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* Mac OS X 10.6 & More C++03 Support * Fix SDL2 options.txt loading for C++03 * Output/Logging Overhaul * Added StandardOut class * Renamed LOGX macros to LOG_X * Removed LogMsg macros in favor of LOG_X * Added console window for debug Windows builds * Updated Xcode Project + StandardOut.hpp + StandardOut.cpp * StandardOut_windows * Replaced the Windows #ifdefs in StandardOut with StandardOut_windows --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
102 lines
2.1 KiB
C++
102 lines
2.1 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "PerlinNoise.hpp"
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#include "common/Utils.hpp"
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PerlinNoise::PerlinNoise(int nOctaves)
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{
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m_pRandom = &m_random;
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init(nOctaves);
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}
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PerlinNoise::PerlinNoise(Random* pRandom, int nOctaves)
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{
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m_pRandom = pRandom;
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if (nOctaves == 10)
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{
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LOG_I("PerlinNoise octaves are 10");
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}
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init(nOctaves);
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}
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void PerlinNoise::init(int nOctaves)
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{
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m_nOctaves = nOctaves;
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m_pImprovedNoise = new ImprovedNoise * [nOctaves];
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for (int i = 0; i < nOctaves; i++)
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{
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m_pImprovedNoise[i] = new ImprovedNoise(m_pRandom);
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}
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}
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PerlinNoise::~PerlinNoise()
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{
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for (int i = 0; i < m_nOctaves; i++)
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delete[] m_pImprovedNoise[i];
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delete[] m_pImprovedNoise;
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}
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float PerlinNoise::getValue(float x, float y)
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{
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if (m_nOctaves <= 0) return 0.0f;
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float result = 0.0f, x1 = 1.0f;
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for (int i = 0; i < m_nOctaves; i++)
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{
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result += m_pImprovedNoise[i]->getValue(x * x1, y * x1) / x1;
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x1 /= 2.f;
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}
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return result;
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}
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float PerlinNoise::getValue(float x, float y, float z)
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{
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if (m_nOctaves <= 0) return 0.0f;
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float result = 0.0f, x1 = 1.0f;
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for (int i = 0; i < m_nOctaves; i++)
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{
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result += m_pImprovedNoise[i]->getValue(x * x1, y * x1, z * x1) / x1;
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x1 /= 2.f;
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}
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return result;
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}
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float* PerlinNoise::getRegion(float* a2, int a3, int a4, int a5, int a6, float a7, float a8, float a9)
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{
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return getRegion(a2, float(a3), 10.0f, float(a4), a5, 1, a6, a7, 1.0f, a8);
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}
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float* PerlinNoise::getRegion(float* pMem, float a3, float a4, float a5, int a6, int a7, int a8, float a9, float a10, float a11)
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{
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int amt = a6 * a7 * a8;
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if (!pMem)
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pMem = new float[amt];
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for (int i = 0; i < amt; i++)
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pMem[i] = 0;
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float x = 1.0f;
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for (int i = 0; i < m_nOctaves; i++)
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{
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m_pImprovedNoise[i]->add(pMem, a3, a4, a5, a6, a7, a8, a9 * x, a10 * x, a11 * x, x);
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x /= 2;
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}
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return pMem;
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}
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