public class PerlinNoise {
private static int[] permutation = new 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
};
private static int[] p = new int[512];
public static void Initialize() {
for (int i = 0; i < 256; i++) {
p[256 + i] = p[i] = permutation[i];
}
}
public static double Noise(double x, double y, double z) {
// Find unit cube that contains point
int X = (int)Math.Floor(x) & 255;
int Y = (int)Math.Floor(y) & 255;
int Z = (int)Math.Floor(z) & 255;
// Find relative X, Y, Z of point in Cube
x -= Math.Floor(x);
y -= Math.Floor(y);
z -= Math.Floor(z);
// Compute fade curves for each of X, Y, Z
double u = Fade(x);
double v = Fade(y);
double w = Fade(z);
// Hash coordinates of the 8 cube corners
int A = p[X] + Y;
int AA = p[A] + Z;
int AB = p[A + 1] + Z;
int B = p[X + 1] + Y;
int BA = p[B] + Z;
int BB = p[B + 1] + Z;
// And add blended results from 8 corners of cube
return Lerp(w, Lerp(v, Lerp(u, Grad(p[AA], x, y, z),
Grad(p[BA], x - 1, y, z)),
Lerp(u, Grad(p[AB], x, y - 1, z),
Grad(p[BB], x - 1, y - 1, z))),
Lerp(v, Lerp(u, Grad(p[AA + 1], x, y, z - 1),
Grad(p[BA + 1], x - 1, y, z - 1)),
Lerp(u, Grad(p[AB + 1], x, y - 1, z - 1),
Grad(p[BB + 1], x - 1, y - 1, z - 1))));
}
private static double Fade(double t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
private static double Lerp(double t, double a, double b) {
return a + t * (b - a);
}
private static double Grad(int hash, double x, double y, double z) {
// Convert LO 4 bits of hash code
int h = hash & 15;
// Into 12 Gradient directions
double u = h < 8 ? x : y;
double v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
}
And I can just use that Noise function to offset points on my terrain? No additional coding required?