My problem that my perlin noise is repeating itself very obviously in very small spaces. Here is an image of what it going on. I know that this does happen after a certain point with all perlin noise, but it seems to be happening almost immediately with mine. I believe that it is caused by my really awful pseudorandom gradient generator, but Im not sure. My code is below.
As a side note, my perlin noise seems to generate very small values, between -.2 and positive .2 and I think this is also caused by my pseudorandom gradient generator.
If anyone has any advice on improving this part of my code, please feel free to tell me. Any ideas would be helpful right now.
Thanks to everyone in advance!
public class Perlin {
int[] p = new int[255];
public Perlin() {
for(int i = 0; i < p.length; i++)
p[i] = i;
shuffle(p);
}
int grads[][] = {
{1,0},{0,1},{-1,0},{0,-1},
{1,1},{-1,1},{1,-1},{-1,-1}
};
public double perlin (double x, double y) {
int unitX = (int)Math.floor(x) & 255; // decide unit square
int unitY = (int)Math.floor(y) & 255; // decide unit square
double relX = x-Math.floor(x); // relative x position
double relY = y-Math.floor(y); // relative y position
// bad pseudorandom gradient -- what i think is causing the problems
int units = unitX+unitY;
int[] gradTL = grads[p[(units)]%(grads.length)];
int[] gradTR = grads[p[(units+1)]%(grads.length)];
int[] gradBL = grads[p[(units+1)]%(grads.length)];
int[] gradBR = grads[p[(units+2)]%(grads.length)];
// distance from edges to point, relative x and y inside the unit square
double[] vecTL = {relX,relY};
double[] vecTR = {relX-1,relY};
double[] vecBL = {relX,relY-1};
double[] vecBR = {relX-1,relY-1};
// dot product
double tl = dot(gradTL,vecTL);
double tr = dot(gradTR,vecTR);
double bl = dot(gradBL,vecBL);
double br = dot(gradBR,vecBR);
// perlins fade curve
double u = fade(relX);
double v = fade(relY);
// lerping the faded values
double x1 = lerp(tl,tr,u);
double y1 = lerp(bl,br,u);
// ditto
return lerp(x1,y1,v);
}
public double dot(int[] grad, double[] dist) {
return (grad[0]*dist[0]) + (grad[1]*dist[1]);
}
public double lerp(double start, double end, double rate){
return start+rate*(end-start);
}
public double fade(double t) {
return t*t*t*(t*(t*6-15)+10);
}
public void shuffle(int[] p) {
Random r = new Random();
for(int i = 0; i < p.length; i++) {
int n = r.nextInt(p.length - i);
// do swap thing
int place = p[i];
p[i] = p[i+n];
p[i+n] = place;
}
}
}
A side note on my gradient generator, I know Ken Perlin used 255 because he was using bits, I just randomly picked it. I dont think it has any effect on the patterns if it is changed.