Added NzDynaTerrain (basis) + simplex3d 4d for nznoise

This commit is contained in:
Remi Beges
2012-05-31 15:32:22 +02:00
parent 784787cd79
commit 9008c36802
12 changed files with 662 additions and 0 deletions

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef SIMPLEX3D_H
#define SIMPLEX3D_H
#include <Nazara/Prerequesites.hpp>
//#include <Nazara/Noise/NoiseBase.hpp>
#include "NoiseBase.hpp"
#include <Nazara/Math/Vector3.hpp>
template <typename T> class NzSimplex3D : public NzNoiseBase
{
public:
NzSimplex3D();
T GetValue(T x, T y, T z, T res);
~NzSimplex3D() = default;
protected:
private:
int ii,jj,kk;
int gi0,gi1,gi2,gi3;
NzVector3i Origin,off1,off2;
T n1,n2,n3,n4;
T c1,c2,c3,c4;
T gradient3[16][3];
T UnskewCoeff3D;
T SkewCoeff3D;
NzVector3<T> A, IsoOriginDist;
NzVector3<T> d1,d2,d3,d4;
};
typedef NzSimplex3D<float> NzSimplex3Df;
typedef NzSimplex3D<double> NzSimplex3Dd;
//#include <Nazara/Noise/Simplex3D.inl>
#include "Simplex3D.inl"
#endif // SIMPLEX3D_H

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
//#include <Nazara/Noise/Error.hpp>
//#include <Nazara/Noise/Config.hpp>
//#include <Nazara/Noise/Debug.hpp>
template <typename T>
NzSimplex3D<T>::NzSimplex3D()
{
SkewCoeff3D = 1/3;
UnskewCoeff3D = 1/6;
int grad3Temp[][3] = {
{1,1,0},{-1,1,0},{1,-1,0},{-1,-1,0},
{1,0,1},{-1,0,1},{1,0,-1},{-1,0,-1},
{0,1,1},{0,-1,1},{0,1,-1},{0,-1,-1},
{1,1,0},{-1,1,0},{0,-1,1},{0,-1,-1}
};
for(int i(0) ; i < 16 ; ++i)
for(int j(0) ; j < 3 ; ++j)
gradient3[i][j] = grad3Temp[i][j];
}
template <typename T>
T NzSimplex3D<T>::GetValue(T x, T y, T z, T res)
{
x /= res;
y /= res;
z /= res;
Origin.x = fastfloor(x + (x + y + z) * SkewCoeff3D);
Origin.y = fastfloor(y + (x + y + z) * SkewCoeff3D);
Origin.z = fastfloor(z + (x + y + z) * SkewCoeff3D);
A.x = Origin.x - (Origin.x + Origin.y + Origin.z) * UnskewCoeff3D;
A.y = Origin.y - (Origin.x + Origin.y + Origin.z) * UnskewCoeff3D;
A.z = Origin.z - (Origin.x + Origin.y + Origin.z) * UnskewCoeff3D;
IsoOriginDist.x = x - A.x;
IsoOriginDist.y = y - A.y;
IsoOriginDist.z = z - A.z;
if(IsoOriginDist.x >= IsoOriginDist.y)
{
if(IsoOriginDist.y >= IsoOriginDist.z)
{
off1.x = 1;
off1.y = 0;
off1.z = 0;
off2.x = 1;
off2.y = 1;
off2.z = 0;
}
else if(IsoOriginDist.x >= IsoOriginDist.z)
{
off1.x = 1;
off1.y = 0;
off1.z = 0;
off2.x = 1;
off2.y = 0;
off2.z = 1;
}
else
{
off1.x = 0;
off1.y = 0;
off1.z = 1;
off2.x = 1;
off2.y = 0;
off2.z = 1;
}
}
else
{
if(IsoOriginDist.y < IsoOriginDist.z)
{
off1.x = 0;
off1.y = 0;
off1.z = 1;
off2.x = 0;
off2.y = 1;
off2.z = 1;
}
else if(IsoOriginDist.x < IsoOriginDist.z)
{
off1.x = 0;
off1.y = 1;
off1.z = 0;
off2.x = 0;
off2.y = 1;
off2.z = 1;
}
else
{
off1.x = 0;
off1.y = 1;
off1.z = 0;
off2.x = 1;
off2.y = 1;
off2.z = 0;
}
}
d1.x = A.x - x;
d1.y = A.y - y;
d1.z = A.z - z;
d2.x = d1.x + off1.x - UnskewCoeff3D;
d2.y = d1.y + off1.y - UnskewCoeff3D;
d2.z = d1.z + off1.z - UnskewCoeff3D;
d3.x = d1.x + off2.x - 2*UnskewCoeff3D;
d3.y = d1.y + off2.y - 2*UnskewCoeff3D;
d3.z = d1.z + off2.z - 2*UnskewCoeff3D;
d4.x = d1.x + 1.0 - 3*UnskewCoeff3D;
d4.y = d1.y + 1.0 - 3*UnskewCoeff3D;
d4.z = d1.z + 1.0 - 3*UnskewCoeff3D;
ii = Origin.x & 255;
jj = Origin.y & 255;
kk = Origin.z & 255;
gi0 = perm[ii + perm[jj + perm[kk]]] % 12;
gi1 = perm[ii + off1.x + perm[jj + off1.y + perm[kk + off1.z]]] % 12;
gi2 = perm[ii + off2.x + perm[jj + off2.y + perm[kk + off2.z]]] % 12;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]] % 12;
n1 = gradient3[gi0][0] * d1.x + gradient3[gi0][1] * d1.y + gradient3[gi0][2] * d1.z;
n2 = gradient3[gi1][0] * d2.x + gradient3[gi1][1] * d2.y + gradient3[gi1][2] * d2.z;
n3 = gradient3[gi2][0] * d3.x + gradient3[gi2][1] * d3.y + gradient3[gi2][2] * d3.z;
n4 = gradient3[gi3][0] * d4.x + gradient3[gi3][1] * d4.y + gradient3[gi3][2] * d4.z;
c1 = 0.6 - d1.x * d1.x - d1.y * d1.y - d1.z * d1.z;
c2 = 0.6 - d2.x * d2.x - d2.y * d2.y - d2.z * d2.z;
c3 = 0.6 - d3.x * d3.x - d3.y * d3.y - d3.z * d3.z;
c4 = 0.6 - d4.x * d4.x - d4.y * d4.y - d4.z * d4.z;
if(c1 < 0)
c1 = 0;
if(c2 < 0)
c2 = 0;
if(c3 < 0)
c3 = 0;
if(c4 < 0)
c4 = 0;
n1 = c1*c1*c1*n1;
n2 = c2*c2*c2*n2;
n3 = c3*c3*c3*n3;
n4 = c4*c4*c4*n4;
return (n1+n2+n3+n4)*17.6995;
}

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef SIMPLEX4D_H
#define SIMPLEX4D_H
#include <Nazara/Prerequesites.hpp>
//#include <Nazara/Noise/NoiseBase.hpp>
#include "NoiseBase.hpp"
#include <Nazara/Math/Vector4.hpp>
template <typename T> class NzSimplex4D : public NzNoiseBase
{
public:
NzSimplex4D();
T GetValue(T x, T y, T z, T w, T res);
~NzSimplex4D() = default;
protected:
private:
int ii,jj,kk,ll;
int gi0,gi1,gi2,gi3,gi4;
NzVector4i Origin,off1,off2,off3;
T n1,n2,n3,n4,n5;
T c1,c2,c3,c4,c5,c6;
T gradient4[32][4];
int lookupTable4D[64][4];
int c;
T UnskewCoeff4D;
T SkewCoeff4D;
NzVector4<T> A, IsoOriginDist;
NzVector4<T> d1,d2,d3,d4,d5;
};
typedef NzSimplex4D<float> NzSimplex4Df;
typedef NzSimplex4D<double> NzSimplex4Dd;
//#include <Nazara/Noise/Simplex4D.inl>
#include "Simplex4D.inl"
#endif // SIMPLEX4D_H

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
//#include <Nazara/Noise/Error.hpp>
//#include <Nazara/Noise/Config.hpp>
//#include <Nazara/Noise/Debug.hpp>
template <typename T>
NzSimplex4D<T>::NzSimplex4D()
{
SkewCoeff4D = (sqrt(5) - 1)/4;
UnskewCoeff4D = (5 - sqrt(5))/20;
int lookupTemp4D[][4] =
{
{0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
{0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
{1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}
};
for(int i(0) ; i < 64 ; ++i)
for(int j(0) ; j < 4 ; ++j)
lookupTable4D[i][j] = lookupTemp4D[i][j];
int grad4Temp[][4] =
{
{0,1,1,1}, {0,1,1,-1}, {0,1,-1,1}, {0,1,-1,-1},
{0,-1,1,1},{0,-1,1,-1},{0,-1,-1,1},{0,-1,-1,-1},
{1,0,1,1}, {1,0,1,-1}, {1,0,-1,1}, {1,0,-1,-1},
{-1,0,1,1},{-1,0,1,-1},{-1,0,-1,1},{-1,0,-1,-1},
{1,1,0,1}, {1,1,0,-1}, {1,-1,0,1}, {1,-1,0,-1},
{-1,1,0,1},{-1,1,0,-1},{-1,-1,0,1},{-1,-1,0,-1},
{1,1,1,0}, {1,1,-1,0}, {1,-1,1,0}, {1,-1,-1,0},
{-1,1,1,0},{-1,1,-1,0},{-1,-1,1,0},{-1,-1,-1,0}
};
for(int i(0) ; i < 32 ; ++i)
for(int j(0) ; j < 4 ; ++j)
gradient4[i][j] = grad4Temp[i][j];
}
template <typename T>
T NzSimplex4D<T>::GetValue(T x, T y, T z, T w, T res)
{
x /= res;
y /= res;
z /= res;
w /= res;
Origin.x = fastfloor(x + (x + y + z + w) * SkewCoeff4D);
Origin.y = fastfloor(y + (x + y + z + w) * SkewCoeff4D);
Origin.z = fastfloor(z + (x + y + z + w) * SkewCoeff4D);
Origin.w = fastfloor(w + (x + y + z + w) * SkewCoeff4D);
A.x = Origin.x - (Origin.x + Origin.y + Origin.z + Origin.w) * UnskewCoeff4D;
A.y = Origin.y - (Origin.x + Origin.y + Origin.z + Origin.w) * UnskewCoeff4D;
A.z = Origin.z - (Origin.x + Origin.y + Origin.z + Origin.w) * UnskewCoeff4D;
A.w = Origin.w - (Origin.x + Origin.y + Origin.z + Origin.w) * UnskewCoeff4D;
IsoOriginDist.x = x - A.x;
IsoOriginDist.y = y - A.y;
IsoOriginDist.z = z - A.z;
IsoOriginDist.w = w - A.w;
c1 = (IsoOriginDist.x > IsoOriginDist.y) ? 32 : 0;
c2 = (IsoOriginDist.x > IsoOriginDist.z) ? 16 : 0;
c3 = (IsoOriginDist.y > IsoOriginDist.z) ? 8 : 0;
c4 = (IsoOriginDist.x > IsoOriginDist.w) ? 4 : 0;
c5 = (IsoOriginDist.y > IsoOriginDist.w) ? 2 : 0;
c6 = (IsoOriginDist.z > IsoOriginDist.w) ? 1 : 0;
c = c1 + c2 + c3 + c4 + c5 + c6;
off1.x = lookupTable4D[c][0] >= 3 ? 1 : 0;
off1.y = lookupTable4D[c][1] >= 3 ? 1 : 0;
off1.z = lookupTable4D[c][2] >= 3 ? 1 : 0;
off1.w = lookupTable4D[c][3] >= 3 ? 1 : 0;
off2.x = lookupTable4D[c][0] >= 2 ? 1 : 0;
off2.y = lookupTable4D[c][1] >= 2 ? 1 : 0;
off2.z = lookupTable4D[c][2] >= 2 ? 1 : 0;
off2.w = lookupTable4D[c][3] >= 2 ? 1 : 0;
off3.x = lookupTable4D[c][0] >= 1 ? 1 : 0;
off3.y = lookupTable4D[c][1] >= 1 ? 1 : 0;
off3.z = lookupTable4D[c][2] >= 1 ? 1 : 0;
off3.w = lookupTable4D[c][3] >= 1 ? 1 : 0;
d1.x = A.x - x;
d1.y = A.y - y;
d1.z = A.z - z;
d1.w = A.w - w;
d2.x = d1.x + off1.x - UnskewCoeff4D;
d2.y = d1.y + off1.y - UnskewCoeff4D;
d2.z = d1.z + off1.z - UnskewCoeff4D;
d2.w = d1.w + off1.w - UnskewCoeff4D;
d3.x = d1.x + off2.x - 2*UnskewCoeff4D;
d3.y = d1.y + off2.y - 2*UnskewCoeff4D;
d3.z = d1.z + off2.z - 2*UnskewCoeff4D;
d3.w = d1.w + off2.w - 2*UnskewCoeff4D;
d4.x = d1.x + off3.x - 3*UnskewCoeff4D;
d4.y = d1.y + off3.y - 3*UnskewCoeff4D;
d4.z = d1.z + off3.z - 3*UnskewCoeff4D;
d4.w = d1.w + off3.w - 3*UnskewCoeff4D;
d5.x = d1.x + 1.0 - 4*UnskewCoeff4D;
d5.y = d1.y + 1.0 - 4*UnskewCoeff4D;
d5.z = d1.z + 1.0 - 4*UnskewCoeff4D;
d5.w = d1.w + 1.0 - 4*UnskewCoeff4D;
ii = Origin.x & 255;
jj = Origin.y & 255;
kk = Origin.z & 255;
ll = Origin.w & 255;
gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32;
gi1 = perm[ii + off1.x + perm[jj + off1.y + perm[kk + off1.z + perm[ll + off1.w]]]] % 32;
gi2 = perm[ii + off2.x + perm[jj + off2.y + perm[kk + off2.z + perm[ll + off2.w]]]] % 32;
gi3 = perm[ii + off3.x + perm[jj + off3.y + perm[kk + off3.z + perm[ll + off3.w]]]] % 32;
gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32;
n1 = gradient4[gi0][0]*d1.x + gradient4[gi0][1]*d1.y + gradient4[gi0][2]*d1.z + gradient4[gi0][3]*d1.w;
n2 = gradient4[gi1][0]*d2.x + gradient4[gi1][1]*d2.y + gradient4[gi1][2]*d2.z + gradient4[gi1][3]*d2.w;
n3 = gradient4[gi2][0]*d3.x + gradient4[gi2][1]*d3.y + gradient4[gi2][2]*d3.z + gradient4[gi2][3]*d3.w;
n4 = gradient4[gi3][0]*d4.x + gradient4[gi3][1]*d4.y + gradient4[gi3][2]*d4.z + gradient4[gi3][3]*d4.w;
n5 = gradient4[gi4][0]*d5.x + gradient4[gi4][1]*d5.y + gradient4[gi4][2]*d5.z + gradient4[gi4][3]*d5.w;
c1 = 0.6 - d1.x*d1.x - d1.y*d1.y - d1.z*d1.z - d1.w*d1.w;
c2 = 0.6 - d2.x*d2.x - d2.y*d2.y - d2.z*d2.z - d2.w*d2.w;
c3 = 0.6 - d3.x*d3.x - d3.y*d3.y - d3.z*d3.z - d3.w*d3.w;
c4 = 0.6 - d4.x*d4.x - d4.y*d4.y - d4.z*d4.z - d4.w*d4.w;
c5 = 0.6 - d5.x*d5.x - d5.y*d5.y - d5.z*d5.z - d5.w*d5.w;
if(c1 < 0)
c1 = 0;
if(c2 < 0)
c2 = 0;
if(c3 < 0)
c3 = 0;
if(c4 < 0)
c4 = 0;
if(c5 < 0)
c5 = 0;
n1 = c1*c1*c1*n1;
n2 = c2*c2*c2*n2;
n3 = c3*c3*c3*n3;
n4 = c4*c4*c4*n4;
n5 = c5*c5*c5*n5;
return (n1+n2+n3+n4+n5)*17.6995;
}