Unify duplicate Breadth-First-Search traversing of the LayeredPainter and SmoothEleva...
[0ad.git] / source / maths / Noise.cpp
blob72082306a634d85b80dfd207002760322b035715
1 /* Copyright (C) 2009 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * 2D and 3D seamless Perlin noise
22 // Based on http://www.cs.cmu.edu/~mzucker/code/perlin-noise-math-faq.html
23 // and http://mrl.nyu.edu/~perlin/paper445.pdf.
24 // Not optimized for speed yet.
26 #include "precompiled.h"
27 #include "Noise.h"
28 #include <cmath>
29 #include <boost/random/mersenne_twister.hpp>
31 namespace
33 /// Random number generator (Boost Mersenne Twister)
34 boost::mt19937 rng;
36 /// Utility function for random numbers
37 float randFloat() {
38 return ((float)rng()) / 4294967296.0f;
41 /// Utility function used in both noises as an ease curve
42 float easeCurve(float t)
44 return t*t*t*(t*(t*6-15)+10);
48 Noise2D::Noise2D(int f)
50 freq = f;
51 grads = new CVector2D*[freq];
52 for(int i=0; i<freq; i++)
54 grads[i] = new CVector2D[freq];
55 for(int j=0; j<freq; j++)
57 float a = randFloat() * 2 * (float)M_PI;
58 grads[i][j] = CVector2D(cos(a), sin(a));
63 Noise2D::~ Noise2D()
65 for(int i=0; i<freq; i++)
67 delete[] grads[i];
69 delete[] grads;
72 float Noise2D::operator()(float x, float y)
74 x *= freq;
75 y *= freq;
77 int ix = (int)floor(x);
78 int iy = (int)floor(y);
80 float fx = x - ix;
81 float fy = y - iy;
83 ix %= freq; if(ix<0) ix += freq;
84 iy %= freq; if(iy<0) iy += freq;
86 int ix1 = (ix+1) % freq;
87 int iy1 = (iy+1) % freq;
89 float s = grads[ix][iy].Dot(CVector2D(fx, fy));
90 float t = grads[ix1][iy].Dot(CVector2D(fx-1, fy));
91 float u = grads[ix][iy1].Dot(CVector2D(fx, fy-1));
92 float v = grads[ix1][iy1].Dot(CVector2D(fx-1, fy-1));
94 float ex = easeCurve(fx);
95 float ey = easeCurve(fy);
96 float a = s + ex*(t-s);
97 float b = u + ex*(v-u);
98 return (a + ey*(b-a)) * .5 + .5;
101 Noise3D::Noise3D(int f, int v) : freq(f), vfreq(v)
103 grads = new CVector3D**[freq];
104 for(int i=0; i<freq; i++)
106 grads[i] = new CVector3D*[freq];
107 for(int j=0; j<freq; j++)
109 grads[i][j] = new CVector3D[vfreq];
110 for(int k=0; k<vfreq; k++)
112 CVector3D vec;
113 do {
114 vec = CVector3D(2*randFloat()-1, 2*randFloat()-1, 2*randFloat()-1);
116 while(vec.LengthSquared() > 1 || vec.LengthSquared() < 0.1);
117 vec.Normalize();
118 grads[i][j][k] = CVector3D(vec.X, vec.Y, vec.Z);
124 Noise3D::~ Noise3D()
126 for(int i=0; i<freq; i++)
128 for(int j=0; j<freq; j++)
130 delete[] grads[i][j];
132 delete[] grads[i];
134 delete[] grads;
137 float Noise3D::operator()(float x, float y, float z)
139 x *= freq;
140 y *= freq;
141 z *= vfreq;
143 int ix = (int)floor(x);
144 int iy = (int)floor(y);
145 int iz = (int)floor(z);
147 float fx = x - ix;
148 float fy = y - iy;
149 float fz = z - iz;
151 ix %= freq; if(ix<0) ix += freq;
152 iy %= freq; if(iy<0) iy += freq;
153 iz %= vfreq; if(iz<0) iz += vfreq;
155 int ix1 = (ix+1) % freq;
156 int iy1 = (iy+1) % freq;
157 int iz1 = (iz+1) % vfreq;
159 float s0 = grads[ix][iy][iz].Dot(CVector3D(fx, fy, fz));
160 float t0 = grads[ix1][iy][iz].Dot(CVector3D(fx-1, fy, fz));
161 float u0 = grads[ix][iy1][iz].Dot(CVector3D(fx, fy-1, fz));
162 float v0 = grads[ix1][iy1][iz].Dot(CVector3D(fx-1, fy-1, fz));
164 float s1 = grads[ix][iy][iz1].Dot(CVector3D(fx, fy, fz-1));
165 float t1 = grads[ix1][iy][iz1].Dot(CVector3D(fx-1, fy, fz-1));
166 float u1 = grads[ix][iy1][iz1].Dot(CVector3D(fx, fy-1, fz-1));
167 float v1 = grads[ix1][iy1][iz1].Dot(CVector3D(fx-1, fy-1, fz-1));
169 float ex = easeCurve(fx);
170 float ey = easeCurve(fy);
171 float ez = easeCurve(fz);
173 float a0 = s0 + ex*(t0-s0);
174 float b0 = u0 + ex*(v0-u0);
175 float c0 = a0 + ey*(b0-a0);
177 float a1 = s1 + ex*(t1-s1);
178 float b1 = u1 + ex*(v1-u1);
179 float c1 = a1 + ey*(b1-a1);
181 return (c0 + ez*(c1-c0)) * .5 + .5;