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voxelotl-engine/Sources/Voxelotl/Noise/PerlinNoiseGenerator.swift

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import Foundation
public struct ImprovedPerlin<Scalar: BinaryFloatingPoint & SIMDScalar>: CoherentNoise2D, CoherentNoise3D, CoherentNoiseRandomInit, CoherentNoiseTableInit {
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private let p: [UInt8]
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public init(permutation: [UInt8]) {
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assert(permutation.count == 0x100)
self.p = permutation
}
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public init<Random: RandomProvider>(random: inout Random) {
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self.p = (0..<0x100).map { UInt8($0) }.shuffled(using: &random)
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}
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public func get(_ point: SIMD2<Scalar>) -> Scalar {
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// Find unit square
let idx = SIMD2(Int(floor(point.x)), Int(floor(point.y))) & 0xFF
// Find relative point in square
let inner = point - SIMD2(floor(point.x), floor(point.y))
// Compute fade curves for each axis
let u = inner.x.smootherStep()
let v = inner.y.smootherStep()
// Compute hash of the coordinates of the 4 square corners
let a = idx.y + perm(idx.x), b = idx.y + perm(idx.x + 1)
let aa = perm(a), ab = perm(a + 1)
let ba = perm(b), bb = perm(b + 1)
// Add blended results
return v.mlerp(
u.mlerp(
grad(perm(aa), inner),
grad(perm(ba), .init(inner.x - 1, inner.y))),
u.mlerp(
grad(perm(ab), .init(inner.x, inner.y - 1)),
grad(perm(bb), inner - .init(repeating: 1))))
}
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public func get(_ point: SIMD3<Scalar>) -> Scalar {
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// Find unit cube containg point
let idx = SIMD3(Int(floor(point.x)), Int(floor(point.y)), Int(floor(point.z))) & 0xFF
// Find relative point in cube
let inner = point - SIMD3(floor(point.x), floor(point.y), floor(point.z))
// Compute fade curves for each axis
let u = inner.x.smootherStep()
let v = inner.y.smootherStep()
let w = inner.z.smootherStep()
// Compute hash of the coordinates of the 8 cube corners
let a = idx.y + perm(idx.x)
let aa = idx.z + perm(a)
let ab = idx.z + perm(a + 1)
let b = idx.y + perm(idx.x + 1)
let ba = idx.z + perm(b)
let bb = idx.z + perm(b + 1)
// Add blended results
return w.mlerp(v.mlerp(
u.mlerp(
grad(perm(aa), inner),
grad(perm(ba), .init(inner.x - 1, inner.y, inner.z))),
u.mlerp(
grad(perm(ab), .init(inner.x, inner.y - 1, inner.z)),
grad(perm(bb), .init(inner.x - 1, inner.y - 1, inner.z)))),
v.mlerp(u.mlerp(
grad(perm(aa + 1), .init(inner.x, inner.y, inner.z - 1)),
grad(perm(ba + 1), .init(inner.x - 1, inner.y, inner.z - 1))),
u.mlerp(
grad(perm(ab + 1), .init(inner.x, inner.y - 1, inner.z - 1)),
grad(perm(bb + 1), inner - .init(repeating: 1)))))
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}
@inline(__always) fileprivate func perm(_ x: Int) -> Int { Int(self.p[x & 0xFF]) }
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@inline(__always) fileprivate func grad(_ hash: Int, _ point: SIMD2<Scalar>) -> Scalar { grad(hash, SIMD3(point, 0)) }
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fileprivate func grad(_ hash: Int, _ point: SIMD3<Scalar>) -> Scalar {
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// Convert low 4 bits of hash code into 12 gradient directions
let low4 = hash & 0xF
var u = low4 < 8 ? point.x : point.y
var v = low4 < 4 ? point.y : (low4 == 0b1100 || low4 == 0b1110 ? point.x : point.z)
u = (low4 & 0x1) == 0 ? u : -u
v = (low4 & 0x2) == 0 ? v : -v
return u + v
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}
}