open_toontown_panda3d/panda/src/mathutil/perlinNoise3.cxx

97 lines
3.4 KiB
C++

// Filename: perlinNoise3.cxx
// Created by: drose (05Oct05)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#include "perlinNoise3.h"
#include "cmath.h"
////////////////////////////////////////////////////////////////////
// Function: PerlinNoise3::noise
// Access: Published
// Description: Returns the noise function of the three inputs.
////////////////////////////////////////////////////////////////////
double PerlinNoise3::
noise(const LVecBase3d &value) const {
// Convert the vector to our local coordinate space.
LVecBase3d vec = _input_xform.xform_point(value);
double x = vec[0];
double y = vec[1];
double z = vec[2];
// Find unit cube that contains point.
double xf = cfloor(x);
double yf = cfloor(y);
double zf = cfloor(z);
int X = ((int)xf) & _table_size_mask;
int Y = ((int)yf) & _table_size_mask;
int Z = ((int)zf) & _table_size_mask;
// Find relative x,y,z of point in cube.
x -= xf;
y -= yf;
z -= zf;
// Compute fade curves for each of x,y,z.
double u = fade(x);
double v = fade(y);
double w = fade(z);
// Hash coordinates of the 8 cube corners. The 8 corners correspond
// to AA, BA, AB, BB, AA + 1, BA + 1, AB + 1, and BB + 1.
int A = _index[X] + Y;
int AA = _index[A] + Z;
int AB = _index[A + 1] + Z;
int B = _index[X + 1] + Y;
int BA = _index[B] + Z;
int BB = _index[B + 1] + Z;
// and add blended results from 8 corners of cube.
double result =
lerp(w, lerp(v, lerp(u, grad(_index[AA], x, y, z),
grad(_index[BA], x - 1, y, z)),
lerp(u, grad(_index[AB], x, y - 1, z),
grad(_index[BB], x - 1, y - 1, z))),
lerp(v, lerp(u, grad(_index[AA + 1], x, y, z - 1),
grad(_index[BA + 1], x - 1, y, z - 1)),
lerp(u, grad(_index[AB + 1], x, y - 1, z - 1),
grad(_index[BB + 1], x - 1, y - 1, z - 1))));
return result;
}
////////////////////////////////////////////////////////////////////
// Function: PerlinNoise3::init_unscaled_xform
// Access: Private
// Description: Come up with a random rotation to apply to the input
// coordinates. This will reduce the problem of the
// singularities on the axes, by sending the axes in
// some crazy direction.
////////////////////////////////////////////////////////////////////
void PerlinNoise3::
init_unscaled_xform() {
LRotationd rot(_randomizer.random_real_unit(),
_randomizer.random_real_unit(),
_randomizer.random_real_unit(),
_randomizer.random_real_unit());
rot.normalize();
rot.extract_to_matrix(_unscaled_xform);
// And come up with a random translation too, just so the
// singularity at (0, 0, 0) is also unpredicatable.
_unscaled_xform.set_row(3, LVecBase3d(_randomizer.random_real_unit(),
_randomizer.random_real_unit(),
_randomizer.random_real_unit()));
}