tahoma2d/toonz/sources/stdfx/iwa_simplexnoise.h

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2016-05-17 03:04:11 +12:00
#pragma once
2016-03-19 06:57:51 +13:00
/*--------------------------------------------------------------------
Simplex Noise C++ implementation
Based on a public domain code by Stefan Gustavson.
(The original header is below)
--------------------------------------------------------------------*/
/*-- start of the original header --*/
/*
* A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
*
* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
* Better rank ordering method by Stefan Gustavson in 2012.
*
* This could be speeded up even further, but it's useful as it is.
*
* Version 2012-03-09
*
* This code was placed in the public domain by its original author,
* Stefan Gustavson. You may use it as you see fit, but
* attribution is appreciated.
*
*/
/*-- end of the original header --*/
#ifndef IWA_SIMPLEXNOISE_H
#define IWA_SIMPLEXNOISE_H
struct Grad {
int x, y, z, w;
Grad(int x_, int y_, int z_)
: x(x_), y(y_), z(z_), w(0) {}
Grad(int x_, int y_, int z_, int w_)
: x(x_), y(y_), z(z_), w(w_) {}
};
struct CellIds {
int i, j, k;
int i1, j1, k1;
int i2, j2, k2;
CellIds(int _i = 0, int _j = 0, int _k = 0,
int _i1 = 0, int _j1 = 0, int _k1 = 0,
int _i2 = 0, int _j2 = 0, int _k2 = 0)
{
i = _i;
j = _j;
k = _k;
i1 = _i1;
j1 = _j1;
k1 = _k1;
i2 = _i2;
j2 = _j2;
k2 = _k2;
}
bool operator==(const CellIds &right) const
{
return i == right.i &&
j == right.j &&
k == right.k &&
i1 == right.i1 &&
j1 == right.j1 &&
k1 == right.k1 &&
i2 == right.i2 &&
j2 == right.j2 &&
k2 == right.k2;
}
};
class SimplexNoise
{
// This method is a *lot* faster than using (int)Math.floor(x)
static int fastfloor(double x)
{
int xi = (int)x;
return x < xi ? xi - 1 : xi;
}
static double dot(Grad g, double x, double y)
{
return g.x * x + g.y * y;
}
static double dot(Grad g, double x, double y, double z)
{
return g.x * x + g.y * y + g.z * z;
}
static double dot(Grad g, double x, double y, double z, double w)
{
return g.x * x + g.y * y + g.z * z + g.w * w;
}
public:
SimplexNoise();
// 2D simplex noise
static double noise(double xin, double yin);
// 3D simplex noise
static double noise(double xin, double yin, double zin);
// 4D simplex noise
static double noise(double x, double y, double z, double w);
/*- セルまたぎを防ぐために、現在の所属セルを得る -*/
static CellIds getCellIds(double xin, double yin, double zin);
};
#endif