124 lines
3.8 KiB
C++
124 lines
3.8 KiB
C++
|
#include "PerlinNoise.hpp"
|
||
|
|
||
|
Point vector_product(Point u, Point v) {
|
||
|
Point u_v(0,0,0);
|
||
|
u_v.x = u.y* v.z - u.z * v.y;
|
||
|
u_v.y = u.z* v.x - u.x * v.z;
|
||
|
u_v.z = u.x* v.y - u.y * v.x;
|
||
|
return u_v;
|
||
|
}
|
||
|
|
||
|
PerlinNoise::PerlinNoise() : ImplicitSurface(Point(0,0,0)) {
|
||
|
// permutation vector (source : http://mrl.nyu.edu/~perlin/noise/)
|
||
|
p = {
|
||
|
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 };
|
||
|
// Duplication of the permutation vector.
|
||
|
p.insert(p.end(), p.begin(), p.end());
|
||
|
}
|
||
|
|
||
|
PerlinNoise::PerlinNoise(unsigned int seed) : ImplicitSurface(Point(0,0,0)) {
|
||
|
p.resize(256);
|
||
|
|
||
|
// Fill p with values from 0 to 255
|
||
|
std::iota(p.begin(), p.end(), 0);
|
||
|
|
||
|
// Initialize a random engine with seed
|
||
|
std::default_random_engine engine(seed);
|
||
|
|
||
|
// Shuffle using the above random engine
|
||
|
std::shuffle(p.begin(), p.end(), engine);
|
||
|
|
||
|
// Duplicate the permutation vector
|
||
|
p.insert(p.end(), p.begin(), p.end());
|
||
|
}
|
||
|
|
||
|
double PerlinNoise::operator() (double x, double y, double z) const {
|
||
|
return z - noise(x, y, 0);
|
||
|
}
|
||
|
|
||
|
double PerlinNoise::noise(double _x, double _y, double _z) const {
|
||
|
int X = (int) floor(_x) & 255;
|
||
|
int Y = (int) floor(_y) & 255;
|
||
|
int Z = (int) floor(_z) & 255;
|
||
|
|
||
|
_x -= floor(_x);
|
||
|
_y -= floor(_y);
|
||
|
_z -= floor(_z);
|
||
|
|
||
|
double u = fade(_x);
|
||
|
double v = fade(_y);
|
||
|
double w = fade(_z);
|
||
|
|
||
|
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;
|
||
|
|
||
|
double res = 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)
|
||
|
)
|
||
|
)
|
||
|
);
|
||
|
return (res + 1.0)/2.0;
|
||
|
}
|
||
|
|
||
|
double PerlinNoise::noise(double _x, double _y) const {
|
||
|
return noise(_x, _y, 0);
|
||
|
}
|
||
|
|
||
|
double PerlinNoise::fade(double t) const {
|
||
|
return t * t * t * (t * (t * 6 - 15) + 10);
|
||
|
}
|
||
|
|
||
|
double PerlinNoise::lerp(double t, double a, double b) const {
|
||
|
return a + t * (b-a);
|
||
|
}
|
||
|
|
||
|
double PerlinNoise::grad(int hash, double x, double y, double z) const {
|
||
|
int h = hash & 15;
|
||
|
// Convert lower 4 bits of hash into 12 gradient directions
|
||
|
double u = h < 8 ? x : y,
|
||
|
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
|
||
|
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
|
||
|
}
|
||
|
|
||
|
Point PerlinNoise::normal_vector(double x, double y) {
|
||
|
double n_x_y = noise(x, y, 0);
|
||
|
double n_dx_y = noise(x + 0.01, y, 0);
|
||
|
double n_x_dy = noise(x, y + 0.01, 0);
|
||
|
Point product = vector_product(
|
||
|
Point(0.01, 0, n_dx_y - n_x_y),
|
||
|
Point(0, 0.01, (n_x_dy - n_x_y))
|
||
|
);
|
||
|
return product;
|
||
|
}
|