Created new PerlinNoise class from the Noise.h+Noise.cpp code in the osgshaders example.
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include/osgUtil/PerlinNoise
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include/osgUtil/PerlinNoise
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/* -*-c++-*-
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*
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* OpenSceneGraph example, osgshaders.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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/************************************************************************
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* *
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* Copyright (C) 2002 3Dlabs Inc. Ltd. *
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* *
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***********************************************************************/
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/* Adapted from osgshaders example by Robert Osfield for use as part of osgUtil.*/
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#ifndef PERLINENOISE_H
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#define PERLINENOISE_H
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#include <osg/Texture3D>
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#include <osgUtil/Export>
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namespace osgUtil
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{
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class OSGUTIL_EXPORT PerlinNoise
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{
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public:
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PerlinNoise();
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void SetNoiseFrequency(int frequency);
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double noise1(double arg);
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double noise2(double vec[2]);
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double noise3(double vec[3]);
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void normalize2(double vec[2]);
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void normalize3(double vec[3]);
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/*
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In what follows "alpha" is the weight when the sum is formed.
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Typically it is 2, As this approaches 1 the function is noisier.
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"beta" is the harmonic scaling/spacing, typically 2.
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*/
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double PerlinNoise1D(double x,double alpha, double beta, int n);
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double PerlinNoise2D(double x,double y,double alpha, double beta, int n);
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double PerlinNoise3D(double x,double y,double z,double alpha, double beta, int n);
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osg::Image* create3DNoiseImage(int texSize);
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osg::Texture3D* create3DNoiseTexture(int texSize );
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protected:
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void initNoise(void);
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enum { MAXB = 0x100 };
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int p[MAXB + MAXB + 2];
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double g3[MAXB + MAXB + 2][3];
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double g2[MAXB + MAXB + 2][2];
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double g1[MAXB + MAXB + 2];
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int start;
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int B;
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int BM;
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};
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inline osg::Image* create3DNoiseImage(int texSize)
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{
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PerlinNoise pn;
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return pn.create3DNoiseImage(texSize);
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}
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inline osg::Texture3D* create3DNoiseTexture(int texSize )
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{
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PerlinNoise pn;
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return pn.create3DNoiseTexture(texSize);
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}
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}
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#endif // PERLINENOISE_H
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