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- 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;
- }
- }
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