File: PerlinNoise.cpp

package info (click to toggle)
kicad 5.0.2%2Bdfsg1-1
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 234,592 kB
  • sloc: cpp: 505,330; ansic: 57,038; python: 4,886; sh: 879; awk: 294; makefile: 253; xml: 103; perl: 5
file content (212 lines) | stat: -rw-r--r-- 7,692 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
/*
 * This program source code file is part of KiCad, a free EDA CAD application.
 *
 * Copyright (C) 2016 Mario Luzeiro <mrluzeiro@ua.pt>
 * Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, you may find one here:
 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
 * or you may search the http://www.gnu.org website for the version 2 license,
 * or you may write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA
 */

/**
 * @file  PerlinNoise.h
 * @brief This source code comes from the project:
 * https://github.com/sol-prog/Perlin_Noise
 *
 * It was changed to work with floats instead of doubles
 *
 * Original copyright notice:
 *
 * Perlin_Noise
 * Here you could find the code for "Perlin noise in C++11", for more informations visit the project webpage:
 * http://solarianprogrammer.com/2012/07/18/perlin-noise-cpp-11/
 * You could use this program under the terms of GPL v3, for more details see:
 * http://www.gnu.org/copyleft/gpl.html
 * Copyright 2012 Sol from www.solarianprogrammer.com
 */

#include "PerlinNoise.h"
#include <cmath>
#include <iostream>
#include <cmath>
#include <random>
#include <algorithm>
#include <numeric>

// THIS IS A DIRECT TRANSLATION TO C++11 FROM THE REFERENCE
// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/)
// THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN

// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR
// (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION)

// Initialize with the reference values for the permutation vector
PerlinNoise::PerlinNoise()
{

    // Initialize the permutation vector with the reference values
    p = {
        151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
        8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
        35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
        134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
        55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
        18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
        250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
        189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
        43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
        97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
        107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
        138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };

    // Duplicate the permutation vector
    p.insert(p.end(), p.begin(), p.end());
}

// Generate a new permutation vector based on the value of seed
PerlinNoise::PerlinNoise( unsigned int seed )
{
    p.resize( 256 );

    // Fill p with values from 0 to 255
    std::iota( p.begin(), p.end(), 0 );

    // Initialize a random engine with seed
    std::default_random_engine engine( seed );

    // Suffle  using the above random engine
    std::shuffle( p.begin(), p.end(), engine );

    // Duplicate the permutation vector
    p.insert( p.end(), p.begin(), p.end() );
}

float PerlinNoise::noise( float x, float y, float z ) const
{
    // Find the unit cube that contains the point
    int X = static_cast<int>( std::floor( x ) ) & 255;
    int Y = static_cast<int>( std::floor( y ) ) & 255;
    int Z = static_cast<int>( std::floor( z ) ) & 255;

    // Find relative x, y,z of point in cube
    x -= std::floor( x );
    y -= std::floor( y );
    z -= std::floor( z );

    // Compute fade curves for each of x, y, z
    const float u = fade( x );
    const float v = fade( y );
    const float w = fade( z );

    // Hash coordinates of the 8 cube corners
    const int A   = p[X] + Y;
    const int AA  = p[A] + Z;
    const int AB  = p[A + 1] + Z;
    const int B   = p[X + 1] + Y;
    const int BA  = p[B] + Z;
    const int BB  = p[B + 1] + Z;

    // Add blended results from 8 corners of cube
    const float res = lerp( w,
                            lerp( v,
                                    lerp( u,
                                          grad( p[AA], x    , y, z),
                                          grad( p[BA], x - 1, y, z) ),
                                    lerp( u,
                                          grad( p[AB], x    , y - 1, z ),
                                          grad( p[BB], x - 1, y - 1, z) ) ),
                              lerp( v,
                                    lerp( u,
                                          grad( p[AA + 1], x    , y, z - 1 ),
                                          grad( p[BA + 1], x - 1, y, z - 1) ),
                                    lerp( u,
                                          grad( p[AB + 1], x    , y - 1, z - 1 ),
                                          grad( p[BB + 1], x - 1, y - 1, z - 1 ) ) ) );

    return (res + 1.0f) / 2.0f;
}


float PerlinNoise::noise( float x, float y ) const
{
    // Find the unit cube that contains the point
    int X = static_cast<int>( std::floor( x ) ) & 255;
    int Y = static_cast<int>( std::floor( y ) ) & 255;

    // Find relative x, y,z of point in cube
    x -= std::floor( x );
    y -= std::floor( y );

    // Compute fade curves for each of x, y
    const float u = fade( x );
    const float v = fade( y );

    // Hash coordinates of the 8 cube corners
    const int A   = p[X] + Y;
    const int AA  = p[A] + 0;
    const int AB  = p[A + 1] + 0;
    const int B   = p[X + 1] + Y;
    const int BA  = p[B] + 0;
    const int BB  = p[B + 1] + 0;

    // Add blended results from 8 corners of cube
    const float res = lerp( v,
                            lerp( u,
                                  grad( p[AA], x    , y ),
                                  grad( p[BA], x - 1, y ) ),
                            lerp( u,
                                  grad( p[AB], x    , y - 1 ),
                                  grad( p[BB], x - 1, y - 1 ) ) );

    return (res + 1.0f) / 2.0f;
}


float PerlinNoise::fade( float t ) const
{
    return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
}


float PerlinNoise::lerp( float t, float a, float b ) const
{
    return a + t * (b - a);
}


float PerlinNoise::grad( int hash, float x, float y, float z ) const
{
    const int h = hash & 15;

    // Convert lower 4 bits of hash inot 12 gradient directions
    const float u = h < 8 ? x : y;
    const float v = h < 4 ? y : h == 12 || h == 14 ? x : z;

    return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}


float PerlinNoise::grad( int hash, float x, float y ) const
{
    const int h = hash & 15;

    // Convert lower 4 bits of hash inot 12 gradient directions
    const float u = h < 8 ? x : y;
    const float v = h < 4 ? y : h == 12 || h == 14 ? x : 0.0f;

    return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}