0ad/source/maths/Noise.h
janwas 5814e10126 # complete revamp of build system in preparation for automated self tests.
* now splits everything up into independent static libraries.
* fixed a great deal of incorrect #include statements. all headers must
now be specified with their full path relative to source. exception: if
file being included and including file are in the same directory, no
path needed.
use <> when relying on the build system's include path (e.g. for system
headers and external libraries, e.g. boost), otherwise "".

* temporarily renamed maths/Vector2D to Vector2D_Maths to avoid
conflict. these should be merged.
* hacked around VC linker stupidness when building static libs; texture
codecs must now be registered manually.

This was SVN commit r3931.
2006-06-02 03:56:24 +00:00

55 lines
1.2 KiB
C++

///////////////////////////////////////////////////////////////////////////////
//
// 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