protesis_03/protesis_03_dxl/noise.cpp

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#include "noise.hpp"
float mapfloat(float x, float in_min, float in_max, float out_min, float out_max)
{
return (float)(x - in_min) * (out_max - out_min) / (float)(in_max - in_min) + out_min;
}
//using the algorithm from http://freespace.virgin.net/hugo.elias/models/m_perlin.html
// thanks to hugo elias
float Noise2(float x, float y)
{
long noise;
noise = x + y * 57;
//noise = pow(noise << 13,noise);
noise = (noise << 13)*noise;
return ( 1.0 - ( long(noise * (noise * noise * 15731L + 789221L) + 1376312589L) & 0x7fffffff) / 1073741824.0);
}
float SmoothNoise2(float x, float y)
{
float corners, sides, center;
corners = ( Noise2(x-1, y-1)+Noise2(x+1, y-1)+Noise2(x-1, y+1)+Noise2(x+1, y+1) ) / 16;
sides = ( Noise2(x-1, y) +Noise2(x+1, y) +Noise2(x, y-1) +Noise2(x, y+1) ) / 8;
center = Noise2(x, y) / 4;
return (corners + sides + center);
}
float InterpolatedNoise2(float x, float y)
{
float v1,v2,v3,v4,i1,i2,fractionX,fractionY;
long longX,longY;
longX = long(x);
fractionX = x - longX;
longY = long(y);
fractionY = y - longY;
v1 = SmoothNoise2(longX, longY);
v2 = SmoothNoise2(longX + 1, longY);
v3 = SmoothNoise2(longX, longY + 1);
v4 = SmoothNoise2(longX + 1, longY + 1);
i1 = Interpolate(v1 , v2 , fractionX);
i2 = Interpolate(v3 , v4 , fractionX);
return(Interpolate(i1 , i2 , fractionY));
}
float Interpolate(float a, float b, float x)
{
//cosine interpolations
return(CosineInterpolate(a, b, x));
}
float LinearInterpolate(float a, float b, float x)
{
return(a*(1-x) + b*x);
}
float CosineInterpolate(float a, float b, float x)
{
float ft = x * 3.1415927;
float f = (1 - cos(ft)) * .5;
return(a*(1-f) + b*f);
}
float PerlinNoise2(float x, float y, float persistance, int octaves)
{
float frequency, amplitude;
float total = 0.0;
for (int i = 0; i <= octaves - 1; i++)
{
frequency = pow(2,i);
amplitude = pow(persistance,i);
total = total + InterpolatedNoise2(x * frequency, y * frequency) * amplitude;
}
return(total);
}