use rand::distributions::{Distribution, Uniform}; use rand::Rng; use crate::Point3; pub struct Perlin { ranfloat: Vec, perm_x: Vec, perm_y: Vec, perm_z: Vec, } impl Perlin { const POINT_COUNT: usize = 256; pub fn new() -> Self { let range = Uniform::from(0.0..1.0); let mut rng = rand::thread_rng(); let mut ranfloat = Vec::with_capacity(Perlin::POINT_COUNT); (0..Perlin::POINT_COUNT).for_each(|_i|ranfloat.push(range.sample(&mut rng))); Perlin { ranfloat, perm_x: Perlin::perlin_generate_perm(), perm_y: Perlin::perlin_generate_perm(), perm_z: Perlin::perlin_generate_perm(), } } pub fn noise(&self, point: &Point3) -> f64 { /* let i = ((4.0 * point.x()) as i32) & 255; let j = ((4.0 * point.y()) as i32) & 255; let k= ((4.0 * point.z()) as i32) & 255; let idx = self.perm_x[i as usize] ^ self.perm_y[j as usize] ^ self.perm_z[k as usize]; self.ranfloat[idx] */ let u = point.x() - point.x().floor(); let v = point.y() - point.y().floor(); let w = point.z() - point.z().floor(); let i = point.x().floor() as i32; let j = point.y().floor() as i32; let k = point.z().floor() as i32; let mut c: [[[f64; 2]; 2]; 2] = [[[0.0; 2]; 2]; 2]; for di in 0..2 { for dj in 0..2 { for dk in 0..2 { let idx = self.perm_x[((i+di) & 255) as usize] ^ self.perm_y[((j+dj) & 255) as usize] ^ self.perm_z[((k+dk) & 255) as usize]; c[di as usize][dj as usize][dk as usize] = self.ranfloat[idx]; } } } Perlin::trilinerar_interpolation(c, u, v, w) } fn perlin_generate_perm() -> Vec { let mut p = Vec::with_capacity(Perlin::POINT_COUNT); (0..Perlin::POINT_COUNT).for_each(|i| p.push(i)); let mut rng = rand::thread_rng(); (1..Perlin::POINT_COUNT).rev().for_each(|idx| { let target = rng.gen_range(0..=idx); p.swap(idx, target); }); p } fn trilinerar_interpolation(c: [[[f64; 2]; 2]; 2], u: f64, v: f64, w: f64) -> f64 { let mut accum = 0.0; for i in 0..2 { for j in 0..2 { for k in 0..2 { let ifl = i as f64; let jfl = j as f64; let kfl = k as f64; accum += (ifl*u + (1.0-ifl)*(1.0-u)) * (jfl*v + (1.0-jfl)*(1.0-v)) * (kfl*w + (1.0-kfl)*(1.0-w)) * c[i][j][k]; } } } accum } }