/** | |
* Copyright (c) 2011, Novyon Events | |
* | |
* All rights reserved. | |
* | |
* Redistribution and use in source and binary forms, with or without | |
* modification, are permitted provided that the following conditions are met: | |
* | |
* - Redistributions of source code must retain the above copyright notice, this | |
* list of conditions and the following disclaimer. | |
* | |
* - Redistributions in binary form must reproduce the above copyright notice, | |
* this list of conditions and the following disclaimer in the documentation | |
* and/or other materials provided with the distribution. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | |
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR | |
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF | |
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
* | |
* @author Anthyon | |
*/ | |
package com.jme3.terrain.noise.basis; | |
import com.jme3.terrain.noise.ShaderUtils; | |
// JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN. | |
/** | |
* Perlin's default implementation of Improved Perlin Noise | |
* designed to work with Noise base | |
*/ | |
public final class ImprovedNoise extends Noise { | |
@Override | |
public void init() { | |
} | |
static public float noise(float x, float y, float z) { | |
int X = ShaderUtils.floor(x), // FIND UNIT CUBE THAT | |
Y = ShaderUtils.floor(y), // CONTAINS POINT. | |
Z = ShaderUtils.floor(z); | |
x -= X; // FIND RELATIVE X,Y,Z | |
y -= Y; // OF POINT IN CUBE. | |
z -= Z; | |
X = X & 255; | |
Y = Y & 255; | |
Z = Z & 255; | |
float u = ImprovedNoise.fade(x), // COMPUTE FADE CURVES | |
v = ImprovedNoise.fade(y), // FOR EACH OF X,Y,Z. | |
w = ImprovedNoise.fade(z); | |
int A = ImprovedNoise.p[X] + Y; | |
int AA = ImprovedNoise.p[A] + Z; | |
int AB = ImprovedNoise.p[A + 1] + Z; | |
int B = ImprovedNoise.p[X + 1] + Y; | |
int BA = ImprovedNoise.p[B] + Z; | |
int BB = ImprovedNoise.p[B + 1] + Z; | |
return ImprovedNoise.lerp( | |
w, | |
ImprovedNoise.lerp( | |
v, | |
ImprovedNoise.lerp(u, ImprovedNoise.grad3(ImprovedNoise.p[AA], x, y, z), | |
ImprovedNoise.grad3(ImprovedNoise.p[BA], x - 1, y, z)), // BLENDED | |
ImprovedNoise.lerp(u, ImprovedNoise.grad3(ImprovedNoise.p[AB], x, y - 1, z), // RESULTS | |
ImprovedNoise.grad3(ImprovedNoise.p[BB], x - 1, y - 1, z))),// FROM | |
ImprovedNoise.lerp(v, | |
ImprovedNoise.lerp(u, ImprovedNoise.grad3(ImprovedNoise.p[AA + 1], x, y, z - 1), // CORNERS | |
ImprovedNoise.grad3(ImprovedNoise.p[BA + 1], x - 1, y, z - 1)), // OF | |
ImprovedNoise.lerp(u, ImprovedNoise.grad3(ImprovedNoise.p[AB + 1], x, y - 1, z - 1), | |
ImprovedNoise.grad3(ImprovedNoise.p[BB + 1], x - 1, y - 1, z - 1)))); | |
} | |
static final float fade(final float t) { | |
return t * t * t * (t * (t * 6 - 15) + 10); | |
} | |
static final float lerp(final float t, final float a, final float b) { | |
return a + t * (b - a); | |
} | |
static float grad(final int hash, final float x, final float y, final float z) { | |
int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE | |
float u = h < 8 ? x : y, // INTO 12 GRADIENT DIRECTIONS. | |
v = h < 4 ? y : h == 12 || h == 14 ? x : z; | |
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); | |
} | |
static final float grad3(final int hash, final float x, final float y, final float z) { | |
int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE | |
return x * ImprovedNoise.GRAD3[h][0] + y * ImprovedNoise.GRAD3[h][1] + z * ImprovedNoise.GRAD3[h][2]; | |
} | |
static final int p[] = new int[512], 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 }; | |
private static float[][] GRAD3 = new float[][] { { 1, 1, 0 }, { -1, 1, 0 }, { 1, -1, 0 }, { -1, -1, 0 }, { 1, 0, 1 }, { -1, 0, 1 }, | |
{ 1, 0, -1 }, { -1, 0, -1 }, { 0, 1, 1 }, { 0, -1, 1 }, { 0, 1, -1 }, { 0, -1, -1 }, { 1, 0, -1 }, { -1, 0, -1 }, { 0, -1, 1 }, | |
{ 0, 1, 1 } }; | |
static { | |
for (int i = 0; i < 256; i++) { | |
ImprovedNoise.p[256 + i] = ImprovedNoise.p[i] = ImprovedNoise.permutation[i]; | |
} | |
} | |
@Override | |
public float value(final float x, final float y, final float z) { | |
return ImprovedNoise.noise(this.scale * x, this.scale * y, this.scale * z); | |
} | |
} |