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March 23, 2012 18:59
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Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,209 @@ //This is a port of Ken Perlin's "Improved Noise" // http://mrl.nyu.edu/~perlin/noise/ // Originally from http://therandomuniverse.blogspot.com/2007/01/perlin-noise-your-new-best-friend.html // but the site appears to be down, so here is a mirror of it class Perlin { var $p, $permutation, $seed; var $_default_size = 64; function Perlin ($seed=NULL) { //Initialize the permutation array. $this->p = array(); $this->permutation = array( 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 ); //Populate it for ($i=0; $i < 256 ; $i++) { $this->p[256+$i] = $this->p[$i] = $this->permutation[$i]; } //And set the seed if ($seed === NULL) $this->seed = time(); else $this->seed = $seed; } function noise($x,$y,$z,$size=NULL) { if ($size == NULL) $size = $this->_default_size; //Set the initial value and initial size $value = 0.0; $initialSize = $size; //Add finer and finer hues of smoothed noise together while($size >= 1) { $value += $this->smoothNoise($x / $size, $y / $size, $z / $size) * $size; $size /= 2.0; } //Return the result over the initial size return $value / $initialSize; } //This function determines what cube the point passed resides in //and determines its value. function smoothNoise($x, $y, $z) { //Offset each coordinate by the seed value $x+=$this->seed; $y+=$this->seed; $z+=$this->seed; $orig_x = $x; $orig_y = $y; $orig_z = $z; $X1 = (int)floor($x) & 255; // FIND UNIT CUBE THAT $Y1 = (int)floor($y) & 255; // CONTAINS POINT. $Z1 = (int)floor($z) & 255; $x -= floor($x); // FIND RELATIVE X,Y,Z $y -= floor($y); // OF POINT IN CUBE. $z -= floor($z); $u = $this->fade($x); // COMPUTE FADE CURVES $v = $this->fade($y); // FOR EACH OF X,Y,Z. $w = $this->fade($z); $A = $this->p[$X1]+$Y1; $AA = $this->p[$A]+$Z1; $AB = $this->p[$A+1]+$Z1; // HASH COORDINATES OF $B = $this->p[$X1+1]+$Y1; $BA = $this->p[$B]+$Z1; $BB = $this->p[$B+1]+$Z1; // THE 8 CUBE CORNERS, //Interpolate between the 8 points determined $result = $this->lerp($w, $this->lerp($v, $this->lerp($u, $this->grad($this->p[$AA ], $x , $y , $z ), // AND ADD $this->grad($this->p[$BA ], $x-1, $y , $z )), // BLENDED $this->lerp($u, $this->grad($this->p[$AB ], $x , $y-1, $z ), // RESULTS $this->grad($this->p[$BB ], $x-1, $y-1, $z ))),// FROM 8 $this->lerp($v, $this->lerp($u, $this->grad($this->p[$AA+1], $x , $y , $z-1 ), // CORNERS $this->grad($this->p[$BA+1], $x-1, $y , $z-1 )), // OF CUBE $this->lerp($u, $this->grad($this->p[$AB+1], $x , $y-1, $z-1 ), $this->grad($this->p[$BB+1], $x-1, $y-1, $z-1 )))); return $result; } function fade($t) { return $t * $t * $t * ( ( $t * ( ($t * 6) - 15) ) + 10); } function lerp($t, $a, $b) { //Make a weighted interpolaton between points return $a + $t * ($b - $a); } function grad($hash, $x, $y, $z) { $h = $hash & 15; // CONVERT LO 4 BITS OF HASH CODE $u = $h<8 ? $x : $y; // INTO 12 GRADIENT DIRECTIONS. $v = $h<4 ? $y : ($h==12||$h==14 ? $x : $z); return (($h&1) == 0 ? $u : -$u) + (($h&2) == 0 ? $v : -$v); } //This function I've added. It creates one dimension of noise. function random1D($x) { if ($size === NULL) $size = $this->_default_size; $x += $this->seed; $value = 0.0; $initialSize = $size = 3; while($size >= 1){ $value += $this->smoothNoise($x*3 / $size, 100 / $size, 100 / $size); $size--; } if ($value < -1) $value = -1; if ($value > 1) $value = 1; return $value; } //Same as random1D() only for 2 dimensions. function random2D($x,$y) { if ($size === NULL) $size = $this->_default_size; $x += $this->seed; $y += $this->seed; $value = 0.0; $initialSize = $size = 3; while($size >= 1) { $value += $this->smoothNoise($x*3 / $size, $y*3 / $size, 100 / $size); $size--; } if ($value < -1) $value = -1; if ($value > 1) $value = 1; return $value; } } /* //This is a small test snippet that will output an example with DIV tags. //Feel free to fiddle with it. $bob = new Perlin(2000); $size = 1; $smooth = 42; $gridsize = 125; for($y=0; $y<$gridsize; $y+=1) { for($x=0; $x<$gridsize; $x+=1) { $num = $bob->noise($x,$y,0,$smooth); $raw = ($num/2)+.5; //if ($num == 0) $raw = 0; //else $raw = 1/abs( $num ); //$raw = pow((5*$raw)-4,3)+.5; //$raw = 1-pow(50 * ($raw - 1), 2); //if ($raw > .9) $raw = 1; //else $raw = 0; if ($raw < 0) $raw = 0; $num = dechex( $raw*255 ); if (strlen($num) < 2) $num = "0".$num; echo ' '; } } //*/ /* $bob = new Perlin(1); $place = 0; //for ($i=0; $i<100000; $i+=100) { for ($i=0; $i<1000; $i++) { $num = round(($bob->random1D($i)/2)+.5,2); echo $num.' '; echo ''; $place++; } //*/