paysages3d/src/basics/FractalNoise.cpp

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#include "FractalNoise.h"
#include "PackStream.h"
FractalNoise::FractalNoise() {
scaling = 1.0;
height = 1.0;
step_scaling = 2.0;
step_height = 0.5;
}
FractalNoise::~FractalNoise() {
}
void FractalNoise::save(PackStream *stream) const {
stream->write(&scaling);
stream->write(&height);
stream->write(&step_scaling);
stream->write(&step_height);
state.save(stream);
}
void FractalNoise::load(PackStream *stream) {
stream->read(&scaling);
stream->read(&height);
stream->read(&step_scaling);
stream->read(&step_height);
state.load(stream);
}
void FractalNoise::copy(FractalNoise *destination) const {
destination->scaling = scaling;
destination->height = height;
destination->step_scaling = step_scaling;
destination->step_height = step_height;
state.copy(&destination->state);
}
void FractalNoise::randomize(RandomGenerator &random) {
state.randomizeOffsets(random);
}
void FractalNoise::setScaling(double scaling, double height) {
this->scaling = scaling < 0.00000001 ? 0.0 : 1.0 / scaling;
this->height = scaling * height;
}
void FractalNoise::setStep(double scaling_factor, double height_factor) {
this->step_scaling = scaling_factor < 0.00000001 ? 0.0 : 1.0 / scaling_factor;
this->step_height = scaling_factor * height_factor;
}
void FractalNoise::setState(const NoiseState &state) {
state.copy(&this->state);
}
double FractalNoise::get1d(double detail, double x) const {
double current_scaling = scaling;
double current_height = height;
double result = 0.0;
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auto state_level_count = state.level_offsets.size();
decltype(state_level_count) i = 0;
while (current_height >= detail) {
const NoiseState::NoiseOffset &offset = state.level_offsets[i];
result += getBase1d(offset.x + x * current_scaling) * current_height;
current_scaling *= step_scaling;
current_height *= step_height;
i++;
if (i >= state_level_count) {
i = 0;
}
}
return result;
}
double FractalNoise::get2d(double detail, double x, double y) const {
double current_scaling = scaling;
double current_height = height;
double result = 0.0;
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auto state_level_count = state.level_offsets.size();
decltype(state_level_count) i = 0;
while (current_height >= detail) {
const NoiseState::NoiseOffset &offset = state.level_offsets[i];
result += getBase2d(offset.x + x * current_scaling, offset.y + y * current_scaling) * current_height;
current_scaling *= step_scaling;
current_height *= step_height;
i++;
if (i >= state_level_count) {
i = 0;
}
}
return result;
}
double FractalNoise::get3d(double detail, double x, double y, double z) const {
double current_scaling = scaling;
double current_height = height;
double result = 0.0;
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auto state_level_count = state.level_offsets.size();
decltype(state_level_count) i = 0;
while (current_height >= detail) {
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auto offset = state.level_offsets[i];
result +=
getBase3d(offset.x + x * current_scaling, offset.y + y * current_scaling, offset.z + z * current_scaling) *
current_height;
current_scaling *= step_scaling;
current_height *= step_height;
i++;
if (i >= state_level_count) {
i = 0;
}
}
return result;
}
double FractalNoise::getBase1d(double x) const {
return getBase2d(x, 0.0);
}
double FractalNoise::getBase2d(double x, double y) const {
return getBase3d(x, y, 0.0);
}