package org.bukkit.util.noise; import org.bukkit.World; import java.util.Random; /** * Generates noise using the "classic" perlin generator * * @see SimplexNoiseGenerator "Improved" and faster version with slighly different results */ public class PerlinNoiseGenerator extends NoiseGenerator { protected static final int grad3[][] = { { 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 } }; private static final PerlinNoiseGenerator instance = new PerlinNoiseGenerator(); protected PerlinNoiseGenerator() { 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 }; for (int i = 0; i < 512; i++) { perm[i] = p[i & 255]; } } /** * Creates a seeded perlin noise generator for the given world * * @param world World to construct this generator for */ public PerlinNoiseGenerator(World world) { this(new Random(world.getSeed())); } /** * Creates a seeded perlin noise generator for the given seed * * @param seed Seed to construct this generator for */ public PerlinNoiseGenerator(long seed) { this(new Random(seed)); } /** * Creates a seeded perlin noise generator with the given Random * * @param rand Random to construct with */ public PerlinNoiseGenerator(Random rand) { offsetX = rand.nextDouble() * 256; offsetY = rand.nextDouble() * 256; offsetZ = rand.nextDouble() * 256; for (int i = 0; i < 256; i++) { perm[i] = rand.nextInt(256); } for (int i = 0; i < 256; i++) { int pos = rand.nextInt(256 - i) + i; int old = perm[i]; perm[i] = perm[pos]; perm[pos] = old; perm[i + 256] = perm[i]; } } /** * Computes and returns the 1D unseeded perlin noise for the given coordinates in 1D space * * @param x X coordinate * @return Noise at given location, from range -1 to 1 */ public static double getNoise(double x) { return instance.noise(x); } /** * Computes and returns the 2D unseeded perlin noise for the given coordinates in 2D space * * @param x X coordinate * @param y Y coordinate * @return Noise at given location, from range -1 to 1 */ public static double getNoise(double x, double y) { return instance.noise(x, y); } /** * Computes and returns the 3D unseeded perlin noise for the given coordinates in 3D space * * @param x X coordinate * @param y Y coordinate * @param z Z coordinate * @return Noise at given location, from range -1 to 1 */ public static double getNoise(double x, double y, double z) { return instance.noise(x, y, z); } /** * Gets the singleton unseeded instance of this generator * * @return Singleton */ public static PerlinNoiseGenerator getInstance() { return instance; } @Override public double noise(double x, double y, double z) { x += offsetX; y += offsetY; z += offsetZ; int floorX = floor(x); int floorY = floor(y); int floorZ = floor(z); // Find unit cube containing the point int X = floorX & 255; int Y = floorY & 255; int Z = floorZ & 255; // Get relative xyz coordinates of the point within the cube x -= floorX; y -= floorY; z -= floorZ; // Compute fade curves for xyz double fX = fade(x); double fY = fade(y); double fZ = fade(z); // Hash coordinates of the cube corners int A = perm[X] + Y; int AA = perm[A] + Z; int AB = perm[A + 1] + Z; int B = perm[X + 1] + Y; int BA = perm[B] + Z; int BB = perm[B + 1] + Z; return lerp(fZ, lerp(fY, lerp(fX, grad(perm[AA], x, y, z), grad(perm[BA], x - 1, y, z)), lerp(fX, grad(perm[AB], x, y - 1, z), grad(perm[BB], x - 1, y - 1, z))), lerp(fY, lerp(fX, grad(perm[AA + 1], x, y, z - 1), grad(perm[BA + 1], x - 1, y, z - 1)), lerp(fX, grad(perm[AB + 1], x, y - 1, z - 1), grad(perm[BB + 1], x - 1, y - 1, z - 1)))); } /** * Generates noise for the 1D coordinates using the specified number of octaves and parameters * * @param x X-coordinate * @param octaves Number of octaves to use * @param frequency How much to alter the frequency by each octave * @param amplitude How much to alter the amplitude by each octave * @return Resulting noise */ public static double getNoise(double x, int octaves, double frequency, double amplitude) { return instance.noise(x, octaves, frequency, amplitude); } /** * Generates noise for the 2D coordinates using the specified number of octaves and parameters * * @param x X-coordinate * @param y Y-coordinate * @param octaves Number of octaves to use * @param frequency How much to alter the frequency by each octave * @param amplitude How much to alter the amplitude by each octave * @return Resulting noise */ public static double getNoise(double x, double y, int octaves, double frequency, double amplitude) { return instance.noise(x, y, octaves, frequency, amplitude); } /** * Generates noise for the 3D coordinates using the specified number of octaves and parameters * * @param x X-coordinate * @param y Y-coordinate * @param z Z-coordinate * @param octaves Number of octaves to use * @param frequency How much to alter the frequency by each octave * @param amplitude How much to alter the amplitude by each octave * @return Resulting noise */ public static double getNoise(double x, double y, double z, int octaves, double frequency, double amplitude) { return instance.noise(x, y, z, octaves, frequency, amplitude); } }