216 lines
No EOL
4.6 KiB
C++
216 lines
No EOL
4.6 KiB
C++
// Copyright 2020 Phyronnaz
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#pragma once
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#include "FastNoise/VoxelFastNoise_SimplexNoise.h"
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#include "FastNoise/VoxelFastNoiseBase.inl"
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// THIS CODE IS A MODIFIED VERSION OF FAST NOISE: SEE LICENSE BELOW
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//
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// MIT License
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//
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// Copyright(c) 2017 Jordan Peck
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// The developer's email is jorzixdan.me2@gzixmail.com (for great email, take
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// off every 'zix'.)
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//
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// VERSION: 0.4.1
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// ReSharper disable CppUE4CodingStandardNamingViolationWarning
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template<typename T>
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FN_FORCEINLINE_SINGLE v_flt TVoxelFastNoise_SimplexNoise<T>::SingleSimplex_2D(uint8 offset, v_flt x, v_flt y) const
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{
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v_flt t = (x + y) * F2;
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const int32 i = FNoiseMath::FastFloor(x + t);
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const int32 j = FNoiseMath::FastFloor(y + t);
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t = (i + j) * G2;
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const v_flt X0 = i - t;
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const v_flt Y0 = j - t;
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const v_flt x0 = x - X0;
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const v_flt y0 = y - Y0;
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int32 i1, j1;
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if (x0 > y0)
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{
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i1 = 1; j1 = 0;
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}
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else
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{
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i1 = 0; j1 = 1;
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}
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const v_flt x1 = x0 - v_flt(i1) + G2;
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const v_flt y1 = y0 - v_flt(j1) + G2;
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const v_flt x2 = x0 - 1 + 2 * G2;
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const v_flt y2 = y0 - 1 + 2 * G2;
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v_flt n0, n1, n2;
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t = v_flt(0.5) - x0 * x0 - y0 * y0;
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if (t < 0)
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{
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n0 = 0;
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}
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else
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{
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t *= t;
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n0 = t * t * This().GradCoord2D(offset, i, j, x0, y0);
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}
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t = v_flt(0.5) - x1 * x1 - y1 * y1;
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if (t < 0)
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{
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n1 = 0;
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}
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else
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{
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t *= t;
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n1 = t * t * This().GradCoord2D(offset, i + i1, j + j1, x1, y1);
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}
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t = v_flt(0.5) - x2 * x2 - y2 * y2;
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if (t < 0)
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{
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n2 = 0;
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}
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else
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{
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t *= t;
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n2 = t * t * This().GradCoord2D(offset, i + 1, j + 1, x2, y2);
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}
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return 70 * (n0 + n1 + n2);
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}
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template<typename T>
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FN_FORCEINLINE_SINGLE v_flt TVoxelFastNoise_SimplexNoise<T>::SingleSimplex_3D(uint8 offset, v_flt x, v_flt y, v_flt z) const
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{
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v_flt t = (x + y + z) * F3;
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const int32 i = FNoiseMath::FastFloor(x + t);
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const int32 j = FNoiseMath::FastFloor(y + t);
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const int32 k = FNoiseMath::FastFloor(z + t);
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t = (i + j + k) * G3;
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const v_flt X0 = i - t;
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const v_flt Y0 = j - t;
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const v_flt Z0 = k - t;
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const v_flt x0 = x - X0;
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const v_flt y0 = y - Y0;
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const v_flt z0 = z - Z0;
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int32 i1, j1, k1;
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int32 i2, j2, k2;
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if (x0 >= y0)
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{
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if (y0 >= z0)
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{
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i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
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}
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else if (x0 >= z0)
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{
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i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1;
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}
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else // x0 < z0
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{
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i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1;
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}
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}
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else // x0 < y0
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{
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if (y0 < z0)
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{
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i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1;
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}
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else if (x0 < z0)
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{
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i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1;
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}
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else // x0 >= z0
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{
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i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0;
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}
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}
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const v_flt x1 = x0 - i1 + G3;
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const v_flt y1 = y0 - j1 + G3;
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const v_flt z1 = z0 - k1 + G3;
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const v_flt x2 = x0 - i2 + 2 * G3;
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const v_flt y2 = y0 - j2 + 2 * G3;
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const v_flt z2 = z0 - k2 + 2 * G3;
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const v_flt x3 = x0 - 1 + 3 * G3;
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const v_flt y3 = y0 - 1 + 3 * G3;
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const v_flt z3 = z0 - 1 + 3 * G3;
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v_flt n0, n1, n2, n3;
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t = v_flt(0.6) - x0 * x0 - y0 * y0 - z0 * z0;
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if (t < 0)
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{
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n0 = 0;
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}
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else
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{
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t *= t;
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n0 = t * t * This().GradCoord3D(offset, i, j, k, x0, y0, z0);
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}
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t = v_flt(0.6) - x1 * x1 - y1 * y1 - z1 * z1;
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if (t < 0)
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{
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n1 = 0;
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}
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else
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{
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t *= t;
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n1 = t * t * This().GradCoord3D(offset, i + i1, j + j1, k + k1, x1, y1, z1);
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}
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t = v_flt(0.6) - x2 * x2 - y2 * y2 - z2 * z2;
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if (t < 0)
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{
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n2 = 0;
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}
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else
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{
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t *= t;
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n2 = t * t * This().GradCoord3D(offset, i + i2, j + j2, k + k2, x2, y2, z2);
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}
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t = v_flt(0.6) - x3 * x3 - y3 * y3 - z3 * z3;
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if (t < 0)
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{
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n3 = 0;
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}
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else
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{
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t *= t;
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n3 = t * t * This().GradCoord3D(offset, i + 1, j + 1, k + 1, x3, y3, z3);
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}
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return 32 * (n0 + n1 + n2 + n3);
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} |