* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
-#ifndef NOISE_HEADER
-#define NOISE_HEADER
+#pragma once
#include "irr_v3d.h"
#include "exceptions.h"
#define NOISE_FLAG_SIMPLEX 0x10
struct NoiseParams {
- float offset;
- float scale;
- v3f spread;
- s32 seed;
- u16 octaves;
- float persist;
- float lacunarity;
- u32 flags;
-
- NoiseParams()
- {
- offset = 0.0f;
- scale = 1.0f;
- spread = v3f(250, 250, 250);
- seed = 12345;
- octaves = 3;
- persist = 0.6f;
- lacunarity = 2.0f;
- flags = NOISE_FLAG_DEFAULTS;
- }
-
- NoiseParams(float offset_, float scale_, v3f spread_, s32 seed_,
+ float offset = 0.0f;
+ float scale = 1.0f;
+ v3f spread = v3f(250, 250, 250);
+ s32 seed = 12345;
+ u16 octaves = 3;
+ float persist = 0.6f;
+ float lacunarity = 2.0f;
+ u32 flags = NOISE_FLAG_DEFAULTS;
+
+ NoiseParams() = default;
+
+ NoiseParams(float offset_, float scale_, const v3f &spread_, s32 seed_,
u16 octaves_, float persist_, float lacunarity_,
u32 flags_=NOISE_FLAG_DEFAULTS)
{
}
};
-
-// Convenience macros for getting/setting NoiseParams in Settings as a string
-// WARNING: Deprecated, use Settings::getNoiseParamsFromValue() instead
-#define NOISEPARAMS_FMT_STR "f,f,v3,s32,u16,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;
+ s32 seed;
u32 sx;
u32 sy;
u32 sz;
- float *noise_buf;
- float *gradient_buf;
- float *persist_buf;
- float *result;
+ float *noise_buf = nullptr;
+ float *gradient_buf = nullptr;
+ float *persist_buf = nullptr;
+ float *result = nullptr;
- Noise(NoiseParams *np, int seed, u32 sx, u32 sy, u32 sz=1);
+ Noise(NoiseParams *np, s32 seed, u32 sx, u32 sy, u32 sz=1);
~Noise();
void setSize(u32 sx, u32 sy, u32 sz=1);
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);
private:
void allocBuffers();
void resizeNoiseBuf(bool is3d);
- void updateResults(float g, float *gmap, float *persistence_map, size_t bufsize);
+ void updateResults(float g, float *gmap, const float *persistence_map,
+ size_t bufsize);
};
-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)
}
float contour(float v);
-
-#endif
-