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| 1 | +using UnityEngine; |
| 2 | + |
| 3 | +namespace Gameframe.Procgen |
| 4 | +{ |
| 5 | + public static class SmoothNoise |
| 6 | + { |
| 7 | + public static float Value1d(float x, uint seed) |
| 8 | + { |
| 9 | + var x0 = Mathf.FloorToInt(x); |
| 10 | + var x1 = x0 + 1; |
| 11 | + |
| 12 | + var t = x - x0; |
| 13 | + |
| 14 | + var v0 = SquirrelEiserloh.Get1dNoiseZeroToOne(x0, seed); |
| 15 | + var v1 = SquirrelEiserloh.Get1dNoiseZeroToOne(x1, seed); |
| 16 | + |
| 17 | + return Mathf.Lerp(v0, v1, t); |
| 18 | + } |
| 19 | + |
| 20 | + public static float Value2d(Vector2 v, uint seed) |
| 21 | + { |
| 22 | + var x0 = (int) v.x; |
| 23 | + var y0 = (int) v.y; |
| 24 | + var x1 = x0 + 1; |
| 25 | + var y1 = y0 + 1; |
| 26 | + |
| 27 | + var tx = v.x - x0; |
| 28 | + var ty = v.y - y0; |
| 29 | + |
| 30 | + var v00 = SquirrelEiserloh.Get2dNoiseZeroToOne(x0, y0, seed); |
| 31 | + var v01 = SquirrelEiserloh.Get2dNoiseZeroToOne(x0, y1, seed); |
| 32 | + |
| 33 | + var v10 = SquirrelEiserloh.Get2dNoiseZeroToOne(x1, y0, seed); |
| 34 | + var v11 = SquirrelEiserloh.Get2dNoiseZeroToOne(x1, y1, seed); |
| 35 | + |
| 36 | + var edge1 = Mathf.Lerp(v00, v10, tx); |
| 37 | + var edge2 = Mathf.Lerp(v01, v11, tx); |
| 38 | + |
| 39 | + return Mathf.Lerp(edge1, edge2, ty); |
| 40 | + } |
| 41 | + |
| 42 | + public static float Value3d(Vector3 v, uint seed) |
| 43 | + { |
| 44 | + var x0 = (int) v.x; |
| 45 | + var y0 = (int) v.y; |
| 46 | + var z0 = (int) v.z; |
| 47 | + |
| 48 | + var x1 = x0 + 1; |
| 49 | + var y1 = y0 + 1; |
| 50 | + var z1 = z0 + 1; |
| 51 | + |
| 52 | + var tx = v.x - x0; |
| 53 | + var ty = v.y - y0; |
| 54 | + var tz = v.z - z0; |
| 55 | + |
| 56 | + var v000 = SquirrelEiserloh.Get3dNoiseZeroToOne(x0, y0, z0, seed); |
| 57 | + var v010 = SquirrelEiserloh.Get3dNoiseZeroToOne(x0, y1, z0, seed); |
| 58 | + var v001 = SquirrelEiserloh.Get3dNoiseZeroToOne(x0, y0, z1, seed); |
| 59 | + var v011 = SquirrelEiserloh.Get3dNoiseZeroToOne(x0, y1, z1, seed); |
| 60 | + |
| 61 | + var v100 = SquirrelEiserloh.Get3dNoiseZeroToOne(x1, y0, z0, seed); |
| 62 | + var v110 = SquirrelEiserloh.Get3dNoiseZeroToOne(x1, y1, z0, seed); |
| 63 | + var v101 = SquirrelEiserloh.Get3dNoiseZeroToOne(x1, y0, z1, seed); |
| 64 | + var v111 = SquirrelEiserloh.Get3dNoiseZeroToOne(x1, y1, z1, seed); |
| 65 | + |
| 66 | + //Lerp along all edges along the x axis |
| 67 | + var xEdge1 = Mathf.Lerp(v000, v100, tx); |
| 68 | + var xEdge2 = Mathf.Lerp(v010, v110, tx); |
| 69 | + var xEdge3 = Mathf.Lerp(v001, v101, tx); |
| 70 | + var xEdge4 = Mathf.Lerp(v011, v111, tx); |
| 71 | + |
| 72 | + //Lerp over y |
| 73 | + var yEdge1 = Mathf.Lerp(xEdge1, xEdge2, ty); |
| 74 | + var yEdge2 = Mathf.Lerp(xEdge3, xEdge4, ty); |
| 75 | + |
| 76 | + //Finally lerp over z |
| 77 | + return Mathf.Lerp(yEdge1, yEdge2, tz); |
| 78 | + } |
| 79 | + |
| 80 | + private static float Smooth(float t) |
| 81 | + { |
| 82 | + return t * t * t * (t * (t * 6f - 15f) + 10f); |
| 83 | + } |
| 84 | + } |
| 85 | +} |
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