Added FBM 3D & 4D and HybridMultiFractal 2D + cleaned code
this commit will change the scale of values produced by fbm2d. This will probably not happen again. As a consequence, fbm values will always be constrained between -1 and 1, but do not perfectly stick to that scale. There is no easy solution, if the user wants the best dynamic between -1 and 1, he should adjust manually the value by multiplying by a gain slightly superior to 1. Former-commit-id: ebdba9e9f4bbb972abe355c07ec9f8bce42329b9
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51
src/Nazara/Noise/FBM3D.cpp
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51
src/Nazara/Noise/FBM3D.cpp
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// Copyright (C) 2012 Rémi Bèges
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// This file is part of the "Nazara Engine".
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Noise/Config.hpp>
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#include <Nazara/Noise/FBM3D.hpp>
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#include <Nazara/Noise/Perlin3D.hpp>
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#include <Nazara/Noise/Simplex3D.hpp>
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#include <Nazara/Noise/Debug.hpp>
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NzFBM3D::NzFBM3D(nzNoises source, int seed)
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{
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switch(source)
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{
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case PERLIN:
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m_source = new NzPerlin3D();
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break;
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default:
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m_source = new NzSimplex3D();
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break;
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}
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m_source->SetNewSeed(seed);
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m_source->ShufflePermutationTable();
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m_noiseType = source;
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}
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float NzFBM3D::GetValue(float x, float y, float z, float resolution)
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{
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this->RecomputeExponentArray();
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m_value = 0.0;
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for (int i(0); i < m_octaves; ++i)
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{
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m_value += m_source->GetValue(x,y,z,resolution) * m_exponent_array[i];
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resolution *= m_lacunarity;
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}
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m_remainder = m_octaves - static_cast<int>(m_octaves);
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if(!NzNumberEquals(m_remainder, static_cast<float>(0.0)))
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m_value += m_remainder * m_source->GetValue(x,y,z,resolution) * m_exponent_array[static_cast<int>(m_octaves-1)];
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return m_value/this->m_sum;
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}
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NzFBM3D::~NzFBM3D()
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{
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delete m_source;
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}
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