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// turbulence.h
//
// Copyright (C) 2003, 2004 Jason Bevins
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public
// License (COPYING.txt) for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this library; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
//
// The developer's email is jlbezigvins@gmzigail.com (for great email, take
// off every 'zig'.)
//

#ifndef NOISE_MODULE_TURBULENCE_H
#define NOISE_MODULE_TURBULENCE_H

#include "perlin.h"

namespace noise
{

  namespace module 
  {

    /// @addtogroup libnoise
    /// @{

    /// @addtogroup modules
    /// @{

    /// @addtogroup transformermodules
    /// @{

    /// Default frequency for the noise::module::Turbulence noise module.
    const double DEFAULT_TURBULENCE_FREQUENCY = DEFAULT_PERLIN_FREQUENCY;

    /// Default power for the noise::module::Turbulence noise module.
    const double DEFAULT_TURBULENCE_POWER = 1.0;

    /// Default roughness for the noise::module::Turbulence noise module.
    const int DEFAULT_TURBULENCE_ROUGHNESS = 3;

    /// Default noise seed for the noise::module::Turbulence noise module.
    const int DEFAULT_TURBULENCE_SEED = DEFAULT_PERLIN_SEED;

    /// Noise module that randomly displaces the input value before
    /// returning the output value from a source module.
    ///
    /// @image html moduleturbulence.png
    ///
    /// @a Turbulence is the pseudo-random displacement of the input value.
    /// The GetValue() method randomly displaces the ( @a x, @a y, @a z )
    /// coordinates of the input value before retrieving the output value from
    /// the source module.  To control the turbulence, an application can
    /// modify its frequency, its power, and its roughness.
    ///
    /// The frequency of the turbulence determines how rapidly the
    /// displacement amount changes.  To specify the frequency, call the
    /// SetFrequency() method.
    ///
    /// The power of the turbulence determines the scaling factor that is
    /// applied to the displacement amount.  To specify the power, call the
    /// SetPower() method.
    ///
    /// The roughness of the turbulence determines the roughness of the
    /// changes to the displacement amount.  Low values smoothly change the
    /// displacement amount.  High values roughly change the displacement
    /// amount, which produces more "kinky" changes.  To specify the
    /// roughness, call the SetRoughness() method.
    ///
    /// Use of this noise module may require some trial and error.  Assuming
    /// that you are using a generator module as the source module, you
    /// should first:
    /// - Set the frequency to the same frequency as the source module.
    /// - Set the power to the reciprocal of the frequency.
    ///
    /// From these initial frequency and power values, modify these values
    /// until this noise module produce the desired changes in your terrain or
    /// texture.  For example:
    /// - Low frequency (1/8 initial frequency) and low power (1/8 initial
    ///   power) produces very minor, almost unnoticeable changes.
    /// - Low frequency (1/8 initial frequency) and high power (8 times
    ///   initial power) produces "ropey" lava-like terrain or marble-like
    ///   textures.
    /// - High frequency (8 times initial frequency) and low power (1/8
    ///   initial power) produces a noisy version of the initial terrain or
    ///   texture.
    /// - High frequency (8 times initial frequency) and high power (8 times
    ///   initial power) produces nearly pure noise, which isn't entirely
    ///   useful.
    ///
    /// Displacing the input values result in more realistic terrain and
    /// textures.  If you are generating elevations for terrain height maps,
    /// you can use this noise module to produce more realistic mountain
    /// ranges or terrain features that look like flowing lava rock.  If you
    /// are generating values for textures, you can use this noise module to
    /// produce realistic marble-like or "oily" textures.
    ///
    /// Internally, there are three noise::module::Perlin noise modules
    /// that displace the input value; one for the @a x, one for the @a y,
    /// and one for the @a z coordinate.
    ///
    /// This noise module requires one source module.
    class Turbulence: public Module
    {

      public:

        /// Constructor.
        ///
        /// The default frequency is set to
        /// noise::module::DEFAULT_TURBULENCE_FREQUENCY.
        ///    
        /// The default power is set to
        /// noise::module::DEFAULT_TURBULENCE_POWER.
        ///
        /// The default roughness is set to
        /// noise::module::DEFAULT_TURBULENCE_ROUGHNESS.
        ///
        /// The default seed value is set to
        /// noise::module::DEFAULT_TURBULENCE_SEED.
        Turbulence ();

        /// Returns the frequency of the turbulence.
        ///
        /// @returns The frequency of the turbulence.
        ///
        /// The frequency of the turbulence determines how rapidly the
        /// displacement amount changes.
        double GetFrequency () const;

        /// Returns the power of the turbulence.
        ///
        /// @returns The power of the turbulence.
        ///
        /// The power of the turbulence determines the scaling factor that is
        /// applied to the displacement amount.
        double GetPower () const
        {
          return m_power;
        }

        /// Returns the roughness of the turbulence.
        ///
        /// @returns The roughness of the turbulence.
        ///
        /// The roughness of the turbulence determines the roughness of the
        /// changes to the displacement amount.  Low values smoothly change
        /// the displacement amount.  High values roughly change the
        /// displacement amount, which produces more "kinky" changes.
        int GetRoughnessCount () const
        {
          return m_xDistortModule.GetOctaveCount ();
        }

        /// Returns the seed value of the internal Perlin-noise modules that
        /// are used to displace the input values.
        ///
        /// @returns The seed value.
        ///
        /// Internally, there are three noise::module::Perlin noise modules
        /// that displace the input value; one for the @a x, one for the @a y,
        /// and one for the @a z coordinate.  
        int GetSeed () const;

        virtual int GetSourceModuleCount () const
        {
          return 1;
        }

        virtual double GetValue (double x, double y, double z) const;

        /// Sets the frequency of the turbulence.
        ///
        /// @param frequency The frequency of the turbulence.
        ///
        /// The frequency of the turbulence determines how rapidly the
        /// displacement amount changes.
        void SetFrequency (double frequency)
        {
          // Set the frequency of each Perlin-noise module.
          m_xDistortModule.SetFrequency (frequency);
          m_yDistortModule.SetFrequency (frequency);
          m_zDistortModule.SetFrequency (frequency);
        }

        /// Sets the power of the turbulence.
        ///
        /// @param power The power of the turbulence.
        ///
        /// The power of the turbulence determines the scaling factor that is
        /// applied to the displacement amount.
        void SetPower (double power)
        {
          m_power = power;
        }

        /// Sets the roughness of the turbulence.
        ///
        /// @param roughness The roughness of the turbulence.
        ///
        /// The roughness of the turbulence determines the roughness of the
        /// changes to the displacement amount.  Low values smoothly change
        /// the displacement amount.  High values roughly change the
        /// displacement amount, which produces more "kinky" changes.
        ///
        /// Internally, there are three noise::module::Perlin noise modules
        /// that displace the input value; one for the @a x, one for the @a y,
        /// and one for the @a z coordinate.  The roughness value is equal to
        /// the number of octaves used by the noise::module::Perlin noise
        /// modules.
        void SetRoughness (int roughness)
        {
          // Set the octave count for each Perlin-noise module.
          m_xDistortModule.SetOctaveCount (roughness);
          m_yDistortModule.SetOctaveCount (roughness);
          m_zDistortModule.SetOctaveCount (roughness);
        }

        /// Sets the seed value of the internal noise modules that are used to
        /// displace the input values.
        ///
        /// @param seed The seed value.
        ///
        /// Internally, there are three noise::module::Perlin noise modules
        /// that displace the input value; one for the @a x, one for the @a y,
        /// and one for the @a z coordinate.  This noise module assigns the
        /// following seed values to the noise::module::Perlin noise modules:
        /// - It assigns the seed value (@a seed + 0) to the @a x noise module.
        /// - It assigns the seed value (@a seed + 1) to the @a y noise module.
        /// - It assigns the seed value (@a seed + 2) to the @a z noise module.
        void SetSeed (int seed);

      protected:

        /// The power (scale) of the displacement.
        double m_power;

        /// Noise module that displaces the @a x coordinate.
        Perlin m_xDistortModule;

        /// Noise module that displaces the @a y coordinate.
        Perlin m_yDistortModule;

        /// Noise module that displaces the @a z coordinate.
        Perlin m_zDistortModule;

    };

    /// @}

    /// @}

    /// @}

  }

}

#endif