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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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15 kB · 476 lines
C++
at master
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int SimplexNoise::grad3[12][3] = { { 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 } };
double SimplexNoise::F2 = 0.5 * (sqrt(3.0) - 1.0);double SimplexNoise::G2 = (3.0 - sqrt(3.0)) / 6.0;double SimplexNoise::F3 = 1.0 / 3.0;double SimplexNoise::G3 = 1.0 / 6.0;
SimplexNoise::SimplexNoise(){ Random random; init(&random);}
SimplexNoise::SimplexNoise(Random *random){ init(random);}
void SimplexNoise::init(Random *random){ p = new int[512];
xo = random->nextDouble() * 256; yo = random->nextDouble() * 256; zo = random->nextDouble() * 256; for (int i = 0; i < 256; i++) { p[i] = i; }
for (int i = 0; i < 256; i++) { int j = random->nextInt(256 - i) + i; int tmp = p[i]; p[i] = p[j]; p[j] = tmp;
p[i + 256] = p[i]; }}
SimplexNoise::~SimplexNoise(){ delete [] p;}
int SimplexNoise::fastfloor(double x){ return x > 0 ? (int) x : (int) x - 1;}
double SimplexNoise::dot(int *g, double x, double y){ return g[0] * x + g[1] * y;}
double SimplexNoise::dot(int *g, double x, double y, double z){ return g[0] * x + g[1] * y + g[2] * z;}
double SimplexNoise::getValue(double xin, double yin){ double n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in double s = (xin + yin) * F2; // Hairy factor for 2D int i = fastfloor(xin + s); int j = fastfloor(yin + s); double t = (i + j) * G2; double X0 = i - t; // Unskew the cell origin back to (x,y) space double Y0 = j - t; double x0 = xin - X0; // The x,y distances from the cell origin double y0 = yin - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords double y1 = y0 - j1 + G2; double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords double y2 = y0 - 1.0 + 2.0 * G2; // Work out the hashed gradient indices of the three simplex corners int ii = i & 255; int jj = j & 255; int gi0 = p[ii + p[jj]] % 12; int gi1 = p[ii + i1 + p[jj + j1]] % 12; int gi2 = p[ii + 1 + p[jj + 1]] % 12; // Calculate the contribution from the three corners double t0 = 0.5 - x0 * x0 - y0 * y0; if (t0 < 0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient } double t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 < 0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * dot(grad3[gi1], x1, y1); } double t2 = 0.5 - x2 * x2 - y2 * y2; if (t2 < 0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * dot(grad3[gi2], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 70.0 * (n0 + n1 + n2);}
double SimplexNoise::getValue(double xin, double yin, double zin){ double n0, n1, n2, n3; double s = (xin + yin + zin) * F3; int i = fastfloor(xin + s); int j = fastfloor(yin + s); int k = fastfloor(zin + s);
double t = (i + j + k) * G3; double X0 = i - t; double Y0 = j - t; double Z0 = k - t; double x0 = xin - X0; double y0 = yin - Y0; double z0 = zin - Z0; int i1, j1, k1; int i2, j2, k2; if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6.
double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords double y1 = y0 - j1 + G3; double z1 = z0 - k1 + G3; double x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords double y2 = y0 - j2 + 2.0 * G3; double z2 = z0 - k2 + 2.0 * G3; double x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords double y3 = y0 - 1.0 + 3.0 * G3; double z3 = z0 - 1.0 + 3.0 * G3; // Work out the hashed gradient indices of the four simplex corners int ii = i & 255; int jj = j & 255; int kk = k & 255; int gi0 = p[ii + p[jj + p[kk]]] % 12; int gi1 = p[ii + i1 + p[jj + j1 + p[kk + k1]]] % 12; int gi2 = p[ii + i2 + p[jj + j2 + p[kk + k2]]] % 12; int gi3 = p[ii + 1 + p[jj + 1 + p[kk + 1]]] % 12; // Calculate the contribution from the four corners double t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0); } double t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1); } double t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2); } double t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0) n3 = 0.0; else { t3 *= t3; n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0 * (n0 + n1 + n2 + n3);}
void SimplexNoise::add(doubleArray buffer, double _x, double _y, int xSize, int ySize, double xs, double ys, double pow){ int pp = 0; for (int xx = 0; xx < xSize; xx++) { double xin = (_x + xx) * xs + xo; for (int yy = 0; yy < ySize; yy++) { double yin = (_y + yy) * ys + yo; double n0, n1, n2; double s = (xin + yin) * F2; // Hairy factor for 2D int i = fastfloor(xin + s); int j = fastfloor(yin + s); double t = (i + j) * G2; double X0 = i - t; // Unskew the cell origin back to (x,y) space double Y0 = j - t; double x0 = xin - X0; // The x,y distances from the cell origin double y0 = yin - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords double y1 = y0 - j1 + G2; double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords double y2 = y0 - 1.0 + 2.0 * G2; // Work out the hashed gradient indices of the three simplex corners int ii = i & 255; int jj = j & 255; int gi0 = p[ii + p[jj]] % 12; int gi1 = p[ii + i1 + p[jj + j1]] % 12; int gi2 = p[ii + 1 + p[jj + 1]] % 12; // Calculate the contribution from the three corners double t0 = 0.5 - x0 * x0 - y0 * y0; if (t0 < 0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient } double t1 = 0.5 - x1 * x1 - y1 * y1; if (t1 < 0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * dot(grad3[gi1], x1, y1); } double t2 = 0.5 - x2 * x2 - y2 * y2; if (t2 < 0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * dot(grad3[gi2], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. buffer[pp++] += (70.0 * (n0 + n1 + n2))*pow; } }
}void SimplexNoise::add(doubleArray buffer, double _x, double _y, double _z, int xSize, int ySize, int zSize, double xs, double ys, double zs, double pow){ int pp = 0; for (int xx = 0; xx < xSize; xx++) { double xin = (_x + xx) * xs + xo; for (int zz = 0; zz < zSize; zz++) { double zin = (_z + zz) * zs + zo; for (int yy = 0; yy < ySize; yy++) { double yin = (_y + yy) * ys + yo; double n0, n1, n2, n3; double s = (xin + yin + zin) * F3; int i = fastfloor(xin + s); int j = fastfloor(yin + s); int k = fastfloor(zin + s); double t = (i + j + k) * G3; double X0 = i - t; double Y0 = j - t; double Z0 = k - t; double x0 = xin - X0; double y0 = yin - Y0; double z0 = zin - Z0; int i1, j1, k1; int i2, j2, k2; if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6.
double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords double y1 = y0 - j1 + G3; double z1 = z0 - k1 + G3; double x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords double y2 = y0 - j2 + 2.0 * G3; double z2 = z0 - k2 + 2.0 * G3; double x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords double y3 = y0 - 1.0 + 3.0 * G3; double z3 = z0 - 1.0 + 3.0 * G3; // Work out the hashed gradient indices of the four simplex corners int ii = i & 255; int jj = j & 255; int kk = k & 255; int gi0 = p[ii + p[jj + p[kk]]] % 12; int gi1 = p[ii + i1 + p[jj + j1 + p[kk + k1]]] % 12; int gi2 = p[ii + i2 + p[jj + j2 + p[kk + k2]]] % 12; int gi3 = p[ii + 1 + p[jj + 1 + p[kk + 1]]] % 12; // Calculate the contribution from the four corners double t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0); } double t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1); } double t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2); } double t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0) n3 = 0.0; else { t3 *= t3; n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] buffer[pp++] += (32.0 * (n0 + n1 + n2 + n3))*pow; } } }}