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- using Unity.IL2CPP.CompilerServices;
- using static Unity.Mathematics.math;
-
- namespace Unity.Mathematics
- {
- /// <summary>
- /// A static class containing noise functions.
- /// </summary>
- [Il2CppEagerStaticClassConstruction]
- public static partial class noise
- {
- // Modulo 289 without a division (only multiplications)
- static float mod289(float x) { return x - floor(x * (1.0f / 289.0f)) * 289.0f; }
- static float2 mod289(float2 x) { return x - floor(x * (1.0f / 289.0f)) * 289.0f; }
- static float3 mod289(float3 x) { return x - floor(x * (1.0f / 289.0f)) * 289.0f; }
- static float4 mod289(float4 x) { return x - floor(x * (1.0f / 289.0f)) * 289.0f; }
-
- // Modulo 7 without a division
- static float3 mod7(float3 x) { return x - floor(x * (1.0f / 7.0f)) * 7.0f; }
- static float4 mod7(float4 x) { return x - floor(x * (1.0f / 7.0f)) * 7.0f; }
-
- // Permutation polynomial: (34x^2 + x) math.mod 289
- static float permute(float x) { return mod289((34.0f * x + 1.0f) * x); }
- static float3 permute(float3 x) { return mod289((34.0f * x + 1.0f) * x); }
- static float4 permute(float4 x) { return mod289((34.0f * x + 1.0f) * x); }
-
- static float taylorInvSqrt(float r) { return 1.79284291400159f - 0.85373472095314f * r; }
- static float4 taylorInvSqrt(float4 r) { return 1.79284291400159f - 0.85373472095314f * r; }
-
- static float2 fade(float2 t) { return t*t*t*(t*(t*6.0f-15.0f)+10.0f); }
- static float3 fade(float3 t) { return t*t*t*(t*(t*6.0f-15.0f)+10.0f); }
- static float4 fade(float4 t) { return t*t*t*(t*(t*6.0f-15.0f)+10.0f); }
-
- static float4 grad4(float j, float4 ip)
- {
- float4 ones = float4(1.0f, 1.0f, 1.0f, -1.0f);
- float3 pxyz = floor(frac(float3(j) * ip.xyz) * 7.0f) * ip.z - 1.0f;
- float pw = 1.5f - dot(abs(pxyz), ones.xyz);
- float4 p = float4(pxyz, pw);
- float4 s = float4(p < 0.0f);
- p.xyz = p.xyz + (s.xyz*2.0f - 1.0f) * s.www;
- return p;
- }
-
- // Hashed 2-D gradients with an extra rotation.
- // (The constant 0.0243902439 is 1/41)
- static float2 rgrad2(float2 p, float rot)
- {
- // For more isotropic gradients, math.sin/math.cos can be used instead.
- float u = permute(permute(p.x) + p.y) * 0.0243902439f + rot; // Rotate by shift
- u = frac(u) * 6.28318530718f; // 2*pi
- return float2(cos(u), sin(u));
- }
- }
- }
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