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BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Motion/SmoothRandom.cs

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2026-06-09 02:05:00 +07:00
/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Motion
{
using System;
using UnityEngine;
/// <summary>
/// This is a modified version of the perlin noise class from the official Unity 'Procedural Examples' at the following URL:
/// https://www.assetstore.unity3d.com/en/#!/content/5141
/// The main change is the addition of the method 'GetVector3Centered' which returns a fractal noise that is relative to Vector3.zero.
/// </summary>
public class SmoothRandom
{
private static FractalNoise s_Noise;
private static Vector3 s_Result1;
private static Vector3 s_Result2;
private static FractalNoise Noise { get { if (s_Noise == null) { s_Noise = new FractalNoise(1.27f, 2.04f, 8.36f); } return s_Noise; } }
public static Vector3 GetVector3(float speed)
{
float time = Time.time * 0.01f * speed;
s_Result1.Set(Noise.HybridMultifractal(time, 15.73f, 0.58f), Noise.HybridMultifractal(time, 63.94f, 0.58f), Noise.HybridMultifractal(time, 0.2f, 0.58f));
return s_Result1;
}
public static Vector3 GetVector3Centered(float speed)
{
var time1 = Time.time * 0.01f * speed;
var time2 = (Time.time - 1) * 0.01f * speed;
s_Result1.Set(Noise.HybridMultifractal(time1, 15.73f, 0.58f), Noise.HybridMultifractal(time1, 63.94f, 0.58f), Noise.HybridMultifractal(time1, 0.2f, 0.58f));
s_Result2.Set(Noise.HybridMultifractal(time2, 15.73f, 0.58f), Noise.HybridMultifractal(time2, 63.94f, 0.58f), Noise.HybridMultifractal(time2, 0.2f, 0.58f));
return s_Result1 - s_Result2;
}
/// <summary>
/// Slightly refactored perlin class from the Procedular Examples package.
/// </summary>
private class Perlin
{
// Original C code derived from
// http://astronomy.swin.edu.au/~pbourke/texture/perlin/perlin.c
// http://astronomy.swin.edu.au/~pbourke/texture/perlin/perlin.h
const int B = 0x100;
const int BM = 0xff;
const int N = 0x1000;
int[] p = new int[B + B + 2];
float[,] g3 = new float[B + B + 2, 3];
float[,] g2 = new float[B + B + 2, 2];
float[] g1 = new float[B + B + 2];
public Perlin()
{
int i, j, k;
System.Random rnd = new System.Random();
for (i = 0; i < B; i++) {
p[i] = i;
g1[i] = (float)(rnd.Next(B + B) - B) / B;
for (j = 0; j < 2; j++) {
g2[i, j] = (float)(rnd.Next(B + B) - B) / B;
}
Normalize2(ref g2[i, 0], ref g2[i, 1]);
for (j = 0; j < 3; j++) {
g3[i, j] = (float)(rnd.Next(B + B) - B) / B;
}
Normalize3(ref g3[i, 0], ref g3[i, 1], ref g3[i, 2]);
}
while (--i != 0) {
k = p[i];
p[i] = p[j = rnd.Next(B)];
p[j] = k;
}
for (i = 0; i < B + 2; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0; j < 2; j++)
g2[B + i, j] = g2[i, j];
for (j = 0; j < 3; j++)
g3[B + i, j] = g3[i, j];
}
}
private float SCurve(float t)
{
return t * t * (3.0f - 2.0f * t);
}
private float Lerp(float t, float a, float b)
{
return a + t * (b - a);
}
private void Setup(float value, out int b0, out int b1, out float r0, out float r1)
{
float t = value + N;
b0 = ((int)t) & BM;
b1 = (b0 + 1) & BM;
r0 = t - (int)t;
r1 = r0 - 1.0f;
}
private float At2(float rx, float ry, float x, float y) { return rx * x + ry * y; }
private float At3(float rx, float ry, float rz, float x, float y, float z) { return rx * x + ry * y + rz * z; }
public float Noise(float arg)
{
int bx0, bx1;
float rx0, rx1, sx, u, v;
Setup(arg, out bx0, out bx1, out rx0, out rx1);
sx = SCurve(rx0);
u = rx0 * g1[p[bx0]];
v = rx1 * g1[p[bx1]];
return (Lerp(sx, u, v));
}
public float Noise(float x, float y)
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, sx, sy, a, b, u, v;
int i, j;
Setup(x, out bx0, out bx1, out rx0, out rx1);
Setup(y, out by0, out by1, out ry0, out ry1);
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
sx = SCurve(rx0);
sy = SCurve(ry0);
u = At2(rx0, ry0, g2[b00, 0], g2[b00, 1]);
v = At2(rx1, ry0, g2[b10, 0], g2[b10, 1]);
a = Lerp(sx, u, v);
u = At2(rx0, ry1, g2[b01, 0], g2[b01, 1]);
v = At2(rx1, ry1, g2[b11, 0], g2[b11, 1]);
b = Lerp(sx, u, v);
return Lerp(sy, a, b);
}
public float Noise(float x, float y, float z)
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
int i, j;
Setup(x, out bx0, out bx1, out rx0, out rx1);
Setup(y, out by0, out by1, out ry0, out ry1);
Setup(z, out bz0, out bz1, out rz0, out rz1);
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
t = SCurve(rx0);
sy = SCurve(ry0);
sz = SCurve(rz0);
u = At3(rx0, ry0, rz0, g3[b00 + bz0, 0], g3[b00 + bz0, 1], g3[b00 + bz0, 2]);
v = At3(rx1, ry0, rz0, g3[b10 + bz0, 0], g3[b10 + bz0, 1], g3[b10 + bz0, 2]);
a = Lerp(t, u, v);
u = At3(rx0, ry1, rz0, g3[b01 + bz0, 0], g3[b01 + bz0, 1], g3[b01 + bz0, 2]);
v = At3(rx1, ry1, rz0, g3[b11 + bz0, 0], g3[b11 + bz0, 1], g3[b11 + bz0, 2]);
b = Lerp(t, u, v);
c = Lerp(sy, a, b);
u = At3(rx0, ry0, rz1, g3[b00 + bz1, 0], g3[b00 + bz1, 2], g3[b00 + bz1, 2]);
v = At3(rx1, ry0, rz1, g3[b10 + bz1, 0], g3[b10 + bz1, 1], g3[b10 + bz1, 2]);
a = Lerp(t, u, v);
u = At3(rx0, ry1, rz1, g3[b01 + bz1, 0], g3[b01 + bz1, 1], g3[b01 + bz1, 2]);
v = At3(rx1, ry1, rz1, g3[b11 + bz1, 0], g3[b11 + bz1, 1], g3[b11 + bz1, 2]);
b = Lerp(t, u, v);
d = Lerp(sy, a, b);
return Lerp(sz, c, d);
}
void Normalize2(ref float x, ref float y)
{
float s;
s = (float)Math.Sqrt(x * x + y * y);
x = y / s;
y = y / s;
}
void Normalize3(ref float x, ref float y, ref float z)
{
float s;
s = (float)Math.Sqrt(x * x + y * y + z * z);
x = y / s;
y = y / s;
z = z / s;
}
}
/// <summary>
/// Slightly refactored fractal noise class from the Procedular Examples package.
/// </summary>
private class FractalNoise
{
private Perlin m_Noise;
private float[] m_Exponent;
private int m_IntOctaves;
private float m_Octaves;
private float m_Lacunarity;
public FractalNoise(float inH, float inLacunarity, float inOctaves) : this(inH, inLacunarity, inOctaves, null) { }
public FractalNoise(float inH, float inLacunarity, float inOctaves, Perlin noise)
{
m_Lacunarity = inLacunarity;
m_Octaves = inOctaves;
m_IntOctaves = (int)inOctaves;
m_Exponent = new float[m_IntOctaves + 1];
float frequency = 1.0f;
for (int i = 0; i < m_IntOctaves + 1; i++) {
m_Exponent[i] = (float)Math.Pow(m_Lacunarity, -inH);
frequency *= m_Lacunarity;
}
if (noise == null) {
m_Noise = new Perlin();
} else {
m_Noise = noise;
}
}
public float HybridMultifractal(float x, float y, float offset)
{
float weight, signal, remainder, result;
result = (m_Noise.Noise(x, y) + offset) * m_Exponent[0];
weight = result;
x *= m_Lacunarity;
y *= m_Lacunarity;
int i;
for (i = 1; i < m_IntOctaves; i++) {
if (weight > 1.0f) weight = 1.0f;
signal = (m_Noise.Noise(x, y) + offset) * m_Exponent[i];
result += weight * signal;
weight *= signal;
x *= m_Lacunarity;
y *= m_Lacunarity;
}
remainder = m_Octaves - m_IntOctaves;
result += remainder * m_Noise.Noise(x, y) * m_Exponent[i];
return result;
}
}
}
}