// // 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. // // // This script is based on the original implementation by Ken Perlin // http://mrl.nyu.edu/~perlin/noise/ // using UnityEngine; namespace Klak.Math { public static class Perlin { #region Noise functions public static float Noise(float x) { var X = Mathf.FloorToInt(x) & 0xff; x -= Mathf.Floor(x); var u = Fade(x); return Lerp(u, Grad(perm[X], x), Grad(perm[X+1], x-1)) * 2; } public static float Noise(float x, float y) { var X = Mathf.FloorToInt(x) & 0xff; var Y = Mathf.FloorToInt(y) & 0xff; x -= Mathf.Floor(x); y -= Mathf.Floor(y); var u = Fade(x); var v = Fade(y); var A = (perm[X ] + Y) & 0xff; var B = (perm[X+1] + Y) & 0xff; return Lerp(v, Lerp(u, Grad(perm[A ], x, y ), Grad(perm[B ], x-1, y )), Lerp(u, Grad(perm[A+1], x, y-1), Grad(perm[B+1], x-1, y-1))); } public static float Noise(Vector2 coord) { return Noise(coord.x, coord.y); } public static float Noise(float x, float y, float z) { var X = Mathf.FloorToInt(x) & 0xff; var Y = Mathf.FloorToInt(y) & 0xff; var Z = Mathf.FloorToInt(z) & 0xff; x -= Mathf.Floor(x); y -= Mathf.Floor(y); z -= Mathf.Floor(z); var u = Fade(x); var v = Fade(y); var w = Fade(z); var A = (perm[X ] + Y) & 0xff; var B = (perm[X+1] + Y) & 0xff; var AA = (perm[A ] + Z) & 0xff; var BA = (perm[B ] + Z) & 0xff; var AB = (perm[A+1] + Z) & 0xff; var BB = (perm[B+1] + Z) & 0xff; return Lerp(w, Lerp(v, Lerp(u, Grad(perm[AA ], x, y , z ), Grad(perm[BA ], x-1, y , z )), Lerp(u, Grad(perm[AB ], x, y-1, z ), Grad(perm[BB ], x-1, y-1, z ))), Lerp(v, Lerp(u, Grad(perm[AA+1], x, y , z-1), Grad(perm[BA+1], x-1, y , z-1)), Lerp(u, Grad(perm[AB+1], x, y-1, z-1), Grad(perm[BB+1], x-1, y-1, z-1)))); } public static float Noise(Vector3 coord) { return Noise(coord.x, coord.y, coord.z); } #endregion #region fBm functions public static float Fbm(float x, int octave) { var f = 0.0f; var w = 0.5f; for (var i = 0; i < octave; i++) { f += w * Noise(x); x *= 2.0f; w *= 0.5f; } return f; } public static float Fbm(Vector2 coord, int octave) { var f = 0.0f; var w = 0.5f; for (var i = 0; i < octave; i++) { f += w * Noise(coord); coord *= 2.0f; w *= 0.5f; } return f; } public static float Fbm(float x, float y, int octave) { return Fbm(new Vector2(x, y), octave); } public static float Fbm(Vector3 coord, int octave) { var f = 0.0f; var w = 0.5f; for (var i = 0; i < octave; i++) { f += w * Noise(coord); coord *= 2.0f; w *= 0.5f; } return f; } public static float Fbm(float x, float y, float z, int octave) { return Fbm(new Vector3(x, y, z), octave); } #endregion #region Private functions static float Fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } static float Lerp(float t, float a, float b) { return a + t * (b - a); } static float Grad(int hash, float x) { return (hash & 1) == 0 ? x : -x; } static float Grad(int hash, float x, float y) { return ((hash & 1) == 0 ? x : -x) + ((hash & 2) == 0 ? y : -y); } static float Grad(int hash, float x, float y, float z) { var h = hash & 15; var u = h < 8 ? x : y; var v = h < 4 ? y : (h == 12 || h == 14 ? x : z); return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } static int[] 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 }; #endregion } }