#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 (y - fBm(x, 0, z, 2, 0.3, 0.9)); } 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] + Z; int AA = p[A] + Y; int AB = p[A + 1] + Y; int B = p[X + 1] + Z; int BA = p[B] + Y; int BB = p[B + 1] + Y; double res = lerp( w, lerp( v, lerp(u, grad(p[AA], _x, _z, _y), grad(p[BA], _x-1, _z, _y)), lerp(u, grad(p[AB], _x, _z-1, _y), grad(p[BB], _x-1, _z-1, _y)) ), lerp( v, lerp( u, grad(p[AA+1], _x, _z, _y-1), grad(p[BA+1], _x-1, _z, _y-1) ), lerp( u, grad(p[AB+1], _x, _z-1, _y-1), grad(p[BB+1], _x-1, _z-1, _y-1) ) ) ); return (res + 1.0)/2.0; } double PerlinNoise::noise(double _x, double _y) const { return noise(_x, 0, _y); } 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); } double PerlinNoise::fBm(double x, double y, double z, int octaves, double lacunarity, double gain) const { double amplitude = 1.0; double frequency = 1.0; double sum = 0.0; for(int i = 0; i < octaves; ++i) { // sum += amplitude * (1-abs(noise(x * frequency, y * frequency, z * frequency))); sum += amplitude * noise(x * frequency, y * frequency, z * frequency); amplitude *= gain; frequency *= lacunarity; } return sum; } 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; } Point PerlinNoise::location_hint() const { return location_hint(0, 0); } Point PerlinNoise::location_hint(double x, double z) const { return Point(x, noise(x, z), z); }