#include "stdafx.h" #include "ImprovedNoise.h" ImprovedNoise::ImprovedNoise() { Random random; init(&random); } ImprovedNoise::ImprovedNoise(Random *random) { init(random); } void ImprovedNoise::init(Random *random) { p = new int[512]; xo = random->nextDouble() * 256; yo = random->nextDouble() * 256; zo = random->nextDouble() * 256; for (int i = 0; i < 256; i++) { p[i] = i; } for (int i = 0; i < 256; i++) { int j = random->nextInt(256 - i) + i; int tmp = p[i]; p[i] = p[j]; p[j] = tmp; p[i + 256] = p[i]; } } ImprovedNoise::~ImprovedNoise() { delete [] p; } double ImprovedNoise::noise(double _x, double _y, double _z) { double x = _x + xo; double y = _y + yo; double z = _z + zo; int xf = (int) x; int yf = (int) y; int zf = (int) z; if (x < xf) xf--; if (y < yf) yf--; if (z < zf) zf--; int X = xf & 255, // FIND UNIT CUBE THAT Y = yf & 255, // CONTAINS POINT. Z = zf & 255; x -= xf; // FIND RELATIVE X,Y,Z y -= yf; // OF POINT IN CUBE. z -= zf; double u = x * x * x * (x * (x * 6 - 15) + 10), // COMPUTE FADE CURVES v = y * y * y * (y * (y * 6 - 15) + 10), // FOR EACH OF X,Y,Z. w = z * z * z * (z * (z * 6 - 15) + 10); int A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z, // HASH COORDINATES OF B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z; // THE 8 CUBE CORNERS, return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), // AND ADD grad(p[BA], x - 1, y, z)), // BLENDED lerp(u, grad(p[AB], x, y - 1, z), // RESULTS grad(p[BB], x - 1, y - 1, z))),// FROM 8 lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), // CORNERS grad(p[BA + 1], x - 1, y, z - 1)), // OF CUBE lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1)))); } double ImprovedNoise::lerp(double t, double a, double b) { return a + t * (b - a); } double ImprovedNoise::grad2(int hash, double x, double z) { int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE double u = (1-((h&8)>>3))*x, // INTO 12 GRADIENT DIRECTIONS. v = h < 4 ? 0 : h == 12 || h == 14 ? x : z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } double ImprovedNoise::grad(int hash, double x, double y, double z) { int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE double u = h < 8 ? x : y, // INTO 12 GRADIENT DIRECTIONS. v = h < 4 ? y : h == 12 || h == 14 ? x : z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } double ImprovedNoise::getValue(double x, double y) { return noise(x, y, 0); } double ImprovedNoise::getValue(double x, double y, double z) { return noise(x, y, z); } void ImprovedNoise::add(doubleArray buffer, double _x, double _y, double _z, int xSize, int ySize, int zSize, double xs, double ys, double zs, double pow) { if (ySize==1) { int A = 0, AA = 0, B = 0, BA = 0; double vv0 = 0, vv2 = 0; int pp = 0; double scale = 1.0 / pow; for (int xx = 0; xx < xSize; xx++) { double x = _x + (xx) * xs + xo; int xf = (int) x; if (x < xf) xf--; int X = xf & 255; x -= xf; double u = x * x * x * (x * (x * 6 - 15) + 10); for (int zz = 0; zz < zSize; zz++) { double z = _z + (zz) * zs + zo; int zf = (int) z; if (z < zf) zf--; int Z = zf & 255; z -= zf; double w = z * z * z * (z * (z * 6 - 15) + 10); A = p[X] + 0; AA = p[A] + Z; B = p[X + 1] + 0; BA = p[B] + Z; vv0 = lerp(u, grad2(p[AA], x, z), grad(p[BA], x - 1, 0, z)); vv2 = lerp(u, grad(p[AA + 1], x, 0, z - 1), grad(p[BA + 1], x - 1, 0, z - 1)); double val = lerp(w, vv0, vv2); buffer[pp++] += val * scale; } } return; } int pp = 0; double scale = 1 / pow; int yOld = -1; int A = 0, AA = 0, AB = 0, B = 0, BA = 0, BB = 0; double vv0 = 0, vv1 = 0, vv2 = 0, vv3 = 0; for (int xx = 0; xx < xSize; xx++) { double x = _x + (xx) * xs + xo; int xf = (int) x; if (x < xf) xf--; int X = xf & 255; x -= xf; double u = x * x * x * (x * (x * 6 - 15) + 10); for (int zz = 0; zz < zSize; zz++) { double z = _z + (zz) * zs + zo; int zf = (int) z; if (z < zf) zf--; int Z = zf & 255; z -= zf; double w = z * z * z * (z * (z * 6 - 15) + 10); for (int yy = 0; yy < ySize; yy++) { double y = _y + (yy) * ys + yo; int yf = (int) y; if (y < yf) yf--; int Y = yf & 255; y -= yf; double v = y * y * y * (y * (y * 6 - 15) + 10); if (yy == 0 || Y != yOld) { yOld = Y; A = p[X] + Y; AA = p[A] + Z; AB = p[A + 1] + Z; B = p[X + 1] + Y; BA = p[B] + Z; BB = p[B + 1] + Z; vv0 = lerp(u, grad(p[AA], x, y, z), grad(p[BA], x - 1, y, z)); vv1 = lerp(u, grad(p[AB], x, y - 1, z), grad(p[BB], x - 1, y - 1, z)); vv2 = lerp(u, grad(p[AA + 1], x, y, z - 1), grad(p[BA + 1], x - 1, y, z - 1)); vv3 = lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1)); } double v0 = lerp(v, vv0, vv1); double v1 = lerp(v, vv2, vv3); double val = lerp(w, v0, v1); buffer[pp++] += val * scale; } } } }