p = []; $permutation = [ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180, ]; //Populate it for ($i = 0; $i < 256; $i++) { $this->p[256 + $i] = $this->p[$i] = $permutation[$i]; } //And set the seed if ($seed === null) { $seed = time(); } srand($seed); $this->seed = rand(0, 1000000); } function noise($x, $y, $z, $size = NULL): float|int { if ($size == NULL) $size = $this->_default_size; //Set the initial value and initial size $value = 0.0; $initialSize = $size; //Add finer and finer hues of smoothed noise together while ($size >= 1) { $value += $this->smoothNoise($x / $size, $y / $size, $z / $size) * $size; $size /= 2.0; } //Return the result over the initial size return $value / $initialSize; } //This function determines what cube the point passed resides in //and determines its value. function smoothNoise(float $x, float $y, float $z): float { //Offset each coordinate by the seed value $x += $this->seed; $y += $this->seed; $z += $this->seed; $orig_x = $x; $orig_y = $y; $orig_z = $z; $X1 = (int)floor($x) & 255; // FIND UNIT CUBE THAT $Y1 = (int)floor($y) & 255; // CONTAINS POINT. $Z1 = (int)floor($z) & 255; $x -= floor($x); // FIND RELATIVE X,Y,Z $y -= floor($y); // OF POINT IN CUBE. $z -= floor($z); $u = $this->fade($x); // COMPUTE FADE CURVES $v = $this->fade($y); // FOR EACH OF X,Y,Z. $w = $this->fade($z); $A = $this->p[$X1] + $Y1; $AA = $this->p[$A] + $Z1; $AB = $this->p[$A + 1] + $Z1; // HASH COORDINATES OF $B = $this->p[$X1 + 1] + $Y1; $BA = $this->p[$B] + $Z1; $BB = $this->p[$B + 1] + $Z1; // THE 8 CUBE CORNERS, //Interpolate between the 8 points determined return $this->lerp($w, $this->lerp($v, $this->lerp($u, $this->grad($this->p[$AA], $x, $y, $z), // AND ADD $this->grad($this->p[$BA], $x - 1, $y, $z)), // BLENDED $this->lerp($u, $this->grad($this->p[$AB], $x, $y - 1, $z), // RESULTS $this->grad($this->p[$BB], $x - 1, $y - 1, $z))),// FROM 8 $this->lerp($v, $this->lerp($u, $this->grad($this->p[$AA + 1], $x, $y, $z - 1), // CORNERS $this->grad($this->p[$BA + 1], $x - 1, $y, $z - 1)), // OF CUBE $this->lerp($u, $this->grad($this->p[$AB + 1], $x, $y - 1, $z - 1), $this->grad($this->p[$BB + 1], $x - 1, $y - 1, $z - 1)))); } function fade(float $t): float { return $t * $t * $t * (($t * (($t * 6) - 15)) + 10); } function lerp(float $t, float $a, float $b): float { //Make a weighted interpolation between points return $a + $t * ($b - $a); } function grad($hash, float $x, float $y, float $z): float { $h = $hash & 15; // CONVERT LO 4 BITS OF HASH CODE $u = $h < 8 ? $x : $y; // INTO 12 GRADIENT DIRECTIONS. $v = $h < 4 ? $y : ($h == 12 || $h == 14 ? $x : $z); return (($h & 1) == 0 ? $u : -$u) + (($h & 2) == 0 ? $v : -$v); } //This function I've added. It creates one dimension of noise. function random1D(float $x, ?int $size = null): float { if ($size === NULL) { $size = $this->_default_size; } $x += $this->seed; $value = 0.0; $initialSize = $size; while ($size >= 1) { $value += $this->smoothNoise($x * 3 / $size, 100 / $size, 100 / $size); $size--; } if ($value < -1) $value = -1; if ($value > 1) $value = 1; return $value; } function random2D(float $x, float $y, ?int $size = null, float $multiplier = 1.0): float { if ($size === NULL) { $size = $this->_default_size; } $x += $this->seed; $y += $this->seed; $value = 0.0; $initialSize = $size; while ($size >= 1) { $value += $this->smoothNoise($x / $size, $y / $size, 100 / $size); $size--; } // $value /= 2.0; return $this->sigmoid($value * $multiplier); } private function sigmoid(float $t): float { return 2.0 / (1.0 + exp(-$t)) - 1.0; } }