Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/Gaia/SimplexNoiseGenerator.cs
2026-03-04 10:03:45 +08:00

343 lines
8.9 KiB
C#

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);
}
}
}