Forgot to commit some stuff (noise+dynaterrain) from previous commit
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@@ -16,7 +16,8 @@
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//TODO : tableau de gradients en float au lieu de int ? Ou condition ternaires ?
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// utiliser fastfloor partout
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// vérifier bon fonctionnement perlin1d
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// utiliser copies paramètres pour économiser mémoire
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// améliorer le mélange de la table de perm
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class NzNoiseMachine : public NzNoiseBase
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{
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@@ -24,7 +25,6 @@ class NzNoiseMachine : public NzNoiseBase
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NzNoiseMachine(int seed = 0);
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~NzNoiseMachine();
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float Get1DPerlinNoiseValue (float x, float res);
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float Get2DPerlinNoiseValue (float x, float y, float res);
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float Get3DPerlinNoiseValue (float x, float y, float z, float res);
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float Get4DPerlinNoiseValue (float x, float y, float z, float w, float res);
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@@ -42,7 +42,6 @@ class NzNoiseMachine : public NzNoiseBase
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void SetOctavesNumber(float octaves);
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void RecomputeExponentArray();
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float Get1DFBMNoiseValue(float x, float res);
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float Get2DFBMNoiseValue(float x, float y, float res);
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float Get3DFBMNoiseValue(float x, float y, float z, float res);
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@@ -52,10 +51,6 @@ class NzNoiseMachine : public NzNoiseBase
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protected:
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private:
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//Pour tronquer les nombres
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int fastfloor(float n);
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int gradient1[2];
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float gradient2[8][2];
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int gradient3[16][3];
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int gradient4[32][4];
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@@ -65,15 +60,13 @@ class NzNoiseMachine : public NzNoiseBase
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float n1, n2, n3, n4, n5;
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NzVector4f A;
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NzVector4i Origin;
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NzVector4f d1,d2,d3,d4,d5;
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NzVector4i off1, off2,off3;
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NzVector4f IsoOriginDist;
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NzVector4f H[5];
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NzVector4i Origin;
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NzVector4i off1, off2,off3;
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int ii,jj,kk,ll;
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int gi0,gi1,gi2,gi3,gi4,gi5,gi6,gi7,gi8,gi9,gi10,gi11,gi12,gi13,gi14,gi15;
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float lenght;
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float c1,c2,c3,c4,c5,c6;
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int c;
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