virtualx-engine/modules/opensimplex/open_simplex_noise.h

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/*************************************************************************/
/* open_simplex_noise.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef OPEN_SIMPLEX_NOISE_H
#define OPEN_SIMPLEX_NOISE_H
#include "core/image.h"
#include "core/reference.h"
#include "scene/resources/texture.h"
#include "thirdparty/misc/open-simplex-noise.h"
class OpenSimplexNoise : public Resource {
GDCLASS(OpenSimplexNoise, Resource)
OBJ_SAVE_TYPE(OpenSimplexNoise);
osn_context contexts[6];
int seed;
float persistence; // Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
int octaves; // Number of noise layers
float period; // Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
float lacunarity; // Controls period change across octaves. 2 is usually a good value to address all detail levels.
public:
OpenSimplexNoise();
~OpenSimplexNoise();
void _init_seeds();
void set_seed(int seed);
int get_seed();
void set_octaves(int p_octaves);
int get_octaves() const { return octaves; }
void set_period(float p_period);
float get_period() const { return period; }
void set_persistence(float p_persistence);
float get_persistence() const { return persistence; }
void set_lacunarity(float p_lacunarity);
float get_lacunarity() const { return lacunarity; }
Ref<Image> get_image(int p_width, int p_height);
Ref<Image> get_seamless_image(int p_size);
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float get_noise_1d(float x);
float get_noise_2d(float x, float y);
float get_noise_3d(float x, float y, float z);
float get_noise_4d(float x, float y, float z, float w);
_FORCE_INLINE_ float _get_octave_noise_2d(int octave, float x, float y) { return open_simplex_noise2(&(contexts[octave]), x, y); }
_FORCE_INLINE_ float _get_octave_noise_3d(int octave, float x, float y, float z) { return open_simplex_noise3(&(contexts[octave]), x, y, z); }
_FORCE_INLINE_ float _get_octave_noise_4d(int octave, float x, float y, float z, float w) { return open_simplex_noise4(&(contexts[octave]), x, y, z, w); }
// Convenience
_FORCE_INLINE_ float get_noise_2dv(Vector2 v) { return get_noise_2d(v.x, v.y); }
_FORCE_INLINE_ float get_noise_3dv(Vector3 v) { return get_noise_3d(v.x, v.y, v.z); }
protected:
static void _bind_methods();
};
#endif // OPEN_SIMPLEX_NOISE_H