/** * ========================================================================= * File : Noise.h * Project : 0 A.D. * Description : 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. #ifndef INCLUDED_NOISE #define INCLUDED_NOISE #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