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b/Plugins/MC/Content/FirstPerson/Meshes/FirstPersonProjectileMaterial.uasset new file mode 100644 index 0000000..07f2ff5 Binary files /dev/null and b/Plugins/MC/Content/FirstPerson/Meshes/FirstPersonProjectileMaterial.uasset differ diff --git a/Plugins/MC/Content/FirstPerson/Meshes/FirstPersonProjectileMesh.uasset b/Plugins/MC/Content/FirstPerson/Meshes/FirstPersonProjectileMesh.uasset new file mode 100644 index 0000000..3119231 Binary files /dev/null and b/Plugins/MC/Content/FirstPerson/Meshes/FirstPersonProjectileMesh.uasset differ diff --git a/Plugins/MC/Content/FirstPerson/Textures/FirstPersonCrosshair.uasset b/Plugins/MC/Content/FirstPerson/Textures/FirstPersonCrosshair.uasset new file mode 100644 index 0000000..9e6c5e5 Binary files /dev/null and b/Plugins/MC/Content/FirstPerson/Textures/FirstPersonCrosshair.uasset differ diff --git a/Plugins/MC/MC.uplugin b/Plugins/MC/MC.uplugin new file mode 100644 index 0000000..71f9a20 --- /dev/null +++ b/Plugins/MC/MC.uplugin @@ -0,0 +1,16 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.0", + "FriendlyName": "MC", + "Description": "", + "Category": "Other", + "CreatedBy": "", + "CreatedByURL": "", + "DocsURL": "", + "MarketplaceURL": "", + "SupportURL": "", + "CanContainContent": true, + "IsBetaVersion": true, + "Installed": false +} \ No newline at end of file diff --git a/Plugins/MC/Resources/Icon128.png b/Plugins/MC/Resources/Icon128.png new file mode 100644 index 0000000..1231d4a Binary files /dev/null and b/Plugins/MC/Resources/Icon128.png differ diff --git a/Plugins/SimplexNoise-SimplexNoise_UE4.18.3.zip b/Plugins/SimplexNoise-SimplexNoise_UE4.18.3.zip new file mode 100644 index 0000000..b9d88d0 Binary files /dev/null and b/Plugins/SimplexNoise-SimplexNoise_UE4.18.3.zip differ diff --git a/Plugins/SimplexNoise/.gitattributes b/Plugins/SimplexNoise/.gitattributes new file mode 100644 index 0000000..bdb0cab --- /dev/null +++ b/Plugins/SimplexNoise/.gitattributes @@ -0,0 +1,17 @@ +# Auto detect text files and perform LF normalization +* text=auto + +# Custom for Visual Studio +*.cs diff=csharp + +# Standard to msysgit +*.doc diff=astextplain +*.DOC diff=astextplain +*.docx diff=astextplain +*.DOCX diff=astextplain +*.dot diff=astextplain +*.DOT diff=astextplain +*.pdf diff=astextplain +*.PDF diff=astextplain +*.rtf diff=astextplain +*.RTF diff=astextplain diff --git a/Plugins/SimplexNoise/.gitignore b/Plugins/SimplexNoise/.gitignore new file mode 100644 index 0000000..5bb729a --- /dev/null +++ b/Plugins/SimplexNoise/.gitignore @@ -0,0 +1,48 @@ +# Windows image file caches +Thumbs.db +ehthumbs.db + +# Folder config file +Desktop.ini + +# Recycle Bin used on file shares +$RECYCLE.BIN/ + +# Windows Installer files +*.cab +*.msi +*.msm +*.msp + +# Windows shortcuts +*.lnk + +# ========================= +# Operating System Files +# ========================= + +# OSX +# ========================= + +.DS_Store +.AppleDouble +.LSOverride + +# Thumbnails +._* + +# Files that might appear in the root of a volume +.DocumentRevisions-V100 +.fseventsd +.Spotlight-V100 +.TemporaryItems +.Trashes +.VolumeIcon.icns + +# Directories potentially created on remote AFP share +.AppleDB +.AppleDesktop +Network Trash Folder +Temporary Items +.apdisk +Archive/SimplexNoise_UE4.18.3.zip diff --git a/Plugins/SimplexNoise/Config/FilterPlugin.ini b/Plugins/SimplexNoise/Config/FilterPlugin.ini new file mode 100644 index 0000000..ccebca2 --- /dev/null +++ b/Plugins/SimplexNoise/Config/FilterPlugin.ini @@ -0,0 +1,8 @@ +[FilterPlugin] +; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and +; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively. +; +; Examples: +; /README.txt +; /Extras/... +; /Binaries/ThirdParty/*.dll diff --git a/Plugins/SimplexNoise/README.md b/Plugins/SimplexNoise/README.md new file mode 100644 index 0000000..2b9a2e2 --- /dev/null +++ b/Plugins/SimplexNoise/README.md @@ -0,0 +1,22 @@ +# SimplexNoise + +![SimplexNoise UE4 Plugin Screenshot](http://i.imgur.com/Fpw5mPX.png) + +* This is a clean, fast, modern and free Perlin Simplex noise function. +* If we change float to double it could be even faster but there is no double type in Blueprint +* All Public Functions are BlueprintCallable so they can be used in every blueprint + +From DevDad and Dedicated to you and Unreal Community. +Use it free for what ever you want. +I only request that you mention me in the credits for your game in the way that feels most appropriate to you. + +* SimplexNoise 1D,2D,3D & 4D +* Scaled Version SimplexNoise 1D,2D,3D & 4D +* InRange version SimplexNoise 1D,2D,3D & 4D +* SimplexNoise Function retruns float value between 0 - 1 +* SimplexNoise Scaled retruns float value between 0 - scale factor +* SimplexNoise In Range returns float value between minRange - maxRange + +This algorithm was originally designed by Ken Perlin, but my code has been +adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se) +and modified to fit to Unreal Engine 4 diff --git a/Plugins/SimplexNoise/Resources/Icon128.png b/Plugins/SimplexNoise/Resources/Icon128.png new file mode 100644 index 0000000..696876f Binary files /dev/null and b/Plugins/SimplexNoise/Resources/Icon128.png differ diff --git a/Plugins/SimplexNoise/SimplexNoise.uplugin b/Plugins/SimplexNoise/SimplexNoise.uplugin new file mode 100644 index 0000000..1c02abc --- /dev/null +++ b/Plugins/SimplexNoise/SimplexNoise.uplugin @@ -0,0 +1,24 @@ +{ + "PluginFileVersion" : 1, + + "FriendlyName" : "Simplex Noise", + "Version" : 1, + "VersionName" : "1.0.0", + "CreatedBy" : "DavDad", + "CreatedByURL" : "https://art-and-code.com/", + "Description" : "SimplexNoise Blueprint Library to use in Unreal Engine 4", + "Category" : "ArtAndCodeSuite.SimplexNoise", + "EnabledByDefault" : true, + + "Modules" : + [ + { + "Name" : "SimplexNoise", + "Type" : "Runtime", + "LoadingPhase" : "PreDefault", + "WhitelistPlatforms" : [ "Win64", "Win32", "Mac" ] + }, + + + ] +} \ No newline at end of file diff --git a/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoiseBPLibrary.cpp b/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoiseBPLibrary.cpp new file mode 100644 index 0000000..ccd2706 --- /dev/null +++ b/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoiseBPLibrary.cpp @@ -0,0 +1,523 @@ +/* +SimplexNoise 1.0.0 +----- +DevDad - Afan Olovcic @ www.art-and-code.com - 08/12/2015 + +This algorithm was originally designed by Ken Perlin, but my code has been +adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se) +and modified to fit to Unreal Engine 4 + + +* This is a clean, fast, modern and free Perlin Simplex noise function. +* If we change float to double it could be even faster but there is no double type in Blueprint +* All Public Functions are BlueprintCallable so they can be used in every blueprint + + +From DevDad and Dedicated to you and Unreal Community +Use it free for what ever you want +I only request that you mention me in the credits for your game in the way that feels most appropriate to you. + +*/ + + +#include "SimplexNoiseBPLibrary.h" +#include "SimplexNoisePrivatePCH.h" + +// USimplexNoiseBPLibrary +#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) ) + +USimplexNoiseBPLibrary::USimplexNoiseBPLibrary(const class FObjectInitializer& PCIP) + : Super(PCIP) +{ + +} + + +unsigned char USimplexNoiseBPLibrary::perm[512] = { 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, +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 +}; + +void USimplexNoiseBPLibrary::setNoiseSeed(const int32& newSeed) +{ + TArray availableSeeds; + availableSeeds.Init(true, 256); + FMath::RandInit(newSeed); + for (uint16 it = 0; it < 256;++it) + { + uint8 nextNum; + do + { + nextNum = FMath::RandRange(0, 255); + } while (!availableSeeds[nextNum]); + USimplexNoiseBPLibrary::perm[it] = (unsigned char)nextNum; + USimplexNoiseBPLibrary::perm[it+256] = (unsigned char)nextNum; + } +} + +static unsigned char simplex[64][4] = { + { 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 } }; + + +float USimplexNoiseBPLibrary::grad(int hash, float x) +{ + int h = hash & 15; + float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 + if (h & 8) grad = -grad; // Set a random sign for the gradient + return (grad * x); // Multiply the gradient with the distance +} + + +float USimplexNoiseBPLibrary::grad(int hash, float x, float y) +{ + int h = hash & 7; // Convert low 3 bits of hash code + float u = h < 4 ? x : y; // into 8 simple gradient directions, + float v = h < 4 ? y : x; // and compute the dot product with (x,y). + return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f*v : 2.0f*v); +} + + +float USimplexNoiseBPLibrary::grad(int hash, float x, float y, float z) +{ + int h = hash & 15; // Convert low 4 bits of hash code into 12 simple + float u = h < 8 ? x : y; // gradient directions, and compute dot product. + float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 + return ((h & 1) ? -u : u) + ((h & 2) ? -v : v); +} + + +float USimplexNoiseBPLibrary::grad(int hash, float x, float y, float z, float t) +{ + int h = hash & 31; // Convert low 5 bits of hash code into 32 simple + float u = h < 24 ? x : y; // gradient directions, and compute dot product. + float v = h < 16 ? y : z; + float w = h < 8 ? z : t; + return ((h & 1) ? -u : u) + ((h & 2) ? -v : v) + ((h & 4) ? -w : w); +} + + + + +// 1D Simplex Noise + +float USimplexNoiseBPLibrary::SimplexNoise1D(float x) +{ + int i0 = FASTFLOOR(x); + int i1 = i0 + 1; + float x0 = x - i0; + float x1 = x0 - 1.0f; + + float n0, n1; + + float t0 = 1.0f - x0*x0; + // if(t0 < 0.0f) t0 = 0.0f; + t0 *= t0; + n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); + + float t1 = 1.0f - x1*x1; + // if(t1 < 0.0f) t1 = 0.0f; + t1 *= t1; + n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); + // The maximum value of this noise is 8*(3/4)^4 = 2.53125 + // A factor of 0.395 would scale to fit exactly within [-1,1], but + // we want to match PRMan's 1D noise, so we scale it down some more. + return 0.25f * (n0 + n1); +} + + + +// 2D Simplex Noise + +float USimplexNoiseBPLibrary::SimplexNoise2D(float x, float y) +{ + + #define F2 0.366025403f // F2 = 0.5*(sqrt(3.0)-1.0) + #define G2 0.211324865f // G2 = (3.0-Math.sqrt(3.0))/6.0 + + float n0, n1, n2; // Noise contributions from the three corners + + // Skew the input space to determine which simplex cell we're in + float s = (x + y)*F2; // Hairy factor for 2D + float xs = x + s; + float ys = y + s; + int i = FASTFLOOR(xs); + int j = FASTFLOOR(ys); + + float t = (float)(i + j)*G2; + float X0 = i - t; // Unskew the cell origin back to (x,y) space + float Y0 = j - t; + float x0 = x - X0; // The x,y distances from the cell origin + float y0 = y - Y0; + + // For the 2D case, the simplex shape is an equilateral triangle. + // Determine which simplex we are in. + int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords + if (x0 > y0) { 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) + + // 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 + + float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords + float y1 = y0 - j1 + G2; + float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords + float y2 = y0 - 1.0f + 2.0f * G2; + + // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds + int ii = i & 0xff; + int jj = j & 0xff; + + // Calculate the contribution from the three corners + float t0 = 0.5f - x0*x0 - y0*y0; + if (t0 < 0.0f) n0 = 0.0f; + else { + t0 *= t0; + n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); + } + + float t1 = 0.5f - x1*x1 - y1*y1; + if (t1 < 0.0f) n1 = 0.0f; + else { + t1 *= t1; + n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); + } + + float t2 = 0.5f - x2*x2 - y2*y2; + if (t2 < 0.0f) n2 = 0.0f; + else { + t2 *= t2; + n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); + } + + // Add contributions from each corner to get the final noise value. + // The result is scaled to return values in the interval [-1,1]. + //return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! //These values currently scale from ~ [-0.884343445, 0.884343445] + return 40.0f / 0.884343445f * (n0 + n1 + n2); //accurate to e-9 so that values scale to [-1, 1], same acc as F2 G2. +} + + + + +// 3D Simplex Noise +float USimplexNoiseBPLibrary::SimplexNoise3D(float x, float y, float z) +{ + + // Simple skewing factors for the 3D case +#define F3 0.333333333f +#define G3 0.166666667f + + float n0, n1, n2, n3; // Noise contributions from the four corners + + // Skew the input space to determine which simplex cell we're in + float s = (x + y + z)*F3; // Very nice and simple skew factor for 3D + float xs = x + s; + float ys = y + s; + float zs = z + s; + int i = FASTFLOOR(xs); + int j = FASTFLOOR(ys); + int k = FASTFLOOR(zs); + + float t = (float)(i + j + k)*G3; + float X0 = i - t; // Unskew the cell origin back to (x,y,z) space + float Y0 = j - t; + float Z0 = k - t; + float x0 = x - X0; // The x,y,z distances from the cell origin + float y0 = y - Y0; + float z0 = z - Z0; + + // For the 3D case, the simplex shape is a slightly irregular tetrahedron. + // Determine which simplex we are in. + int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords + int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords + + /* This code would benefit from a backport from the GLSL version! */ + if (x0 >= y0) { + if (y0 >= z0) + { + i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; + } // X Y Z order + else if (x0 >= z0) { 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 + } + else { // x0 y0) ? 32 : 0; + int c2 = (x0 > z0) ? 16 : 0; + int c3 = (y0 > z0) ? 8 : 0; + int c4 = (x0 > w0) ? 4 : 0; + int c5 = (y0 > w0) ? 2 : 0; + int c6 = (z0 > w0) ? 1 : 0; + int c = c1 + c2 + c3 + c4 + c5 + c6; + + int i1, j1, k1, l1; // The integer offsets for the second simplex corner + int i2, j2, k2, l2; // The integer offsets for the third simplex corner + int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner + + // simplex[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 ? 1 : 0; + j1 = simplex[c][1] >= 3 ? 1 : 0; + k1 = simplex[c][2] >= 3 ? 1 : 0; + l1 = simplex[c][3] >= 3 ? 1 : 0; + // The number 2 in the "simplex" array is at the second largest coordinate. + i2 = simplex[c][0] >= 2 ? 1 : 0; + j2 = simplex[c][1] >= 2 ? 1 : 0; + k2 = simplex[c][2] >= 2 ? 1 : 0; + l2 = simplex[c][3] >= 2 ? 1 : 0; + // The number 1 in the "simplex" array is at the second smallest coordinate. + i3 = simplex[c][0] >= 1 ? 1 : 0; + j3 = simplex[c][1] >= 1 ? 1 : 0; + k3 = simplex[c][2] >= 1 ? 1 : 0; + l3 = simplex[c][3] >= 1 ? 1 : 0; + // The fifth corner has all coordinate offsets = 1, so no need to look that up. + + float x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords + float y1 = y0 - j1 + G4; + float z1 = z0 - k1 + G4; + float w1 = w0 - l1 + G4; + float x2 = x0 - i2 + 2.0f*G4; // Offsets for third corner in (x,y,z,w) coords + float y2 = y0 - j2 + 2.0f*G4; + float z2 = z0 - k2 + 2.0f*G4; + float w2 = w0 - l2 + 2.0f*G4; + float x3 = x0 - i3 + 3.0f*G4; // Offsets for fourth corner in (x,y,z,w) coords + float y3 = y0 - j3 + 3.0f*G4; + float z3 = z0 - k3 + 3.0f*G4; + float w3 = w0 - l3 + 3.0f*G4; + float x4 = x0 - 1.0f + 4.0f*G4; // Offsets for last corner in (x,y,z,w) coords + float y4 = y0 - 1.0f + 4.0f*G4; + float z4 = z0 - 1.0f + 4.0f*G4; + float w4 = w0 - 1.0f + 4.0f*G4; + + // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds + int ii = i & 0xff; + int jj = j & 0xff; + int kk = k & 0xff; + int ll = l & 0xff; + + // Calculate the contribution from the five corners + float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0; + if (t0 < 0.0f) n0 = 0.0f; + else { + t0 *= t0; + n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk + perm[ll]]]], x0, y0, z0, w0); + } + + float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1; + if (t1 < 0.0f) n1 = 0.0f; + else { + t1 *= t1; + n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]], x1, y1, z1, w1); + } + + float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2; + if (t2 < 0.0f) n2 = 0.0f; + else { + t2 *= t2; + n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]], x2, y2, z2, w2); + } + + float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3; + if (t3 < 0.0f) n3 = 0.0f; + else { + t3 *= t3; + n3 = t3 * t3 * grad(perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]], x3, y3, z3, w3); + } + + float t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4; + if (t4 < 0.0f) n4 = 0.0f; + else { + t4 *= t4; + n4 = t4 * t4 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]], x4, y4, z4, w4); + } + + // Sum up and scale the result to cover the range [-1,1] + return 27.0f * (n0 + n1 + n2 + n3 + n4); +} + +// Scaled by float value + +float USimplexNoiseBPLibrary::SimplexNoiseScaled1D(float x, float s) +{ + return SimplexNoise1D(x)*s; +} + + +float USimplexNoiseBPLibrary::SimplexNoiseScaled2D(float x, float y, float s) +{ + return SimplexNoise2D(x, y)*s; +} + + +float USimplexNoiseBPLibrary::SimplexNoiseScaled3D(float x, float y, float z, float s) +{ + return SimplexNoise3D(x, y, z)*s; +} + + +float USimplexNoiseBPLibrary::SimplexNoiseScaled4D(float x, float y, float z, float w, float s) +{ + return SimplexNoise4D(x, y, z, w) * s; +}; + +// Return value in Range between two float numbers +// Return Value is scaled by difference between rangeMin & rangeMax value + + +float USimplexNoiseBPLibrary::SimplexNoiseInRange1D(float x, float rangeMin, float rangeMax) +{ + if (rangeMax < rangeMin)rangeMax = rangeMin + 1.0f; // prevent negative numbers in that case we will return value between 0 - 1 + return SimplexNoiseScaled1D(x, (rangeMax - rangeMin)) + rangeMin; +} + + +float USimplexNoiseBPLibrary::SimplexNoiseInRange2D(float x, float y, float rangeMin, float rangeMax) +{ + if (rangeMax < rangeMin)rangeMax = rangeMin + 1.0f; // prevent negative numbers in that case we will return value between 0 - 1 + return SimplexNoiseScaled2D(x,y, (rangeMax - rangeMin)) + rangeMin; +} + + +float USimplexNoiseBPLibrary::SimplexNoiseInRange3D(float x, float y, float z, float rangeMin, float rangeMax) +{ + if (rangeMax < rangeMin)rangeMax = rangeMin + 1.0f; // prevent negative numbers in that case we will return value between 0 - 1 + return SimplexNoiseScaled3D(x,y,z, (rangeMax - rangeMin)) + rangeMin; +} + +float USimplexNoiseBPLibrary::SimplexNoiseInRange4D(float x, float y, float z, float w, float rangeMin, float rangeMax) +{ + if (rangeMax < rangeMin)rangeMax = rangeMin + 1.0f; // prevent negative numbers in that case we will return value between 0 - 1 + return SimplexNoiseScaled4D(x,y,z,w, (rangeMax - rangeMin)) + rangeMin; +} \ No newline at end of file diff --git a/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoiseModule.cpp b/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoiseModule.cpp new file mode 100644 index 0000000..ab0aaa4 --- /dev/null +++ b/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoiseModule.cpp @@ -0,0 +1,10 @@ +/* + SimplexNoise 1.0.0 + ----- + DevDad - Afan Olovcic @ art-and-code.com - 08/12/2015 +*/ +#include "SimplexNoisePrivatePCH.h" + +//DEFINE_LOG_CATEGORY(Victory) + +IMPLEMENT_MODULE(FDefaultGameModuleImpl, SimplexNoise); \ No newline at end of file diff --git a/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoisePrivatePCH.h b/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoisePrivatePCH.h new file mode 100644 index 0000000..e901725 --- /dev/null +++ b/Plugins/SimplexNoise/Source/SimplexNoise/Private/SimplexNoisePrivatePCH.h @@ -0,0 +1,11 @@ +/* + SimplexNoise 1.0.0 + ----- + DevDad - Afan Olovcic @ art-and-code.com - 08/12/2015 +*/ +#pragma once + +#include "Engine.h" +#include "SimplexNoiseClasses.h" + +//DECLARE_LOG_CATEGORY_EXTERN(Victory, Log, All); diff --git a/Plugins/SimplexNoise/Source/SimplexNoise/Public/ISimplexNoise.h b/Plugins/SimplexNoise/Source/SimplexNoise/Public/ISimplexNoise.h new file mode 100644 index 0000000..3223c60 --- /dev/null +++ b/Plugins/SimplexNoise/Source/SimplexNoise/Public/ISimplexNoise.h @@ -0,0 +1,27 @@ +/* + SimplexNoise 1.0.0 + ----- + DevDad @ art-and-code.com - 08/12/2015 +*/ + +#pragma once + +#include "ModuleManager.h" + + +class ISimplexNoise : public IModuleInterface +{ + +public: + + static inline ISimplexNoise& Get() + { + return FModuleManager::LoadModuleChecked< ISimplexNoise >( "VictoryAI" ); + } + + static inline bool IsAvailable() + { + return FModuleManager::Get().IsModuleLoaded( "SimplexNoise" ); + } +}; + diff --git a/Plugins/SimplexNoise/Source/SimplexNoise/Public/SimplexNoiseBPLibrary.h b/Plugins/SimplexNoise/Source/SimplexNoise/Public/SimplexNoiseBPLibrary.h new file mode 100644 index 0000000..c1000fe --- /dev/null +++ b/Plugins/SimplexNoise/Source/SimplexNoise/Public/SimplexNoiseBPLibrary.h @@ -0,0 +1,85 @@ +/* +SimplexNoise 1.0.0 +----- +DevDad - Afan Olovcic @ www.art-and-code.com - 08/12/2015 + +This algorithm was originally designed by Ken Perlin, but my code has been +adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se) +and modified to fit to Unreal Engine 4 + + +* This is a clean, fast, modern and free Perlin Simplex noise function. +* If we change float to double it could be even faster but there is no double type in Blueprint +* All Public Functions are BlueprintCallable so they can be used in every blueprint + + +From DevDad and Dedicated to you and Unreal Community +Use it free for what ever you want +I only request that you mention me in the credits for your game in the way that feels most appropriate to you. + +*/ + +#pragma once + +#include "SimplexNoiseBPLibrary.generated.h" + + +UCLASS() +class SIMPLEXNOISE_API USimplexNoiseBPLibrary : public UBlueprintFunctionLibrary +{ + GENERATED_UCLASS_BODY() +private: + + static unsigned char perm[]; + static float grad(int hash, float x); + static float grad(int hash, float x, float y); + static float grad(int hash, float x, float y, float z); + static float grad(int hash, float x, float y, float z, float t); + +public: + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static void setNoiseSeed(const int32& newSeed); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoise1D(float x); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoise2D(float x, float y); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoise3D(float x, float y, float z); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoise4D(float x, float y, float z, float w); + + // Scaled by float value + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoiseScaled1D(float x , float s); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoiseScaled2D(float x, float y, float s); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoiseScaled3D(float x, float y, float z, float s); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoiseScaled4D(float x, float y, float z, float w, float s); + + // Return value in Range between two float numbers + // Return Value is scaled by difference between rangeMin & rangeMax value + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoiseInRange1D(float x, float rangeMin, float rangeMax); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoiseInRange2D(float x, float y, float rangeMin, float rangeMax); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoiseInRange3D(float x, float y, float z, float rangeMin, float rangeMax); + + UFUNCTION(BlueprintCallable, Category = "SimplexNoise") + static float SimplexNoiseInRange4D(float x, float y, float z, float w, float rangeMin, float rangeMax); + +}; + diff --git a/Plugins/SimplexNoise/Source/SimplexNoise/SimplexNoise.Build.cs b/Plugins/SimplexNoise/Source/SimplexNoise/SimplexNoise.Build.cs new file mode 100644 index 0000000..adf5c8e --- /dev/null +++ b/Plugins/SimplexNoise/Source/SimplexNoise/SimplexNoise.Build.cs @@ -0,0 +1,27 @@ +/* + SimplexNoise 1.0.0 + ----- + DevDad - Afan Olovcic @ www.art-and-code.com - 08/12/2015 +*/ +using UnrealBuildTool; + +public class SimplexNoise : ModuleRules +{ + public SimplexNoise(ReadOnlyTargetRules Target) : base(Target) //4.16+ Module Constructor + //public SimplexNoise(TargetInfo Target) //4.15 Module Constructor + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + //Private Paths + PrivateIncludePaths.AddRange(new string[] { + "SimplexNoise/Private" + }); + + PublicDependencyModuleNames.AddRange( + new string[] { + "Core", + "CoreUObject", + "Engine" + } + ); + } +}