From f4105fd91a6c9cb9b5c59a18d9511dcf4219a78c Mon Sep 17 00:00:00 2001 From: "Dylan K. Taylor" Date: Sat, 27 Oct 2018 17:04:53 +0100 Subject: [PATCH] Noise: remove a ton of dead code --- .../level/generator/noise/Noise.php | 30 +- .../level/generator/noise/Simplex.php | 270 ++---------------- 2 files changed, 34 insertions(+), 266 deletions(-) diff --git a/src/pocketmine/level/generator/noise/Noise.php b/src/pocketmine/level/generator/noise/Noise.php index b16b05aab..78b790320 100644 --- a/src/pocketmine/level/generator/noise/Noise.php +++ b/src/pocketmine/level/generator/noise/Noise.php @@ -36,18 +36,6 @@ abstract class Noise{ protected $persistence; protected $expansion; - public static function floor($x) : int{ - return $x >= 0 ? (int) $x : (int) ($x - 1); - } - - public static function fade($x){ - return $x * $x * $x * ($x * ($x * 6 - 15) + 10); - } - - public static function lerp($x, $y, $z){ - return $y + $x * ($z - $y); - } - public static function linearLerp($x, $x1, $x2, $q0, $q1){ return (($x2 - $x) / ($x2 - $x1)) * $q0 + (($x - $x1) / ($x2 - $x1)) * $q1; } @@ -84,14 +72,6 @@ abstract class Noise{ ); } - public static function grad($hash, $x, $y, $z){ - $hash &= 15; - $u = $hash < 8 ? $x : $y; - $v = $hash < 4 ? $y : (($hash === 12 or $hash === 14) ? $x : $z); - - return (($hash & 1) === 0 ? $u : -$u) + (($hash & 2) === 0 ? $v : -$v); - } - abstract public function getNoise2D($x, $z); abstract public function getNoise3D($x, $y, $z); @@ -268,6 +248,10 @@ abstract class Noise{ $nny = $ny + $ySamplingRate; $nnz = $nz + $zSamplingRate; + /** + * This code has been manually inlined. + * @see Noise::trilinearLerp() + */ $dx1 = (($nnx - $xx) / ($nnx - $nx)); $dx2 = (($xx - $nx) / ($nnx - $nx)); $dy1 = (($nny - $yy) / ($nny - $ny)); @@ -293,10 +277,4 @@ abstract class Noise{ return $noiseArray; } - - public function setOffset($x, $y, $z){ - $this->offsetX = $x; - $this->offsetY = $y; - $this->offsetZ = $z; - } } diff --git a/src/pocketmine/level/generator/noise/Simplex.php b/src/pocketmine/level/generator/noise/Simplex.php index 3e009f288..d96070bb9 100644 --- a/src/pocketmine/level/generator/noise/Simplex.php +++ b/src/pocketmine/level/generator/noise/Simplex.php @@ -33,43 +33,17 @@ use pocketmine\utils\Random; * http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf */ class Simplex extends Noise{ - public static $grad3 = [ + protected const grad3 = [ [1, 1, 0], [-1, 1, 0], [1, -1, 0], [-1, -1, 0], [1, 0, 1], [-1, 0, 1], [1, 0, -1], [-1, 0, -1], [0, 1, 1], [0, -1, 1], [0, 1, -1], [0, -1, -1] ]; - protected static $SQRT_3; - protected static $SQRT_5; - protected static $F2; - protected static $G2; - protected static $G22; - protected static $F3; - protected static $G3; - protected static $F4; - protected static $G4; - protected static $G42; - protected static $G43; - protected static $G44; - protected static $grad4 = [[0, 1, 1, 1], [0, 1, 1, -1], [0, 1, -1, 1], [0, 1, -1, -1], - [0, -1, 1, 1], [0, -1, 1, -1], [0, -1, -1, 1], [0, -1, -1, -1], - [1, 0, 1, 1], [1, 0, 1, -1], [1, 0, -1, 1], [1, 0, -1, -1], - [-1, 0, 1, 1], [-1, 0, 1, -1], [-1, 0, -1, 1], [-1, 0, -1, -1], - [1, 1, 0, 1], [1, 1, 0, -1], [1, -1, 0, 1], [1, -1, 0, -1], - [-1, 1, 0, 1], [-1, 1, 0, -1], [-1, -1, 0, 1], [-1, -1, 0, -1], - [1, 1, 1, 0], [1, 1, -1, 0], [1, -1, 1, 0], [1, -1, -1, 0], - [-1, 1, 1, 0], [-1, 1, -1, 0], [-1, -1, 1, 0], [-1, -1, -1, 0]]; - protected static $simplex = [ - [0, 1, 2, 3], [0, 1, 3, 2], [0, 0, 0, 0], [0, 2, 3, 1], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [1, 2, 3, 0], - [0, 2, 1, 3], [0, 0, 0, 0], [0, 3, 1, 2], [0, 3, 2, 1], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [1, 3, 2, 0], - [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], - [1, 2, 0, 3], [0, 0, 0, 0], [1, 3, 0, 2], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [2, 3, 0, 1], [2, 3, 1, 0], - [1, 0, 2, 3], [1, 0, 3, 2], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [2, 0, 3, 1], [0, 0, 0, 0], [2, 1, 3, 0], - [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], - [2, 0, 1, 3], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [3, 0, 1, 2], [3, 0, 2, 1], [0, 0, 0, 0], [3, 1, 2, 0], - [2, 1, 0, 3], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [3, 1, 0, 2], [0, 0, 0, 0], [3, 2, 0, 1], [3, 2, 1, 0]]; - protected $offsetW; - + protected const F2 = 0.5 * (M_SQRT3 - 1); + protected const G2 = (3 - M_SQRT3) / 6; + protected const G22 = self::G2 * 2.0 - 1; + protected const F3 = 1.0 / 3.0; + protected const G3 = 1.0 / 6.0; public function __construct(Random $random, $octaves, $persistence, $expansion = 1){ $this->octaves = $octaves; @@ -78,7 +52,6 @@ class Simplex extends Noise{ $this->offsetX = $random->nextFloat() * 256; $this->offsetY = $random->nextFloat() * 256; $this->offsetZ = $random->nextFloat() * 256; - $this->offsetW = $random->nextFloat() * 256; for($i = 0; $i < 512; ++$i){ $this->perm[$i] = 0; @@ -96,32 +69,6 @@ class Simplex extends Noise{ $this->perm[$pos] = $old; $this->perm[$i + 256] = $this->perm[$i]; } - - - self::$SQRT_3 = sqrt(3); - self::$SQRT_5 = sqrt(5); - self::$F2 = 0.5 * (self::$SQRT_3 - 1); - self::$G2 = (3 - self::$SQRT_3) / 6; - self::$G22 = self::$G2 * 2.0 - 1; - self::$F3 = 1.0 / 3.0; - self::$G3 = 1.0 / 6.0; - self::$F4 = (self::$SQRT_5 - 1.0) / 4.0; - self::$G4 = (5.0 - self::$SQRT_5) / 20.0; - self::$G42 = self::$G4 * 2.0; - self::$G43 = self::$G4 * 3.0; - self::$G44 = self::$G4 * 4.0 - 1.0; - } - - protected static function dot2D($g, $x, $y){ - return $g[0] * $x + $g[1] * $y; - } - - protected static function dot3D($g, $x, $y, $z){ - return $g[0] * $x + $g[1] * $y + $g[2] * $z; - } - - protected static function dot4D($g, $x, $y, $z, $w){ - return $g[0] * $x + $g[1] * $y + $g[2] * $z + $g[3] * $w; } public function getNoise3D($x, $y, $z){ @@ -130,11 +77,11 @@ class Simplex extends Noise{ $z += $this->offsetZ; // Skew the input space to determine which simplex cell we're in - $s = ($x + $y + $z) * self::$F3; // Very nice and simple skew factor for 3D + $s = ($x + $y + $z) * self::F3; // Very nice and simple skew factor for 3D $i = (int) ($x + $s); $j = (int) ($y + $s); $k = (int) ($z + $s); - $t = ($i + $j + $k) * self::$G3; + $t = ($i + $j + $k) * self::G3; // Unskew the cell origin back to (x,y,z) space $x0 = $x - ($i - $t); // The x,y,z distances from the cell origin $y0 = $y - ($j - $t); @@ -201,15 +148,15 @@ class Simplex extends Noise{ // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. - $x1 = $x0 - $i1 + self::$G3; // Offsets for second corner in (x,y,z) coords - $y1 = $y0 - $j1 + self::$G3; - $z1 = $z0 - $k1 + self::$G3; - $x2 = $x0 - $i2 + 2.0 * self::$G3; // Offsets for third corner in (x,y,z) coords - $y2 = $y0 - $j2 + 2.0 * self::$G3; - $z2 = $z0 - $k2 + 2.0 * self::$G3; - $x3 = $x0 - 1.0 + 3.0 * self::$G3; // Offsets for last corner in (x,y,z) coords - $y3 = $y0 - 1.0 + 3.0 * self::$G3; - $z3 = $z0 - 1.0 + 3.0 * self::$G3; + $x1 = $x0 - $i1 + self::G3; // Offsets for second corner in (x,y,z) coords + $y1 = $y0 - $j1 + self::G3; + $z1 = $z0 - $k1 + self::G3; + $x2 = $x0 - $i2 + 2.0 * self::G3; // Offsets for third corner in (x,y,z) coords + $y2 = $y0 - $j2 + 2.0 * self::G3; + $z2 = $z0 - $k2 + 2.0 * self::G3; + $x3 = $x0 - 1.0 + 3.0 * self::G3; // Offsets for last corner in (x,y,z) coords + $y3 = $y0 - 1.0 + 3.0 * self::G3; + $z3 = $z0 - 1.0 + 3.0 * self::G3; // Work out the hashed gradient indices of the four simplex corners $ii = $i & 255; @@ -221,25 +168,25 @@ class Simplex extends Noise{ // Calculate the contribution from the four corners $t0 = 0.6 - $x0 * $x0 - $y0 * $y0 - $z0 * $z0; if($t0 > 0){ - $gi0 = self::$grad3[$this->perm[$ii + $this->perm[$jj + $this->perm[$kk]]] % 12]; + $gi0 = self::grad3[$this->perm[$ii + $this->perm[$jj + $this->perm[$kk]]] % 12]; $n += $t0 * $t0 * $t0 * $t0 * ($gi0[0] * $x0 + $gi0[1] * $y0 + $gi0[2] * $z0); } $t1 = 0.6 - $x1 * $x1 - $y1 * $y1 - $z1 * $z1; if($t1 > 0){ - $gi1 = self::$grad3[$this->perm[$ii + $i1 + $this->perm[$jj + $j1 + $this->perm[$kk + $k1]]] % 12]; + $gi1 = self::grad3[$this->perm[$ii + $i1 + $this->perm[$jj + $j1 + $this->perm[$kk + $k1]]] % 12]; $n += $t1 * $t1 * $t1 * $t1 * ($gi1[0] * $x1 + $gi1[1] * $y1 + $gi1[2] * $z1); } $t2 = 0.6 - $x2 * $x2 - $y2 * $y2 - $z2 * $z2; if($t2 > 0){ - $gi2 = self::$grad3[$this->perm[$ii + $i2 + $this->perm[$jj + $j2 + $this->perm[$kk + $k2]]] % 12]; + $gi2 = self::grad3[$this->perm[$ii + $i2 + $this->perm[$jj + $j2 + $this->perm[$kk + $k2]]] % 12]; $n += $t2 * $t2 * $t2 * $t2 * ($gi2[0] * $x2 + $gi2[1] * $y2 + $gi2[2] * $z2); } $t3 = 0.6 - $x3 * $x3 - $y3 * $y3 - $z3 * $z3; if($t3 > 0){ - $gi3 = self::$grad3[$this->perm[$ii + 1 + $this->perm[$jj + 1 + $this->perm[$kk + 1]]] % 12]; + $gi3 = self::grad3[$this->perm[$ii + 1 + $this->perm[$jj + 1 + $this->perm[$kk + 1]]] % 12]; $n += $t3 * $t3 * $t3 * $t3 * ($gi3[0] * $x3 + $gi3[1] * $y3 + $gi3[2] * $z3); } @@ -253,10 +200,10 @@ class Simplex extends Noise{ $y += $this->offsetY; // Skew the input space to determine which simplex cell we're in - $s = ($x + $y) * self::$F2; // Hairy factor for 2D + $s = ($x + $y) * self::F2; // Hairy factor for 2D $i = (int) ($x + $s); $j = (int) ($y + $s); - $t = ($i + $j) * self::$G2; + $t = ($i + $j) * self::G2; // Unskew the cell origin back to (x,y) space $x0 = $x - ($i - $t); // The x,y distances from the cell origin $y0 = $y - ($j - $t); @@ -278,10 +225,10 @@ class Simplex extends Noise{ // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 - $x1 = $x0 - $i1 + self::$G2; // Offsets for middle corner in (x,y) unskewed coords - $y1 = $y0 - $j1 + self::$G2; - $x2 = $x0 + self::$G22; // Offsets for last corner in (x,y) unskewed coords - $y2 = $y0 + self::$G22; + $x1 = $x0 - $i1 + self::G2; // Offsets for middle corner in (x,y) unskewed coords + $y1 = $y0 - $j1 + self::G2; + $x2 = $x0 + self::G22; // Offsets for last corner in (x,y) unskewed coords + $y2 = $y0 + self::G22; // Work out the hashed gradient indices of the three simplex corners $ii = $i & 255; @@ -292,19 +239,19 @@ class Simplex extends Noise{ // Calculate the contribution from the three corners $t0 = 0.5 - $x0 * $x0 - $y0 * $y0; if($t0 > 0){ - $gi0 = self::$grad3[$this->perm[$ii + $this->perm[$jj]] % 12]; + $gi0 = self::grad3[$this->perm[$ii + $this->perm[$jj]] % 12]; $n += $t0 * $t0 * $t0 * $t0 * ($gi0[0] * $x0 + $gi0[1] * $y0); // (x,y) of grad3 used for 2D gradient } $t1 = 0.5 - $x1 * $x1 - $y1 * $y1; if($t1 > 0){ - $gi1 = self::$grad3[$this->perm[$ii + $i1 + $this->perm[$jj + $j1]] % 12]; + $gi1 = self::grad3[$this->perm[$ii + $i1 + $this->perm[$jj + $j1]] % 12]; $n += $t1 * $t1 * $t1 * $t1 * ($gi1[0] * $x1 + $gi1[1] * $y1); } $t2 = 0.5 - $x2 * $x2 - $y2 * $y2; if($t2 > 0){ - $gi2 = self::$grad3[$this->perm[$ii + 1 + $this->perm[$jj + 1]] % 12]; + $gi2 = self::grad3[$this->perm[$ii + 1 + $this->perm[$jj + 1]] % 12]; $n += $t2 * $t2 * $t2 * $t2 * ($gi2[0] * $x2 + $gi2[1] * $y2); } @@ -312,161 +259,4 @@ class Simplex extends Noise{ // The result is scaled to return values in the interval [-1,1]. return 70.0 * $n; } - - /** - * Computes and returns the 4D simplex noise for the given coordinates in - * 4D space - * - * @param float $x X coordinate - * @param float $y Y coordinate - * @param float $z Z coordinate - * @param float $w W coordinate - * - * @return float Noise at given location, from range -1 to 1 - */ - /*public function getNoise4D($x, $y, $z, $w){ - x += offsetX; - y += offsetY; - z += offsetZ; - w += offsetW; - - n0, n1, n2, n3, n4; // Noise contributions from the five corners - - // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in - s = (x + y + z + w) * self::$F4; // Factor for 4D skewing - i = floor(x + s); - j = floor(y + s); - k = floor(z + s); - l = floor(w + s); - - t = (i + j + k + l) * self::$G4; // Factor for 4D unskewing - X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space - Y0 = j - t; - Z0 = k - t; - W0 = l - t; - x0 = x - X0; // The x,y,z,w distances from the cell origin - y0 = y - Y0; - z0 = z - Z0; - w0 = w - W0; - - // For the 4D case, the simplex is a 4D shape I won't even try to describe. - // To find out which of the 24 possible simplices we're in, we need to - // determine the magnitude ordering of x0, y0, z0 and w0. - // The method below is a good way of finding the ordering of x,y,z,w and - // then find the correct traversal order for the simplex we’re in. - // First, six pair-wise comparisons are performed between each possible pair - // of the four coordinates, and the results are used to add up binary bits - // for an integer index. - c1 = (x0 > y0) ? 32 : 0; - c2 = (x0 > z0) ? 16 : 0; - c3 = (y0 > z0) ? 8 : 0; - c4 = (x0 > w0) ? 4 : 0; - c5 = (y0 > w0) ? 2 : 0; - c6 = (z0 > w0) ? 1 : 0; - c = c1 + c2 + c3 + c4 + c5 + c6; - i1, j1, k1, l1; // The integer offsets for the second simplex corner - i2, j2, k2, l2; // The integer offsets for the third simplex corner - i3, j3, k3, l3; // The integer offsets for the fourth simplex corner - - // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. - // Many values of c will never occur, since e.g. x>y>z>w makes x= 3 ? 1 : 0; - j1 = simplex[c][1] >= 3 ? 1 : 0; - k1 = simplex[c][2] >= 3 ? 1 : 0; - l1 = simplex[c][3] >= 3 ? 1 : 0; - - // The number 2 in the "simplex" array is at the second largest coordinate. - i2 = simplex[c][0] >= 2 ? 1 : 0; - j2 = simplex[c][1] >= 2 ? 1 : 0; - k2 = simplex[c][2] >= 2 ? 1 : 0; - l2 = simplex[c][3] >= 2 ? 1 : 0; - - // The number 1 in the "simplex" array is at the second smallest coordinate. - i3 = simplex[c][0] >= 1 ? 1 : 0; - j3 = simplex[c][1] >= 1 ? 1 : 0; - k3 = simplex[c][2] >= 1 ? 1 : 0; - l3 = simplex[c][3] >= 1 ? 1 : 0; - - // The fifth corner has all coordinate offsets = 1, so no need to look that up. - - x1 = x0 - i1 + self::$G4; // Offsets for second corner in (x,y,z,w) coords - y1 = y0 - j1 + self::$G4; - z1 = z0 - k1 + self::$G4; - w1 = w0 - l1 + self::$G4; - - x2 = x0 - i2 + self::$G42; // Offsets for third corner in (x,y,z,w) coords - y2 = y0 - j2 + self::$G42; - z2 = z0 - k2 + self::$G42; - w2 = w0 - l2 + self::$G42; - - x3 = x0 - i3 + self::$G43; // Offsets for fourth corner in (x,y,z,w) coords - y3 = y0 - j3 + self::$G43; - z3 = z0 - k3 + self::$G43; - w3 = w0 - l3 + self::$G43; - - x4 = x0 + self::$G44; // Offsets for last corner in (x,y,z,w) coords - y4 = y0 + self::$G44; - z4 = z0 + self::$G44; - w4 = w0 + self::$G44; - - // Work out the hashed gradient indices of the five simplex corners - ii = i & 255; - jj = j & 255; - kk = k & 255; - ll = l & 255; - - gi0 = $this->perm[ii + $this->perm[jj + $this->perm[kk + $this->perm[ll]]]] % 32; - gi1 = $this->perm[ii + i1 + $this->perm[jj + j1 + $this->perm[kk + k1 + $this->perm[ll + l1]]]] % 32; - gi2 = $this->perm[ii + i2 + $this->perm[jj + j2 + $this->perm[kk + k2 + $this->perm[ll + l2]]]] % 32; - gi3 = $this->perm[ii + i3 + $this->perm[jj + j3 + $this->perm[kk + k3 + $this->perm[ll + l3]]]] % 32; - gi4 = $this->perm[ii + 1 + $this->perm[jj + 1 + $this->perm[kk + 1 + $this->perm[ll + 1]]]] % 32; - - // Calculate the contribution from the five corners - t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0; - if(t0 < 0){ - n0 = 0.0; - }else{ - t0 *= t0; - n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0); - } - - t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1; - if(t1 < 0){ - n1 = 0.0; - }else{ - t1 *= t1; - n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1); - } - - t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2; - if(t2 < 0){ - n2 = 0.0; - }else{ - t2 *= t2; - n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2); - } - - t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3; - if(t3 < 0){ - n3 = 0.0; - }else{ - t3 *= t3; - n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3); - } - - t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4; - if(t4 < 0){ - n4 = 0.0; - }else{ - t4 *= t4; - n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4); - } - - // Sum up and scale the result to cover the range [-1,1] - return 27.0 * (n0 + n1 + n2 + n3 + n4); - }*/ }