/** * ========================================================================= * File : Noise.cpp * 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. #include "precompiled.h" #include "Noise.h" #include #include 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 1 || vec.LengthSquared() < 0.1); vec.Normalize(); grads[i][j][k] = CVector3D(vec.X, vec.Y, vec.Z); } } } } Noise3D::~ Noise3D() { for(int i=0; i