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Fix and improve noise map functions
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@ -367,6 +367,7 @@ void Noise::resizeNoiseBuf(bool is3d) {
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* values from the previous noise lattice as midpoints in the new lattice for the
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* next octave.
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*/
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#define idx(x, y) ((y) * nlx + (x))
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void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) {
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float v00, v01, v10, v11, u, v, orig_u;
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int index, i, j, x0, y0, noisex, noisey;
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@ -387,25 +388,26 @@ void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed
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noisebuf[index++] = noise2d(x0 + i, y0 + j, seed);
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//calculate interpolations
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index = 0;
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noisey = 0;
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for (j = 0; j != sy; j++) {
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v00 = noisebuf[noisey * nlx];
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v10 = noisebuf[noisey * nlx + 1];
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v01 = noisebuf[(noisey + 1) * nlx];
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v11 = noisebuf[(noisey + 1) * nlx + 1];
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v00 = noisebuf[idx(0, noisey)];
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v10 = noisebuf[idx(1, noisey)];
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v01 = noisebuf[idx(0, noisey + 1)];
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v11 = noisebuf[idx(1, noisey + 1)];
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u = orig_u;
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noisex = 0;
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for (i = 0; i != sx; i++) {
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buf[j * sx + i] = biLinearInterpolation(v00, v10, v01, v11, u, v);
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buf[index++] = biLinearInterpolation(v00, v10, v01, v11, u, v);
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u += step_x;
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if (u >= 1.0) {
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u -= 1.0;
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noisex++;
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v00 = v10;
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v01 = v11;
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v10 = noisebuf[noisey * nlx + noisex + 1];
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v11 = noisebuf[(noisey + 1) * nlx + noisex + 1];
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v10 = noisebuf[idx(noisex + 1, noisey)];
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v11 = noisebuf[idx(noisex + 1, noisey + 1)];
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}
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}
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@ -416,14 +418,16 @@ void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed
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}
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}
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}
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#undef idx
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#define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
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void Noise::gradientMap3D(float x, float y, float z,
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float step_x, float step_y, float step_z,
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int seed) {
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float v000, v010, v100, v110;
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float v001, v011, v101, v111;
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float u, v, w, orig_u, orig_w;
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float u, v, w, orig_u, orig_v;
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int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
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int nlx, nly, nlz;
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@ -434,49 +438,39 @@ void Noise::gradientMap3D(float x, float y, float z,
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v = y - (float)y0;
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w = z - (float)z0;
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orig_u = u;
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orig_w = w;
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orig_v = v;
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//calculate noise point lattice
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nlx = (int)(u + sx * step_x) + 2;
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nly = (int)(v + sy * step_y) + 2;
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nlz = (int)(v + sy * step_z) + 2;
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nlz = (int)(w + sz * step_z) + 2;
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index = 0;
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for (k = 0; k != nlz; k++)
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for (j = 0; j != nly; j++)
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for (i = 0; i != nlx; i++)
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noisebuf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed);
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#define index(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
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//calculate interpolations
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index = 0;
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noisey = 0;
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noisez = 0;
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for (k = 0; k != sz; k++) {
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v000 = noisebuf[index(0, noisey, noisez)];
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v100 = noisebuf[index(1, noisey, noisez)];
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v010 = noisebuf[index(0, noisey + 1, noisez)];
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v110 = noisebuf[index(1, noisey + 1, noisez)];
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v001 = noisebuf[index(0, noisey, noisez + 1)];
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v101 = noisebuf[index(1, noisey, noisez + 1)];
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v011 = noisebuf[index(0, noisey + 1, noisez + 1)];
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v111 = noisebuf[index(1, noisey + 1, noisez + 1)];
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w = orig_w;
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v = orig_v;
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noisey = 0;
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for (j = 0; j != sy; j++) {
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v000 = noisebuf[index(0, noisey, noisez)];
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v100 = noisebuf[index(1, noisey, noisez)];
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v010 = noisebuf[index(0, noisey + 1, noisez)];
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v110 = noisebuf[index(1, noisey + 1, noisez)];
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v001 = noisebuf[index(0, noisey, noisez + 1)];
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v101 = noisebuf[index(1, noisey, noisez + 1)];
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v011 = noisebuf[index(0, noisey + 1, noisez + 1)];
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v111 = noisebuf[index(1, noisey + 1, noisez + 1)];
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v000 = noisebuf[idx(0, noisey, noisez)];
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v100 = noisebuf[idx(1, noisey, noisez)];
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v010 = noisebuf[idx(0, noisey + 1, noisez)];
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v110 = noisebuf[idx(1, noisey + 1, noisez)];
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v001 = noisebuf[idx(0, noisey, noisez + 1)];
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v101 = noisebuf[idx(1, noisey, noisez + 1)];
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v011 = noisebuf[idx(0, noisey + 1, noisez + 1)];
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v111 = noisebuf[idx(1, noisey + 1, noisez + 1)];
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u = orig_u;
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noisex = 0;
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for (i = 0; i != sx; i++) {
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buf[j * sx + i] = triLinearInterpolation(
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buf[index++] = triLinearInterpolation(
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v000, v100, v010, v110,
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v001, v101, v011, v111,
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u, v, w);
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@ -486,12 +480,12 @@ void Noise::gradientMap3D(float x, float y, float z,
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noisex++;
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v000 = v100;
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v010 = v110;
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v100 = noisebuf[index(noisex + 1, noisey, noisez)];
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v110 = noisebuf[index(noisex + 1, noisey + 1, noisez)];
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v100 = noisebuf[idx(noisex + 1, noisey, noisez)];
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v110 = noisebuf[idx(noisex + 1, noisey + 1, noisez)];
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v001 = v101;
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v011 = v111;
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v101 = noisebuf[index(noisex + 1, noisey, noisez + 1)];
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v111 = noisebuf[index(noisex + 1, noisey + 1, noisez + 1)];
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v101 = noisebuf[idx(noisex + 1, noisey, noisez + 1)];
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v111 = noisebuf[idx(noisex + 1, noisey + 1, noisez + 1)];
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}
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}
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@ -509,6 +503,7 @@ void Noise::gradientMap3D(float x, float y, float z,
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}
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}
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}
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#undef idx
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float *Noise::perlinMap2D(float x, float y) {
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