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SimplexNoise.java
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146 lines (136 loc) · 5.9 KB
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/*
* A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
*
* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
* Better rank ordering method for 4D by Stefan Gustavson in 2012.
*
* This could be speeded up even further, but it's useful as it is.
*
* Version 2012-03-09
*
* This code was placed in the public domain by its original author,
* Stefan Gustavson. You may use it as you see fit, but
* attribution is appreciated.
*
*/
public class SimplexNoise
{ // Simplex noise in 2D, 3D and 4D
//class is just for fun and will likely not be in the final version.
private static Grad grad3[] =
{
new Grad(1, 1, 0), new Grad(-1, 1, 0), new Grad(1, -1, 0), new Grad(-1, -1, 0),
new Grad(1, 0, 1), new Grad(-1, 0, 1), new Grad(1, 0, -1), new Grad(-1, 0, -1),
new Grad(0, 1, 1), new Grad(0, -1, 1), new Grad(0, 1, -1), new Grad(0, -1, -1)
};
private static short 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
};
// To remove the need for index wrapping, double the permutation table length
private static short perm[] = new short[512];
private static short permMod12[] = new short[512];
static {
for (int i = 0; i < 512; i++) {
perm[i] = p[i & 255];
permMod12[i] = (short) (perm[i] % 12);
}
}
// Skewing and unskewing factors for 2, 3, and 4 dimensions
private static final double F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
private static final double G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
// This method is a *lot* faster than using (int)Math.floor(x)
private static int fastfloor(double x)
{
int xi = (int) x;
return x < xi ? xi - 1 : xi;
}
private static double dot(Grad g, double x, double y)
{
return g.x * x + g.y * y;
}
// 2D simplex noise
public static double noise(double xin, double yin)
{
double n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
double s = (xin + yin) * F2; // Hairy factor for 2D
int i = fastfloor(xin + s);
int j = fastfloor(yin + s);
double t = (i + j) * G2;
double X0 = i - t; // Unskew the cell origin back to (x,y) space
double Y0 = j - t;
double x0 = xin - X0; // The x,y distances from the cell origin
double y0 = yin - Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if (x0 > y0) {
i1 = 1;
j1 = 0;
} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else {
i1 = 0;
j1 = 1;
} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
double y1 = y0 - j1 + G2;
double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
double y2 = y0 - 1.0 + 2.0 * G2;
// Work out the hashed gradient indices of the three simplex corners
int ii = i & 255;
int jj = j & 255;
int gi0 = permMod12[ii + perm[jj]];
int gi1 = permMod12[ii + i1 + perm[jj + j1]];
int gi2 = permMod12[ii + 1 + perm[jj + 1]];
// Calculate the contribution from the three corners
double t0 = 0.5 - x0 * x0 - y0 * y0;
if (t0 < 0)
n0 = 0.0;
else {
t0 *= t0;
n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
}
double t1 = 0.5 - x1 * x1 - y1 * y1;
if (t1 < 0)
n1 = 0.0;
else {
t1 *= t1;
n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
}
double t2 = 0.5 - x2 * x2 - y2 * y2;
if (t2 < 0)
n2 = 0.0;
else {
t2 *= t2;
n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70.0 * (n0 + n1 + n2);
}
// Inner class to speed upp gradient computations
// (In Java, array access is a lot slower than member access)
private static class Grad {
double x, y;
Grad(double x, double y, double z) {
this.x = x;
this.y = y;
}
}
}