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+/*************************************************************************/
+/* fastnoise_lite.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FASTNOISE_LITE_H
+#define FASTNOISE_LITE_H
+
+#include "core/io/image.h"
+#include "core/object/ref_counted.h"
+#include "noise.h"
+#include "scene/resources/gradient.h"
+
+#include <thirdparty/noise/FastNoiseLite.h>
+
+typedef fastnoiselite::FastNoiseLite _FastNoiseLite;
+
+class FastNoiseLite : public Noise {
+ GDCLASS(FastNoiseLite, Noise);
+ OBJ_SAVE_TYPE(FastNoiseLite);
+
+public:
+ enum NoiseType {
+ TYPE_SIMPLEX = _FastNoiseLite::NoiseType_OpenSimplex2,
+ TYPE_SIMPLEX_SMOOTH = _FastNoiseLite::NoiseType_OpenSimplex2S,
+ TYPE_CELLULAR = _FastNoiseLite::NoiseType_Cellular,
+ TYPE_PERLIN = _FastNoiseLite::NoiseType_Perlin,
+ TYPE_VALUE_CUBIC = _FastNoiseLite::NoiseType_ValueCubic,
+ TYPE_VALUE = _FastNoiseLite::NoiseType_Value,
+ };
+
+ enum FractalType {
+ FRACTAL_NONE = _FastNoiseLite::FractalType_None,
+ FRACTAL_FBM = _FastNoiseLite::FractalType_FBm,
+ FRACTAL_RIDGED = _FastNoiseLite::FractalType_Ridged,
+ FRACTAL_PING_PONG = _FastNoiseLite::FractalType_PingPong,
+ };
+
+ enum CellularDistanceFunction {
+ DISTANCE_EUCLIDEAN = _FastNoiseLite::CellularDistanceFunction_Euclidean,
+ DISTANCE_EUCLIDEAN_SQUARED = _FastNoiseLite::CellularDistanceFunction_EuclideanSq,
+ DISTANCE_MANHATTAN = _FastNoiseLite::CellularDistanceFunction_Manhattan,
+ DISTANCE_HYBRID = _FastNoiseLite::CellularDistanceFunction_Hybrid
+ };
+
+ enum CellularReturnType {
+ RETURN_CELL_VALUE = _FastNoiseLite::CellularReturnType_CellValue,
+ RETURN_DISTANCE = _FastNoiseLite::CellularReturnType_Distance,
+ RETURN_DISTANCE2 = _FastNoiseLite::CellularReturnType_Distance2,
+ RETURN_DISTANCE2_ADD = _FastNoiseLite::CellularReturnType_Distance2Add,
+ RETURN_DISTANCE2_SUB = _FastNoiseLite::CellularReturnType_Distance2Sub,
+ RETURN_DISTANCE2_MUL = _FastNoiseLite::CellularReturnType_Distance2Mul,
+ RETURN_DISTANCE2_DIV = _FastNoiseLite::CellularReturnType_Distance2Div
+ };
+
+ enum DomainWarpType {
+ DOMAIN_WARP_SIMPLEX = _FastNoiseLite::DomainWarpType_OpenSimplex2,
+ DOMAIN_WARP_SIMPLEX_REDUCED = _FastNoiseLite::DomainWarpType_OpenSimplex2Reduced,
+ DOMAIN_WARP_BASIC_GRID = _FastNoiseLite::DomainWarpType_BasicGrid
+ };
+
+ enum DomainWarpFractalType {
+ DOMAIN_WARP_FRACTAL_NONE,
+ DOMAIN_WARP_FRACTAL_PROGRESSIVE,
+ DOMAIN_WARP_FRACTAL_INDEPENDENT
+ };
+
+protected:
+ static void _bind_methods();
+ virtual void _validate_property(PropertyInfo &property) const override;
+
+private:
+ _FastNoiseLite _noise;
+ _FastNoiseLite _domain_warp_noise;
+
+ Vector3 offset;
+ NoiseType noise_type = TYPE_SIMPLEX_SMOOTH;
+
+ int seed = 0;
+ real_t frequency = 0.01;
+
+ // Fractal specific.
+ FractalType fractal_type = FRACTAL_FBM;
+ int fractal_octaves = 5;
+ real_t fractal_lacunarity = 2;
+ real_t fractal_gain = 0.5;
+ real_t fractal_weighted_strength = 0;
+ real_t fractal_ping_pong_strength = 2;
+
+ // Cellular specific.
+ CellularDistanceFunction cellular_distance_function = DISTANCE_EUCLIDEAN;
+ CellularReturnType cellular_return_type = RETURN_DISTANCE;
+ real_t cellular_jitter = 0.45;
+
+ // Domain warp specific.
+ bool domain_warp_enabled = false;
+ DomainWarpType domain_warp_type = DOMAIN_WARP_SIMPLEX;
+ real_t domain_warp_amplitude = 30.0;
+ real_t domain_warp_frequency = 0.05;
+ DomainWarpFractalType domain_warp_fractal_type = DOMAIN_WARP_FRACTAL_PROGRESSIVE;
+ int domain_warp_fractal_octaves = 5;
+ real_t domain_warp_fractal_lacunarity = 6;
+ real_t domain_warp_fractal_gain = 0.5;
+
+public:
+ FastNoiseLite();
+ ~FastNoiseLite();
+
+ // General noise settings.
+
+ void set_noise_type(NoiseType p_noise_type);
+ NoiseType get_noise_type() const;
+
+ void set_seed(int p_seed);
+ int get_seed() const;
+
+ void set_frequency(real_t p_freq);
+ real_t get_frequency() const;
+
+ void set_offset(Vector3 p_offset);
+ Vector3 get_offset() const;
+
+ // Fractal specific.
+
+ void set_fractal_type(FractalType p_type);
+ FractalType get_fractal_type() const;
+
+ void set_fractal_octaves(int p_octaves);
+ int get_fractal_octaves() const;
+
+ void set_fractal_lacunarity(real_t p_lacunarity);
+ real_t get_fractal_lacunarity() const;
+
+ void set_fractal_gain(real_t p_gain);
+ real_t get_fractal_gain() const;
+
+ void set_fractal_weighted_strength(real_t p_weighted_strength);
+ real_t get_fractal_weighted_strength() const;
+
+ void set_fractal_ping_pong_strength(real_t p_ping_pong_strength);
+ real_t get_fractal_ping_pong_strength() const;
+
+ // Cellular specific.
+
+ void set_cellular_distance_function(CellularDistanceFunction p_func);
+ CellularDistanceFunction get_cellular_distance_function() const;
+
+ void set_cellular_return_type(CellularReturnType p_ret);
+ CellularReturnType get_cellular_return_type() const;
+
+ void set_cellular_jitter(real_t p_jitter);
+ real_t get_cellular_jitter() const;
+
+ // Domain warp specific.
+
+ void set_domain_warp_enabled(bool p_enabled);
+ bool is_domain_warp_enabled() const;
+
+ void set_domain_warp_type(DomainWarpType p_domain_warp_type);
+ DomainWarpType get_domain_warp_type() const;
+
+ void set_domain_warp_amplitude(real_t p_amplitude);
+ real_t get_domain_warp_amplitude() const;
+
+ void set_domain_warp_frequency(real_t p_frequency);
+ real_t get_domain_warp_frequency() const;
+
+ void set_domain_warp_fractal_type(DomainWarpFractalType p_domain_warp_fractal_type);
+ DomainWarpFractalType get_domain_warp_fractal_type() const;
+
+ void set_domain_warp_fractal_octaves(int p_octaves);
+ int get_domain_warp_fractal_octaves() const;
+
+ void set_domain_warp_fractal_lacunarity(real_t p_lacunarity);
+ real_t get_domain_warp_fractal_lacunarity() const;
+
+ void set_domain_warp_fractal_gain(real_t p_gain);
+ real_t get_domain_warp_fractal_gain() const;
+
+ // Interface methods.
+ real_t get_noise_1d(real_t p_x) const override;
+
+ real_t get_noise_2dv(Vector2 p_v) const override;
+ real_t get_noise_2d(real_t p_x, real_t p_y) const override;
+
+ real_t get_noise_3dv(Vector3 p_v) const override;
+ real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const override;
+
+ void _changed();
+};
+
+VARIANT_ENUM_CAST(FastNoiseLite::NoiseType);
+VARIANT_ENUM_CAST(FastNoiseLite::FractalType);
+VARIANT_ENUM_CAST(FastNoiseLite::CellularDistanceFunction);
+VARIANT_ENUM_CAST(FastNoiseLite::CellularReturnType);
+VARIANT_ENUM_CAST(FastNoiseLite::DomainWarpType);
+VARIANT_ENUM_CAST(FastNoiseLite::DomainWarpFractalType);
+
+#endif // FASTNOISE_LITE_H