// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT // 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 ) { // shuffle randomly 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]; } 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; const int xFlags = 0x46552222, yFlags = 0x2222550A; int hash = (p[p[A]] & 0xF) << 1; double g22 = (((xFlags >> hash) & 3) - 1) * x + (((yFlags >> hash) & 3) - 1) * y; // Grad(p[p[A], x, y) hash = (p[p[B]] & 0xF) << 1; double g12 = (((xFlags >> hash) & 3) - 1) * (x - 1) + (((yFlags >> hash) & 3) - 1) * y; // Grad(p[p[B], x - 1, y) double c1 = g22 + u * (g12 - g22); hash = (p[p[A + 1]] & 0xF) << 1; double g21 = (((xFlags >> hash) & 3) - 1) * x + (((yFlags >> hash) & 3) - 1) * (y - 1); // Grad(p[p[A + 1], x, y - 1) hash = (p[p[B + 1]] & 0xF) << 1; double g11 = (((xFlags >> hash) & 3) - 1) * (x - 1) + (((yFlags >> hash) & 3) - 1) * (y - 1); // Grad(p[p[B + 1], x - 1, y - 1) double c2 = g21 + u * (g11 - g21); return c1 + v * (c2 - c1); } byte[] p = new byte[512]; } public sealed class OctaveNoise : Noise { readonly ImprovedNoise[] baseNoise; public OctaveNoise( int octaves, Random rnd ) { 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 ); } } }