1] + num5;
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int num11 = p[num10] + num6;
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int num12 = p[num10 + 1] + num6;
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return lerp(t3, lerp(t2, lerp(t, grad(p[num8], x, y, z), grad(p[num11], x - 1f, y, z)), lerp(t, grad(p[num9], x, y - 1f, z), grad(p[num12], x - 1f, y - 1f, z))), lerp(t2, lerp(t, grad(p[num8 + 1], x, y, z - 1f), grad(p[num11 + 1], x - 1f, y, z - 1f)), lerp(t, grad(p[num9 + 1], x, y - 1f, z - 1f), grad(p[num12 + 1], x - 1f, y - 1f, z - 1f))));
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}
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private float fade(float t)
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{
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return t * t * t * (t * (t * 6f - 15f) + 10f);
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}
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private float lerp(float t, float a, float b)
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{
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return a + t * (b - a);
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}
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private static float grad(int hash, float x)
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{
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return ((hash & 1) != 0) ? (0f - x) : x;
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}
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private float grad(int hash, float x, float y)
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{
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int num = hash & 3;
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float num2 = (((num & 2) != 0) ? (0f - x) : x);
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float num3 = (((num & 1) != 0) ? (0f - y) : y);
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return num2 + num3;
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}
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private float grad(int hash, float x, float y, float z)
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{
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int num = hash & 0xF;
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float num2 = ((num >= 8) ? y : x);
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float num3 = ((num < 4) ? y : ((num != 12 && num != 14) ? z : x));
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return (((num & 1) != 0) ? (0f - num2) : num2) + (((float)(num & 2) != 0f) ? (0f - num3) : num3);
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}
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public float fBm1(float x, float H, float lacunarity, float octaves)
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{
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float num = 0f;
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float num2 = 1f;
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for (int i = 0; i < (int)octaves; i++)
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{
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num = Noise(x) * Mathf.Pow(num2, 0f - H);
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x *= lacunarity;
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num2 *= lacunarity;
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}
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float num3 = octaves - (float)(int)octaves;
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if (num3 != 0f)
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{
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num += num3 * Noise(x) * Mathf.Pow(num2, 0f - H);
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}
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return num;
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}
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public float fBm1(Vector3 vertex, float H, float lacunarity, float octaves)
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{
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return fBm1(vertex.x, vertex.y, vertex.z, H, lacunarity, octaves);
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}
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public float fBm1(float x, float y, float z, float H, float lacunarity, float octaves)
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{
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float num = 0f;
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float num2 = 1f;
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for (int i = 0; (float)i < octaves; i++)
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{
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num += Noise(x, y, z) * Mathf.Pow(num2, 0f - H);
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x *= lacunarity;
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y *= lacunarity;
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z *= lacunarity;
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num2 *= lacunarity;
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}
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float num3 = octaves - (float)(int)octaves;
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if (num3 != 0f)
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{
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num += num3 * Noise(x, y, z) * Mathf.Pow(num2, 0f - H);
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}
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return num;
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}
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}
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