Created
December 16, 2012 06:09
-
-
Save non/4303761 to your computer and use it in GitHub Desktop.
Port of Java simplex noise code to Python for fizzix
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| #!/usr/bin/python | |
| from math import floor, sqrt | |
| from random import randint | |
| import sys | |
| # given floats x and y, generate noise values from -1.0 to 1.0. | |
| # | |
| # coordinate. | |
| # based on code at: | |
| # http://webstaff.itn.liu.se/~stegu/simplexnoise/SimplexNoise.java | |
| # bare-bones python port by Erik Osheim | |
| # TODO: | |
| # 2. measure performance of Gradient object vs tuple | |
| # 3. measure performance of math.floor vs manual floor | |
| # 4. clean up formatting/comments | |
| # 5. test performance | |
| # 6. consider generalizing to N dimensions | |
| class Grad(object): | |
| def __init__(self, x, y, z, w=0): | |
| self.x = x | |
| self.y = y | |
| self.z = z | |
| self.w = w | |
| def dot2(self, x, y): | |
| return self.x * x + self.y * y | |
| def dot3(self, x, y, z): | |
| return self.x * x + self.y * y + self.z * z | |
| def dot4(self, x, y, z, w): | |
| return self.x * x + self.y * y + self.z * z + self.w * w | |
| class SimplexNoise(object): | |
| # 2D/3D gradients | |
| grad3 = [ | |
| Grad(1,1,0),Grad(-1,1,0),Grad(1,-1,0),Grad(-1,-1,0), | |
| Grad(1,0,1),Grad(-1,0,1),Grad(1,0,-1),Grad(-1,0,-1), | |
| Grad(0,1,1),Grad(0,-1,1),Grad(0,1,-1),Grad(0,-1,-1), | |
| ] | |
| # 4D gradients | |
| grad4= [ | |
| Grad(0,1,1,1),Grad(0,1,1,-1),Grad(0,1,-1,1),Grad(0,1,-1,-1), | |
| Grad(0,-1,1,1),Grad(0,-1,1,-1),Grad(0,-1,-1,1),Grad(0,-1,-1,-1), | |
| Grad(1,0,1,1),Grad(1,0,1,-1),Grad(1,0,-1,1),Grad(1,0,-1,-1), | |
| Grad(-1,0,1,1),Grad(-1,0,1,-1),Grad(-1,0,-1,1),Grad(-1,0,-1,-1), | |
| Grad(1,1,0,1),Grad(1,1,0,-1),Grad(1,-1,0,1),Grad(1,-1,0,-1), | |
| Grad(-1,1,0,1),Grad(-1,1,0,-1),Grad(-1,-1,0,1),Grad(-1,-1,0,-1), | |
| Grad(1,1,1,0),Grad(1,1,-1,0),Grad(1,-1,1,0),Grad(1,-1,-1,0), | |
| Grad(-1,1,1,0),Grad(-1,1,-1,0),Grad(-1,-1,1,0),Grad(-1,-1,-1,0), | |
| ] | |
| # Skewing and unskewing factors for 2, 3, and 4 dimensions | |
| F2 = 0.5*(sqrt(3.0)-1.0); | |
| G2 = (3.0-sqrt(3.0))/6.0; | |
| F3 = 1.0/3.0; | |
| G3 = 1.0/6.0; | |
| F4 = (sqrt(5.0)-1.0)/4.0; | |
| G4 = (5.0-sqrt(5.0))/20.0; | |
| def __init__(self): | |
| self.reseed() | |
| def reseed(self): | |
| # 256 values from 0-255 | |
| p = [randint(0, 255) for x in xrange(0, 256)] | |
| # To remove the need for index wrapping, double the permutation table length | |
| self.perm = [p[i & 255] for i in range(0, 512)] | |
| self.permMod12 = [p[i & 255] % 12 for i in range(0, 512)] | |
| # 2D simplex noise | |
| def noise2d(self, xin, yin): | |
| n0 = n1 = n2 = 0.0 # Noise contributions from the three corners | |
| # Skew the input space to determine which simplex cell we're in | |
| s = (xin + yin) * self.F2; # Hairy factor for 2D | |
| i = int(floor(xin + s)) | |
| j = int(floor(yin + s)) | |
| t = (i+j)*self.G2; | |
| X0 = i-t; # Unskew the cell origin back to (x,y) space | |
| Y0 = j-t; | |
| x0 = xin-X0; # The x,y distances from the cell origin | |
| y0 = yin-Y0; | |
| # For the 2D case, the simplex shape is an equilateral triangle. | |
| # Determine which simplex we are in. | |
| # Offsets for second (middle) corner of simplex in (i,j) coords | |
| if(x0>y0): | |
| # lower triangle, XY order: (0,0)->(1,0)->(1,1) | |
| i1=1 | |
| j1=0 | |
| else: | |
| # upper triangle, YX order: (0,0)->(0,1)->(1,1) | |
| i1=0 | |
| j1=1 | |
| # A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and | |
| # a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where | |
| # c = (3-sqrt(3))/6 | |
| x1 = x0 - i1 + self.G2; # Offsets for middle corner in (x,y) unskewed coords | |
| y1 = y0 - j1 + self.G2; | |
| x2 = x0 - 1.0 + 2.0 * self.G2; # Offsets for last corner in (x,y) unskewed coords | |
| y2 = y0 - 1.0 + 2.0 * self.G2; | |
| # Work out the hashed gradient indices of the three simplex corners | |
| ii = i & 255; | |
| jj = j & 255; | |
| gi0 = self.permMod12[ii+self.perm[jj]]; | |
| gi1 = self.permMod12[ii+i1+self.perm[jj+j1]]; | |
| gi2 = self.permMod12[ii+1+self.perm[jj+1]]; | |
| # Calculate the contribution from the three corners | |
| t0 = 0.5 - x0*x0-y0*y0; | |
| if(t0 >= 0): | |
| # (x,y) of grad3 used for 2D gradient | |
| t0 *= t0; | |
| n0 = t0 * t0 * self.grad3[gi0].dot2(x0, y0) | |
| t1 = 0.5 - x1*x1-y1*y1; | |
| if(t1 >= 0): | |
| t1 *= t1; | |
| n1 = t1 * t1 * self.grad3[gi1].dot2(x1, y1) | |
| t2 = 0.5 - x2*x2-y2*y2; | |
| if(t2 >= 0): | |
| t2 *= t2; | |
| n2 = t2 * t2 * self.grad3[gi2].dot2(x2, y2) | |
| # Add contributions from each corner to get the final noise value. | |
| # The result is scaled to return values in the interval [-1,1]. | |
| return 70.0 * (n0 + n1 + n2); | |
| # 3D simplex noise | |
| def noise3d(self, xin, yin, zin): | |
| n0 = n1 = n2 = n3 = 0.0; # Noise contributions from the four corners | |
| # Skew the input space to determine which simplex cell we're in | |
| s = (xin+yin+zin)*self.F3; # Very nice and simple skew factor for 3D | |
| i = floor(xin+s); | |
| j = floor(yin+s); | |
| k = floor(zin+s); | |
| t = (i+j+k)*self.G3; | |
| X0 = i-t; # Unskew the cell origin back to (x,y,z) space | |
| Y0 = j-t; | |
| Z0 = k-t; | |
| x0 = xin-X0; # The x,y,z distances from the cell origin | |
| y0 = yin-Y0; | |
| z0 = zin-Z0; | |
| # For the 3D case, the simplex shape is a slightly irregular tetrahedron. | |
| # Determine which simplex we are in. | |
| i1, j1, k1; # Offsets for second corner of simplex in (i,j,k) coords | |
| i2, j2, k2; # Offsets for third corner of simplex in (i,j,k) coords | |
| if(x0>=y0): | |
| if(y0>=z0): | |
| i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; # X Y Z order | |
| elif(x0>=z0): | |
| i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; # X Z Y order | |
| else: | |
| i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; # Z X Y order | |
| else: | |
| # x0<y0 | |
| if(y0<z0): | |
| i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; # Z Y X order | |
| elif(x0<z0): | |
| i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; # Y Z X order | |
| else: | |
| i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; # Y X Z order | |
| # A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), | |
| # a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and | |
| # a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where | |
| # c = 1/6. | |
| x1 = x0 - i1 + self.G3; # Offsets for second corner in (x,y,z) coords | |
| y1 = y0 - j1 + self.G3; | |
| z1 = z0 - k1 + self.G3; | |
| x2 = x0 - i2 + 2.0*self.G3; # Offsets for third corner in (x,y,z) coords | |
| y2 = y0 - j2 + 2.0*self.G3; | |
| z2 = z0 - k2 + 2.0*self.G3; | |
| x3 = x0 - 1.0 + 3.0*self.G3; # Offsets for last corner in (x,y,z) coords | |
| y3 = y0 - 1.0 + 3.0*self.G3; | |
| z3 = z0 - 1.0 + 3.0*self.G3; | |
| # Work out the hashed gradient indices of the four simplex corners | |
| ii = i & 255; | |
| jj = j & 255; | |
| kk = k & 255; | |
| gi0 = self.permMod12[ii+self.perm[jj+self.perm[kk]]]; | |
| gi1 = self.permMod12[ii+i1+self.perm[jj+j1+self.perm[kk+k1]]]; | |
| gi2 = self.permMod12[ii+i2+self.perm[jj+j2+self.perm[kk+k2]]]; | |
| gi3 = self.permMod12[ii+1+self.perm[jj+1+self.perm[kk+1]]]; | |
| # Calculate the contribution from the four corners | |
| t0 = 0.6 - x0*x0 - y0*y0 - z0*z0; | |
| if(t0 >= 0): | |
| t0 *= t0; | |
| n0 = t0 * t0 * self.grad3[gi0].dot3(x0, y0, z0) | |
| t1 = 0.6 - x1*x1 - y1*y1 - z1*z1; | |
| if(t1 >= 0): | |
| t1 *= t1; | |
| n1 = t1 * t1 * self.grad3[gi1].dot3(x1, y1, z1) | |
| t2 = 0.6 - x2*x2 - y2*y2 - z2*z2; | |
| if(t2 >= 0): | |
| t2 *= t2; | |
| n2 = t2 * t2 * self.grad3[gi2].dot3(x2, y2, z2) | |
| t3 = 0.6 - x3*x3 - y3*y3 - z3*z3; | |
| if(t3 >= 0): | |
| t3 *= t3; | |
| n3 = t3 * t3 * self.grad3[gi3].dot3(x3, y3, z3) | |
| # Add contributions from each corner to get the final noise value. | |
| # The result is scaled to stay just inside [-1,1] | |
| return 32.0*(n0 + n1 + n2 + n3); | |
| # 4D simplex noise, better simplex rank ordering method 2012-03-09 | |
| def noise4d(self, x, y, z, w): | |
| n0 = n1 = n2 = n3 = n4 = 0.0; # Noise contributions from the five corners | |
| # Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in | |
| s = (x + y + z + w) * self.F4; # Factor for 4D skewing | |
| i = floor(x + s); | |
| j = floor(y + s); | |
| k = floor(z + s); | |
| l = floor(w + s); | |
| t = (i + j + k + l) * self.G4; # Factor for 4D unskewing | |
| X0 = i - t; # Unskew the cell origin back to (x,y,z,w) space | |
| Y0 = j - t; | |
| Z0 = k - t; | |
| W0 = l - t; | |
| x0 = x - X0; # The x,y,z,w distances from the cell origin | |
| y0 = y - Y0; | |
| z0 = z - Z0; | |
| w0 = w - W0; | |
| # For the 4D case, the simplex is a 4D shape I won't even try to describe. | |
| # To find out which of the 24 possible simplices we're in, we need to | |
| # determine the magnitude ordering of x0, y0, z0 and w0. | |
| # Six pair-wise comparisons are performed between each possible pair | |
| # of the four coordinates, and the results are used to rank the numbers. | |
| rankx = 0; | |
| ranky = 0; | |
| rankz = 0; | |
| rankw = 0; | |
| if(x0 > y0): | |
| rankx += 1 | |
| else: | |
| ranky += 1; | |
| if(x0 > z0): | |
| rankx += 1 | |
| else: | |
| rankz += 1; | |
| if(x0 > w0): | |
| rankx += 1 | |
| else: | |
| rankw += 1; | |
| if(y0 > z0): | |
| ranky += 1 | |
| else: | |
| rankz += 1; | |
| if(y0 > w0): | |
| ranky += 1 | |
| else: | |
| rankw += 1; | |
| if(z0 > w0): | |
| rankz += 1 | |
| else: | |
| rankw += 1; | |
| i1 = j1 = k1 = l1 = 0; # The integer offsets for the second simplex corner | |
| i2 = j2 = k2 = l2 = 0 # The integer offsets for the third simplex corner | |
| i3 = j3 = k3 = l3 = 0 # The integer offsets for the fourth simplex corner | |
| # simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. | |
| # Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w | |
| # impossible. Only the 24 indices which have non-zero entries make any sense. | |
| # We use a thresholding to set the coordinates in turn from the largest magnitude. | |
| # Rank 3 denotes the largest coordinate. | |
| i1 = 1 if rankx >= 3 else 0; | |
| j1 = 1 if ranky >= 3 else 0; | |
| k1 = 1 if rankz >= 3 else 0; | |
| l1 = 1 if rankw >= 3 else 0; | |
| # Rank 2 denotes the second largest coordinate. | |
| i2 = 1 if rankx >= 2 else 0; | |
| j2 = 1 if ranky >= 2 else 0; | |
| k2 = 1 if rankz >= 2 else 0; | |
| l2 = 1 if rankw >= 2 else 0; | |
| # Rank 1 denotes the second smallest coordinate. | |
| i3 = 1 if rankx >= 1 else 0; | |
| j3 = 1 if ranky >= 1 else 0; | |
| k3 = 1 if rankz >= 1 else 0; | |
| l3 = 1 if rankw >= 1 else 0; | |
| # The fifth corner has all coordinate offsets = 1, so no need to compute that. | |
| x1 = x0 - i1 + self.G4; # Offsets for second corner in (x,y,z,w) coords | |
| y1 = y0 - j1 + self.G4; | |
| z1 = z0 - k1 + self.G4; | |
| w1 = w0 - l1 + self.G4; | |
| x2 = x0 - i2 + 2.0*self.G4; # Offsets for third corner in (x,y,z,w) coords | |
| y2 = y0 - j2 + 2.0*self.G4; | |
| z2 = z0 - k2 + 2.0*self.G4; | |
| w2 = w0 - l2 + 2.0*self.G4; | |
| x3 = x0 - i3 + 3.0*self.G4; # Offsets for fourth corner in (x,y,z,w) coords | |
| y3 = y0 - j3 + 3.0*self.G4; | |
| z3 = z0 - k3 + 3.0*self.G4; | |
| w3 = w0 - l3 + 3.0*self.G4; | |
| x4 = x0 - 1.0 + 4.0*self.G4; # Offsets for last corner in (x,y,z,w) coords | |
| y4 = y0 - 1.0 + 4.0*self.G4; | |
| z4 = z0 - 1.0 + 4.0*self.G4; | |
| w4 = w0 - 1.0 + 4.0*self.G4; | |
| # Work out the hashed gradient indices of the five simplex corners | |
| ii = i & 255; | |
| jj = j & 255; | |
| kk = k & 255; | |
| ll = l & 255; | |
| gi0 = self.perm[ii+self.perm[jj+self.perm[kk+self.perm[ll]]]] % 32; | |
| gi1 = self.perm[ii+i1+self.perm[jj+j1+self.perm[kk+k1+self.perm[ll+l1]]]] % 32; | |
| gi2 = self.perm[ii+i2+self.perm[jj+j2+self.perm[kk+k2+self.perm[ll+l2]]]] % 32; | |
| gi3 = self.perm[ii+i3+self.perm[jj+j3+self.perm[kk+k3+self.perm[ll+l3]]]] % 32; | |
| gi4 = self.perm[ii+1+self.perm[jj+1+self.perm[kk+1+self.perm[ll+1]]]] % 32; | |
| # Calculate the contribution from the five corners | |
| t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 - w0*w0; | |
| if(t0 >= 0): | |
| t0 *= t0; | |
| n0 = t0 * t0 * self.grad4[gi0].dot4(x0, y0, z0, w0) | |
| t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1; | |
| if(t1 >= 0): | |
| t1 *= t1; | |
| n1 = t1 * t1 * self.grad4[gi1].dot4(x1, y1, z1, w1) | |
| t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 - w2*w2; | |
| if(t2 >= 0): | |
| t2 *= t2; | |
| n2 = t2 * t2 * self.grad4[gi2].dot4(x2, y2, z2, w2) | |
| t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 - w3*w3; | |
| if(t3 >= 0): | |
| t3 *= t3; | |
| n3 = t3 * t3 * self.grad4[gi3].dot4(x3, y3, z3, w3) | |
| t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4; | |
| if(t4 >= 0): | |
| t4 *= t4; | |
| n4 = t4 * t4 * self.grad4[gi4].dot4(x4, y4, z4, w4) | |
| # Sum up and scale the result to cover the range [-1,1] | |
| return 27.0 * (n0 + n1 + n2 + n3 + n4); | |
| if __name__ == "__main__": | |
| args = sys.argv[1:] | |
| try: | |
| x1 = float(args[0]) | |
| x2 = float(args[1]) | |
| nx = int(args[2]) | |
| y1 = float(args[3]) | |
| y2 = float(args[4]) | |
| ny = int(args[5]) | |
| except: | |
| print "usage: %s x1 x2 nx y1 y2 ny" % sys.argv[0] | |
| print "" | |
| print " generate noise values for a 2D grid" | |
| print " y ranges from [y1, y2] sliced into ny values" | |
| print " x ranges from [x1, x2] sliced into nx values" | |
| print "" | |
| print " e.g. 3 4 2 6 7 2 specifies a 2x2 square x~[3,4] y~[6,7]" | |
| print "" | |
| sys.exit(1) | |
| dx = x2 - x1 | |
| dy = y2 - y1 | |
| n = SimplexNoise() | |
| i = 0 | |
| while i < ny: | |
| y = y1 + i * dy / (ny - 1) | |
| rs = [] | |
| j = 0 | |
| while j < nx: | |
| x = x1 + j * dx / (nx - 1) | |
| rs.append(n.noise2d(x, y)) | |
| j += 1 | |
| print ' '.join(["%+.3f" % r for r in rs]) | |
| i += 1 |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment