/usr/include/osgEarthUtil/SimplexNoise is in libosgearth-dev 2.7.0+dfsg-2+b3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 | /* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2015 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_UTIL_SIMPLEX_NOISE_H
#define OSGEARTH_UTIL_SIMPLEX_NOISE_H 1
#include <osgEarthUtil/Common>
namespace osgEarth { namespace Util
{
/**
* Simplex Noise Generator.
* Adapted from https://github.com/Taywee/Noise
*/
class OSGEARTHUTIL_EXPORT SimplexNoise
{
public:
SimplexNoise();
virtual ~SimplexNoise() { }
static const double DefaultFrequency;
static const double DefaultPersistence;
static const double DefaultLacunarity;
static const double DefaultRangeLow;
static const double DefaultRangeHigh;
static const unsigned DefaultOctaves;
static const bool DefaultNormalize;
/**
* Frequency is how often the noise pattern resets to zero across
* the input domain. For example, if your input range from
* -100 < x < 100, a frequency of 1/200 will cause the noise function to
* reset every 200 units, i.e., the extent of the input domain. (It will
* be zero at -100 and zero again at 100. It may cross zero in between,
* but that is not guaranteed.)
*
* In mapping terms, say your map is 100000m wide. A frequency of 1/100000
* will result in a pattern that resets (and wraps around) every 100000m.
*
* Default = 1.0.
*/
void setFrequency(double freq) { _freq = freq; }
double getFrequency() const { return _freq; }
/**
* Persietence is the factor by which the noise function's amplitude
* decreases with each successive octave.
* i.e.: Amp(Oct2) = Amp(Oct1) * Persistance.
* Default = 0.5.
* Effect: Higher persistence: noisiness persists as you get more detail;
* Lower persistence: data smooths out faster as you get more detail.
*/
void setPersistence(double pers) { _pers = pers; }
double getPersistence() const { return _pers; }
/**
* Lacunarity is the factor by which the noise function's frequency
* increases with each successive octave.
* i.e.: Freq(Oct2) = Freq(Oct1) * Lacunarity.
* Default = 2.0.
* Effect: Higher lacunarity: more "plateaus" in the output;
* Lower lacunarity: more "chopiness" in the output.
*/
void setLacunarity(double lac) { _lacunarity = lac; }
double getLacunarity() const { return _lacunarity; }
/**
* The output range for noise data.
* Default = [-1..1].
*/
void setRange(double low, double high) { _low = low, _high = high; }
double getRangeLow() const { return _low; }
double getRangeHigh() const { return _high; }
/**
* Whether to normalize output values within the limits set by
* setRange().
*/
void setNormalize(bool value) { _normalize = value; }
bool getNormalize() const { return _normalize; }
/**
* Number of iterations over which to generate noise. The frequency starts
* where you set it, and over each successive iteration, it is scaled by
* the persistence. This lets you control the rate at which the "noisiness"
* decreases with each octave.
* Default = 1.
*/
void setOctaves(unsigned octaves) { _octaves = octaves; }
unsigned getOctaves() const { return _octaves; }
/**
* Generates 2D simplex Noise
*/
double getValue(double xin, double yin) const;
/**
* Generates 3D simplex Noise
*/
double getValue(double xin, double yin, double zin) const;
/**
* Generates 4D simplex Noise
*/
double getValue(double x, double y, double z, double w) const;
/**
* Generates tilable 2D noise for x[0..1), y[0..1).
*/
double getTiledValue(double x, double y) const;
double getTiledValueWithTurbulence(double x, double y, double F) const;
private:
// Inner class to speed up gradient computations
// (array access is a lot slower than member access)
struct Grad
{
Grad(double x, double y, double z);
Grad(double x, double y, double z, double w);
double x, y, z, w;
};
const static Grad grad3[12];
const static Grad grad4[32];
const static unsigned char perm[512];
// Skewing and unskewing factors for 2, 3, and 4 dimensions
static double const F2;
static double const G2;
static double const F3;
static double const G3;
static double const F4;
static double const G4;
unsigned char permMod12[512];
bool permMod12Computed;
void ComputePermMod12();
// This method is a *lot* faster than using (int)Math.floor(x)
inline static int FastFloor(double x);
static double Dot(Grad const & g, double x, double y);
static double Dot(Grad const & g, double x, double y, double z);
static double Dot(Grad const & g, double x, double y, double z, double w);
double Noise(double x, double y) const;
double Noise(double x, double y, double z) const;
double Noise(double x, double y, double z, double w) const;
double _freq;
double _pers;
double _lacunarity;
double _low, _high;
unsigned _octaves;
bool _normalize;
};
} } // namespace osgEarth::Util
#endif //OSGEARTH_UTIL_SIMPLEX_NOISE_H
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