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Diffstat (limited to 'source/blender/freestyle/intern/geometry/Noise.h')
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __NOISE_H__
+#define __NOISE_H__
+
+/** \file blender/freestyle/intern/geometry/Noise.h
+ * \ingroup freestyle
+ * \brief Class to define Perlin noise
+ * \author Emmanuel Turquin
+ * \date 12/01/2004
+ */
+
+#include "Geom.h"
+
+#include "../system/FreestyleConfig.h"
+
+#define _NOISE_B 0x100
+
+using namespace Geometry;
+using namespace std;
+
+/*! Class to provide Perlin Noise functionalities */
+class LIB_GEOMETRY_EXPORT Noise
+{
+public:
+ /*! Builds a Noise object */
+ Noise(long seed = -1);
+
+ /*! Destructor */
+ ~Noise() {}
+
+ /*! Returns a noise value for a 1D element */
+ float turbulence1(float arg, float freq, float amp, unsigned oct = 4);
+
+ /*! Returns a noise value for a 2D element */
+ float turbulence2(Vec2f& v, float freq, float amp, unsigned oct = 4);
+
+ /*! Returns a noise value for a 3D element */
+ float turbulence3(Vec3f& v, float freq, float amp, unsigned oct = 4);
+
+ /*! Returns a smooth noise value for a 1D element */
+ float smoothNoise1(float arg);
+
+ /*! Returns a smooth noise value for a 2D element */
+ float smoothNoise2(Vec2f& vec);
+
+ /*! Returns a smooth noise value for a 3D element */
+ float smoothNoise3(Vec3f& vec);
+
+private:
+ int p[_NOISE_B + _NOISE_B + 2];
+ float g3[_NOISE_B + _NOISE_B + 2][3];
+ float g2[_NOISE_B + _NOISE_B + 2][2];
+ float g1[_NOISE_B + _NOISE_B + 2];
+ int start;
+};
+
+#endif // __NOISE_H__