package org.sunflow.math; /** * Noise function from Ken Perlin. Additional routines are provided to emulate * standard Renderman calls. This code was adapted mainly from the mrclasses * package by Gonzalo Garramuno (http://sourceforge.net/projects/mrclasses/). * * @link http://mrl.nyu.edu/~perlin/noise/ */ public final class PerlinScalar { private static final float[] G1 = {-1, 1}; private static final float[][] G2 = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}}; private static final float[][] G3 = {{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, 1, 0}, {-1, 1, 0}, {0, -1, 1}, {0, -1, -1}}; private static final float[][] G4 = {{-1, -1, -1, 0}, {-1, -1, 1, 0}, {-1, 1, -1, 0}, {-1, 1, 1, 0}, {1, -1, -1, 0}, {1, -1, 1, 0}, {1, 1, -1, 0}, {1, 1, 1, 0}, {-1, -1, 0, -1}, {-1, 1, 0, -1}, {1, -1, 0, -1}, {1, 1, 0, -1}, {-1, -1, 0, 1}, {-1, 1, 0, 1}, {1, -1, 0, 1}, {1, 1, 0, 1}, {-1, 0, -1, -1}, {1, 0, -1, -1}, {-1, 0, -1, 1}, {1, 0, -1, 1}, {-1, 0, 1, -1}, {1, 0, 1, -1}, {-1, 0, 1, 1}, {1, 0, 1, 1}, {0, -1, -1, -1}, {0, -1, -1, 1}, {0, -1, 1, -1}, {0, -1, 1, 1}, {0, 1, -1, -1}, {0, 1, -1, 1}, {0, 1, 1, -1}, {0, 1, 1, 1}}; private static final int[] p = {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, 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}; public static final float snoise(float x) { int xf = (int) Math.floor(x); int X = xf & 255; x -= xf; float u = fade(x); int A = p[X], B = p[X + 1]; return lerp(u, grad(p[A], x), grad(p[B], x - 1)); } public static final float snoise(float x, float y) { int xf = (int) Math.floor(x); int yf = (int) Math.floor(y); int X = xf & 255; int Y = yf & 255; x -= xf; y -= yf; float u = fade(x); float v = fade(y); int A = p[X] + Y, B = p[X + 1] + Y; return lerp(v, lerp(u, grad(p[A], x, y), grad(p[B], x - 1, y)), lerp(u, grad(p[A + 1], x, y - 1), grad(p[B + 1], x - 1, y - 1))); } public static final float snoise(float x, float y, float z) { int xf = (int) Math.floor(x); int yf = (int) Math.floor(y); int zf = (int) Math.floor(z); int X = xf & 255; int Y = yf & 255; int Z = zf & 255; x -= xf; y -= yf; z -= zf; float u = fade(x); float v = fade(y); float w = fade(z); int A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z, B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z; return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), grad(p[BA], x - 1, y, z)), lerp(u, grad(p[AB], x, y - 1, z), grad(p[BB], x - 1, y - 1, z))), lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), grad(p[BA + 1], x - 1, y, z - 1)), lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1)))); } public static final float snoise(float x, float y, float z, float w) { int xf = (int) Math.floor(x); int yf = (int) Math.floor(y); int zf = (int) Math.floor(z); int wf = (int) Math.floor(w); int X = xf & 255; int Y = yf & 255; int Z = zf & 255; int W = wf & 255; x -= xf; y -= yf; z -= zf; w -= wf; float u = fade(x); float v = fade(y); float t = fade(z); float s = fade(w); int A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z, B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z, AAA = p[AA] + W, AAB = p[AA + 1] + W, ABA = p[AB] + W, ABB = p[AB + 1] + W, BAA = p[BA] + W, BAB = p[BA + 1] + W, BBA = p[BB] + W, BBB = p[BB + 1] + W; return lerp(s, lerp(t, lerp(v, lerp(u, grad(p[AAA], x, y, z, w), grad(p[BAA], x - 1, y, z, w)), lerp(u, grad(p[ABA], x, y - 1, z, w), grad(p[BBA], x - 1, y - 1, z, w))), lerp(v, lerp(u, grad(p[AAB], x, y, z - 1, w), grad(p[BAB], x - 1, y, z - 1, w)), lerp(u, grad(p[ABB], x, y - 1, z - 1, w), grad(p[BBB], x - 1, y - 1, z - 1, w)))), lerp(t, lerp(v, lerp(u, grad(p[AAA + 1], x, y, z, w - 1), grad(p[BAA + 1], x - 1, y, z, w - 1)), lerp(u, grad(p[ABA + 1], x, y - 1, z, w - 1), grad(p[BBA + 1], x - 1, y - 1, z, w - 1))), lerp(v, lerp(u, grad(p[AAB + 1], x, y, z - 1, w - 1), grad(p[BAB + 1], x - 1, y, z - 1, w - 1)), lerp(u, grad(p[ABB + 1], x, y - 1, z - 1, w - 1), grad(p[BBB + 1], x - 1, y - 1, z - 1, w - 1))))); } public static final float snoise(Point2 p) { return snoise(p.x, p.y); } public static final float snoise(Point3 p) { return snoise(p.x, p.y, p.z); } public static final float snoise(Point3 p, float t) { return snoise(p.x, p.y, p.z, t); } public static final float noise(float x) { return 0.5f + 0.5f * snoise(x); } public static final float noise(float x, float y) { return 0.5f + 0.5f * snoise(x, y); } public static final float noise(float x, float y, float z) { return 0.5f + 0.5f * snoise(x, y, z); } public static final float noise(float x, float y, float z, float t) { return 0.5f + 0.5f * snoise(x, y, z, t); } public static final float noise(Point2 p) { return 0.5f + 0.5f * snoise(p.x, p.y); } public static final float noise(Point3 p) { return 0.5f + 0.5f * snoise(p.x, p.y, p.z); } public static final float noise(Point3 p, float t) { return 0.5f + 0.5f * snoise(p.x, p.y, p.z, t); } public static final float pnoise(float xi, float period) { float x = (xi % period) + ((xi < 0) ? period : 0); return ((period - x) * noise(x) + x * noise(x - period)) / period; } public static final float pnoise(float xi, float yi, float w, float h) { float x = (xi % w) + ((xi < 0) ? w : 0); float y = (yi % h) + ((yi < 0) ? h : 0); float w_x = w - x; float h_y = h - y; float x_w = x - w; float y_h = y - h; return (noise(x, y) * (w_x) * (h_y) + noise(x_w, y) * (x) * (h_y) + noise(x_w, y_h) * (x) * (y) + noise(x, y_h) * (w_x) * (y)) / (w * h); } public static final float pnoise(float xi, float yi, float zi, float w, float h, float d) { float x = (xi % w) + ((xi < 0) ? w : 0); float y = (yi % h) + ((yi < 0) ? h : 0); float z = (zi % d) + ((zi < 0) ? d : 0); float w_x = w - x; float h_y = h - y; float d_z = d - z; float x_w = x - w; float y_h = y - h; float z_d = z - d; float xy = x * y; float h_yXd_z = h_y * d_z; float h_yXz = h_y * z; float w_xXy = w_x * y; return (noise(x, y, z) * (w_x) * h_yXd_z + noise(x, y_h, z) * w_xXy * (d_z) + noise(x_w, y, z) * (x) * h_yXd_z + noise(x_w, y_h, z) * (xy) * (d_z) + noise(x_w, y_h, z_d) * (xy) * (z) + noise(x, y, z_d) * (w_x) * h_yXz + noise(x, y_h, z_d) * w_xXy * (z) + noise(x_w, y, z_d) * (x) * h_yXz) / (w * h * d); } public static final float pnoise(float xi, float yi, float zi, float ti, float w, float h, float d, float p) { float x = (xi % w) + ((xi < 0) ? w : 0); float y = (yi % h) + ((yi < 0) ? h : 0); float z = (zi % d) + ((zi < 0) ? d : 0); float t = (ti % p) + ((ti < 0) ? p : 0); float w_x = w - x; float h_y = h - y; float d_z = d - z; float p_t = p - t; float x_w = x - w; float y_h = y - h; float z_d = z - d; float t_p = t - p; float xy = x * y; float d_zXp_t = (d_z) * (p_t); float zXp_t = z * (p_t); float zXt = z * t; float d_zXt = d_z * t; float w_xXy = w_x * y; float w_xXh_y = w_x * h_y; float xXh_y = x * h_y; return (noise(x, y, z, t) * (w_xXh_y) * d_zXp_t + noise(x_w, y, z, t) * (xXh_y) * d_zXp_t + noise(x_w, y_h, z, t) * (xy) * d_zXp_t + noise(x, y_h, z, t) * (w_xXy) * d_zXp_t + noise(x_w, y_h, z_d, t) * (xy) * (zXp_t) + noise(x, y, z_d, t) * (w_xXh_y) * (zXp_t) + noise(x, y_h, z_d, t) * (w_xXy) * (zXp_t) + noise(x_w, y, z_d, t) * (xXh_y) * (zXp_t) + noise(x, y, z, t_p) * (w_xXh_y) * (d_zXt) + noise(x_w, y, z, t_p) * (xXh_y) * (d_zXt) + noise(x_w, y_h, z, t_p) * (xy) * (d_zXt) + noise(x, y_h, z, t_p) * (w_xXy) * (d_zXt) + noise(x_w, y_h, z_d, t_p) * (xy) * (zXt) + noise(x, y, z_d, t_p) * (w_xXh_y) * (zXt) + noise(x, y_h, z_d, t_p) * (w_xXy) * (zXt) + noise(x_w, y, z_d, t_p) * (xXh_y) * (zXt)) / (w * h * d * t); } public static final float pnoise(Point2 p, float periodx, float periody) { return pnoise(p.x, p.y, periodx, periody); } public static final float pnoise(Point3 p, Vector3 period) { return pnoise(p.x, p.y, p.z, period.x, period.y, period.z); } public static final float pnoise(Point3 p, float t, Vector3 pperiod, float tperiod) { return pnoise(p.x, p.y, p.z, t, pperiod.x, pperiod.y, pperiod.z, tperiod); } public static final float spnoise(float xi, float period) { float x = (xi % period) + ((xi < 0) ? period : 0); return (((period - x) * snoise(x) + x * snoise(x - period)) / period); } public static final float spnoise(float xi, float yi, float w, float h) { float x = (xi % w) + ((xi < 0) ? w : 0); float y = (yi % h) + ((yi < 0) ? h : 0); float w_x = w - x; float h_y = h - y; float x_w = x - w; float y_h = y - h; return ((snoise(x, y) * (w_x) * (h_y) + snoise(x_w, y) * (x) * (h_y) + snoise(x_w, y_h) * (x) * (y) + snoise(x, y_h) * (w_x) * (y)) / (w * h)); } public static final float spnoise(float xi, float yi, float zi, float w, float h, float d) { float x = (xi % w) + ((xi < 0) ? w : 0); float y = (yi % h) + ((yi < 0) ? h : 0); float z = (zi % d) + ((zi < 0) ? d : 0); float w_x = w - x; float h_y = h - y; float d_z = d - z; float x_w = x - w; float y_h = y - h; float z_d = z - d; float xy = x * y; float h_yXd_z = h_y * d_z; float h_yXz = h_y * z; float w_xXy = w_x * y; return ((snoise(x, y, z) * (w_x) * h_yXd_z + snoise(x, y_h, z) * w_xXy * (d_z) + snoise(x_w, y, z) * (x) * h_yXd_z + snoise(x_w, y_h, z) * (xy) * (d_z) + snoise(x_w, y_h, z_d) * (xy) * (z) + snoise(x, y, z_d) * (w_x) * h_yXz + snoise(x, y_h, z_d) * w_xXy * (z) + snoise(x_w, y, z_d) * (x) * h_yXz) / (w * h * d)); } public static final float spnoise(float xi, float yi, float zi, float ti, float w, float h, float d, float p) { float x = (xi % w) + ((xi < 0) ? w : 0); float y = (yi % h) + ((yi < 0) ? h : 0); float z = (zi % d) + ((zi < 0) ? d : 0); float t = (ti % p) + ((ti < 0) ? p : 0); float w_x = w - x; float h_y = h - y; float d_z = d - z; float p_t = p - t; float x_w = x - w; float y_h = y - h; float z_d = z - d; float t_p = t - p; float xy = x * y; float d_zXp_t = (d_z) * (p_t); float zXp_t = z * (p_t); float zXt = z * t; float d_zXt = d_z * t; float w_xXy = w_x * y; float w_xXh_y = w_x * h_y; float xXh_y = x * h_y; return ((snoise(x, y, z, t) * (w_xXh_y) * d_zXp_t + snoise(x_w, y, z, t) * (xXh_y) * d_zXp_t + snoise(x_w, y_h, z, t) * (xy) * d_zXp_t + snoise(x, y_h, z, t) * (w_xXy) * d_zXp_t + snoise(x_w, y_h, z_d, t) * (xy) * (zXp_t) + snoise(x, y, z_d, t) * (w_xXh_y) * (zXp_t) + snoise(x, y_h, z_d, t) * (w_xXy) * (zXp_t) + snoise(x_w, y, z_d, t) * (xXh_y) * (zXp_t) + snoise(x, y, z, t_p) * (w_xXh_y) * (d_zXt) + snoise(x_w, y, z, t_p) * (xXh_y) * (d_zXt) + snoise(x_w, y_h, z, t_p) * (xy) * (d_zXt) + snoise(x, y_h, z, t_p) * (w_xXy) * (d_zXt) + snoise(x_w, y_h, z_d, t_p) * (xy) * (zXt) + snoise(x, y, z_d, t_p) * (w_xXh_y) * (zXt) + snoise(x, y_h, z_d, t_p) * (w_xXy) * (zXt) + snoise(x_w, y, z_d, t_p) * (xXh_y) * (zXt)) / (w * h * d * t)); } public static final float spnoise(Point2 p, float periodx, float periody) { return spnoise(p.x, p.y, periodx, periody); } public static final float spnoise(Point3 p, Vector3 period) { return spnoise(p.x, p.y, p.z, period.x, period.y, period.z); } public static final float spnoise(Point3 p, float t, Vector3 pperiod, float tperiod) { return spnoise(p.x, p.y, p.z, t, pperiod.x, pperiod.y, pperiod.z, tperiod); } private static final float fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } private static final float lerp(float t, float a, float b) { return a + t * (b - a); } private static final float grad(int hash, float x) { int h = hash & 0x1; return x * G1[h]; } private static final float grad(int hash, float x, float y) { int h = hash & 0x3; return x * G2[h][0] + y * G2[h][1]; } private static final float grad(int hash, float x, float y, float z) { int h = hash & 15; return x * G3[h][0] + y * G3[h][1] + z * G3[h][2]; } private static final float grad(int hash, float x, float y, float z, float w) { int h = hash & 31; return x * G4[h][0] + y * G4[h][1] + z * G4[h][2] + w * G4[h][3]; } }