/******************************************************************************* * Copyright (c) 2013 Philip Collin. * All rights reserved. This program and the accompanying materials * are made available under the terms of the GNU Public License v3.0 * which accompanies this distribution, and is available at * http://www.gnu.org/licenses/gpl.html * * Contributors: * Philip Collin - initial API and implementation ******************************************************************************/ package com.lyeeedar.Roguelike3D.Game.Level; import java.util.Random; public class PerlinNoise { Random ran = new Random(); public double SmoothNoise(int x, int y) { double corners = ( ran.nextDouble()+ran.nextDouble()+ran.nextDouble()+ran.nextDouble() ) / 16; double sides = ( ran.nextDouble()+ran.nextDouble()+ran.nextDouble()+ran.nextDouble() ) / 8; double center = ran.nextDouble() / 4; return corners + sides + center; } public double Interpolate(double a, double b, double x){ return a*(1-x) + b*x; } public double InterpolatedNoise(double d, double e) { int integer_X = (int)d; double fractional_X = d - integer_X; int integer_Y = (int)e; double fractional_Y = e - integer_Y; double v1 = SmoothNoise(integer_X, integer_Y); double v2 = SmoothNoise(integer_X + 1, integer_Y); double v3 = SmoothNoise(integer_X, integer_Y + 1); double v4 = SmoothNoise(integer_X + 1, integer_Y + 1); double i1 = Interpolate(v1 , v2 , fractional_X); double i2 = Interpolate(v3 , v4 , fractional_X); return Interpolate(i1 , i2 , fractional_Y); } public int PerlinNoise_2D(float x, float y, int persistence, int octaves) { double total = 0; double p = 1 / persistence; int n = octaves - 1; for (int i = 0; i < n; i++) { double frequency = Math.pow(2, i); double amplitude = Math.pow(p, i); total = total + InterpolatedNoise(x * frequency, y * frequency) * amplitude; } return (int) (total*10); } }