diff options
-rw-r--r-- | src/noise.cpp | 89 | ||||
-rw-r--r-- | src/noise.h | 7 |
2 files changed, 67 insertions, 29 deletions
diff --git a/src/noise.cpp b/src/noise.cpp index 3874848ad..c038384db 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -270,45 +270,25 @@ float contour(float v) Noise::Noise(NoiseParams *np, int seed, int sx, int sy) { - int nlx, nly; - float ofactor; - - //maximum possible spread value factor - ofactor = (float)(1 << (np->octaves - 1)); - - //noise lattice point count - //(int)(sz * spread * ofactor) is # of lattice points crossed due to length - // + 2 for the two initial endpoints - // + 1 for potentially crossing a boundary due to offset - nlx = (int)(sx * ofactor / np->spread.X) + 3; - nly = (int)(sy * ofactor / np->spread.Y) + 3; - - this->np = np; - this->seed = seed; - this->sx = sx; - this->sy = sy; - this->sz = 1; - this->noisebuf = new float[nlx * nly]; - this->buf = new float[sx * sy]; - this->result = new float[sx * sy]; + init(np, seed, sx, sy, 1); } Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) { - int nlx, nly, nlz; - float ofactor; + init(np, seed, sx, sy, sz); +} - ofactor = (float)(1 << (np->octaves - 1)); - nlx = (int)(sx * ofactor / np->spread.X) + 3; - nly = (int)(sy * ofactor / np->spread.Y) + 3; - nlz = (int)(sz * ofactor / np->spread.Z) + 3; +void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) { this->np = np; this->seed = seed; this->sx = sx; this->sy = sy; this->sz = sz; - this->noisebuf = new float[nlx * nly * nlz]; + + this->noisebuf = NULL; + resizeNoiseBuf(sz > 1); + this->buf = new float[sx * sy * sz]; this->result = new float[sx * sy * sz]; } @@ -321,6 +301,58 @@ Noise::~Noise() { } +void Noise::setSize(int sx, int sy) { + setSize(sx, sy, 1); +} + + +void Noise::setSize(int sx, int sy, int sz) { + this->sx = sx; + this->sy = sy; + this->sz = sz; + + resizeNoiseBuf(sz > 1); + + delete[] buf; + delete[] result; +} + + +void Noise::setSpreadFactor(v3f spread) { + this->np->spread = spread; + + resizeNoiseBuf(sz > 1); +} + + +void Noise::setOctaves(int octaves) { + this->np->octaves = octaves; + + resizeNoiseBuf(sz > 1); +} + + +void Noise::resizeNoiseBuf(bool is3d) { + int nlx, nly, nlz; + float ofactor; + + //maximum possible spread value factor + ofactor = (float)(1 << (np->octaves - 1)); + + //noise lattice point count + //(int)(sz * spread * ofactor) is # of lattice points crossed due to length + // + 2 for the two initial endpoints + // + 1 for potentially crossing a boundary due to offset + nlx = (int)(sx * ofactor / np->spread.X) + 3; + nly = (int)(sy * ofactor / np->spread.Y) + 3; + nlz = is3d ? (int)(sz * ofactor / np->spread.Z) + 3 : 1; + + if (noisebuf) + delete[] noisebuf; + noisebuf = new float[nlx * nly * nlz]; +} + + /* * NB: This algorithm is not optimal in terms of space complexity. The entire * integer lattice of noise points could be done as 2 lines instead, and for 3D, @@ -344,7 +376,6 @@ void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed orig_u = u; //calculate noise point lattice - nlx = (int)(u + sx * step_x) + 2; nly = (int)(v + sy * step_y) + 2; index = 0; diff --git a/src/noise.h b/src/noise.h index 0ab162b73..15df5c25b 100644 --- a/src/noise.h +++ b/src/noise.h @@ -85,6 +85,13 @@ public: Noise(NoiseParams *np, int seed, int sx, int sy, int sz); ~Noise(); + void init(NoiseParams *np, int seed, int sx, int sy, int sz); + void setSize(int sx, int sy); + void setSize(int sx, int sy, int sz); + void setSpreadFactor(v3f spread); + void setOctaves(int octaves); + void resizeNoiseBuf(bool is3d); + void gradientMap2D( float x, float y, float step_x, float step_y, |