// 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 //#include //#include template 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}, {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 T NzSimplex3D::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; }