/**************************************************************************/ /* fastnoise_lite.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 FASTNOISE_LITE_H #define FASTNOISE_LITE_H #include "noise.h" #include "core/io/image.h" #include "core/object/ref_counted.h" #include "scene/resources/gradient.h" #include typedef fastnoiselite::FastNoiseLite _FastNoiseLite; class FastNoiseLite : public Noise { GDCLASS(FastNoiseLite, Noise); OBJ_SAVE_TYPE(FastNoiseLite); public: enum NoiseType { TYPE_SIMPLEX = _FastNoiseLite::NoiseType_OpenSimplex2, TYPE_SIMPLEX_SMOOTH = _FastNoiseLite::NoiseType_OpenSimplex2S, TYPE_CELLULAR = _FastNoiseLite::NoiseType_Cellular, TYPE_PERLIN = _FastNoiseLite::NoiseType_Perlin, TYPE_VALUE_CUBIC = _FastNoiseLite::NoiseType_ValueCubic, TYPE_VALUE = _FastNoiseLite::NoiseType_Value, }; enum FractalType { FRACTAL_NONE = _FastNoiseLite::FractalType_None, FRACTAL_FBM = _FastNoiseLite::FractalType_FBm, FRACTAL_RIDGED = _FastNoiseLite::FractalType_Ridged, FRACTAL_PING_PONG = _FastNoiseLite::FractalType_PingPong, }; enum CellularDistanceFunction { DISTANCE_EUCLIDEAN = _FastNoiseLite::CellularDistanceFunction_Euclidean, DISTANCE_EUCLIDEAN_SQUARED = _FastNoiseLite::CellularDistanceFunction_EuclideanSq, DISTANCE_MANHATTAN = _FastNoiseLite::CellularDistanceFunction_Manhattan, DISTANCE_HYBRID = _FastNoiseLite::CellularDistanceFunction_Hybrid }; enum CellularReturnType { RETURN_CELL_VALUE = _FastNoiseLite::CellularReturnType_CellValue, RETURN_DISTANCE = _FastNoiseLite::CellularReturnType_Distance, RETURN_DISTANCE2 = _FastNoiseLite::CellularReturnType_Distance2, RETURN_DISTANCE2_ADD = _FastNoiseLite::CellularReturnType_Distance2Add, RETURN_DISTANCE2_SUB = _FastNoiseLite::CellularReturnType_Distance2Sub, RETURN_DISTANCE2_MUL = _FastNoiseLite::CellularReturnType_Distance2Mul, RETURN_DISTANCE2_DIV = _FastNoiseLite::CellularReturnType_Distance2Div }; enum DomainWarpType { DOMAIN_WARP_SIMPLEX = _FastNoiseLite::DomainWarpType_OpenSimplex2, DOMAIN_WARP_SIMPLEX_REDUCED = _FastNoiseLite::DomainWarpType_OpenSimplex2Reduced, DOMAIN_WARP_BASIC_GRID = _FastNoiseLite::DomainWarpType_BasicGrid }; enum DomainWarpFractalType { DOMAIN_WARP_FRACTAL_NONE, DOMAIN_WARP_FRACTAL_PROGRESSIVE, DOMAIN_WARP_FRACTAL_INDEPENDENT }; protected: static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; private: _FastNoiseLite _noise; _FastNoiseLite _domain_warp_noise; Vector3 offset; NoiseType noise_type = TYPE_SIMPLEX_SMOOTH; int seed = 0; real_t frequency = 0.01; // Fractal specific. FractalType fractal_type = FRACTAL_FBM; int fractal_octaves = 5; real_t fractal_lacunarity = 2; real_t fractal_gain = 0.5; real_t fractal_weighted_strength = 0; real_t fractal_ping_pong_strength = 2; // Cellular specific. CellularDistanceFunction cellular_distance_function = DISTANCE_EUCLIDEAN; CellularReturnType cellular_return_type = RETURN_DISTANCE; real_t cellular_jitter = 0.45; // Domain warp specific. bool domain_warp_enabled = false; DomainWarpType domain_warp_type = DOMAIN_WARP_SIMPLEX; real_t domain_warp_amplitude = 30.0; real_t domain_warp_frequency = 0.05; DomainWarpFractalType domain_warp_fractal_type = DOMAIN_WARP_FRACTAL_PROGRESSIVE; int domain_warp_fractal_octaves = 5; real_t domain_warp_fractal_lacunarity = 6; real_t domain_warp_fractal_gain = 0.5; // This needs manual conversion because Godots Inspector property API does not support discontiguous enum indices. _FastNoiseLite::FractalType _convert_domain_warp_fractal_type_enum(DomainWarpFractalType p_domain_warp_fractal_type); public: FastNoiseLite(); ~FastNoiseLite(); // General noise settings. void set_noise_type(NoiseType p_noise_type); NoiseType get_noise_type() const; void set_seed(int p_seed); int get_seed() const; void set_frequency(real_t p_freq); real_t get_frequency() const; void set_offset(Vector3 p_offset); Vector3 get_offset() const; // Fractal specific. void set_fractal_type(FractalType p_type); FractalType get_fractal_type() const; void set_fractal_octaves(int p_octaves); int get_fractal_octaves() const; void set_fractal_lacunarity(real_t p_lacunarity); real_t get_fractal_lacunarity() const; void set_fractal_gain(real_t p_gain); real_t get_fractal_gain() const; void set_fractal_weighted_strength(real_t p_weighted_strength); real_t get_fractal_weighted_strength() const; void set_fractal_ping_pong_strength(real_t p_ping_pong_strength); real_t get_fractal_ping_pong_strength() const; // Cellular specific. void set_cellular_distance_function(CellularDistanceFunction p_func); CellularDistanceFunction get_cellular_distance_function() const; void set_cellular_return_type(CellularReturnType p_ret); CellularReturnType get_cellular_return_type() const; void set_cellular_jitter(real_t p_jitter); real_t get_cellular_jitter() const; // Domain warp specific. void set_domain_warp_enabled(bool p_enabled); bool is_domain_warp_enabled() const; void set_domain_warp_type(DomainWarpType p_domain_warp_type); DomainWarpType get_domain_warp_type() const; void set_domain_warp_amplitude(real_t p_amplitude); real_t get_domain_warp_amplitude() const; void set_domain_warp_frequency(real_t p_frequency); real_t get_domain_warp_frequency() const; void set_domain_warp_fractal_type(DomainWarpFractalType p_domain_warp_fractal_type); DomainWarpFractalType get_domain_warp_fractal_type() const; void set_domain_warp_fractal_octaves(int p_octaves); int get_domain_warp_fractal_octaves() const; void set_domain_warp_fractal_lacunarity(real_t p_lacunarity); real_t get_domain_warp_fractal_lacunarity() const; void set_domain_warp_fractal_gain(real_t p_gain); real_t get_domain_warp_fractal_gain() const; // Interface methods. real_t get_noise_1d(real_t p_x) const override; real_t get_noise_2dv(Vector2 p_v) const override; real_t get_noise_2d(real_t p_x, real_t p_y) const override; real_t get_noise_3dv(Vector3 p_v) const override; real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const override; void _changed(); }; VARIANT_ENUM_CAST(FastNoiseLite::NoiseType); VARIANT_ENUM_CAST(FastNoiseLite::FractalType); VARIANT_ENUM_CAST(FastNoiseLite::CellularDistanceFunction); VARIANT_ENUM_CAST(FastNoiseLite::CellularReturnType); VARIANT_ENUM_CAST(FastNoiseLite::DomainWarpType); VARIANT_ENUM_CAST(FastNoiseLite::DomainWarpFractalType); #endif // FASTNOISE_LITE_H