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Perlin Noise in Lua
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--[[ | |
Implemented as described here: | |
http://flafla2.github.io/2014/08/09/perlinnoise.html | |
]]-- | |
perlin = {} | |
perlin.p = {} | |
-- Hash lookup table as defined by Ken Perlin | |
-- This is a randomly arranged array of all numbers from 0-255 inclusive | |
local 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 | |
} | |
-- p is used to hash unit cube coordinates to [0, 255] | |
for i=0,255 do | |
-- Convert to 0 based index table | |
perlin.p[i] = permutation[i+1] | |
-- Repeat the array to avoid buffer overflow in hash function | |
perlin.p[i+256] = permutation[i+1] | |
end | |
-- Return range: [-1, 1] | |
function perlin:noise(x, y, z) | |
y = y or 0 | |
z = z or 0 | |
-- Calculate the "unit cube" that the point asked will be located in | |
local xi = bit32.band(math.floor(x),255) | |
local yi = bit32.band(math.floor(y),255) | |
local zi = bit32.band(math.floor(z),255) | |
-- Next we calculate the location (from 0 to 1) in that cube | |
x = x - math.floor(x) | |
y = y - math.floor(y) | |
z = z - math.floor(z) | |
-- We also fade the location to smooth the result | |
local u = self.fade(x) | |
local v = self.fade(y) | |
local w = self.fade(z) | |
-- Hash all 8 unit cube coordinates surrounding input coordinate | |
local p = self.p | |
local A, AA, AB, AAA, ABA, AAB, ABB, B, BA, BB, BAA, BBA, BAB, BBB | |
A = p[xi ] + yi | |
AA = p[A ] + zi | |
AB = p[A+1 ] + zi | |
AAA = p[ AA ] | |
ABA = p[ AB ] | |
AAB = p[ AA+1 ] | |
ABB = p[ AB+1 ] | |
B = p[xi+1] + yi | |
BA = p[B ] + zi | |
BB = p[B+1 ] + zi | |
BAA = p[ BA ] | |
BBA = p[ BB ] | |
BAB = p[ BA+1 ] | |
BBB = p[ BB+1 ] | |
-- Take the weighted average between all 8 unit cube coordinates | |
return self.lerp(w, | |
self.lerp(v, | |
self.lerp(u, | |
self:grad(AAA,x,y,z), | |
self:grad(BAA,x-1,y,z) | |
), | |
self.lerp(u, | |
self:grad(ABA,x,y-1,z), | |
self:grad(BBA,x-1,y-1,z) | |
) | |
), | |
self.lerp(v, | |
self.lerp(u, | |
self:grad(AAB,x,y,z-1), self:grad(BAB,x-1,y,z-1) | |
), | |
self.lerp(u, | |
self:grad(ABB,x,y-1,z-1), self:grad(BBB,x-1,y-1,z-1) | |
) | |
) | |
) | |
end | |
-- Gradient function finds dot product between pseudorandom gradient vector | |
-- and the vector from input coordinate to a unit cube vertex | |
perlin.dot_product = { | |
[0x0]=function(x,y,z) return x + y end, | |
[0x1]=function(x,y,z) return -x + y end, | |
[0x2]=function(x,y,z) return x - y end, | |
[0x3]=function(x,y,z) return -x - y end, | |
[0x4]=function(x,y,z) return x + z end, | |
[0x5]=function(x,y,z) return -x + z end, | |
[0x6]=function(x,y,z) return x - z end, | |
[0x7]=function(x,y,z) return -x - z end, | |
[0x8]=function(x,y,z) return y + z end, | |
[0x9]=function(x,y,z) return -y + z end, | |
[0xA]=function(x,y,z) return y - z end, | |
[0xB]=function(x,y,z) return -y - z end, | |
[0xC]=function(x,y,z) return y + x end, | |
[0xD]=function(x,y,z) return -y + z end, | |
[0xE]=function(x,y,z) return y - x end, | |
[0xF]=function(x,y,z) return -y - z end | |
} | |
function perlin:grad(hash, x, y, z) | |
return self.dot_product[bit32.band(hash,0xF)](x,y,z) | |
end | |
-- Fade function is used to smooth final output | |
function perlin.fade(t) | |
return t * t * t * (t * (t * 6 - 15) + 10) | |
end | |
function perlin.lerp(t, a, b) | |
return a + t * (b - a) | |
end |
@ryanzec Apologies, I hadn't seen your comment until today. For any future readers:
Feel free to use this code in any project commercial/uncommercial with/without attribution.
Sorry to bug you more about this, but your "permission" is not a license that would fly with FOSS projects. Would you mind specifying something like BSD0 (which most closely matches your permission statement), or MIT, or some Free and Open source license, so that we can use this in FOSS projects?
Having a legally-accepted license statement makes this code actually usable.
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Ah, now I remember. That article mentions seamlessness but does not include the implementation. It's going to take a lot more research to find one.