// 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 { public abstract class Noise { public abstract double Compute( double x, double y ); } public sealed class ImprovedNoise : Noise { public ImprovedNoise( Random rnd ) { // make a random initial permutation based on rnd's seed, // shuffle using fisher-yates for( int i = 0; i < 256; i++ ) p[i] = (byte)i; for( int i = 0; i < 256; i++ ) { int j = rnd.Next( i, 256 ); byte temp = p[i]; p[i] = p[j]; p[j] = temp; } for( int i = 0; i < 256; i++ ) p[i + 256] = p[i]; } // TODO: need to half this maybe? public override double Compute( double x, double y ) { int xFloor = x >= 0 ? (int)x : (int)x - 1; int yFloor = y >= 0 ? (int)y : (int)y - 1; int X = xFloor & 0xFF, Y = yFloor & 0xFF; x -= xFloor; y -= yFloor; double u = x * x * x * (x * (x * 6 - 15) + 10); // Fade(x) double v = y * y * y * (y * (y * 6 - 15) + 10); // Fade(y) int A = p[X] + Y, B = p[X + 1] + Y; double g22 = Grad( p[p[A]], x, y ), g12 = Grad( p[p[B]], x - 1, y ); double c1 = g22 + u * (g12 - g22); double g21 = Grad( p[p[A + 1]], x, y - 1 ), g11 = Grad( p[p[B + 1]], x - 1, y - 1 ); double c2 = g21 + u * (g11 - g21); return c1 + v * (c2 - c1); } static double Grad( int hash, double x, double y ) { switch( hash & 15 ) { case 0: return x + y; case 1: return -x + y; case 2: return x - y; case 3: return -x - y; case 4: return x; case 5: return -x; case 6: return x; case 7: return -x; case 8: return y; case 9: return -y; case 10: return y; case 11: return -y; case 12: return x + y; case 13: return -y; case 14: return -x + y; case 15: return -y; default: return 0; } } byte[] p = new byte[512]; } public sealed class OctaveNoise : Noise { readonly int octaves; readonly ImprovedNoise[] baseNoise; public OctaveNoise( int octaves, Random rnd ) { this.octaves = octaves; baseNoise = new ImprovedNoise[octaves]; for( int i = 0; i < octaves; i++ ) baseNoise[i] = new ImprovedNoise( rnd ); } public override double Compute( double x, double y ) { double amplitude = 1, frequency = 1; double sum = 0; for( int i = 0; i < baseNoise.Length; i++ ) { sum += baseNoise[i].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 ); } } }