2014-01-01 16:45:50 +00:00
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#include "FractalNoise.h"
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FractalNoise::FractalNoise()
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{
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scaling = 1.0;
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height = 1.0;
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step_scaling = 2.0;
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step_height = 0.5;
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slope = 0.0;
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ridge = 0.0;
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}
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void FractalNoise::setScaling(double scaling, double height)
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{
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this->scaling = scaling < 0.00000001 ? 0.0 : 1.0 / scaling;
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this->height = scaling * height;
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}
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void FractalNoise::setStep(double scaling_factor, double height_factor)
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{
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this->step_scaling = scaling_factor < 0.00000001 ? 0.0 : 1.0 / scaling_factor;
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this->step_height = scaling_factor * height_factor;
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}
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void FractalNoise::setSlope(double slope_factor)
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{
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this->slope = slope_factor;
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}
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void FractalNoise::setRidge(double ridge_factor)
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{
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this->ridge = ridge_factor;
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}
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2014-01-01 17:21:34 +00:00
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void FractalNoise::setState(const NoiseState &state)
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{
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state.copy(&this->state);
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}
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2014-01-01 16:45:50 +00:00
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double FractalNoise::get1d(double detail, double x) const
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{
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double current_scaling = scaling;
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double current_height = height;
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double result = 0.0;
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2014-01-01 17:21:34 +00:00
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int state_level_count = state.level_offsets.size();
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int i = 0;
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2014-01-01 16:45:50 +00:00
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while (current_height >= detail)
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{
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2014-01-01 17:21:34 +00:00
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const NoiseState::NoiseOffset &offset = state.level_offsets[i];
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result += getBase1d(offset.x + x * current_scaling) * current_height;
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2014-01-01 16:45:50 +00:00
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current_scaling *= step_scaling;
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current_height *= step_height;
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2014-01-01 17:21:34 +00:00
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i++;
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if (i >= state_level_count)
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{
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i = 0;
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}
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2014-01-01 16:45:50 +00:00
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}
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return result;
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}
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double FractalNoise::get2d(double detail, double x, double y) const
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{
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double current_scaling = scaling;
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double current_height = height;
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double result = 0.0;
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2014-01-01 17:21:34 +00:00
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int state_level_count = state.level_offsets.size();
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int i = 0;
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2014-01-01 16:45:50 +00:00
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while (current_height >= detail)
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{
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2014-01-01 17:21:34 +00:00
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const NoiseState::NoiseOffset &offset = state.level_offsets[i];
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result += getBase2d(offset.x + x * current_scaling, offset.y + y * current_scaling) * current_height;
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2014-01-01 16:45:50 +00:00
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current_scaling *= step_scaling;
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current_height *= step_height;
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2014-01-01 17:21:34 +00:00
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i++;
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if (i >= state_level_count)
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{
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i = 0;
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}
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2014-01-01 16:45:50 +00:00
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}
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return result;
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}
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double FractalNoise::get3d(double detail, double x, double y, double z) const
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{
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double current_scaling = scaling;
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double current_height = height;
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double result = 0.0;
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2014-01-01 17:21:34 +00:00
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int state_level_count = state.level_offsets.size();
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int i = 0;
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2014-01-01 16:45:50 +00:00
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while (current_height >= detail)
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{
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2014-01-01 17:21:34 +00:00
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const NoiseState::NoiseOffset &offset = state.level_offsets[i];
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result += getBase3d(offset.x + x * current_scaling, offset.y + y * current_scaling, offset.z + z * current_scaling) * current_height;
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2014-01-01 16:45:50 +00:00
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current_scaling *= step_scaling;
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current_height *= step_height;
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2014-01-01 17:21:34 +00:00
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i++;
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if (i >= state_level_count)
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{
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i = 0;
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}
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2014-01-01 16:45:50 +00:00
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}
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return result;
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}
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double FractalNoise::getBase1d(double x) const
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{
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return getBase2d(x, 0.0);
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}
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double FractalNoise::getBase2d(double x, double y) const
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{
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return getBase3d(x, y, 0.0);
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}
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