Add 1d noise versions, Gaussian noise, noise gradients, 4D fractal functions

This commit is contained in:
Edwin Jakobs
2020-03-12 12:40:12 +01:00
parent 5b0775289c
commit eff96bac94
13 changed files with 538 additions and 164 deletions

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# orx-noise
A collection of noisy functions
## Uniform random numbers
```kotlin
val sua = Double.uniform()
val sub = Double.uniform(-1.0, 1.0)
val v2ua = Vector2.uniform()
val v2ub = Vector2.uniform(-1.0, 1.0)
val v2uc = Vector2.uniform(Vector2(0.0, 0.0), Vector2(1.0, 1.0))
val v2ur = Vector2.uniformRing(0.5, 1.0)
val v3ua = Vector3.uniform()
val v3ub = Vector3.uniform(-1.0, 1.0)
val v3uc = Vector3.uniform(Vector3(0.0, 0.0, 0.0), Vector3(1.0, 1.0, 1.0))
val v3ur = Vector3.uniformRing(0.5, 1.0)
val v4ua = Vector4.uniform()
val v4ub = Vector4.uniform(-1.0, 1.0)
val v4uc = Vector4.uniform(Vector4(0.0, 0.0, 0.0, 0.0), Vector4(1.0, 1.0, 1.0, 1.0))
val v4ur = Vector4.uniformRing(0.5, 1.0)
val ringSamples = List(500) { Vector2.uniformRing() }
```
## Multi-dimensional noise
These are a mostly straight port from FastNoise-Java but have a slightly different interface.
### Perlin noise
```
// -- 2d
val v0 = perlinLinear(seed, x, y)
val v1 = perlinQuintic(seed, x, y)
val v2 = perlinHermite(seed, x, y)
// -- 3d
val v3 = perlinLinear(seed, x, y, z)
val v4 = perlinQuintic(seed, x, y, z)
val v5 = perlinHermite(seed, x, y, z)
```
### Value noise
```
// -- 2d
val v0 = valueLinear(seed, x, y)
val v1 = valueQuintic(seed, x, y)
val v2 = valueHermite(seed, x, y)
// -- 3d
val v3 = valueLinear(seed, x, y, z)
val v4 = valueQuintic(seed, x, y, z)
val v5 = valueHermite(seed, x, y ,z)
```
### Simplex noise
```
// -- 2d
val v0 = simplexLinear(seed, x, y)
val v1 = simplexQuintic(seed, x, y)
val v2 = simplexHermite(seed, x, y)
// -- 3d
val v3 = simplexLinear(seed, x, y, z)
val v4 = simplexQuintic(seed, x, y, z)
val v5 = simplexHermite(seed, x, y ,z)
// -- 4d
val v6 = simplexLinear(seed, x, y, z, w)
val v7 = simplexQuintic(seed, x, y, z, w)
val v8 = simplexHermite(seed, x, y, z, w)
```
### Cubic noise
```
// -- 2d
val v0 = cubicLinear(seed, x, y)
val v1 = cubicQuintic(seed, x, y)
val v2 = cubicHermite(seed, x, y)
// -- 3d
val v3 = cubicLinear(seed, x, y, z)
val v4 = cubicQuintic(seed, x, y, z)
val v5 = cubicHermite(seed, x, y ,z)
```
### Fractal noise
The library provides 3 functions with which fractal noise can be composed.
#### Fractal brownian motion (FBM)
```
val v0 = fbm(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v1 = fbm(seed, x, y, ::simplexLinear, octaves, lacunarity, gain)
val v2 = fbm(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
val v3 = fbm(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
val v4 = fbm(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain)
val v5 = fbm(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
```
#### Rigid
```
val v0 = rigid(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v1 = rigid(seed, x, y, ::simplexLinear, octaves, lacunarity, gain)
val v2 = rigid(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
val v3 = rigid(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
val v4 = rigid(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain)
val v5 = rigid(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
```
#### Billow
```
val v0 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v1 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v2 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v3 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
val v4 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
val v5 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
```
# orx-noise
A collection of noisy functions
## Uniform random numbers
```kotlin
val sua = Double.uniform()
val sub = Double.uniform(-1.0, 1.0)
val v2ua = Vector2.uniform()
val v2ub = Vector2.uniform(-1.0, 1.0)
val v2uc = Vector2.uniform(Vector2(0.0, 0.0), Vector2(1.0, 1.0))
val v2ur = Vector2.uniformRing(0.5, 1.0)
val v3ua = Vector3.uniform()
val v3ub = Vector3.uniform(-1.0, 1.0)
val v3uc = Vector3.uniform(Vector3(0.0, 0.0, 0.0), Vector3(1.0, 1.0, 1.0))
val v3ur = Vector3.uniformRing(0.5, 1.0)
val v4ua = Vector4.uniform()
val v4ub = Vector4.uniform(-1.0, 1.0)
val v4uc = Vector4.uniform(Vector4(0.0, 0.0, 0.0, 0.0), Vector4(1.0, 1.0, 1.0, 1.0))
val v4ur = Vector4.uniformRing(0.5, 1.0)
val ringSamples = List(500) { Vector2.uniformRing() }
```
## Multi-dimensional noise
These are a mostly straight port from FastNoise-Java but have a slightly different interface.
### Perlin noise
```
// -- 1d
val v0 = perlinLinear(seed, x)
val v1 = perlinQuintic(seed, x)
val v2 = perlinHermite(seed, x)
// -- 2d
val v3 = perlinLinear(seed, x, y)
val v4 = perlinQuintic(seed, x, y)
val v5 = perlinHermite(seed, x, y)
// -- 3d
val v6 = perlinLinear(seed, x, y, z)
val v7 = perlinQuintic(seed, x, y, z)
val v8 = perlinHermite(seed, x, y, z)
```
### Value noise
```
// -- 1d
val v0 = valueLinear(seed, x)
val v1 = valueQuintic(seed, x)
val v2 = valueHermite(seed, x)
// -- 2d
val v2 = valueLinear(seed, x, y)
val v3 = valueQuintic(seed, x, y)
val v4 = valueHermite(seed, x, y)
// -- 3d
val v5 = valueLinear(seed, x, y, z)
val v6 = valueQuintic(seed, x, y, z)
val v7 = valueHermite(seed, x, y ,z)
```
### Simplex noise
```
// -- 1d
val v0 = simplex(seed, x)
// -- 2d
val v1 = simplex(seed, x, y)
// -- 3d
val v2 = simplex(seed, x, y, z)
// -- 4d
val v3 = simplex(seed, x, y, z, w)
```
### Cubic noise
```
// -- 1d
val v0 = cubic(seed, x, y)
val v1 = cubicQuintic(seed, x, y)
val v2 = cubicHermite(seed, x, y)
// -- 2d
val v0 = cubic(seed, x, y)
val v1 = cubicQuintic(seed, x, y)
val v2 = cubicHermite(seed, x, y)
// -- 3d
val v3 = cubic(seed, x, y, z)
val v4 = cubicQuintic(seed, x, y, z)
val v5 = cubicHermite(seed, x, y ,z)
```
### Fractal noise
The library provides 3 functions with which fractal noise can be composed.
#### Fractal brownian motion (FBM)
```
// 1d
val v0 = fbm(seed, x, ::perlinLinear, octaves, lacunarity, gain)
val v1 = fbm(seed, x, ::simplexLinear, octaves, lacunarity, gain)
val v2 = fbm(seed, x, ::valueLinear, octaves, lacunarity, gain)
// 2d
val v3 = fbm(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v4 = fbm(seed, x, y, ::simplexLinear, octaves, lacunarity, gain)
val v5 = fbm(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
// 3d
val v6 = fbm(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
val v7 = fbm(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain)
val v8 = fbm(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
```
#### Rigid
```
// 1d
val v0 = rigid(seed, x, ::perlinLinear, octaves, lacunarity, gain)
val v1 = rigid(seed, x, ::simplexLinear, octaves, lacunarity, gain)
val v2 = rigid(seed, x, ::valueLinear, octaves, lacunarity, gain)
// 2d
val v2 = rigid(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v3 = rigid(seed, x, y, ::simplexLinear, octaves, lacunarity, gain)
val v4 = rigid(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
// 3d
val v3 = rigid(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
val v4 = rigid(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain)
val v5 = rigid(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
```
#### Billow
```
// 1d
val v0 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
val v1 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
val v2 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
// 2d
val v3 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v4 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
val v5 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
// 3d
val v6 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
val v7 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
```