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175
src/main/java/com/volmit/iris/util/PerlinNoise.java
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175
src/main/java/com/volmit/iris/util/PerlinNoise.java
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package ninja.bytecode.iris.util;
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import java.util.Random;
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public class PerlinNoise extends BasePerlinNoiseGenerator
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{
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/**
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* Creates an instance using the given PRNG.
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*
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* @param rand
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* the PRNG used to generate the seed permutation
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*/
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public PerlinNoise(Random rand)
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{
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offsetX = rand.nextDouble() * 256;
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offsetY = rand.nextDouble() * 256;
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offsetZ = rand.nextDouble() * 256;
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// The only reason why I'm re-implementing the constructor code is that I've
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// read
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// on at least 3 different sources that the permutation table should initially
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// be
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// populated with indices.
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// "The permutation table is his answer to the issue of random numbers.
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// First take an array of decent length, usually 256 values. Fill it
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// sequentially with each
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// number in that range: so index 1 gets 1, index 8 gets 8, index 251 gets 251,
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// etc...
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// Then randomly shuffle the values so you have a table of 256 random values,
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// but only
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// contains the values between 0 and 255."
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// source: https://code.google.com/p/fractalterraingeneration/wiki/Perlin_Noise
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for(int i = 0; i < 256; i++)
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{
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perm[i] = i;
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}
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for(int i = 0; i < 256; i++)
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{
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int pos = rand.nextInt(256 - i) + i;
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int old = perm[i];
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perm[i] = perm[pos];
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perm[pos] = old;
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perm[i + 256] = perm[i];
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}
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}
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public static int floor(double x)
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{
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int floored = (int) x;
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return x < floored ? floored - 1 : floored;
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}
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/**
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* Generates a rectangular section of this generator's noise.
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*
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* @param noise
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* the output of the previous noise layer
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* @param x
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* the X offset
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* @param y
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* the Y offset
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* @param z
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* the Z offset
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* @param sizeX
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* the size on the X axis
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* @param sizeY
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* the size on the Y axis
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* @param sizeZ
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* the size on the Z axis
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* @param scaleX
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* the X scale parameter
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* @param scaleY
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* the Y scale parameter
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* @param scaleZ
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* the Z scale parameter
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* @param amplitude
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* the amplitude parameter
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* @return {@code noise} with this layer of noise added
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*/
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public double[] getNoise(double[] noise, double x, double y, double z, int sizeX, int sizeY, int sizeZ, double scaleX, double scaleY, double scaleZ, double amplitude)
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{
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if(sizeY == 1)
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{
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return get2dNoise(noise, x, z, sizeX, sizeZ, scaleX, scaleZ, amplitude);
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}
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else
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{
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return get3dNoise(noise, x, y, z, sizeX, sizeY, sizeZ, scaleX, scaleY, scaleZ, amplitude);
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}
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}
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protected double[] get2dNoise(double[] noise, double x, double z, int sizeX, int sizeZ, double scaleX, double scaleZ, double amplitude)
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{
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int index = 0;
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for(int i = 0; i < sizeX; i++)
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{
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double dx = x + offsetX + i * scaleX;
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int floorX = floor(dx);
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int ix = floorX & 255;
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dx -= floorX;
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double fx = fade(dx);
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for(int j = 0; j < sizeZ; j++)
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{
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double dz = z + offsetZ + j * scaleZ;
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int floorZ = floor(dz);
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int iz = floorZ & 255;
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dz -= floorZ;
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double fz = fade(dz);
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// Hash coordinates of the square corners
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int a = perm[ix];
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int aa = perm[a] + iz;
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int b = perm[ix + 1];
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int ba = perm[b] + iz;
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double x1 = lerp(fx, grad(perm[aa], dx, 0, dz), grad(perm[ba], dx - 1, 0, dz));
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double x2 = lerp(fx, grad(perm[aa + 1], dx, 0, dz - 1), grad(perm[ba + 1], dx - 1, 0, dz - 1));
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noise[index++] += lerp(fz, x1, x2) * amplitude;
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}
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}
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return noise;
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}
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protected double[] get3dNoise(double[] noise, double x, double y, double z, int sizeX, int sizeY, int sizeZ, double scaleX, double scaleY, double scaleZ, double amplitude)
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{
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int n = -1;
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double x1 = 0;
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double x2 = 0;
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double x3 = 0;
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double x4 = 0;
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int index = 0;
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for(int i = 0; i < sizeX; i++)
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{
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double dx = x + offsetX + i * scaleX;
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int floorX = floor(dx);
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int ix = floorX & 255;
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dx -= floorX;
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double fx = fade(dx);
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for(int j = 0; j < sizeZ; j++)
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{
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double dz = z + offsetZ + j * scaleZ;
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int floorZ = floor(dz);
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int iz = floorZ & 255;
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dz -= floorZ;
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double fz = fade(dz);
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for(int k = 0; k < sizeY; k++)
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{
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double dy = y + offsetY + k * scaleY;
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int floorY = floor(dy);
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int iy = floorY & 255;
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dy -= floorY;
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double fy = fade(dy);
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if(k == 0 || iy != n)
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{
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n = iy;
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// Hash coordinates of the cube corners
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int a = perm[ix] + iy;
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int aa = perm[a] + iz;
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int ab = perm[a + 1] + iz;
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int b = perm[ix + 1] + iy;
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int ba = perm[b] + iz;
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int bb = perm[b + 1] + iz;
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x1 = lerp(fx, grad(perm[aa], dx, dy, dz), grad(perm[ba], dx - 1, dy, dz));
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x2 = lerp(fx, grad(perm[ab], dx, dy - 1, dz), grad(perm[bb], dx - 1, dy - 1, dz));
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x3 = lerp(fx, grad(perm[aa + 1], dx, dy, dz - 1), grad(perm[ba + 1], dx - 1, dy, dz - 1));
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x4 = lerp(fx, grad(perm[ab + 1], dx, dy - 1, dz - 1), grad(perm[bb + 1], dx - 1, dy - 1, dz - 1));
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}
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double y1 = lerp(fy, x1, x2);
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double y2 = lerp(fy, x3, x4);
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noise[index++] += lerp(fz, y1, y2) * amplitude;
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}
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}
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}
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return noise;
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}
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}
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