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