63 lines
2.3 KiB
Plaintext
63 lines
2.3 KiB
Plaintext
// Filename: perlinNoise3.I
|
|
// Created by: drose (05Oct05)
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// PANDA 3D SOFTWARE
|
|
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
|
|
//
|
|
// All use of this software is subject to the terms of the Panda 3d
|
|
// Software license. You should have received a copy of this license
|
|
// along with this source code; you will also find a current copy of
|
|
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
|
|
//
|
|
// To contact the maintainers of this program write to
|
|
// panda3d-general@lists.sourceforge.net .
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PerlinNoise3::noise
|
|
// Access: Published
|
|
// Description: Returns the noise function of the three inputs.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE double PerlinNoise3::
|
|
noise(double x, double y, double z) {
|
|
return noise(LVecBase3d(x, y, z));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PerlinNoise3::noise
|
|
// Access: Published
|
|
// Description: Returns the noise function of the three inputs.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE float PerlinNoise3::
|
|
noise(const LVecBase3f &value) {
|
|
return (float)noise(value[0], value[1], value[2]);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PerlinNoise3::grad
|
|
// Access: Private, Static
|
|
// Description: Returns the dot product of a random gradient vector
|
|
// (determined by the hash code) with the indicated
|
|
// offset vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE double PerlinNoise3::
|
|
grad(int hash, double x, double y, double z) {
|
|
// Convert lo 4 bits of hash code into 12 gradient directions.
|
|
|
|
int h = hash & 15;
|
|
return _grad_table[h].dot(LVector3d(x, y, z));
|
|
|
|
/*
|
|
This is Perlin's reference code, but the table lookup above is
|
|
slightly faster (no jump instructions) and produces exactly the
|
|
same results.
|
|
double u = (h < 8) ? x : y;
|
|
double v = (h < 4) ? y : ((h == 12 || h == 14) ? x : z);
|
|
return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
|
|
*/
|
|
}
|