/* Copyright: (c) Kayne Ruse 2014 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "perlin_noise.hpp" #include "vector2.hpp" #include //------------------------- //Public access members //------------------------- double SimpleRNG::operator()(double x) { return (x + seed) * 345589144.0 + 1123581321.0; }; Vector2 PerlinNoise::Gradient(Vector2 pos) { //could cache this result double angle = rng(pos.x * pos.y + pos.y); Vector2 v(cos(angle), sin(angle)); v.Normalize(); return v; } double PerlinNoise::Noise(double x, double y, double width, double height) { Vector2 queryPoint = {x, y}; //calc the region's position x = Snap(x, width); y = Snap(y, height); //determine the grid points Vector2 tl = {x, y}; Vector2 tr = {x + width, y}; Vector2 bl = {x, y + height}; Vector2 br = {x + width, y + height}; //influence equasion double s = ScalarProduct(Gradient(tl), queryPoint - tl); double t = ScalarProduct(Gradient(tr), queryPoint - tr); double u = ScalarProduct(Gradient(bl), queryPoint - bl); double v = ScalarProduct(Gradient(br), queryPoint - br); //get the noise double a = s + Curve((t - s) / width); double b = u + Curve((v - u) / width); return a + Curve((b - a) / height); } //------------------------- //Static utility functions //------------------------- double PerlinNoise::Curve(double x) { //param: 0 to 1 inclusive return 3.0 * pow(x, 2.0) - 2.0 * pow(x, 3.0); } double PerlinNoise::Snap(double x, double base) { //snap to a grid (floating point version) return floor(x / base) * base; } double PerlinNoise::ScalarProduct(Vector2 lhs, Vector2 rhs) { //the dot product return lhs.x * rhs.x + lhs.y * rhs.y; }