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Recommendation is to avoid using the year nomenclature as this information is already encoded in the git repo. Avoids needing to repeatly update. Also updates AUTHORS.txt from current repo with contributor names
202 lines
7.0 KiB
C++
202 lines
7.0 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file PerlinNoise.h
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* @brief This source code comes from the project: https://github.com/sol-prog/Perlin_Noise
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*
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* It was changed to work with floats instead of doubles
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*
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* Original copyright notice:
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*
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* Perlin_Noise
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* Here you could find the code for "Perlin noise in C++11", for more information visit the
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* project webpage at http://solarianprogrammer.com/2012/07/18/perlin-noise-cpp-11/
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* You could use this program under the terms of GPL v3, for more details see:
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* http://www.gnu.org/copyleft/gpl.html
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* Copyright 2012 Sol from www.solarianprogrammer.com
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*/
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#include "PerlinNoise.h"
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#include <cmath>
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#include <random>
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#include <algorithm>
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#include <numeric>
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// THIS IS A DIRECT TRANSLATION TO C++11 FROM THE REFERENCE
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// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/)
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// THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN
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// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR
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// (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION)
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// Initialize with the reference values for the permutation vector
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PerlinNoise::PerlinNoise()
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{
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// Initialize the permutation vector with the reference values
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p = {
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151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
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8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
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35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
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134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
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55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
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18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
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250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
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189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
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43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
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97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
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107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
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// Duplicate the permutation vector
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auto oldsize = p.size();
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p.resize( 2 * p.size() );
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std::copy_n( p.begin(), oldsize, p.begin() + oldsize );
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}
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PerlinNoise::PerlinNoise( unsigned int seed )
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{
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p.resize( 256 );
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// Fill p with values from 0 to 255
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std::iota( p.begin(), p.end(), 0 );
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// Initialize a random engine with seed
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std::default_random_engine engine( seed );
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// Shuffle using the above random engine
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std::shuffle( p.begin(), p.end(), engine );
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// Duplicate the permutation vector
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auto oldsize = p.size();
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p.resize( 2 * p.size() );
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std::copy_n( p.begin(), oldsize, p.begin() + oldsize );
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}
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float PerlinNoise::noise( float x, float y, float z ) const
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{
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// Find the unit cube that contains the point
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int X = static_cast<int>( std::floor( x ) ) & 255;
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int Y = static_cast<int>( std::floor( y ) ) & 255;
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int Z = static_cast<int>( std::floor( z ) ) & 255;
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// Find relative x, y,z of point in cube
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x -= std::floor( x );
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y -= std::floor( y );
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z -= std::floor( z );
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// Compute fade curves for each of x, y, z
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const float u = fade( x );
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const float v = fade( y );
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const float w = fade( z );
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// Hash coordinates of the 8 cube corners
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const int A = p[X] + Y;
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const int AA = p[A] + Z;
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const int AB = p[A + 1] + Z;
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const int B = p[X + 1] + Y;
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const int BA = p[B] + Z;
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const int BB = p[B + 1] + Z;
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// Add blended results from 8 corners of cube
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const float res = lerp(
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w,
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lerp( v, lerp( u, grad( p[AA], x, y, z ), grad( p[BA], x - 1, y, z ) ),
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lerp( u, grad( p[AB], x, y - 1, z ), grad( p[BB], x - 1, y - 1, z ) ) ),
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lerp( v, lerp( u, grad( p[AA + 1], x, y, z - 1 ), grad( p[BA + 1], x - 1, y, z - 1 ) ),
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lerp( u, grad( p[AB + 1], x, y - 1, z - 1 ),
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grad( p[BB + 1], x - 1, y - 1, z - 1 ) ) ) );
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return (res + 1.0f) / 2.0f;
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}
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float PerlinNoise::noise( float x, float y ) const
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{
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// Find the unit cube that contains the point
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int X = static_cast<int>( std::floor( x ) ) & 255;
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int Y = static_cast<int>( std::floor( y ) ) & 255;
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// Find relative x, y,z of point in cube
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x -= std::floor( x );
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y -= std::floor( y );
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// Compute fade curves for each of x, y
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const float u = fade( x );
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const float v = fade( y );
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// Hash coordinates of the 8 cube corners
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const int A = p[X] + Y;
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const int AA = p[A] + 0;
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const int AB = p[A + 1] + 0;
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const int B = p[X + 1] + Y;
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const int BA = p[B] + 0;
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const int BB = p[B + 1] + 0;
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// Add blended results from 8 corners of cube
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const float res = lerp( v, lerp( u, grad( p[AA], x, y ), grad( p[BA], x - 1, y ) ),
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lerp( u, grad( p[AB], x, y - 1 ), grad( p[BB], x - 1, y - 1 ) ) );
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return ( res + 1.0f ) / 2.0f;
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}
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float PerlinNoise::fade( float t ) const
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{
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return t * t * t * ( t * ( t * 6.0f - 15.0f ) + 10.0f );
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}
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float PerlinNoise::lerp( float t, float a, float b ) const
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{
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return a + t * ( b - a );
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}
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float PerlinNoise::grad( int hash, float x, float y, float z ) const
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{
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const int h = hash & 15;
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// Convert lower 4 bits of hash inot 12 gradient directions
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const float u = h < 8 ? x : y;
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const float v = h < 4 ? y : h == 12 || h == 14 ? x : z;
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return ( ( h & 1 ) == 0 ? u : -u ) + ( ( h & 2 ) == 0 ? v : -v );
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}
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float PerlinNoise::grad( int hash, float x, float y ) const
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{
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const int h = hash & 15;
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// Convert lower 4 bits of hash inot 12 gradient directions
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const float u = h < 8 ? x : y;
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const float v = h < 4 ? y : h == 12 || h == 14 ? x : 0.0f;
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return ( ( h & 1 ) == 0 ? u : -u ) + ( ( h & 2 ) == 0 ? v : -v );
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}
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