paysages3d/lib_paysages/noise.c

782 lines
23 KiB
C

#include "noise.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "tools.h"
#define MAX_LEVEL_COUNT 30
struct NoiseLevel;
struct NoiseGenerator
{
int size1;
int size2;
int size3;
double height_offset;
int level_count;
struct NoiseLevel levels[MAX_LEVEL_COUNT];
};
static int _noise_pool_size;
static double* _noise_pool;
static inline double _cubicInterpolate(double* p, double x)
{
return p[1] + 0.5 * x * (p[2] - p[0] + x * (2.0 * p[0] - 5.0 * p[1] + 4.0 * p[2] - p[3] + x * (3.0 * (p[1] - p[2]) + p[3] - p[0])));
}
void noiseInit()
{
int i;
_noise_pool_size = 1048576;
_noise_pool = malloc(sizeof(double) * _noise_pool_size);
for (i = 0; i < _noise_pool_size; i++)
{
_noise_pool[i] = toolsRandom() - 0.5;
}
}
void noiseQuit()
{
free(_noise_pool);
}
void noiseSave(PackStream* stream)
{
int i;
packWriteInt(stream, &_noise_pool_size);
for (i = 0; i < _noise_pool_size; i++)
{
packWriteDouble(stream, _noise_pool + i);
}
}
void noiseLoad(PackStream* stream)
{
int i;
packReadInt(stream, &_noise_pool_size);
_noise_pool = realloc(_noise_pool, sizeof(double) * _noise_pool_size);
for (i = 0; i < _noise_pool_size; i++)
{
packReadDouble(stream, _noise_pool + i);
}
}
NoiseGenerator* noiseCreateGenerator()
{
NoiseGenerator* result;
/* initialize */
result = malloc(sizeof(NoiseGenerator));
result->size1 = 1;
result->size2 = 1;
result->size3 = 1;
result->level_count = 0;
result->height_offset = 0.0;
return result;
}
void noiseDeleteGenerator(NoiseGenerator* generator)
{
free(generator);
}
void noiseSaveGenerator(PackStream* stream, NoiseGenerator* perlin)
{
int x;
packWriteInt(stream, &perlin->size1);
packWriteInt(stream, &perlin->size2);
packWriteInt(stream, &perlin->size3);
packWriteDouble(stream, &perlin->height_offset);
packWriteInt(stream, &perlin->level_count);
for (x = 0; x < perlin->level_count; x++)
{
NoiseLevel* level = perlin->levels + x;
packWriteDouble(stream, &level->scaling);
packWriteDouble(stream, &level->height);
packWriteDouble(stream, &level->xoffset);
packWriteDouble(stream, &level->yoffset);
packWriteDouble(stream, &level->zoffset);
}
}
void noiseLoadGenerator(PackStream* stream, NoiseGenerator* perlin)
{
int x;
packReadInt(stream, &perlin->size1);
packReadInt(stream, &perlin->size2);
packReadInt(stream, &perlin->size3);
packReadDouble(stream, &perlin->height_offset);
packReadInt(stream, &perlin->level_count);
for (x = 0; x < perlin->level_count; x++)
{
NoiseLevel* level = perlin->levels + x;
packReadDouble(stream, &level->scaling);
packReadDouble(stream, &level->height);
packReadDouble(stream, &level->xoffset);
packReadDouble(stream, &level->yoffset);
packReadDouble(stream, &level->zoffset);
}
}
void noiseCopy(NoiseGenerator* source, NoiseGenerator* destination)
{
destination->size1 = source->size1;
destination->size2 = source->size2;
destination->size3 = source->size3;
destination->height_offset = source->height_offset;
destination->level_count = source->level_count;
memcpy(destination->levels, source->levels, sizeof(NoiseLevel) * destination->level_count);
}
void noiseGenerateBaseNoise(NoiseGenerator* generator, int size)
{
size = (size < 1) ? 1 : size;
size = (size > _noise_pool_size) ? _noise_pool_size : size;
generator->size1 = size;
generator->size2 = (int)floor(sqrt((float)size));
generator->size3 = (int)floor(cbrt((float)size));
}
int noiseGetBaseSize(NoiseGenerator* generator)
{
return generator->size1;
}
double noiseGetMaxValue(NoiseGenerator* generator)
{
int x;
double result = generator->height_offset;
for (x = 0; x < generator->level_count; x++)
{
result += generator->levels[x].height / 2.0;
}
return result;
}
int noiseGetLevelCount(NoiseGenerator* generator)
{
return generator->level_count;
}
void noiseClearLevels(NoiseGenerator* generator)
{
generator->level_count = 0;
}
void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level)
{
if (generator->level_count < MAX_LEVEL_COUNT)
{
generator->levels[generator->level_count] = level;
generator->level_count++;
}
}
void noiseAddLevelSimple(NoiseGenerator* generator, double scaling, double height)
{
NoiseLevel level;
level.scaling = scaling;
level.height = height;
level.xoffset = toolsRandom();
level.yoffset = toolsRandom();
level.zoffset = toolsRandom();
noiseAddLevel(generator, level);
}
void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double height_factor, int randomize_offset)
{
int i;
for (i = 0; i < level_count; i++)
{
if (randomize_offset)
{
start_level.xoffset = toolsRandom();
start_level.yoffset = toolsRandom();
start_level.zoffset = toolsRandom();
}
noiseAddLevel(generator, start_level);
start_level.scaling *= scaling_factor;
start_level.height *= height_factor;
}
}
void noiseAddLevelsSimple(NoiseGenerator* generator, int level_count, double scaling, double height)
{
NoiseLevel level;
level.scaling = scaling;
level.height = height;
noiseAddLevels(generator, level_count, level, 0.5, 0.5, 1);
}
void noiseRemoveLevel(NoiseGenerator* generator, int level)
{
if (level >= 0 && level < generator->level_count)
{
if (generator->level_count > 1 && level < generator->level_count - 1)
{
memmove(generator->levels + level, generator->levels + level + 1, sizeof(NoiseLevel) * (generator->level_count - level - 1));
}
generator->level_count--;
}
}
int noiseGetLevel(NoiseGenerator* generator, int level, NoiseLevel* params)
{
if (level >= 0 && level < generator->level_count)
{
*params = generator->levels[level];
return 1;
}
else
{
return 0;
}
}
void noiseSetLevel(NoiseGenerator* generator, int level, NoiseLevel params)
{
if (level >= 0 && level < generator->level_count)
{
generator->levels[level] = params;
}
}
void noiseSetLevelSimple(NoiseGenerator* generator, int level, double scaling, double height)
{
NoiseLevel params;
params.scaling = scaling;
params.height = height;
params.xoffset = toolsRandom();
params.yoffset = toolsRandom();
params.zoffset = toolsRandom();
noiseSetLevel(generator, level, params);
}
void noiseNormalizeHeight(NoiseGenerator* generator, double min_height, double max_height, int adjust_scaling)
{
int level;
double height = 0.0;
double target_height = max_height - min_height;
if (generator->level_count == 0)
{
return;
}
for (level = 0; level < generator->level_count; level++)
{
height += generator->levels[level].height;
}
for (level = 0; level < generator->level_count; level++)
{
generator->levels[level].height *= target_height / height;
if (adjust_scaling)
{
generator->levels[level].scaling *= target_height / height;
}
}
generator->height_offset = min_height + target_height / 2.0;
}
static inline double _get1DRawNoiseValue(NoiseGenerator* generator, double x)
{
int size = generator->size1;
int xbase = (int)floor(x);
double xinternal = x - (double)xbase;
int x0 = (xbase - 1) % size;
if (x0 < 0)
{
x0 += size;
}
int x1 = xbase % size;
if (x1 < 0)
{
x1 += size;
}
int x2 = (xbase + 1) % size;
if (x2 < 0)
{
x2 += size;
}
int x3 = (xbase + 2) % size;
if (x3 < 0)
{
x3 += size;
}
double buf_cubic_x[4];
buf_cubic_x[0] = _noise_pool[x0 % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[x1 % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[x2 % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[x3 % _noise_pool_size];
return _cubicInterpolate(buf_cubic_x, xinternal);
}
static inline double _get1DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x)
{
return _get1DRawNoiseValue(generator, x / level->scaling + level->xoffset * generator->size1) * level->height;
}
double noiseGet1DLevel(NoiseGenerator* generator, int level, double x)
{
if (level >= 0 && level < generator->level_count)
{
return _get1DLevelValue(generator, generator->levels + level, x);
}
else
{
return 0.0;
}
}
double noiseGet1DTotal(NoiseGenerator* generator, double x)
{
int level;
double result;
result = 0.0;
for (level = 0; level < generator->level_count; level++)
{
result += _get1DLevelValue(generator, generator->levels + level, x);
}
return result + generator->height_offset;
}
double noiseGet1DDetail(NoiseGenerator* generator, double x, double detail)
{
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < generator->level_count; level++)
{
height = generator->levels[level].height;
factor = 1.0;
if (height < detail * 0.25)
{
break;
}
else if (height < detail * 0.5)
{
factor = (detail * 0.5 - height) / 0.25;
}
result += _get1DLevelValue(generator, generator->levels + level, x) * factor;
}
return result + generator->height_offset;
}
static inline double _get2DRawNoiseValue(NoiseGenerator* generator, double x, double y)
{
int size = generator->size2;
int xbase = (int)floor(x);
int ybase = (int)floor(y);
double xinternal = x - (double)xbase;
double yinternal = y - (double)ybase;
int x0 = (xbase - 1) % size;
if (x0 < 0)
{
x0 += size;
}
int x1 = xbase % size;
if (x1 < 0)
{
x1 += size;
}
int x2 = (xbase + 1) % size;
if (x2 < 0)
{
x2 += size;
}
int x3 = (xbase + 2) % size;
if (x3 < 0)
{
x3 += size;
}
int y0 = (ybase - 1) % size;
if (y0 < 0)
{
y0 += size;
}
int y1 = ybase % size;
if (y1 < 0)
{
y1 += size;
}
int y2 = (ybase + 1) % size;
if (y2 < 0)
{
y2 += size;
}
int y3 = (ybase + 2) % size;
if (y3 < 0)
{
y3 += size;
}
double buf_cubic_x[4];
double buf_cubic_y[4];
buf_cubic_x[0] = _noise_pool[(y0 * size + x0) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y0 * size + x1) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y0 * size + x2) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y0 * size + x3) % _noise_pool_size];
buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y1 * size + x0) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y1 * size + x1) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y1 * size + x2) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y1 * size + x3) % _noise_pool_size];
buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y2 * size + x0) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y2 * size + x1) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y2 * size + x2) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y2 * size + x3) % _noise_pool_size];
buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y3 * size + x0) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y3 * size + x1) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y3 * size + x2) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y3 * size + x3) % _noise_pool_size];
buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal);
return _cubicInterpolate(buf_cubic_y, yinternal);
}
static inline double _get2DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x, double y)
{
return _get2DRawNoiseValue(generator, x / level->scaling + level->xoffset * generator->size2, y / level->scaling + level->yoffset * generator->size2) * level->height;
}
double noiseGet2DLevel(NoiseGenerator* generator, int level, double x, double y)
{
if (level >= 0 && level < generator->level_count)
{
return _get2DLevelValue(generator, generator->levels + level, x, y);
}
else
{
return 0.0;
}
}
double noiseGet2DTotal(NoiseGenerator* generator, double x, double y)
{
int level;
double result;
result = 0.0;
for (level = 0; level < generator->level_count; level++)
{
result += _get2DLevelValue(generator, generator->levels + level, x, y);
}
return result + generator->height_offset;
}
double noiseGet2DDetail(NoiseGenerator* generator, double x, double y, double detail)
{
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < generator->level_count; level++)
{
height = generator->levels[level].height;
factor = 1.0;
if (height < detail * 0.25)
{
break;
}
else if (height < detail * 0.5)
{
factor = (detail * 0.5 - height) / 0.25;
}
result += _get2DLevelValue(generator, generator->levels + level, x, y) * factor;
}
return result + generator->height_offset;
}
static inline double _get3DRawNoiseValue(NoiseGenerator* generator, double x, double y, double z)
{
int size = generator->size3;
int xbase = (int)floor(x);
int ybase = (int)floor(y);
int zbase = (int)floor(z);
double xinternal = x - (double)xbase;
double yinternal = y - (double)ybase;
double zinternal = z - (double)zbase;
int x0 = (xbase - 1) % size;
if (x0 < 0)
{
x0 += size;
}
int x1 = xbase % size;
if (x1 < 0)
{
x1 += size;
}
int x2 = (xbase + 1) % size;
if (x2 < 0)
{
x2 += size;
}
int x3 = (xbase + 2) % size;
if (x3 < 0)
{
x3 += size;
}
int y0 = (ybase - 1) % size;
if (y0 < 0)
{
y0 += size;
}
int y1 = ybase % size;
if (y1 < 0)
{
y1 += size;
}
int y2 = (ybase + 1) % size;
if (y2 < 0)
{
y2 += size;
}
int y3 = (ybase + 2) % size;
if (y3 < 0)
{
y3 += size;
}
int z0 = (zbase - 1) % size;
if (z0 < 0)
{
z0 += size;
}
int z1 = zbase % size;
if (z1 < 0)
{
z1 += size;
}
int z2 = (zbase + 1) % size;
if (z2 < 0)
{
z2 += size;
}
int z3 = (zbase + 2) % size;
if (z3 < 0)
{
z3 += size;
}
double buf_cubic_x[4];
double buf_cubic_y[4];
double buf_cubic_z[4];
buf_cubic_x[0] = _noise_pool[(y0 * size * size + x0 * size + z0) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y0 * size * size + x1 * size + z0) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y0 * size * size + x2 * size + z0) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y0 * size * size + x3 * size + z0) % _noise_pool_size];
buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y1 * size * size + x0 * size + z0) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y1 * size * size + x1 * size + z0) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y1 * size * size + x2 * size + z0) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y1 * size * size + x3 * size + z0) % _noise_pool_size];
buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y2 * size * size + x0 * size + z0) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y2 * size * size + x1 * size + z0) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y2 * size * size + x2 * size + z0) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y2 * size * size + x3 * size + z0) % _noise_pool_size];
buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y3 * size * size + x0 * size + z0) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y3 * size * size + x1 * size + z0) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y3 * size * size + x2 * size + z0) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y3 * size * size + x3 * size + z0) % _noise_pool_size];
buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_z[0] = _cubicInterpolate(buf_cubic_y, yinternal);
buf_cubic_x[0] = _noise_pool[(y0 * size * size + x0 * size + z1) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y0 * size * size + x1 * size + z1) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y0 * size * size + x2 * size + z1) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y0 * size * size + x3 * size + z1) % _noise_pool_size];
buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y1 * size * size + x0 * size + z1) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y1 * size * size + x1 * size + z1) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y1 * size * size + x2 * size + z1) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y1 * size * size + x3 * size + z1) % _noise_pool_size];
buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y2 * size * size + x0 * size + z1) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y2 * size * size + x1 * size + z1) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y2 * size * size + x2 * size + z1) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y2 * size * size + x3 * size + z1) % _noise_pool_size];
buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y3 * size * size + x0 * size + z1) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y3 * size * size + x1 * size + z1) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y3 * size * size + x2 * size + z1) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y3 * size * size + x3 * size + z1) % _noise_pool_size];
buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_z[1] = _cubicInterpolate(buf_cubic_y, yinternal);
buf_cubic_x[0] = _noise_pool[(y0 * size * size + x0 * size + z2) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y0 * size * size + x1 * size + z2) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y0 * size * size + x2 * size + z2) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y0 * size * size + x3 * size + z2) % _noise_pool_size];
buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y1 * size * size + x0 * size + z2) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y1 * size * size + x1 * size + z2) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y1 * size * size + x2 * size + z2) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y1 * size * size + x3 * size + z2) % _noise_pool_size];
buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y2 * size * size + x0 * size + z2) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y2 * size * size + x1 * size + z2) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y2 * size * size + x2 * size + z2) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y2 * size * size + x3 * size + z2) % _noise_pool_size];
buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y3 * size * size + x0 * size + z2) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y3 * size * size + x1 * size + z2) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y3 * size * size + x2 * size + z2) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y3 * size * size + x3 * size + z2) % _noise_pool_size];
buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_z[2] = _cubicInterpolate(buf_cubic_y, yinternal);
buf_cubic_x[0] = _noise_pool[(y0 * size * size + x0 * size + z3) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y0 * size * size + x1 * size + z3) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y0 * size * size + x2 * size + z3) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y0 * size * size + x3 * size + z3) % _noise_pool_size];
buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y1 * size * size + x0 * size + z3) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y1 * size * size + x1 * size + z3) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y1 * size * size + x2 * size + z3) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y1 * size * size + x3 * size + z3) % _noise_pool_size];
buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y2 * size * size + x0 * size + z3) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y2 * size * size + x1 * size + z3) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y2 * size * size + x2 * size + z3) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y2 * size * size + x3 * size + z3) % _noise_pool_size];
buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_x[0] = _noise_pool[(y3 * size * size + x0 * size + z3) % _noise_pool_size];
buf_cubic_x[1] = _noise_pool[(y3 * size * size + x1 * size + z3) % _noise_pool_size];
buf_cubic_x[2] = _noise_pool[(y3 * size * size + x2 * size + z3) % _noise_pool_size];
buf_cubic_x[3] = _noise_pool[(y3 * size * size + x3 * size + z3) % _noise_pool_size];
buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal);
buf_cubic_z[3] = _cubicInterpolate(buf_cubic_y, yinternal);
return _cubicInterpolate(buf_cubic_z, zinternal);
}
static inline double _get3DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x, double y, double z)
{
return _get3DRawNoiseValue(generator, x / level->scaling + level->xoffset * generator->size3, y / level->scaling + level->yoffset * generator->size3, z / level->scaling + level->zoffset * generator->size3) * level->height;
}
double noiseGet3DLevel(NoiseGenerator* generator, int level, double x, double y, double z)
{
if (level >= 0 && level < generator->level_count)
{
return _get3DLevelValue(generator, generator->levels + level, x, y, z);
}
else
{
return 0.0;
}
}
double noiseGet3DTotal(NoiseGenerator* generator, double x, double y, double z)
{
int level;
double result;
result = 0.0;
for (level = 0; level < generator->level_count; level++)
{
result += _get3DLevelValue(generator, generator->levels + level, x, y, z);
}
return result + generator->height_offset;
}
double noiseGet3DDetail(NoiseGenerator* generator, double x, double y, double z, double detail)
{
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < generator->level_count; level++)
{
height = generator->levels[level].height;
factor = 1.0;
if (height < detail * 0.25)
{
break;
}
else if (height < detail * 0.5)
{
factor = (detail * 0.5 - height) / 0.25;
}
result += _get3DLevelValue(generator, generator->levels + level, x, y, z) * factor;
}
return result + generator->height_offset;
}