/usr/include/libnoise/module/turbulence.h is in libnoise-dev 1.0.0+repack-1.
This file is owned by root:root, with mode 0o644.
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//
// 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
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