NzNoise new architecture + Perlin 1D algorithm modified
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@@ -8,22 +8,22 @@
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#define NOISEMACHINE_HPP
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#include <Nazara/Prerequesites.hpp>
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//#include <Nazara/Noise/NoiseBase.hpp>
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#include "NoiseBase.hpp"
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#include <Nazara/Math/Vector2.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <Nazara/Math/Vector4.hpp>
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//TODO : tableau de gradients en float au lieu de int ? Ou alors condition ternaires ?
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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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class NzNoiseMachine
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class NzNoiseMachine : public NzNoiseBase
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{
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public:
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NzNoiseMachine(int seed = 0);
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~NzNoiseMachine();
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void SetNewSeed(int seed);
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int GetUniformRandomValue();
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void ShufflePermutationTable();
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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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@@ -55,20 +55,12 @@ class NzNoiseMachine
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//Pour tronquer les nombres
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int fastfloor(float n);
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float pi;
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int perm[512];
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int PermutationTemp[256];
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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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int lookupTable4D[64][4];
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//multiplicative congruential generator
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int UcurrentSeed;
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int Ua,Uc,Um;
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int Uprevious;
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int Ulast;
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//----------------------- Simplex variables --------------------------------------
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float n1, n2, n3, n4, n5;
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