/* * ***** 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. * * ***** 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" #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" #endif using namespace std; namespace Freestyle { #define _NOISE_B 0x100 using namespace Geometry; /*! Class to provide Perlin Noise functionalities */ class 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]; /* UNUSED */ // int start; #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Noise") #endif }; } /* namespace Freestyle */ #endif // __NOISE_H__