Синтаксис:
Используется csharp
using UnityEngine;
using System.Collections;
public class PerlinNoise4D
{
int[] noisePermutation = { 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
};
Vector4[] gradient4Table = {
new Vector4(0, -1, -1, -1),
new Vector4(0, -1, -1, 1),
new Vector4(0, -1, 1, -1),
new Vector4(0, -1, 1, 1),
new Vector4(0, 1, -1, -1),
new Vector4(0, 1, -1, 1),
new Vector4(0, 1, 1, -1),
new Vector4(0, 1, 1, 1),
new Vector4(-1, -1, 0, -1),
new Vector4(-1, 1, 0, -1),
new Vector4(1, -1, 0, -1),
new Vector4(1, 1, 0, -1),
new Vector4(-1, -1, 0, 1),
new Vector4(-1, 1, 0, 1),
new Vector4(1, -1, 0, 1),
new Vector4(1, 1, 0, 1),
new Vector4(-1, 0, -1, -1),
new Vector4(1, 0, -1, -1),
new Vector4(-1, 0, -1, 1),
new Vector4(1, 0, -1, 1),
new Vector4(-1, 0, 1, -1),
new Vector4(1, 0, 1, -1),
new Vector4(-1, 0, 1, 1),
new Vector4(1, 0, 1, 1),
new Vector4(0, -1, -1, 0),
new Vector4(0, -1, -1, 0),
new Vector4(0, -1, 1, 0),
new Vector4(0, -1, 1, 0),
new Vector4(0, 1, -1, 0),
new Vector4(0, 1, -1, 0),
new Vector4(0, 1, 1, 0),
new Vector4(0, 1, 1, 0)
};
float Fade(float t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
int Perm(int x)
{
return noisePermutation[x & 0xFF];
}
float Grad(int x, Vector4 p)
{
return Vector4.Dot(gradient4Table[x & 31], p);
}
public float Noise(float fx, float fy, float fz, float fw)
{
var x = Mathf.FloorToInt(fx) & 0xFF;
var y = Mathf.FloorToInt(fy) & 0xFF;
var z = Mathf.FloorToInt(fz) & 0xFF;
var w = Mathf.FloorToInt(fw) & 0xFF;
var localX = fx - x;
var localY = fy - y;
var localZ = fz - z;
var localW = fw - w;
Vector4 p = new Vector4(localX, localY, localZ, localW);
localX = Fade(localX);
localY = Fade(localY);
localZ = Fade(localZ);
localW = Fade(localW);
var A = (Perm(x) + y);
var AA = (Perm(A) + z);
var AB = (Perm(A + 1) + z);
var B = (Perm(x + 1) + y);
var BA = (Perm(B) + z);
var BB = (Perm(B + 1) + z);
var AAA = (Perm(AA) + w);
var AAB = (Perm(AA + 1) + w);
var ABA = (Perm(AB) + w);
var ABB = (Perm(AB + 1) + w);
var BAA = (Perm(BA) + w);
var BAB = (Perm(BA + 1) + w);
var BBA = (Perm(BB) + w);
var BBB = (Perm(BB + 1) + w);
var x1 = Mathf.Lerp(Grad(Perm(AAA), p), Grad(Perm(BAA), p + new Vector4(-1, 0, 0, 0)), localX);
var x2 = Mathf.Lerp(Grad(Perm(ABA), p + new Vector4(0, -1, 0, 0)), Grad(Perm(BBA), p + new Vector4(-1, -1, 0, 0)), localX);
var x3 = Mathf.Lerp(Grad(Perm(AAB), p + new Vector4(0, 0, -1, 0)), Grad(Perm(BAB), p + new Vector4(-1, 0, -1, 0)), localX);
var x4 = Mathf.Lerp(Grad(Perm(ABB), p + new Vector4(0, -1, -1, 0)), Grad(Perm(BBB), p + new Vector4(-1, -1, -1, 0)), localX);
var x5 = Mathf.Lerp(Grad(Perm(AAA + 1), p + new Vector4(0, 0, 0, -1)), Grad(Perm(BAA + 1), p + new Vector4(-1, 0, 0, -1)), localX);
var x6 = Mathf.Lerp(Grad(Perm(ABA + 1), p + new Vector4(0, -1, 0, -1)), Grad(Perm(BBA + 1), p + new Vector4(-1, -1, 0, -1)), localX);
var x7 = Mathf.Lerp(Grad(Perm(AAB + 1), p + new Vector4(0, 0, -1, -1)), Grad(Perm(BAB + 1), p + new Vector4(-1, 0, -1, -1)), localX);
var x8 = Mathf.Lerp(Grad(Perm(ABB + 1), p + new Vector4(0, -1, -1, -1)), Grad(Perm(BBB + 1), p + new Vector4(-1, -1, -1, -1)), localX);
var y1 = Mathf.Lerp(x1, x2, localY);
var y2 = Mathf.Lerp(x3, x4, localY);
var y3 = Mathf.Lerp(x5, x6, localY);
var y4 = Mathf.Lerp(x7, x8, localY);
var z1 = Mathf.Lerp(y1, y2, localZ);
var z2 = Mathf.Lerp(y3, y4, localZ);
var w1 = Mathf.Lerp(z1, z2, localW);
return w1;
}
}
using System.Collections;
public class PerlinNoise4D
{
int[] noisePermutation = { 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
};
Vector4[] gradient4Table = {
new Vector4(0, -1, -1, -1),
new Vector4(0, -1, -1, 1),
new Vector4(0, -1, 1, -1),
new Vector4(0, -1, 1, 1),
new Vector4(0, 1, -1, -1),
new Vector4(0, 1, -1, 1),
new Vector4(0, 1, 1, -1),
new Vector4(0, 1, 1, 1),
new Vector4(-1, -1, 0, -1),
new Vector4(-1, 1, 0, -1),
new Vector4(1, -1, 0, -1),
new Vector4(1, 1, 0, -1),
new Vector4(-1, -1, 0, 1),
new Vector4(-1, 1, 0, 1),
new Vector4(1, -1, 0, 1),
new Vector4(1, 1, 0, 1),
new Vector4(-1, 0, -1, -1),
new Vector4(1, 0, -1, -1),
new Vector4(-1, 0, -1, 1),
new Vector4(1, 0, -1, 1),
new Vector4(-1, 0, 1, -1),
new Vector4(1, 0, 1, -1),
new Vector4(-1, 0, 1, 1),
new Vector4(1, 0, 1, 1),
new Vector4(0, -1, -1, 0),
new Vector4(0, -1, -1, 0),
new Vector4(0, -1, 1, 0),
new Vector4(0, -1, 1, 0),
new Vector4(0, 1, -1, 0),
new Vector4(0, 1, -1, 0),
new Vector4(0, 1, 1, 0),
new Vector4(0, 1, 1, 0)
};
float Fade(float t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
int Perm(int x)
{
return noisePermutation[x & 0xFF];
}
float Grad(int x, Vector4 p)
{
return Vector4.Dot(gradient4Table[x & 31], p);
}
public float Noise(float fx, float fy, float fz, float fw)
{
var x = Mathf.FloorToInt(fx) & 0xFF;
var y = Mathf.FloorToInt(fy) & 0xFF;
var z = Mathf.FloorToInt(fz) & 0xFF;
var w = Mathf.FloorToInt(fw) & 0xFF;
var localX = fx - x;
var localY = fy - y;
var localZ = fz - z;
var localW = fw - w;
Vector4 p = new Vector4(localX, localY, localZ, localW);
localX = Fade(localX);
localY = Fade(localY);
localZ = Fade(localZ);
localW = Fade(localW);
var A = (Perm(x) + y);
var AA = (Perm(A) + z);
var AB = (Perm(A + 1) + z);
var B = (Perm(x + 1) + y);
var BA = (Perm(B) + z);
var BB = (Perm(B + 1) + z);
var AAA = (Perm(AA) + w);
var AAB = (Perm(AA + 1) + w);
var ABA = (Perm(AB) + w);
var ABB = (Perm(AB + 1) + w);
var BAA = (Perm(BA) + w);
var BAB = (Perm(BA + 1) + w);
var BBA = (Perm(BB) + w);
var BBB = (Perm(BB + 1) + w);
var x1 = Mathf.Lerp(Grad(Perm(AAA), p), Grad(Perm(BAA), p + new Vector4(-1, 0, 0, 0)), localX);
var x2 = Mathf.Lerp(Grad(Perm(ABA), p + new Vector4(0, -1, 0, 0)), Grad(Perm(BBA), p + new Vector4(-1, -1, 0, 0)), localX);
var x3 = Mathf.Lerp(Grad(Perm(AAB), p + new Vector4(0, 0, -1, 0)), Grad(Perm(BAB), p + new Vector4(-1, 0, -1, 0)), localX);
var x4 = Mathf.Lerp(Grad(Perm(ABB), p + new Vector4(0, -1, -1, 0)), Grad(Perm(BBB), p + new Vector4(-1, -1, -1, 0)), localX);
var x5 = Mathf.Lerp(Grad(Perm(AAA + 1), p + new Vector4(0, 0, 0, -1)), Grad(Perm(BAA + 1), p + new Vector4(-1, 0, 0, -1)), localX);
var x6 = Mathf.Lerp(Grad(Perm(ABA + 1), p + new Vector4(0, -1, 0, -1)), Grad(Perm(BBA + 1), p + new Vector4(-1, -1, 0, -1)), localX);
var x7 = Mathf.Lerp(Grad(Perm(AAB + 1), p + new Vector4(0, 0, -1, -1)), Grad(Perm(BAB + 1), p + new Vector4(-1, 0, -1, -1)), localX);
var x8 = Mathf.Lerp(Grad(Perm(ABB + 1), p + new Vector4(0, -1, -1, -1)), Grad(Perm(BBB + 1), p + new Vector4(-1, -1, -1, -1)), localX);
var y1 = Mathf.Lerp(x1, x2, localY);
var y2 = Mathf.Lerp(x3, x4, localY);
var y3 = Mathf.Lerp(x5, x6, localY);
var y4 = Mathf.Lerp(x7, x8, localY);
var z1 = Mathf.Lerp(y1, y2, localZ);
var z2 = Mathf.Lerp(y3, y4, localZ);
var w1 = Mathf.Lerp(z1, z2, localW);
return w1;
}
}