#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using OpenRA.Support; namespace OpenRA.Mods.Common.MapGenerator { public static class NoiseUtils { /// Amplitude proportional to wavelength. public static float PinkAmplitude(float wavelength) => wavelength; /// /// /// Create noise by combining multiple layers of Perlin noise of halving wavelengths. /// /// /// wavelengthScale defines the largest wavelength as a fraction of the largest dimension of /// the output. /// /// /// ampFunc specifies the amplitude of each wavelength. PinkAmplitude is often a suitable /// choice. /// /// public static Matrix FractalNoise( MersenneTwister random, int2 size, float featureSize, Func ampFunc) { var span = Math.Max(size.X, size.Y); var wavelengths = new float[(int)Math.Log2(span)]; for (var i = 0; i < wavelengths.Length; i++) wavelengths[i] = featureSize / (1 << i); var noise = new Matrix(size); foreach (var wavelength in wavelengths) { if (wavelength <= 0.5) break; var amps = ampFunc(wavelength); var subSpan = (int)(span / wavelength) + 2; var subNoise = PerlinNoise(random, subSpan); // Offsets should align to grid. // (The wavelength is divided back out later.) var offsetX = (int)(random.NextFloat() * wavelength); var offsetY = (int)(random.NextFloat() * wavelength); for (var y = 0; y < size.Y; y++) for (var x = 0; x < size.X; x++) noise[y * size.X + x] += amps * MatrixUtils.Interpolate( subNoise, (offsetX + x) / wavelength, (offsetY + y) / wavelength); } return noise; } /// /// 2D Perlin Noise generator without interpolation, producing a span-by-span sized matrix. /// public static Matrix PerlinNoise(MersenneTwister random, int span) { var noise = new Matrix(span, span); const float D = 0.25f; for (var y = 0; y <= span; y++) for (var x = 0; x <= span; x++) { var phase = MathF.Tau * random.NextFloatExclusive(); var vx = MathF.Cos(phase); var vy = MathF.Sin(phase); if (x > 0 && y > 0) noise[x - 1, y - 1] += vx * -D + vy * -D; if (x < span && y > 0) noise[x, y - 1] += vx * D + vy * -D; if (x > 0 && y < span) noise[x - 1, y] += vx * -D + vy * D; if (x < span && y < span) noise[x, y] += vx * D + vy * D; } return noise; } /// /// /// Produce symmetric 2D noise by repeatedly applying some generated Perlin noise under /// rotation and mirroring. /// /// /// Note that the combination of multiple noise values with varying correlations creates a /// noise with different properties to simple Perlin noise. /// /// public static Matrix SymmetricFractalNoise( MersenneTwister random, int2 size, int rotations, Symmetry.Mirror mirror, float featureSize, Func ampFunc) { if (rotations < 1) throw new ArgumentException("rotations must be >= 1"); // Need higher resolution due to cropping and rotation artifacts var templateSpan = Math.Max(size.X, size.Y) * 2 + 2; var templateSize = new int2(templateSpan, templateSpan); var templateCenter = new float2(templateSpan - 1, templateSpan - 1) / 2.0f; var template = FractalNoise(random, templateSize, featureSize, ampFunc); var output = new Matrix(size); var inclusiveOutputSize = size - new int2(1, 1); var outputMid = new float2(inclusiveOutputSize) / 2.0f; for (var y = 0; y < size.Y; y++) for (var x = 0; x < size.X; x++) { const float Sqrt2 = 1.4142135623730951f; var outputXy = new float2(x, y); var outputXyFromCenter = outputXy - outputMid; var templateXyFromCenter = outputXyFromCenter * Sqrt2; var templateXy = templateXyFromCenter + templateCenter; var projections = Symmetry.RotateAndMirrorPointAround( templateXy, templateCenter, rotations, mirror); foreach (var projection in projections) output[x, y] += MatrixUtils.Interpolate( template, projection.X, projection.Y); } return output; } /// /// Use SymmetricFractalNoise to fill a CellLayer. The noise is aligned to the CPos /// coordinate system. /// public static void SymmetricFractalNoiseIntoCellLayer( MersenneTwister random, CellLayer cellLayer, int rotations, Symmetry.Mirror mirror, float featureSize, Func ampFunc) { var cellBounds = CellLayerUtils.CellBounds(cellLayer); var size = new int2(cellBounds.Size.Width, cellBounds.Size.Height); var noise = SymmetricFractalNoise( random, size, rotations, mirror, featureSize, ampFunc); CellLayerUtils.FromMatrix(cellLayer, noise); } } }