/**************************************************************************** Copyright (c) 2006, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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. ****************************************************************************/ #pragma once #ifndef MATH_NOISE_H #define MATH_NOISE_H //------------------------------------------------------------------------------ /** @class Math::noise Perlin noise class. See http://mrl.nyu.edu/~perlin/noise/ for details. */ #include "core/types.h" //------------------------------------------------------------------------------ namespace Math { class noise { public: /// generate noise value static float gen(float x, float y, float z); private: /// compute fade curve static float fade(float t); /// lerp between a and b static float lerp(float t, float a, float b); /// convert into gradient direction static float grad(int hash, float x, float y, float z); static int perm[512]; }; int noise::perm[512] = {60,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; //------------------------------------------------------------------------------ /** */ inline float noise::fade(float t) { return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f); } //------------------------------------------------------------------------------ /** */ inline float noise::lerp(float t, float a, float b) { return a + t * (b - a); } //------------------------------------------------------------------------------ /** */ inline float noise::grad(int hash, float x, float y, float z) { int h = hash & 15; float u = h < 8 ? x : y; float v = h < 4 ? y : ((h == 12) || (h==14)) ? x : z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } //------------------------------------------------------------------------------ /** */ inline float noise::gen(float x, float y, float z) { float floorX = floorf(x); float floorY = floorf(y); float floorZ = floorf(z); // find unit cube that contains point int X = int(floorX) & 255; int Y = int(floorY) & 255; int Z = int(floorZ) & 255; // find relative x,y,z of point in cube x -= floorX; y -= floorY; z -= floorZ; // compute fade curves for x, y, z float u = fade(x); float v = fade(y); float w = fade(z); // hash coords of 8 cube corners int A = perm[X] + Y; int AA = perm[A] + Z; int AB = perm[A+1] + Z; int B = perm[X+1] + Y; int BA = perm[B] + Z; int BB = perm[B+1] + Z; // add blended results from 8 corners of cube return lerp(w, lerp(v, lerp(u, grad(perm[AA ], x , y , z ), grad(perm[BA ], x-1, y , z )), lerp(u, grad(perm[AB ], x , y-1, z ), grad(perm[BB ], x-1, y-1, z ))), lerp(v, lerp(u, grad(perm[AA+1], x , y , z-1 ), grad(perm[BA+1], x-1, y , z-1 )), lerp(u, grad(perm[AB+1], x , y-1, z-1 ), grad(perm[BB+1], x-1, y-1, z-1 )))); } } // namespace Math //------------------------------------------------------------------------------ #endif