# Perlin Noise

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here are 4 new functions including voronoi on a pretty free license | here are 4 new functions including voronoi on a pretty free license | ||

[http://forum.unity3d.com/threads/68764-LibNoise-Ported-to-Unity?p=439185#post439185 UnityScript noises on forum] | [http://forum.unity3d.com/threads/68764-LibNoise-Ported-to-Unity?p=439185#post439185 UnityScript noises on forum] | ||

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+ | Also here is a nearly complete implementation of Perlin noise in UnityScript,although I didn't finish completing it because I didn't understand JavaScript this.noise function. | ||

I am sure I will finish it or else you can help if you want the original is here- | I am sure I will finish it or else you can help if you want the original is here- | ||

[http://asserttrue.blogspot.co.uk/2011/12/perlin-noise-in-javascript_31.html JavaScript Perlin noise implementation] | [http://asserttrue.blogspot.co.uk/2011/12/perlin-noise-in-javascript_31.html JavaScript Perlin noise implementation] |

## Latest revision as of 04:01, 23 October 2012

## [edit] Description

The following snippet shows how to use noise for smoothly randomly moving objects, rotating them or animated light intensity.

## [edit] Usage

Download the package. Open Unity with your own project folder. Double click on the unityPackage in the finder. [PerlinNoise]

This installs the perlin noise class and 3 scripts implementing:

- Animated light intensity noise
- Animated noise position
- Animated noise rotation

To use one of the scripts, just drag them on a game object, to make them move, rotate, animate light based on noise.

## [edit] Another function

previous information above is out of date links here are 4 new functions including voronoi on a pretty free license UnityScript noises on forum

Also here is a nearly complete implementation of Perlin noise in UnityScript,although I didn't finish completing it because I didn't understand JavaScript this.noise function. I am sure I will finish it or else you can help if you want the original is here- JavaScript Perlin noise implementation

#pragma strict // This is a port of Ken Perlin's Java code. The // original Java code is at http://cs.nyu.edu/%7Eperlin/noise/. // Note that in this version, a number from 0 to 1 is returned. function PerlinNoise() { var x :int; var y :int; var z :int; var t :int; var a :int; var b :int; var n :int; var hash :int; thisnoise (x, y, z); fade(t); lerp( t, a, b); grad(hash, x, y, z); scale(n);} function thisnoise (x:int, y:int, z:int) { var p : int[]; //array p = new int[512]; var permutation : int[] = [ 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 ]; for (var i=0; i < 256 ; i++) p[256+i] = p[i] = permutation[i]; var X = parseInt(Mathf.Floor(x)) & 255; // FIND UNIT CUBE THAT var Y = parseInt(Mathf.Floor(y)) & 255; // CONTAINS POINT. var Z = parseInt(Mathf.Floor(z)) & 255; x -= Mathf.Floor(x); // FIND RELATIVE X,Y,Z y -= Mathf.Floor(y); // OF POINT IN CUBE. z -= Mathf.Floor(z); var u = fade(x); // COMPUTE FADE CURVES var v = fade(y); // FOR EACH OF X,Y,Z. var w = fade(z); var A = p[X ]+Y;var AA = p[A]+Z;var AB = p[A+1]+Z; // HASH COORDINATES OF var B = p[X+1]+Y;var BA = p[B]+Z;var BB = p[B+1]+Z; // THE 8 CUBE CORNERS, return scale(lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ), // AND ADD grad(p[BA ], x-1, y , z )), // BLENDED lerp(u, grad(p[AB ], x , y-1, z ), // RESULTS grad(p[BB ], x-1, y-1, z ))),// FROM 8 lerp(v, lerp(u, grad(p[AA+1], x , y , z-1 ), // CORNERS grad(p[BA+1], x-1, y , z-1 )), // OF CUBE lerp(u, grad(p[AB+1], x , y-1, z-1 ), grad(p[BB+1], x-1, y-1, z-1 ))))); } function fade(t:int) { return t * t * t * (t * (t * 6 - 15) + 10); } function lerp( t:int, a:int, b:int) { return a + t * (b - a); } function grad(hash:int, x:int, y:int, z:int) { var h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE var u = h<8 ? x : y; // INTO 12 GRADIENT DIRECTIONS. var v = h<4 ? y : h==12||h==14 ? x : z; return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v); } function scale(n:int) { return (1 + n)/2; }