#ifndef FASTNOISE_NOISE_H #define FASTNOISE_NOISE_H #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/object/reference.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 Reference { GDCLASS(FastNoise, Reference) 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 other_noise); Ref 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 _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