Index: ps/trunk/source/maths/Noise.h =================================================================== --- ps/trunk/source/maths/Noise.h +++ ps/trunk/source/maths/Noise.h @@ -1,70 +0,0 @@ -/* 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 Index: ps/trunk/source/maths/Noise.cpp =================================================================== --- ps/trunk/source/maths/Noise.cpp +++ ps/trunk/source/maths/Noise.cpp @@ -1,184 +0,0 @@ -/* Copyright (C) 2009 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. - -#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*[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