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