PerlinNoise3D.h

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00001 
00007 #ifndef PERLINNOISE_H
00008 #define PERLINNOISE_H PERLINNOISE_H
00009 
00010 #include "StdDefs.h"
00011 
00012 class PerlinNoise3D {
00013     public:
00014         double noise (double x, double y, double z);
00015 
00016     private:
00017         double fade (double t) { return t*t*t*(t*(t*6-15)+10); }
00018         double lerp (double t, double a, double b) { return a + t * (b-a); }
00019         double grad (int hash, double x, double y, double z) {
00020             // convert lo 4 bits of hash code into 12 gradient directions
00021             int h = hash & 15;
00022             double u = h<8 ? x : y;
00023             double v = h<4 ? y : h==12 || h==14 ? x : z;
00024             return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
00025         }
00026         int p[512];
00027     public:
00028         PerlinNoise3D () {
00029             int permutation[] = { 151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
00030             for (int i = 0; i < 256; i++)
00031                 p[256+i] = p[i] = permutation [i];
00032         }
00033 };
00034 
00035 double PerlinNoise3D::noise (double x, double y, double z) {
00036     // find unit cube that contains point
00037     int X = (int)floor(x) & 255;
00038     int Y = (int)floor(y) & 255;
00039     int Z = (int)floor(z) & 255;
00040     // find relative x,y,z of point in cube
00041     x -= floor(x);
00042     y -= floor(y);
00043     z -= floor(z);
00044     // compute fade curves for each of x,y,z
00045     double u = fade(x);
00046     double v = fade(y);
00047     double w = fade(z);
00048     // hash coordinates of the 8 cube corners
00049     int a  = p[X]+Y;
00050     int aa = p[a]+Z;
00051     int ab = p[a+1]+Z;
00052     int b  = p[X+1]+Y;
00053     int ba = p[b]+Z;
00054     int bb = p[b+1]+Z;
00055     // and add blended results from 8 corners of cube
00056     return lerp(w, lerp(v, lerp(u, grad(p[aa], x, y, z), 
00057                    grad(p[ba], x-1, y, z)),
00058                    lerp(u, grad(p[ab], x, y-1, z),
00059                    grad(p[bb], x-1, y-1, z))),
00060                    lerp(v, lerp(u, grad(p[aa+1], x, y, z-1),
00061                    grad(p[ba+1], x-1, y, z-1)),
00062                    lerp(u, grad(p[ab+1], x, y-1, z-1),
00063                    grad(p[bb+1], x-1, y-1, z-1))));
00064 }
00065 
00066 #endif

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