The Symmetry.Mirror enum was previously documented as defined in terms of the WPos system, which happens to align with CPos for Rectangular grid types. However, the existing code gets confused when attempting to support RectangularIsometric, due to a lack of appropriate conversion logic. This change makes Mirror agnostic to specific coordinate systems and introduces a WMirror wrapper that provides getters for the correct Mirror configuration given the coordinate system being used.
209 lines
6.2 KiB
C#
209 lines
6.2 KiB
C#
#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 System.Numerics;
|
|
using OpenRA.Support;
|
|
|
|
namespace OpenRA.Mods.Common.MapGenerator
|
|
{
|
|
public static class NoiseUtils
|
|
{
|
|
const int Scale = 1024;
|
|
const int ScaledSqrt2 = 1448;
|
|
|
|
/// <summary>Amplitude is the same for all wavelengths.</summary>
|
|
public static int WhiteAmplitude(int wavelength) => 1;
|
|
|
|
/// <summary>Amplitude proportional to wavelength.</summary>
|
|
public static int PinkAmplitude(int wavelength) => wavelength;
|
|
|
|
/// <summary>
|
|
/// <code>amplitude = wavelength ** (1 / (2 ** clumpiness))</code>
|
|
/// Setting clumpiness to 0 is equivalent to pink noise.
|
|
/// </summary>
|
|
public static int ClumpinessAmplitude(int wavelength, int clumpiness)
|
|
{
|
|
var amplitude = wavelength;
|
|
for (var i = 0; i < clumpiness; i++)
|
|
amplitude = Exts.ISqrt(amplitude);
|
|
return amplitude;
|
|
}
|
|
|
|
/// <summary>
|
|
/// <para>
|
|
/// Create noise by combining multiple layers of Perlin noise of halving wavelengths.
|
|
/// </para>
|
|
/// <para>
|
|
/// featureSize defines the largest wavelength in 1024ths of a matrix cell.
|
|
/// the output.
|
|
/// </para>
|
|
/// <para>
|
|
/// ampFunc specifies the amplitude of each wavelength. PinkAmplitude is often a suitable
|
|
/// choice.
|
|
/// </para>
|
|
/// </summary>
|
|
public static Matrix<int> FractalNoise(
|
|
MersenneTwister random,
|
|
int2 size,
|
|
int featureSize,
|
|
Func<int, int> ampFunc)
|
|
{
|
|
var span = Math.Max(size.X, size.Y);
|
|
var wavelengths = new int[BitOperations.Log2((uint)span)];
|
|
for (var i = 0; i < wavelengths.Length; i++)
|
|
wavelengths[i] = featureSize >> i;
|
|
|
|
var noise = new Matrix<int>(size);
|
|
foreach (var wavelength in wavelengths)
|
|
{
|
|
if (wavelength <= Scale / 2)
|
|
break;
|
|
|
|
var amps = ampFunc(wavelength);
|
|
var subSpan = span * Scale / wavelength + 2;
|
|
var subNoise = PerlinNoise(random, subSpan);
|
|
|
|
// Offsets should align to grid.
|
|
// (The wavelength is divided back out later.)
|
|
var scaledOffsetX = (int)(random.NextUint() % (wavelength + 1));
|
|
var scaledOffsetY = (int)(random.NextUint() % (wavelength + 1));
|
|
for (var y = 0; y < size.Y; y++)
|
|
for (var x = 0; x < size.X; x++)
|
|
{
|
|
var scaledMappedX = x * Scale + scaledOffsetX;
|
|
var scaledMappedY = y * Scale + scaledOffsetY;
|
|
noise[y * size.X + x] +=
|
|
amps * MatrixUtils.IntegerInterpolate(
|
|
subNoise,
|
|
scaledMappedX / wavelength,
|
|
scaledMappedY / wavelength,
|
|
scaledMappedX % wavelength,
|
|
scaledMappedY % wavelength,
|
|
wavelength);
|
|
}
|
|
}
|
|
|
|
return noise;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 2D Perlin Noise generator without interpolation, producing a span-by-span sized matrix.
|
|
/// Output values range from -5792 to +5792.
|
|
/// </summary>
|
|
public static Matrix<int> PerlinNoise(MersenneTwister random, int span)
|
|
{
|
|
var noise = new Matrix<int>(span, span);
|
|
for (var y = 0; y <= span; y++)
|
|
for (var x = 0; x <= span; x++)
|
|
{
|
|
var phase = new WAngle((int)random.NextUint() % 1024);
|
|
var vx = phase.Cos();
|
|
var vy = phase.Sin();
|
|
if (x > 0 && y > 0)
|
|
noise[x - 1, y - 1] += -vx + -vy;
|
|
if (x < span && y > 0)
|
|
noise[x, y - 1] += vx + -vy;
|
|
if (x > 0 && y < span)
|
|
noise[x - 1, y] += -vx + vy;
|
|
if (x < span && y < span)
|
|
noise[x, y] += vx + vy;
|
|
}
|
|
|
|
return noise;
|
|
}
|
|
|
|
/// <summary>
|
|
/// <para>
|
|
/// Produce symmetric 2D noise by repeatedly applying some generated Perlin noise under
|
|
/// rotation and mirroring.
|
|
/// </para>
|
|
/// <para>
|
|
/// Note that the combination of multiple noise values with varying correlations creates a
|
|
/// noise with different properties to simple Perlin noise.
|
|
/// </para>
|
|
/// </summary>
|
|
public static Matrix<int> SymmetricFractalNoise(
|
|
MersenneTwister random,
|
|
int2 size,
|
|
int rotations,
|
|
Symmetry.Mirror mirror,
|
|
int featureSize,
|
|
Func<int, int> 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 scaledTemplateCenter = new int2(templateSpan - 1, templateSpan - 1) * Scale / 2;
|
|
var template = FractalNoise(random, templateSize, featureSize, ampFunc);
|
|
|
|
var output = new Matrix<int>(size);
|
|
|
|
var inclusiveOutputSize = size - new int2(1, 1);
|
|
var scaledOutputMid = inclusiveOutputSize * Scale / 2;
|
|
|
|
for (var y = 0; y < size.Y; y++)
|
|
for (var x = 0; x < size.X; x++)
|
|
{
|
|
var outputXy = new int2(x, y);
|
|
var scaledOutputXy = outputXy * Scale;
|
|
var scaledOutputXyFromCenter = scaledOutputXy - scaledOutputMid;
|
|
|
|
// Apply sqrt2 scaling so that diagonal samples don't alias.
|
|
var scaledTemplateXyFromCenter = scaledOutputXyFromCenter * ScaledSqrt2 / Scale;
|
|
var scaledTemplateXy = scaledTemplateXyFromCenter + scaledTemplateCenter;
|
|
|
|
var projections = Symmetry.RotateAndMirrorPointAround(
|
|
scaledTemplateXy, scaledTemplateCenter, rotations, mirror);
|
|
|
|
foreach (var projection in projections)
|
|
output[x, y] +=
|
|
MatrixUtils.IntegerInterpolate(
|
|
template,
|
|
projection.X / Scale,
|
|
projection.Y / Scale,
|
|
projection.X % Scale,
|
|
projection.Y % Scale,
|
|
Scale);
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Use SymmetricFractalNoise to fill a CellLayer. The noise is aligned to the CPos
|
|
/// coordinate system.
|
|
/// </summary>
|
|
public static void SymmetricFractalNoiseIntoCellLayer(
|
|
MersenneTwister random,
|
|
CellLayer<int> cellLayer,
|
|
int rotations,
|
|
Symmetry.WMirror wmirror,
|
|
int featureSize,
|
|
Func<int, int> ampFunc)
|
|
{
|
|
var cellBounds = CellLayerUtils.CellBounds(cellLayer);
|
|
var size = new int2(cellBounds.Size.Width, cellBounds.Size.Height);
|
|
var noise = SymmetricFractalNoise(
|
|
random,
|
|
size,
|
|
rotations,
|
|
wmirror.ForCPos(),
|
|
featureSize,
|
|
ampFunc);
|
|
CellLayerUtils.FromMatrix(cellLayer, noise);
|
|
}
|
|
}
|
|
}
|