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