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As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
228 lines
8.4 KiB
C++
228 lines
8.4 KiB
C++
/**************************************************************************/
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/* fastnoise_lite.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef FASTNOISE_LITE_H
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#define FASTNOISE_LITE_H
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#include "core/io/image.h"
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#include "core/object/ref_counted.h"
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#include "noise.h"
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#include "scene/resources/gradient.h"
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#include <thirdparty/noise/FastNoiseLite.h>
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typedef fastnoiselite::FastNoiseLite _FastNoiseLite;
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class FastNoiseLite : public Noise {
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GDCLASS(FastNoiseLite, Noise);
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OBJ_SAVE_TYPE(FastNoiseLite);
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public:
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enum NoiseType {
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TYPE_SIMPLEX = _FastNoiseLite::NoiseType_OpenSimplex2,
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TYPE_SIMPLEX_SMOOTH = _FastNoiseLite::NoiseType_OpenSimplex2S,
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TYPE_CELLULAR = _FastNoiseLite::NoiseType_Cellular,
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TYPE_PERLIN = _FastNoiseLite::NoiseType_Perlin,
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TYPE_VALUE_CUBIC = _FastNoiseLite::NoiseType_ValueCubic,
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TYPE_VALUE = _FastNoiseLite::NoiseType_Value,
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};
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enum FractalType {
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FRACTAL_NONE = _FastNoiseLite::FractalType_None,
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FRACTAL_FBM = _FastNoiseLite::FractalType_FBm,
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FRACTAL_RIDGED = _FastNoiseLite::FractalType_Ridged,
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FRACTAL_PING_PONG = _FastNoiseLite::FractalType_PingPong,
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};
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enum CellularDistanceFunction {
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DISTANCE_EUCLIDEAN = _FastNoiseLite::CellularDistanceFunction_Euclidean,
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DISTANCE_EUCLIDEAN_SQUARED = _FastNoiseLite::CellularDistanceFunction_EuclideanSq,
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DISTANCE_MANHATTAN = _FastNoiseLite::CellularDistanceFunction_Manhattan,
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DISTANCE_HYBRID = _FastNoiseLite::CellularDistanceFunction_Hybrid
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};
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enum CellularReturnType {
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RETURN_CELL_VALUE = _FastNoiseLite::CellularReturnType_CellValue,
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RETURN_DISTANCE = _FastNoiseLite::CellularReturnType_Distance,
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RETURN_DISTANCE2 = _FastNoiseLite::CellularReturnType_Distance2,
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RETURN_DISTANCE2_ADD = _FastNoiseLite::CellularReturnType_Distance2Add,
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RETURN_DISTANCE2_SUB = _FastNoiseLite::CellularReturnType_Distance2Sub,
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RETURN_DISTANCE2_MUL = _FastNoiseLite::CellularReturnType_Distance2Mul,
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RETURN_DISTANCE2_DIV = _FastNoiseLite::CellularReturnType_Distance2Div
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};
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enum DomainWarpType {
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DOMAIN_WARP_SIMPLEX = _FastNoiseLite::DomainWarpType_OpenSimplex2,
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DOMAIN_WARP_SIMPLEX_REDUCED = _FastNoiseLite::DomainWarpType_OpenSimplex2Reduced,
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DOMAIN_WARP_BASIC_GRID = _FastNoiseLite::DomainWarpType_BasicGrid
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};
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enum DomainWarpFractalType {
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DOMAIN_WARP_FRACTAL_NONE,
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DOMAIN_WARP_FRACTAL_PROGRESSIVE,
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DOMAIN_WARP_FRACTAL_INDEPENDENT
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};
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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private:
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_FastNoiseLite _noise;
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_FastNoiseLite _domain_warp_noise;
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Vector3 offset;
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NoiseType noise_type = TYPE_SIMPLEX_SMOOTH;
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int seed = 0;
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real_t frequency = 0.01;
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// Fractal specific.
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FractalType fractal_type = FRACTAL_FBM;
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int fractal_octaves = 5;
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real_t fractal_lacunarity = 2;
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real_t fractal_gain = 0.5;
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real_t fractal_weighted_strength = 0;
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real_t fractal_ping_pong_strength = 2;
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// Cellular specific.
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CellularDistanceFunction cellular_distance_function = DISTANCE_EUCLIDEAN;
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CellularReturnType cellular_return_type = RETURN_DISTANCE;
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real_t cellular_jitter = 0.45;
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// Domain warp specific.
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bool domain_warp_enabled = false;
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DomainWarpType domain_warp_type = DOMAIN_WARP_SIMPLEX;
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real_t domain_warp_amplitude = 30.0;
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real_t domain_warp_frequency = 0.05;
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DomainWarpFractalType domain_warp_fractal_type = DOMAIN_WARP_FRACTAL_PROGRESSIVE;
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int domain_warp_fractal_octaves = 5;
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real_t domain_warp_fractal_lacunarity = 6;
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real_t domain_warp_fractal_gain = 0.5;
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// This needs manual conversion because Godots Inspector property API does not support discontiguous enum indices.
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_FastNoiseLite::FractalType _convert_domain_warp_fractal_type_enum(DomainWarpFractalType p_domain_warp_fractal_type);
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public:
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FastNoiseLite();
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~FastNoiseLite();
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// General noise settings.
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void set_noise_type(NoiseType p_noise_type);
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NoiseType get_noise_type() const;
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void set_seed(int p_seed);
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int get_seed() const;
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void set_frequency(real_t p_freq);
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real_t get_frequency() const;
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void set_offset(Vector3 p_offset);
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Vector3 get_offset() const;
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// Fractal specific.
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void set_fractal_type(FractalType p_type);
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FractalType get_fractal_type() const;
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void set_fractal_octaves(int p_octaves);
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int get_fractal_octaves() const;
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void set_fractal_lacunarity(real_t p_lacunarity);
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real_t get_fractal_lacunarity() const;
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void set_fractal_gain(real_t p_gain);
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real_t get_fractal_gain() const;
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void set_fractal_weighted_strength(real_t p_weighted_strength);
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real_t get_fractal_weighted_strength() const;
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void set_fractal_ping_pong_strength(real_t p_ping_pong_strength);
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real_t get_fractal_ping_pong_strength() const;
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// Cellular specific.
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void set_cellular_distance_function(CellularDistanceFunction p_func);
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CellularDistanceFunction get_cellular_distance_function() const;
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void set_cellular_return_type(CellularReturnType p_ret);
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CellularReturnType get_cellular_return_type() const;
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void set_cellular_jitter(real_t p_jitter);
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real_t get_cellular_jitter() const;
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// Domain warp specific.
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void set_domain_warp_enabled(bool p_enabled);
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bool is_domain_warp_enabled() const;
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void set_domain_warp_type(DomainWarpType p_domain_warp_type);
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DomainWarpType get_domain_warp_type() const;
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void set_domain_warp_amplitude(real_t p_amplitude);
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real_t get_domain_warp_amplitude() const;
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void set_domain_warp_frequency(real_t p_frequency);
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real_t get_domain_warp_frequency() const;
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void set_domain_warp_fractal_type(DomainWarpFractalType p_domain_warp_fractal_type);
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DomainWarpFractalType get_domain_warp_fractal_type() const;
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void set_domain_warp_fractal_octaves(int p_octaves);
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int get_domain_warp_fractal_octaves() const;
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void set_domain_warp_fractal_lacunarity(real_t p_lacunarity);
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real_t get_domain_warp_fractal_lacunarity() const;
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void set_domain_warp_fractal_gain(real_t p_gain);
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real_t get_domain_warp_fractal_gain() const;
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// Interface methods.
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real_t get_noise_1d(real_t p_x) const override;
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real_t get_noise_2dv(Vector2 p_v) const override;
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real_t get_noise_2d(real_t p_x, real_t p_y) const override;
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real_t get_noise_3dv(Vector3 p_v) const override;
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real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const override;
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void _changed();
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};
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VARIANT_ENUM_CAST(FastNoiseLite::NoiseType);
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VARIANT_ENUM_CAST(FastNoiseLite::FractalType);
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VARIANT_ENUM_CAST(FastNoiseLite::CellularDistanceFunction);
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VARIANT_ENUM_CAST(FastNoiseLite::CellularReturnType);
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VARIANT_ENUM_CAST(FastNoiseLite::DomainWarpType);
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VARIANT_ENUM_CAST(FastNoiseLite::DomainWarpFractalType);
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#endif // FASTNOISE_LITE_H
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