// // Klak - Utilities for creative coding with Unity // // Copyright (C) 2016 Keijiro Takahashi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // using UnityEngine; namespace Klak.Math { /// Noise generator that provides Vector3/Quaternion values struct NoiseGenerator { #region Private variables const float _fbmNorm = 1 / 0.75f; XXHash _hash1; XXHash _hash2; XXHash _hash3; int _fractal; float _frequency; float _time; #endregion #region Constructors public NoiseGenerator(float frequency) { _hash1 = XXHash.RandomHash; _hash2 = XXHash.RandomHash; _hash3 = XXHash.RandomHash; _fractal = 2; _frequency = frequency; _time = 0; } public NoiseGenerator(int seed, float frequency) { _hash1 = new XXHash(seed); _hash2 = new XXHash(seed ^ 0x1327495a); _hash3 = new XXHash(seed ^ 0x3cbe84f2); _fractal = 2; _frequency = frequency; _time = 0; } #endregion #region Public Properties And Methods public int FractalLevel { get { return _fractal; } set { _fractal = value; } } public float Frequency { get { return _frequency; } set { _frequency = value; } } public void Step() { _time += _frequency * Time.deltaTime; } #endregion #region Noise Functions public float Value01(int seed2) { var i1 = _hash1.Range(-100.0f, 100.0f, seed2); return Perlin.Fbm(_time + i1, _fractal) * _fbmNorm * 0.5f + 0.5f; } public float Value(int seed2) { var i1 = _hash1.Range(-100.0f, 100.0f, seed2); return Perlin.Fbm(_time + i1, _fractal) * _fbmNorm; } public Vector3 Vector(int seed2) { var i1 = _hash1.Range(-100.0f, 100.0f, seed2); var i2 = _hash2.Range(-100.0f, 100.0f, seed2); var i3 = _hash3.Range(-100.0f, 100.0f, seed2); return new Vector3( Perlin.Fbm(_time + i1, _fractal) * _fbmNorm, Perlin.Fbm(_time + i2, _fractal) * _fbmNorm, Perlin.Fbm(_time + i3, _fractal) * _fbmNorm); } public Quaternion Rotation(int seed2, float angle) { var i1 = _hash1.Range(-100.0f, 100.0f, seed2); var i2 = _hash2.Range(-100.0f, 100.0f, seed2); var i3 = _hash3.Range(-100.0f, 100.0f, seed2); return Quaternion.Euler( Perlin.Fbm(_time + i1, _fractal) * _fbmNorm * angle, Perlin.Fbm(_time + i2, _fractal) * _fbmNorm * angle, Perlin.Fbm(_time + i3, _fractal) * _fbmNorm * angle); } public Quaternion Rotation(int seed2, float rx, float ry, float rz) { var i1 = _hash1.Range(-100.0f, 100.0f, seed2); var i2 = _hash2.Range(-100.0f, 100.0f, seed2); var i3 = _hash3.Range(-100.0f, 100.0f, seed2); return Quaternion.Euler( Perlin.Fbm(_time + i1, _fractal) * _fbmNorm * rx, Perlin.Fbm(_time + i2, _fractal) * _fbmNorm * ry, Perlin.Fbm(_time + i3, _fractal) * _fbmNorm * rz); } #endregion } }