/////////////////////////////////////////////////////////////////////////////// // // Name: Noise.h // Author: Matei Zaharia // Contact: matei@wildfiregames.com // // Description: 2D and 3D seamless Perlin noise classes. Not optimized for speed yet. // // Based on http://www.cs.cmu.edu/~mzucker/code/perlin-noise-math-faq.html // and http://mrl.nyu.edu/~perlin/paper445.pdf. // /////////////////////////////////////////////////////////////////////////////// #ifndef NOISE_H #define NOISE_H #include "Vector2D.h" #include "Vector3D.h" #include "MathUtil.h" class Noise2D { /// Frequency in X and Y int freq; /// freq*freq random gradient vectors in the unit cube CVector2D_Maths** grads; public: Noise2D(int freq); ~Noise2D(); /// Evaluate the noise function at a given point float operator() (float x, float y); }; class Noise3D { /// Frequency in X and Y int freq; /// Frequency in Z (vertical frequency) int vfreq; /// freq*freq*vfreq random gradient vectors in the unit cube CVector3D*** grads; public: Noise3D(int freq, int vfreq); ~Noise3D(); /// Evaluate the noise function at a given point float operator() (float x, float y, float z); }; #endif