namespace UnityHelpers.Core.Random { using System; using Extension; using UnityEngine; public sealed class PerlinNoise { // Permutation array. This is a standard permutation of numbers from 0 to 255. private static readonly int[] DefaultPermutations = { 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, }; public static readonly PerlinNoise Instance = new(); private readonly int[] _permutations = new int[DefaultPermutations.Length]; // Doubled permutation to avoid overflow private readonly int[] _doubledPermutations = new int[DefaultPermutations.Length * 2]; public PerlinNoise() : this(null) { } // Static constructor to initialize the doubled permutation array public PerlinNoise(IRandom random) { Array.Copy(DefaultPermutations, 0, _permutations, 0, DefaultPermutations.Length); if (random != null) { _permutations.Shuffle(random); } for (int i = 0; i < _doubledPermutations.Length; ++i) { _doubledPermutations[i] = _permutations[i % _permutations.Length]; } } // Fade function as defined by Ken Perlin. This eases coordinate values // so that they will "ease" towards integral values. This ends up smoothing the final output. public static float Fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } // Linear interpolation function public static float Lerp(float t, float a, float b) { return a + t * (b - a); } // Gradient function calculates the dot product between a pseudorandom gradient vector and the vector from the input coordinate to the grid coordinate public static float Grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // If h < 4, use x, else use y float v = h < 4 ? y : x; // If h < 4, use y, else use x return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } // The Perlin noise function public float Noise(float x, float y) { // Find unit grid cell containing point int clampedX = (int)Mathf.Floor(x) & 255; int clampedY = (int)Mathf.Floor(y) & 255; // Get relative xy coordinates inside the cell x -= Mathf.Floor(x); y -= Mathf.Floor(y); // Compute fade curves for x and y float u = Fade(x); float v = Fade(y); // Hash coordinates of the square's corners int aa = _doubledPermutations[_doubledPermutations[clampedX] + clampedY]; int ab = _doubledPermutations[_doubledPermutations[clampedX] + clampedY + 1]; int ba = _doubledPermutations[_doubledPermutations[clampedX + 1] + clampedY]; int bb = _doubledPermutations[_doubledPermutations[clampedX + 1] + clampedY + 1]; // Add blended results from the corners float res = Lerp( v, Lerp(u, Grad(aa, x, y), Grad(ba, x - 1, y)), Lerp(u, Grad(ab, x, y - 1), Grad(bb, x - 1, y - 1)) ); // Optional: Scale result to [0,1] return (res + 1.0f) / 2.0f; } // Optional: Generate noise with multiple octaves for more complexity public float OctaveNoise(float x, float y, int octaves, float persistence) { float total = 0; float frequency = 1; float amplitude = 1; float maxValue = 0; // Used for normalizing result to [0,1] for (int i = 0; i < octaves; ++i) { total += Noise(x * frequency, y * frequency) * amplitude; maxValue += amplitude; amplitude *= persistence; frequency *= 2; } return total / maxValue; } } }