X-Git-Url: http://nitlanguage.org diff --git a/lib/noise.nit b/lib/noise.nit index 7f26401..cf4d0fa 100644 --- a/lib/noise.nit +++ b/lib/noise.nit @@ -12,7 +12,7 @@ # See the License for the specific language governing permissions and # limitations under the License. -# Provides the noise generators `PerlinNoise` and `InterpolatedNoise` +# Noise generators `PerlinNoise` and `InterpolatedNoise` module noise is serialize import serialization @@ -66,7 +66,7 @@ abstract class Noise # Seed to the random number generator `gradient_vector` # # By default, `seed` has a random value created with `Int::rand`. - var seed: Int = 19559.rand is lazy, writable + var seed: Int = 19511359.rand is lazy, writable end # 2D Perlin noise generator using layered `InterpolatedNoise` @@ -197,7 +197,7 @@ class PerlinNoise # Used to get seeds for layers from the previous layers or `seed`. protected fun pseudo_random(value: Int): Int do - return value + 2935391 % 954847 + return (value * 3537391).mask % 1291377 end end @@ -301,7 +301,8 @@ class InterpolatedNoise var ix1 = sx.lerp(n0, n1) var val = sy.lerp(ix0, ix1) - # Return value in [min...max] from val in [-0.5...0.5] + # Return value in [min...max] from val in [-1.0...1.0] + val /= 2.0 val += 0.5 return val.lerp(min, max) end @@ -321,10 +322,20 @@ class InterpolatedNoise # # These magic prime numbers were determined good enough by # non-emperical experimentation. They may need to be changed/improved. - var i = 17957*seed + 45127*x + 22613*y - var mod = 19031 + var seed = 817721 + self.seed + var i = seed * (x+seed) * 25111217 * (y+seed) * 72233613 + var mod = 137121 + var angle = (i.mask.abs%mod).to_f*2.0*pi/mod.to_f + + # Debug code to evaluate the efficiency of the random angle generator + # The average of the produced angles should be at pi + # + #var sum = once new Container[Float](0.0) + #var count = once new Container[Float](0.0) + #sum.item += angle + #count.item += 1.0 + #if count.item.to_i % 1000 == 0 then print "avg:{sum.item/count.item}/{count.item} i:{i} a:{angle} ({x}, {y}: {seed})" - var angle = (i%mod).to_f*2.0*pi/mod.to_f if w == 0 then return angle.cos return angle.sin end @@ -337,3 +348,83 @@ class InterpolatedNoise return dx*gradient_vector(ix, iy, 0) + dy*gradient_vector(ix, iy, 1) end end + +redef universal Int + # The value of the least-significant 30 bits of `self` + # + # This mask is used as compatibility with 32 bits architecture. + # The missing 2 bits are used to tag integers by the Nit system. + private fun mask: Int + do + return self & 0x3FFF_FFFF + end +end + +redef universal Float + # Smoothened `self`, used by `ImprovedNoise` + private fun fade: Float do return self*self*self*(self*(self*6.0-15.0)+10.0) +end + +# Direct translation of Ken Perlin's improved noise Java implementation +# +# This implementation differs from `PerlinNoise` on two main points. +# This noise is calculated for a 3D point, vs 2D in `PerlinNoise`. +# `PerlinNoise` is based off a customizable seed, while this noise has a static data source. +class ImprovedNoise + + # Permutations + private var p: Array[Int] = [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] * 2 + + # Noise value in [-1..1] at 3D coordinates `x, y, z` + fun noise(x, y, z: Float): Float + do + var xx = x.floor.to_i & 255 + var yy = y.floor.to_i & 255 + var zz = z.floor.to_i & 255 + + x -= x.floor + y -= y.floor + z -= z.floor + + var u = x.fade + var v = y.fade + var w = z.fade + + var a = p[xx ] + yy + var aa = p[a ] + zz + var ab = p[a+1 ] + zz + var b = p[xx+1] + yy + var ba = p[b ] + zz + var bb = p[b+1 ] + zz + + return w.lerp(v.lerp(u.lerp(grad(p[aa ], x, y, z ), + grad(p[ba ], x-1.0, y, z )), + u.lerp(grad(p[ab ], x, y-1.0, z ), + grad(p[bb ], x-1.0, y-1.0, z ))), + v.lerp(u.lerp(grad(p[aa+1], x, y, z-1.0), + grad(p[ba+1], x-1.0, y, z-1.0)), + u.lerp(grad(p[ab+1], x, y-1.0, z-1.0), + grad(p[bb+1], x-1.0, y-1.0, z-1.0)))) + end + + # Value at a corner of the grid + private fun grad(hash: Int, x, y, z: Float): Float + do + var h = hash & 15 + var u = if h < 8 then x else y + var v = if h < 4 then y else if h == 12 or h == 14 then x else z + return (if h.is_even then u else -u) + (if h & 2 == 0 then v else -v) + end +end