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Question by MountDoomTeam · Mar 09, 2013 at 08:21 AM · functionaccess

calling function on script not attached to GameObject-3d Perlin -

I have a 3d Perlin noise in C#, I would like to access it in JavaScript. how do I access public static float noise(float x, float y, float z) in JavaScript?

 using UnityEngine;
 using System;
 public class Noise
 {
     public class ClassicNoise
     { // Classic Perlin noise in 3D, for comparison
 
 
         // Classic Perlin noise, 3D version
         public static float noise(float x, float y, float z)
         {
 
 ...
 
         }
     }
 }

JavaScript:

 function Start(){
 
 var noisescript: Noise;
     var noise :float  = noisescript.noise(1, 2, 3);<<<<DOESN'T WORK
 
 }

for reference, here is the 3d Perlin complete code EDIT -That DOESN'T WORK!! if you manage to correct it then please post the solution, for the moment only produces a periodic 2d pattern

 using UnityEngine;
 using System;
 public class Noise
 {
     public class ClassicNoise
     { // Classic Perlin noise in 3D, for comparison
         private static int[][] grad3 = new int[][]{new int[]{1,1,0},new int[]{-1,1,0},new int[]{1,-1,0},new int[]{-1,-1,0},
                            new int[]{1,0,1},new int[]{-1,0,1},new int[]{1,0,-1},new int[]{-1,0,-1},
                            new int[]{0,1,1},new int[]{0,-1,1},new int[]{0,1,-1},new int[]{0,-1,-1}};
         private static int[] p = {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};
         // To remove the need for index wrapping, float the permutation table length
         private static int[] perm = new int[512];
         public static void Init() { for (int i = 0; i < 512; i++) perm[i] = p[i & 255]; }
 
         // This method is a *lot* faster than using (int)Mathf.floor(x)
         private static int fastfloor(float x)
         {
             return x > 0 ? (int)x : (int)x - 1;
         }
         private static float dot(int[] g, float x, float y, float z)
         {
             return g[0] * x + g[1] * y + g[2] * z;
         }
         private static float mix(float a, float b, float t)
         {
             return (1 - t) * a + t * b;
         }
         private static float fade(float t)
         {
             return t * t * t * (t * (t * 6 - 15) + 10);
         }
         // Classic Perlin noise, 3D version
         public static float noise(float x, float y, float z)
         {
             // Find unit grid cell containing point
             int X = fastfloor(x);
             int Y = fastfloor(y);
             int Z = fastfloor(z);
             // Get relative xyz coordinates of point within that cell
             x = x - X;
             y = y - Y;
             z = z - Z;
             // Wrap the integer cells at 255 (smaller integer period can be introduced here)
             X = X & 255;
             Y = Y & 255;
             Z = Z & 255;
             // Calculate a set of eight hashed gradient indices
             int gi000 = perm[X + perm[Y + perm[Z]]] % 12;
             int gi001 = perm[X + perm[Y + perm[Z + 1]]] % 12;
             int gi010 = perm[X + perm[Y + 1 + perm[Z]]] % 12;
             int gi011 = perm[X + perm[Y + 1 + perm[Z + 1]]] % 12;
             int gi100 = perm[X + 1 + perm[Y + perm[Z]]] % 12;
             int gi101 = perm[X + 1 + perm[Y + perm[Z + 1]]] % 12;
             int gi110 = perm[X + 1 + perm[Y + 1 + perm[Z]]] % 12;
             int gi111 = perm[X + 1 + perm[Y + 1 + perm[Z + 1]]] % 12;
             // The gradients of each corner are now:
             // g000 = grad3[gi000];
             // g001 = grad3[gi001];
             // g010 = grad3[gi010];
             // g011 = grad3[gi011];
             // g100 = grad3[gi100];
             // g101 = grad3[gi101];
             // g110 = grad3[gi110];
             // g111 = grad3[gi111];
             // Calculate noise contributions from each of the eight corners
             float n000 = dot(grad3[gi000], x, y, z);
             float n100 = dot(grad3[gi100], x - 1, y, z);
             float n010 = dot(grad3[gi010], x, y - 1, z);
             float n110 = dot(grad3[gi110], x - 1, y - 1, z);
             float n001 = dot(grad3[gi001], x, y, z - 1);
             float n101 = dot(grad3[gi101], x - 1, y, z - 1);
             float n011 = dot(grad3[gi011], x, y - 1, z - 1);
             float n111 = dot(grad3[gi111], x - 1, y - 1, z - 1);
             // Compute the fade curve value for each of x, y, z
             float u = fade(x);
             float v = fade(y);
             float w = fade(z);
             // Interpolate along x the contributions from each of the corners
             float nx00 = mix(n000, n100, u);
             float nx01 = mix(n001, n101, u);
             float nx10 = mix(n010, n110, u);
             float nx11 = mix(n011, n111, u);
             // Interpolate the four results along y
             float nxy0 = mix(nx00, nx10, v);
             float nxy1 = mix(nx01, nx11, v);
             // Interpolate the two last results along z
             float nxyz = mix(nxy0, nxy1, w);
             return nxyz;
         }
     }
 }
    

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Answer by MountDoomTeam · Mar 09, 2013 at 08:45 AM

JavaScript:

 var access  = Noise.ClassicNoise.noise( 1, 2, 3 );

Have to put the noise script in /standard assets/

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