343 lines
8.9 KiB
C#
343 lines
8.9 KiB
C#
using UnityEngine;
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namespace Gaia
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{
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public class SimplexNoiseGenerator
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{
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public static byte[] perm = new byte[512]
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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, 151, 160, 137, 91,
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90, 15, 131, 13, 201, 95, 96, 53, 194, 233,
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7, 225, 140, 36, 103, 30, 69, 142, 8, 99,
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37, 240, 21, 10, 23, 190, 6, 148, 247, 120,
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234, 75, 0, 26, 197, 62, 94, 252, 219, 203,
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117, 35, 11, 32, 57, 177, 33, 88, 237, 149,
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56, 87, 174, 20, 125, 136, 171, 168, 68, 175,
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74, 165, 71, 134, 139, 48, 27, 166, 77, 146,
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158, 231, 83, 111, 229, 122, 60, 211, 133, 230,
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220, 105, 92, 41, 55, 46, 245, 40, 244, 102,
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143, 54, 65, 25, 63, 161, 1, 216, 80, 73,
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209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
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135, 130, 116, 188, 159, 86, 164, 100, 109, 198,
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173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
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5, 202, 38, 147, 118, 126, 255, 82, 85, 212,
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207, 206, 59, 227, 47, 16, 58, 17, 182, 189,
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28, 42, 223, 183, 170, 213, 119, 248, 152, 2,
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44, 154, 163, 70, 221, 153, 101, 155, 167, 43,
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172, 9, 129, 22, 39, 253, 19, 98, 108, 110,
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79, 113, 224, 232, 178, 185, 112, 104, 218, 246,
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97, 228, 251, 34, 242, 193, 238, 210, 144, 12,
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191, 179, 162, 241, 81, 51, 145, 235, 249, 14,
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239, 107, 49, 192, 214, 31, 181, 199, 106, 157,
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184, 84, 204, 176, 115, 121, 50, 45, 127, 4,
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150, 254, 138, 236, 205, 93, 222, 114, 67, 29,
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24, 72, 243, 141, 128, 195, 78, 66, 215, 61,
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156, 180
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};
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public static float Generate(float x)
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{
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int num = FastFloor(x);
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int num2 = num + 1;
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float num3 = x - (float)num;
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float num4 = num3 - 1f;
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float num5 = 1f - num3 * num3;
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float num6 = num5 * num5;
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float num7 = num6 * num6 * Grad(perm[num & 0xFF], num3);
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float num8 = 1f - num4 * num4;
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float num9 = num8 * num8;
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float num10 = num9 * num9 * Grad(perm[num2 & 0xFF], num4);
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return 0.395f * (num7 + num10);
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}
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public static float Generate(float x, float y)
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{
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float num = (x + y) * 0.3660254f;
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float x2 = x + num;
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float x3 = y + num;
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int num2 = FastFloor(x2);
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int num3 = FastFloor(x3);
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float num4 = (float)(num2 + num3) * 0.21132487f;
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float num5 = (float)num2 - num4;
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float num6 = (float)num3 - num4;
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float num7 = x - num5;
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float num8 = y - num6;
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int num9;
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int num10;
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if (num7 > num8)
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{
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num9 = 1;
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num10 = 0;
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}
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else
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{
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num9 = 0;
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num10 = 1;
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}
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float num11 = num7 - (float)num9 + 0.21132487f;
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float num12 = num8 - (float)num10 + 0.21132487f;
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float num13 = num7 - 1f + 0.42264974f;
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float num14 = num8 - 1f + 0.42264974f;
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int num15 = num2 % 256;
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int num16 = num3 % 256;
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float num17 = 0.5f - num7 * num7 - num8 * num8;
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float num18;
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if (num17 < 0f)
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{
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num18 = 0f;
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}
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else
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{
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num17 *= num17;
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num18 = num17 * num17 * Grad(perm[num15 + perm[num16]], num7, num8);
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}
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float num19 = 0.5f - num11 * num11 - num12 * num12;
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float num20;
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if (num19 < 0f)
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{
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num20 = 0f;
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}
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else
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{
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num19 *= num19;
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num20 = num19 * num19 * Grad(perm[num15 + num9 + perm[num16 + num10]], num11, num12);
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}
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float num21 = 0.5f - num13 * num13 - num14 * num14;
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float num22;
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if (num21 < 0f)
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{
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num22 = 0f;
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}
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else
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{
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num21 *= num21;
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num22 = num21 * num21 * Grad(perm[num15 + 1 + perm[num16 + 1]], num13, num14);
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}
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return 40f * (num18 + num20 + num22);
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}
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public static float Generate(float x, float y, float z)
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{
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float num = (x + y + z) * (1f / 3f);
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float x2 = x + num;
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float x3 = y + num;
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float x4 = z + num;
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int num2 = FastFloor(x2);
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int num3 = FastFloor(x3);
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int num4 = FastFloor(x4);
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float num5 = (float)(num2 + num3 + num4) * (1f / 6f);
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float num6 = (float)num2 - num5;
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float num7 = (float)num3 - num5;
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float num8 = (float)num4 - num5;
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float num9 = x - num6;
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float num10 = y - num7;
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float num11 = z - num8;
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int num12;
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int num13;
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int num14;
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int num15;
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int num16;
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int num17;
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if (num9 >= num10)
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{
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if (num10 >= num11)
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{
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num12 = 1;
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num13 = 0;
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num14 = 0;
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num15 = 1;
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num16 = 1;
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num17 = 0;
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}
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else if (num9 >= num11)
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{
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num12 = 1;
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num13 = 0;
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num14 = 0;
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num15 = 1;
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num16 = 0;
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num17 = 1;
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}
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else
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{
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num12 = 0;
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num13 = 0;
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num14 = 1;
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num15 = 1;
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num16 = 0;
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num17 = 1;
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}
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}
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else if (num10 < num11)
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{
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num12 = 0;
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num13 = 0;
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num14 = 1;
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num15 = 0;
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num16 = 1;
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num17 = 1;
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}
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else if (num9 < num11)
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{
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num12 = 0;
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num13 = 1;
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num14 = 0;
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num15 = 0;
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num16 = 1;
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num17 = 1;
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}
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else
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{
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num12 = 0;
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num13 = 1;
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num14 = 0;
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num15 = 1;
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num16 = 1;
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num17 = 0;
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}
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float num18 = num9 - (float)num12 + 1f / 6f;
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float num19 = num10 - (float)num13 + 1f / 6f;
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float num20 = num11 - (float)num14 + 1f / 6f;
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float num21 = num9 - (float)num15 + 1f / 3f;
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float num22 = num10 - (float)num16 + 1f / 3f;
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float num23 = num11 - (float)num17 + 1f / 3f;
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float num24 = num9 - 1f + 0.5f;
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float num25 = num10 - 1f + 0.5f;
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float num26 = num11 - 1f + 0.5f;
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int num27 = Mod(num2, 256);
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int num28 = Mod(num3, 256);
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int num29 = Mod(num4, 256);
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float num30 = 0.6f - num9 * num9 - num10 * num10 - num11 * num11;
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float num31;
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if (num30 < 0f)
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{
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num31 = 0f;
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}
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else
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{
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num30 *= num30;
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num31 = num30 * num30 * Grad(perm[num27 + perm[num28 + perm[num29]]], num9, num10, num11);
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}
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float num32 = 0.6f - num18 * num18 - num19 * num19 - num20 * num20;
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float num33;
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if (num32 < 0f)
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{
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num33 = 0f;
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}
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else
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{
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num32 *= num32;
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num33 = num32 * num32 * Grad(perm[num27 + num12 + perm[num28 + num13 + perm[num29 + num14]]], num18, num19, num20);
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}
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float num34 = 0.6f - num21 * num21 - num22 * num22 - num23 * num23;
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float num35;
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if (num34 < 0f)
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{
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num35 = 0f;
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}
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else
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{
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num34 *= num34;
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num35 = num34 * num34 * Grad(perm[num27 + num15 + perm[num28 + num16 + perm[num29 + num17]]], num21, num22, num23);
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}
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float num36 = 0.6f - num24 * num24 - num25 * num25 - num26 * num26;
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float num37;
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if (num36 < 0f)
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{
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num37 = 0f;
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}
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else
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{
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num36 *= num36;
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num37 = num36 * num36 * Grad(perm[num27 + 1 + perm[num28 + 1 + perm[num29 + 1]]], num24, num25, num26);
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}
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return 32f * (num31 + num33 + num35 + num37);
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}
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private static int FastFloor(float x)
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{
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if (!(x > 0f))
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{
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return (int)x - 1;
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}
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return (int)x;
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}
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private static int Mod(int x, int m)
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{
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int num = x % m;
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if (num >= 0)
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{
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return num;
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}
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return num + m;
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}
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private static float Grad(int hash, float x)
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{
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int num = hash & 0xF;
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float num2 = 1f + (float)(num & 7);
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if ((num & 8) != 0)
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{
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num2 = 0f - num2;
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}
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return num2 * x;
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}
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private static float Grad(int hash, float x, float y)
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{
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int num = hash & 7;
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float num2 = ((num < 4) ? x : y);
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float num3 = ((num < 4) ? y : x);
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return (((num & 1) != 0) ? (0f - num2) : num2) + (((num & 2) != 0) ? (-2f * num3) : (2f * num3));
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}
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private static 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) ? x : y);
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float num3 = ((num < 4) ? y : ((num == 12 || num == 14) ? x : z));
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return (((num & 1) != 0) ? (0f - num2) : num2) + (((num & 2) != 0) ? (0f - num3) : num3);
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}
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private static float Grad(int hash, float x, float y, float z, float t)
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{
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int num = hash & 0x1F;
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float num2 = ((num < 24) ? x : y);
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float num3 = ((num < 16) ? y : z);
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float num4 = ((num < 8) ? z : t);
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return (((num & 1) != 0) ? (0f - num2) : num2) + (((num & 2) != 0) ? (0f - num3) : num3) + (((num & 4) != 0) ? (0f - num4) : num4);
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}
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public static float GetNormalisedValue(float x, float y)
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{
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return Mathf.Clamp((Generate(x, y) + 1f) / 2f, 0f, 1f);
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}
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}
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}
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