// Source from http://mrl.nyu.edu/~perlin/noise/ // Optimised form as we can always treat Z as being = 0. // Octave and combined noise based on: // https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm using System; namespace ClassicalSharp.Generator { // TODO:L calculate based on seed public abstract class Noise { public abstract double Compute( double x, double y ); } public sealed class ImprovedNoise : Noise { public override double Compute( double x, double y ) { // Find unit rectangle that contains point int X = (int)Math.Floor( x ) & 255; int Y = (int)Math.Floor( y ) & 255; // Find relative x, y of each point in rectangle. x -= Math.Floor( x ); y -= Math.Floor( y ); // Compute fade curves for each of x, y. double u = Fade( x ), v = Fade( y ); // Hash coordinates of the 4 rectangle corners. int A = p[X] + Y, AA = p[A], AB = p[A + 1], B = p[X + 1] + Y, BA = p[B], BB = p[B + 1]; // and add blended results from 4 corners of rectangle. return Lerp( v, Lerp( u, Grad( p[AA], x, y, 0 ), Grad( p[BA], x - 1, y, 0 ) ), Lerp( u, Grad( p[AB], x, y - 1, 0 ), Grad( p[BB], x - 1, y - 1, 0 ) ) ); } static double Fade( double t ) { return t * t * t * (t * (t * 6 - 15) + 10); } static double Lerp( double t, double a, double b ) { return a + t * (b - a); } static double Grad( int hash, double x, double y, double z ) { // convert low 4 bits of hash code into 12 gradient directions. int h = hash & 15; double u = h < 8 ? x : y; double v = h < 4 ? y : h == 12 || h == 14 ? x : z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } static int[] p = new int[512]; static int[] permutation = { 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 }; static ImprovedNoise() { for( int i = 0; i < 256; i++ ) p[256+i] = p[i] = permutation[i]; } } public sealed class OctaveNoise : Noise { readonly int octaves; readonly ImprovedNoise baseNoise; public OctaveNoise( int octaves ) { this.octaves = octaves; baseNoise = new ImprovedNoise(); } public override double Compute( double x, double y ) { double amplitude = 1, frequency = 1; double sum = 0; for( int i = 0; i < octaves; i++ ) { sum += baseNoise.Compute( x * frequency, y * frequency ) * amplitude; amplitude *= 2; frequency /= 2; } return sum; } } public sealed class CombinedNoise : Noise { readonly Noise noise1, noise2; public CombinedNoise( Noise noise1, Noise noise2 ) { this.noise1 = noise1; this.noise2 = noise2; } public override double Compute( double x, double y ) { double offset = noise2.Compute( x, y ); return noise1.Compute( x + offset, y ); } } }