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//
// 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
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