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0ad/source/maths/Noise.cpp

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#include "precompiled.h"
#include "Noise.h"
#include <cmath>
#include <boost/random.hpp>
using namespace std;
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<freq; i++)
{
grads[i] = new CVector2D_Maths[freq];
for(int j=0; j<freq; j++)
{
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
float a = randFloat() * 2 * PI;
grads[i][j] = CVector2D_Maths(cos(a), sin(a));
}
}
}
Noise2D::~ Noise2D()
{
for(int i=0; i<freq; i++)
{
delete[] grads[i];
}
delete[] grads;
}
float Noise2D::operator()(float x, float y)
{
x *= freq;
y *= freq;
int ix = floor(x);
int iy = floor(y);
float fx = x - ix;
float fy = y - iy;
ix %= freq; if(ix<0) ix += freq;
iy %= freq; if(iy<0) iy += freq;
int ix1 = (ix+1) % freq;
int iy1 = (iy+1) % freq;
float s = grads[ix][iy].Dot(CVector2D_Maths(fx, fy));
float t = grads[ix1][iy].Dot(CVector2D_Maths(fx-1, fy));
float u = grads[ix][iy1].Dot(CVector2D_Maths(fx, fy-1));
float v = grads[ix1][iy1].Dot(CVector2D_Maths(fx-1, fy-1));
float ex = easeCurve(fx);
float ey = easeCurve(fy);
float a = s + ex*(t-s);
float b = u + ex*(v-u);
return (a + ey*(b-a)) * .5 + .5;
}
Noise3D::Noise3D(int f, int v) : freq(f), vfreq(v)
{
grads = new CVector3D**[freq];
for(int i=0; i<freq; i++)
{
grads[i] = new CVector3D*[freq];
for(int j=0; j<freq; j++)
{
grads[i][j] = new CVector3D[vfreq];
for(int k=0; k<vfreq; k++)
{
CVector3D v;
do {
v = CVector3D(2*randFloat()-1, 2*randFloat()-1, 2*randFloat()-1);
}
while(v.LengthSquared() > 1 || v.LengthSquared() < 0.1);
v.Normalize();
grads[i][j][k] = CVector3D(v.X, v.Y, v.Z);
}
}
}
}
Noise3D::~ Noise3D()
{
for(int i=0; i<freq; i++)
{
for(int j=0; j<freq; j++)
{
delete[] grads[i][j];
}
delete[] grads[i];
}
delete[] grads;
}
float Noise3D::operator()(float x, float y, float z)
{
x *= freq;
y *= freq;
z *= vfreq;
int ix = floor(x);
int iy = floor(y);
int iz = floor(z);
float fx = x - ix;
float fy = y - iy;
float fz = z - iz;
ix %= freq; if(ix<0) ix += freq;
iy %= freq; if(iy<0) iy += freq;
iz %= vfreq; if(iz<0) iz += vfreq;
int ix1 = (ix+1) % freq;
int iy1 = (iy+1) % freq;
int iz1 = (iz+1) % vfreq;
float s0 = grads[ix][iy][iz].Dot(CVector3D(fx, fy, fz));
float t0 = grads[ix1][iy][iz].Dot(CVector3D(fx-1, fy, fz));
float u0 = grads[ix][iy1][iz].Dot(CVector3D(fx, fy-1, fz));
float v0 = grads[ix1][iy1][iz].Dot(CVector3D(fx-1, fy-1, fz));
float s1 = grads[ix][iy][iz1].Dot(CVector3D(fx, fy, fz-1));
float t1 = grads[ix1][iy][iz1].Dot(CVector3D(fx-1, fy, fz-1));
float u1 = grads[ix][iy1][iz1].Dot(CVector3D(fx, fy-1, fz-1));
float v1 = grads[ix1][iy1][iz1].Dot(CVector3D(fx-1, fy-1, fz-1));
float ex = easeCurve(fx);
float ey = easeCurve(fy);
float ez = easeCurve(fz);
float a0 = s0 + ex*(t0-s0);
float b0 = u0 + ex*(v0-u0);
float c0 = a0 + ey*(b0-a0);
float a1 = s1 + ex*(t1-s1);
float b1 = u1 + ex*(v1-u1);
float c1 = a1 + ey*(b1-a1);
return (c0 + ez*(c1-c0)) * .5 + .5;
}