godot_fastnoise/noise.h

178 lines
6.6 KiB
C++

#ifndef FASTNOISE_NOISE_H
#define FASTNOISE_NOISE_H
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/object/ref_counted.h"
#include "core/string/ustring.h"
#else
#include "core/reference.h"
#include "core/ustring.h"
#endif
#include "lib/FastNoise.h"
#include "core/version.h"
#if VERSION_MAJOR < 4
#include "core/pool_vector.h"
#else
typedef PackedInt64Array PoolIntArray;
#endif
typedef fastnoise::FastNoise _FastNoise;
class FastNoise : public RefCounted {
GDCLASS(FastNoise, RefCounted)
public:
static const String BINDING_STRING_TYPE;
static const String BINDING_STRING_INTERPOLATION;
static const String BINDING_STRING_FRACTAL_TYPE;
static const String BINDING_STRING_CELLULAR_DISTANCE_FUNCTION;
static const String BINDING_STRING_CELLULAR_RETURN_TYPE;
// Enums Godot-style (same values)
enum Type {
TYPE_VALUE = _FastNoise::Value,
TYPE_VALUE_FRACTAL = _FastNoise::ValueFractal,
TYPE_PERLIN = _FastNoise::Perlin,
TYPE_PERLIN_FRACTAL = _FastNoise::PerlinFractal,
TYPE_SIMPLEX = _FastNoise::Simplex,
TYPE_SIMPLEX_FRACTAL = _FastNoise::SimplexFractal,
TYPE_CELLULAR = _FastNoise::Cellular,
TYPE_WHITE_NOISE = _FastNoise::WhiteNoise,
TYPE_CUBIC = _FastNoise::Cubic,
TYPE_CUBIC_FRACTAL = _FastNoise::CubicFractal
};
enum Interpolation {
INTERP_LINEAR = _FastNoise::Linear,
INTERP_QUINTIC = _FastNoise::Quintic,
INTERP_HERMITE = _FastNoise::Hermite
};
enum FractalType {
FRACTAL_FBM = _FastNoise::FBM,
FRACTAL_BILLOW = _FastNoise::Billow,
FRACTAL_RIGID_MULTI = _FastNoise::RigidMulti
};
enum CellularDistanceFunction {
DISTANCE_EUCLIDEAN = _FastNoise::Euclidean,
DISTANCE_MANHATTAN = _FastNoise::Manhattan,
DISTANCE_NATURAL = _FastNoise::Natural
};
enum CellularReturnType {
RETURN_CELL_VALUE = _FastNoise::CellValue,
RETURN_NOISE_LOOKUP = _FastNoise::NoiseLookup,
RETURN_DISTANCE = _FastNoise::Distance,
RETURN_DISTANCE_2 = _FastNoise::Distance2,
RETURN_DISTANCE_2_ADD = _FastNoise::Distance2Add,
RETURN_DISTANCE_2_SUB = _FastNoise::Distance2Sub,
RETURN_DISTANCE_2_MUL = _FastNoise::Distance2Mul,
RETURN_DISTANCE_2_DIV = _FastNoise::Distance2Div
};
FastNoise();
// Methods (Godot-style mappings to FastNoise)
int get_seed() const { return _noise.GetSeed(); }
void set_seed(int seed) { _noise.SetSeed(seed); }
void set_noise_type(Type noise_type) { _noise.SetNoiseType((_FastNoise::NoiseType)noise_type); }
Type get_noise_type() const { return (Type)_noise.GetNoiseType(); }
void set_interpolation(Interpolation interp) { _noise.SetInterp((_FastNoise::Interp)interp); }
Interpolation get_interpolation() const { return (Interpolation)_noise.GetInterp(); }
void set_frequency(real_t freq) { _noise.SetFrequency(freq); }
real_t get_frequency() const { return _noise.GetFrequency(); }
void set_fractal_octaves(unsigned int octave_count) { _noise.SetFractalOctaves(octave_count); }
int get_fractal_octaves() const { return _noise.GetFractalOctaves(); }
void set_fractal_lacunarity(real_t lacunarity) { _noise.SetFractalLacunarity(lacunarity); }
real_t get_fractal_lacunarity() const { return _noise.GetFractalLacunarity(); }
void set_fractal_gain(real_t gain) { _noise.SetFractalGain(gain); }
real_t get_fractal_gain() const { return _noise.GetFractalGain(); }
void set_fractal_type(FractalType type) { _noise.SetFractalType((_FastNoise::FractalType)type); }
FractalType get_fractal_type() const { return (FractalType)_noise.GetFractalType(); }
void set_cellular_distance_function(CellularDistanceFunction func) { _noise.SetCellularDistanceFunction((_FastNoise::CellularDistanceFunction)func); }
CellularDistanceFunction get_cellular_distance_function() const { return (CellularDistanceFunction)_noise.GetCellularDistanceFunction(); }
void set_cellular_return_type(CellularReturnType ret) { _noise.SetCellularReturnType((_FastNoise::CellularReturnType)ret); }
CellularReturnType get_cellular_return_type() const { return (CellularReturnType)_noise.GetCellularReturnType(); }
void set_cellular_noise_lookup(Ref<FastNoise> other_noise);
Ref<FastNoise> get_cellular_noise_lookup() const { return _cellular_lookup_ref; }
void set_cellular_distance_2_indices(int index0, int index1);
PoolIntArray get_cellular_distance_2_indices() const;
void set_cellular_jitter(real_t jitter) { _noise.SetCellularJitter(jitter); }
real_t get_cellular_jitter() const { return _noise.GetCellularJitter(); }
void set_gradient_perturbation_amplitude(real_t amp) { _noise.SetGradientPerturbAmp(amp); }
real_t get_gradient_perturbation_amplitude() const { return _noise.GetGradientPerturbAmp(); }
// 2D
float get_noise_2d(float x, float y) { return _noise.GetNoise(x, y); }
//float get_gradient_2d(float x, float y) { return _noise.GetGradient(x, y); }
//float get_simplex_2d(float x, float y) { return _noise.GetSimplex(x, y); }
//float get_cellular_2d(float x, float y) { return _noise.GetCellular(x, y); }
//float get_cellular_hq_2d(float x, float y) { return _noise.GetCellularHQ(x, y); }
//float get_white_noise_2d(float x, float y) { return _noise.GetWhiteNoise(x, y); }
//float get_value_2d(float x, float y) { return _noise.GetValue(x, y); }
// 3D
float get_noise_3d(float x, float y, float z) { return _noise.GetNoise(x, y, z); }
//float get_gradient_3d(float x, float y, float z) { return _noise.GetGradient(x, y, z); }
//float get_simplex_3d(float x, float y, float z) { return _noise.GetSimplex(x, y, z); }
//float get_cellular_3d(float x, float y, float z) { return _noise.GetCellular(x, y, z); }
//float get_cellular_hq_3d(float x, float y, float z) { return _noise.GetCellularHQ(x, y, z); }
//float get_white_noise_3d(float x, float y, float z) { return _noise.GetWhiteNoise(x, y, z); }
//float get_value_2d(float x, float y, float z) { return _noise.GetValue(x, y, z); }
// 4D
float get_simplex_4d(float x, float y, float z, float w) { return _noise.GetSimplex(x, y, z, w); }
float get_white_noise_4d(float x, float y, float z, float w) { return _noise.GetWhiteNoise(x, y, z, w); }
// Convenience
float get_noise_2dv(Vector2 pos) { return _noise.GetNoise(pos.x, pos.y); }
float get_noise_3dv(Vector3 pos) { return _noise.GetNoise(pos.x, pos.y, pos.z); }
protected:
static void _bind_methods();
private:
_FastNoise _noise;
Ref<FastNoise> _cellular_lookup_ref;
};
// Make Variant happy with custom enums
VARIANT_ENUM_CAST(FastNoise::Type)
VARIANT_ENUM_CAST(FastNoise::FractalType)
VARIANT_ENUM_CAST(FastNoise::Interpolation)
VARIANT_ENUM_CAST(FastNoise::CellularDistanceFunction)
VARIANT_ENUM_CAST(FastNoise::CellularReturnType)
#endif // FASTNOISE_NOISE_H