// // Filename : Noise.h // Author(s) : Emmanuel Turquin // Purpose : Class to define Perlin noise // Date of creation : 12/01/2004 // /////////////////////////////////////////////////////////////////////////////// // // Copyright (C) : Please refer to the COPYRIGHT file distributed // with this source distribution. // // 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // /////////////////////////////////////////////////////////////////////////////// #ifndef NOISE_H # define NOISE_H # include "../system/FreestyleConfig.h" # include "Geom.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(); /*! 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