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@jstanden
Last active May 15, 2024 20:47
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Simplex Noise in C# for Unity3D - Adapted from James Livingston's MinePackage: http://forum.unity3d.com/threads/minepackage-minecraft-starter-package.69573/
using UnityEngine;
using System.Collections;
public class SimplexNoiseGenerator {
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;
public SimplexNoiseGenerator() {
if (T == null) {
System.Random rand = new System.Random();
T = new int[8];
for (int q = 0; q < 8; q++)
T[q] = rand.Next();
}
}
public SimplexNoiseGenerator(string seed) {
T = new int[8];
string[] seed_parts = seed.Split(new char[] {' '});
for(int q = 0; q < 8; q++) {
int b;
try {
b = int.Parse(seed_parts[q]);
} catch {
b = 0x0;
}
T[q] = b;
}
}
public SimplexNoiseGenerator(int[] seed) { // {0x16, 0x38, 0x32, 0x2c, 0x0d, 0x13, 0x07, 0x2a}
T = seed;
}
public string GetSeed() {
string seed = "";
for(int q=0; q < 8; q++) {
seed += T[q].ToString();
if(q < 7)
seed += " ";
}
return seed;
}
public float coherentNoise(float x, float y, float z, int octaves=1, int multiplier = 25, float amplitude = 0.5f, float lacunarity = 2, float persistence = 0.9f) {
Vector3 v3 = new Vector3(x,y,z)/multiplier;
float val = 0;
for (int n = 0; n < octaves; n++) {
val += noise(v3.x,v3.y,v3.z) * amplitude;
v3 *= lacunarity;
amplitude *= persistence;
}
return val;
}
public int getDensity(Vector3 loc) {
float val = coherentNoise(loc.x, loc.y, loc.z);
return (int)Mathf.Lerp(0,255,val);
}
// Simplex Noise Generator
public float noise(float x, float y, float z) {
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);
}
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;
}
}
@jstanden
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jstanden commented Apr 8, 2021

@AsherBearce I found some of the older code. Here's an example of how I was calling it:

SimplexNoiseGenerator noise = new SimplexNoiseGenerator();
float n = noise.coherentNoise(blockX,0,blockZ,4,82,2f,0.5f,1.57f);

Then I took that noise value n and used it to create a height. It's a float value from -1.0 to +1.0, so you can multiply it by the midpoint of whatever range of valid height values.

Simplex noise is coherent, so it's smoothly pseudorandom -- hills and valleys are gradual curves rather than chaotic points.

When I made the bitmap version it had 256 values per pixel for intensity.

To simulate sea level where you could dig down or up, the midpoint was 128, so the negative n values reduced midpoint intensity and the positive values increased it. You could adjust the midpoint/underground/aboveground as needed for your terrain/world (e.g. more sky above than underground below, rather than 50/50).

@Jens-Maier
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Here is a little noise texture generator I wrote using this code. It generates seamlessly tiling textures.

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