Added random map generation.
This commit is contained in:
parent
2515b23b16
commit
525e33fbc2
6 changed files with 818 additions and 37 deletions
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@ -7,6 +7,7 @@
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#include "Game.h"
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#include "Game.h"
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#include "Generator.h"
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#include "sprites/Enemy.h"
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#include "sprites/Enemy.h"
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#include "sprites/Player.h"
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#include "sprites/Player.h"
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#include "util/Yaml.h"
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#include "util/Yaml.h"
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@ -25,41 +26,13 @@ Game::Game(sf::RenderWindow& window) :
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mWindow.setFramerateLimit(FPS_GOAL);
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mWindow.setFramerateLimit(FPS_GOAL);
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mWindow.setKeyRepeatEnabled(true);
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mWindow.setKeyRepeatEnabled(true);
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generate();
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Generator generator;
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}
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generator.generateTiles(mTileManager, sf::IntRect(-10, -10, 20, 20));
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/**
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* Generates a predefined map.
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*/
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void
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Game::generate() {
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for (int x = 0; x < 11; x++)
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mTileManager.insertTile(TileManager::TilePosition(x, 0), TileManager::Type::WALL);
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for (int x = 0; x < 11; x++)
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mTileManager.insertTile(TileManager::TilePosition(x, 10), TileManager::Type::WALL);
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for (int y = 1; y < 10; y++)
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mTileManager.insertTile(TileManager::TilePosition(0, y), TileManager::Type::WALL);
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for (int y = 1; y < 10; y++)
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mTileManager.insertTile(TileManager::TilePosition(10, y), TileManager::Type::WALL);
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for (int x = 1; x < 10; x++)
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for (int y = 1; y < 10; y++)
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mTileManager.insertTile(TileManager::TilePosition(x, y), TileManager::Type::FLOOR);
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for (int x = 1; x < 5; x++) {
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mTileManager.removeTile(TileManager::TilePosition(x, 4));
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mTileManager.insertTile(TileManager::TilePosition(x, 4), TileManager::Type::WALL);
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}
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mWorld.insertCharacter(std::shared_ptr<Character>(new Enemy(mWorld, mTileManager,
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sf::Vector2f(200.0f, 600.0f), Yaml("enemy.yaml"))));
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mPlayer = std::shared_ptr<Player>(new Player(mWorld, mTileManager,
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mPlayer = std::shared_ptr<Player>(new Player(mWorld, mTileManager,
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sf::Vector2f(200.0f, 100.0f), Yaml("player.yaml")));
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sf::Vector2f(0.0f, 0.0f), Yaml("player.yaml")));
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mWorld.insertCharacter(mPlayer);
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mWorld.insertCharacter(mPlayer);
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mWorld.generateAreas();
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}
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}
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/**
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/**
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* Closes window.
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* Closes window.
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*/
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*/
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@ -73,7 +46,6 @@ Game::~Game() {
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void
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void
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Game::loop() {
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Game::loop() {
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while (!mQuit) {
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while (!mQuit) {
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input();
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input();
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int elapsed = mClock.restart().asMilliseconds();
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int elapsed = mClock.restart().asMilliseconds();
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@ -83,7 +55,6 @@ Game::loop() {
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mWorld.think(elapsed);
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mWorld.think(elapsed);
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mWorld.step(elapsed);
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mWorld.step(elapsed);
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render();
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render();
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}
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}
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}
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}
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@ -35,7 +35,6 @@ private:
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void mouseDown(const sf::Event& event);
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void mouseDown(const sf::Event& event);
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void mouseUp(const sf::Event& event);
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void mouseUp(const sf::Event& event);
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void generate();
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sf::Vector2<float> convertCoordinates(int x, int y);
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sf::Vector2<float> convertCoordinates(int x, int y);
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private:
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private:
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135
source/Generator.cpp
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135
source/Generator.cpp
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@ -0,0 +1,135 @@
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/*
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* Generator.cpp
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*
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* Created on: 07.04.2013
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* Author: Felix
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*/
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#include "Generator.h"
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#include <bitset>
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#include "simplexnoise.h"
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#include "sprites/TileManager.h"
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/// For usage with simplexnoise.h
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uint8_t perm[512];
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/**
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* Generates new random seed.
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*/
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Generator::Generator() {
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std::mt19937 mersenne(time(nullptr));
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std::uniform_int_distribution<int> distribution(0, 255);
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for (int i = 0; i < 512; i++) {
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perm[i] = distribution(mersenne);
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}
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}
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/**
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* Fill TileManager with procedurally generated tiles.
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*
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* True means wall, false means floor.
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*
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* @param tm TileManager instance to set tiles in.
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* @param area Size and position of area to generate tiles for.
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*/
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void
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Generator::generateTiles(TileManager& tm, const sf::IntRect& area) const {
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std::vector<std::vector<bool> >
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noise(area.width, std::vector<bool>(area.height));
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std::vector<std::vector<bool> >
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filtered(area.width, std::vector<bool>(area.height, false));
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for (int x = area.left; x < area.left+area.width; x++) {
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for (int y = area.top; y < area.top+area.height; y++) {
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noise[x-area.left][y-area.top] =
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(scaled_octave_noise_2d(2, 2, 0.0015f, 0.5f, -0.5f, x, y) +
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scaled_octave_noise_2d(3, 3, 0.01f, -1, 1, x, y)) < 0.05f;
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}
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}
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for (int x = 0; x < (int) noise.size(); x+=5) {
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for (int y = 0; y < (int) noise[x].size(); y+=5) {
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filterWalls(noise, filtered, x, y, 10, 5, 0);
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filterWalls(noise, filtered, x, y, 30, 5, 10);
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filterWalls(noise, filtered, x, y, 50, 5, 20);
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}
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}
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for (int x = area.left; x < area.left+area.width; x++) {
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for (int y = area.top; y < area.top+area.height; y++) {
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tm.insertTile(TileManager::TilePosition(x, y),
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(filtered[x-area.left][y-area.top])
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? TileManager::Type::WALL : TileManager::Type::FLOOR);
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}
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}
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}
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/**
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* Fills a rectangular area with the specified value.
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*
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* @param[in] Rectangular map.
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* @param area The area to fill.
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* @param value The value to set.
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*/
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void
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Generator::fill(std::vector<std::vector<bool> >& image,
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const sf::IntRect& area, bool value) {
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for (int x = area.left;
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x < area.left + area.width && x < (int) image.size(); x++) {
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for (int y = area.top;
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y < area.top + area.height && y < (int) image[x].size(); y++) {
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image[x][y] = value;
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}
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}
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}
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/**
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* Finds rectangles of specific size in in and puts them into out.
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*
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* True means wall, false means floor.
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*
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* @param[in] in Rectangular map of walls.
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* @param[out] out Rectangular map of walls.
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* @param x Position to check from (top left corner for rectangle).
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* @param y Position to check from (top left corner for rectangle).
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* @param longside Length of the longer side of the rectangle.
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* @param shortside Length of the shorter side of the rectangle.
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* @param subtract Still accepts rectangle if at least this amount of
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* tiles is not walls (tilecount >= longside * shortside - subtract).
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*/
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void
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Generator::filterWalls(std::vector<std::vector<bool> >& in,
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std::vector<std::vector<bool> >& out,
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int x, int y, int longside, int shortside, int subtract) {
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// Skip if we would go out of range.
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if ((x + longside >= (int) in.size()) ||
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(y + longside >= (int) in[0].size()))
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return;
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// Filter in horizontal direction.
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if (x % longside == 0 && y % shortside == 0) {
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int count = 0;
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for (int x2 = x; x2 < x + longside; x2++) {
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for (int y2 = y; y2 < y + shortside; y2++) {
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count += (int) in[x2][y2];
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}
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}
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if (count >= shortside * longside - subtract)
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fill(out, sf::IntRect(x, y, longside, shortside), true);
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}
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// Filter in vertical direction.
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if (x % shortside == 0 && y % longside == 0) {
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int count = 0;
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for (int x2 = x; x2 < x + shortside; x2++) {
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for (int y2 = y; y2 < y + longside; y2++)
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count += (int) in[x2][y2];
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}
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if (count >= shortside * longside - subtract)
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fill(out, sf::IntRect(x, y, shortside, longside), true);
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}
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}
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30
source/Generator.h
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30
source/Generator.h
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/*
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* Generator.h
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*
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* Created on: 07.04.2013
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* Author: Felix
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*/
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#ifndef DG_GENERATOR_H_
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#define DG_GENERATOR_H_
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#include <SFML/Graphics.hpp>
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class TileManager;
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class Generator {
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public:
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explicit Generator();
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void generateTiles(TileManager& tm, const sf::IntRect& area) const;
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//void generateCharacters(World& world, const sf::IntRect& area) const;
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sf::Vector2f getPlayerSpawn() const;
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private:
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static void fill(std::vector<std::vector<bool> >& image,
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const sf::IntRect& area, bool value);
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static void filterWalls(std::vector<std::vector<bool> >& in,
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std::vector<std::vector<bool> >& out,
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int x, int y, int longside, int shortside, int subtract);
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};
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#endif /* DG_GENERATOR_H_ */
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475
source/simplexnoise.cpp
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475
source/simplexnoise.cpp
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/* Copyright (c) 2007-2012 Eliot Eshelman
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include <math.h>
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#include "simplexnoise.h"
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/* 2D, 3D and 4D Simplex Noise functions return 'random' values in (-1, 1).
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This algorithm was originally designed by Ken Perlin, but my code has been
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adapted from the implementation written by Stefan Gustavson (stegu@itn.liu.se)
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Raw Simplex noise functions return the value generated by Ken's algorithm.
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Scaled Raw Simplex noise functions adjust the range of values returned from the
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traditional (-1, 1) to whichever bounds are passed to the function.
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Multi-Octave Simplex noise functions compine multiple noise values to create a
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more complex result. Each successive layer of noise is adjusted and scaled.
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Scaled Multi-Octave Simplex noise functions scale the values returned from the
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traditional (-1,1) range to whichever range is passed to the function.
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In many cases, you may think you only need a 1D noise function, but in practice
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2D is almost always better. For instance, if you're using the current frame
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number as the parameter for the noise, all objects will end up with the same
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noise value at each frame. By adding a second parameter on the second
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dimension, you can ensure that each gets a unique noise value and they don't
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all look identical.
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*/
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// 2D Multi-octave Simplex noise.
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//
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// For each octave, a higher frequency/lower amplitude function will be added to the original.
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// The higher the persistence [0-1], the more of each succeeding octave will be added.
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float octave_noise_2d( const float octaves, const float persistence, const float scale, const float x, const float y ) {
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float total = 0;
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float frequency = scale;
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float amplitude = 1;
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// We have to keep track of the largest possible amplitude,
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// because each octave adds more, and we need a value in [-1, 1].
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float maxAmplitude = 0;
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for( int i=0; i < octaves; i++ ) {
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total += raw_noise_2d( x * frequency, y * frequency ) * amplitude;
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frequency *= 2;
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maxAmplitude += amplitude;
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amplitude *= persistence;
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}
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return total / maxAmplitude;
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}
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// 3D Multi-octave Simplex noise.
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//
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// For each octave, a higher frequency/lower amplitude function will be added to the original.
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// The higher the persistence [0-1], the more of each succeeding octave will be added.
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float octave_noise_3d( const float octaves, const float persistence, const float scale, const float x, const float y, const float z ) {
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float total = 0;
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float frequency = scale;
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float amplitude = 1;
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// We have to keep track of the largest possible amplitude,
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// because each octave adds more, and we need a value in [-1, 1].
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float maxAmplitude = 0;
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for( int i=0; i < octaves; i++ ) {
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total += raw_noise_3d( x * frequency, y * frequency, z * frequency ) * amplitude;
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frequency *= 2;
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maxAmplitude += amplitude;
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amplitude *= persistence;
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}
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return total / maxAmplitude;
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}
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// 4D Multi-octave Simplex noise.
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//
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// For each octave, a higher frequency/lower amplitude function will be added to the original.
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// The higher the persistence [0-1], the more of each succeeding octave will be added.
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float octave_noise_4d( const float octaves, const float persistence, const float scale, const float x, const float y, const float z, const float w ) {
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float total = 0;
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float frequency = scale;
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float amplitude = 1;
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// We have to keep track of the largest possible amplitude,
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// because each octave adds more, and we need a value in [-1, 1].
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float maxAmplitude = 0;
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for( int i=0; i < octaves; i++ ) {
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total += raw_noise_4d( x * frequency, y * frequency, z * frequency, w * frequency ) * amplitude;
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frequency *= 2;
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maxAmplitude += amplitude;
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amplitude *= persistence;
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}
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return total / maxAmplitude;
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}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// 2D Scaled Multi-octave Simplex noise.
|
||||||
|
//
|
||||||
|
// Returned value will be between loBound and hiBound.
|
||||||
|
float scaled_octave_noise_2d( const float octaves, const float persistence, const float scale, const float loBound, const float hiBound, const float x, const float y ) {
|
||||||
|
return octave_noise_2d(octaves, persistence, scale, x, y) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 3D Scaled Multi-octave Simplex noise.
|
||||||
|
//
|
||||||
|
// Returned value will be between loBound and hiBound.
|
||||||
|
float scaled_octave_noise_3d( const float octaves, const float persistence, const float scale, const float loBound, const float hiBound, const float x, const float y, const float z ) {
|
||||||
|
return octave_noise_3d(octaves, persistence, scale, x, y, z) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4D Scaled Multi-octave Simplex noise.
|
||||||
|
//
|
||||||
|
// Returned value will be between loBound and hiBound.
|
||||||
|
float scaled_octave_noise_4d( const float octaves, const float persistence, const float scale, const float loBound, const float hiBound, const float x, const float y, const float z, const float w ) {
|
||||||
|
return octave_noise_4d(octaves, persistence, scale, x, y, z, w) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// 2D Scaled Simplex raw noise.
|
||||||
|
//
|
||||||
|
// Returned value will be between loBound and hiBound.
|
||||||
|
float scaled_raw_noise_2d( const float loBound, const float hiBound, const float x, const float y ) {
|
||||||
|
return raw_noise_2d(x, y) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 3D Scaled Simplex raw noise.
|
||||||
|
//
|
||||||
|
// Returned value will be between loBound and hiBound.
|
||||||
|
float scaled_raw_noise_3d( const float loBound, const float hiBound, const float x, const float y, const float z ) {
|
||||||
|
return raw_noise_3d(x, y, z) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4D Scaled Simplex raw noise.
|
||||||
|
//
|
||||||
|
// Returned value will be between loBound and hiBound.
|
||||||
|
float scaled_raw_noise_4d( const float loBound, const float hiBound, const float x, const float y, const float z, const float w ) {
|
||||||
|
return raw_noise_4d(x, y, z, w) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// 2D raw Simplex noise
|
||||||
|
float raw_noise_2d( const float x, const float y ) {
|
||||||
|
// Noise contributions from the three corners
|
||||||
|
float n0, n1, n2;
|
||||||
|
|
||||||
|
// Skew the input space to determine which simplex cell we're in
|
||||||
|
float F2 = 0.5 * (sqrtf(3.0) - 1.0);
|
||||||
|
// Hairy factor for 2D
|
||||||
|
float s = (x + y) * F2;
|
||||||
|
int i = fastfloor( x + s );
|
||||||
|
int j = fastfloor( y + s );
|
||||||
|
|
||||||
|
float G2 = (3.0 - sqrtf(3.0)) / 6.0;
|
||||||
|
float t = (i + j) * G2;
|
||||||
|
// Unskew the cell origin back to (x,y) space
|
||||||
|
float X0 = i-t;
|
||||||
|
float Y0 = j-t;
|
||||||
|
// The x,y distances from the cell origin
|
||||||
|
float x0 = x-X0;
|
||||||
|
float y0 = y-Y0;
|
||||||
|
|
||||||
|
// For the 2D case, the simplex shape is an equilateral triangle.
|
||||||
|
// Determine which simplex we are in.
|
||||||
|
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
|
||||||
|
if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
|
||||||
|
else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
|
||||||
|
|
||||||
|
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
|
||||||
|
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
|
||||||
|
// c = (3-sqrt(3))/6
|
||||||
|
float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
|
||||||
|
float y1 = y0 - j1 + G2;
|
||||||
|
float x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
|
||||||
|
float y2 = y0 - 1.0 + 2.0 * G2;
|
||||||
|
|
||||||
|
// Work out the hashed gradient indices of the three simplex corners
|
||||||
|
int ii = i & 255;
|
||||||
|
int jj = j & 255;
|
||||||
|
uint8_t gi0 = perm[ii+perm[jj]] % 12;
|
||||||
|
uint8_t gi1 = perm[ii+i1+perm[jj+j1]] % 12;
|
||||||
|
uint8_t gi2 = perm[ii+1+perm[jj+1]] % 12;
|
||||||
|
|
||||||
|
// Calculate the contribution from the three corners
|
||||||
|
float t0 = 0.5 - x0*x0-y0*y0;
|
||||||
|
if(t0<0) n0 = 0.0;
|
||||||
|
else {
|
||||||
|
t0 *= t0;
|
||||||
|
n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
|
||||||
|
}
|
||||||
|
|
||||||
|
float t1 = 0.5 - x1*x1-y1*y1;
|
||||||
|
if(t1<0) n1 = 0.0;
|
||||||
|
else {
|
||||||
|
t1 *= t1;
|
||||||
|
n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t2 = 0.5 - x2*x2-y2*y2;
|
||||||
|
if(t2<0) n2 = 0.0;
|
||||||
|
else {
|
||||||
|
t2 *= t2;
|
||||||
|
n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add contributions from each corner to get the final noise value.
|
||||||
|
// The result is scaled to return values in the interval [-1,1].
|
||||||
|
return 70.0 * (n0 + n1 + n2);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 3D raw Simplex noise
|
||||||
|
float raw_noise_3d( const float x, const float y, const float z ) {
|
||||||
|
float n0, n1, n2, n3; // Noise contributions from the four corners
|
||||||
|
|
||||||
|
// Skew the input space to determine which simplex cell we're in
|
||||||
|
float F3 = 1.0/3.0;
|
||||||
|
float s = (x+y+z)*F3; // Very nice and simple skew factor for 3D
|
||||||
|
int i = fastfloor(x+s);
|
||||||
|
int j = fastfloor(y+s);
|
||||||
|
int k = fastfloor(z+s);
|
||||||
|
|
||||||
|
float G3 = 1.0/6.0; // Very nice and simple unskew factor, too
|
||||||
|
float t = (i+j+k)*G3;
|
||||||
|
float X0 = i-t; // Unskew the cell origin back to (x,y,z) space
|
||||||
|
float Y0 = j-t;
|
||||||
|
float Z0 = k-t;
|
||||||
|
float x0 = x-X0; // The x,y,z distances from the cell origin
|
||||||
|
float y0 = y-Y0;
|
||||||
|
float z0 = z-Z0;
|
||||||
|
|
||||||
|
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
|
||||||
|
// Determine which simplex we are in.
|
||||||
|
int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
|
||||||
|
int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
|
||||||
|
|
||||||
|
if(x0>=y0) {
|
||||||
|
if(y0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
|
||||||
|
else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
|
||||||
|
else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order
|
||||||
|
}
|
||||||
|
else { // x0<y0
|
||||||
|
if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
|
||||||
|
else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
|
||||||
|
else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
|
||||||
|
}
|
||||||
|
|
||||||
|
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
|
||||||
|
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
|
||||||
|
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
|
||||||
|
// c = 1/6.
|
||||||
|
float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
|
||||||
|
float y1 = y0 - j1 + G3;
|
||||||
|
float z1 = z0 - k1 + G3;
|
||||||
|
float x2 = x0 - i2 + 2.0*G3; // Offsets for third corner in (x,y,z) coords
|
||||||
|
float y2 = y0 - j2 + 2.0*G3;
|
||||||
|
float z2 = z0 - k2 + 2.0*G3;
|
||||||
|
float x3 = x0 - 1.0 + 3.0*G3; // Offsets for last corner in (x,y,z) coords
|
||||||
|
float y3 = y0 - 1.0 + 3.0*G3;
|
||||||
|
float z3 = z0 - 1.0 + 3.0*G3;
|
||||||
|
|
||||||
|
// Work out the hashed gradient indices of the four simplex corners
|
||||||
|
int ii = i & 255;
|
||||||
|
int jj = j & 255;
|
||||||
|
int kk = k & 255;
|
||||||
|
uint8_t gi0 = perm[ii+perm[jj+perm[kk]]] % 12;
|
||||||
|
uint8_t gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1]]] % 12;
|
||||||
|
uint8_t gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2]]] % 12;
|
||||||
|
uint8_t gi3 = perm[ii+1+perm[jj+1+perm[kk+1]]] % 12;
|
||||||
|
|
||||||
|
// Calculate the contribution from the four corners
|
||||||
|
float t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
|
||||||
|
if(t0<0) n0 = 0.0;
|
||||||
|
else {
|
||||||
|
t0 *= t0;
|
||||||
|
n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
|
||||||
|
if(t1<0) n1 = 0.0;
|
||||||
|
else {
|
||||||
|
t1 *= t1;
|
||||||
|
n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
|
||||||
|
if(t2<0) n2 = 0.0;
|
||||||
|
else {
|
||||||
|
t2 *= t2;
|
||||||
|
n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
|
||||||
|
if(t3<0) n3 = 0.0;
|
||||||
|
else {
|
||||||
|
t3 *= t3;
|
||||||
|
n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add contributions from each corner to get the final noise value.
|
||||||
|
// The result is scaled to stay just inside [-1,1]
|
||||||
|
return 32.0*(n0 + n1 + n2 + n3);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 4D raw Simplex noise
|
||||||
|
float raw_noise_4d( const float x, const float y, const float z, const float w ) {
|
||||||
|
// The skewing and unskewing factors are hairy again for the 4D case
|
||||||
|
float F4 = (sqrtf(5.0)-1.0)/4.0;
|
||||||
|
float G4 = (5.0-sqrtf(5.0))/20.0;
|
||||||
|
float n0, n1, n2, n3, n4; // Noise contributions from the five corners
|
||||||
|
|
||||||
|
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
|
||||||
|
float s = (x + y + z + w) * F4; // Factor for 4D skewing
|
||||||
|
int i = fastfloor(x + s);
|
||||||
|
int j = fastfloor(y + s);
|
||||||
|
int k = fastfloor(z + s);
|
||||||
|
int l = fastfloor(w + s);
|
||||||
|
float t = (i + j + k + l) * G4; // Factor for 4D unskewing
|
||||||
|
float X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
|
||||||
|
float Y0 = j - t;
|
||||||
|
float Z0 = k - t;
|
||||||
|
float W0 = l - t;
|
||||||
|
|
||||||
|
float x0 = x - X0; // The x,y,z,w distances from the cell origin
|
||||||
|
float y0 = y - Y0;
|
||||||
|
float z0 = z - Z0;
|
||||||
|
float w0 = w - W0;
|
||||||
|
|
||||||
|
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
|
||||||
|
// To find out which of the 24 possible simplices we're in, we need to
|
||||||
|
// determine the magnitude ordering of x0, y0, z0 and w0.
|
||||||
|
// The method below is a good way of finding the ordering of x,y,z,w and
|
||||||
|
// then find the correct traversal order for the simplex we're in.
|
||||||
|
// First, six pair-wise comparisons are performed between each possible pair
|
||||||
|
// of the four coordinates, and the results are used to add up binary bits
|
||||||
|
// for an integer index.
|
||||||
|
int c1 = (x0 > y0) ? 32 : 0;
|
||||||
|
int c2 = (x0 > z0) ? 16 : 0;
|
||||||
|
int c3 = (y0 > z0) ? 8 : 0;
|
||||||
|
int c4 = (x0 > w0) ? 4 : 0;
|
||||||
|
int c5 = (y0 > w0) ? 2 : 0;
|
||||||
|
int c6 = (z0 > w0) ? 1 : 0;
|
||||||
|
int c = c1 + c2 + c3 + c4 + c5 + c6;
|
||||||
|
|
||||||
|
int i1, j1, k1, l1; // The integer offsets for the second simplex corner
|
||||||
|
int i2, j2, k2, l2; // The integer offsets for the third simplex corner
|
||||||
|
int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
|
||||||
|
|
||||||
|
// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
|
||||||
|
// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
|
||||||
|
// impossible. Only the 24 indices which have non-zero entries make any sense.
|
||||||
|
// We use a thresholding to set the coordinates in turn from the largest magnitude.
|
||||||
|
// The number 3 in the "simplex" array is at the position of the largest coordinate.
|
||||||
|
i1 = simplex[c][0]>=3 ? 1 : 0;
|
||||||
|
j1 = simplex[c][1]>=3 ? 1 : 0;
|
||||||
|
k1 = simplex[c][2]>=3 ? 1 : 0;
|
||||||
|
l1 = simplex[c][3]>=3 ? 1 : 0;
|
||||||
|
// The number 2 in the "simplex" array is at the second largest coordinate.
|
||||||
|
i2 = simplex[c][0]>=2 ? 1 : 0;
|
||||||
|
j2 = simplex[c][1]>=2 ? 1 : 0;
|
||||||
|
k2 = simplex[c][2]>=2 ? 1 : 0;
|
||||||
|
l2 = simplex[c][3]>=2 ? 1 : 0;
|
||||||
|
// The number 1 in the "simplex" array is at the second smallest coordinate.
|
||||||
|
i3 = simplex[c][0]>=1 ? 1 : 0;
|
||||||
|
j3 = simplex[c][1]>=1 ? 1 : 0;
|
||||||
|
k3 = simplex[c][2]>=1 ? 1 : 0;
|
||||||
|
l3 = simplex[c][3]>=1 ? 1 : 0;
|
||||||
|
// The fifth corner has all coordinate offsets = 1, so no need to look that up.
|
||||||
|
|
||||||
|
float x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
||||||
|
float y1 = y0 - j1 + G4;
|
||||||
|
float z1 = z0 - k1 + G4;
|
||||||
|
float w1 = w0 - l1 + G4;
|
||||||
|
float x2 = x0 - i2 + 2.0*G4; // Offsets for third corner in (x,y,z,w) coords
|
||||||
|
float y2 = y0 - j2 + 2.0*G4;
|
||||||
|
float z2 = z0 - k2 + 2.0*G4;
|
||||||
|
float w2 = w0 - l2 + 2.0*G4;
|
||||||
|
float x3 = x0 - i3 + 3.0*G4; // Offsets for fourth corner in (x,y,z,w) coords
|
||||||
|
float y3 = y0 - j3 + 3.0*G4;
|
||||||
|
float z3 = z0 - k3 + 3.0*G4;
|
||||||
|
float w3 = w0 - l3 + 3.0*G4;
|
||||||
|
float x4 = x0 - 1.0 + 4.0*G4; // Offsets for last corner in (x,y,z,w) coords
|
||||||
|
float y4 = y0 - 1.0 + 4.0*G4;
|
||||||
|
float z4 = z0 - 1.0 + 4.0*G4;
|
||||||
|
float w4 = w0 - 1.0 + 4.0*G4;
|
||||||
|
|
||||||
|
// Work out the hashed gradient indices of the five simplex corners
|
||||||
|
int ii = i & 255;
|
||||||
|
int jj = j & 255;
|
||||||
|
int kk = k & 255;
|
||||||
|
int ll = l & 255;
|
||||||
|
uint8_t gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32;
|
||||||
|
uint8_t gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32;
|
||||||
|
uint8_t gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32;
|
||||||
|
uint8_t gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32;
|
||||||
|
uint8_t gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32;
|
||||||
|
|
||||||
|
// Calculate the contribution from the five corners
|
||||||
|
float t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 - w0*w0;
|
||||||
|
if(t0<0) n0 = 0.0;
|
||||||
|
else {
|
||||||
|
t0 *= t0;
|
||||||
|
n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1;
|
||||||
|
if(t1<0) n1 = 0.0;
|
||||||
|
else {
|
||||||
|
t1 *= t1;
|
||||||
|
n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 - w2*w2;
|
||||||
|
if(t2<0) n2 = 0.0;
|
||||||
|
else {
|
||||||
|
t2 *= t2;
|
||||||
|
n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 - w3*w3;
|
||||||
|
if(t3<0) n3 = 0.0;
|
||||||
|
else {
|
||||||
|
t3 *= t3;
|
||||||
|
n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3);
|
||||||
|
}
|
||||||
|
|
||||||
|
float t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4;
|
||||||
|
if(t4<0) n4 = 0.0;
|
||||||
|
else {
|
||||||
|
t4 *= t4;
|
||||||
|
n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sum up and scale the result to cover the range [-1,1]
|
||||||
|
return 27.0 * (n0 + n1 + n2 + n3 + n4);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
int fastfloor( const float x ) { return x > 0 ? (int) x : (int) x - 1; }
|
||||||
|
|
||||||
|
float dot( const int8_t* g, const float x, const float y ) { return g[0]*x + g[1]*y; }
|
||||||
|
float dot( const int8_t* g, const float x, const float y, const float z ) { return g[0]*x + g[1]*y + g[2]*z; }
|
||||||
|
float dot( const int8_t* g, const float x, const float y, const float z, const float w ) { return g[0]*x + g[1]*y + g[2]*z + g[3]*w; }
|
171
source/simplexnoise.h
Normal file
171
source/simplexnoise.h
Normal file
|
@ -0,0 +1,171 @@
|
||||||
|
/* Copyright (c) 2007-2012 Eliot Eshelman
|
||||||
|
*
|
||||||
|
* This program 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 3 of the License, or
|
||||||
|
* (at your option) any later version.
|
||||||
|
*
|
||||||
|
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
#ifndef SIMPLEX_H_
|
||||||
|
#define SIMPLEX_H_
|
||||||
|
|
||||||
|
#include <stdint.h>
|
||||||
|
|
||||||
|
/* 2D, 3D and 4D Simplex Noise functions return 'random' values in (-1, 1).
|
||||||
|
|
||||||
|
This algorithm was originally designed by Ken Perlin, but my code has been
|
||||||
|
adapted from the implementation written by Stefan Gustavson (stegu@itn.liu.se)
|
||||||
|
|
||||||
|
Raw Simplex noise functions return the value generated by Ken's algorithm.
|
||||||
|
|
||||||
|
Scaled Raw Simplex noise functions adjust the range of values returned from the
|
||||||
|
traditional (-1, 1) to whichever bounds are passed to the function.
|
||||||
|
|
||||||
|
Multi-Octave Simplex noise functions compine multiple noise values to create a
|
||||||
|
more complex result. Each successive layer of noise is adjusted and scaled.
|
||||||
|
|
||||||
|
Scaled Multi-Octave Simplex noise functions scale the values returned from the
|
||||||
|
traditional (-1,1) range to whichever range is passed to the function.
|
||||||
|
|
||||||
|
In many cases, you may think you only need a 1D noise function, but in practice
|
||||||
|
2D is almost always better. For instance, if you're using the current frame
|
||||||
|
number as the parameter for the noise, all objects will end up with the same
|
||||||
|
noise value at each frame. By adding a second parameter on the second
|
||||||
|
dimension, you can ensure that each gets a unique noise value and they don't
|
||||||
|
all look identical.
|
||||||
|
*/
|
||||||
|
|
||||||
|
//from http://www.6by9.net/simplex-noise-for-c-and-python/
|
||||||
|
|
||||||
|
// Multi-octave Simplex noise
|
||||||
|
// For each octave, a higher frequency/lower amplitude function will be added to the original.
|
||||||
|
// The higher the persistence [0-1], the more of each succeeding octave will be added.
|
||||||
|
float octave_noise_2d(const float octaves,
|
||||||
|
const float persistence,
|
||||||
|
const float scale,
|
||||||
|
const float x,
|
||||||
|
const float y);
|
||||||
|
float octave_noise_3d(const float octaves,
|
||||||
|
const float persistence,
|
||||||
|
const float scale,
|
||||||
|
const float x,
|
||||||
|
const float y,
|
||||||
|
const float z);
|
||||||
|
float octave_noise_4d(const float octaves,
|
||||||
|
const float persistence,
|
||||||
|
const float scale,
|
||||||
|
const float x,
|
||||||
|
const float y,
|
||||||
|
const float z,
|
||||||
|
const float w);
|
||||||
|
|
||||||
|
|
||||||
|
// Scaled Multi-octave Simplex noise
|
||||||
|
// The result will be between the two parameters passed.
|
||||||
|
float scaled_octave_noise_2d( const float octaves,
|
||||||
|
const float persistence,
|
||||||
|
const float scale,
|
||||||
|
const float loBound,
|
||||||
|
const float hiBound,
|
||||||
|
const float x,
|
||||||
|
const float y);
|
||||||
|
float scaled_octave_noise_3d( const float octaves,
|
||||||
|
const float persistence,
|
||||||
|
const float scale,
|
||||||
|
const float loBound,
|
||||||
|
const float hiBound,
|
||||||
|
const float x,
|
||||||
|
const float y,
|
||||||
|
const float z);
|
||||||
|
float scaled_octave_noise_4d( const float octaves,
|
||||||
|
const float persistence,
|
||||||
|
const float scale,
|
||||||
|
const float loBound,
|
||||||
|
const float hiBound,
|
||||||
|
const float x,
|
||||||
|
const float y,
|
||||||
|
const float z,
|
||||||
|
const float w);
|
||||||
|
|
||||||
|
// Scaled Raw Simplex noise
|
||||||
|
// The result will be between the two parameters passed.
|
||||||
|
float scaled_raw_noise_2d( const float loBound,
|
||||||
|
const float hiBound,
|
||||||
|
const float x,
|
||||||
|
const float y);
|
||||||
|
float scaled_raw_noise_3d( const float loBound,
|
||||||
|
const float hiBound,
|
||||||
|
const float x,
|
||||||
|
const float y,
|
||||||
|
const float z);
|
||||||
|
float scaled_raw_noise_4d( const float loBound,
|
||||||
|
const float hiBound,
|
||||||
|
const float x,
|
||||||
|
const float y,
|
||||||
|
const float z,
|
||||||
|
const float w);
|
||||||
|
|
||||||
|
|
||||||
|
// Raw Simplex noise - a single noise value.
|
||||||
|
float raw_noise_2d(const float x, const float y);
|
||||||
|
float raw_noise_3d(const float x, const float y, const float z);
|
||||||
|
float raw_noise_4d(const float x, const float y, const float, const float w);
|
||||||
|
|
||||||
|
|
||||||
|
int fastfloor(const float x);
|
||||||
|
|
||||||
|
float dot(const int8_t* g, const float x, const float y);
|
||||||
|
float dot(const int8_t* g, const float x, const float y, const float z);
|
||||||
|
float dot(const int8_t* g, const float x, const float y, const float z, const float w);
|
||||||
|
|
||||||
|
|
||||||
|
// The gradients are the midpoints of the vertices of a cube.
|
||||||
|
static const int8_t grad3[12][3] = {
|
||||||
|
{1,1,0}, {-1,1,0}, {1,-1,0}, {-1,-1,0},
|
||||||
|
{1,0,1}, {-1,0,1}, {1,0,-1}, {-1,0,-1},
|
||||||
|
{0,1,1}, {0,-1,1}, {0,1,-1}, {0,-1,-1}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
// The gradients are the midpoints of the vertices of a hypercube.
|
||||||
|
static const int8_t grad4[32][4]= {
|
||||||
|
{0,1,1,1}, {0,1,1,-1}, {0,1,-1,1}, {0,1,-1,-1},
|
||||||
|
{0,-1,1,1}, {0,-1,1,-1}, {0,-1,-1,1}, {0,-1,-1,-1},
|
||||||
|
{1,0,1,1}, {1,0,1,-1}, {1,0,-1,1}, {1,0,-1,-1},
|
||||||
|
{-1,0,1,1}, {-1,0,1,-1}, {-1,0,-1,1}, {-1,0,-1,-1},
|
||||||
|
{1,1,0,1}, {1,1,0,-1}, {1,-1,0,1}, {1,-1,0,-1},
|
||||||
|
{-1,1,0,1}, {-1,1,0,-1}, {-1,-1,0,1}, {-1,-1,0,-1},
|
||||||
|
{1,1,1,0}, {1,1,-1,0}, {1,-1,1,0}, {1,-1,-1,0},
|
||||||
|
{-1,1,1,0}, {-1,1,-1,0}, {-1,-1,1,0}, {-1,-1,-1,0}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
// Permutation table. The same list is repeated twice.
|
||||||
|
// removed const
|
||||||
|
extern uint8_t perm[512];
|
||||||
|
|
||||||
|
|
||||||
|
// A lookup table to traverse the simplex around a given point in 4D.
|
||||||
|
static const uint8_t simplex[64][4] = {
|
||||||
|
{0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
|
||||||
|
{0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
|
||||||
|
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
|
||||||
|
{1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
|
||||||
|
{1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
|
||||||
|
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
|
||||||
|
{2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
|
||||||
|
{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#endif /*SIMPLEX_H_*/
|
Reference in a new issue