📅  最后修改于: 2023-12-03 14:45:08.298000             🧑  作者: Mango
Perlin 噪声是一种流行的噪声生成算法,用于生成各种自然纹理,如云、大理石、木材等。Perlin 噪声是由 Ken Perlin 在1980年代开发的,现在已经成为 3D 场景制作的核心算法之一。
Perlin 噪声是一种连续的函数,一般用于生成二维纹理。任意位置的值是由相邻位置的值插值而得到的。这种插值生成的噪声被称为“平面噪声”。我们可以使用噪声函数生成任何大小的纹理。
要在 C# 中使用 Perlin 噪声,你可以使用以下代码片段:
public static class PerlinNoise
{
private static int[] p = new int[512];
private static int[] permutation = { 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 };
static PerlinNoise()
{
for (int i = 0; i < 256; i++)
p[256 + i] = p[i] = permutation[i];
}
private static double Fade(double t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
private static double Lerp(double t, double a, double b)
{
return a + t * (b - a);
}
private static double Grad(int hash, double x, double y, double z)
{
int h = hash & 15;
double u = h < 8 ? x : y, v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
public static double Noise(double x, double y, double z)
{
int X = (int)Math.Floor(x) & 255, Y = (int)Math.Floor(y) & 255, Z = (int)Math.Floor(z) & 255;
x -= Math.Floor(x);
y -= Math.Floor(y);
z -= Math.Floor(z);
double u = Fade(x), v = Fade(y), w = Fade(z);
int A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z, B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z;
return Lerp(w, Lerp(v, Lerp(u, Grad(p[AA], x, y, z),
Grad(p[BA], x - 1, y, z)),
Lerp(u, Grad(p[AB], x, y - 1, z),
Grad(p[BB], x - 1, y - 1, z))),
Lerp(v, Lerp(u, Grad(p[AA + 1], x, y, z - 1),
Grad(p[BA + 1], x - 1, y, z - 1)),
Lerp(u, Grad(p[AB + 1], x, y - 1, z - 1),
Grad(p[BB + 1], x - 1, y - 1, z - 1))));
}
}
你可以使用以下代码进行测试:
double value = PerlinNoise.Noise(x, y, z);
其中 x, y 和 z 是浮点数。噪声值在 -1.0 到 1.0 之间。