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@jonbro
Created August 27, 2013 13:16
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simplex noise for unity (via tom nullpointer)
private int[] A = new int[3];
private float s, u, v, w;
private int i, j, k;
private float onethird = 0.333333333f;
private float onesixth = 0.166666667f;
private int[] T;
// Simplex Noise Generator
public float noise(float x, float y, float z)
{
if (T == null)//do we have the seed set up?
{
int seed=33;//a preset seed if you wanted to set one inline
//seed = Random.Range(0,100);//this was grabbing the seed from a manager class elsewhere
seed=C_VoxChunkLocalGenerator.m_Instance.m_Seed;
System.Random rand = new System.Random(seed);//generates the starter value for the generator
T = new int[8];
for (int q = 0; q < 8; q++)
T[q] = rand.Next();
}
s = (x + y + z) * onethird;
i = fastfloor(x + s);
j = fastfloor(y + s);
k = fastfloor(z + s);
s = (i + j + k) * onesixth;
u = x - i + s;
v = y - j + s;
w = z - k + s;
A[0] = 0; A[1] = 0; A[2] = 0;
int hi = u >= w ? u >= v ? 0 : 1 : v >= w ? 1 : 2;
int lo = u < w ? u < v ? 0 : 1 : v < w ? 1 : 2;
return kay(hi) + kay(3 - hi - lo) + kay(lo) + kay(0) +.5f;//ive added .5f to make it centre around .5
}
float kay(int a)
{
s = (A[0] + A[1] + A[2]) * onesixth;
float x = u - A[0] + s;
float y = v - A[1] + s;
float z = w - A[2] + s;
float t = 0.6f - x * x - y * y - z * z;
int h = shuffle(i + A[0], j + A[1], k + A[2]);
A[a]++;
if (t < 0) return 0;
int b5 = h >> 5 & 1;
int b4 = h >> 4 & 1;
int b3 = h >> 3 & 1;
int b2 = h >> 2 & 1;
int b1 = h & 3;
float p = b1 == 1 ? x : b1 == 2 ? y : z;
float q = b1 == 1 ? y : b1 == 2 ? z : x;
float r = b1 == 1 ? z : b1 == 2 ? x : y;
p = b5 == b3 ? -p : p;
q = b5 == b4 ? -q : q;
r = b5 != (b4 ^ b3) ? -r : r;
t *= t;
return 8 * t * t * (p + (b1 == 0 ? q + r : b2 == 0 ? q : r));
}
int shuffle(int i, int j, int k)
{
return b(i, j, k, 0) + b(j, k, i, 1) + b(k, i, j, 2) + b(i, j, k, 3) + b(j, k, i, 4) + b(k, i, j, 5) + b(i, j, k, 6) + b(j, k, i, 7);
}
int b(int i, int j, int k, int B)
{
return T[b(i, B) << 2 | b(j, B) << 1 | b(k, B)];
}
int b(int N, int B)
{
return N >> B & 1;
}
int fastfloor(float n)
{
return n > 0 ? (int)n : (int)n - 1;
}
}
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