// https://gist.github.com/jstanden/1489447 namespace Mine2d.engine.lib; public class OpenSimplexNoise { private readonly int[] a = new int[3]; private float s, u, v, w; private int i, j, k; private readonly float onethird = 0.333333333f; private readonly float onesixth = 0.166666667f; private readonly int[] t; public OpenSimplexNoise() { if (this.t == null) { var rand = new Random(); this.t = new int[8]; for (var q = 0; q < 8; q++) { this.t[q] = rand.Next(); } } } public OpenSimplexNoise(string seed) { this.t = new int[8]; var seed_parts = seed.Split(new char[] { ' ' }); for (var q = 0; q < 8; q++) { int b; try { b = int.Parse(seed_parts[q]); } catch { b = 0x0; } this.t[q] = b; } } public OpenSimplexNoise(int[] seed) { // {0x16, 0x38, 0x32, 0x2c, 0x0d, 0x13, 0x07, 0x2a} this.t = seed; } public string GetSeed() { var seed = ""; for (var q = 0; q < 8; q++) { seed += this.t[q].ToString(); if (q < 7) seed += " "; } return seed; } public float coherentNoise(float x, float y, float z, int octaves = 1, int multiplier = 25, float amplitude = 0.5f, float lacunarity = 2, float persistence = 0.9f) { var v3 = new Vector3(x, y, z) / multiplier; float val = 0; for (var n = 0; n < octaves; n++) { val += this.noise(v3.X, v3.Y, v3.Z) * amplitude; v3 *= lacunarity; amplitude *= persistence; } return val; } private static int Lerp(int a, int b, float t) { return (int)(a + (t * (b - a))); } public int getDensity(Vector3 loc) { var val = this.coherentNoise(loc.X, loc.Y, loc.Z); return Lerp(0, 255, val); } // Simplex Noise Generator public float noise(float x, float y, float z) { this.s = (x + y + z) * this.onethird; this.i = fastfloor(x + this.s); this.j = fastfloor(y + this.s); this.k = fastfloor(z + this.s); this.s = (this.i + this.j + this.k) * this.onesixth; this.u = x - this.i + this.s; this.v = y - this.j + this.s; this.w = z - this.k + this.s; this.a[0] = 0; this.a[1] = 0; this.a[2] = 0; var hi = this.u >= this.w ? this.u >= this.v ? 0 : 1 : this.v >= this.w ? 1 : 2; var lo = this.u < this.w ? this.u < this.v ? 0 : 1 : this.v < this.w ? 1 : 2; return this.kay(hi) + this.kay(3 - hi - lo) + this.kay(lo) + this.kay(0); } private float kay(int a) { this.s = (this.a[0] + this.a[1] + this.a[2]) * this.onesixth; var x = this.u - this.a[0] + this.s; var y = this.v - this.a[1] + this.s; var z = this.w - this.a[2] + this.s; var t = 0.6f - (x * x) - (y * y) - (z * z); var h = this.shuffle(this.i + this.a[0], this.j + this.a[1], this.k + this.a[2]); this.a[a]++; if (t < 0) { return 0; } var b5 = h >> 5 & 1; var b4 = h >> 4 & 1; var b3 = h >> 3 & 1; var b2 = h >> 2 & 1; var b1 = h & 3; var p = b1 == 1 ? x : b1 == 2 ? y : z; var q = b1 == 1 ? y : b1 == 2 ? z : x; var r = b1 == 1 ? z : b1 == 2 ? x : y; p = b5 == b3 ? -p : p; q = b5 == b4 ? -q : q; r = b5 != (b4 ^ b3) ? -r : r; t *= t; return 8 * t * t * (p + (b1 == 0 ? q + r : b2 == 0 ? q : r)); } private int shuffle(int i, int j, int k) { return this.b(i, j, k, 0) + this.b(j, k, i, 1) + this.b(k, i, j, 2) + this.b(i, j, k, 3) + this.b(j, k, i, 4) + this.b(k, i, j, 5) + this.b(i, j, k, 6) + this.b(j, k, i, 7); } private int b(int i, int j, int k, int B) { return this.t[b(i, B) << 2 | b(j, B) << 1 | b(k, B)]; } private static int b(int N, int B) { return N >> B & 1; } private static int fastfloor(float n) { return n > 0 ? (int)n : (int)n - 1; } }