#ifndef NOISE_HEADER
#define NOISE_HEADER
-#include "debug.h"
#include "irr_v3d.h"
+#include "exceptions.h"
#include "util/string.h"
extern FlagDesc flagdesc_noiseparams[];
inline int range(int min, int max)
{
- assert(max >= min);
+ if (max < min)
+ throw PrngException("Invalid range (max < min)");
/*
Here, we ensure the range is not too large relative to RANDOM_MAX,
as otherwise the effects of bias would become noticable. Unlike
PcgRandom, we cannot modify this RNG's range as it would change the
output of this RNG for reverse compatibility.
*/
- assert((u32)(max - min) <= (RANDOM_RANGE + 1) / 10);
+ if ((u32)(max - min) > (RANDOM_RANGE + 1) / 10)
+ throw PrngException("Range too large");
return (next() % (max - min + 1)) + min;
}
class Noise {
public:
NoiseParams np;
- int seed;
- int sx;
- int sy;
- int sz;
+ s32 seed;
+ u32 sx;
+ u32 sy;
+ u32 sz;
float *noise_buf;
float *gradient_buf;
float *persist_buf;
float *result;
- Noise(NoiseParams *np, int seed, int sx, int sy, int sz=1);
+ Noise(NoiseParams *np, s32 seed, u32 sx, u32 sy, u32 sz=1);
~Noise();
- void setSize(int sx, int sy, int sz=1);
+ void setSize(u32 sx, u32 sy, u32 sz=1);
void setSpreadFactor(v3f spread);
void setOctaves(int octaves);
void gradientMap2D(
float x, float y,
float step_x, float step_y,
- int seed);
+ s32 seed);
void gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
- int seed);
+ s32 seed);
float *perlinMap2D(float x, float y, float *persistence_map=NULL);
float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);
};
-float NoisePerlin2D(NoiseParams *np, float x, float y, int seed);
-float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed);
+float NoisePerlin2D(NoiseParams *np, float x, float y, s32 seed);
+float NoisePerlin3D(NoiseParams *np, float x, float y, float z, s32 seed);
inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
- float y, float yoff, int seed)
+ float y, float yoff, s32 seed)
{
return NoisePerlin2D(np,
x + xoff * np->spread.X,
}
inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
- float y, float yoff, float z, float zoff, int seed)
+ float y, float yoff, float z, float zoff, s32 seed)
{
return NoisePerlin3D(np,
x + xoff * np->spread.X,
}
// Return value: -1 ... 1
-float noise2d(int x, int y, int seed);
-float noise3d(int x, int y, int z, int seed);
+float noise2d(int x, int y, s32 seed);
+float noise3d(int x, int y, int z, s32 seed);
-float noise2d_gradient(float x, float y, int seed, bool eased=true);
-float noise3d_gradient(float x, float y, float z, int seed, bool eased=false);
+float noise2d_gradient(float x, float y, s32 seed, bool eased=true);
+float noise3d_gradient(float x, float y, float z, s32 seed, bool eased=false);
-float noise2d_perlin(float x, float y, int seed,
+float noise2d_perlin(float x, float y, s32 seed,
int octaves, float persistence, bool eased=true);
-float noise2d_perlin_abs(float x, float y, int seed,
+float noise2d_perlin_abs(float x, float y, s32 seed,
int octaves, float persistence, bool eased=true);
-float noise3d_perlin(float x, float y, float z, int seed,
+float noise3d_perlin(float x, float y, float z, s32 seed,
int octaves, float persistence, bool eased=false);
-float noise3d_perlin_abs(float x, float y, float z, int seed,
+float noise3d_perlin_abs(float x, float y, float z, s32 seed,
int octaves, float persistence, bool eased=false);
inline float easeCurve(float t)