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@PolyRocketMatt
Created May 23, 2022 12:53
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/**
* Copyright (c) <2022> <Yann Thorimbert, Bastien Chopard, Matthias Kovacic>
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
import kotlin.random.Random
class PolynomialNoise(
private val seed: Int,
private val octaves: Int,
private val resolution: Int
) {
fun noise(): Array<FloatArray> {
val rng = Random(seed)
// Build random array
val boundary = Array(resolution) { FloatArray(resolution) { rng.nextFloat() } }
val result = Array(resolution) { FloatArray(resolution) { 0.0f } }
var deltaX = 0.0f
var deltaY = 0.0f
var a = 0.0f
var h00 = 0.0f
var h01: Float
var h10: Float
var h11: Float
var changeCell = true
var amplitude = 1.0f
var res = this.resolution
for (i in 0 until octaves) {
val delta = 1.0f / res
var idx = 0
var idx1 = 0
var xRel = 0f
for (x in 0 until this.resolution) {
var idy = 0
var idy1 = 0
var yRel = 0f
val smoothX = this.smoothStep(xRel)
if (x % res == 0) {
idx = idx1
idx1 += res - 1
changeCell = true
}
for (y in 0 until this.resolution) {
val smoothY = this.smoothStep(yRel)
if (y % res == 0) {
idy = idy1
idy1 += res - 1
changeCell = true
}
if (changeCell) {
h00 = boundary[idx][idy]
h01 = boundary[idx][idy1]
h10 = boundary[idx1][idy]
h11 = boundary[idx1][idy1]
deltaX = h10 - h00
deltaY = h01 - h00
a = deltaX - h11 + h01
changeCell = false
}
//
val dh = h00 + smoothX * deltaX + smoothY * deltaY +
a * (xRel * yRel - smoothX * yRel - smoothY * xRel)
result[x][y] += amplitude * dh
yRel += delta
if (yRel >= 1f) yRel = 0f
}
xRel += delta
if (xRel >= 1f) xRel = 0f
}
res /= 2
amplitude /= 2f
}
return result
}
fun smoothStep(x: Float): Float = 3.0f * x * x - 2.0f * x * x * x
}
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