#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