----------------------------------------------- ---Simplex Noise -- Original Java Source: http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf -- (most) Original comments included ----------------------------------------------- local math = math local table = table local tonumber = tonumber local ipairs = ipairs local error = error local simplex = {} simplex.DIR_X = 0 simplex.DIR_Y = 1 simplex.DIR_Z = 2 simplex.DIR_W = 3 simplex.internalCache = false local Gradients3D = {{1,1,0},{-1,1,0},{1,-1,0},{-1,-1,0}, {1,0,1},{-1,0,1},{1,0,-1},{-1,0,-1}, {0,1,1},{0,-1,1},{0,1,-1},{0,-1,-1}}; local Gradients4D = {{0,1,1,1}, {0,1,1,-1}, {0,1,-1,1}, {0,1,-1,-1}, {0,-1,1,1}, {0,-1,1,-1}, {0,-1,-1,1}, {0,-1,-1,-1}, {1,0,1,1}, {1,0,1,-1}, {1,0,-1,1}, {1,0,-1,-1}, {-1,0,1,1}, {-1,0,1,-1}, {-1,0,-1,1}, {-1,0,-1,-1}, {1,1,0,1}, {1,1,0,-1}, {1,-1,0,1}, {1,-1,0,-1}, {-1,1,0,1}, {-1,1,0,-1}, {-1,-1,0,1}, {-1,-1,0,-1}, {1,1,1,0}, {1,1,-1,0}, {1,-1,1,0}, {1,-1,-1,0}, {-1,1,1,0}, {-1,1,-1,0}, {-1,-1,1,0}, {-1,-1,-1,0}}; local p = {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}; -- To remove the need for index wrapping, double the permutation table length for i=1,#p do p[i-1] = p[i] p[i] = nil end for i=1,#Gradients3D do Gradients3D[i-1] = Gradients3D[i] Gradients3D[i] = nil end for i=1,#Gradients4D do Gradients4D[i-1] = Gradients4D[i] Gradients4D[i] = nil end local perm = {} for i=0,255 do perm[i] = p[i] perm[i+256] = p[i] end -- A lookup table to traverse the sim around a given point in 4D. -- Details can be found where this table is used, in the 4D noise method. local sim = { {0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0}, {0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0}, {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0}, {1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0}, {1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0}, {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0}, {2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0}, {2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}}; local function Dot2D(tbl, x, y) return tbl[1]*x + tbl[2]*y; end local function Dot3D(tbl, x, y, z) return tbl[1]*x + tbl[2]*y + tbl[3]*z end local function Dot4D( tbl, x,y,z,w) return tbl[1]*x + tbl[2]*y + tbl[3]*z + tbl[3]*w; end local Prev2D = {} -- 2D simplex noise function simplex.Noise2D(xin, yin) if simplex.internalCache and Prev2D[xin] and Prev2D[xin][yin] then return Prev2D[xin][yin] end local n0, n1, n2; -- Noise contributions from the three corners -- Skew the input space to determine which simplex cell we're in local F2 = 0.5*(math.sqrt(3.0)-1.0); local s = (xin+yin)*F2; -- Hairy factor for 2D local i = math.floor(xin+s); local j = math.floor(yin+s); local G2 = (3.0-math.sqrt(3.0))/6.0; local t = (i+j)*G2; local X0 = i-t; -- Unskew the cell origin back to (x,y) space local Y0 = j-t; local x0 = xin-X0; -- The x,y distances from the cell origin local y0 = yin-Y0; -- For the 2D case, the simplex shape is an equilateral triangle. -- Determine which simplex we are in. local i1, j1; -- Offsets for second (middle) corner of simplex in (i,j) coords if(x0>y0) then i1=1 j1=0 -- lower triangle, XY order: (0,0)->(1,0)->(1,1) else i1=0 j1=1 -- upper triangle, YX order: (0,0)->(0,1)->(1,1) end -- A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and -- a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where -- c = (3-sqrt(3))/6 local x1 = x0 - i1 + G2; -- Offsets for middle corner in (x,y) unskewed coords local y1 = y0 - j1 + G2; local x2 = x0 - 1.0 + 2.0 * G2; -- Offsets for last corner in (x,y) unskewed coords local y2 = y0 - 1.0 + 2.0 * G2; -- Work out the hashed gradient indices of the three simplex corners local ii = math.floor(i % 255) local jj = math.floor(j % 255) local gi0 = perm[ii+perm[jj]] % 12; local gi1 = perm[ii+i1+perm[jj+j1]] % 12; local gi2 = perm[ii+1+perm[jj+1]] % 12; -- Calculate the contribution from the three corners local t0 = 0.5 - x0*x0-y0*y0; if t0<0 then n0 = 0.0; else t0 = t0 * t0 n0 = t0 * t0 * Dot2D(Gradients3D[gi0], x0, y0); -- (x,y) of Gradients3D used for 2D gradient end local t1 = 0.5 - x1*x1-y1*y1; if (t1<0) then n1 = 0.0; else t1 = t1*t1 n1 = t1 * t1 * Dot2D(Gradients3D[gi1], x1, y1); end local t2 = 0.5 - x2*x2-y2*y2; if (t2<0) then n2 = 0.0; else t2 = t2*t2 n2 = t2 * t2 * Dot2D(Gradients3D[gi2], x2, y2); end -- Add contributions from each corner to get the final noise value. -- The result is scaled to return values in the localerval [-1,1]. local retval = 70.0 * (n0 + n1 + n2) if simplex.internalCache then if not Prev2D[xin] then Prev2D[xin] = {} end Prev2D[xin][yin] = retval end return retval; end local Prev3D = {} -- 3D simplex noise function simplex.Noise3D(xin, yin, zin) if simplex.internalCache and Prev3D[xin] and Prev3D[xin][yin] and Prev3D[xin][yin][zin] then return Prev3D[xin][yin][zin] end local n0, n1, n2, n3; -- Noise contributions from the four corners -- Skew the input space to determine which simplex cell we're in local F3 = 1.0/3.0; local s = (xin+yin+zin)*F3; -- Very nice and simple skew factor for 3D local i = math.floor(xin+s); local j = math.floor(yin+s); local k = math.floor(zin+s); local G3 = 1.0/6.0; -- Very nice and simple unskew factor, too local t = (i+j+k)*G3; local X0 = i-t; -- Unskew the cell origin back to (x,y,z) space local Y0 = j-t; local Z0 = k-t; local x0 = xin-X0; -- The x,y,z distances from the cell origin local y0 = yin-Y0; local z0 = zin-Z0; -- For the 3D case, the simplex shape is a slightly irregular tetrahedron. -- Determine which simplex we are in. local i1, j1, k1; -- Offsets for second corner of simplex in (i,j,k) coords local i2, j2, k2; -- Offsets for third corner of simplex in (i,j,k) coords if (x0>=y0) then if (y0>=z0) then i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; -- X Y Z order elseif (x0>=z0) then i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; -- X Z Y order else i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; -- Z X Y order end else -- x0 y0) and 32 or 1; local c2 = (x0 > z0) and 16 or 1; local c3 = (y0 > z0) and 8 or 1; local c4 = (x0 > w0) and 4 or 1; local c5 = (y0 > w0) and 2 or 1; local c6 = (z0 > w0) and 1 or 1; local c = c1 + c2 + c3 + c4 + c5 + c6; local i1, j1, k1, l1; -- The localeger offsets for the second simplex corner local i2, j2, k2, l2; -- The localeger offsets for the third simplex corner local i3, j3, k3, l3; -- The localeger offsets for the fourth simplex corner -- sim[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. -- Many values of c will never occur, since e.g. x>y>z>w makes x=3 and 1 or 0; j1 = sim[c][2]>=3 and 1 or 0; k1 = sim[c][3]>=3 and 1 or 0; l1 = sim[c][4]>=3 and 1 or 0; -- The number 2 in the "sim" array is at the second largest coordinate. i2 = sim[c][1]>=2 and 1 or 0; j2 = sim[c][2]>=2 and 1 or 0; k2 = sim[c][3]>=2 and 1 or 0; l2 = sim[c][4]>=2 and 1 or 0; -- The number 1 in the "sim" array is at the second smallest coordinate. i3 = sim[c][1]>=1 and 1 or 0; j3 = sim[c][2]>=1 and 1 or 0; k3 = sim[c][3]>=1 and 1 or 0; l3 = sim[c][4]>=1 and 1 or 0; -- The fifth corner has all coordinate offsets = 1, so no need to look that up. local x1 = x0 - i1 + G4; -- Offsets for second corner in (x,y,z,w) coords local y1 = y0 - j1 + G4; local z1 = z0 - k1 + G4; local w1 = w0 - l1 + G4; local x2 = x0 - i2 + 2.0*G4; -- Offsets for third corner in (x,y,z,w) coords local y2 = y0 - j2 + 2.0*G4; local z2 = z0 - k2 + 2.0*G4; local w2 = w0 - l2 + 2.0*G4; local x3 = x0 - i3 + 3.0*G4; -- Offsets for fourth corner in (x,y,z,w) coords local y3 = y0 - j3 + 3.0*G4; local z3 = z0 - k3 + 3.0*G4; local w3 = w0 - l3 + 3.0*G4; local x4 = x0 - 1.0 + 4.0*G4; -- Offsets for last corner in (x,y,z,w) coords local y4 = y0 - 1.0 + 4.0*G4; local z4 = z0 - 1.0 + 4.0*G4; local w4 = w0 - 1.0 + 4.0*G4; -- Work out the hashed gradient indices of the five simplex corners local ii = math.floor(i % 255) local jj = math.floor(j % 255) local kk = math.floor(k % 255) local ll = math.floor(l % 255) local gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32; local gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32; local gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32; local gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32; local gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32; -- Calculate the contribution from the five corners local t0 = 0.5 - x0*x0 - y0*y0 - z0*z0 - w0*w0; if (t0<0) then n0 = 0.0; else t0 = t0*t0; n0 = t0 * t0 * Dot4D(Gradients4D[gi0], x0, y0, z0, w0); end local t1 = 0.5 - x1*x1 - y1*y1 - z1*z1 - w1*w1; if (t1<0) then n1 = 0.0; else t1 = t1*t1; n1 = t1 * t1 * Dot4D(Gradients4D[gi1], x1, y1, z1, w1); end local t2 = 0.5 - x2*x2 - y2*y2 - z2*z2 - w2*w2; if (t2<0) then n2 = 0.0; else t2 = t2*t2; n2 = t2 * t2 * Dot4D(Gradients4D[gi2], x2, y2, z2, w2); end local t3 = 0.5 - x3*x3 - y3*y3 - z3*z3 - w3*w3; if (t3<0) then n3 = 0.0; else t3 = t3*t3; n3 = t3 * t3 * Dot4D(Gradients4D[gi3], x3, y3, z3, w3); end local t4 = 0.5 - x4*x4 - y4*y4 - z4*z4 - w4*w4; if (t4<0) then n4 = 0.0; else t4 = t4*t4; n4 = t4 * t4 * Dot4D(Gradients4D[gi4], x4, y4, z4, w4); end -- Sum up and scale the result to cover the range [-1,1] local retval = 27.0 * (n0 + n1 + n2 + n3 + n4) if simplex.internalCache then if not Prev4D[x] then Prev4D[x] = {} end if not Prev4D[x][y] then Prev4D[x][y] = {} end if not Prev4D[x][y][z] then Prev4D[x][y][z] = {} end Prev4D[x][y][z][w] = retval end return retval; end local e = 2.71828182845904523536 local PrevBlur2D = {} function simplex.GBlur2D(x,y,stdDev) if simplex.internalCache and PrevBlur2D[x] and PrevBlur2D[x][y] and PrevBlur2D[x][y][stdDev] then return PrevBlur2D[x][y][stdDev] end local pwr = ((x^2+y^2)/(2*(stdDev^2)))*-1 local ret = (1/(2*math.pi*(stdDev^2)))*(e^pwr) if simplex.internalCache then if not PrevBlur2D[x] then PrevBlur2D[x] = {} end if not PrevBlur2D[x][y] then PrevBlur2D[x][y] = {} end PrevBlur2D[x][y][stdDev] = ret end return ret end local PrevBlur1D = {} function simplex.GBlur1D(x,stdDev) if simplex.internalCache and PrevBlur1D[x] and PrevBlur1D[x][stdDev] then return PrevBlur1D[x][stdDev] end local pwr = (x^2/(2*stdDev^2))*-1 local ret = (1/(math.sqrt(2*math.pi)*stdDev))*(e^pwr) if simplex.internalCache then if not PrevBlur1D[x] then PrevBlur1D[x] = {} end PrevBlur1D[x][stdDev] = ret end return ret end function simplex.FractalSum(func, iter, ...) local ret = func(...) for i=1,iter do local power = 2^iter local s = power/i local scaled = {} for elem in ipairs({...}) do table.insert(scaled, elem*s) end ret = ret + (i/power)*(func(unpack(scaled))) end return ret end function simplex.FractalSumAbs(func, iter, ...) local ret = math.abs(func(...)) for i=1,iter do local power = 2^iter local s = power/i local scaled = {} for elem in ipairs({...}) do table.insert(scaled, elem*s) end ret = ret + (i/power)*(math.abs(func(unpack(scaled)))) end return ret end function simplex.Turbulence(func, direction, iter, ...) local ret = math.abs(func(...)) for i=1,iter do local power = 2^iter local s = power/i local scaled = {} for elem in ipairs({...}) do table.insert(scaled, elem*s) end ret = ret + (i/power)*(math.abs(func(unpack(scaled)))) end local args = {...} local dir_component = args[direction+1] return math.sin(dir_component+ret) end return simplex