Added plugin FastNoiseGenerator. Added noise to landscape approach2 in map02. WIP
This commit is contained in:
36
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/FastNoise.Build.cs
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36
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/FastNoise.Build.cs
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// Copyright 2021 Víctor Hernández (Rockam). All Rights Reserved.
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using System.IO;
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using UnrealBuildTool;
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public class FastNoise : ModuleRules
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{
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public FastNoise(ReadOnlyTargetRules rules) : base(rules)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine"
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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21
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/LICENSE.txt
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21
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/LICENSE.txt
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MIT License
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Copyright (c) 2017 Jordan Peck
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
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SOFTWARE.
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2250
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Private/FastNoise.cpp
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2250
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Private/FastNoise.cpp
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File diff suppressed because it is too large
Load Diff
20
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Private/FastNoiseModule.cpp
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20
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Private/FastNoiseModule.cpp
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "FastNoiseModule.h"
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#define LOCTEXT_NAMESPACE "FFastNoiseModule"
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void FFastNoiseModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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}
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void FFastNoiseModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FFastNoiseModule, FastNoise)
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315
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Public/FastNoise.h
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315
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Public/FastNoise.h
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#pragma once
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#include "CoreMinimal.h"
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// FastNoise.h
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//
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// MIT License
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//
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// Copyright(c) 2017 Jordan Peck
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
|
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
|
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// The developer's email is jorzixdan.me2@gzixmail.com (for great email, take
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// off every 'zix'.)
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//
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// VERSION: 0.4.1
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#ifndef FASTNOISE_H
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#define FASTNOISE_H
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// Uncomment the line below to use doubles throughout FastNoise instead of floats
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//#define FN_USE_DOUBLES
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#define FN_CELLULAR_INDEX_MAX 3
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#ifdef FN_USE_DOUBLES
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typedef double FN_DECIMAL;
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#else
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typedef float FN_DECIMAL;
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#endif
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class FASTNOISE_API FastNoise
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{
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public:
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explicit FastNoise(int seed = 1337) { SetSeed(seed); CalculateFractalBounding(); }
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enum NoiseType { Value, ValueFractal, Perlin, PerlinFractal, Simplex, SimplexFractal, Cellular, WhiteNoise, Cubic, CubicFractal };
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enum Interp { Linear, Hermite, Quintic };
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enum FractalType { FBM, Billow, RigidMulti };
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enum CellularDistanceFunction { Euclidean, Manhattan, Natural };
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enum CellularReturnType { CellValue, NoiseLookup, Distance, Distance2, Distance2Add, Distance2Sub, Distance2Mul, Distance2Div };
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// Sets seed used for all noise types
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// Default: 1337
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void SetSeed(int seed);
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// Returns seed used for all noise types
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int GetSeed() const { return m_seed; }
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// Sets frequency for all noise types
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// Default: 0.01
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void SetFrequency(FN_DECIMAL frequency) { m_frequency = frequency; }
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// Returns frequency used for all noise types
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FN_DECIMAL GetFrequency() const { return m_frequency; }
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// Changes the interpolation method used to smooth between noise values
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// Possible interpolation methods (lowest to highest quality) :
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// - Linear
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// - Hermite
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// - Quintic
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// Used in Value, Perlin Noise and Position Warping
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// Default: Quintic
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void SetInterp(Interp interp) { m_interp = interp; }
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// Returns interpolation method used for supported noise types
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Interp GetInterp() const { return m_interp; }
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// Sets noise return type of GetNoise(...)
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// Default: Simplex
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void SetNoiseType(NoiseType noiseType) { m_noiseType = noiseType; }
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// Returns the noise type used by GetNoise
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NoiseType GetNoiseType() const { return m_noiseType; }
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// Sets octave count for all fractal noise types
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// Default: 3
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void SetFractalOctaves(int octaves) { m_octaves = octaves; CalculateFractalBounding(); }
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// Returns octave count for all fractal noise types
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int GetFractalOctaves() const { return m_octaves; }
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// Sets octave lacunarity for all fractal noise types
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// Default: 2.0
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void SetFractalLacunarity(FN_DECIMAL lacunarity) { m_lacunarity = lacunarity; }
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// Returns octave lacunarity for all fractal noise types
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FN_DECIMAL GetFractalLacunarity() const { return m_lacunarity; }
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// Sets octave gain for all fractal noise types
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// Default: 0.5
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void SetFractalGain(FN_DECIMAL gain) { m_gain = gain; CalculateFractalBounding(); }
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// Returns octave gain for all fractal noise types
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FN_DECIMAL GetFractalGain() const { return m_gain; }
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// Sets method for combining octaves in all fractal noise types
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// Default: FBM
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void SetFractalType(FractalType fractalType) { m_fractalType = fractalType; }
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// Returns method for combining octaves in all fractal noise types
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FractalType GetFractalType() const { return m_fractalType; }
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// Sets distance function used in cellular noise calculations
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// Default: Euclidean
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void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { m_cellularDistanceFunction = cellularDistanceFunction; }
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// Returns the distance function used in cellular noise calculations
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CellularDistanceFunction GetCellularDistanceFunction() const { return m_cellularDistanceFunction; }
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// Sets return type from cellular noise calculations
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// Note: NoiseLookup requires another FastNoise object be set with SetCellularNoiseLookup() to function
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// Default: CellValue
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void SetCellularReturnType(CellularReturnType cellularReturnType) { m_cellularReturnType = cellularReturnType; }
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// Returns the return type from cellular noise calculations
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CellularReturnType GetCellularReturnType() const { return m_cellularReturnType; }
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// Noise used to calculate a cell value if cellular return type is NoiseLookup
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// The lookup value is acquired through GetNoise() so ensure you SetNoiseType() on the noise lookup, value, Perlin or simplex is recommended
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void SetCellularNoiseLookup(FastNoise* noise) { m_cellularNoiseLookup = noise; }
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// Returns the noise used to calculate a cell value if the cellular return type is NoiseLookup
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FastNoise* GetCellularNoiseLookup() const { return m_cellularNoiseLookup; }
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// Sets the 2 distance indices used for distance2 return types
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// Default: 0, 1
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// Note: index0 should be lower than index1
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// Both indices must be >= 0, index1 must be < 4
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void SetCellularDistance2Indices(int cellularDistanceIndex0, int cellularDistanceIndex1);
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// Returns the 2 distance indices used for distance2 return types
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void GetCellularDistance2Indices(int& cellularDistanceIndex0, int& cellularDistanceIndex1) const;
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// Sets the maximum distance a cellular point can move from its grid position
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// Setting this high will make artifacts more common
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// Default: 0.45
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void SetCellularJitter(FN_DECIMAL cellularJitter) { m_cellularJitter = cellularJitter; }
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// Returns the maximum distance a cellular point can move from its grid position
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FN_DECIMAL GetCellularJitter() const { return m_cellularJitter; }
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// Sets the maximum warp distance from original location when using GradientPerturb{Fractal}(...)
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// Default: 1.0
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void SetGradientPerturbAmp(FN_DECIMAL gradientPerturbAmp) { m_gradientPerturbAmp = gradientPerturbAmp; }
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// Returns the maximum warp distance from original location when using GradientPerturb{Fractal}(...)
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FN_DECIMAL GetGradientPerturbAmp() const { return m_gradientPerturbAmp; }
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//2D
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FN_DECIMAL GetValue(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetValueFractal(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetPerlin(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetPerlinFractal(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetSimplexFractal(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetCellular(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetWhiteNoiseInt(int x, int y) const;
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FN_DECIMAL GetCubic(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetCubicFractal(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL GetNoise(FN_DECIMAL x, FN_DECIMAL y) const;
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void GradientPerturb(FN_DECIMAL& x, FN_DECIMAL& y) const;
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void GradientPerturbFractal(FN_DECIMAL& x, FN_DECIMAL& y) const;
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//3D
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FN_DECIMAL GetValue(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetValueFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetPerlin(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetPerlinFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetSimplexFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetCellular(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetWhiteNoiseInt(int x, int y, int z) const;
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FN_DECIMAL GetCubic(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetCubicFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL GetNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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void GradientPerturb(FN_DECIMAL& x, FN_DECIMAL& y, FN_DECIMAL& z) const;
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void GradientPerturbFractal(FN_DECIMAL& x, FN_DECIMAL& y, FN_DECIMAL& z) const;
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//4D
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FN_DECIMAL GetSimplex(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z, FN_DECIMAL w) const;
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FN_DECIMAL GetWhiteNoise(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z, FN_DECIMAL w) const;
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FN_DECIMAL GetWhiteNoiseInt(int x, int y, int z, int w) const;
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private:
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unsigned char m_perm[512];
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unsigned char m_perm12[512];
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int m_seed = 1337;
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FN_DECIMAL m_frequency = FN_DECIMAL(0.01);
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Interp m_interp = Quintic;
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NoiseType m_noiseType = Simplex;
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int m_octaves = 3;
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FN_DECIMAL m_lacunarity = FN_DECIMAL(2);
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FN_DECIMAL m_gain = FN_DECIMAL(0.5);
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FractalType m_fractalType = FBM;
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FN_DECIMAL m_fractalBounding;
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CellularDistanceFunction m_cellularDistanceFunction = Euclidean;
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CellularReturnType m_cellularReturnType = CellValue;
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FastNoise* m_cellularNoiseLookup = nullptr;
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int m_cellularDistanceIndex0 = 0;
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int m_cellularDistanceIndex1 = 1;
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FN_DECIMAL m_cellularJitter = FN_DECIMAL(0.45);
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FN_DECIMAL m_gradientPerturbAmp = FN_DECIMAL(1);
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void CalculateFractalBounding();
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//2D
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FN_DECIMAL SingleValueFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleValueFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleValueFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleValue(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SinglePerlinFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SinglePerlinFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SinglePerlinFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SinglePerlin(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleSimplexFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleSimplexFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleSimplexFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleSimplexFractalBlend(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleSimplex(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
|
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FN_DECIMAL SingleCubicFractalFBM(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleCubicFractalBillow(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleCubicFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleCubic(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleCellular(FN_DECIMAL x, FN_DECIMAL y) const;
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FN_DECIMAL SingleCellular2Edge(FN_DECIMAL x, FN_DECIMAL y) const;
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void SingleGradientPerturb(unsigned char offset, FN_DECIMAL warpAmp, FN_DECIMAL frequency, FN_DECIMAL& x, FN_DECIMAL& y) const;
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//3D
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FN_DECIMAL SingleValueFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL SingleValueFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL SingleValueFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL SingleValue(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL SinglePerlinFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL SinglePerlinFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL SinglePerlinFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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||||
FN_DECIMAL SinglePerlin(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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||||
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||||
FN_DECIMAL SingleSimplexFractalFBM(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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||||
FN_DECIMAL SingleSimplexFractalBillow(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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FN_DECIMAL SingleSimplexFractalRigidMulti(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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||||
FN_DECIMAL SingleSimplex(unsigned char offset, FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z) const;
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||||
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||||
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
|
||||
15
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Public/FastNoiseModule.h
vendored
Normal file
15
Plugins/FastNoiseGenerator/Source/ThirdParty/FastNoise/Public/FastNoiseModule.h
vendored
Normal file
@@ -0,0 +1,15 @@
|
||||
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class FFastNoiseModule : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
|
||||
/** IModuleInterface implementation */
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
};
|
||||
Reference in New Issue
Block a user