/* Copyright (C) 2013 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. #ifndef INCLUDED_NOISE #define INCLUDED_NOISE #include "Vector2D.h" #include "Vector3D.h" #include "MathUtil.h" class Noise2D { NONCOPYABLE(Noise2D); /// Frequency in X and Y int freq; /// freq*freq random gradient vectors in the unit cube CVector2D** grads; public: Noise2D(int freq); ~Noise2D(); /// Evaluate the noise function at a given point float operator() (float x, float y); }; class Noise3D { NONCOPYABLE(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