using UnityEngine; namespace Gaia { public class SimplexNoiseGenerator { public static byte[] perm = new byte[512] { 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, 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 }; public static float Generate(float x) { int num = FastFloor(x); int num2 = num + 1; float num3 = x - (float)num; float num4 = num3 - 1f; float num5 = 1f - num3 * num3; float num6 = num5 * num5; float num7 = num6 * num6 * Grad(perm[num & 0xFF], num3); float num8 = 1f - num4 * num4; float num9 = num8 * num8; float num10 = num9 * num9 * Grad(perm[num2 & 0xFF], num4); return 0.395f * (num7 + num10); } public static float Generate(float x, float y) { float num = (x + y) * 0.3660254f; float x2 = x + num; float x3 = y + num; int num2 = FastFloor(x2); int num3 = FastFloor(x3); float num4 = (float)(num2 + num3) * 0.21132487f; float num5 = (float)num2 - num4; float num6 = (float)num3 - num4; float num7 = x - num5; float num8 = y - num6; int num9; int num10; if (num7 > num8) { num9 = 1; num10 = 0; } else { num9 = 0; num10 = 1; } float num11 = num7 - (float)num9 + 0.21132487f; float num12 = num8 - (float)num10 + 0.21132487f; float num13 = num7 - 1f + 0.42264974f; float num14 = num8 - 1f + 0.42264974f; int num15 = num2 % 256; int num16 = num3 % 256; float num17 = 0.5f - num7 * num7 - num8 * num8; float num18; if (num17 < 0f) { num18 = 0f; } else { num17 *= num17; num18 = num17 * num17 * Grad(perm[num15 + perm[num16]], num7, num8); } float num19 = 0.5f - num11 * num11 - num12 * num12; float num20; if (num19 < 0f) { num20 = 0f; } else { num19 *= num19; num20 = num19 * num19 * Grad(perm[num15 + num9 + perm[num16 + num10]], num11, num12); } float num21 = 0.5f - num13 * num13 - num14 * num14; float num22; if (num21 < 0f) { num22 = 0f; } else { num21 *= num21; num22 = num21 * num21 * Grad(perm[num15 + 1 + perm[num16 + 1]], num13, num14); } return 40f * (num18 + num20 + num22); } public static float Generate(float x, float y, float z) { float num = (x + y + z) * (1f / 3f); float x2 = x + num; float x3 = y + num; float x4 = z + num; int num2 = FastFloor(x2); int num3 = FastFloor(x3); int num4 = FastFloor(x4); float num5 = (float)(num2 + num3 + num4) * (1f / 6f); float num6 = (float)num2 - num5; float num7 = (float)num3 - num5; float num8 = (float)num4 - num5; float num9 = x - num6; float num10 = y - num7; float num11 = z - num8; int num12; int num13; int num14; int num15; int num16; int num17; if (num9 >= num10) { if (num10 >= num11) { num12 = 1; num13 = 0; num14 = 0; num15 = 1; num16 = 1; num17 = 0; } else if (num9 >= num11) { num12 = 1; num13 = 0; num14 = 0; num15 = 1; num16 = 0; num17 = 1; } else { num12 = 0; num13 = 0; num14 = 1; num15 = 1; num16 = 0; num17 = 1; } } else if (num10 < num11) { num12 = 0; num13 = 0; num14 = 1; num15 = 0; num16 = 1; num17 = 1; } else if (num9 < num11) { num12 = 0; num13 = 1; num14 = 0; num15 = 0; num16 = 1; num17 = 1; } else { num12 = 0; num13 = 1; num14 = 0; num15 = 1; num16 = 1; num17 = 0; } float num18 = num9 - (float)num12 + 1f / 6f; float num19 = num10 - (float)num13 + 1f / 6f; float num20 = num11 - (float)num14 + 1f / 6f; float num21 = num9 - (float)num15 + 1f / 3f; float num22 = num10 - (float)num16 + 1f / 3f; float num23 = num11 - (float)num17 + 1f / 3f; float num24 = num9 - 1f + 0.5f; float num25 = num10 - 1f + 0.5f; float num26 = num11 - 1f + 0.5f; int num27 = Mod(num2, 256); int num28 = Mod(num3, 256); int num29 = Mod(num4, 256); float num30 = 0.6f - num9 * num9 - num10 * num10 - num11 * num11; float num31; if (num30 < 0f) { num31 = 0f; } else { num30 *= num30; num31 = num30 * num30 * Grad(perm[num27 + perm[num28 + perm[num29]]], num9, num10, num11); } float num32 = 0.6f - num18 * num18 - num19 * num19 - num20 * num20; float num33; if (num32 < 0f) { num33 = 0f; } else { num32 *= num32; num33 = num32 * num32 * Grad(perm[num27 + num12 + perm[num28 + num13 + perm[num29 + num14]]], num18, num19, num20); } float num34 = 0.6f - num21 * num21 - num22 * num22 - num23 * num23; float num35; if (num34 < 0f) { num35 = 0f; } else { num34 *= num34; num35 = num34 * num34 * Grad(perm[num27 + num15 + perm[num28 + num16 + perm[num29 + num17]]], num21, num22, num23); } float num36 = 0.6f - num24 * num24 - num25 * num25 - num26 * num26; float num37; if (num36 < 0f) { num37 = 0f; } else { num36 *= num36; num37 = num36 * num36 * Grad(perm[num27 + 1 + perm[num28 + 1 + perm[num29 + 1]]], num24, num25, num26); } return 32f * (num31 + num33 + num35 + num37); } private static int FastFloor(float x) { if (!(x > 0f)) { return (int)x - 1; } return (int)x; } private static int Mod(int x, int m) { int num = x % m; if (num >= 0) { return num; } return num + m; } private static float Grad(int hash, float x) { int num = hash & 0xF; float num2 = 1f + (float)(num & 7); if ((num & 8) != 0) { num2 = 0f - num2; } return num2 * x; } private static float Grad(int hash, float x, float y) { int num = hash & 7; float num2 = ((num < 4) ? x : y); float num3 = ((num < 4) ? y : x); return (((num & 1) != 0) ? (0f - num2) : num2) + (((num & 2) != 0) ? (-2f * num3) : (2f * num3)); } private static float Grad(int hash, float x, float y, float z) { int num = hash & 0xF; float num2 = ((num < 8) ? x : y); float num3 = ((num < 4) ? y : ((num == 12 || num == 14) ? x : z)); return (((num & 1) != 0) ? (0f - num2) : num2) + (((num & 2) != 0) ? (0f - num3) : num3); } private static float Grad(int hash, float x, float y, float z, float t) { int num = hash & 0x1F; float num2 = ((num < 24) ? x : y); float num3 = ((num < 16) ? y : z); float num4 = ((num < 8) ? z : t); return (((num & 1) != 0) ? (0f - num2) : num2) + (((num & 2) != 0) ? (0f - num3) : num3) + (((num & 4) != 0) ? (0f - num4) : num4); } public static float GetNormalisedValue(float x, float y) { return Mathf.Clamp((Generate(x, y) + 1f) / 2f, 0f, 1f); } } }