using UnityEngine; public class MegaPerlin { private static MegaPerlin instance; public MegaPerlin() { if ( instance != null ) { Debug.LogError("Cannot have two instances of ImprovedPerlin."); return; } instance = this; for ( int i = 0; i < 256; i++ ) p[256 + i] = p[i] = permutation[i]; } public static MegaPerlin Instance { get { if ( instance == null ) new MegaPerlin(); return instance; } } //int X,Y,Z = 0; //float u,v,w = 0.0f; //int A, AA, AB, B, BA, BB = 0; //float floorx, floory, floorz = 0.0f; static int[] p = new int[512]; static int[] permutation = { 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 int Perm(int i) { return p[i & 255]; } public float Noise(float x) { // Compute the cell coordinates int X = (int)Mathf.Floor(x) & 255; // Retrieve the decimal part of the cell x -= (float)Mathf.Floor(x); float u = fade(x); return lerp(u, grad(p[X], x), grad(p[X + 1], x - 1)); } public float Noise(float x, float y) { // Compute the cell coordinates int X = (int)Mathf.Floor(x) & 255; int Y = (int)Mathf.Floor(y) & 255; // Retrieve the decimal part of the cell x -= (float)Mathf.Floor(x); y -= (float)Mathf.Floor(y); // Smooth the curve float u = fade(x); float v = fade(y); // Fetch some randoms values from the table int A = p[X] + Y; int B = p[X + 1] + Y; // Interpolate between directions return lerp(v, lerp(u, grad(p[A], x, y), grad(p[B], x - 1, y)), lerp(u, grad(p[A + 1], x, y - 1), grad(p[B + 1], x - 1, y - 1))); } public float Noise(float x, float y, float z) { // FIND UNIT CUBE THAT CONTAINS POINT float floorx = Mathf.Floor(x); float floory = Mathf.Floor(y); float floorz = Mathf.Floor(z); int X = (int)floorx & 255; int Y = (int)floory & 255; int Z = (int)floorz & 255; // FIND RELATIVE X,Y,Z OF POINT IN CUBE. x -= floorx; y -= floory; z -= floorz; // COMPUTE FADE CURVES FOR EACH X,Y,Z float u = fade(x); float v = fade(y); float w = fade(z); // HASH COORDINATES OF THE 8 CUBE CORNERS int A = p[X]+Y; int AA = p[A]+Z; int AB = p[A+1]+Z; int B = p[X+1]+Y; int BA = p[B]+Z; int BB = p[B+1]+Z; // ADD BLENDED RESULTS FROM 8 CORNERS OF CUBE return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), grad(p[BA], x - 1, y, z)), lerp(u, grad(p[AB], x, y - 1, z), grad(p[BB], x - 1, y - 1, z))), lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), grad(p[BA + 1], x - 1 , y, z - 1)), lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1 , y - 1 , z - 1)))); } private float fade(float t) { return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f); } private float lerp(float t, float a, float b) { return a + t * (b - a); } private static float grad(int hash, float x) { return (hash & 1) == 0 ? x : -x; } private float grad(int hash, float x, float y) { // Fetch the last 3 bits int h = hash & 3; float u = (h & 2) == 0 ? x : -x; float v = (h & 1) == 0 ? y : -y; return u + v; } private float grad(int hash, float x, float y, float z) { int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE float u = h < 8 ? x : y; // INTO 12 GRADIENT DIRECTIONS. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0.0f ? v : -v); } public float fBm1(float x, float H, float lacunarity, float octaves) { float value = 0.0f; float frequency = 1.0f; for ( int i = 0; i < (int)octaves; i++ ) { value = Noise(x) * Mathf.Pow(frequency, -H); x *= lacunarity; frequency *= lacunarity; } float remainder = octaves - (int)octaves; if ( remainder != 0.0f ) value += remainder * Noise(x) * Mathf.Pow(frequency, -H); return value; } public float fBm1(Vector3 vertex, float H, float lacunarity, float octaves) { return fBm1(vertex.x, vertex.y, vertex.z, H, lacunarity, octaves); } public float fBm1(float x, float y, float z, float H, float lacunarity, float octaves) { float value = 0.0f; float frequency = 1.0f; for ( int i = 0; i < octaves; i++ ) { value += Noise(x, y, z) * Mathf.Pow(frequency, -H); x *= lacunarity; y *= lacunarity; z *= lacunarity; frequency *= lacunarity; } float remainder = octaves - (int)octaves; if ( remainder != 0.0f ) value += remainder * Noise(x, y, z) * Mathf.Pow(frequency, -H); return value; } }