137 lines
3.6 KiB
C++
137 lines
3.6 KiB
C++
#include "FractalNoise.h"
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#include "PackStream.h"
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FractalNoise::FractalNoise() {
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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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}
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FractalNoise::~FractalNoise() {
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}
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void FractalNoise::save(PackStream *stream) const {
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stream->write(&scaling);
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stream->write(&height);
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stream->write(&step_scaling);
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stream->write(&step_height);
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state.save(stream);
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}
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void FractalNoise::load(PackStream *stream) {
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stream->read(&scaling);
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stream->read(&height);
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stream->read(&step_scaling);
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stream->read(&step_height);
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state.load(stream);
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}
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void FractalNoise::copy(FractalNoise *destination) const {
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destination->scaling = scaling;
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destination->height = height;
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destination->step_scaling = step_scaling;
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destination->step_height = step_height;
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state.copy(&destination->state);
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}
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void FractalNoise::randomize(RandomGenerator &random) {
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state.randomizeOffsets(random);
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}
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void FractalNoise::setScaling(double scaling, double height) {
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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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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::setState(const NoiseState &state) {
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state.copy(&this->state);
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}
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double FractalNoise::get1d(double detail, double x) const {
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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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auto state_level_count = state.level_offsets.size();
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decltype(state_level_count) i = 0;
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while (current_height >= detail) {
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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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current_scaling *= step_scaling;
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current_height *= step_height;
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i++;
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if (i >= state_level_count) {
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i = 0;
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}
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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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double current_scaling = scaling;
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double current_height = height;
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double result = 0.0;
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auto state_level_count = state.level_offsets.size();
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decltype(state_level_count) i = 0;
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while (current_height >= detail) {
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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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current_scaling *= step_scaling;
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current_height *= step_height;
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i++;
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if (i >= state_level_count) {
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i = 0;
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}
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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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double current_scaling = scaling;
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double current_height = height;
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double result = 0.0;
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auto state_level_count = state.level_offsets.size();
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decltype(state_level_count) i = 0;
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while (current_height >= detail) {
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const NoiseState::NoiseOffset &offset = state.level_offsets[i];
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result +=
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getBase3d(offset.x + x * current_scaling, offset.y + y * current_scaling, offset.z + z * current_scaling) *
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current_height;
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current_scaling *= step_scaling;
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current_height *= step_height;
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i++;
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if (i >= state_level_count) {
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i = 0;
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}
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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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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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return getBase3d(x, y, 0.0);
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}
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