pushing some additional features

This commit is contained in:
yggdrasil75
2026-01-18 20:44:30 -05:00
parent 81af30d4c6
commit b820c89bd0
5 changed files with 735 additions and 27 deletions

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@@ -200,7 +200,6 @@ public:
class VoxelGrid { class VoxelGrid {
private: private:
double binSize = 1;
Vec3i gridSize; Vec3i gridSize;
//int width, height, depth; //int width, height, depth;
std::vector<Voxel> voxels; std::vector<Voxel> voxels;
@@ -212,6 +211,7 @@ private:
} }
public: public:
double binSize = 1;
VoxelGrid() : gridSize(0,0,0) { VoxelGrid() : gridSize(0,0,0) {
std::cout << "creating empty grid." << std::endl; std::cout << "creating empty grid." << std::endl;
} }

530
util/grid/shapegens.hpp Normal file
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@@ -0,0 +1,530 @@
#ifndef VOXEL_GENERATORS_HPP
#define VOXEL_GENERATORS_HPP
#include "grid3.hpp"
#include <cmath>
#include <vector>
#include <functional>
#include "../noise/pnoise2.hpp"
#include "../vectorlogic/vec3.hpp"
#include <array>
class VoxelGenerators {
public:
// Basic Primitive Generators
static void createSphere(VoxelGrid& grid, const Vec3f& center, float radius,
const Vec3ui8& color = Vec3ui8(255, 255, 255),
bool filled = true) {
TIME_FUNCTION;
Vec3i gridCenter = (center / grid.binSize).floorToI();
Vec3i radiusVoxels = Vec3i(static_cast<int>(radius / grid.binSize));
Vec3i minBounds = gridCenter - radiusVoxels;
Vec3i maxBounds = gridCenter + radiusVoxels;
// Ensure bounds are within grid
minBounds = minBounds.max(Vec3i(0, 0, 0));
maxBounds = maxBounds.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
float radiusSq = radius * radius;
for (int z = minBounds.z; z <= maxBounds.z; ++z) {
for (int y = minBounds.y; y <= maxBounds.y; ++y) {
for (int x = minBounds.x; x <= maxBounds.x; ++x) {
Vec3f voxelCenter(x * grid.binSize, y * grid.binSize, z * grid.binSize);
Vec3f delta = voxelCenter - center;
float distanceSq = delta.lengthSquared();
if (filled) {
// Solid sphere
if (distanceSq <= radiusSq) {
grid.set(Vec3i(x, y, z), true, color);
}
} else {
// Hollow sphere (shell)
float shellThickness = grid.binSize;
if (distanceSq <= radiusSq && distanceSq >= (radius - shellThickness) * (radius - shellThickness)) {
grid.set(Vec3i(x, y, z), true, color);
}
}
}
}
}
grid.clearMeshCache();
}
static void createCube(VoxelGrid& grid, const Vec3f& center, const Vec3f& size,
const Vec3ui8& color = Vec3ui8(255, 255, 255),
bool filled = true) {
TIME_FUNCTION;
Vec3f halfSize = size * 0.5f;
Vec3f minPos = center - halfSize;
Vec3f maxPos = center + halfSize;
Vec3i minVoxel = (minPos / grid.binSize).floorToI();
Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
// Clamp to grid bounds
minVoxel = minVoxel.max(Vec3i(0, 0, 0));
maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
if (filled) {
// Solid cube
for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
grid.set(Vec3i(x, y, z), true, color);
}
}
}
} else {
// Hollow cube (just the faces)
for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
// Check if on any face
bool onFace = (x == minVoxel.x || x == maxVoxel.x ||
y == minVoxel.y || y == maxVoxel.y ||
z == minVoxel.z || z == maxVoxel.z);
if (onFace) {
grid.set(Vec3i(x, y, z), true, color);
}
}
}
}
}
grid.clearMeshCache();
}
static void createCylinder(VoxelGrid& grid, const Vec3f& center, float radius, float height,
const Vec3ui8& color = Vec3ui8(255, 255, 255),
bool filled = true, int axis = 1) { // 0=X, 1=Y, 2=Z
TIME_FUNCTION;
Vec3f halfHeight = Vec3f(0, 0, 0);
halfHeight[axis] = height * 0.5f;
Vec3f minPos = center - halfHeight;
Vec3f maxPos = center + halfHeight;
Vec3i minVoxel = (minPos / grid.binSize).floorToI();
Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
minVoxel = minVoxel.max(Vec3i(0, 0, 0));
maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
float radiusSq = radius * radius;
for (int k = minVoxel[axis]; k <= maxVoxel[axis]; ++k) {
// Iterate through the other two dimensions
for (int j = minVoxel[(axis + 1) % 3]; j <= maxVoxel[(axis + 1) % 3]; ++j) {
for (int i = minVoxel[(axis + 2) % 3]; i <= maxVoxel[(axis + 2) % 3]; ++i) {
Vec3i pos;
pos[axis] = k;
pos[(axis + 1) % 3] = j;
pos[(axis + 2) % 3] = i;
Vec3f voxelCenter = pos.toFloat() * grid.binSize;
// Calculate distance from axis
float dx = voxelCenter.x - center.x;
float dy = voxelCenter.y - center.y;
float dz = voxelCenter.z - center.z;
// Zero out the axis component
if (axis == 0) dx = 0;
else if (axis == 1) dy = 0;
else dz = 0;
float distanceSq = dx*dx + dy*dy + dz*dz;
if (filled) {
if (distanceSq <= radiusSq) {
grid.set(pos, true, color);
}
} else {
float shellThickness = grid.binSize;
if (distanceSq <= radiusSq &&
distanceSq >= (radius - shellThickness) * (radius - shellThickness)) {
grid.set(pos, true, color);
}
}
}
}
}
grid.clearMeshCache();
}
static void createCone(VoxelGrid& grid, const Vec3f& baseCenter, float radius, float height,
const Vec3ui8& color = Vec3ui8(255, 255, 255),
bool filled = true, int axis = 1) { // 0=X, 1=Y, 2=Z
TIME_FUNCTION;
Vec3f tip = baseCenter;
tip[axis] += height;
Vec3f minPos = baseCenter.min(tip);
Vec3f maxPos = baseCenter.max(tip);
// Expand by radius in other dimensions
for (int i = 0; i < 3; ++i) {
if (i != axis) {
minPos[i] -= radius;
maxPos[i] += radius;
}
}
Vec3i minVoxel = (minPos / grid.binSize).floorToI();
Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
minVoxel = minVoxel.max(Vec3i(0, 0, 0));
maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
for (int k = minVoxel[axis]; k <= maxVoxel[axis]; ++k) {
// Current height from base
float h = (k * grid.binSize) - baseCenter[axis];
if (h < 0 || h > height) continue;
// Current radius at this height
float currentRadius = radius * (1.0f - h / height);
for (int j = minVoxel[(axis + 1) % 3]; j <= maxVoxel[(axis + 1) % 3]; ++j) {
for (int i = minVoxel[(axis + 2) % 3]; i <= maxVoxel[(axis + 2) % 3]; ++i) {
Vec3i pos;
pos[axis] = k;
pos[(axis + 1) % 3] = j;
pos[(axis + 2) % 3] = i;
Vec3f voxelCenter = pos.toFloat() * grid.binSize;
// Calculate distance from axis
float dx = voxelCenter.x - baseCenter.x;
float dy = voxelCenter.y - baseCenter.y;
float dz = voxelCenter.z - baseCenter.z;
// Zero out the axis component
if (axis == 0) dx = 0;
else if (axis == 1) dy = 0;
else dz = 0;
float distanceSq = dx*dx + dy*dy + dz*dz;
if (filled) {
if (distanceSq <= currentRadius * currentRadius) {
grid.set(pos, true, color);
}
} else {
float shellThickness = grid.binSize;
if (distanceSq <= currentRadius * currentRadius &&
distanceSq >= (currentRadius - shellThickness) * (currentRadius - shellThickness)) {
grid.set(pos, true, color);
}
}
}
}
}
grid.clearMeshCache();
}
static void createTorus(VoxelGrid& grid, const Vec3f& center, float majorRadius, float minorRadius,
const Vec3ui8& color = Vec3ui8(255, 255, 255)) {
TIME_FUNCTION;
float outerRadius = majorRadius + minorRadius;
Vec3f minPos = center - Vec3f(outerRadius, outerRadius, minorRadius);
Vec3f maxPos = center + Vec3f(outerRadius, outerRadius, minorRadius);
Vec3i minVoxel = (minPos / grid.binSize).floorToI();
Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
minVoxel = minVoxel.max(Vec3i(0, 0, 0));
maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
Vec3f pos(x * grid.binSize, y * grid.binSize, z * grid.binSize);
Vec3f delta = pos - center;
// Torus equation: (sqrt(x² + y²) - R)² + z² = r²
float xyDist = std::sqrt(delta.x * delta.x + delta.y * delta.y);
float distToCircle = xyDist - majorRadius;
float distanceSq = distToCircle * distToCircle + delta.z * delta.z;
if (distanceSq <= minorRadius * minorRadius) {
grid.set(Vec3i(x, y, z), true, color);
}
}
}
}
grid.clearMeshCache();
}
// Procedural Generators
static void createPerlinNoiseTerrain(VoxelGrid& grid, float frequency = 0.1f, float amplitude = 10.0f,
int octaves = 4, float persistence = 0.5f,
const Vec3ui8& baseColor = Vec3ui8(34, 139, 34)) {
TIME_FUNCTION;
if (grid.getHeight() < 1) return;
PNoise2 noise;
for (int z = 0; z < grid.getDepth(); ++z) {
for (int x = 0; x < grid.getWidth(); ++x) {
// Generate height value using Perlin noise
float heightValue = 0.0f;
float freq = frequency;
float amp = amplitude;
for (int octave = 0; octave < octaves; ++octave) {
float nx = x * freq / 100.0f;
float nz = z * freq / 100.0f;
heightValue += noise.permute(Vec2f(nx, nz)) * amp;
freq *= 2.0f;
amp *= persistence;
}
// Normalize and scale to grid height
int terrainHeight = static_cast<int>((heightValue + amplitude) / (2.0f * amplitude) * grid.getHeight());
terrainHeight = std::max(0, std::min(grid.getHeight() - 1, terrainHeight));
// Create column of voxels
for (int y = 0; y <= terrainHeight; ++y) {
// Color gradient based on height
float t = static_cast<float>(y) / grid.getHeight();
Vec3ui8 color = baseColor;
// Add some color variation
if (t < 0.3f) {
// Water level
color = Vec3ui8(30, 144, 255);
} else if (t < 0.5f) {
// Sand
color = Vec3ui8(238, 214, 175);
} else if (t < 0.8f) {
// Grass
color = baseColor;
} else {
// Snow
color = Vec3ui8(255, 250, 250);
}
grid.set(Vec3i(x, y, z), true, color);
}
}
}
grid.clearMeshCache();
}
static void createMengerSponge(VoxelGrid& grid, int iterations = 3,
const Vec3ui8& color = Vec3ui8(255, 255, 255)) {
TIME_FUNCTION;
// Start with a solid cube
createCube(grid,
Vec3f(grid.getWidth() * grid.binSize * 0.5f,
grid.getHeight() * grid.binSize * 0.5f,
grid.getDepth() * grid.binSize * 0.5f),
Vec3f(grid.getWidth() * grid.binSize,
grid.getHeight() * grid.binSize,
grid.getDepth() * grid.binSize),
color, true);
// Apply Menger sponge iteration
for (int iter = 0; iter < iterations; ++iter) {
int divisor = static_cast<int>(std::pow(3, iter + 1));
// Calculate the pattern
for (int z = 0; z < grid.getDepth(); ++z) {
for (int y = 0; y < grid.getHeight(); ++y) {
for (int x = 0; x < grid.getWidth(); ++x) {
// Check if this voxel should be removed in this iteration
int modX = x % divisor;
int modY = y % divisor;
int modZ = z % divisor;
int third = divisor / 3;
// Remove center cubes
if ((modX >= third && modX < 2 * third) &&
(modY >= third && modY < 2 * third)) {
grid.set(Vec3i(x, y, z), false, color);
}
if ((modX >= third && modX < 2 * third) &&
(modZ >= third && modZ < 2 * third)) {
grid.set(Vec3i(x, y, z), false, color);
}
if ((modY >= third && modY < 2 * third) &&
(modZ >= third && modZ < 2 * third)) {
grid.set(Vec3i(x, y, z), false, color);
}
}
}
}
}
grid.clearMeshCache();
}
// Helper function to check if a point is inside a polygon (for 2D shapes)
static bool pointInPolygon(const Vec2f& point, const std::vector<Vec2f>& polygon) {
bool inside = false;
size_t n = polygon.size();
for (size_t i = 0, j = n - 1; i < n; j = i++) {
if (((polygon[i].y > point.y) != (polygon[j].y > point.y)) &&
(point.x < (polygon[j].x - polygon[i].x) * (point.y - polygon[i].y) /
(polygon[j].y - polygon[i].y) + polygon[i].x)) {
inside = !inside;
}
}
return inside;
}
// Utah Teapot (simplified voxel approximation)
static void createTeapot(VoxelGrid& grid, const Vec3f& position, float scale = 1.0f,
const Vec3ui8& color = Vec3ui8(200, 200, 200)) {
TIME_FUNCTION;
// Simplified teapot using multiple primitive components
Vec3f center = position;
// Body (ellipsoid)
createSphere(grid, center, 3.0f * scale, color, false);
// Spout (rotated cylinder)
Vec3f spoutStart = center + Vec3f(2.0f * scale, 0, 0);
Vec3f spoutEnd = center + Vec3f(4.0f * scale, 1.5f * scale, 0);
createCylinderBetween(grid, spoutStart, spoutEnd, 0.5f * scale, color, true);
// Handle (semi-circle)
Vec3f handleStart = center + Vec3f(-2.0f * scale, 0, 0);
Vec3f handleEnd = center + Vec3f(-3.0f * scale, 2.0f * scale, 0);
createCylinderBetween(grid, handleStart, handleEnd, 0.4f * scale, color, true);
// Lid (small cylinder on top)
Vec3f lidCenter = center + Vec3f(0, 3.0f * scale, 0);
createCylinder(grid, lidCenter, 1.0f * scale, 0.5f * scale, color, true, 1);
grid.clearMeshCache();
}
static void createCylinderBetween(VoxelGrid& grid, const Vec3f& start, const Vec3f& end, float radius,
const Vec3ui8& color, bool filled = true) {
TIME_FUNCTION;
Vec3f direction = (end - start).normalized();
float length = (end - start).length();
// Create local coordinate system
Vec3f up(0, 1, 0);
if (std::abs(direction.dot(up)) > 0.99f) {
up = Vec3f(1, 0, 0);
}
Vec3f right = direction.cross(up).normalized();
Vec3f localUp = right.cross(direction).normalized();
Vec3f minPos = start.min(end) - Vec3f(radius, radius, radius);
Vec3f maxPos = start.max(end) + Vec3f(radius, radius, radius);
Vec3i minVoxel = (minPos / grid.binSize).floorToI();
Vec3i maxVoxel = (maxPos / grid.binSize).floorToI();
minVoxel = minVoxel.max(Vec3i(0, 0, 0));
maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
float radiusSq = radius * radius;
for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
Vec3f voxelPos(x * grid.binSize, y * grid.binSize, z * grid.binSize);
// Project point onto cylinder axis
Vec3f toPoint = voxelPos - start;
float t = toPoint.dot(direction);
// Check if within cylinder length
if (t < 0 || t > length) continue;
Vec3f projected = start + direction * t;
Vec3f delta = voxelPos - projected;
float distanceSq = delta.lengthSquared();
if (filled) {
if (distanceSq <= radiusSq) {
grid.set(Vec3i(x, y, z), true, color);
}
} else {
float shellThickness = grid.binSize;
if (distanceSq <= radiusSq &&
distanceSq >= (radius - shellThickness) * (radius - shellThickness)) {
grid.set(Vec3i(x, y, z), true, color);
}
}
}
}
}
}
// Generate from mathematical function
template<typename Func>
static void createFromFunction(VoxelGrid& grid, Func func,
const Vec3f& minBounds, const Vec3f& maxBounds,
float threshold = 0.5f,
const Vec3ui8& color = Vec3ui8(255, 255, 255)) {
TIME_FUNCTION;
Vec3i minVoxel = (minBounds / grid.binSize).floorToI();
Vec3i maxVoxel = (maxBounds / grid.binSize).floorToI();
minVoxel = minVoxel.max(Vec3i(0, 0, 0));
maxVoxel = maxVoxel.min(Vec3i(grid.getWidth() - 1, grid.getHeight() - 1, grid.getDepth() - 1));
for (int z = minVoxel.z; z <= maxVoxel.z; ++z) {
for (int y = minVoxel.y; y <= maxVoxel.y; ++y) {
for (int x = minVoxel.x; x <= maxVoxel.x; ++x) {
Vec3f pos(x * grid.binSize, y * grid.binSize, z * grid.binSize);
float value = func(pos.x, pos.y, pos.z);
if (value > threshold) {
grid.set(Vec3i(x, y, z), true, color);
}
}
}
}
grid.clearMeshCache();
}
// Example mathematical functions
static float sphereFunction(float x, float y, float z) {
return 1.0f - (x*x + y*y + z*z);
}
static float torusFunction(float x, float y, float z, float R = 2.0f, float r = 1.0f) {
float d = std::sqrt(x*x + y*y) - R;
return r*r - d*d - z*z;
}
static float gyroidFunction(float x, float y, float z, float scale = 0.5f) {
x *= scale; y *= scale; z *= scale;
return std::sin(x) * std::cos(y) + std::sin(y) * std::cos(z) + std::sin(z) * std::cos(x);
}
};
#endif

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@@ -52,14 +52,21 @@ private:
/// @note Vector selection affects 3D noise patterns /// @note Vector selection affects 3D noise patterns
Vec3ui8 GetConstantVector3(int v) { Vec3ui8 GetConstantVector3(int v) {
int h = v & 7; int h = v & 7;
if (h == 0) return Vec3ui8(1,1,1); switch(h) {
else if (h == 1) return Vec3ui8(-1,1, 1); case 0: return Vec3ui8( 1, 1, 0);
else if (h == 2) return Vec3ui8(-1,-1, 1); case 1: return Vec3ui8(-1, 1, 0);
else if (h == 3) return Vec3ui8(-1,-1, 1); case 2: return Vec3ui8( 1,-1, 0);
else if (h == 4) return Vec3ui8(-1,-1,-1); case 3: return Vec3ui8(-1,-1, 0);
else if (h == 5) return Vec3ui8(-1,-1, -1); case 4: return Vec3ui8( 1, 0, 1);
else if (h == 6) return Vec3ui8(-1,-1, -1); case 5: return Vec3ui8(-1, 0, 1);
else return Vec3ui8(1,-1, -1); case 6: return Vec3ui8( 1, 0,-1);
case 7: return Vec3ui8(-1, 0,-1);
case 8: return Vec3ui8( 0, 1, 1);
case 9: return Vec3ui8( 0,-1, 1);
case 10: return Vec3ui8( 0, 1,-1);
case 11: return Vec3ui8( 0,-1,-1);
default: return Vec3ui8(0,0,0);
}
} }
/// @brief Gradient function for 2D/3D Perlin noise /// @brief Gradient function for 2D/3D Perlin noise
@@ -98,6 +105,15 @@ private:
return (permute(point) + 1.0f) * 0.5f; return (permute(point) + 1.0f) * 0.5f;
} }
/// @brief Normalize 3D noise value from [-1,1] to [0,1]
/// @tparam T Coordinate type
/// @param point Input coordinate
/// @return Normalized noise value in [0,1] range
template<typename T>
float normalizedNoise(const Vec3<T>& point) {
return (permute(point) + 1.0f) * 0.5f;
}
/// @brief Map value from one range to another /// @brief Map value from one range to another
/// @param value Input value /// @param value Input value
/// @param inMin Original range minimum /// @param inMin Original range minimum
@@ -147,6 +163,16 @@ private:
return (permutation[(x + permutation[y & 255]) & 255] / 255.0f) * 2.0f - 1.0f; return (permutation[(x + permutation[y & 255]) & 255] / 255.0f) * 2.0f - 1.0f;
} }
/// @brief Hash function for 3D coordinates
/// @param x X coordinate integer
/// @param y Y coordinate integer
/// @param z Z coordinate integer
/// @return Hash value in [-1,1] range
/// @note 3D version of hash function
float hash(int x, int y, int z) {
return (permutation[(z + permutation[(y + permutation[x & 255]) & 255]) & 255] / 255.0f) * 2.0f - 1.0f;
}
public: public:
/// @brief Default constructor with random seed /// @brief Default constructor with random seed
/// @note Uses random_device for seed; different runs produce different noise /// @note Uses random_device for seed; different runs produce different noise
@@ -178,20 +204,20 @@ public:
float xf = point.x - X; float xf = point.x - X;
float yf = point.y - Y; float yf = point.y - Y;
Vec2 BL = Vec2(xf-0, yf-0); Vec2f BL = Vec2f(xf-0, yf-0);
Vec2 BR = Vec2(xf-1, yf-0); Vec2f BR = Vec2f(xf-1, yf-0);
Vec2 TL = Vec2(xf-0, yf-1); Vec2f TL = Vec2f(xf-0, yf-1);
Vec2 TR = Vec2(xf-1, yf-1); Vec2f TR = Vec2f(xf-1, yf-1);
int vBL = permutation[permutation[xmod+0]+ymod+0]; int vBL = permutation[permutation[xmod+0]+ymod+0];
int vBR = permutation[permutation[xmod+1]+ymod+0]; int vBR = permutation[permutation[xmod+1]+ymod+0];
int vTL = permutation[permutation[xmod+0]+ymod+1]; int vTL = permutation[permutation[xmod+0]+ymod+1];
int vTR = permutation[permutation[xmod+1]+ymod+1]; int vTR = permutation[permutation[xmod+1]+ymod+1];
float dBL = BL.dot(GetConstantVector(vBL)); // float dBL = BL.dot(GetConstantVector(vBL));
float dBR = BR.dot(GetConstantVector(vBR)); // float dBR = BR.dot(GetConstantVector(vBR));
float dTL = TL.dot(GetConstantVector(vTL)); // float dTL = TL.dot(GetConstantVector(vTL));
float dTR = TR.dot(GetConstantVector(vTR)); // float dTR = TR.dot(GetConstantVector(vTR));
float u = fade(xf); float u = fade(xf);
float v = fade(yf); float v = fade(yf);
@@ -238,15 +264,15 @@ public:
int vRTL = permutation[permutation[permutation[Z+1]+X+0]+Y+1]; int vRTL = permutation[permutation[permutation[Z+1]+X+0]+Y+1];
int vRTR = permutation[permutation[permutation[Z+1]+X+1]+Y+1]; int vRTR = permutation[permutation[permutation[Z+1]+X+1]+Y+1];
float dFBL = FBL.dot(GetConstantVector3(vFBL)); // float dFBL = FBL.dot(GetConstantVector3(vFBL));
float dFBR = FBR.dot(GetConstantVector3(vFBR)); // float dFBR = FBR.dot(GetConstantVector3(vFBR));
float dFTL = FTL.dot(GetConstantVector3(vFTL)); // float dFTL = FTL.dot(GetConstantVector3(vFTL));
float dFTR = FTR.dot(GetConstantVector3(vFTR)); // float dFTR = FTR.dot(GetConstantVector3(vFTR));
float dRBL = RBL.dot(GetConstantVector3(vRBL)); // float dRBL = RBL.dot(GetConstantVector3(vRBL));
float dRBR = RBR.dot(GetConstantVector3(vRBR)); // float dRBR = RBR.dot(GetConstantVector3(vRBR));
float dRTL = RTL.dot(GetConstantVector3(vRTL)); // float dRTL = RTL.dot(GetConstantVector3(vRTL));
float dRTR = RTR.dot(GetConstantVector3(vRTR)); // float dRTR = RTR.dot(GetConstantVector3(vRTR));
float u = fade(xf); float u = fade(xf);
float v = fade(yf); float v = fade(yf);
@@ -298,6 +324,51 @@ public:
return lerp(nx0, nx1, sy); return lerp(nx0, nx1, sy);
} }
/// @brief Generate 3D value noise
/// @param point 3D coordinate
/// @return Noise value in [-1,1] range
float valueNoise(const Vec3<float>& point) {
int xi = (int)std::floor(point.x);
int yi = (int)std::floor(point.y);
int zi = (int)std::floor(point.z);
float tx = point.x - xi;
float ty = point.y - yi;
float tz = point.z - zi;
int rx0 = xi & 255;
int rx1 = (xi + 1) & 255;
int ry0 = yi & 255;
int ry1 = (yi + 1) & 255;
int rz0 = zi & 255;
int rz1 = (zi + 1) & 255;
// Random values at corners
float c000 = hash(rx0, ry0, rz0);
float c100 = hash(rx1, ry0, rz0);
float c010 = hash(rx0, ry1, rz0);
float c110 = hash(rx1, ry1, rz0);
float c001 = hash(rx0, ry0, rz1);
float c101 = hash(rx1, ry0, rz1);
float c011 = hash(rx0, ry1, rz1);
float c111 = hash(rx1, ry1, rz1);
// Interpolation
float sx = fade(tx);
float sy = fade(ty);
float sz = fade(tz);
float nx00 = lerp(c000, c100, sx);
float nx10 = lerp(c010, c110, sx);
float nx01 = lerp(c001, c101, sx);
float nx11 = lerp(c011, c111, sx);
float ny0 = lerp(nx00, nx10, sy);
float ny1 = lerp(nx01, nx11, sy);
return lerp(ny0, ny1, sz);
}
/// @brief Generate RGBA color from 3D noise with offset channels /// @brief Generate RGBA color from 3D noise with offset channels
/// @param point 3D coordinate /// @param point 3D coordinate
/// @return Vec4ui8 containing RGBA noise values /// @return Vec4ui8 containing RGBA noise values
@@ -348,6 +419,29 @@ public:
return total / maxV; return total / maxV;
} }
/// @brief Generate 3D fractal (octave) noise
/// @tparam T Coordinate type
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @param persistence Amplitude multiplier per octave
/// @param lacunarity Frequency multiplier per octave
/// @return Combined noise value
template<typename T>
float fractalNoise(const Vec3<T>& point, int octaves, float persistence, float lacunarity) {
float total = 0.0f;
float frequency = 1.f;
float amplitude = 1.f;
float maxV = 0.f;
for (int i = 0; i < octaves; i++) {
total += permute(point*frequency) * amplitude;
maxV += amplitude;
amplitude *= persistence;
frequency *= lacunarity;
}
return total / maxV;
}
/// @brief Generate turbulence noise (absolute value of octaves) /// @brief Generate turbulence noise (absolute value of octaves)
/// @tparam T Coordinate type /// @tparam T Coordinate type
/// @param point Input coordinate /// @param point Input coordinate
@@ -357,9 +451,25 @@ public:
template<typename T> template<typename T>
float turbulence(const Vec2<T>& point, int octaves) { float turbulence(const Vec2<T>& point, int octaves) {
float value = 0.0f; float value = 0.0f;
Vec2<float> tempPoint = point; Vec2f tempPoint = point.toFloat();
for (int i = 0; i < octaves; i++) { for (int i = 0; i < octaves; i++) {
value += std::abs(permute(tempPoint)); value += std::abs(permute(tempPoint)) / (1 << i);
tempPoint *= 2.f;
}
return value;
}
/// @brief Generate 3D turbulence noise
/// @tparam T Coordinate type
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @return Turbulence noise value
template<typename T>
float turbulence(const Vec3<T>& point, int octaves) {
float value = 0.0f;
Vec3f tempPoint = point.toFloat();
for (int i = 0; i < octaves; i++) {
value += std::abs(permute(tempPoint)) / (1 << i);
tempPoint *= 2.f; tempPoint *= 2.f;
} }
return value; return value;
@@ -388,6 +498,28 @@ public:
return result; return result;
} }
/// @brief Generate 3D ridged noise
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @param offset Weighting offset for ridge formation
/// @return Ridged noise value
float ridgedNoise(const Vec3<float>& point, int octaves, float offset = 1.0f) {
float result = 0.f;
float weight = 1.f;
Vec3<float> p = point;
for (int i = 0; i < octaves; i++) {
float signal = 1.f - std::abs(permute(p));
signal *= signal;
signal *= weight;
weight = signal * offset;
result += signal;
p *= 2.f;
}
return result;
}
/// @brief Generate billow (cloud-like) noise /// @brief Generate billow (cloud-like) noise
/// @param point Input coordinate /// @param point Input coordinate
/// @param octaves Number of noise layers /// @param octaves Number of noise layers
@@ -406,6 +538,24 @@ public:
return value; return value;
} }
/// @brief Generate 3D billow noise
/// @param point Input coordinate
/// @param octaves Number of noise layers
/// @return Billow noise value
float billowNoise(const Vec3<float>& point, int octaves) {
float value = 0.0f;
float amplitude = 1.0f;
float frequency = 1.0f;
for (int i = 0; i < octaves; i++) {
value += std::abs(permute(point * frequency)) * amplitude;
amplitude *= 0.5f;
frequency *= 2.0f;
}
return value;
}
}; };
#endif #endif

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@@ -312,6 +312,11 @@ public:
float aspect() { float aspect() {
return static_cast<float>(x) / static_cast<float>(y); return static_cast<float>(x) / static_cast<float>(y);
} }
Vec2<float> toFloat() {
return Vec2<float>(static_cast<float>(x), static_cast<float>(y));
}
}; };
template<typename T> template<typename T>

View File

@@ -454,6 +454,29 @@ public:
return std::hash<float>()(v.x) ^ (std::hash<float>()(v.y) << 1) ^ (std::hash<float>()(v.z) << 2); return std::hash<float>()(v.x) ^ (std::hash<float>()(v.y) << 1) ^ (std::hash<float>()(v.z) << 2);
} }
}; };
Vec2<T> toLatLon() const {
float r = length();
if (r == 0) return Vec2<T>(0, 0);
float θ = std::acos(z / r);
float lat = static_cast<T>(M_PI/2.0 - θ);
float lon = static_cast<T>(std::atan2(y, x));
return Vec2<T>(lat, lon);
}
Vec2<T> toLatLon(const Vec3& center) const {
Vec3 relative = *this - center;
return relative.toLatLon();
}
T toElevation() const {
return length();
}
T toElevation(const Vec3& center) const {
return distance(center);
}
}; };
using Vec3f = Vec3<float>; using Vec3f = Vec3<float>;