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		8649ab831d
		
	
	
	
	
		
			
			Default value for cellular jitter should be 1.0, using 0.45 will make the cellular noise look bad
		
			
				
	
	
		
			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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| 
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| #ifndef FASTNOISE_LITE_H
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| #define FASTNOISE_LITE_H
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| 
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| #include "noise.h"
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| 
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| #include "core/io/image.h"
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| #include "core/object/ref_counted.h"
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| #include "scene/resources/gradient.h"
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| 
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| #include <thirdparty/noise/FastNoiseLite.h>
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| 
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| typedef fastnoiselite::FastNoiseLite _FastNoiseLite;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| private:
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| 	_FastNoiseLite _noise;
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| 	_FastNoiseLite _domain_warp_noise;
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| 
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| 	Vector3 offset;
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| 	NoiseType noise_type = TYPE_SIMPLEX_SMOOTH;
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| 
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| 	int seed = 0;
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| 	real_t frequency = 0.01;
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| 
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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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| 
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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 = 1.0;
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| 
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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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| 
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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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| 
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| public:
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| 	FastNoiseLite();
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| 	~FastNoiseLite();
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| 
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| 	// General noise settings.
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| 
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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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| 
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| 	void set_seed(int p_seed);
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| 	int get_seed() const;
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| 
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| 	void set_frequency(real_t p_freq);
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| 	real_t get_frequency() const;
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| 
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| 	void set_offset(Vector3 p_offset);
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| 	Vector3 get_offset() const;
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| 
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| 	// Fractal specific.
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| 
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| 	void set_fractal_type(FractalType p_type);
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| 	FractalType get_fractal_type() const;
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| 
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| 	void set_fractal_octaves(int p_octaves);
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| 	int get_fractal_octaves() const;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	// Cellular specific.
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| 
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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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| 
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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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| 
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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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| 
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| 	// Domain warp specific.
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	void _changed();
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| };
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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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| 
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| #endif // FASTNOISE_LITE_H
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