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- /*
- * atanks - obliterate each other with oversize weapons
- * Copyright (C) 2003 Thomas Hudson
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- * */
-
- /*@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- perlin.cc
-
- Provides noise and interpolation functionality, as prototyped in main.h
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@*/
-
- #include "main.h"
-
-
-
- /*****************************************************************************
- Noise, Noise2D
-
- A floating point pseudorandom number generator. Given a seed input value,
- returns a randomized double in the range [-1.0,+1.0] . Maintains no state.
-
- Noise2D requires and uses two integer parameters.
- *****************************************************************************/
- double Noise (int x)
- {
- x = (x<<13) ^ x;
- return ( 1.0 - ((x * (x * x * 15731 + 789221) + 1376312589) & 0x7fffffff)
- / 1073741824.0);
- }
-
- double Noise2D (int x, int y)
- {
- int n;
-
- n = x + y * 57;
- n = (n << 13) ^ n;
- return ( 1.0 - ( (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff)
- / 1073741824.0);
- }
-
-
-
- /*****************************************************************************
- interpolate
-
- Performs a cosine interpolation between two points. Given two y values
- and a distance between them, return the interpolated y. x1 and x2 are the y
- values (sorry, it's the best I could explain it). i is the distance,
- expressed as a percentage of the wave length, ie 0<=i<1 .
- *****************************************************************************/
- /*
- double interpolate (double x1, double x2, double i)
- {
- double ft = i * M_PI;
- double f = (1 - cos(ft)) * 0.5;
-
- return (x1 * (1 - f) + (x2 * f));
- }
- */
-
-
- double interpolate (double x1, double x2, double i)
- {
- double ft = i * M_PI;
- double f = (1 - cos(ft)) * 0.5;
- double result = (x1 * (1 - f) + (x2 * f));
-
- if (isnan(x1)||isnan(x2))
- return 0.0;
- if (isnan(result))
- return (x1+x2)/2.0; /* fall back to linear interpolation */
- return result;
- }
-
-
-
-
- /*
- *
- * For a really good explanation of perlin noise (and where most of this
- * perlin code was adapted from) see:
- *
- * http://freespace.virgin.net/hugo.elias/models/m_perlin.htm
- *
- * It must be good because I understood it <:-)
- *
- * - Tom Hudson
- *
- */
- double perlin2DPoint (double amplitude, double scale, double xo, double yo,
- double lambda, int octaves)
- {
- double maxH = 0;
- double h = 0;
- for (int iteration = 1; iteration <= octaves; iteration++)
- {
- double zoom = scale / (iteration * iteration);
- double fractX = xo / zoom;
- double fractY = yo / zoom;
- double h1 = Noise2D ((int)fractX, (int)fractY);
- double h2 = Noise2D ((int)fractX + 1, (int)fractY);
- double h3 = Noise2D ((int)fractX, (int)fractY + 1);
- double h4 = Noise2D ((int)fractX + 1, (int)fractY + 1);
-
- double xi = fractX - (int)fractX;
- double yi = fractY - (int)fractY;
-
- double i1 = interpolate (h1, h2, xi);
- double i2 = interpolate (h3, h4, xi);
- double i3 = interpolate (i1, i2, yi);
-
- h += amplitude * i3;
- maxH += amplitude;
-
- amplitude *= lambda;
- }
-
- // Normalised
- return (h / maxH);
- }
-
- double perlin1DPoint (double amplitude, double scale, double xo,
- double lambda, int octaves)
- {
- double maxH = 0;
- double h = 0;
- for (int iteration = 1; iteration <= octaves; iteration++)
- {
- double zoom = scale / (iteration * iteration);
- double fractX = xo / zoom;
- double h1 = Noise ((int)fractX);
- double h2 = Noise ((int)fractX + 1);
- double i = fractX - (int)fractX;
-
- h += amplitude * interpolate (h1, h2, i);
- maxH += amplitude;
-
- amplitude *= lambda;
- }
-
- // Normalised
- return (h / maxH);
- }
-
-