Replaced templates by float

*Since only valid template parameters were float and double, the whole
template aspect has been removed.
Double precision would only be used in extremely rare occasions
(applications needing high precision and slow performances), it is not
relevant to template the whole module for it.


Former-commit-id: fc6dd028189c608a6a7b4c312b3e5e3f53a01fd7
This commit is contained in:
Remi Beges
2012-10-27 18:59:39 +02:00
parent 745b9dbbd1
commit 9fef43951b
25 changed files with 239 additions and 346 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
#include <Nazara/Core/StringStream.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Debug.hpp>
#include <Nazara/Noise/Abstract2DNoise.hpp>
float NzAbstract2DNoise::GetBasicValue(float x, float y)
{
return this->GetValue(x,y,m_resolution);
}
float NzAbstract2DNoise::GetMappedValue(float x, float y)
{
return (this->GetValue(x,y,m_resolution) + m_offset) * m_gain;
}

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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/Core/StringStream.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Debug.hpp>
#include <Nazara/Noise/Abstract3DNoise.hpp>
float NzAbstract3DNoise::GetBasicValue(float x, float y, float z)
{
return this->GetValue(x,y,z,m_resolution);
}
float NzAbstract3DNoise::GetMappedValue(float x, float y, float z)
{
return (this->GetValue(x,y,z,m_resolution) + m_offset) * m_gain ;
}

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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/Core/StringStream.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Debug.hpp>
#include <Nazara/Noise/Abstract4DNoise.hpp>
float NzAbstract4DNoise::GetBasicValue(float x, float y, float z, float w)
{
return this->GetValue(x,y,z,w,m_resolution);
}
float NzAbstract4DNoise::GetMappedValue(float x, float y, float z, float w)
{
return (this->GetValue(x,y,z,w,m_resolution) + m_offset) * m_gain ;
}

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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 <cmath>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Debug.hpp>
#include <Nazara/Noise/ComplexNoiseBase.hpp>
NzComplexNoiseBase::NzComplexNoiseBase()
{
m_parametersModified = true;
m_lacunarity = 5.0f;
m_hurst = 1.2f;
m_octaves = 3.0f;
for (int i(0) ; i < m_octaves; ++i)
{
exponent_array[i] = 0;
}
}
const std::array<float, 30>& NzComplexNoiseBase::GetExponentArray() const
{
return exponent_array;
}
float NzComplexNoiseBase::GetLacunarity() const
{
return m_lacunarity;
}
float NzComplexNoiseBase::GetHurstParameter() const
{
return m_hurst;
}
float NzComplexNoiseBase::GetOctaveNumber() const
{
return m_octaves;
}
void NzComplexNoiseBase::SetLacunarity(float lacunarity)
{
// if(lacunarity != m_lacunarity)
//{
m_lacunarity = lacunarity;
m_parametersModified = true;
//}
}
void NzComplexNoiseBase::SetHurstParameter(float h)
{
//if(h != m_hurst)
//{
m_hurst = h;
m_parametersModified = true;
//}
}
void NzComplexNoiseBase::SetOctavesNumber(float octaves)
{
if(octaves <= 30.0f)
m_octaves = octaves;
else
m_octaves = 30.0f;
m_parametersModified = true;
}
void NzComplexNoiseBase::RecomputeExponentArray()
{
if(m_parametersModified)
{
float frequency = 1.0;
m_sum = 0.f;
for (int i(0) ; i < static_cast<int>(m_octaves) ; ++i)
{
exponent_array[i] = std::pow( frequency, -m_hurst );
frequency *= m_lacunarity;
//m_sum += 1.0f/exponent_array[i];//A tester
m_sum += exponent_array[i];
}
m_parametersModified = false;
}
}

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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/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/FBM2D.hpp>
#include <Nazara/Noise/Perlin2D.hpp>
#include <Nazara/Noise/Simplex2D.hpp>
#include <Nazara/Noise/Debug.hpp>
NzFBM2D::NzFBM2D(nzNoises source, int seed)
{
switch(source)
{
case PERLIN:
m_source = new NzPerlin2D();
break;
default:
m_source = new NzSimplex2D();
break;
}
m_source->SetNewSeed(seed);
m_source->ShufflePermutationTable();
m_noiseType = source;
}
float NzFBM2D::GetValue(float x, float y, float resolution)
{
this->RecomputeExponentArray();
m_value = 0.0;
for (int i(0); i < this->m_octaves; ++i)
{
m_value += m_source->GetValue(x,y,resolution) * this->exponent_array[i];
resolution *= this->m_lacunarity;
}
//cout<<m_value<<endl;//"|"<<this->m_sum<<endl;
//m_remainder = this->m_octaves - static_cast<int>(this->m_octaves);
//if(!NzNumberEquals(remainder, static_cast<float>(0.0)))
// m_value += remainder * Get2DSimplexNoiseValue(x,y,resolution) * exponent_array[(int)m_octaves-1];
//0.65 is an experimental value to make the noise stick closer to [-1 , 1]
return m_value / (this->m_sum * 0.65);
}
NzFBM2D::~NzFBM2D()
{
switch(m_noiseType)
{
case PERLIN:
delete dynamic_cast<NzPerlin2D*>(m_source);
break;
default:
delete dynamic_cast<NzSimplex2D*>(m_source);
break;
}
}

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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/Core/StringStream.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <stdexcept>
#include <Nazara/Noise/Debug.hpp>
#include <Nazara/Noise/MappedNoiseBase.hpp>
NzMappedNoiseBase::NzMappedNoiseBase() : m_gain(1.f), m_offset(0.f), m_resolution(30.f)
{
}
float NzMappedNoiseBase::GetGain() const
{
return m_gain;
}
float NzMappedNoiseBase::GetOffset() const
{
return m_offset;
}
float NzMappedNoiseBase::GetResolution() const
{
return m_resolution;
}
void NzMappedNoiseBase::SetGain(float gain)
{
m_gain = gain;
}
void NzMappedNoiseBase::SetOffset(float offset)
{
m_offset = offset;
}
void NzMappedNoiseBase::SetResolution(float resolution)
{
if (NzNumberEquals(resolution, 0.f))
{
NzStringStream ss;
ss << __FILE__ << ':' << __LINE__ << " : resolution cannot be 0.0f";
throw std::domain_error(ss.ToString());
}
m_resolution = resolution;
}

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine - Noise module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Perlin2D.hpp>
#include <Nazara/Noise/Debug.hpp>
NzPerlin2D::NzPerlin2D()
{
int grad2Temp[][2] = {{1,1},{-1,1},{1,-1},{-1,-1},
{1,0},{-1,0},{0,1},{0,-1}};
for(int i(0) ; i < 8 ; ++i)
for(int j(0) ; j < 2 ; ++j)
gradient2[i][j] = grad2Temp[i][j];
}
float NzPerlin2D::GetValue(float x, float y, float resolution)
{
x *= resolution;
y *= resolution;
x0 = fastfloor(x);
y0 = fastfloor(y);
ii = x0 & 255;
jj = y0 & 255;
gi0 = perm[ii + perm[jj]] & 7;
gi1 = perm[ii + 1 + perm[jj]] & 7;
gi2 = perm[ii + perm[jj + 1]] & 7;
gi3 = perm[ii + 1 + perm[jj + 1]] & 7;
temp.x = x-x0;
temp.y = y-y0;
Cx = temp.x * temp.x * temp.x * (temp.x * (temp.x * 6 - 15) + 10);
Cy = temp.y * temp.y * temp.y * (temp.y * (temp.y * 6 - 15) + 10);
s = gradient2[gi0][0]*temp.x + gradient2[gi0][1]*temp.y;
temp.x = x-(x0+1);
t = gradient2[gi1][0]*temp.x + gradient2[gi1][1]*temp.y;
temp.y = y-(y0+1);
v = gradient2[gi3][0]*temp.x + gradient2[gi3][1]*temp.y;
temp.x = x-x0;
u = gradient2[gi2][0]*temp.x + gradient2[gi2][1]*temp.y;
Li1 = s + Cx*(t-s);
Li2 = u + Cx*(v-u);
return Li1 + Cy*(Li2-Li1);
}

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine - Noise module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Perlin3D.hpp>
#include <Nazara/Noise/Debug.hpp>
NzPerlin3D::NzPerlin3D()
{
float 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];
}
float NzPerlin3D::GetValue(float x, float y, float z, float resolution)
{
x /= resolution;
y /= resolution;
z /= resolution;
x0 = fastfloor(x);
y0 = fastfloor(y);
z0 = fastfloor(z);
ii = x0 & 255;
jj = y0 & 255;
kk = z0 & 255;
gi0 = perm[ii + perm[jj + perm[kk]]] & 15;
gi1 = perm[ii + 1 + perm[jj + perm[kk]]] & 15;
gi2 = perm[ii + perm[jj + 1 + perm[kk]]] & 15;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk]]] & 15;
gi4 = perm[ii + perm[jj + perm[kk + 1]]] & 15;
gi5 = perm[ii + 1 + perm[jj + perm[kk + 1]]] & 15;
gi6 = perm[ii + perm[jj + 1 + perm[kk + 1]]] & 15;
gi7 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]] & 15;
temp.x = x-x0;
temp.y = y-y0;
temp.z = z-z0;
Cx = temp.x * temp.x * temp.x * (temp.x * (temp.x * 6 - 15) + 10);
Cy = temp.y * temp.y * temp.y * (temp.y * (temp.y * 6 - 15) + 10);
Cz = temp.z * temp.z * temp.z * (temp.z * (temp.z * 6 - 15) + 10);
s[0] = gradient3[gi0][0]*temp.x + gradient3[gi0][1]*temp.y + gradient3[gi0][2]*temp.z;
temp.x = x-(x0+1);
t[0] = gradient3[gi1][0]*temp.x + gradient3[gi1][1]*temp.y + gradient3[gi1][2]*temp.z;
temp.y = y-(y0+1);
v[0] = gradient3[gi3][0]*temp.x + gradient3[gi3][1]*temp.y + gradient3[gi3][2]*temp.z;
temp.x = x-x0;
u[0] = gradient3[gi2][0]*temp.x + gradient3[gi2][1]*temp.y + gradient3[gi2][2]*temp.z;
temp.y = y-y0;
temp.z = z-(z0+1);
s[1] = gradient3[gi4][0]*temp.x + gradient3[gi4][1]*temp.y + gradient3[gi4][2]*temp.z;
temp.x = x-(x0+1);
t[1] = gradient3[gi5][0]*temp.x + gradient3[gi5][1]*temp.y + gradient3[gi5][2]*temp.z;
temp.y = y-(y0+1);
v[1] = gradient3[gi7][0]*temp.x + gradient3[gi7][1]*temp.y + gradient3[gi7][2]*temp.z;
temp.x = x-x0;
u[1] = gradient3[gi6][0]*temp.x + gradient3[gi6][1]*temp.y + gradient3[gi6][2]*temp.z;
Li1 = s[0] + Cx*(t[0]-s[0]);
Li2 = u[0] + Cx*(v[0]-u[0]);
Li3 = s[1] + Cx*(t[1]-s[1]);
Li4 = u[1] + Cx*(v[1]-u[1]);
Li5 = Li1 + Cy*(Li2-Li1);
Li6 = Li3 + Cy*(Li4-Li3);
return Li5 + Cz*(Li6-Li5);
}

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine - Noise module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Perlin4D.hpp>
#include <Nazara/Noise/Debug.hpp>
NzPerlin4D::NzPerlin4D()
{
float 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];
}
float NzPerlin4D::GetValue(float x, float y, float z, float w, float resolution)
{
x *= resolution;
y *= resolution;
z *= resolution;
w *= resolution;
x0 = fastfloor(x);
y0 = fastfloor(y);
z0 = fastfloor(z);
w0 = fastfloor(w);
ii = x0 & 255;
jj = y0 & 255;
kk = z0 & 255;
ll = w0 & 255;
gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] & 31;
gi1 = perm[ii + 1 + perm[jj + perm[kk + perm[ll]]]] & 31;
gi2 = perm[ii + perm[jj + 1 + perm[kk + perm[ll]]]] & 31;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + perm[ll]]]] & 31;
gi4 = perm[ii + perm[jj + + perm[kk + 1 + perm[ll]]]] & 31;
gi5 = perm[ii + 1 + perm[jj + + perm[kk + 1 + perm[ll]]]] & 31;
gi6 = perm[ii + perm[jj + 1 + perm[kk + 1 + perm[ll]]]] & 31;
gi7 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll]]]] & 31;
gi8 = perm[ii + perm[jj + perm[kk + perm[ll + 1]]]] & 31;
gi9 = perm[ii + 1 + perm[jj + perm[kk + perm[ll + 1]]]] & 31;
gi10 = perm[ii + perm[jj + 1 + perm[kk + perm[ll + 1]]]] & 31;
gi11 = perm[ii + 1 + perm[jj + 1 + perm[kk + perm[ll + 1]]]] & 31;
gi12 = perm[ii + perm[jj + perm[kk + 1 + perm[ll + 1]]]] & 31;
gi13 = perm[ii + 1 + perm[jj + perm[kk + 1 + perm[ll + 1]]]] & 31;
gi14 = perm[ii + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] & 31;
gi15 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] & 31;
temp.x = x-x0;
temp.y = y-y0;
temp.z = z-z0;
temp.w = w-w0;
Cx = temp.x * temp.x * temp.x * (temp.x * (temp.x * 6 - 15) + 10);
Cy = temp.y * temp.y * temp.y * (temp.y * (temp.y * 6 - 15) + 10);
Cz = temp.z * temp.z * temp.z * (temp.z * (temp.z * 6 - 15) + 10);
Cw = temp.w * temp.w * temp.w * (temp.w * (temp.w * 6 - 15) + 10);
s[0] = gradient4[gi0][0]*temp.x + gradient4[gi0][1]*temp.y + gradient4[gi0][2]*temp.z + gradient4[gi0][3]*temp.w;
temp.x = x-(x0+1);
t[0] = gradient4[gi1][0]*temp.x + gradient4[gi1][1]*temp.y + gradient4[gi1][2]*temp.z + gradient4[gi1][3]*temp.w;
temp.y = y-(y0+1);
v[0] = gradient4[gi3][0]*temp.x + gradient4[gi3][1]*temp.y + gradient4[gi3][2]*temp.z + gradient4[gi3][3]*temp.w;
temp.x = x-x0;
u[0] = gradient4[gi2][0]*temp.x + gradient4[gi2][1]*temp.y + gradient4[gi2][2]*temp.z + gradient4[gi2][3]*temp.w;
temp.y = y-y0;
temp.z = z-(z0+1);
s[1] = gradient4[gi4][0]*temp.x + gradient4[gi4][1]*temp.y + gradient4[gi4][2]*temp.z + gradient4[gi4][3]*temp.w;
temp.x = x-(x0+1);
t[1] = gradient4[gi5][0]*temp.x + gradient4[gi5][1]*temp.y + gradient4[gi5][2]*temp.z + gradient4[gi5][3]*temp.w;
temp.y = y-(y0+1);
v[1] = gradient4[gi7][0]*temp.x + gradient4[gi7][1]*temp.y + gradient4[gi7][2]*temp.z + gradient4[gi7][3]*temp.w;
temp.x = x-x0;
u[1] = gradient4[gi6][0]*temp.x + gradient4[gi6][1]*temp.y + gradient4[gi6][2]*temp.z + gradient4[gi6][3]*temp.w;
temp.y = y-y0;
temp.z = z-z0;
temp.w = w-(w0+1);
s[2] = gradient4[gi8][0]*temp.x + gradient4[gi8][1]*temp.y + gradient4[gi8][2]*temp.z + gradient4[gi8][3]*temp.w;
temp.x = x-(x0+1);
t[2] = gradient4[gi9][0]*temp.x + gradient4[gi9][1]*temp.y + gradient4[gi9][2]*temp.z + gradient4[gi9][3]*temp.w;
temp.y = y-(y0+1);
v[2] = gradient4[gi11][0]*temp.x + gradient4[gi11][1]*temp.y + gradient4[gi11][2]*temp.z + gradient4[gi11][3]*temp.w;
temp.x = x-x0;
u[2] = gradient4[gi10][0]*temp.x + gradient4[gi10][1]*temp.y + gradient4[gi10][2]*temp.z + gradient4[gi10][3]*temp.w;
temp.y = y-y0;
temp.z = z-(z0+1);
s[3] = gradient4[gi12][0]*temp.x + gradient4[gi12][1]*temp.y + gradient4[gi12][2]*temp.z + gradient4[gi12][3]*temp.w;
temp.x = x-(x0+1);
t[3] = gradient4[gi13][0]*temp.x + gradient4[gi13][1]*temp.y + gradient4[gi13][2]*temp.z + gradient4[gi13][3]*temp.w;
temp.y = y-(y0+1);
v[3] = gradient4[gi15][0]*temp.x + gradient4[gi15][1]*temp.y + gradient4[gi15][2]*temp.z + gradient4[gi15][3]*temp.w;
temp.x = x-x0;
u[3] = gradient4[gi14][0]*temp.x + gradient4[gi14][1]*temp.y + gradient4[gi14][2]*temp.z + gradient4[gi14][3]*temp.w;
Li1 = s[0] + Cx*(t[0]-s[0]);
Li2 = u[0] + Cx*(v[0]-u[0]);
Li3 = s[1] + Cx*(t[1]-s[1]);
Li4 = u[1] + Cx*(v[1]-u[1]);
Li5 = s[2] + Cx*(t[2]-s[2]);
Li6 = u[2] + Cx*(v[2]-u[2]);
Li7 = s[3] + Cx*(t[3]-s[3]);
Li8 = u[3] + Cx*(v[3]-u[3]);
Li9 = Li1 + Cy*(Li2-Li1);
Li10 = Li3 + Cy*(Li4-Li3);
Li11 = Li5 + Cy*(Li6-Li5);
Li12 = Li7 + Cy*(Li8-Li7);
Li13 = Li9 + Cz*(Li10-Li9);
Li14 = Li11 + Cz*(Li12-Li11);
return Li13 + Cw*(Li14-Li13);
}

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine - Noise module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Simplex2D.hpp>
#include <Nazara/Noise/Debug.hpp>
NzSimplex2D::NzSimplex2D()
{
float grad2Temp[][2] = {{1,1},{-1,1},{1,-1},{-1,-1},
{1,0},{-1,0},{0,1},{0,-1}};
for(int i(0) ; i < 8 ; ++i)
for(int j(0) ; j < 2 ; ++j)
gradient2[i][j] = grad2Temp[i][j];
SkewCoeff2D = 0.5*(sqrt(3.0) - 1.0);
UnskewCoeff2D = (3.0-sqrt(3.0))/6.;
}
float NzSimplex2D::GetValue(float x, float y, float resolution)
{
x *= resolution;
y *= resolution;
sum = (x + y) * SkewCoeff2D;
skewedCubeOrigin.x = fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y) * UnskewCoeff2D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
unskewedCubeOrigin.y = skewedCubeOrigin.y - sum;
unskewedDistToOrigin.x = x - unskewedCubeOrigin.x;
unskewedDistToOrigin.y = y - unskewedCubeOrigin.y;
if(unskewedDistToOrigin.x > unskewedDistToOrigin.y)
{
off1.x = 1;
off1.y = 0;
}
else
{
off1.x = 0;
off1.y = 1;
}
d1 = - unskewedDistToOrigin;
d2.x = d1.x + off1.x - UnskewCoeff2D;
d2.y = d1.y + off1.y - UnskewCoeff2D;
d3.x = d1.x + 1.0 - 2 * UnskewCoeff2D;
d3.y = d1.y + 1.0 - 2 * UnskewCoeff2D;
ii = skewedCubeOrigin.x & 255;
jj = skewedCubeOrigin.y & 255;
gi0 = perm[ii + perm[jj ]] & 7;
gi1 = perm[ii + off1.x + perm[jj + off1.y]] & 7;
gi2 = perm[ii + 1 + perm[jj + 1 ]] & 7;
c1 = 0.5 - d1.x * d1.x - d1.y * d1.y;
c2 = 0.5 - d2.x * d2.x - d2.y * d2.y;
c3 = 0.5 - d3.x * d3.x - d3.y * d3.y;
if(c1 < 0)
n1 = 0;
else
n1 = c1*c1*c1*c1*(gradient2[gi0][0] * d1.x + gradient2[gi0][1] * d1.y);
if(c2 < 0)
n2 = 0;
else
n2 = c2*c2*c2*c2*(gradient2[gi1][0] * d2.x + gradient2[gi1][1] * d2.y);
if(c3 < 0)
n3 = 0;
else
n3 = c3*c3*c3*c3*(gradient2[gi2][0] * d3.x + gradient2[gi2][1] * d3.y);
return (n1+n2+n3)*70;
}

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine - Noise module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Simplex3D.hpp>
#include <Nazara/Noise/Debug.hpp>
NzSimplex3D::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}};
for(int i(0) ; i < 12 ; ++i)
for(int j(0) ; j < 3 ; ++j)
gradient3[i][j] = grad3Temp[i][j];
}
float NzSimplex3D::GetValue(float x, float y, float z, float resolution)
{
x *= resolution;
y *= resolution;
z *= resolution;
sum = (x + y + z) * SkewCoeff3D;
skewedCubeOrigin.x = fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum);
skewedCubeOrigin.z = fastfloor(z + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y + skewedCubeOrigin.z) * UnskewCoeff3D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
unskewedCubeOrigin.y = skewedCubeOrigin.y - sum;
unskewedCubeOrigin.z = skewedCubeOrigin.z - sum;
unskewedDistToOrigin.x = x - unskewedCubeOrigin.x;
unskewedDistToOrigin.y = y - unskewedCubeOrigin.y;
unskewedDistToOrigin.z = z - unskewedCubeOrigin.z;
if(unskewedDistToOrigin.x >= unskewedDistToOrigin.y)
{
if(unskewedDistToOrigin.y >= unskewedDistToOrigin.z)
{
off1.x = 1;
off1.y = 0;
off1.z = 0;
off2.x = 1;
off2.y = 1;
off2.z = 0;
}
else if(unskewedDistToOrigin.x >= unskewedDistToOrigin.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(unskewedDistToOrigin.y < unskewedDistToOrigin.z)
{
off1.x = 0;
off1.y = 0;
off1.z = 1;
off2.x = 0;
off2.y = 1;
off2.z = 1;
}
else if(unskewedDistToOrigin.x < unskewedDistToOrigin.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 = unskewedDistToOrigin;
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 = skewedCubeOrigin.x & 255;
jj = skewedCubeOrigin.y & 255;
kk = skewedCubeOrigin.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;
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)
n1 = 0;
else
n1 = c1*c1*c1*c1*(gradient3[gi0][0] * d1.x + gradient3[gi0][1] * d1.y + gradient3[gi0][2] * d1.z);
if(c2 < 0)
n2 = 0;
else
n2 = c2*c2*c2*c2*(gradient3[gi1][0] * d2.x + gradient3[gi1][1] * d2.y + gradient3[gi1][2] * d2.z);
if(c3 < 0)
n3 = 0;
else
n3 = c3*c3*c3*c3*(gradient3[gi2][0] * d3.x + gradient3[gi2][1] * d3.y + gradient3[gi2][2] * d3.z);
if(c4 < 0)
n4 = 0;
else
n4 = c4*c4*c4*c4*(gradient3[gi3][0] * d4.x + gradient3[gi3][1] * d4.y + gradient3[gi3][2] * d4.z);
return (n1+n2+n3+n4)*32;
}

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// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine - Noise module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Simplex4D.hpp>
#include <Nazara/Noise/Debug.hpp>
NzSimplex4D::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];
}
float NzSimplex4D::GetValue(float x, float y, float z, float w, float resolution)
{
x *= resolution;
y *= resolution;
z *= resolution;
w *= resolution;
sum = (x + y + z + w) * SkewCoeff4D;
skewedCubeOrigin.x = fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum);
skewedCubeOrigin.z = fastfloor(z + sum);
skewedCubeOrigin.w = fastfloor(w + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y + skewedCubeOrigin.z + skewedCubeOrigin.w) * UnskewCoeff4D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
unskewedCubeOrigin.y = skewedCubeOrigin.y - sum;
unskewedCubeOrigin.z = skewedCubeOrigin.z - sum;
unskewedCubeOrigin.w = skewedCubeOrigin.w - sum;
unskewedDistToOrigin.x = x - unskewedCubeOrigin.x;
unskewedDistToOrigin.y = y - unskewedCubeOrigin.y;
unskewedDistToOrigin.z = z - unskewedCubeOrigin.z;
unskewedDistToOrigin.w = w - unskewedCubeOrigin.w;
c1 = (unskewedDistToOrigin.x > unskewedDistToOrigin.y) ? 32 : 0;
c2 = (unskewedDistToOrigin.x > unskewedDistToOrigin.z) ? 16 : 0;
c3 = (unskewedDistToOrigin.y > unskewedDistToOrigin.z) ? 8 : 0;
c4 = (unskewedDistToOrigin.x > unskewedDistToOrigin.w) ? 4 : 0;
c5 = (unskewedDistToOrigin.y > unskewedDistToOrigin.w) ? 2 : 0;
c6 = (unskewedDistToOrigin.z > unskewedDistToOrigin.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 = unskewedDistToOrigin;
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 = skewedCubeOrigin.x & 255;
jj = skewedCubeOrigin.y & 255;
kk = skewedCubeOrigin.z & 255;
ll = skewedCubeOrigin.w & 255;
gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] & 31;
gi1 = perm[ii + off1.x + perm[jj + off1.y + perm[kk + off1.z + perm[ll + off1.w]]]] & 31;
gi2 = perm[ii + off2.x + perm[jj + off2.y + perm[kk + off2.z + perm[ll + off2.w]]]] & 31;
gi3 = perm[ii + off3.x + perm[jj + off3.y + perm[kk + off3.z + perm[ll + off3.w]]]] & 31;
gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32;
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)
n1 = 0;
else
n1 = c1*c1*c1*c1*(gradient4[gi0][0]*d1.x + gradient4[gi0][1]*d1.y + gradient4[gi0][2]*d1.z + gradient4[gi0][3]*d1.w);
if(c2 < 0)
n2 = 0;
else
n2 = c2*c2*c2*c2*(gradient4[gi1][0]*d2.x + gradient4[gi1][1]*d2.y + gradient4[gi1][2]*d2.z + gradient4[gi1][3]*d2.w);
if(c3 < 0)
n3 = 0;
else
n3 = c3*c3*c3*c3*(gradient4[gi2][0]*d3.x + gradient4[gi2][1]*d3.y + gradient4[gi2][2]*d3.z + gradient4[gi2][3]*d3.w);
if(c4 < 0)
n4 = 0;
else
n4 = c4*c4*c4*c4*(gradient4[gi3][0]*d4.x + gradient4[gi3][1]*d4.y + gradient4[gi3][2]*d4.z + gradient4[gi3][3]*d4.w);
if(c5 < 0)
n5 = 0;
else
n5 = c5*c5*c5*c5*(gradient4[gi4][0]*d5.x + gradient4[gi4][1]*d5.y + gradient4[gi4][2]*d5.z + gradient4[gi4][3]*d5.w);
return (n1+n2+n3+n4+n5)*27.0;
}