package com.jmrapp.terralegion.engine.world; import java.util.Random; import com.badlogic.gdx.math.MathUtils; public class SimplexNoise { private int grad3[][] = { {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}}; private int 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, float the permutation table length private int perm[] = new int[512]; public SimplexNoise() { for(int i = 0; i < 512; i++) perm[i] = p[i & 255]; } // This method is *lot* faster than using (int)Math.floor(x) private static int fastfloor(float x) { return x > 0 ? (int)x : (int)x - 1; } private static float dot(int g[], float x, float y) { return g[0] * x + g[1] * y; } float generateRigid(float x, float y, float H, float lacunarity, int octaves, float offset, float threshold) { // get absolute value of signal (this creates the ridges) float signal = Math.abs(generate(x, y)); // invert and translate (note that "offset" should be ~= 1.0) signal = offset - signal; // square the signal, to increase "sharpness" of ridges signal *= signal; float result = signal; float weight = 1; for(int i=1; weight>0.001f && i<octaves; i++) { x *= lacunarity; y *= lacunarity; // weight successive contributions by previous signal weight = signal * threshold; weight = MathUtils.clamp(weight, 0, 1); signal = Math.abs(generate(x, y)); signal = offset - signal; signal *= signal; // weight the contribution signal *= weight; result += signal * Math.pow(lacunarity, -i*H); } return result * 2.0f - 1.0f; } public float generate(float x, float y, int octaves, float persistence, float scale) { float total = 0; float frequency = scale; float amplitude = 1; // We have to keep track of the largest possible amplitude, // because each octave adds more, and we need a value in [-1, 1]. float maxAmplitude = 0; for( int i=0; i < octaves; i++ ) { total += generate( x * frequency, y * frequency ) * amplitude; frequency *= 2; maxAmplitude += amplitude; amplitude *= persistence; } return total / maxAmplitude; } public float generate(float xin, float yin) { float n0, n1, n2; final float F2 = 0.5f * ((float)Math.sqrt(3.0) - 1.0f); float s = (xin + yin) * F2; int i = fastfloor(xin + s); int j = fastfloor(yin + s); final float G2 = (3.0f - (float)Math.sqrt(3.0)) / 6.0f; float t = (i + j) * G2; float X0 = i - t; float Y0 = j - t; float x0 = xin - X0; float y0 = yin - Y0; int i1, j1; if (x0 > y0) { i1=1; j1=0; } else { i1 = 0; j1 = 1; } float x1 = x0 - i1 + G2; float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; float y2 = y0 - 1.0f + 2.0f * G2; int ii = i & 255; int jj = j & 255; int gi0 = perm[ii + perm[jj]] % 12; int gi1 = perm[ii + i1 + perm[jj + j1]] % 12; int gi2 = perm[ii + 1 + perm[jj + 1]] % 12; float t0 = 0.5f - x0 * x0 - y0 * y0; if(t0 < 0) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * dot(grad3[gi0], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if(t1 < 0) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * dot(grad3[gi1], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if(t2 < 0) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * dot(grad3[gi2], x2, y2); } return 70.0f * (n0 + n1 + n2); } public void genGrad(long seed) { Random rnd = new Random(seed); for(int i = 0; i < 255; i++) p[i] = i; for(int i = 0; i < 255; i++) { int j = rnd.nextInt(255); int nSwap = p[i]; p[i] = p[j]; p[j] = nSwap; } for(int i = 0; i < 512; i++) perm[i] = p[i & 255]; } }