historical/toontown-classic.git/panda/include/perlinNoise2.I
2024-01-16 11:20:27 -06:00

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file perlinNoise2.I
* @author drose
* @date 2005-10-05
*/
/**
* Randomizes the tables to make a unique noise function. Uses a default
* scale (noise frequency), table size, and seed.
*/
INLINE PerlinNoise2::
PerlinNoise2() :
PerlinNoise(256, 0)
{
init_unscaled_xform();
_input_xform = _unscaled_xform;
}
/**
* Randomizes the tables to make a unique noise function.
*
* If seed is nonzero, it is used to define the tables; if it is zero a random
* seed is generated.
*/
INLINE PerlinNoise2::
PerlinNoise2(double sx, double sy,
int table_size, unsigned long seed) :
PerlinNoise(table_size, seed)
{
init_unscaled_xform();
set_scale(sx, sy);
}
/**
* Makes an exact copy of the existing PerlinNoise object, including its
* random seed.
*/
INLINE PerlinNoise2::
PerlinNoise2(const PerlinNoise2 &copy) :
PerlinNoise(copy),
_unscaled_xform(copy._unscaled_xform),
_input_xform(copy._input_xform)
{
}
/**
* Makes an exact copy of the existing PerlinNoise object, including its
* random seed.
*/
INLINE void PerlinNoise2::
operator = (const PerlinNoise2 &copy) {
PerlinNoise::operator = (copy);
_unscaled_xform = copy._unscaled_xform;
_input_xform = copy._input_xform;
}
/**
* Changes the scale (frequency) of the noise.
*/
INLINE void PerlinNoise2::
set_scale(double scale) {
set_scale(scale, scale);
}
/**
* Changes the scale (frequency) of the noise.
*/
INLINE void PerlinNoise2::
set_scale(double x, double y) {
set_scale(LVecBase2d(x, y));
}
/**
* Changes the scale (frequency) of the noise.
*/
INLINE void PerlinNoise2::
set_scale(const LVecBase2f &value) {
set_scale(value[0], value[1]);
}
/**
* Changes the scale (frequency) of the noise.
*/
INLINE void PerlinNoise2::
set_scale(const LVecBase2d &value) {
_input_xform = LMatrix3d::scale_mat(1.0f / value[0], 1.0f / value[1]) * _unscaled_xform;
}
/**
* Returns the noise function of the three inputs.
*/
INLINE double PerlinNoise2::
noise(double x, double y) const {
return noise(LVecBase2d(x, y));
}
/**
* Returns the noise function of the three inputs.
*/
INLINE float PerlinNoise2::
noise(const LVecBase2f &value) const {
return (float)noise(value[0], value[1]);
}
/**
* Returns the noise function of the two inputs.
*/
INLINE double PerlinNoise2::
operator ()(double x, double y) const {
return noise(x, y);
}
/**
* Returns the noise function of the two inputs.
*/
INLINE float PerlinNoise2::
operator ()(const LVecBase2f &value) const {
return noise(value);
}
/**
* Returns the noise function of the two inputs.
*/
INLINE double PerlinNoise2::
operator ()(const LVecBase2d &value) const {
return noise(value);
}
/**
* Returns the dot product of a random gradient vector (determined by the hash
* code) with the indicated offset vector.
*/
INLINE double PerlinNoise2::
grad(int hash, double x, double y) {
// Convert low 3 bits of hash code into 8 gradient directions.
switch (hash & 7) {
// Four corners.
case 0: return x + y;
case 1: return x - y;
case 2: return -x + y;
case 3: return -x - y;
// Four edges. Here we scale by 1.707 to make all the vectors equal
// length, and to make their lengths consistent with PerlinNoise3.
case 4: return 1.707 * x;
case 5: return 1.707 * y;
case 6: return -1.707 * x;
case 7: return -1.707 * y;
}
nassertr(false, 0);
return 0;
}