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PerlinNoise.cpp
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1/*
2 * This program source code file is part of KiCad, a free EDA CAD application.
3 *
4 * Copyright (C) 2016 Mario Luzeiro <[email protected]>
5 * Copyright The KiCad Developers, see AUTHORS.txt for contributors.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <https://www.gnu.org/licenses/>.
19 */
20
36
37#include "PerlinNoise.h"
38#include <cmath>
39#include <random>
40#include <algorithm>
41#include <numeric>
42
43// THIS IS A DIRECT TRANSLATION TO C++11 FROM THE REFERENCE
44// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/)
45// THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN
46
47// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR
48// (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION)
49
50// Initialize with the reference values for the permutation vector
52{
53
54 // Initialize the permutation vector with the reference values
55 p = {
56 151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
57 8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
58 35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
59 134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
60 55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
61 18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
62 250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
63 189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
64 43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
65 97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
66 107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
67 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
68
69 // Duplicate the permutation vector
70 auto oldsize = p.size();
71 p.resize( 2 * p.size() );
72 std::copy_n( p.begin(), oldsize, p.begin() + oldsize );
73}
74
75
77{
78 p.resize( 256 );
79
80 // Fill p with values from 0 to 255
81 std::iota( p.begin(), p.end(), 0 );
82
83 // Initialize a random engine with seed
84 std::default_random_engine engine( seed );
85
86 // Shuffle using the above random engine
87 std::shuffle( p.begin(), p.end(), engine );
88
89 // Duplicate the permutation vector
90 auto oldsize = p.size();
91 p.resize( 2 * p.size() );
92 std::copy_n( p.begin(), oldsize, p.begin() + oldsize );
93}
94
95
96float PerlinNoise::noise( float x, float y, float z ) const
97{
98 // Find the unit cube that contains the point
99 int X = static_cast<int>( std::floor( x ) ) & 255;
100 int Y = static_cast<int>( std::floor( y ) ) & 255;
101 int Z = static_cast<int>( std::floor( z ) ) & 255;
102
103 // Find relative x, y,z of point in cube
104 x -= std::floor( x );
105 y -= std::floor( y );
106 z -= std::floor( z );
107
108 // Compute fade curves for each of x, y, z
109 const float u = fade( x );
110 const float v = fade( y );
111 const float w = fade( z );
112
113 // Hash coordinates of the 8 cube corners
114 const int A = p[X] + Y;
115 const int AA = p[A] + Z;
116 const int AB = p[A + 1] + Z;
117 const int B = p[X + 1] + Y;
118 const int BA = p[B] + Z;
119 const int BB = p[B + 1] + Z;
120
121 // Add blended results from 8 corners of cube
122 const float res = lerp(
123 w,
124 lerp( v, lerp( u, grad( p[AA], x, y, z ), grad( p[BA], x - 1, y, z ) ),
125 lerp( u, grad( p[AB], x, y - 1, z ), grad( p[BB], x - 1, y - 1, z ) ) ),
126 lerp( v, lerp( u, grad( p[AA + 1], x, y, z - 1 ), grad( p[BA + 1], x - 1, y, z - 1 ) ),
127 lerp( u, grad( p[AB + 1], x, y - 1, z - 1 ),
128 grad( p[BB + 1], x - 1, y - 1, z - 1 ) ) ) );
129
130 return (res + 1.0f) / 2.0f;
131}
132
133
134float PerlinNoise::noise( float x, float y ) const
135{
136 // Find the unit cube that contains the point
137 int X = static_cast<int>( std::floor( x ) ) & 255;
138 int Y = static_cast<int>( std::floor( y ) ) & 255;
139
140 // Find relative x, y,z of point in cube
141 x -= std::floor( x );
142 y -= std::floor( y );
143
144 // Compute fade curves for each of x, y
145 const float u = fade( x );
146 const float v = fade( y );
147
148 // Hash coordinates of the 8 cube corners
149 const int A = p[X] + Y;
150 const int AA = p[A] + 0;
151 const int AB = p[A + 1] + 0;
152 const int B = p[X + 1] + Y;
153 const int BA = p[B] + 0;
154 const int BB = p[B + 1] + 0;
155
156 // Add blended results from 8 corners of cube
157 const float res = lerp( v, lerp( u, grad( p[AA], x, y ), grad( p[BA], x - 1, y ) ),
158 lerp( u, grad( p[AB], x, y - 1 ), grad( p[BB], x - 1, y - 1 ) ) );
159
160 return ( res + 1.0f ) / 2.0f;
161}
162
163
164float PerlinNoise::fade( float t ) const
165{
166 return t * t * t * ( t * ( t * 6.0f - 15.0f ) + 10.0f );
167}
168
169
170float PerlinNoise::lerp( float t, float a, float b ) const
171{
172 return a + t * ( b - a );
173}
174
175
176float PerlinNoise::grad( int hash, float x, float y, float z ) const
177{
178 const int h = hash & 15;
179
180 // Convert lower 4 bits of hash inot 12 gradient directions
181 const float u = h < 8 ? x : y;
182 const float v = h < 4 ? y : h == 12 || h == 14 ? x : z;
183
184 return ( ( h & 1 ) == 0 ? u : -u ) + ( ( h & 2 ) == 0 ? v : -v );
185}
186
187
188float PerlinNoise::grad( int hash, float x, float y ) const
189{
190 const int h = hash & 15;
191
192 // Convert lower 4 bits of hash inot 12 gradient directions
193 const float u = h < 8 ? x : y;
194 const float v = h < 4 ? y : h == 12 || h == 14 ? x : 0.0f;
195
196 return ( ( h & 1 ) == 0 ? u : -u ) + ( ( h & 2 ) == 0 ? v : -v );
197}
This source code comes from the project: https://github.com/sol-prog/Perlin_Noise.
float lerp(float t, float a, float b) const
PerlinNoise()
Initialize with the reference values for the permutation vector.
float grad(int hash, float x, float y, float z) const
std::vector< int > p
Definition PerlinNoise.h:75
float noise(float x, float y, float z) const
float fade(float t) const
VECTOR3I res
const uint32_t seed