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17
Plugins/SimplexNoise/.gitattributes
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17
Plugins/SimplexNoise/.gitattributes
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# Auto detect text files and perform LF normalization
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* text=auto
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# Custom for Visual Studio
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*.cs diff=csharp
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||||
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||||
# Standard to msysgit
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||||
*.doc diff=astextplain
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*.DOC diff=astextplain
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*.docx diff=astextplain
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*.DOCX diff=astextplain
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*.dot diff=astextplain
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*.DOT diff=astextplain
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*.pdf diff=astextplain
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*.PDF diff=astextplain
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*.rtf diff=astextplain
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*.RTF diff=astextplain
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48
Plugins/SimplexNoise/.gitignore
vendored
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48
Plugins/SimplexNoise/.gitignore
vendored
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|||
# Windows image file caches
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Thumbs.db
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ehthumbs.db
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||||
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# Folder config file
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||||
Desktop.ini
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||||
|
||||
# Recycle Bin used on file shares
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||||
$RECYCLE.BIN/
|
||||
|
||||
# Windows Installer files
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||||
*.cab
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||||
*.msi
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||||
*.msm
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||||
*.msp
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||||
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||||
# Windows shortcuts
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*.lnk
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||||
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||||
# =========================
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||||
# Operating System Files
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||||
# =========================
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||||
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||||
# OSX
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||||
# =========================
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||||
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||||
.DS_Store
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||||
.AppleDouble
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||||
.LSOverride
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||||
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||||
# Thumbnails
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||||
._*
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||||
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||||
# Files that might appear in the root of a volume
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||||
.DocumentRevisions-V100
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||||
.fseventsd
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.Spotlight-V100
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.TemporaryItems
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.Trashes
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.VolumeIcon.icns
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||||
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||||
# Directories potentially created on remote AFP share
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||||
.AppleDB
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||||
.AppleDesktop
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||||
Network Trash Folder
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||||
Temporary Items
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||||
.apdisk
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||||
Archive/SimplexNoise_UE4.18.3.zip
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8
Plugins/SimplexNoise/Config/FilterPlugin.ini
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Plugins/SimplexNoise/Config/FilterPlugin.ini
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[FilterPlugin]
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||||
; 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.
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||||
;
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||||
; Examples:
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||||
; /README.txt
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||||
; /Extras/...
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||||
; /Binaries/ThirdParty/*.dll
|
22
Plugins/SimplexNoise/README.md
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22
Plugins/SimplexNoise/README.md
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# SimplexNoise
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* This is a clean, fast, modern and free Perlin Simplex noise function.
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* If we change float to double it could be even faster but there is no double type in Blueprint
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* All Public Functions are BlueprintCallable so they can be used in every blueprint
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From DevDad and Dedicated to you and Unreal Community.
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Use it free for what ever you want.
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I only request that you mention me in the credits for your game in the way that feels most appropriate to you.
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* SimplexNoise 1D,2D,3D & 4D
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* Scaled Version SimplexNoise 1D,2D,3D & 4D
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* InRange version SimplexNoise 1D,2D,3D & 4D
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* SimplexNoise Function retruns float value between 0 - 1
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* SimplexNoise Scaled retruns float value between 0 - scale factor
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* SimplexNoise In Range returns float value between minRange - maxRange
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This algorithm was originally designed by Ken Perlin, but my code has been
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adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se)
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and modified to fit to Unreal Engine 4
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BIN
Plugins/SimplexNoise/Resources/Icon128.png
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BIN
Plugins/SimplexNoise/Resources/Icon128.png
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Binary file not shown.
After Width: | Height: | Size: 5 KiB |
24
Plugins/SimplexNoise/SimplexNoise.uplugin
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Plugins/SimplexNoise/SimplexNoise.uplugin
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{
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"PluginFileVersion" : 1,
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"FriendlyName" : "Simplex Noise",
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"Version" : 1,
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"VersionName" : "1.0.0",
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"CreatedBy" : "DavDad",
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"CreatedByURL" : "https://art-and-code.com/",
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"Description" : "SimplexNoise Blueprint Library to use in Unreal Engine 4",
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"Category" : "ArtAndCodeSuite.SimplexNoise",
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"EnabledByDefault" : true,
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"Modules" :
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[
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{
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"Name" : "SimplexNoise",
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"Type" : "Runtime",
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"LoadingPhase" : "PreDefault",
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"WhitelistPlatforms" : [ "Win64", "Win32", "Mac" ]
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},
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]
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}
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/*
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SimplexNoise 1.0.0
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-----
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DevDad - Afan Olovcic @ www.art-and-code.com - 08/12/2015
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This algorithm was originally designed by Ken Perlin, but my code has been
|
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adapted and extended from the implementation written by Stefan Gustavson (stegu@itn.liu.se)
|
||||
and modified to fit to Unreal Engine 4
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||||
|
||||
|
||||
* 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.
|
||||
|
||||
*/
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#include "SimplexNoiseBPLibrary.h"
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#include "SimplexNoisePrivatePCH.h"
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// USimplexNoiseBPLibrary
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#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )
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USimplexNoiseBPLibrary::USimplexNoiseBPLibrary(const class FObjectInitializer& PCIP)
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: Super(PCIP)
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{
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}
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unsigned char USimplexNoiseBPLibrary::perm[512] = { 151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
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151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
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};
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void USimplexNoiseBPLibrary::setNoiseSeed(const int32& newSeed)
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{
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TArray<bool> availableSeeds;
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availableSeeds.Init(true, 256);
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FMath::RandInit(newSeed);
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for (uint16 it = 0; it < 256;++it)
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{
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uint8 nextNum;
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do
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{
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nextNum = FMath::RandRange(0, 255);
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} while (!availableSeeds[nextNum]);
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USimplexNoiseBPLibrary::perm[it] = (unsigned char)nextNum;
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USimplexNoiseBPLibrary::perm[it+256] = (unsigned char)nextNum;
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}
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}
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static unsigned char simplex[64][4] = {
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 } };
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float USimplexNoiseBPLibrary::grad(int hash, float x)
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{
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int h = hash & 15;
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float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
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if (h & 8) grad = -grad; // Set a random sign for the gradient
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return (grad * x); // Multiply the gradient with the distance
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}
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float USimplexNoiseBPLibrary::grad(int hash, float x, float y)
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{
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int h = hash & 7; // Convert low 3 bits of hash code
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float u = h < 4 ? x : y; // into 8 simple gradient directions,
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float v = h < 4 ? y : x; // and compute the dot product with (x,y).
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return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f*v : 2.0f*v);
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}
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float USimplexNoiseBPLibrary::grad(int hash, float x, float y, float z)
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{
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int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
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float u = h < 8 ? x : y; // gradient directions, and compute dot product.
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float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15
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return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
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}
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float USimplexNoiseBPLibrary::grad(int hash, float x, float y, float z, float t)
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{
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int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
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float u = h < 24 ? x : y; // gradient directions, and compute dot product.
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float v = h < 16 ? y : z;
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float w = h < 8 ? z : t;
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return ((h & 1) ? -u : u) + ((h & 2) ? -v : v) + ((h & 4) ? -w : w);
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}
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// 1D Simplex Noise
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float USimplexNoiseBPLibrary::SimplexNoise1D(float x)
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{
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int i0 = FASTFLOOR(x);
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int i1 = i0 + 1;
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float x0 = x - i0;
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float x1 = x0 - 1.0f;
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float n0, n1;
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float t0 = 1.0f - x0*x0;
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// if(t0 < 0.0f) t0 = 0.0f;
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t0 *= t0;
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n0 = t0 * t0 * grad(perm[i0 & 0xff], x0);
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float t1 = 1.0f - x1*x1;
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// if(t1 < 0.0f) t1 = 0.0f;
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t1 *= t1;
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n1 = t1 * t1 * grad(perm[i1 & 0xff], x1);
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// The maximum value of this noise is 8*(3/4)^4 = 2.53125
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// A factor of 0.395 would scale to fit exactly within [-1,1], but
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// we want to match PRMan's 1D noise, so we scale it down some more.
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return 0.25f * (n0 + n1);
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}
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// 2D Simplex Noise
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float USimplexNoiseBPLibrary::SimplexNoise2D(float x, float y)
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{
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#define F2 0.366025403f // F2 = 0.5*(sqrt(3.0)-1.0)
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#define G2 0.211324865f // G2 = (3.0-Math.sqrt(3.0))/6.0
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float n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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float s = (x + y)*F2; // Hairy factor for 2D
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float xs = x + s;
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float ys = y + s;
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int i = FASTFLOOR(xs);
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int j = FASTFLOOR(ys);
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float t = (float)(i + j)*G2;
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float X0 = i - t; // Unskew the cell origin back to (x,y) space
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float Y0 = j - t;
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float x0 = x - X0; // The x,y distances from the cell origin
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float y0 = y - Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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float y1 = y0 - j1 + G2;
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float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
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float y2 = y0 - 1.0f + 2.0f * G2;
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// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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int ii = i & 0xff;
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int jj = j & 0xff;
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// Calculate the contribution from the three corners
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float t0 = 0.5f - x0*x0 - y0*y0;
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if (t0 < 0.0f) n0 = 0.0f;
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else {
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t0 *= t0;
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n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0);
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}
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float t1 = 0.5f - x1*x1 - y1*y1;
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if (t1 < 0.0f) n1 = 0.0f;
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else {
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t1 *= t1;
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n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1);
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}
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float t2 = 0.5f - x2*x2 - y2*y2;
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if (t2 < 0.0f) n2 = 0.0f;
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else {
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t2 *= t2;
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n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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//return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! //These values currently scale from ~ [-0.884343445, 0.884343445]
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return 40.0f / 0.884343445f * (n0 + n1 + n2); //accurate to e-9 so that values scale to [-1, 1], same acc as F2 G2.
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}
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// 3D Simplex Noise
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float USimplexNoiseBPLibrary::SimplexNoise3D(float x, float y, float z)
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{
|
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// Simple skewing factors for the 3D case
|
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#define F3 0.333333333f
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#define G3 0.166666667f
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float n0, n1, n2, n3; // Noise contributions from the four corners
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// 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
|
||||
if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order
|
||||
else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order
|
||||
else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order
|
||||
}
|
||||
|
||||
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
|
||||
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
|
||||
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
|
||||
// c = 1/6.
|
||||
|
||||
float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
|
||||
float y1 = y0 - j1 + G3;
|
||||
float z1 = z0 - k1 + G3;
|
||||
float x2 = x0 - i2 + 2.0f*G3; // Offsets for third corner in (x,y,z) coords
|
||||
float y2 = y0 - j2 + 2.0f*G3;
|
||||
float z2 = z0 - k2 + 2.0f*G3;
|
||||
float x3 = x0 - 1.0f + 3.0f*G3; // Offsets for last corner in (x,y,z) coords
|
||||
float y3 = y0 - 1.0f + 3.0f*G3;
|
||||
float z3 = z0 - 1.0f + 3.0f*G3;
|
||||
|
||||
// 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;
|
||||
|
||||
// Calculate the contribution from the four corners
|
||||
float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
|
||||
if (t0 < 0.0f) n0 = 0.0f;
|
||||
else {
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0);
|
||||
}
|
||||
|
||||
float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
|
||||
if (t1 < 0.0f) n1 = 0.0f;
|
||||
else {
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1);
|
||||
}
|
||||
|
||||
float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
|
||||
if (t2 < 0.0f) n2 = 0.0f;
|
||||
else {
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2);
|
||||
}
|
||||
|
||||
float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
|
||||
if (t3 < 0.0f) n3 = 0.0f;
|
||||
else {
|
||||
t3 *= t3;
|
||||
n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3);
|
||||
}
|
||||
|
||||
// Add contributions from each corner to get the final noise value.
|
||||
// The result is scaled to stay just inside [-1,1]
|
||||
return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary!
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// 4D Simplex Noise
|
||||
float USimplexNoiseBPLibrary::SimplexNoise4D(float x, float y, float z, float w)
|
||||
{
|
||||
#define F4 0.309016994f // F4 = (Math.sqrt(5.0)-1.0)/4.0
|
||||
#define G4 0.138196601f // G4 = (5.0-Math.sqrt(5.0))/20.0
|
||||
|
||||
float n0, n1, n2, n3, n4; // Noise contributions from the five corners
|
||||
|
||||
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
|
||||
float s = (x + y + z + w) * F4; // Factor for 4D skewing
|
||||
float xs = x + s;
|
||||
float ys = y + s;
|
||||
float zs = z + s;
|
||||
float ws = w + s;
|
||||
int i = FASTFLOOR(xs);
|
||||
int j = FASTFLOOR(ys);
|
||||
int k = FASTFLOOR(zs);
|
||||
int l = FASTFLOOR(ws);
|
||||
|
||||
float t = (i + j + k + l) * G4; // Factor for 4D unskewing
|
||||
float X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
|
||||
float Y0 = j - t;
|
||||
float Z0 = k - t;
|
||||
float W0 = l - t;
|
||||
|
||||
float x0 = x - X0; // The x,y,z,w distances from the cell origin
|
||||
float y0 = y - Y0;
|
||||
float z0 = z - Z0;
|
||||
float w0 = w - W0;
|
||||
|
||||
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
|
||||
// To find out which of the 24 possible simplices we're in, we need to
|
||||
// determine the magnitude ordering of x0, y0, z0 and w0.
|
||||
// The method below is a good way of finding the ordering of x,y,z,w and
|
||||
// then find the correct traversal order for the simplex were in.
|
||||
// First, six pair-wise comparisons are performed between each possible pair
|
||||
// of the four coordinates, and the results are used to add up binary bits
|
||||
// for an integer index.
|
||||
int c1 = (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<z, y<w and x<w
|
||||
// impossible. Only the 24 indices which have non-zero entries make any sense.
|
||||
// We use a thresholding to set the coordinates in turn from the largest magnitude.
|
||||
// The number 3 in the "simplex" array is at the position of the largest coordinate.
|
||||
i1 = simplex[c][0] >= 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;
|
||||
}
|
|
@ -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);
|
|
@ -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);
|
|
@ -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" );
|
||||
}
|
||||
};
|
||||
|
|
@ -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);
|
||||
|
||||
};
|
||||
|
|
@ -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"
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
Reference in a new issue