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- /*************************************************************************/
- /* open_simplex_noise.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* 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. */
- /*************************************************************************/
- #ifndef OPEN_SIMPLEX_NOISE_H
- #define OPEN_SIMPLEX_NOISE_H
- #include "core/image.h"
- #include "core/reference.h"
- #include "scene/resources/texture.h"
- #include "thirdparty/misc/open-simplex-noise.h"
- class OpenSimplexNoise : public Resource {
- GDCLASS(OpenSimplexNoise, Resource)
- OBJ_SAVE_TYPE(OpenSimplexNoise);
- osn_context contexts[6];
- int seed;
- float persistence; // Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
- int octaves; // Number of noise layers
- float period; // Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
- float lacunarity; // Controls period change across octaves. 2 is usually a good value to address all detail levels.
- public:
- OpenSimplexNoise();
- ~OpenSimplexNoise();
- void _init_seeds();
- void set_seed(int seed);
- int get_seed();
- void set_octaves(int p_octaves);
- int get_octaves() const { return octaves; }
- void set_period(float p_period);
- float get_period() const { return period; }
- void set_persistence(float p_persistence);
- float get_persistence() const { return persistence; }
- void set_lacunarity(float p_lacunarity);
- float get_lacunarity() const { return lacunarity; }
- Ref<Image> get_image(int p_width, int p_height);
- Ref<Image> get_seamless_image(int p_size);
- float get_noise_2d(float x, float y);
- float get_noise_3d(float x, float y, float z);
- float get_noise_4d(float x, float y, float z, float w);
- _FORCE_INLINE_ float _get_octave_noise_2d(int octave, float x, float y) { return open_simplex_noise2(&(contexts[octave]), x, y); }
- _FORCE_INLINE_ float _get_octave_noise_3d(int octave, float x, float y, float z) { return open_simplex_noise3(&(contexts[octave]), x, y, z); }
- _FORCE_INLINE_ float _get_octave_noise_4d(int octave, float x, float y, float z, float w) { return open_simplex_noise4(&(contexts[octave]), x, y, z, w); }
- // Convenience
- _FORCE_INLINE_ float get_noise_2dv(Vector2 v) { return get_noise_2d(v.x, v.y); }
- _FORCE_INLINE_ float get_noise_3dv(Vector3 v) { return get_noise_3d(v.x, v.y, v.z); }
- protected:
- static void _bind_methods();
- };
- #endif // OPEN_SIMPLEX_NOISE_H
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