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SimplexNoise.cs
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SimplexNoise.cs
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace VisualVoronoi
{
class SimplexNoise
{
SimplexNoiseOctave[] octaves;
double[] frequencies;
double[] amplitudes;
int largestFeature;
double persistence;
int seed;
public SimplexNoise(int largest, double persistence, int seed)
{
this.largestFeature = largest;
this.persistence = persistence;
this.seed = seed;
int numOctaves = (int)Math.Ceiling(Math.Log10(largest) / Math.Log10(2));
octaves = new SimplexNoiseOctave[numOctaves];
frequencies = new double[numOctaves];
amplitudes = new double[numOctaves];
Random r = new Random(seed);
for (int i = 0; i < numOctaves; i++)
{
octaves[i] = new SimplexNoiseOctave(r.Next());
frequencies[i] = Math.Pow(2, i);
amplitudes[i] = Math.Pow(persistence, numOctaves - i);
}
}
public double[,] GenerateMap(int x, int y)
{
double[,] map = new double[x, y];
for (int i = 0; i < y; i++)
{
for (int j = 0; j < x; j++)
{
map[j, i] = GenerateNoise(j, i) / 2 + 0.5;
}
}
return map;
}
public System.Drawing.Bitmap GenerateGreyScale(int x, int y)
{
System.Drawing.Bitmap g = new Bitmap(x, y);
for (int i = 0; i < y; i++)
{
for (int j = 0; j < x; j++)
{
double noise = GenerateNoise(j, i) / 2 + 0.5;
if (noise < 0.0)
noise = 0.0;
else if (noise > 1.0)
noise = 255.0;
else
noise *= 255.0;
g.SetPixel(j, i, System.Drawing.Color.FromArgb(30, (int)noise, (int)noise, (int)noise));
}
}
return g;
}
public double GenerateNoise(double x, double y)
{
double result = 0;
for (int i = 0; i < octaves.Length; i++)
{
result += octaves[i].GenerateNoise2D(x / frequencies[i], y / frequencies[i]) * amplitudes[i];
}
return result;
}
class SimplexNoiseOctave
{
public static int RANDOM = 0;
private static int NUMSWAPS = 400;
Gradient[] g3 =
{
new Gradient(1, 1, 0), new Gradient(-1, 1, 0), new Gradient(1, -1, 0), new Gradient(-1, -1, 0),
new Gradient(1, 0, 1), new Gradient(-1, 0, 1), new Gradient(1, 0, -1), new Gradient(-1, 0, -1),
new Gradient(0, 1, 1), new Gradient(0, -1, 1), new Gradient(0, 1, -1), new Gradient(0, -1, -1)
};
private static short[] p_supply =
{
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 short[] p = new short[256];
private static short[] permutation = new short[512];
private static short[] permutationM12 = new short[512];
private static double F2 = (0.5) * (Math.Sqrt(3.0) - 1.0);
private static double G2 = (3.0 - Math.Sqrt(3.0)) / 6.0;
public SimplexNoiseOctave(int seed)
{
Random r;
if (seed == RANDOM)
r = new Random();
else
r = new Random(seed);
for (int i = 0; i < 256; i++)
p[i] = p_supply[i];
for (int i = 0; i < NUMSWAPS; i++)
{
int sF = r.Next(p.Length);
int sT = r.Next(p.Length);
short temp = p[sF];
p[sF] = p[sT];
p[sT] = temp;
}
for (int i = 0; i < 512; i++)
{
permutation[i] = p[i & 255];
permutationM12[i] = (short)(permutation[i] % 12);
}
}
public double GenerateNoise2D(double xIn, double yIn)
{
double n0;
double n1;
double n2;
double hF = (xIn + yIn) * F2;
int i = FastFloor(xIn + hF);
int j = FastFloor(yIn + hF);
double t = (i + j) * G2;
double X0 = i - t;
double Y0 = j - t;
double x0 = xIn - X0;
double y0 = yIn - Y0;
int i1;
int j1;
if (x0 > y0)
{
i1 = 1;
j1 = 0;
}
else
{
i1 = 0;
j1 = 1;
}
double x1 = x0 - i1 + G2;
double y1 = y0 - j1 + G2;
double x2 = x0 - 1.0 + 2.0 * G2;
double y2 = y0 - 1.0 + 2.0 * G2;
int ii = i & 255;
int jj = j & 255;
int gi0 = permutationM12[ii + permutation[jj]];
int gi1 = permutationM12[ii + i1 + permutation[jj + j1]];
int gi2 = permutationM12[ii + 1 + permutation[jj + 1]];
double t0 = 0.5 - x0 * x0 - y0 * y0;
if (t0 < 0)
n0 = 0.0;
else
{
t0 *= t0;
n0 = t0 * t0 * Dot(g3[gi0], x0, y0);
}
double t1 = 0.5 - x1 * x1 - y1 * y1;
if (t1 < 0)
n1 = 0.0;
else
{
t1 *= t1;
n1 = t1 * t1 * Dot(g3[gi1], x1, y1);
}
double t2 = 0.5 - x2 * x2 - y2 * y2;
if (t2 < 0)
n2 = 0.0;
else
{
t2 = t2 * t2;
n2 = t2 * t2 * Dot(g3[gi2], x2, y2);
}
return 70 * (n0 + n1 + n2);
}
private static int FastFloor(double x)
{
int xI = (int)x;
return (x < xI) ? (xI - 1) : xI;
}
private static double Dot(Gradient g, double x, double y)
{
return g.x * x + g.y * y;
}
class Gradient
{
public double x, y, z;
public Gradient(double x, double y, double z)
{
this.x = x;
this.y = y;
this.z = z;
}
}
}
}
}