#ifndef OPEN_SIMPLEX_NOISE_H #define OPEN_SIMPLEX_NOISE_H /* open_simplex_noise.h */ #include "core/io/image.h" #include "core/object/reference.h" #include "scene/resources/texture.h" #include "thirdparty/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