mine2d/Mine2d/engine/lib/OpenSimplexNoise.cs

165 lines
4.3 KiB
C#

// 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;
}
}