Add support for eased 3d noise
parent
d274cbfce6
commit
b994a7af13
231
src/noise.cpp
231
src/noise.cpp
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@ -30,6 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define NOISE_MAGIC_Z 52591
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#define NOISE_MAGIC_SEED 1013
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typedef float (*Interp3dFxn)(
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float v000, float v100, float v010, float v110,
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float v001, float v101, float v011, float v111,
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float x, float y, float z);
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float cos_lookup[16] = {
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1.0, 0.9238, 0.7071, 0.3826, 0, -0.3826, -0.7071, -0.9238,
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1.0, -0.9238, -0.7071, -0.3826, 0, 0.3826, 0.7071, 0.9238
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@ -40,7 +45,8 @@ float cos_lookup[16] = {
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//noise poly: p(n) = 60493n^3 + 19990303n + 137612589
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float noise2d(int x, int y, int seed) {
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float noise2d(int x, int y, int seed)
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{
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int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
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+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
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n = (n >> 13) ^ n;
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@ -49,7 +55,8 @@ float noise2d(int x, int y, int seed) {
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}
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float noise3d(int x, int y, int z, int seed) {
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float noise3d(int x, int y, int z, int seed)
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{
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int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
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+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
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n = (n >> 13) ^ n;
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@ -58,19 +65,23 @@ float noise3d(int x, int y, int z, int seed) {
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}
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float dotProduct(float vx, float vy, float wx, float wy) {
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float dotProduct(float vx, float vy, float wx, float wy)
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{
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return vx * wx + vy * wy;
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}
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inline float linearInterpolation(float v0, float v1, float t) {
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inline float linearInterpolation(float v0, float v1, float t)
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{
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return v0 + (v1 - v0) * t;
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}
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float biLinearInterpolation(float v00, float v10,
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float biLinearInterpolation(
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float v00, float v10,
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float v01, float v11,
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float x, float y) {
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float x, float y)
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{
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float tx = easeCurve(x);
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float ty = easeCurve(y);
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float u = linearInterpolation(v00, v10, tx);
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@ -79,38 +90,70 @@ float biLinearInterpolation(float v00, float v10,
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}
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float biLinearInterpolationNoEase(float x0y0, float x1y0,
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float biLinearInterpolationNoEase(
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float x0y0, float x1y0,
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float x0y1, float x1y1,
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float x, float y) {
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float x, float y)
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{
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float u = linearInterpolation(x0y0, x1y0, x);
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float v = linearInterpolation(x0y1, x1y1, x);
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return linearInterpolation(u, v, y);
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}
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float triLinearInterpolation(
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float v000, float v100, float v010, float v110,
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float v001, float v101, float v011, float v111,
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float x, float y, float z) {
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float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
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float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
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return linearInterpolation(u, v, z);
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}
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#if 0
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/*
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float triLinearInterpolation(
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float v000, float v100, float v010, float v110,
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float v001, float v101, float v011, float v111,
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float x, float y, float z)
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{
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/*float tx = easeCurve(x);
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float u = biLinearInterpolation(v000, v100, v010, v110, x, y);
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float v = biLinearInterpolation(v001, v101, v011, v111, x, y);
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return linearInterpolation(u, v, z);
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}
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float triLinearInterpolationNoEase(
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float v000, float v100, float v010, float v110,
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float v001, float v101, float v011, float v111,
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float x, float y, float z)
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{
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float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
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float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
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return linearInterpolation(u, v, z);
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}
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*/
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float triLinearInterpolation(
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float v000, float v100, float v010, float v110,
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float v001, float v101, float v011, float v111,
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float x, float y, float z)
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{
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float tx = easeCurve(x);
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float ty = easeCurve(y);
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float tz = easeCurve(z);*/
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float tx = x;
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float ty = y;
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float tz = z;
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return(
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float tz = easeCurve(z);
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return (
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v000 * (1 - tx) * (1 - ty) * (1 - tz) +
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v100 * tx * (1 - ty) * (1 - tz) +
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v010 * (1 - tx) * ty * (1 - tz) +
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v110 * tx * ty * (1 - tz) +
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v001 * (1 - tx) * (1 - ty) * tz +
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v101 * tx * (1 - ty) * tz +
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v011 * (1 - tx) * ty * tz +
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v111 * tx * ty * tz
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);
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}
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float triLinearInterpolationNoEase(
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float v000, float v100, float v010, float v110,
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float v001, float v101, float v011, float v111,
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float x, float y, float z)
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{
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float tx = x;
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float ty = y;
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float tz = z;
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return (
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v000 * (1 - tx) * (1 - ty) * (1 - tz) +
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v100 * tx * (1 - ty) * (1 - tz) +
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v010 * (1 - tx) * ty * (1 - tz) +
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@ -121,7 +164,6 @@ float triLinearInterpolation(
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v111 * tx * ty * tz
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);
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}
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#endif
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#if 0
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@ -164,7 +206,7 @@ float noise2d_gradient(float x, float y, int seed)
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float v01 = noise2d(x0, y0+1, seed);
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float v11 = noise2d(x0+1, y0+1, seed);
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// Interpolate
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return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
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return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
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}
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@ -188,7 +230,8 @@ float noise3d_gradient(float x, float y, float z, int seed)
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float v011 = noise3d(x0, y0 + 1, z0 + 1, seed);
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float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
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// Interpolate
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return triLinearInterpolation(v000, v100, v010, v110,
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return triLinearInterpolationNoEase(
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v000, v100, v010, v110,
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v001, v101, v011, v111,
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xl, yl, zl);
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}
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@ -264,24 +307,15 @@ float contour(float v)
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v = fabs(v);
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if(v >= 1.0)
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return 0.0;
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return (1.0-v);
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return (1.0 - v);
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}
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///////////////////////// [ New perlin stuff ] ////////////////////////////
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Noise::Noise(NoiseParams *np, int seed, int sx, int sy) {
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init(np, seed, sx, sy, 1);
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}
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Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) {
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init(np, seed, sx, sy, sz);
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}
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void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
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Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
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{
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this->np = np;
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this->seed = seed;
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this->sx = sx;
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@ -296,19 +330,16 @@ void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
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}
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Noise::~Noise() {
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Noise::~Noise()
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{
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delete[] buf;
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delete[] result;
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delete[] noisebuf;
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}
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void Noise::setSize(int sx, int sy) {
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setSize(sx, sy, 1);
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}
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void Noise::setSize(int sx, int sy, int sz) {
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void Noise::setSize(int sx, int sy, int sz)
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{
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this->sx = sx;
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this->sy = sy;
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this->sz = sz;
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@ -323,21 +354,24 @@ void Noise::setSize(int sx, int sy, int sz) {
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}
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void Noise::setSpreadFactor(v3f spread) {
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void Noise::setSpreadFactor(v3f spread)
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{
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this->np->spread = spread;
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resizeNoiseBuf(sz > 1);
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}
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void Noise::setOctaves(int octaves) {
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void Noise::setOctaves(int octaves)
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{
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this->np->octaves = octaves;
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resizeNoiseBuf(sz > 1);
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}
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void Noise::resizeNoiseBuf(bool is3d) {
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void Noise::resizeNoiseBuf(bool is3d)
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{
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int nlx, nly, nlz;
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float ofactor;
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@ -370,7 +404,11 @@ void Noise::resizeNoiseBuf(bool is3d) {
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* next octave.
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*/
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#define idx(x, y) ((y) * nlx + (x))
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void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) {
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void Noise::gradientMap2D(
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float x, float y,
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float step_x, float step_y,
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int seed)
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{
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float v00, v01, v10, v11, u, v, orig_u;
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int index, i, j, x0, y0, noisex, noisey;
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int nlx, nly;
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@ -424,15 +462,20 @@ void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed
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#define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
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void Noise::gradientMap3D(float x, float y, float z,
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void Noise::gradientMap3D(
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float x, float y, float z,
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float step_x, float step_y, float step_z,
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int seed) {
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int seed, bool eased)
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{
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float v000, v010, v100, v110;
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float v001, v011, v101, v111;
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float u, v, w, orig_u, orig_v;
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int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
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int nlx, nly, nlz;
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Interp3dFxn interpolate = eased ?
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triLinearInterpolation : triLinearInterpolationNoEase;
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x0 = floor(x);
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y0 = floor(y);
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z0 = floor(z);
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@ -472,10 +515,11 @@ void Noise::gradientMap3D(float x, float y, float z,
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u = orig_u;
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noisex = 0;
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for (i = 0; i != sx; i++) {
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buf[index++] = triLinearInterpolation(
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buf[index++] = interpolate(
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v000, v100, v010, v110,
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v001, v101, v011, v111,
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u, v, w);
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u += step_x;
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if (u >= 1.0) {
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u -= 1.0;
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@ -508,27 +552,23 @@ void Noise::gradientMap3D(float x, float y, float z,
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#undef idx
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float *Noise::perlinMap2D(float x, float y) {
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float *Noise::perlinMap2D(float x, float y)
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{
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float f = 1.0, g = 1.0;
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int i, j, index, oct;
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size_t bufsize = sx * sy;
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x /= np->spread.X;
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y /= np->spread.Y;
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memset(result, 0, sizeof(float) * sx * sy);
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memset(result, 0, sizeof(float) * bufsize);
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for (oct = 0; oct < np->octaves; oct++) {
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for (int oct = 0; oct < np->octaves; oct++) {
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gradientMap2D(x * f, y * f,
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f / np->spread.X, f / np->spread.Y,
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seed + np->seed + oct);
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index = 0;
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for (j = 0; j != sy; j++) {
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for (i = 0; i != sx; i++) {
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result[index] += g * buf[index];
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index++;
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}
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}
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for (size_t i = 0; i != bufsize; i++)
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result[i] += g * buf[i];
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f *= 2.0;
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g *= np->persist;
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@ -538,31 +578,28 @@ float *Noise::perlinMap2D(float x, float y) {
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}
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float *Noise::perlinMap2DModulated(float x, float y, float *persist_map) {
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float *Noise::perlinMap2DModulated(float x, float y, float *persist_map)
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{
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float f = 1.0;
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int i, j, index, oct;
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size_t bufsize = sx * sy;
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x /= np->spread.X;
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y /= np->spread.Y;
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memset(result, 0, sizeof(float) * sx * sy);
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memset(result, 0, sizeof(float) * bufsize);
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float *g = new float[sx * sy];
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for (index = 0; index != sx * sy; index++)
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g[index] = 1.0;
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float *g = new float[bufsize];
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for (size_t i = 0; i != bufsize; i++)
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g[i] = 1.0;
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for (oct = 0; oct < np->octaves; oct++) {
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for (int oct = 0; oct < np->octaves; oct++) {
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gradientMap2D(x * f, y * f,
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f / np->spread.X, f / np->spread.Y,
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seed + np->seed + oct);
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index = 0;
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for (j = 0; j != sy; j++) {
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for (i = 0; i != sx; i++) {
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result[index] += g[index] * buf[index];
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g[index] *= persist_map[index];
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index++;
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}
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for (size_t i = 0; i != bufsize; i++) {
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result[i] += g[i] * buf[i];
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g[i] *= persist_map[i];
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}
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f *= 2.0;
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@ -573,30 +610,24 @@ float *Noise::perlinMap2DModulated(float x, float y, float *persist_map) {
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}
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float *Noise::perlinMap3D(float x, float y, float z) {
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float *Noise::perlinMap3D(float x, float y, float z, bool eased)
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{
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float f = 1.0, g = 1.0;
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int i, j, k, index, oct;
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size_t bufsize = sx * sy * sz;
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x /= np->spread.X;
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y /= np->spread.Y;
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z /= np->spread.Z;
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memset(result, 0, sizeof(float) * sx * sy * sz);
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memset(result, 0, sizeof(float) * bufsize);
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for (oct = 0; oct < np->octaves; oct++) {
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for (int oct = 0; oct < np->octaves; oct++) {
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gradientMap3D(x * f, y * f, z * f,
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f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
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seed + np->seed + oct);
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seed + np->seed + oct, eased);
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index = 0;
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for (k = 0; k != sz; k++) {
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for (j = 0; j != sy; j++) {
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for (i = 0; i != sx; i++) {
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result[index] += g * buf[index];
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index++;
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}
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}
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}
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for (size_t i = 0; i != bufsize; i++)
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result[i] += g * buf[i];
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f *= 2.0;
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g *= np->persist;
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@ -606,14 +637,14 @@ float *Noise::perlinMap3D(float x, float y, float z) {
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}
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void Noise::transformNoiseMap() {
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int i = 0;
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for (int z = 0; z != sz; z++) {
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for (int y = 0; y != sy; y++) {
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void Noise::transformNoiseMap()
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{
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size_t i = 0;
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for (int z = 0; z != sz; z++)
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for (int y = 0; y != sy; y++)
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for (int x = 0; x != sx; x++) {
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result[i] = result[i] * np->scale + np->offset;
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i++;
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}
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}
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}
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}
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13
src/noise.h
13
src/noise.h
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float *buf;
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float *result;
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Noise(NoiseParams *np, int seed, int sx, int sy);
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Noise(NoiseParams *np, int seed, int sx, int sy, int sz);
|
||||
virtual ~Noise();
|
||||
Noise(NoiseParams *np, int seed, int sx, int sy, int sz=1);
|
||||
~Noise();
|
||||
|
||||
virtual void init(NoiseParams *np, int seed, int sx, int sy, int sz);
|
||||
void setSize(int sx, int sy);
|
||||
void setSize(int sx, int sy, int sz);
|
||||
void setSize(int sx, int sy, int sz=1);
|
||||
void setSpreadFactor(v3f spread);
|
||||
void setOctaves(int octaves);
|
||||
void resizeNoiseBuf(bool is3d);
|
||||
|
@ -120,10 +117,10 @@ public:
|
|||
void gradientMap3D(
|
||||
float x, float y, float z,
|
||||
float step_x, float step_y, float step_z,
|
||||
int seed);
|
||||
int seed, bool eased=false);
|
||||
float *perlinMap2D(float x, float y);
|
||||
float *perlinMap2DModulated(float x, float y, float *persist_map);
|
||||
float *perlinMap3D(float x, float y, float z);
|
||||
float *perlinMap3D(float x, float y, float z, bool eased=false);
|
||||
void transformNoiseMap();
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue