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perlin2d.py
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perlin2d.py
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import numpy as np
##########
# https://stackoverflow.com/questions/42147776/producing-2d-perlin-noise-with-numpy/42154921#42154921
def perlin(x, y, seed=0):
# permutation table
np.random.seed(seed)
p = np.arange(256, dtype=int)
np.random.shuffle(p)
p = np.stack([p, p]).flatten()
# coordinates of the top-left
xi, yi = x.astype(int), y.astype(int)
# internal coordinates
xf, yf = x - xi, y - yi
# fade factors
u, v = fade(xf), fade(yf)
# noise components
n00 = gradient(p[p[xi] + yi], xf, yf)
n01 = gradient(p[p[xi] + yi + 1], xf, yf - 1)
n11 = gradient(p[p[xi + 1] + yi + 1], xf - 1, yf - 1)
n10 = gradient(p[p[xi + 1] + yi], xf - 1, yf)
# combine noises
x1 = lerp(n00, n10, u)
x2 = lerp(n01, n11, u) # FIX1: I was using n10 instead of n01
return lerp(x1, x2, v) # FIX2: I also had to reverse x1 and x2 here
def lerp(a, b, x):
"linear interpolation"
return a + x * (b - a)
def fade(t):
"6t^5 - 15t^4 + 10t^3"
return 6 * t ** 5 - 15 * t ** 4 + 10 * t ** 3
def gradient(h, x, y):
"grad converts h to the right gradient vector and return the dot product with (x,y)"
vectors = np.array([[0, 1], [0, -1], [1, 0], [-1, 0]])
g = vectors[h % 4]
return g[:, :, 0] * x + g[:, :, 1] * y
##########