/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * 2D and 3D seamless Perlin noise */ // Based on http://www.cs.cmu.edu/~mzucker/code/perlin-noise-math-faq.html // and http://mrl.nyu.edu/~perlin/paper445.pdf. // Not optimized for speed yet. #include "precompiled.h" #include "Noise.h" #include #include namespace { /// Random number generator (Boost Mersenne Twister) boost::mt19937 rng; /// Utility function for random numbers float randFloat() { return ((float)rng()) / 4294967296.0f; } /// Utility function used in both noises as an ease curve float easeCurve(float t) { return t*t*t*(t*(t*6-15)+10); } } Noise2D::Noise2D(int f) { freq = f; grads = new CVector2D_Maths*[freq]; for(int i=0; i 1 || vec.LengthSquared() < 0.1); vec.Normalize(); grads[i][j][k] = CVector3D(vec.X, vec.Y, vec.Z); } } } } Noise3D::~ Noise3D() { for(int i=0; i