/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
/*
* 2D and 3D seamless Perlin noise
*/
// Based on http://www.cs.cmu.edu/~mzucker/code/perlin-noise-math-faq.html
// and http://mrl.nyu.edu/~perlin/paper445.pdf.
// Not optimized for speed yet.
#include "precompiled.h"
#include "Noise.h"
#include
#include
namespace
{
/// Random number generator (Boost Mersenne Twister)
boost::mt19937 rng;
/// Utility function for random numbers
float randFloat() {
return ((float)rng()) / 4294967296.0f;
}
/// Utility function used in both noises as an ease curve
float easeCurve(float t)
{
return t*t*t*(t*(t*6-15)+10);
}
}
Noise2D::Noise2D(int f)
{
freq = f;
grads = new CVector2D*[freq];
for(int i=0; i 1 || vec.LengthSquared() < 0.1);
vec.Normalize();
grads[i][j][k] = CVector3D(vec.X, vec.Y, vec.Z);
}
}
}
}
Noise3D::~ Noise3D()
{
for(int i=0; i