+#include "debug.h"
+#include "irr_v3d.h"
+
+class PseudoRandom
+{
+public:
+ PseudoRandom(): m_next(0)
+ {
+ }
+ PseudoRandom(int seed): m_next(seed)
+ {
+ }
+ void seed(int seed)
+ {
+ m_next = seed;
+ }
+ // Returns 0...32767
+ int next()
+ {
+ m_next = m_next * 1103515245 + 12345;
+ return((unsigned)(m_next/65536) % 32768);
+ }
+ int range(int min, int max)
+ {
+ if(max-min > 32768/10)
+ {
+ //dstream<<"WARNING: PseudoRandom::range: max > 32767"<<std::endl;
+ assert(0);
+ }
+ if(min > max)
+ {
+ assert(0);
+ return max;
+ }
+ return (next()%(max-min+1))+min;
+ }
+private:
+ int m_next;
+};
+
+struct NoiseParams {
+ float offset;
+ float scale;
+ v3f spread;
+ int seed;
+ int octaves;
+ float persist;
+
+ NoiseParams() {}
+
+ NoiseParams(float offset_, float scale_, v3f spread_,
+ int seed_, int octaves_, float persist_)
+ {
+ offset = offset_;
+ scale = scale_;
+ spread = spread_;
+ seed = seed_;
+ octaves = octaves_;
+ persist = persist_;
+ }
+};
+
+
+// Convenience macros for getting/setting NoiseParams in Settings
+
+#define NOISEPARAMS_FMT_STR "f,f,v3,s32,s32,f"
+
+#define getNoiseParams(x, y) getStruct((x), NOISEPARAMS_FMT_STR, &(y), sizeof(y))
+#define setNoiseParams(x, y) setStruct((x), NOISEPARAMS_FMT_STR, &(y))
+
+class Noise {
+public:
+ NoiseParams *np;
+ int seed;
+ int sx;
+ int sy;
+ int sz;
+ float *noisebuf;
+ float *buf;
+ float *result;
+
+ Noise(NoiseParams *np, int seed, int sx, int sy);
+ Noise(NoiseParams *np, int seed, int sx, int sy, int sz);
+ virtual ~Noise();
+
+ virtual void init(NoiseParams *np, int seed, int sx, int sy, int sz);
+ void setSize(int sx, int sy);
+ void setSize(int sx, int sy, int sz);
+ void setSpreadFactor(v3f spread);
+ void setOctaves(int octaves);
+ void resizeNoiseBuf(bool is3d);
+
+ void gradientMap2D(
+ float x, float y,
+ float step_x, float step_y,
+ int seed);
+ void gradientMap3D(
+ float x, float y, float z,
+ float step_x, float step_y, float step_z,
+ int seed);
+ float *perlinMap2D(float x, float y);
+ float *perlinMap2DModulated(float x, float y, float *persist_map);
+ float *perlinMap3D(float x, float y, float z);
+ void transformNoiseMap();
+};
+