paysages3d/src/basics/NoiseGenerator.cpp
2016-07-23 22:58:32 +02:00

455 lines
13 KiB
C++

#include "NoiseGenerator.h"
#include "NoiseFunctionPerlin.h"
#include "NoiseFunctionSimplex.h"
#include "NoiseState.h"
#include "PackStream.h"
#include "RandomGenerator.h"
#include <cmath>
#include <cstdlib>
#include <cstring>
#define MAX_LEVEL_COUNT 30
/* NoiseGenerator class */
NoiseGenerator::NoiseGenerator() {
function.algorithm = NOISE_FUNCTION_SIMPLEX;
function.ridge_factor = 0.0;
function.curve_factor = 0.0;
level_count = 0;
height_offset = 0.0;
randomizeOffsets();
validate();
}
NoiseGenerator::~NoiseGenerator() {
}
void NoiseGenerator::save(PackStream *stream) const {
int x;
x = static_cast<int>(function.algorithm);
stream->write(&x);
stream->write(&function.ridge_factor);
stream->write(&function.curve_factor);
stream->write(&height_offset);
stream->write(&level_count);
for (x = 0; x < level_count; x++) {
const NoiseLevel *level = levels + x;
stream->write(&level->frequency);
stream->write(&level->amplitude);
stream->write(&level->minvalue);
}
state.save(stream);
}
void NoiseGenerator::load(PackStream *stream) {
int x;
stream->read(&x);
function.algorithm = static_cast<NoiseFunctionAlgorithm>(x);
stream->read(&function.ridge_factor);
stream->read(&function.curve_factor);
stream->read(&height_offset);
stream->read(&level_count);
if (level_count > MAX_LEVEL_COUNT) {
level_count = MAX_LEVEL_COUNT;
}
for (x = 0; x < level_count; x++) {
NoiseLevel *level = levels + x;
stream->read(&level->frequency);
stream->read(&level->amplitude);
stream->read(&level->minvalue);
}
state.load(stream);
validate();
}
void NoiseGenerator::copy(NoiseGenerator *destination) const {
destination->function = function;
destination->height_offset = height_offset;
destination->level_count = level_count;
memcpy(destination->levels, levels, sizeof(NoiseLevel) * destination->level_count);
state.copy(&destination->state);
destination->validate();
}
void NoiseGenerator::validate() {
int x;
if (function.algorithm < 0 || function.algorithm > NOISE_FUNCTION_SIMPLEX) {
function.algorithm = NOISE_FUNCTION_SIMPLEX;
}
switch (function.algorithm) {
case NOISE_FUNCTION_PERLIN:
_func_noise_1d = noisePerlinGet1DValue;
_func_noise_2d = noisePerlinGet2DValue;
_func_noise_3d = noisePerlinGet3DValue;
break;
case NOISE_FUNCTION_SIMPLEX:
_func_noise_1d = noiseSimplexGet1DValue;
_func_noise_2d = noiseSimplexGet2DValue;
_func_noise_3d = noiseSimplexGet3DValue;
break;
case NOISE_FUNCTION_CUSTOM:
break;
}
if (function.ridge_factor > 0.5) {
function.ridge_factor = 0.5;
}
if (function.ridge_factor < -0.5) {
function.ridge_factor = -0.5;
}
if (function.curve_factor > 1.0) {
function.curve_factor = 1.0;
}
if (function.curve_factor < -1.0) {
function.curve_factor = -1.0;
}
_min_value = height_offset;
_max_value = height_offset;
for (x = 0; x < level_count; x++) {
_min_value += levels[x].minvalue;
_max_value += levels[x].minvalue + levels[x].amplitude;
}
}
void NoiseGenerator::setState(const NoiseState &state) {
state.copy(&this->state);
}
void NoiseGenerator::randomizeOffsets(RandomGenerator &random) {
state.randomizeOffsets(random);
}
NoiseGenerator::NoiseFunction NoiseGenerator::getFunction() {
return function;
}
void NoiseGenerator::setFunction(NoiseFunction *function) {
this->function = *function;
validate();
}
void NoiseGenerator::setCustomFunction(double (*func1d)(double x), double (*func2d)(double x, double y),
double (*func3d)(double x, double y, double z)) {
_func_noise_1d = func1d;
_func_noise_2d = func2d;
_func_noise_3d = func3d;
function.algorithm = NOISE_FUNCTION_CUSTOM;
}
void NoiseGenerator::setFunctionParams(NoiseFunctionAlgorithm algorithm, double ridge_factor, double curve_factor) {
NoiseFunction function = {algorithm, ridge_factor, curve_factor};
setFunction(&function);
}
void NoiseGenerator::forceValue(double value) {
clearLevels();
height_offset = value;
}
void NoiseGenerator::getRange(double *minvalue, double *maxvalue) const {
*minvalue = _min_value;
*maxvalue = _max_value;
}
int NoiseGenerator::getLevelCount() const {
return level_count;
}
void NoiseGenerator::clearLevels() {
level_count = 0;
validate();
}
void NoiseGenerator::addLevel(NoiseLevel level) {
if (level_count < MAX_LEVEL_COUNT) {
levels[level_count] = level;
level_count++;
validate();
}
}
void NoiseGenerator::addLevelSimple(double scaling, double minvalue, double maxvalue) {
NoiseLevel level;
level.frequency = 1.0 / scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
addLevel(level);
}
void NoiseGenerator::addLevels(int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor,
double center_factor) {
int i;
for (i = 0; i < level_count; i++) {
addLevel(start_level);
start_level.minvalue += start_level.amplitude * (1.0 - amplitude_factor) * center_factor;
start_level.frequency /= scaling_factor;
start_level.amplitude *= amplitude_factor;
}
}
void NoiseGenerator::addLevelsSimple(int level_count, double scaling, double minvalue, double maxvalue,
double center_factor) {
NoiseLevel level;
level.frequency = 1.0 / scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
addLevels(level_count, level, 0.5, 0.5, center_factor);
}
void NoiseGenerator::removeLevel(int level) {
if (level >= 0 && level < level_count) {
if (level_count > 1 && level < level_count - 1) {
memmove(levels + level, levels + level + 1, sizeof(NoiseLevel) * (level_count - level - 1));
}
level_count--;
validate();
}
}
int NoiseGenerator::getLevel(int level, NoiseLevel *params) const {
if (level >= 0 && level < level_count) {
*params = levels[level];
return 1;
} else {
return 0;
}
}
void NoiseGenerator::setLevel(int index, NoiseLevel level) {
if (index >= 0 && index < level_count) {
levels[index] = level;
validate();
}
}
void NoiseGenerator::setLevelSimple(int index, double scaling, double minvalue, double maxvalue) {
NoiseLevel level;
level.frequency = 1.0 / scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
setLevel(index, level);
}
void NoiseGenerator::normalizeAmplitude(double minvalue, double maxvalue, int adjust_scaling) {
int level;
double current_minvalue, current_maxvalue, current_amplitude;
double target_amplitude, factor;
if (level_count == 0) {
return;
}
target_amplitude = maxvalue - minvalue;
getRange(&current_minvalue, &current_maxvalue);
current_amplitude = current_maxvalue - current_minvalue;
factor = target_amplitude / current_amplitude;
for (level = 0; level < level_count; level++) {
levels[level].minvalue *= factor;
levels[level].amplitude *= factor;
if (adjust_scaling) {
levels[level].frequency /= factor;
}
}
height_offset = minvalue + (height_offset - current_minvalue) * factor;
validate();
}
static inline double _fixValue(double value, double ridge, double curve) {
if (value < 0.0) {
value = 0.0;
} else if (value > 1.0) {
value = 1.0;
}
if (curve > 0.0) {
value = value * (1.0 - curve) + sqrt(value) * curve;
} else if (curve < 0.0) {
value = value * (1.0 - curve) + value * value * curve;
}
if (ridge > 0.0) {
return fabs(value - ridge) / (1.0 - ridge);
} else if (ridge < 0.0) {
return 1.0 - fabs(value - 1.0 - ridge) / (1.0 + ridge);
} else {
return value;
}
/*if (ridge > 0.0)
{
return fabs(value + 0.5 - ridge) - 0.5 + ridge;
}
else if (ridge < 0.0)
{
return -fabs(value - 0.5 - ridge) + 0.5 + ridge;
}
else
{
return value;
}*/
}
inline double NoiseGenerator::_get1DLevelValue(const NoiseLevel *level, const NoiseState::NoiseOffset &offset,
double x) const {
return level->minvalue +
_fixValue(_func_noise_1d(x * level->frequency + offset.x), function.ridge_factor, function.curve_factor) *
level->amplitude;
}
double NoiseGenerator::get1DLevel(int level, double x) const {
if (level >= 0 && level < level_count) {
return _get1DLevelValue(levels + level, state.level_offsets[level], x);
} else {
return 0.0;
}
}
double NoiseGenerator::get1DTotal(double x) const {
int level;
double result;
result = 0.0;
for (level = 0; level < level_count; level++) {
result += _get1DLevelValue(levels + level, state.level_offsets[level], x);
}
return result + height_offset;
}
double NoiseGenerator::get1DDetail(double x, double detail) const {
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < level_count; level++) {
height = levels[level].amplitude;
factor = 1.0;
if (height < detail * 0.25) {
break;
} else if (height < detail * 0.5) {
factor = (detail * 0.5 - height) / 0.25;
}
result += _get1DLevelValue(levels + level, state.level_offsets[level], x) * factor;
}
return result + height_offset;
}
inline double NoiseGenerator::_get2DLevelValue(const NoiseLevel *level, const NoiseState::NoiseOffset &offset, double x,
double y) const {
return level->minvalue +
_fixValue(_func_noise_2d(x * level->frequency + offset.x, y * level->frequency + offset.y),
function.ridge_factor, function.curve_factor) *
level->amplitude;
}
double NoiseGenerator::get2DLevel(int level, double x, double y) const {
if (level >= 0 && level < level_count) {
return _get2DLevelValue(levels + level, state.level_offsets[level], x, y);
} else {
return 0.0;
}
}
double NoiseGenerator::get2DTotal(double x, double y) const {
int level;
double result;
result = 0.0;
for (level = 0; level < level_count; level++) {
result += _get2DLevelValue(levels + level, state.level_offsets[level], x, y);
}
return result + height_offset;
}
double NoiseGenerator::get2DDetail(double x, double y, double detail) const {
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < level_count; level++) {
height = levels[level].amplitude;
factor = 1.0;
if (height < detail * 0.25) {
break;
} else if (height < detail * 0.5) {
factor = (detail * 0.5 - height) / 0.25;
}
result += _get2DLevelValue(levels + level, state.level_offsets[level], x, y) * factor;
}
return result + height_offset;
}
inline double NoiseGenerator::_get3DLevelValue(const NoiseLevel *level, const NoiseState::NoiseOffset &offset, double x,
double y, double z) const {
return level->minvalue +
_fixValue(_func_noise_3d(x * level->frequency + offset.x, y * level->frequency + offset.y,
z * level->frequency + offset.z),
function.ridge_factor, function.curve_factor) *
level->amplitude;
}
double NoiseGenerator::get3DLevel(int level, double x, double y, double z) const {
if (level >= 0 && level < level_count) {
return _get3DLevelValue(levels + level, state.level_offsets[level], x, y, z);
} else {
return 0.0;
}
}
double NoiseGenerator::get3DTotal(double x, double y, double z) const {
int level;
double result;
result = 0.0;
for (level = 0; level < level_count; level++) {
result += _get3DLevelValue(levels + level, state.level_offsets[level], x, y, z);
}
return result + height_offset;
}
double NoiseGenerator::get3DDetail(double x, double y, double z, double detail) const {
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < level_count; level++) {
height = levels[level].amplitude;
factor = 1.0;
if (height < detail * 0.25) {
break;
} else if (height < detail * 0.5) {
factor = (detail * 0.5 - height) / 0.25;
}
result += _get3DLevelValue(levels + level, state.level_offsets[level], x, y, z) * factor;
}
return result + height_offset;
}