37 #ifndef DOXYGEN_SHOULD_SKIP_THIS
63 virtual double getValue(
double x,
double y)
override;
67 std::array<uint8_t, 256> m_perm;
68 std::array<Vector2d, 256> m_gradients2D;
70 const Vector2d& at(uint8_t i, uint8_t j)
const;
92 virtual double getValue(
double x,
double y,
double z)
override;
96 std::array<uint8_t, 256> m_perm;
97 std::array<Vector3d, 256> m_gradients3D;
99 const Vector3d& at(uint8_t i, uint8_t j, uint8_t k)
const;
122 FractalNoise2D(
Noise2D& noise,
double scale, std::size_t octaves = 8,
double lacunarity = 2.0,
double persistence = 0.5,
double
125 virtual double getValue(
double x,
double y)
override;
130 std::size_t m_octaves;
132 double m_persistence;
157 FractalNoise3D(
Noise3D& noise,
double scale, std::size_t octaves = 8,
double lacunarity = 2.0,
double persistence = 0.5,
double
160 virtual double getValue(
double x,
double y,
double z)
override;
165 std::size_t m_octaves;
167 double m_persistence;
192 virtual double getValue(
double x,
double y)
override;
219 virtual double getValue(
double x,
double y,
double z)
override;
248 virtual double getValue(
double x,
double y)
override;
251 std::array<uint8_t, 256> m_perm;
253 const Vector2d& at(uint8_t i, uint8_t j)
const;
275 virtual double getValue(
double x,
double y)
override;
278 std::array<uint8_t, 256> m_perm;
280 const Vector2d& at(uint8_t i, uint8_t j)
const;
301 virtual double getValue(
double x,
double y,
double z)
override;
304 std::array<uint8_t, 256> m_perm;
306 const Vector3d& at(uint8_t i, uint8_t j, uint8_t k)
const;
328 WorleyNoise2D(
Random& random, std::size_t count, Distance2<
double> distance, std::vector<
double> coeffs);
330 virtual double getValue(
double x,
double y)
override;
334 Distance2<
double> m_distance;
335 std::vector<
double> m_coeffs;
336 std::vector<Vector2d> m_cells;
339 #ifndef DOXYGEN_SHOULD_SKIP_THIS
A random engine.
Definition: Random.h:43
WorleyNoise2D(Random &random, std::size_t count, Distance2< double > distance, std::vector< double > coeffs)
Constructor.
virtual double getValue(double x, double y) override
Take a 2D noise value.
Gradient 3D noise.
Definition: Noises.h:80
Gradient 2D noise.
Definition: Noises.h:51
FractalNoise3D(Noise3D &noise, double scale, std::size_t octaves=8, double lacunarity=2.0, double persistence=0.5, double dimension=1.0)
Constructor.
virtual double getValue(double x, double y) override
Take a 2D noise value.
2D A noise function
Definition: Noise.h:34
3D A noise function
Definition: Noise.h:69
virtual double getValue(double x, double y, double z) override
Take a 3D noise value.
OpenSimplex3D noise.
Definition: Noises.h:292
GradientNoise2D(Random &random, Step< double > step)
Constructor.
OpenSimplex 2D noise.
Definition: Noises.h:266
virtual double getValue(double x, double y) override
Take a 2D noise value.
Worley 2D noise.
Definition: Noises.h:318
GradientNoise3D(Random &random, Step< double > step)
Constructor.
OpenSimplexNoise3D(Random &random)
Constructor.
PerlinNoise3D(Random &random, double scale, std::size_t octaves=8)
Constructor.
PerlinNoise2D(Random &random, double scale, std::size_t octaves=8)
Constructor.
Perlin 2D noise.
Definition: Noises.h:181
Perlin 3D noise.
Definition: Noises.h:208
virtual double getValue(double x, double y, double z) override
Take a 3D noise value.
virtual double getValue(double x, double y, double z) override
Take a 3D noise value.
FractalNoise2D(Noise2D &noise, double scale, std::size_t octaves=8, double lacunarity=2.0, double persistence=0.5, double dimension=1.0)
Constructor.
virtual double getValue(double x, double y, double z) override
Take a 3D noise value.
Fractal 3D noise.
Definition: Noises.h:145
virtual double getValue(double x, double y) override
Take a 2D noise value.
Fractal 2D noise.
Definition: Noises.h:110
OpenSimplexNoise2D(Random &random)
Constructor.
virtual double getValue(double x, double y) override
Take a 2D noise value.
SimplexNoise2D(Random &random)
Constructor.
Simplex 2D noise.
Definition: Noises.h:239
#define GF_API
Definition: Portability.h:35
virtual double getValue(double x, double y) override
Take a 2D noise value.