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SimplexNoise.cpp
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212 lines (175 loc) · 6.5 KB
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/*
===============================================================================
Modernized SimplexNoise algorithm for Arduino
Originally ported to a reusable Arduino Library
By Jordan Shaw / http://jordanshaw.com / 2017-02
Updated with memory optimization and enhanced features (2025)
Development History:
- Original Java implementation by Stefan Gustavson (stegu@itn.liu.se)
- Optimizations by Peter Eastman (peastman@drizzle.stanford.edu)
- Better rank ordering method by Stefan Gustavson in 2012
- C++ port and algorithm refinements by Josh Koch (jdk1337@gmail.com)
- Arduino library adaptation by Jordan Shaw (2017)
This is a speed-improved simplex noise algorithm for 2D. The original
code could be speeded up even further, but this version balances
performance with flexibility and ease of use.
Version 0.2.0
The original Java code was placed in the public domain by its original author,
Stefan Gustavson. You may use it as you see fit, but attribution is appreciated.
Original gist url: https://gist.github.com/Slipyx/2372043
===============================================================================
*/
#include <math.h>
#include "Arduino.h"
#include "SimplexNoise.h"
// Private static member definitions
const double SimplexNoise::F2 = 0.5 * (sqrt(3.0) - 1.0);
const double SimplexNoise::G2 = (3.0 - sqrt(3.0)) / 6.0;
// Initialize gradient vectors
const Grad SimplexNoise::grad3[12] = {
Grad(1,1,0),Grad(-1,1,0),Grad(1,-1,0),Grad(-1,-1,0),Grad(1,0,1),
Grad(-1,0,1),Grad(1,0,-1),Grad(-1,0,-1),Grad(0,1,1),Grad(0,-1,1),
Grad(0,1,-1),Grad(0,-1,-1)
};
// Original permutation table - stored in PROGMEM
const uint8_t SimplexNoise::p[256] PROGMEM = {
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
};
// Working permutation tables
uint8_t SimplexNoise::perm[512] = {0};
uint8_t SimplexNoise::permMod12[512] = {0};
// Flag to track initialization
bool SimplexNoise::initialized = false;
// Initialize permutation arrays with default seed
void SimplexNoise::init() {
// Use millis as seed for some randomness
init(millis());
}
// Initialize with custom seed
void SimplexNoise::init(uint32_t seed) {
generatePerm(seed);
initialized = true;
}
// Regenerate with new seed
void SimplexNoise::reseed(uint32_t seed) {
generatePerm(seed);
}
// Generate permutation arrays from seed
void SimplexNoise::generatePerm(uint32_t seed) {
// Create a copy of the original permutation table
uint8_t shuffledP[256];
// Read from PROGMEM
for (int i = 0; i < 256; i++) {
shuffledP[i] = pgm_read_byte(&p[i]);
}
// Seed the random number generator
randomSeed(seed);
// Fisher-Yates shuffle to randomize the permutation table
for (int i = 255; i > 0; i--) {
int j = random(i + 1);
uint8_t temp = shuffledP[i];
shuffledP[i] = shuffledP[j];
shuffledP[j] = temp;
}
// Fill the expanded permutation tables
for (uint16_t i = 0; i < 512; ++i) {
perm[i] = shuffledP[i & 255];
permMod12[i] = static_cast<uint8_t>(perm[i] % 12);
}
}
// Fast floor
int32_t SimplexNoise::fastFloor(double x) {
int32_t xi = static_cast<int32_t>(x);
return x < xi ? xi - 1 : xi;
}
// Dot product
double SimplexNoise::dot(const Grad& g, double x, double y) {
return g.x * x + g.y * y;
}
// 2D SimplexNoise noise
double SimplexNoise::noise(double xin, double yin) {
// Initialize if not done yet
if (!initialized) {
init();
}
double s = (xin + yin) * F2;
int32_t i = fastFloor(xin + s);
int32_t j = fastFloor(yin + s);
double t = (i + j) * G2;
double x0 = xin - (i - t);
double y0 = yin - (j - t);
uint8_t i1 = 0, j1 = 1;
if (x0 > y0) {
i1 = 1;
j1 = 0;
}
double x1 = x0 - i1 + G2;
double y1 = y0 - j1 + G2;
double x2 = x0 - 1.0 + 2.0 * G2;
double y2 = y0 - 1.0 + 2.0 * G2;
uint8_t ii = i & 255;
uint8_t jj = j & 255;
uint8_t gi0 = permMod12[ii + perm[jj]];
uint8_t gi1 = permMod12[ii + i1 + perm[jj + j1]];
uint8_t gi2 = permMod12[ii + 1 + perm[jj + 1]];
double n0 = 0.0;
double t0 = 0.5 - x0 * x0 - y0 * y0;
if (t0 >= 0.0) {
t0 *= t0;
n0 = t0 * t0 * dot(grad3[gi0], x0, y0);
}
double n1 = 0.0;
double t1 = 0.5 - x1 * x1 - y1 * y1;
if (t1 >= 0.0) {
t1 *= t1;
n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
}
double n2 = 0.0;
double t2 = 0.5 - x2 * x2 - y2 * y2;
if (t2 >= 0.0) {
t2 *= t2;
n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
}
return 70.0 * (n0 + n1 + n2);
}
// Map noise to a specific range
double SimplexNoise::mapNoise(double n, double min, double max) {
// Map from [-1,1] to [min,max]
return min + (max - min) * (n + 1.0) / 2.0;
}
// Scaled 2D simplex noise
double SimplexNoise::scaledNoise(double xin, double yin, double min, double max) {
return mapNoise(noise(xin, yin), min, max);
}
// Fractal Brownian Motion (layered noise)
double SimplexNoise::fbm(double x, double y, int octaves, double persistence) {
double total = 0.0;
double frequency = 1.0;
double amplitude = 1.0;
double maxValue = 0.0;
for (int i = 0; i < octaves; i++) {
total += noise(x * frequency, y * frequency) * amplitude;
maxValue += amplitude;
amplitude *= persistence;
frequency *= 2.0;
}
// Normalize to [-1,1]
return total / maxValue;
}
// Scaled FBM
double SimplexNoise::scaledFbm(double x, double y, double min, double max,
int octaves, double persistence) {
return mapNoise(fbm(x, y, octaves, persistence), min, max);
}