scifi-landscape/Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Public/FastNoise.h

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#pragma once
#include "CoreMinimal.h"
// FastNoise.h
//
// MIT License
//
// Copyright(c) 2017 Jordan Peck
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// The developer's email is jorzixdan.me2@gzixmail.com (for great email, take
// off every 'zix'.)
//
// VERSION: 0.4.1
#ifndef FASTNOISE_H
#define FASTNOISE_H
// Uncomment the line below to use doubles throughout FastNoise instead of floats
//#define FN_USE_DOUBLES
#define FN_CELLULAR_INDEX_MAX 3
#ifdef FN_USE_DOUBLES
typedef double FN_DECIMAL;
#else
typedef float FN_DECIMAL;
#endif
class FASTNOISE_API FastNoise
{
public:
explicit FastNoise(int seed = 1337) { SetSeed(seed); CalculateFractalBounding(); }
enum NoiseType { Value, ValueFractal, Perlin, PerlinFractal, Simplex, SimplexFractal, Cellular, WhiteNoise, Cubic, CubicFractal };
enum Interp { Linear, Hermite, Quintic };
enum FractalType { FBM, Billow, RigidMulti };
enum CellularDistanceFunction { Euclidean, Manhattan, Natural };
enum CellularReturnType { CellValue, NoiseLookup, Distance, Distance2, Distance2Add, Distance2Sub, Distance2Mul, Distance2Div };
// Sets seed used for all noise types
// Default: 1337
void SetSeed(int seed);
// Returns seed used for all noise types
int GetSeed() const { return m_seed; }
// Sets frequency for all noise types
// Default: 0.01
void SetFrequency(FN_DECIMAL frequency) { m_frequency = frequency; }
// Returns frequency used for all noise types
FN_DECIMAL GetFrequency() const { return m_frequency; }
// Changes the interpolation method used to smooth between noise values
// Possible interpolation methods (lowest to highest quality) :
// - Linear
// - Hermite
// - Quintic
// Used in Value, Perlin Noise and Position Warping
// Default: Quintic
void SetInterp(Interp interp) { m_interp = interp; }
// Returns interpolation method used for supported noise types
Interp GetInterp() const { return m_interp; }
// Sets noise return type of GetNoise(...)
// Default: Simplex
void SetNoiseType(NoiseType noiseType) { m_noiseType = noiseType; }
// Returns the noise type used by GetNoise
NoiseType GetNoiseType() const { return m_noiseType; }
// Sets octave count for all fractal noise types
// Default: 3
void SetFractalOctaves(int octaves) { m_octaves = octaves; CalculateFractalBounding(); }
// Returns octave count for all fractal noise types
int GetFractalOctaves() const { return m_octaves; }
// Sets octave lacunarity for all fractal noise types
// Default: 2.0
void SetFractalLacunarity(FN_DECIMAL lacunarity) { m_lacunarity = lacunarity; }
// Returns octave lacunarity for all fractal noise types
FN_DECIMAL GetFractalLacunarity() const { return m_lacunarity; }
// Sets octave gain for all fractal noise types
// Default: 0.5
void SetFractalGain(FN_DECIMAL gain) { m_gain = gain; CalculateFractalBounding(); }
// Returns octave gain for all fractal noise types
FN_DECIMAL GetFractalGain() const { return m_gain; }
// Sets method for combining octaves in all fractal noise types
// Default: FBM
void SetFractalType(FractalType fractalType) { m_fractalType = fractalType; }
// Returns method for combining octaves in all fractal noise types
FractalType GetFractalType() const { return m_fractalType; }
// Sets distance function used in cellular noise calculations
// Default: Euclidean
void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { m_cellularDistanceFunction = cellularDistanceFunction; }
// Returns the distance function used in cellular noise calculations
CellularDistanceFunction GetCellularDistanceFunction() const { return m_cellularDistanceFunction; }
// Sets return type from cellular noise calculations
// Note: NoiseLookup requires another FastNoise object be set with SetCellularNoiseLookup() to function
// Default: CellValue
void SetCellularReturnType(CellularReturnType cellularReturnType) { m_cellularReturnType = cellularReturnType; }
// Returns the return type from cellular noise calculations
CellularReturnType GetCellularReturnType() const { return m_cellularReturnType; }
// Noise used to calculate a cell value if cellular return type is NoiseLookup
// The lookup value is acquired through GetNoise() so ensure you SetNoiseType() on the noise lookup, value, Perlin or simplex is recommended
void SetCellularNoiseLookup(FastNoise* noise) { m_cellularNoiseLookup = noise; }
// Returns the noise used to calculate a cell value if the cellular return type is NoiseLookup
FastNoise* GetCellularNoiseLookup() const { return m_cellularNoiseLookup; }
// Sets the 2 distance indices used for distance2 return types
// Default: 0, 1
// Note: index0 should be lower than index1
// Both indices must be >= 0, index1 must be < 4
void SetCellularDistance2Indices(int cellularDistanceIndex0, int cellularDistanceIndex1);
// Returns the 2 distance indices used for distance2 return types
void GetCellularDistance2Indices(int& cellularDistanceIndex0, int& cellularDistanceIndex1) const;
// Sets the maximum distance a cellular point can move from its grid position
// Setting this high will make artifacts more common
// Default: 0.45
void SetCellularJitter(FN_DECIMAL cellularJitter) { m_cellularJitter = cellularJitter; }
// Returns the maximum distance a cellular point can move from its grid position
FN_DECIMAL GetCellularJitter() const { return m_cellularJitter; }
// Sets the maximum warp distance from original location when using GradientPerturb{Fractal}(...)
// Default: 1.0
void SetGradientPerturbAmp(FN_DECIMAL gradientPerturbAmp) { m_gradientPerturbAmp = gradientPerturbAmp; }
// Returns the maximum warp distance from original location when using GradientPerturb{Fractal}(...)
FN_DECIMAL GetGradientPerturbAmp() const { return m_gradientPerturbAmp; }
//2D
FN_DECIMAL GetValue(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetValueFractal(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetPerlin(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetPerlinFractal(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetSimplexFractal(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetCellular(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetWhiteNoiseInt(int x, int y) const;
FN_DECIMAL GetCubic(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetCubicFractal(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL GetNoise(FN_DECIMAL x, FN_DECIMAL y) const;
void GradientPerturb(FN_DECIMAL& x, FN_DECIMAL& y) const;
void GradientPerturbFractal(FN_DECIMAL& x, FN_DECIMAL& y) const;
//3D
FN_DECIMAL GetValue(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetValueFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetPerlin(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetPerlinFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetSimplexFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetCellular(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetWhiteNoiseInt(int x, int y, int z) const;
FN_DECIMAL GetCubic(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetCubicFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL GetNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
void GradientPerturb(FN_DECIMAL& x, FN_DECIMAL& y, FN_DECIMAL& z) const;
void GradientPerturbFractal(FN_DECIMAL& x, FN_DECIMAL& y, FN_DECIMAL& z) const;
//4D
FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z, FN_DECIMAL w) const;
FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z, FN_DECIMAL w) const;
FN_DECIMAL GetWhiteNoiseInt(int x, int y, int z, int w) const;
private:
unsigned char m_perm[512];
unsigned char m_perm12[512];
int m_seed = 1337;
FN_DECIMAL m_frequency = FN_DECIMAL(0.01);
Interp m_interp = Quintic;
NoiseType m_noiseType = Simplex;
int m_octaves = 3;
FN_DECIMAL m_lacunarity = FN_DECIMAL(2);
FN_DECIMAL m_gain = FN_DECIMAL(0.5);
FractalType m_fractalType = FBM;
FN_DECIMAL m_fractalBounding;
CellularDistanceFunction m_cellularDistanceFunction = Euclidean;
CellularReturnType m_cellularReturnType = CellValue;
FastNoise* m_cellularNoiseLookup = nullptr;
int m_cellularDistanceIndex0 = 0;
int m_cellularDistanceIndex1 = 1;
FN_DECIMAL m_cellularJitter = FN_DECIMAL(0.45);
FN_DECIMAL m_gradientPerturbAmp = FN_DECIMAL(1);
void CalculateFractalBounding();
//2D
FN_DECIMAL SingleValueFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleValueFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleValueFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleValue(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SinglePerlinFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SinglePerlinFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SinglePerlinFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SinglePerlin(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleSimplexFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleSimplexFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleSimplexFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleSimplexFractalBlend(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleSimplex(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleCubicFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleCubicFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleCubicFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleCubic(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleCellular(FN_DECIMAL x, FN_DECIMAL y) const;
FN_DECIMAL SingleCellular2Edge(FN_DECIMAL x, FN_DECIMAL y) const;
void SingleGradientPerturb(unsigned char offset, FN_DECIMAL warpAmp, FN_DECIMAL frequency, FN_DECIMAL& x, FN_DECIMAL& y) const;
//3D
FN_DECIMAL SingleValueFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleValueFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleValueFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleValue(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SinglePerlinFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SinglePerlinFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SinglePerlinFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SinglePerlin(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleSimplexFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleSimplexFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleSimplexFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleSimplex(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleCubicFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleCubicFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleCubicFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleCubic(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleCellular(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
FN_DECIMAL SingleCellular2Edge(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
void SingleGradientPerturb(unsigned char offset, FN_DECIMAL warpAmp, FN_DECIMAL frequency, FN_DECIMAL& x, FN_DECIMAL& y, FN_DECIMAL& z) const;
//4D
FN_DECIMAL SingleSimplex(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z, FN_DECIMAL w) const;
inline unsigned char Index2D_12(unsigned char offset, int x, int y) const;
inline unsigned char Index3D_12(unsigned char offset, int x, int y, int z) const;
inline unsigned char Index4D_32(unsigned char offset, int x, int y, int z, int w) const;
inline unsigned char Index2D_256(unsigned char offset, int x, int y) const;
inline unsigned char Index3D_256(unsigned char offset, int x, int y, int z) const;
inline unsigned char Index4D_256(unsigned char offset, int x, int y, int z, int w) const;
inline FN_DECIMAL ValCoord2DFast(unsigned char offset, int x, int y) const;
inline FN_DECIMAL ValCoord3DFast(unsigned char offset, int x, int y, int z) const;
inline FN_DECIMAL GradCoord2D(unsigned char offset, int x, int y, FN_DECIMAL xd, FN_DECIMAL yd) const;
inline FN_DECIMAL GradCoord3D(unsigned char offset, int x, int y, int z, FN_DECIMAL xd, FN_DECIMAL yd, FN_DECIMAL zd) const;
inline FN_DECIMAL GradCoord4D(unsigned char offset, int x, int y, int z, int w, FN_DECIMAL xd, FN_DECIMAL yd, FN_DECIMAL zd, FN_DECIMAL wd) const;
};
#endif