fe52458154
Happy new year to the wonderful Godot community!
99 lines
4.7 KiB
C++
99 lines
4.7 KiB
C++
/*************************************************************************/
|
|
/* open_simplex_noise.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 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/io/image.h"
|
|
#include "core/object/ref_counted.h"
|
|
#include "scene/resources/texture.h"
|
|
|
|
#include "thirdparty/misc/open-simplex-noise.h"
|
|
|
|
class OpenSimplexNoise : public Resource {
|
|
GDCLASS(OpenSimplexNoise, Resource);
|
|
OBJ_SAVE_TYPE(OpenSimplexNoise);
|
|
|
|
// The maximum number of octaves allowed. Note that these are statically allocated.
|
|
// Higher values become exponentially slower, so this shouldn't be set too high
|
|
// to avoid freezing the editor for long periods of time.
|
|
static const int MAX_OCTAVES = 9;
|
|
|
|
osn_context contexts[MAX_OCTAVES];
|
|
|
|
int seed = 0;
|
|
float persistence = 0.5; // Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
|
|
int octaves = 3; // Number of noise layers
|
|
float period = 64.0; // Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
|
|
float lacunarity = 2.0; // 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() const;
|
|
|
|
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, const Vector2 &p_noise_offset = Vector2()) const;
|
|
Ref<Image> get_seamless_image(int p_size) const;
|
|
|
|
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) 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(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();
|
|
};
|
|
|
|
#endif // OPEN_SIMPLEX_NOISE_H
|