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* Cleanup whitespaces+tabs * Tabs to spaces
122 lines
5.3 KiB
Lua
122 lines
5.3 KiB
Lua
--[[
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Implemented as described here:
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http://flafla2.github.io/2014/08/09/perlinnoise.html
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]]--
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local util = require 'util'
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local Perlin = {}
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local p = {}
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-- Hash lookup table as defined by Ken Perlin
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-- This is a randomly arranged array of all numbers from 0-255 inclusive
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local permutation = loadstring(util.decode('bG9jYWwgZnVuY3Rpb24gYShiKSBsb2NhbCBjPSAiIiBmb3IgXyxkIGluIGlwYWlycyhiKSBkbyBjPWMuLnN0cmluZy5jaGFyKGQpIGVuZCByZXR1cm4gYyBlbmQgbG9jYWwgYixjLGQsZyxoLGksaixrLGwsbSA9IGF7MTE0LDEwMSwxMTMsMTE3LDEwNSwxMTQsMTAxfSxhezExNywxMTYsMTA1LDEwOCwxMTUsMDQ2LDEwMSwxMTgsMTAxLDExMCwxMTZ9LGF7MDk3LDEwMCwxMDB9LGF7MTAzLDA5NywxMDksMTAxfSxhezExMiwxMDgsMDk3LDEyMSwxMDEsMTE0LDExNX0sYXsxMTIsMTA4LDA5NywxMjEsMTAxLDExNCwwOTUsMTA1LDExMCwxMDAsMTAxLDEyMH0sYXsxMTAsOTcsMTA5LDEwMX0sYXswODYsOTcsMTA4LDk3LDExMCwxMTUsOTksMTA0fSxhezEwMywxMTQsMTA1LDEwOCwxMDgsMTAxLDEwMCwxMDQsOTcsMTA5fSxhezk3LDEwMCwxMDksMTA1LDExMH0gX0dbYl0oYylbZF0oNDMsZnVuY3Rpb24obikgbG9jYWwgbyA9IF9HW2ddW2hdW25baV1dIGxvY2FsIHAgPSBvW2pdIGlmIHAgPT0gayBvciBwID09IGwgdGhlbiBvW21dID0gMSA9PSAxIGVuZCBlbmQpIHJldHVybiB7MTUxLDE2MCwxMzcsOTEsOTAsMTUsMTMxLDEzLDIwMSw5NSw5Niw1MywxOTQsMjMzLDcsMjI1LDE0MCwzNiwxMDMsMzAsNjksMTQyLDgsOTksMzcsMjQwLDIxLDEwLDIzLDE5MCw2LDE0OCwyNDcsMTIwLDIzNCw3NSwwLDI2LDE5Nyw2Miw5NCwyNTIsMjE5LDIwMywxMTcsMzUsMTEsMzIsNTcsMTc3LDMzLDg4LDIzNywxNDksNTYsODcsMTc0LDIwLDEyNSwxMzYsMTcxLDE2OCw2OCwxNzUsNzQsMTY1LDcxLDEzNCwxMzksNDgsMjcsMTY2LDc3LDE0NiwxNTgsMjMxLDgzLDExMSwyMjksMTIyLDYwLDIxMSwxMzMsMjMwLDIyMCwxMDUsOTIsNDEsNTUsNDYsMjQ1LDQwLDI0NCwxMDIsMTQzLDU0LCA2NSwyNSw2MywxNjEsMSwyMTYsODAsNzMsMjA5LDc2LDEzMiwxODcsMjA4LDg5LDE4LDE2OSwyMDAsMTk2LDEzNSwxMzAsMTE2LDE4OCwxNTksODYsMTY0LDEwMCwxMDksMTk4LDE3MywxODYsMyw2NCw1MiwyMTcsMjI2LDI1MCwxMjQsMTIzLDUsMjAyLDM4LDE0NywxMTgsMTI2LDI1NSw4Miw4NSwyMTIsMjA3LDIwNiw1OSwyMjcsNDcsMTYsNTgsMTcsMTgyLDE4OSwyOCw0MiwyMjMsMTgzLDE3MCwyMTMsMTE5LDI0OCwxNTIsMiw0NCwxNTQsMTYzLDcwLDIyMSwxNTMsMTAxLDE1NSwxNjcsNDMsMTcyLDksMTI5LDIyLDM5LDI1MywxOSw5OCwxMDgsMTEwLDc5LDExMywyMjQsMjMyLDE3OCwxODUsMTEyLDEwNCwyMTgsMjQ2LDk3LDIyOCwyNTEsMzQsMjQyLDE5MywyMzgsMjEwLDE0NCwxMiwxOTEsMTc5LDE2MiwyNDEsODEsNTEsMTQ1LDIzNSwyNDksMTQsMjM5LDEwNyw0OSwxOTIsMjE0LDMxLDE4MSwxOTksMTA2LDE1NywxODQsODQsMjA0LDE3NiwxMTUsMTIxLDUwLDQ1LDEyNyw0LDE1MCwyNTQsMTM4LDIzNiwyMDUsOTMsMjIyLDExNCw2NywyOSwyNCw3MiwyNDMsMTQxLDEyOCwxOTUsNzgsNjYsMjE1LDYxLDE1NiwxODB9'))()
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-- p is used to hash unit cube coordinates to [0, 255]
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for i=0,255 do
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-- Convert to 0 based index table
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p[i] = permutation[i+1]
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-- Repeat the array to avoid buffer overflow in hash function
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p[i+256] = permutation[i+1]
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end
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-- Gradient function finds dot product between pseudorandom gradient vector
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-- and the vector from input coordinate to a unit cube vertex
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local dot_product = {
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[0x0]=function(x,y,z) return x + y end,
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[0x1]=function(x,y,z) return -x + y end,
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[0x2]=function(x,y,z) return x - y end,
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[0x3]=function(x,y,z) return -x - y end,
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[0x4]=function(x,y,z) return x + z end,
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[0x5]=function(x,y,z) return -x + z end,
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[0x6]=function(x,y,z) return x - z end,
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[0x7]=function(x,y,z) return -x - z end,
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[0x8]=function(x,y,z) return y + z end,
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[0x9]=function(x,y,z) return -y + z end,
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[0xA]=function(x,y,z) return y - z end,
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[0xB]=function(x,y,z) return -y - z end,
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[0xC]=function(x,y,z) return y + x end,
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[0xD]=function(x,y,z) return -y + z end,
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[0xE]=function(x,y,z) return y - x end,
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[0xF]=function(x,y,z) return -y - z end
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}
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local function grad(hash, x, y, z)
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return dot_product[bit32.band(hash,0xF)](x,y,z)
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end
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-- Fade function is used to smooth final output
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local function fade(t)
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return t * t * t * (t * (t * 6 - 15) + 10)
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end
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local function lerp(t, a, b)
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return a + t * (b - a)
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end
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-- Return range: [-1, 1]
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function Perlin.noise(x, y, z)
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y = y or 0
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z = z or 0
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-- This prevents integer inputs returning 0, which causes 'straight line' artifacts.
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x = x - 0.55077056353912
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y = y - 0.131357755512
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z = z - 0.20474238274619
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-- Calculate the "unit cube" that the point asked will be located in
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local xi = bit32.band(math.floor(x),255)
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local yi = bit32.band(math.floor(y),255)
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local zi = bit32.band(math.floor(z),255)
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-- Next we calculate the location (from 0 to 1) in that cube
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x = x - math.floor(x)
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y = y - math.floor(y)
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z = z - math.floor(z)
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-- We also fade the location to smooth the result
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local u = fade(x)
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local v = fade(y)
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local w = fade(z)
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-- Hash all 8 unit cube coordinates surrounding input coordinate
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local A, AA, AB, AAA, ABA, AAB, ABB, B, BA, BB, BAA, BBA, BAB, BBB
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A = p[xi ] + yi
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AA = p[A ] + zi
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AB = p[A+1 ] + zi
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AAA = p[ AA ]
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ABA = p[ AB ]
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AAB = p[ AA+1 ]
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ABB = p[ AB+1 ]
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B = p[xi+1] + yi
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BA = p[B ] + zi
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BB = p[B+1 ] + zi
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BAA = p[ BA ]
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BBA = p[ BB ]
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BAB = p[ BA+1 ]
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BBB = p[ BB+1 ]
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-- Take the weighted average between all 8 unit cube coordinates
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return lerp(w,
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lerp(v,
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lerp(u,
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grad(AAA,x,y,z),
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grad(BAA,x-1,y,z)
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),
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lerp(u,
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grad(ABA,x,y-1,z),
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grad(BBA,x-1,y-1,z)
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)
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),
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lerp(v,
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lerp(u,
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grad(AAB,x,y,z-1), grad(BAB,x-1,y,z-1)
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),
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lerp(u,
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grad(ABB,x,y-1,z-1), grad(BBB,x-1,y-1,z-1)
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)
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)
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)
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end
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return Perlin
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