This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
476 lines
15 KiB
C++
476 lines
15 KiB
C++
#include "stdafx.h"
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#include "SimplexNoise.h"
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int SimplexNoise::grad3[12][3] = { { 1, 1, 0 }, { -1, 1, 0 }, { 1, -1, 0 }, { -1, -1, 0 }, { 1, 0, 1 }, { -1, 0, 1 }, { 1, 0, -1 }, { -1, 0, -1 }, { 0, 1, 1 }, { 0, -1, 1 }, { 0, 1, -1 }, { 0, -1, -1 } };
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double SimplexNoise::F2 = 0.5 * (sqrt(3.0) - 1.0);
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double SimplexNoise::G2 = (3.0 - sqrt(3.0)) / 6.0;
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double SimplexNoise::F3 = 1.0 / 3.0;
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double SimplexNoise::G3 = 1.0 / 6.0;
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SimplexNoise::SimplexNoise()
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{
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Random random;
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init(&random);
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}
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SimplexNoise::SimplexNoise(Random *random)
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{
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init(random);
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}
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void SimplexNoise::init(Random *random)
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{
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p = new int[512];
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xo = random->nextDouble() * 256;
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yo = random->nextDouble() * 256;
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zo = random->nextDouble() * 256;
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for (int i = 0; i < 256; i++)
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{
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p[i] = i;
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}
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for (int i = 0; i < 256; i++)
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{
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int j = random->nextInt(256 - i) + i;
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int tmp = p[i];
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p[i] = p[j];
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p[j] = tmp;
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p[i + 256] = p[i];
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}
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}
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SimplexNoise::~SimplexNoise()
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{
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delete [] p;
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}
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int SimplexNoise::fastfloor(double x)
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{
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return x > 0 ? (int) x : (int) x - 1;
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}
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double SimplexNoise::dot(int *g, double x, double y)
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{
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return g[0] * x + g[1] * y;
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}
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double SimplexNoise::dot(int *g, double x, double y, double z)
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{
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return g[0] * x + g[1] * y + g[2] * z;
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}
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double SimplexNoise::getValue(double xin, double yin)
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{
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double n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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double s = (xin + yin) * F2; // Hairy factor for 2D
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int i = fastfloor(xin + s);
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int j = fastfloor(yin + s);
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double t = (i + j) * G2;
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double X0 = i - t; // Unskew the cell origin back to (x,y) space
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double Y0 = j - t;
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double x0 = xin - X0; // The x,y distances from the cell origin
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double y0 = yin - Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if (x0 > y0) {
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i1 = 1;
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j1 = 0;
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} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else {
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i1 = 0;
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j1 = 1;
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} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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double y1 = y0 - j1 + G2;
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double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
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double y2 = y0 - 1.0 + 2.0 * G2;
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// Work out the hashed gradient indices of the three simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int gi0 = p[ii + p[jj]] % 12;
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int gi1 = p[ii + i1 + p[jj + j1]] % 12;
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int gi2 = p[ii + 1 + p[jj + 1]] % 12;
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// Calculate the contribution from the three corners
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double t0 = 0.5 - x0 * x0 - y0 * y0;
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if (t0 < 0) n0 = 0.0;
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else {
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t0 *= t0;
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
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}
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double t1 = 0.5 - x1 * x1 - y1 * y1;
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if (t1 < 0) n1 = 0.0;
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else {
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t1 *= t1;
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
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}
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double t2 = 0.5 - x2 * x2 - y2 * y2;
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if (t2 < 0) n2 = 0.0;
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else {
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t2 *= t2;
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 70.0 * (n0 + n1 + n2);
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}
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double SimplexNoise::getValue(double xin, double yin, double zin)
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{
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double n0, n1, n2, n3;
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double s = (xin + yin + zin) * F3;
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int i = fastfloor(xin + s);
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int j = fastfloor(yin + s);
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int k = fastfloor(zin + s);
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double t = (i + j + k) * G3;
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double X0 = i - t;
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double Y0 = j - t;
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double Z0 = k - t;
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double x0 = xin - X0;
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double y0 = yin - Y0;
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double z0 = zin - Z0;
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int i1, j1, k1;
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int i2, j2, k2;
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if (x0 >= y0)
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{
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if (y0 >= z0)
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{
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i1 = 1;
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j1 = 0;
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k1 = 0;
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i2 = 1;
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j2 = 1;
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k2 = 0;
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} // X Y Z order
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else if (x0 >= z0)
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{
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i1 = 1;
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j1 = 0;
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k1 = 0;
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i2 = 1;
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j2 = 0;
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k2 = 1;
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} // X Z Y order
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else
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{
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i1 = 0;
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j1 = 0;
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k1 = 1;
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i2 = 1;
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j2 = 0;
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k2 = 1;
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} // Z X Y order
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}
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else
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{ // x0<y0
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if (y0 < z0)
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{
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i1 = 0;
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j1 = 0;
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k1 = 1;
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i2 = 0;
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j2 = 1;
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k2 = 1;
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} // Z Y X order
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else if (x0 < z0)
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{
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i1 = 0;
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j1 = 1;
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k1 = 0;
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i2 = 0;
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j2 = 1;
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k2 = 1;
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} // Y Z X order
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else
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{
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i1 = 0;
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j1 = 1;
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k1 = 0;
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i2 = 1;
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j2 = 1;
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k2 = 0;
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} // Y X Z order
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}
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// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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double y1 = y0 - j1 + G3;
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double z1 = z0 - k1 + G3;
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double x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
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double y2 = y0 - j2 + 2.0 * G3;
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double z2 = z0 - k2 + 2.0 * G3;
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double x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
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double y3 = y0 - 1.0 + 3.0 * G3;
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double z3 = z0 - 1.0 + 3.0 * G3;
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// Work out the hashed gradient indices of the four simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int kk = k & 255;
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int gi0 = p[ii + p[jj + p[kk]]] % 12;
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int gi1 = p[ii + i1 + p[jj + j1 + p[kk + k1]]] % 12;
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int gi2 = p[ii + i2 + p[jj + j2 + p[kk + k2]]] % 12;
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int gi3 = p[ii + 1 + p[jj + 1 + p[kk + 1]]] % 12;
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// Calculate the contribution from the four corners
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double t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
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if (t0 < 0) n0 = 0.0;
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else
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{
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t0 *= t0;
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0);
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}
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double t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
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if (t1 < 0) n1 = 0.0;
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else
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{
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t1 *= t1;
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1);
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}
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double t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
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if (t2 < 0) n2 = 0.0;
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else
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{
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t2 *= t2;
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2);
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}
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double t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
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if (t3 < 0) n3 = 0.0;
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else
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{
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t3 *= t3;
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n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to stay just inside [-1,1]
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return 32.0 * (n0 + n1 + n2 + n3);
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}
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void SimplexNoise::add(doubleArray buffer, double _x, double _y, int xSize, int ySize, double xs, double ys, double pow)
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{
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int pp = 0;
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for (int xx = 0; xx < xSize; xx++)
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{
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double xin = (_x + xx) * xs + xo;
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for (int yy = 0; yy < ySize; yy++)
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{
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double yin = (_y + yy) * ys + yo;
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double n0, n1, n2;
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double s = (xin + yin) * F2; // Hairy factor for 2D
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int i = fastfloor(xin + s);
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int j = fastfloor(yin + s);
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double t = (i + j) * G2;
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double X0 = i - t; // Unskew the cell origin back to (x,y) space
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double Y0 = j - t;
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double x0 = xin - X0; // The x,y distances from the cell origin
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double y0 = yin - Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if (x0 > y0)
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{
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i1 = 1;
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j1 = 0;
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} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else
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{
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i1 = 0;
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j1 = 1;
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} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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double y1 = y0 - j1 + G2;
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double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
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double y2 = y0 - 1.0 + 2.0 * G2;
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// Work out the hashed gradient indices of the three simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int gi0 = p[ii + p[jj]] % 12;
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int gi1 = p[ii + i1 + p[jj + j1]] % 12;
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int gi2 = p[ii + 1 + p[jj + 1]] % 12;
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// Calculate the contribution from the three corners
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double t0 = 0.5 - x0 * x0 - y0 * y0;
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if (t0 < 0) n0 = 0.0;
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else
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{
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t0 *= t0;
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
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}
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double t1 = 0.5 - x1 * x1 - y1 * y1;
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if (t1 < 0) n1 = 0.0;
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else
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{
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t1 *= t1;
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
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}
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double t2 = 0.5 - x2 * x2 - y2 * y2;
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if (t2 < 0) n2 = 0.0;
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else
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{
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t2 *= t2;
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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buffer[pp++] += (70.0 * (n0 + n1 + n2))*pow;
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}
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}
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}
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void SimplexNoise::add(doubleArray buffer, double _x, double _y, double _z, int xSize, int ySize, int zSize, double xs, double ys, double zs, double pow)
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{
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int pp = 0;
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for (int xx = 0; xx < xSize; xx++)
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{
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double xin = (_x + xx) * xs + xo;
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for (int zz = 0; zz < zSize; zz++)
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{
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double zin = (_z + zz) * zs + zo;
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for (int yy = 0; yy < ySize; yy++)
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{
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double yin = (_y + yy) * ys + yo;
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double n0, n1, n2, n3;
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double s = (xin + yin + zin) * F3;
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int i = fastfloor(xin + s);
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int j = fastfloor(yin + s);
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int k = fastfloor(zin + s);
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double t = (i + j + k) * G3;
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double X0 = i - t;
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double Y0 = j - t;
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double Z0 = k - t;
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double x0 = xin - X0;
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double y0 = yin - Y0;
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double z0 = zin - Z0;
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int i1, j1, k1;
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int i2, j2, k2;
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if (x0 >= y0)
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{
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if (y0 >= z0)
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{
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i1 = 1;
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j1 = 0;
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k1 = 0;
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i2 = 1;
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j2 = 1;
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k2 = 0;
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} // X Y Z order
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else if (x0 >= z0)
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{
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i1 = 1;
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j1 = 0;
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k1 = 0;
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i2 = 1;
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j2 = 0;
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k2 = 1;
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} // X Z Y order
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else
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{
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i1 = 0;
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j1 = 0;
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k1 = 1;
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i2 = 1;
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j2 = 0;
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k2 = 1;
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} // Z X Y order
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}
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else
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{ // x0<y0
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if (y0 < z0)
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{
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i1 = 0;
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j1 = 0;
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k1 = 1;
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i2 = 0;
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j2 = 1;
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k2 = 1;
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} // Z Y X order
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else if (x0 < z0)
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{
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i1 = 0;
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j1 = 1;
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k1 = 0;
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i2 = 0;
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j2 = 1;
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k2 = 1;
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} // Y Z X order
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else
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{
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i1 = 0;
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j1 = 1;
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k1 = 0;
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i2 = 1;
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j2 = 1;
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k2 = 0;
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} // Y X Z order
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}
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// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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double y1 = y0 - j1 + G3;
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double z1 = z0 - k1 + G3;
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double x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
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double y2 = y0 - j2 + 2.0 * G3;
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double z2 = z0 - k2 + 2.0 * G3;
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double x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
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double y3 = y0 - 1.0 + 3.0 * G3;
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double z3 = z0 - 1.0 + 3.0 * G3;
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// Work out the hashed gradient indices of the four simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int kk = k & 255;
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int gi0 = p[ii + p[jj + p[kk]]] % 12;
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int gi1 = p[ii + i1 + p[jj + j1 + p[kk + k1]]] % 12;
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int gi2 = p[ii + i2 + p[jj + j2 + p[kk + k2]]] % 12;
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int gi3 = p[ii + 1 + p[jj + 1 + p[kk + 1]]] % 12;
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// Calculate the contribution from the four corners
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double t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
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if (t0 < 0) n0 = 0.0;
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else
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{
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t0 *= t0;
|
|
n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0);
|
|
}
|
|
double t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
|
|
if (t1 < 0) n1 = 0.0;
|
|
else
|
|
{
|
|
t1 *= t1;
|
|
n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1);
|
|
}
|
|
double t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
|
|
if (t2 < 0) n2 = 0.0;
|
|
else
|
|
{
|
|
t2 *= t2;
|
|
n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2);
|
|
}
|
|
double t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
|
|
if (t3 < 0) n3 = 0.0;
|
|
else
|
|
{
|
|
t3 *= t3;
|
|
n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3);
|
|
}
|
|
// Add contributions from each corner to get the final noise value.
|
|
// The result is scaled to stay just inside [-1,1]
|
|
buffer[pp++] += (32.0 * (n0 + n1 + n2 + n3))*pow;
|
|
}
|
|
}
|
|
}
|
|
} |