Merge pull request #44079 from Shaidak/master

Updated open-simplex to have const functions wherever possible
This commit is contained in:
Rémi Verschelde 2020-12-04 12:02:37 +01:00 committed by GitHub
commit 52b7f260cf
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5 changed files with 33 additions and 33 deletions

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@ -63,7 +63,7 @@ void OpenSimplexNoise::set_seed(int p_seed) {
emit_changed();
}
int OpenSimplexNoise::get_seed() {
int OpenSimplexNoise::get_seed() const {
return seed;
}
@ -102,7 +102,7 @@ void OpenSimplexNoise::set_lacunarity(float p_lacunarity) {
emit_changed();
}
Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height) {
Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height) const {
Vector<uint8_t> data;
data.resize(p_width * p_height * 4);
@ -124,7 +124,7 @@ Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height) {
return image;
}
Ref<Image> OpenSimplexNoise::get_seamless_image(int p_size) {
Ref<Image> OpenSimplexNoise::get_seamless_image(int p_size) const {
Vector<uint8_t> data;
data.resize(p_size * p_size * 4);
@ -193,11 +193,11 @@ void OpenSimplexNoise::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lacunarity", PROPERTY_HINT_RANGE, "0.1,4.0,0.01"), "set_lacunarity", "get_lacunarity");
}
float OpenSimplexNoise::get_noise_1d(float x) {
float OpenSimplexNoise::get_noise_1d(float x) const {
return get_noise_2d(x, 1.0);
}
float OpenSimplexNoise::get_noise_2d(float x, float y) {
float OpenSimplexNoise::get_noise_2d(float x, float y) const {
x /= period;
y /= period;
@ -217,7 +217,7 @@ float OpenSimplexNoise::get_noise_2d(float x, float y) {
return sum / max;
}
float OpenSimplexNoise::get_noise_3d(float x, float y, float z) {
float OpenSimplexNoise::get_noise_3d(float x, float y, float z) const {
x /= period;
y /= period;
z /= period;
@ -239,7 +239,7 @@ float OpenSimplexNoise::get_noise_3d(float x, float y, float z) {
return sum / max;
}
float OpenSimplexNoise::get_noise_4d(float x, float y, float z, float w) {
float OpenSimplexNoise::get_noise_4d(float x, float y, float z, float w) const {
x /= period;
y /= period;
z /= period;

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@ -61,7 +61,7 @@ public:
void _init_seeds();
void set_seed(int seed);
int get_seed();
int get_seed() const;
void set_octaves(int p_octaves);
int get_octaves() const { return octaves; }
@ -75,22 +75,22 @@ public:
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);
Ref<Image> get_image(int p_width, int p_height) const;
Ref<Image> get_seamless_image(int p_size) const;
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);
float get_noise_1d(float x) const;
float get_noise_2d(float x, float y) const;
float get_noise_3d(float x, float y, float z) const;
float get_noise_4d(float x, float y, float z, float w) const;
_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); }
_FORCE_INLINE_ float _get_octave_noise_2d(int octave, float x, float y) const { return open_simplex_noise2(&(contexts[octave]), x, y); }
_FORCE_INLINE_ float _get_octave_noise_3d(int octave, float x, float y, float z) const { 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) const { 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); }
_FORCE_INLINE_ float get_noise_2dv(const Vector2 &v) const { return get_noise_2d(v.x, v.y); }
_FORCE_INLINE_ float get_noise_3dv(const Vector3 &v) const { return get_noise_3d(v.x, v.y, v.z); }
protected:
static void _bind_methods();

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@ -413,7 +413,7 @@ Collection of single-file libraries used in Godot components.
* License: Apache 2.0
- `open-simplex-noise.{c,h}`
* Upstream: https://github.com/smcameron/open-simplex-noise-in-c
* Version: git (0fef0dbedd76f767da7e3c894822729d0f07e54d, 2020) + custom changes
* Version: git (826f1dd1724e6fb3ff45f58e48c0fbae864c3403, 2020) + custom changes
* License: Unlicense
- `pcg.{cpp,h}`
* Upstream: http://www.pcg-random.org

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@ -100,27 +100,27 @@ static const signed char gradients4D[] = {
-3, -1, -1, -1, -1, -3, -1, -1, -1, -1, -3, -1, -1, -1, -1, -3,
};
static double extrapolate2(struct osn_context *ctx, int xsb, int ysb, double dx, double dy)
static double extrapolate2(const struct osn_context *ctx, int xsb, int ysb, double dx, double dy)
{
int16_t *perm = ctx->perm;
const int16_t *perm = ctx->perm;
int index = perm[(perm[xsb & 0xFF] + ysb) & 0xFF] & 0x0E;
return gradients2D[index] * dx
+ gradients2D[index + 1] * dy;
}
static double extrapolate3(struct osn_context *ctx, int xsb, int ysb, int zsb, double dx, double dy, double dz)
static double extrapolate3(const struct osn_context *ctx, int xsb, int ysb, int zsb, double dx, double dy, double dz)
{
int16_t *perm = ctx->perm;
int16_t *permGradIndex3D = ctx->permGradIndex3D;
const int16_t *perm = ctx->perm;
const int16_t *permGradIndex3D = ctx->permGradIndex3D;
int index = permGradIndex3D[(perm[(perm[xsb & 0xFF] + ysb) & 0xFF] + zsb) & 0xFF];
return gradients3D[index] * dx
+ gradients3D[index + 1] * dy
+ gradients3D[index + 2] * dz;
}
static double extrapolate4(struct osn_context *ctx, int xsb, int ysb, int zsb, int wsb, double dx, double dy, double dz, double dw)
static double extrapolate4(const struct osn_context *ctx, int xsb, int ysb, int zsb, int wsb, double dx, double dy, double dz, double dw)
{
int16_t *perm = ctx->perm;
const int16_t *perm = ctx->perm;
int index = perm[(perm[(perm[(perm[xsb & 0xFF] + ysb) & 0xFF] + zsb) & 0xFF] + wsb) & 0xFF] & 0xFC;
return gradients4D[index] * dx
+ gradients4D[index + 1] * dy
@ -227,7 +227,7 @@ void open_simplex_noise_free(struct osn_context *ctx)
// -- GODOT end --
/* 2D OpenSimplex (Simplectic) Noise. */
double open_simplex_noise2(struct osn_context *ctx, double x, double y)
double open_simplex_noise2(const struct osn_context *ctx, double x, double y)
{
/* Place input coordinates onto grid. */
@ -355,7 +355,7 @@ double open_simplex_noise2(struct osn_context *ctx, double x, double y)
/*
* 3D OpenSimplex (Simplectic) Noise
*/
double open_simplex_noise3(struct osn_context *ctx, double x, double y, double z)
double open_simplex_noise3(const struct osn_context *ctx, double x, double y, double z)
{
/* Place input coordinates on simplectic honeycomb. */
@ -928,7 +928,7 @@ double open_simplex_noise3(struct osn_context *ctx, double x, double y, double z
/*
* 4D OpenSimplex (Simplectic) Noise.
*/
double open_simplex_noise4(struct osn_context *ctx, double x, double y, double z, double w)
double open_simplex_noise4(const struct osn_context *ctx, double x, double y, double z, double w)
{
double uins;
double dx1, dy1, dz1, dw1;

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@ -47,9 +47,9 @@ int open_simplex_noise(int64_t seed, struct osn_context *ctx);
//int open_simplex_noise_init_perm(struct osn_context *ctx, int16_t p[], int nelements);
// -- GODOT end --
void open_simplex_noise_free(struct osn_context *ctx);
double open_simplex_noise2(struct osn_context *ctx, double x, double y);
double open_simplex_noise3(struct osn_context *ctx, double x, double y, double z);
double open_simplex_noise4(struct osn_context *ctx, double x, double y, double z, double w);
double open_simplex_noise2(const struct osn_context *ctx, double x, double y);
double open_simplex_noise3(const struct osn_context *ctx, double x, double y, double z);
double open_simplex_noise4(const struct osn_context *ctx, double x, double y, double z, double w);
#ifdef __cplusplus
}