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<title>Castle Game Engine: CastleNoise</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleNoise</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Uses</td><td>Classes, Interfaces, Objects and Records</td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td>Types</td><td>Constants</td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Generating noise.</p>
<a name="PasDoc-Uses"></a><h2 class="overview">Overview</h2>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
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<td class="itemcode"><code>function <b><a href="CastleNoise.html#InterpolatedNoise2D_None">InterpolatedNoise2D_None</a></b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleNoise.html#InterpolatedNoise2D_Linear">InterpolatedNoise2D_Linear</a></b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleNoise.html#InterpolatedNoise2D_Cosine">InterpolatedNoise2D_Cosine</a></b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleNoise.html#InterpolatedNoise2D_Spline">InterpolatedNoise2D_Spline</a></b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleNoise.html#BlurredInterpolatedNoise2D_None">BlurredInterpolatedNoise2D_None</a></b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleNoise.html#BlurredInterpolatedNoise2D_Linear">BlurredInterpolatedNoise2D_Linear</a></b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleNoise.html#BlurredInterpolatedNoise2D_Cosine">BlurredInterpolatedNoise2D_Cosine</a></b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleNoise.html#BlurredInterpolatedNoise2D_Spline">BlurredInterpolatedNoise2D_Spline</a></b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="InterpolatedNoise2D_None"></a><code>function <b>InterpolatedNoise2D_None</b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<p>
Noise for 2D coords, resulting in float 0..1 range.
<p>This is the interpolated integer noise. That is, values on integer grid points (when X, Y are ints) come from the really independent "integer noise". Values between integer points are interpolated.
<p>Suffix describes interpolation method.
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<td class="itemcode"><a name="InterpolatedNoise2D_Linear"></a><code>function <b>InterpolatedNoise2D_Linear</b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><a name="InterpolatedNoise2D_Cosine"></a><code>function <b>InterpolatedNoise2D_Cosine</b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><a name="InterpolatedNoise2D_Spline"></a><code>function <b>InterpolatedNoise2D_Spline</b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><a name="BlurredInterpolatedNoise2D_None"></a><code>function <b>BlurredInterpolatedNoise2D_None</b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<p>
Noise for 2D coords, resulting in float 0..1 range, additionally blurred.
<p>Blurring smooths the noise by averaging values a little with neighbors (just like blur on normal 2D images). This helps for 2D noise to be less vertical/horizontal oriented.
<p>BlurredInterpolatedNoise* functions first blur the IntegerNoise, and then blurred noise is interpolated. Results are the same as the other way around (first interpolate IntegerNoise, and only then blur it), and marginally faster.
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<td class="itemcode"><a name="BlurredInterpolatedNoise2D_Linear"></a><code>function <b>BlurredInterpolatedNoise2D_Linear</b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><a name="BlurredInterpolatedNoise2D_Cosine"></a><code>function <b>BlurredInterpolatedNoise2D_Cosine</b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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<td class="itemcode"><a name="BlurredInterpolatedNoise2D_Spline"></a><code>function <b>BlurredInterpolatedNoise2D_Spline</b>(const X, Y: Single; const Seed: Cardinal): Single;</code></td>
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