package Roguelike.DungeonGeneration.RoomGenerators; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Vector3; /* sdnoise123, Simplex noise with true analytic * derivative in 1D to 3D. * * Copyright 2003-2011, Stefan Gustavson * * Contact: stefan.gustavson@gmail.com * * This library is public domain software, released by the author * into the public domain in February 2011. You may do anything * you like with it. You may even remove all attributions, * but of course I'd appreciate it if you kept my name somewhere. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * Ported from C to Java by Philip Collin */ /* * This is an implementation of Perlin "simplex noise" over one * dimension (x), two dimensions (x,y), three dimensions (x,y,z). The analytic derivative is * returned, to make it possible to do lots of fun stuff like * flow animations, curl noise, analytic antialiasing and such. * */ public class FastSimplexNoise { /* Static data ---------------------- */ /* * Permutation table. This is just a random jumble of all numbers 0-255, * repeated twice to avoid wrapping the index at 255 for each lookup. */ private static final char[] perm = {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, 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 }; /* * Gradient tables. These could be programmed the Ken Perlin way with * some clever bit-twiddling, but this is more clear, and not really slower. */ private static final float[][] grad2lut = { { -1.0f, -1.0f }, { 1.0f, 0.0f } , { -1.0f, 0.0f } , { 1.0f, 1.0f } , { -1.0f, 1.0f } , { 0.0f, -1.0f } , { 0.0f, 1.0f } , { 1.0f, -1.0f } }; /* * Gradient directions for 3D. * These vectors are based on the midpoints of the 12 edges of a cube. * A larger array of random unit length vectors would also do the job, * but these 12 (including 4 repeats to make the array length a power * of two) work better. They are not random, they are carefully chosen * to represent a small, isotropic set of directions. */ private static final float[][] grad3lut = { { 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 1.0f }, // 12 cube edges { -1.0f, 0.0f, 1.0f }, { 0.0f, -1.0f, 1.0f }, { 1.0f, 0.0f, -1.0f }, { 0.0f, 1.0f, -1.0f }, { -1.0f, 0.0f, -1.0f }, { 0.0f, -1.0f, -1.0f }, { 1.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 0.0f }, { -1.0f, 1.0f, 0.0f }, { -1.0f, -1.0f, 0.0f }, { 1.0f, 0.0f, 1.0f }, { -1.0f, 0.0f, 1.0f }, // 4 repeats to make 16 { 0.0f, 1.0f, -1.0f }, { 0.0f, -1.0f, -1.0f } }; private static final float[][] grad4lut = { { 0.0f, 1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f, -1.0f }, { 0.0f, 1.0f, -1.0f, 1.0f }, { 0.0f, 1.0f, -1.0f, -1.0f }, // 32 tesseract edges { 0.0f, -1.0f, 1.0f, 1.0f }, { 0.0f, -1.0f, 1.0f, -1.0f }, { 0.0f, -1.0f, -1.0f, 1.0f }, { 0.0f, -1.0f, -1.0f, -1.0f }, { 1.0f, 0.0f, 1.0f, 1.0f }, { 1.0f, 0.0f, 1.0f, -1.0f }, { 1.0f, 0.0f, -1.0f, 1.0f }, { 1.0f, 0.0f, -1.0f, -1.0f }, { -1.0f, 0.0f, 1.0f, 1.0f }, { -1.0f, 0.0f, 1.0f, -1.0f }, { -1.0f, 0.0f, -1.0f, 1.0f }, { -1.0f, 0.0f, -1.0f, -1.0f }, { 1.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, -1.0f }, { 1.0f, -1.0f, 0.0f, 1.0f }, { 1.0f, -1.0f, 0.0f, -1.0f }, { -1.0f, 1.0f, 0.0f, 1.0f }, { -1.0f, 1.0f, 0.0f, -1.0f }, { -1.0f, -1.0f, 0.0f, 1.0f }, { -1.0f, -1.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, -1.0f, 0.0f }, { 1.0f, -1.0f, 1.0f, 0.0f }, { 1.0f, -1.0f, -1.0f, 0.0f }, { -1.0f, 1.0f, 1.0f, 0.0f }, { -1.0f, 1.0f, -1.0f, 0.0f }, { -1.0f, -1.0f, 1.0f, 0.0f }, { -1.0f, -1.0f, -1.0f, 0.0f } }; /* --------------------------------------------------------------------- */ /* * Helper functions to compute gradients in 1D to 4D * and gradients-dot-residualvectors in 2D to 4D. */ public static void grad1( int hash, float[] gx ) { int h = hash & 15; gx[0] = 1.0f + (h & 7); // Gradient value is one of 1.0, 2.0, ..., 8.0 if ((h&8) != 0) gx[0] = -gx[0]; // Make half of the gradients negative } public static void grad2( int hash, float[] gx, float[] gy ) { int h = hash & 7; gx[0] = grad2lut[h][0]; gy[0] = grad2lut[h][1]; } public static void grad3( int hash, float[] gx, float[] gy, float[] gz ) { int h = hash & 15; gx[0] = grad3lut[h][0]; gy[0] = grad3lut[h][1]; gz[0] = grad3lut[h][2]; } public static void grad4( int hash, float[] gx, float[] gy, float[] gz, float[] gw) { int h = hash & 31; gx[0] = grad4lut[h][0]; gy[0] = grad4lut[h][1]; gz[0] = grad4lut[h][2]; gw[0] = grad4lut[h][3]; } /** 1D simplex noise with derivative. * If the last argument is not null, the analytic derivative * is also calculated. */ public static float sdnoise1( float x, float[] dnoise_dx) { int i0 = MathUtils.floor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float[] gx0 = {0}, gx1 = {0}; float n0, n1; float t20, t40, t21, t41; float x20 = x0*x0; float t0 = 1.0f - x20; // if(t0 < 0.0f) t0 = 0.0f; // Never happens for 1D: x0<=1 always t20 = t0 * t0; t40 = t20 * t20; grad1(perm[i0 & 0xff], gx0); n0 = t40 * gx0[0] * x0; float x21 = x1*x1; float t1 = 1.0f - x21; // if(t1 < 0.0f) t1 = 0.0f; // Never happens for 1D: |x1|<=1 always t21 = t1 * t1; t41 = t21 * t21; grad1(perm[i1 & 0xff], gx1); n1 = t41 * gx1[0] * x1; /* Compute derivative according to: * *dnoise_dx = -8.0f * t20 * t0 * x0 * (gx0 * x0) + t40 * gx0; * *dnoise_dx += -8.0f * t21 * t1 * x1 * (gx1 * x1) + t41 * gx1; */ dnoise_dx[0] = t20 * t0 * gx0[0] * x20; dnoise_dx[0] += t21 * t1 * gx1[0] * x21; dnoise_dx[0] *= -8.0f; dnoise_dx[0] += t40 * gx0[0] + t41 * gx1[0]; dnoise_dx[0] *= 0.25f; /* Scale derivative to match the noise scaling */ // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 would scale to fit exactly within [-1,1], but // to better match classic Perlin noise, we scale it down some more. return 0.25f * (n0 + n1); } /* Skewing factors for 2D simplex grid: * F2 = 0.5*(sqrt(3.0)-1.0) * G2 = (3.0-Math.sqrt(3.0))/6.0 */ private static final float F2 = 0.366025403f; private static final float G2 = 0.211324865f; /** 2D simplex noise with derivatives. * If the last two arguments are not null, the analytic derivative * (the 2D gradient of the scalar noise field) is also calculated. */ public static float sdnoise2( float x, float y, float[] dnoise_dx, float[] dnoise_dy ) { float n0, n1, n2; /* Noise contributions from the three simplex corners */ float[] gx0 = {0}, gy0 = {0}, gx1 = {0}, gy1 = {0}, gx2 = {0}, gy2 = {0}; /* Gradients at simplex corners */ /* Skew the input space to determine which simplex cell we're in */ float s = ( x + y ) * F2; /* Hairy factor for 2D */ float xs = x + s; float ys = y + s; int i = MathUtils.floor( xs ); int j = MathUtils.floor( ys ); float t = ( float ) ( i + j ) * G2; float X0 = i - t; /* Unskew the cell origin back to (x,y) space */ float Y0 = j - t; float x0 = x - X0; /* The x,y distances from the cell origin */ float y0 = y - 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 */ float x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */ float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */ float y2 = y0 - 1.0f + 2.0f * G2; /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */ int ii = i & 0xff; int jj = j & 0xff; /* Calculate the contribution from the three corners */ float t0 = 0.5f - x0 * x0 - y0 * y0; float t20, t40; if( t0 < 0.0f ) t40 = t20 = t0 = n0 = gx0[0] = gy0[0] = 0.0f; /* No influence */ else { grad2( perm[ii + perm[jj]], gx0, gy0 ); t20 = t0 * t0; t40 = t20 * t20; n0 = t40 * ( gx0[0] * x0 + gy0[0] * y0 ); } float t1 = 0.5f - x1 * x1 - y1 * y1; float t21, t41; if( t1 < 0.0f ) t21 = t41 = t1 = n1 = gx1[0] = gy1[0] = 0.0f; /* No influence */ else { grad2( perm[ii + i1 + perm[jj + j1]], gx1, gy1 ); t21 = t1 * t1; t41 = t21 * t21; n1 = t41 * ( gx1[0] * x1 + gy1[0] * y1 ); } float t2 = 0.5f - x2 * x2 - y2 * y2; float t22, t42; if( t2 < 0.0f ) t42 = t22 = t2 = n2 = gx2[0] = gy2[0] = 0.0f; /* No influence */ else { grad2( perm[ii + 1 + perm[jj + 1]], gx2, gy2 ); t22 = t2 * t2; t42 = t22 * t22; n2 = t42 * ( gx2[0] * x2 + gy2[0] * y2 ); } /* Add contributions from each corner to get the final noise value. * The result is scaled to return values in the interval [-1,1]. */ float noise = 40.0f * ( n0 + n1 + n2 ); /* Compute derivative, if requested by supplying non-null pointers * for the last two arguments */ if( ( dnoise_dx != null ) && ( dnoise_dy != null ) ) { /* A straight, unoptimised calculation would be like: * *dnoise_dx = -8.0f * t20 * t0 * x0 * ( gx0 * x0 + gy0 * y0 ) + t40 * gx0; * *dnoise_dy = -8.0f * t20 * t0 * y0 * ( gx0 * x0 + gy0 * y0 ) + t40 * gy0; * *dnoise_dx += -8.0f * t21 * t1 * x1 * ( gx1 * x1 + gy1 * y1 ) + t41 * gx1; * *dnoise_dy += -8.0f * t21 * t1 * y1 * ( gx1 * x1 + gy1 * y1 ) + t41 * gy1; * *dnoise_dx += -8.0f * t22 * t2 * x2 * ( gx2 * x2 + gy2 * y2 ) + t42 * gx2; * *dnoise_dy += -8.0f * t22 * t2 * y2 * ( gx2 * x2 + gy2 * y2 ) + t42 * gy2; */ float temp0 = t20 * t0 * ( gx0[0] * x0 + gy0[0] * y0 ); dnoise_dx[0] = temp0 * x0; dnoise_dy[0] = temp0 * y0; float temp1 = t21 * t1 * ( gx1[0] * x1 + gy1[0] * y1 ); dnoise_dx[0] += temp1 * x1; dnoise_dy[0] += temp1 * y1; float temp2 = t22 * t2 * ( gx2[0] * x2 + gy2[0] * y2 ); dnoise_dx[0] += temp2 * x2; dnoise_dy[0] += temp2 * y2; dnoise_dx[0] *= -8.0f; dnoise_dy[0] *= -8.0f; dnoise_dx[0] += t40 * gx0[0] + t41 * gx1[0] + t42 * gx2[0]; dnoise_dy[0] += t40 * gy0[0] + t41 * gy1[0] + t42 * gy2[0]; dnoise_dx[0] *= 40.0f; /* Scale derivative to match the noise scaling */ dnoise_dy[0] *= 40.0f; } return noise; } /* Skewing factors for 3D simplex grid: * F3 = 1/3 * G3 = 1/6 */ public static final float F3 = 0.333333333f; public static final float G3 = 0.166666667f; /** 3D simplex noise with derivatives. * If the last tthree arguments are not null, the analytic derivative * (the 3D gradient of the scalar noise field) is also calculated. */ public static float sdnoise3( float x, float y, float z, float[] noiseGradient ) { float n0, n1, n2, n3; /* Noise contributions from the four simplex corners */ float noise; /* Return value */ float[] gx0 = {0}, gy0 = {0}, gz0 = {0}, gx1 = {0}, gy1 = {0}, gz1 = {0}; /* Gradients at simplex corners */ float[] gx2 = {0}, gy2 = {0}, gz2 = {0}, gx3 = {0}, gy3 = {0}, gz3 = {0}; /* Skew the input space to determine which simplex cell we're in */ float s = (x+y+z)*F3; /* Very nice and simple skew factor for 3D */ float xs = x+s; float ys = y+s; float zs = z+s; int i = MathUtils.floor(xs); int j = MathUtils.floor(ys); int k = MathUtils.floor(zs); float t = (float)(i+j+k)*G3; float X0 = i-t; /* Unskew the cell origin back to (x,y,z) space */ float Y0 = j-t; float Z0 = k-t; float x0 = x-X0; /* The x,y,z distances from the cell origin */ float y0 = y-Y0; float z0 = z-Z0; /* For the 3D case, the simplex shape is a slightly irregular tetrahedron. * Determine which simplex we are in. */ int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */ int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */ /* TODO: This code would benefit from a backport from the GLSL version! */ if(x0>=y0) { if(y0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } /* X Y Z order */ else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } /* X Z Y order */ else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } /* Z X Y order */ } else { // x0<y0 if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } /* Z Y X order */ else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } /* Y Z X order */ else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } /* Y X Z order */ } /* A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), * a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and * a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where * c = 1/6. */ float x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */ float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; /* Offsets for third corner in (x,y,z) coords */ float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; /* Offsets for last corner in (x,y,z) coords */ float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */ int ii = i & 0xff; int jj = j & 0xff; int kk = k & 0xff; /* Calculate the contribution from the four corners */ float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0; float t20, t40; if(t0 < 0.0f) n0 = t0 = t20 = t40 = gx0[0] = gy0[0] = gz0[0] = 0.0f; else { grad3( perm[ii + perm[jj + perm[kk]]], gx0, gy0, gz0 ); t20 = t0 * t0; t40 = t20 * t20; n0 = t40 * ( gx0[0] * x0 + gy0[0] * y0 + gz0[0] * z0 ); } float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1; float t21, t41; if(t1 < 0.0f) n1 = t1 = t21 = t41 = gx1[0] = gy1[0] = gz1[0] = 0.0f; else { grad3( perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], gx1, gy1, gz1 ); t21 = t1 * t1; t41 = t21 * t21; n1 = t41 * ( gx1[0] * x1 + gy1[0] * y1 + gz1[0] * z1 ); } float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2; float t22, t42; if(t2 < 0.0f) n2 = t2 = t22 = t42 = gx2[0] = gy2[0] = gz2[0] = 0.0f; else { grad3( perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], gx2, gy2, gz2 ); t22 = t2 * t2; t42 = t22 * t22; n2 = t42 * ( gx2[0] * x2 + gy2[0] * y2 + gz2[0] * z2 ); } float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3; float t23, t43; if(t3 < 0.0f) n3 = t3 = t23 = t43 = gx3[0] = gy3[0] = gz3[0] = 0.0f; else { grad3( perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], gx3, gy3, gz3 ); t23 = t3 * t3; t43 = t23 * t23; n3 = t43 * ( gx3[0] * x3 + gy3[0] * y3 + gz3[0] * z3 ); } /* Add contributions from each corner to get the final noise value. * The result is scaled to return values in the range [-1,1] */ noise = 28.0f * (n0 + n1 + n2 + n3); /* Compute derivative, if requested by supplying non-null pointers * for the last three arguments */ if ( noiseGradient != null) { /* A straight, unoptimised calculation would be like: * *dnoise_dx = -8.0f * t20 * t0 * x0 * dot(gx0, gy0, gz0, x0, y0, z0) + t40 * gx0; * *dnoise_dy = -8.0f * t20 * t0 * y0 * dot(gx0, gy0, gz0, x0, y0, z0) + t40 * gy0; * *dnoise_dz = -8.0f * t20 * t0 * z0 * dot(gx0, gy0, gz0, x0, y0, z0) + t40 * gz0; * *dnoise_dx += -8.0f * t21 * t1 * x1 * dot(gx1, gy1, gz1, x1, y1, z1) + t41 * gx1; * *dnoise_dy += -8.0f * t21 * t1 * y1 * dot(gx1, gy1, gz1, x1, y1, z1) + t41 * gy1; * *dnoise_dz += -8.0f * t21 * t1 * z1 * dot(gx1, gy1, gz1, x1, y1, z1) + t41 * gz1; * *dnoise_dx += -8.0f * t22 * t2 * x2 * dot(gx2, gy2, gz2, x2, y2, z2) + t42 * gx2; * *dnoise_dy += -8.0f * t22 * t2 * y2 * dot(gx2, gy2, gz2, x2, y2, z2) + t42 * gy2; * *dnoise_dz += -8.0f * t22 * t2 * z2 * dot(gx2, gy2, gz2, x2, y2, z2) + t42 * gz2; * *dnoise_dx += -8.0f * t23 * t3 * x3 * dot(gx3, gy3, gz3, x3, y3, z3) + t43 * gx3; * *dnoise_dy += -8.0f * t23 * t3 * y3 * dot(gx3, gy3, gz3, x3, y3, z3) + t43 * gy3; * *dnoise_dz += -8.0f * t23 * t3 * z3 * dot(gx3, gy3, gz3, x3, y3, z3) + t43 * gz3; */ float temp0 = t20 * t0 * ( gx0[0] * x0 + gy0[0] * y0 + gz0[0] * z0 ); noiseGradient[0] = temp0 * x0; noiseGradient[1] = temp0 * y0; noiseGradient[2] = temp0 * z0; float temp1 = t21 * t1 * ( gx1[0] * x1 + gy1[0] * y1 + gz1[0] * z1 ); noiseGradient[0] += temp1 * x1; noiseGradient[1] += temp1 * y1; noiseGradient[2] += temp1 * z1; float temp2 = t22 * t2 * ( gx2[0] * x2 + gy2[0] * y2 + gz2[0] * z2 ); noiseGradient[0] += temp2 * x2; noiseGradient[1] += temp2 * y2; noiseGradient[2] += temp2 * z2; float temp3 = t23 * t3 * ( gx3[0] * x3 + gy3[0] * y3 + gz3[0] * z3 ); noiseGradient[0] += temp3 * x3; noiseGradient[1] += temp3 * y3; noiseGradient[2] += temp3 * z3; noiseGradient[0] *= -8.0f; noiseGradient[1] *= -8.0f; noiseGradient[2] *= -8.0f; noiseGradient[0] += t40 * gx0[0] + t41 * gx1[0] + t42 * gx2[0] + t43 * gx3[0]; noiseGradient[1] += t40 * gy0[0] + t41 * gy1[0] + t42 * gy2[0] + t43 * gy3[0]; noiseGradient[2] += t40 * gz0[0] + t41 * gz1[0] + t42 * gz2[0] + t43 * gz3[0]; noiseGradient[0] *= 28.0f; /* Scale derivative to match the noise scaling */ noiseGradient[1] *= 28.0f; noiseGradient[2] *= 28.0f; } return noise; } public static float noise3d (float x, float y, float z, float lacunarity, int octaves, float[] gradient) { float[] exponentArray = new float[octaves]; float frequency = 1.0f; float H = 0.25f; float offset = 0.7f; float weight = 1.0f; float max = 0.0f; float result = 0.0f; for (int i = 0; i < octaves; i++) { exponentArray[i] = (float) Math.pow(frequency, -H); frequency *= lacunarity; } for (int i = 0; i < octaves; i++) { float _signal = (sdnoise3(x, y, z, gradient) + offset) * exponentArray[i]; if (weight > 1.0) { weight = 1.0f; } result += (weight * _signal); max += exponentArray[i]; weight *= _signal; x *= lacunarity; z *= lacunarity; } return result / max; } public static float noise(float x, float y, float z, float frequency, float amplitude, int octaves, float scale, boolean normalized, float[] gradient) { float result = 0; float amp = 1; float freq = 1; float max = 0; float[] tempGradient = null; if (gradient != null) tempGradient = new float[3]; x *= scale; y *= scale; z *= scale; for (int i = 0; i < octaves; i++) { result += sdnoise3(x * freq, y * freq, z * freq, tempGradient) * amp; if (gradient != null) { gradient[0] += tempGradient[0] * amp; gradient[1] += tempGradient[1] * amp; gradient[2] += tempGradient[2] * amp; } max += amp; freq *= frequency; amp *= amplitude; } if (normalized) { result /= max; } if (gradient != null) { float len = Vector3.len(gradient[0], gradient[1], gradient[2]); gradient[0] /= len; gradient[1] /= len; gradient[2] /= len; } return result; } }