--- orig/FastNoiseLite.h 1900-01-00 00:00:00 +0000 +++ noise/FastNoiseLite.h 1900-01-00 00:00:00 +0000 @@ -52,6 +52,8 @@ #include +namespace fastnoiselite{ + class FastNoiseLite { public: @@ -2583,4 +2585,5 @@ -0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0 }; -#endif +} +#endif // namespace fastnoiselite @@ -295,7 +295,7 @@ public: /// Noise output bounded between -1...1 /// template - float GetNoise(FNfloat x, FNfloat y) + float GetNoise(FNfloat x, FNfloat y) const { Arguments_must_be_floating_point_values(); @@ -321,7 +321,7 @@ public: /// Noise output bounded between -1...1 /// template - float GetNoise(FNfloat x, FNfloat y, FNfloat z) + float GetNoise(FNfloat x, FNfloat y, FNfloat z) const { Arguments_must_be_floating_point_values(); @@ -350,7 +350,7 @@ public: /// noise = GetNoise(x, y) /// template - void DomainWarp(FNfloat& x, FNfloat& y) + void DomainWarp(FNfloat& x, FNfloat& y) const { Arguments_must_be_floating_point_values(); @@ -377,7 +377,7 @@ public: /// noise = GetNoise(x, y, z) /// template - void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) + void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const { Arguments_must_be_floating_point_values(); @@ -528,7 +528,7 @@ private: } - float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) + float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const { int hash = Hash(seed, xPrimed, yPrimed); hash ^= hash >> 15; @@ -541,7 +541,7 @@ private: } - float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) + float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const { int hash = Hash(seed, xPrimed, yPrimed, zPrimed); hash ^= hash >> 15; @@ -555,7 +555,7 @@ private: } - void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) + void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const { int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1); @@ -564,7 +564,7 @@ private: } - void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) + void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const { int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2); @@ -574,7 +574,7 @@ private: } - void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) + void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const { int hash = Hash(seed, xPrimed, yPrimed); int index1 = hash & (127 << 1); @@ -592,7 +592,7 @@ private: } - void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) + void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const { int hash = Hash(seed, xPrimed, yPrimed, zPrimed); int index1 = hash & (63 << 2); @@ -616,7 +616,7 @@ private: // Generic noise gen template - float GenNoiseSingle(int seed, FNfloat x, FNfloat y) + float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const { switch (mNoiseType) { @@ -638,7 +638,7 @@ private: } template - float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) + float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const { switch (mNoiseType) { @@ -663,7 +663,7 @@ private: // Noise Coordinate Transforms (frequency, and possible skew or rotation) template - void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) + void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const { x *= mFrequency; y *= mFrequency; @@ -686,7 +686,7 @@ private: } template - void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) + void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const { x *= mFrequency; y *= mFrequency; @@ -757,7 +757,7 @@ private: // Domain Warp Coordinate Transforms template - void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) + void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const { switch (mDomainWarpType) { @@ -777,7 +777,7 @@ private: } template - void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) + void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const { switch (mWarpTransformType3D) { @@ -844,7 +844,7 @@ private: // Fractal FBm template - float GenFractalFBm(FNfloat x, FNfloat y) + float GenFractalFBm(FNfloat x, FNfloat y) const { int seed = mSeed; float sum = 0; @@ -865,7 +865,7 @@ private: } template - float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) + float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const { int seed = mSeed; float sum = 0; @@ -890,7 +890,7 @@ private: // Fractal Ridged template - float GenFractalRidged(FNfloat x, FNfloat y) + float GenFractalRidged(FNfloat x, FNfloat y) const { int seed = mSeed; float sum = 0; @@ -911,7 +911,7 @@ private: } template - float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) + float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const { int seed = mSeed; float sum = 0; @@ -936,7 +936,7 @@ private: // Fractal PingPong template - float GenFractalPingPong(FNfloat x, FNfloat y) + float GenFractalPingPong(FNfloat x, FNfloat y) const { int seed = mSeed; float sum = 0; @@ -957,7 +957,7 @@ private: } template - float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) + float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const { int seed = mSeed; float sum = 0; @@ -982,7 +982,7 @@ private: // Simplex/OpenSimplex2 Noise template - float SingleSimplex(int seed, FNfloat x, FNfloat y) + float SingleSimplex(int seed, FNfloat x, FNfloat y) const { // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex. @@ -1053,7 +1053,7 @@ private: } template - float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) + float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) const { // 3D OpenSimplex2 case uses two offset rotated cube grids. @@ -1155,7 +1155,7 @@ private: // OpenSimplex2S Noise template - float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) + float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) const { // 2D OpenSimplex2S case is a modified 2D simplex noise. @@ -1286,7 +1286,7 @@ private: } template - float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) + float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) const { // 3D OpenSimplex2S case uses two offset rotated cube grids. @@ -1482,7 +1482,7 @@ private: // Cellular Noise template - float SingleCellular(int seed, FNfloat x, FNfloat y) + float SingleCellular(int seed, FNfloat x, FNfloat y) const { int xr = FastRound(x); int yr = FastRound(y); @@ -1612,7 +1612,7 @@ private: } template - float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) + float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const { int xr = FastRound(x); int yr = FastRound(y); @@ -1769,7 +1769,7 @@ private: // Perlin Noise template - float SinglePerlin(int seed, FNfloat x, FNfloat y) + float SinglePerlin(int seed, FNfloat x, FNfloat y) const { int x0 = FastFloor(x); int y0 = FastFloor(y); @@ -1794,7 +1794,7 @@ private: } template - float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) + float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) const { int x0 = FastFloor(x); int y0 = FastFloor(y); @@ -1833,7 +1833,7 @@ private: // Value Cubic Noise template - float SingleValueCubic(int seed, FNfloat x, FNfloat y) + float SingleValueCubic(int seed, FNfloat x, FNfloat y) const { int x1 = FastFloor(x); int y1 = FastFloor(y); @@ -1863,7 +1863,7 @@ private: } template - float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) + float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) const { int x1 = FastFloor(x); int y1 = FastFloor(y); @@ -1920,7 +1920,7 @@ private: // Value Noise template - float SingleValue(int seed, FNfloat x, FNfloat y) + float SingleValue(int seed, FNfloat x, FNfloat y) const { int x0 = FastFloor(x); int y0 = FastFloor(y); @@ -1940,7 +1940,7 @@ private: } template - float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) + float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) const { int x0 = FastFloor(x); int y0 = FastFloor(y); @@ -1972,7 +1972,7 @@ private: // Domain Warp template - void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) + void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const { switch (mDomainWarpType) { @@ -1989,7 +1989,7 @@ private: } template - void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) + void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const { switch (mDomainWarpType) { @@ -2009,7 +2009,7 @@ private: // Domain Warp Single Wrapper template - void DomainWarpSingle(FNfloat& x, FNfloat& y) + void DomainWarpSingle(FNfloat& x, FNfloat& y) const { int seed = mSeed; float amp = mDomainWarpAmp * mFractalBounding; @@ -2023,7 +2023,7 @@ private: } template - void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) + void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) const { int seed = mSeed; float amp = mDomainWarpAmp * mFractalBounding; @@ -2041,7 +2041,7 @@ private: // Domain Warp Fractal Progressive template - void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) + void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) const { int seed = mSeed; float amp = mDomainWarpAmp * mFractalBounding; @@ -2062,7 +2062,7 @@ private: } template - void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) + void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) const { int seed = mSeed; float amp = mDomainWarpAmp * mFractalBounding; @@ -2087,7 +2087,7 @@ private: // Domain Warp Fractal Independant template - void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) + void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) const { FNfloat xs = x; FNfloat ys = y; @@ -2108,7 +2108,7 @@ private: } template - void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) + void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) const { FNfloat xs = x; FNfloat ys = y; @@ -2133,7 +2133,7 @@ private: // Domain Warp Basic Grid template - void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) + void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const { FNfloat xf = x * frequency; FNfloat yf = y * frequency; @@ -2166,7 +2166,7 @@ private: } template - void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) + void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const { FNfloat xf = x * frequency; FNfloat yf = y * frequency; @@ -2228,7 +2228,7 @@ private: // Domain Warp Simplex/OpenSimplex2 template - void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) + void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) const { const float SQRT3 = 1.7320508075688772935274463415059f; const float G2 = (3 - SQRT3) / 6; @@ -2326,7 +2326,7 @@ private: } template - void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) + void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) const { x *= frequency; y *= frequency;