godot/modules/noise/fastnoise_lite.h

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