forked from Mirrorlandia_minetest/minetest
242 lines
6.6 KiB
C++
242 lines
6.6 KiB
C++
/*
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* Minetest
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* Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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* Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include "irr_v3d.h"
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#include "exceptions.h"
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#include "util/string.h"
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#if defined(RANDOM_MIN)
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#undef RANDOM_MIN
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#endif
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#if defined(RANDOM_MAX)
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#undef RANDOM_MAX
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#endif
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extern FlagDesc flagdesc_noiseparams[];
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// Note: this class is not polymorphic so that its high level of
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// optimizability may be preserved in the common use case
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class PseudoRandom {
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public:
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const static u32 RANDOM_RANGE = 32767;
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inline PseudoRandom(int seed=0):
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m_next(seed)
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{
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}
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inline void seed(int seed)
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{
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m_next = seed;
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}
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inline int next()
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{
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m_next = m_next * 1103515245 + 12345;
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return (unsigned)(m_next / 65536) % (RANDOM_RANGE + 1);
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}
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inline int range(int min, int max)
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{
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if (max < min)
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throw PrngException("Invalid range (max < min)");
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/*
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Here, we ensure the range is not too large relative to RANDOM_MAX,
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as otherwise the effects of bias would become noticable. Unlike
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PcgRandom, we cannot modify this RNG's range as it would change the
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output of this RNG for reverse compatibility.
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*/
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if ((u32)(max - min) > (RANDOM_RANGE + 1) / 10)
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throw PrngException("Range too large");
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return (next() % (max - min + 1)) + min;
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}
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private:
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int m_next;
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};
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class PcgRandom {
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public:
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const static s32 RANDOM_MIN = -0x7fffffff - 1;
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const static s32 RANDOM_MAX = 0x7fffffff;
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const static u32 RANDOM_RANGE = 0xffffffff;
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PcgRandom(u64 state=0x853c49e6748fea9bULL, u64 seq=0xda3e39cb94b95bdbULL);
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void seed(u64 state, u64 seq=0xda3e39cb94b95bdbULL);
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u32 next();
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u32 range(u32 bound);
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s32 range(s32 min, s32 max);
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void bytes(void *out, size_t len);
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s32 randNormalDist(s32 min, s32 max, int num_trials=6);
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private:
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u64 m_state;
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u64 m_inc;
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};
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#define NOISE_FLAG_DEFAULTS 0x01
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#define NOISE_FLAG_EASED 0x02
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#define NOISE_FLAG_ABSVALUE 0x04
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//// TODO(hmmmm): implement these!
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#define NOISE_FLAG_POINTBUFFER 0x08
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#define NOISE_FLAG_SIMPLEX 0x10
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struct NoiseParams {
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float offset = 0.0f;
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float scale = 1.0f;
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v3f spread = v3f(250, 250, 250);
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s32 seed = 12345;
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u16 octaves = 3;
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float persist = 0.6f;
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float lacunarity = 2.0f;
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u32 flags = NOISE_FLAG_DEFAULTS;
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NoiseParams() = default;
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NoiseParams(float offset_, float scale_, const v3f &spread_, s32 seed_,
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u16 octaves_, float persist_, float lacunarity_,
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u32 flags_=NOISE_FLAG_DEFAULTS)
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{
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offset = offset_;
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scale = scale_;
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spread = spread_;
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seed = seed_;
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octaves = octaves_;
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persist = persist_;
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lacunarity = lacunarity_;
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flags = flags_;
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}
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};
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class Noise {
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public:
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NoiseParams np;
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s32 seed;
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u32 sx;
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u32 sy;
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u32 sz;
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float *noise_buf = nullptr;
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float *gradient_buf = nullptr;
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float *persist_buf = nullptr;
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float *result = nullptr;
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Noise(const NoiseParams *np, s32 seed, u32 sx, u32 sy, u32 sz=1);
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~Noise();
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void setSize(u32 sx, u32 sy, u32 sz=1);
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void setSpreadFactor(v3f spread);
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void setOctaves(int octaves);
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void gradientMap2D(
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float x, float y,
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float step_x, float step_y,
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s32 seed);
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void gradientMap3D(
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float x, float y, float z,
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float step_x, float step_y, float step_z,
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s32 seed);
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float *perlinMap2D(float x, float y, float *persistence_map=NULL);
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float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);
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inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff,
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float *persistence_map=NULL)
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{
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return perlinMap2D(
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x + xoff * np.spread.X,
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y + yoff * np.spread.Y,
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persistence_map);
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}
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inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff,
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float z, float zoff, float *persistence_map=NULL)
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{
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return perlinMap3D(
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x + xoff * np.spread.X,
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y + yoff * np.spread.Y,
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z + zoff * np.spread.Z,
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persistence_map);
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}
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private:
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void allocBuffers();
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void resizeNoiseBuf(bool is3d);
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void updateResults(float g, float *gmap, const float *persistence_map,
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size_t bufsize);
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};
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float NoisePerlin2D(const NoiseParams *np, float x, float y, s32 seed);
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float NoisePerlin3D(const NoiseParams *np, float x, float y, float z, s32 seed);
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inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
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float y, float yoff, s32 seed)
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{
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return NoisePerlin2D(np,
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x + xoff * np->spread.X,
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y + yoff * np->spread.Y,
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seed);
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}
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inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
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float y, float yoff, float z, float zoff, s32 seed)
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{
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return NoisePerlin3D(np,
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x + xoff * np->spread.X,
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y + yoff * np->spread.Y,
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z + zoff * np->spread.Z,
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seed);
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}
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// Return value: -1 ... 1
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float noise2d(int x, int y, s32 seed);
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float noise3d(int x, int y, int z, s32 seed);
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float noise2d_gradient(float x, float y, s32 seed, bool eased=true);
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float noise3d_gradient(float x, float y, float z, s32 seed, bool eased=false);
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float noise2d_perlin(float x, float y, s32 seed,
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int octaves, float persistence, bool eased=true);
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float noise2d_perlin_abs(float x, float y, s32 seed,
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int octaves, float persistence, bool eased=true);
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float noise3d_perlin(float x, float y, float z, s32 seed,
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int octaves, float persistence, bool eased=false);
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float noise3d_perlin_abs(float x, float y, float z, s32 seed,
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int octaves, float persistence, bool eased=false);
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inline float easeCurve(float t)
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{
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return t * t * t * (t * (6.f * t - 15.f) + 10.f);
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}
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float contour(float v);
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