// 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}}; for(int i(0) ; i < 12 ; ++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; 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; } #include