2021-03-09 05:41:11 +00:00
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package common
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import (
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"math"
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"math/rand"
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)
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const (
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perlinYwrapb = 4
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perlinYwrap = 1 << perlinYwrapb
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perlinZwrapb = 8
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perlinZwrap = 1 << perlinZwrapb
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perlinSize = 4095
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perlinOctaves = 4
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perlinAmpFalloff = 0.5
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)
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2021-03-11 03:24:14 +00:00
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type PerlinNoise struct {
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2021-03-09 05:41:11 +00:00
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perlin []float64
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}
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2021-03-11 03:24:14 +00:00
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func NewPerlinNoise() *PerlinNoise {
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perlin := &PerlinNoise{perlin: nil}
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2021-03-09 05:41:11 +00:00
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perlin.perlin = make([]float64, perlinSize+1)
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for i, _ := range perlin.perlin {
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perlin.perlin[i] = rand.Float64()
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}
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return perlin
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}
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2021-03-11 03:24:14 +00:00
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func (p *PerlinNoise) Noise1D(x float64) float64 {
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return p.noise(x, 0, 0)
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}
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func (p *PerlinNoise) Noise2D(x, y float64) float64 {
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return p.noise(x, y, 0)
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}
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func (p *PerlinNoise) Noise3D(x, y, z float64) float64 {
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return p.noise(x, y, z)
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}
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func (p *PerlinNoise) noise(x, y, z float64) float64 {
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2021-03-09 05:41:11 +00:00
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if x < 0 {
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x = -x
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}
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if y < 0 {
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y = -y
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}
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if z < 0 {
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z = -z
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}
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xi, yi, zi := int(math.Floor(x)), int(math.Floor(y)), int(math.Floor(z))
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xf, yf, zf := x-float64(xi), y-float64(yi), z-float64(zi)
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var rxf, ryf, n1, n2, n3 float64
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var r float64
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var ampl float64 = 0.5
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for o := 0; o < perlinOctaves; o++ {
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of := xi + (yi << perlinYwrapb) + (zi << perlinZwrapb)
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rxf = scaledCosin(xf)
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ryf = scaledCosin(yf)
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n1 = p.perlin[of&perlinSize]
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n1 += rxf * (p.perlin[(of+1)&perlinSize] - n1)
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n2 = p.perlin[(of+perlinYwrap)&perlinSize]
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n2 += rxf * (p.perlin[(of+perlinYwrap+1)&perlinSize] - n2)
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n1 += ryf * (n2 - n1)
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of += perlinZwrap
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n2 = p.perlin[of&perlinSize]
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n2 += rxf * (p.perlin[(of+1)&perlinSize] - n2)
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n3 = p.perlin[(of+perlinYwrap)&perlinSize]
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n3 += rxf * (p.perlin[(of+perlinYwrap+1)&perlinSize] - n3)
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n2 += ryf * (n3 - n2)
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n1 += scaledCosin(zf) * (n2 - n1)
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r += n1 * ampl
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ampl *= perlinAmpFalloff
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xi <<= 1
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xf *= 2
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yi <<= 1
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yf *= 2
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zi <<= 1
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zf *= 2
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if xf >= 1.0 {
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xi += 1
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xf -= 1
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}
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if yf >= 1.0 {
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yi += 1
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yf -= 1
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}
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if zf >= 1.0 {
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zi += 1
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zf -= 1
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}
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}
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return r
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}
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func scaledCosin(x float64) float64 {
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return 0.5 * (1.0 - math.Cos(x*math.Pi))
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}
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