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blender-archive/source/blender/blenlib/BLI_noise.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
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While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

138 lines
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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
#pragma once
/** \file
* \ingroup bli
*/
#ifdef __cplusplus
extern "C" {
#endif
float BLI_noise_hnoise(float noisesize, float x, float y, float z);
float BLI_noise_hnoisep(float noisesize, float x, float y, float z);
/**
* Original turbulence functions.
*/
float BLI_noise_turbulence(float noisesize, float x, float y, float z, int nr);
/**
* newnoise: generic noise & turbulence functions
* to replace the above BLI_noise_hnoise/p & BLI_noise_turbulence/1.
* This is done so different noise basis functions can be used.
*/
/**
* newnoise: generic noise function for use with different `noisebasis`.
*/
float BLI_noise_generic_noise(
float noisesize, float x, float y, float z, bool hard, int noisebasis);
/**
* newnoise: generic turbulence function for use with different `noisebasis`.
*/
float BLI_noise_generic_turbulence(
float noisesize, float x, float y, float z, int oct, bool hard, int noisebasis);
/* newnoise: musgrave functions */
/**
* Procedural `fBm` evaluated at "point"; returns value stored in "value".
*
* \param H: is the fractal increment parameter.
* \param lacunarity: is the gap between successive frequencies.
* \param octaves: is the number of frequencies in the `fBm`.
*/
float BLI_noise_mg_fbm(
float x, float y, float z, float H, float lacunarity, float octaves, int noisebasis);
/**
* Procedural multi-fractal evaluated at "point";
* returns value stored in "value".
*
* \param H: determines the highest fractal dimension.
* \param lacunarity: is gap between successive frequencies.
* \param octaves: is the number of frequencies in the `fBm`.
*
* \note There used to be a parameter called `offset`, old docs read:
* is the zero offset, which determines multi-fractality.
*/
float BLI_noise_mg_multi_fractal(
float x, float y, float z, float H, float lacunarity, float octaves, int noisebasis);
/**
* "Variable Lacunarity Noise"
* A distorted variety of Perlin noise.
*/
float BLI_noise_mg_variable_lacunarity(
float x, float y, float z, float distortion, int nbas1, int nbas2);
/**
* Heterogeneous procedural terrain function: stats by altitude method.
* Evaluated at "point"; returns value stored in "value".
*
* \param H: Determines the fractal dimension of the roughest areas.
* \param lacunarity: Is the gap between successive frequencies.
* \param octaves: Is the number of frequencies in the `fBm`.
* \param offset: Raises the terrain from `sea level`.
*/
float BLI_noise_mg_hetero_terrain(float x,
float y,
float z,
float H,
float lacunarity,
float octaves,
float offset,
int noisebasis);
/**
* Hybrid additive/multiplicative multi-fractal terrain model.
*
* Some good parameter values to start with:
*
* \param H: 0.25
* \param offset: 0.7
*/
float BLI_noise_mg_hybrid_multi_fractal(float x,
float y,
float z,
float H,
float lacunarity,
float octaves,
float offset,
float gain,
int noisebasis);
/**
* Ridged multi-fractal terrain model.
*
* Some good parameter values to start with:
*
* \param H: 1.0
* \param offset: 1.0
* \param gain: 2.0
*/
float BLI_noise_mg_ridged_multi_fractal(float x,
float y,
float z,
float H,
float lacunarity,
float octaves,
float offset,
float gain,
int noisebasis);
/* newnoise: voronoi */
/**
* Not 'pure' Worley, but the results are virtually the same.
* Returns distances in da and point coords in `pa`.
*/
void BLI_noise_voronoi(float x, float y, float z, float *da, float *pa, float me, int dtype);
/**
* newnoise: BLI_noise_cell & BLI_noise_cell_v3 (for vector/point/color).
* idem, signed.
*/
float BLI_noise_cell(float x, float y, float z);
/**
* Returns a vector/point/color in `r_ca`, using point hash-array directly.
*/
void BLI_noise_cell_v3(float x, float y, float z, float r_ca[3]);
#ifdef __cplusplus
}
#endif