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https://github.com/godotengine/godot
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227 lines
8.4 KiB
C++
227 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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virtual void _validate_property(PropertyInfo &property) const override;
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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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