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package Others;

import java.util.Random;
import java.util.Scanner;

/**
 * For detailed info and implementation see: <a
 * href="http://devmag.org.za/2009/04/25/perlin-noise/">Perlin-Noise</a>
 */
public class PerlinNoise {
  /**
   * @param width width of noise array
   * @param height height of noise array
   * @param octaveCount numbers of layers used for blending noise
   * @param persistence value of impact each layer get while blending
   * @param seed used for randomizer
   * @return float array containing calculated "Perlin-Noise" values
   */
  static float[][] generatePerlinNoise(
      int width, int height, int octaveCount, float persistence, long seed) {
    final float[][] base = new float[width][height];
    final float[][] perlinNoise = new float[width][height];
    final float[][][] noiseLayers = new float[octaveCount][][];

    Random random = new Random(seed);
    // fill base array with random values as base for noise
    for (int x = 0; x < width; x++) {
      for (int y = 0; y < height; y++) {
        base[x][y] = random.nextFloat();
      }
    }

    // calculate octaves with different roughness
    for (int octave = 0; octave < octaveCount; octave++) {
      noiseLayers[octave] = generatePerlinNoiseLayer(base, width, height, octave);
    }

    float amplitude = 1f;
    float totalAmplitude = 0f;

    // calculate perlin noise by blending each layer together with specific persistence
    for (int octave = octaveCount - 1; octave >= 0; octave--) {
      amplitude *= persistence;
      totalAmplitude += amplitude;

      for (int x = 0; x < width; x++) {
        for (int y = 0; y < height; y++) {
          // adding each value of the noise layer to the noise
          // by increasing amplitude the rougher noises will have more impact
          perlinNoise[x][y] += noiseLayers[octave][x][y] * amplitude;
        }
      }
    }

    // normalize values so that they stay between 0..1
    for (int x = 0; x < width; x++) {
      for (int y = 0; y < height; y++) {
        perlinNoise[x][y] /= totalAmplitude;
      }
    }

    return perlinNoise;
  }

  /**
   * @param base base random float array
   * @param width width of noise array
   * @param height height of noise array
   * @param octave current layer
   * @return float array containing calculated "Perlin-Noise-Layer" values
   */
  static float[][] generatePerlinNoiseLayer(float[][] base, int width, int height, int octave) {
    float[][] perlinNoiseLayer = new float[width][height];

    // calculate period (wavelength) for different shapes
    int period = 1 << octave; // 2^k
    float frequency = 1f / period; // 1/2^k

    for (int x = 0; x < width; x++) {
      // calculates the horizontal sampling indices
      int x0 = (x / period) * period;
      int x1 = (x0 + period) % width;
      float horizintalBlend = (x - x0) * frequency;

      for (int y = 0; y < height; y++) {
        // calculates the vertical sampling indices
        int y0 = (y / period) * period;
        int y1 = (y0 + period) % height;
        float verticalBlend = (y - y0) * frequency;

        // blend top corners
        float top = interpolate(base[x0][y0], base[x1][y0], horizintalBlend);

        // blend bottom corners
        float bottom = interpolate(base[x0][y1], base[x1][y1], horizintalBlend);

        // blend top and bottom interpolation to get the final blend value for this cell
        perlinNoiseLayer[x][y] = interpolate(top, bottom, verticalBlend);
      }
    }

    return perlinNoiseLayer;
  }

  /**
   * @param a value of point a
   * @param b value of point b
   * @param alpha determine which value has more impact (closer to 0 -> a, closer to 1 -> b)
   * @return interpolated value
   */
  static float interpolate(float a, float b, float alpha) {
    return a * (1 - alpha) + alpha * b;
  }

  public static void main(String[] args) {
    Scanner in = new Scanner(System.in);

    final int width;
    final int height;
    final int octaveCount;
    final float persistence;
    final long seed;
    final String charset;
    final float[][] perlinNoise;

    System.out.println("Width (int): ");
    width = in.nextInt();

    System.out.println("Height (int): ");
    height = in.nextInt();

    System.out.println("Octave count (int): ");
    octaveCount = in.nextInt();

    System.out.println("Persistence (float): ");
    persistence = in.nextFloat();

    System.out.println("Seed (long): ");
    seed = in.nextLong();

    System.out.println("Charset (String): ");
    charset = in.next();

    perlinNoise = generatePerlinNoise(width, height, octaveCount, persistence, seed);
    final char[] chars = charset.toCharArray();
    final int length = chars.length;
    final float step = 1f / length;
    // output based on charset
    for (int x = 0; x < width; x++) {
      for (int y = 0; y < height; y++) {
        float value = step;
        float noiseValue = perlinNoise[x][y];

        for (char c : chars) {
          if (noiseValue <= value) {
            System.out.print(c);
            break;
          }

          value += step;
        }
      }

      System.out.println();
    }
    in.close();
  }
}

PerlinNoise

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