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129
Source/Engine/Utilities/PerlinNoise.cs
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129
Source/Engine/Utilities/PerlinNoise.cs
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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using System;
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namespace FlaxEngine.Utilities
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{
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/// <summary>
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/// Helper class for Perlin Noise generation.
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/// </summary>
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[HideInEditor]
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public class PerlinNoise
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{
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/// <summary>
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/// The base value.
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/// </summary>
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private float Base;
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/// <summary>
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/// The noise scale parameter.
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/// </summary>
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public float NoiseScale;
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/// <summary>
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/// The noise amount parameter.
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/// </summary>
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public float NoiseAmount;
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/// <summary>
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/// The noise octaves count.
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/// </summary>
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public int Octaves;
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/// <summary>
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/// Initializes a new instance of the <see cref="PerlinNoise"/> class.
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/// </summary>
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/// <param name="baseValue">The base value.</param>
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/// <param name="scale">The noise scale.</param>
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/// <param name="amount">The noise amount.</param>
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/// <param name="octaves">The noise octaves count.</param>
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public PerlinNoise(float baseValue, float scale, float amount, int octaves = 4)
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{
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Base = baseValue;
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NoiseScale = scale;
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NoiseAmount = amount;
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Octaves = octaves;
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}
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/// <summary>
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/// Samples the Perlin Noise at the given location (integer coordinates).
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/// </summary>
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/// <param name="x">The x coordinate.</param>
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/// <param name="y">The y coordinate.</param>
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/// <returns>The noise value.</returns>
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public float Sample(int x, int y)
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{
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float noise = 0.0f;
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if (NoiseScale > Mathf.Epsilon)
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{
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x = Math.Abs(x);
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y = Math.Abs(y);
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for (int octave = 0; octave < Octaves; octave++)
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{
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float octaveShift = 1 << octave;
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float octaveScale = octaveShift / NoiseScale;
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noise += PerlinNoise2D(x * octaveScale, y * octaveScale) / octaveShift;
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}
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}
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return Base + noise * NoiseAmount;
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}
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private float Fade(float T)
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{
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return T * T * T * (T * (T * 6 - 15) + 10);
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}
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private float Grad(int hash, float x, float y)
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{
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int h = hash & 15;
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float u = h < 8 || h == 12 || h == 13 ? x : y,
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v = h < 4 || h == 12 || h == 13 ? y : 0;
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return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
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}
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private float PerlinNoise2D(float x, float y)
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{
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int truncX = Mathf.FloorToInt(x),
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truncY = Mathf.FloorToInt(y),
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intX = truncX & 255,
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intY = truncY & 255;
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float fracX = x - truncX,
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fracY = y - truncY;
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float u = Fade(fracX),
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v = Fade(fracY);
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int a = Permutations[intX] + intY,
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aa = Permutations[a & 255],
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ab = Permutations[(a + 1) & 255],
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b = Permutations[(intX + 1) & 255] + intY,
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ba = Permutations[b & 255],
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bb = Permutations[(b + 1) & 255];
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return Mathf.Lerp(Mathf.Lerp(Grad(Permutations[aa], fracX, fracY),
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Grad(Permutations[ba], fracX - 1, fracY), u),
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Mathf.Lerp(Grad(Permutations[ab], fracX, fracY - 1),
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Grad(Permutations[bb], fracX - 1, fracY - 1), u), v);
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}
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private static readonly int[] Permutations =
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{
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151, 160, 137, 91, 90, 15,
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131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
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190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
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88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
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77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
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102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
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135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
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5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
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223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
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129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
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251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
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49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
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138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
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};
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}
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}
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