#ifndef OPEN_SIMPLEX_NOISE_H #define OPEN_SIMPLEX_NOISE_H /*************************************************************************/ /* open_simplex_noise.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/io/image.h" #include "core/object/reference.h" #include "scene/resources/texture.h" #include "thirdparty/misc/open-simplex-noise.h" class OpenSimplexNoise : public Resource { GDCLASS(OpenSimplexNoise, Resource); OBJ_SAVE_TYPE(OpenSimplexNoise); // The maximum number of octaves allowed. Note that these are statically allocated. // Higher values become exponentially slower, so this shouldn't be set too high // to avoid freezing the editor for long periods of time. static const int MAX_OCTAVES = 9; osn_context contexts[MAX_OCTAVES]; int seed; float persistence; // Controls details, value in [0,1]. Higher increases grain, lower increases smoothness. int octaves; // Number of noise layers float period; // Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain. float lacunarity; // Controls period change across octaves. 2 is usually a good value to address all detail levels. public: OpenSimplexNoise(); ~OpenSimplexNoise(); void _init_seeds(); void set_seed(int seed); int get_seed() const; void set_octaves(int p_octaves); int get_octaves() const { return octaves; } void set_period(float p_period); float get_period() const { return period; } void set_persistence(float p_persistence); float get_persistence() const { return persistence; } void set_lacunarity(float p_lacunarity); float get_lacunarity() const { return lacunarity; } Ref get_image(int p_width, int p_height, const Vector2 &p_noise_offset = Vector2()) const; Ref get_seamless_image(int p_size) const; float get_noise_1d(float x) const; float get_noise_2d(float x, float y) const; float get_noise_3d(float x, float y, float z) const; float get_noise_4d(float x, float y, float z, float w) const; _FORCE_INLINE_ float _get_octave_noise_2d(int octave, float x, float y) const { return open_simplex_noise2(&(contexts[octave]), x, y); } _FORCE_INLINE_ float _get_octave_noise_3d(int octave, float x, float y, float z) const { return open_simplex_noise3(&(contexts[octave]), x, y, z); } _FORCE_INLINE_ float _get_octave_noise_4d(int octave, float x, float y, float z, float w) const { return open_simplex_noise4(&(contexts[octave]), x, y, z, w); } // Convenience _FORCE_INLINE_ float get_noise_2dv(const Vector2 &v) const { return get_noise_2d(v.x, v.y); } _FORCE_INLINE_ float get_noise_3dv(const Vector3 &v) const { return get_noise_3d(v.x, v.y, v.z); } protected: static void _bind_methods(); }; #endif // OPEN_SIMPLEX_NOISE_H