Add love.math.perlinNoise and love.math.simplexNoise.

This commit is contained in:
Miku AuahDark
2022-09-24 23:51:12 +08:00
parent da27af1eda
commit b285c2c866
3 changed files with 150 additions and 30 deletions
+31 -10
View File
@@ -83,10 +83,14 @@ float linearToGamma(float c);
*
* @return Noise value in the range of [0, 1].
**/
static float noise1(double x);
static float noise2(double x, double y);
static float noise3(double x, double y, double z);
static float noise4(double x, double y, double z, double w);
static float simplexNoise1(double x);
static float simplexNoise2(double x, double y);
static float simplexNoise3(double x, double y, double z);
static float simplexNoise4(double x, double y, double z, double w);
static float perlinNoise1(double x);
static float perlinNoise2(double x, double y);
static float perlinNoise3(double x, double y, double z);
static float perlinNoise4(double x, double y, double z, double w);
class Math : public Module
@@ -132,25 +136,42 @@ private:
}; // Math
static inline float noise1(double x)
static inline float simplexNoise1(double x)
{
return SimplexNoise1234::noise(x) * 0.5f + 0.5f;
}
static inline float noise2(double x, double y)
static inline float simplexNoise2(double x, double y)
{
return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f;
}
// Perlin noise is used instead of Simplex noise in the 3D and 4D cases to avoid
// patent issues.
static inline float simplexNoise3(double x, double y, double z)
{
return SimplexNoise1234::noise(x, y, z) * 0.5f + 0.5f;
}
static inline float noise3(double x, double y, double z)
static inline float simplexNoise4(double x, double y, double z, double w)
{
return SimplexNoise1234::noise(x, y, z, w) * 0.5f + 0.5f;
}
static inline float perlinNoise1(double x)
{
return Noise1234::noise(x) * 0.5f + 0.5f;
}
static inline float perlinNoise2(double x, double y)
{
return Noise1234::noise(x, y) * 0.5f + 0.5f;
}
static inline float perlinNoise3(double x, double y, double z)
{
return Noise1234::noise(x, y, z) * 0.5f + 0.5f;
}
static inline float noise4(double x, double y, double z, double w)
static inline float perlinNoise4(double x, double y, double z, double w)
{
return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f;
}