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Engine directory for ticket #1
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Engine/source/util/noise2d.h
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Engine/source/util/noise2d.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _NOISE2D_H_
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#define _NOISE2D_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _MRANDOM_H_
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#include "math/mRandom.h"
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#endif
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class Noise2D
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{
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private:
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enum Constants {
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SIZE = 0x100,
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SIZE_MASK = 0x0ff
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};
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S32 mPermutation[SIZE + SIZE + 2];
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F32 mGradient[SIZE + SIZE + 2][2];
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U32 mSeed;
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MRandom mRandom;
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F32 lerp(F32 t, F32 a, F32 b);
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F32 curve(F32 t);
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void setup(F32 t, S32 &b0, S32 &b1, F32 &r0, F32 &r1);
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F32 dot(const F32 *q, F32 rx, F32 ry);
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void normalize(F32 v[2]);
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public:
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Noise2D();
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~Noise2D();
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void setSeed(U32 seed);
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U32 getSeed();
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F32 getValue(F32 u, F32 v, S32 interval);
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/// @name Noise
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/// These functions actually generate
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/// noise values into the passed in destination
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/// array.
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///
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/// Note that the output values of these functions
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/// are from -1.0 to 1.0.
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///
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/// fBm - Fractal Brownian Motion - A simple noise generation
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/// algorithm, it tends to generate either flowing rounded
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/// hills or rounded mountainous shapes.
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/// @{
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void fBm( Vector<F32> *dst, U32 size, U32 interval, F32 h, F32 octave=5.0f);
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/// rigidMultiFractal
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/// Creates ridged mountains with a high frequency detail.
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void rigidMultiFractal( Vector<F32> *dst, Vector<F32> *signal, U32 size, U32 interval, F32 h, F32 octave=5.0f);
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/// @}
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bool erodeHydraulic(Vector<F32> *src, Vector<F32> *dst, U32 iterations, U32 size );
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bool erodeThermal(Vector<F32> *src, Vector<F32> *dst, F32 slope, F32 materialLoss, U32 iterations, U32 size, U32 squareSize, F32 maxHeight );
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F32 turbulence(F32 x, F32 y, F32 freq);
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void getMinMax( Vector<F32> *src, F32 *maxNoise, F32 *minNoise, U32 size );
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};
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#endif // _NOISE2D_H_
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