a4be800a91
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1391 0a769ca7-a7f5-676a-18bf-c427514a06d6
473 lines
16 KiB
C++
473 lines
16 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Noise.h"
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#if NOISE_USE_SSE
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#include <smmintrin.h> //_mm_mul_epi32
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#endif
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#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x))
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Globals:
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void IntArrayLinearInterpolate2D(
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int * a_Array,
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int a_SizeX, int a_SizeY, // Dimensions of the array
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int a_AnchorStepX, int a_AnchorStepY // Distances between the anchor points in each direction
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)
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{
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// First interpolate columns where the anchor points are:
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int LastYCell = a_SizeY - a_AnchorStepY;
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for (int y = 0; y < LastYCell; y += a_AnchorStepY)
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{
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int Idx = a_SizeX * y;
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for (int x = 0; x < a_SizeX; x += a_AnchorStepX)
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{
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int StartValue = a_Array[Idx];
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int EndValue = a_Array[Idx + a_SizeX * a_AnchorStepY];
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int Diff = EndValue - StartValue;
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for (int CellY = 1; CellY < a_AnchorStepY; CellY++)
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{
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a_Array[Idx + a_SizeX * CellY] = StartValue + CellY * Diff / a_AnchorStepY;
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} // for CellY
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Idx += a_AnchorStepX;
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} // for x
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} // for y
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// Now interpolate in rows, each row has values in the anchor columns
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int LastXCell = a_SizeX - a_AnchorStepX;
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for (int y = 0; y < a_SizeY; y++)
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{
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int Idx = a_SizeX * y;
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for (int x = 0; x < LastXCell; x += a_AnchorStepX)
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{
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int StartValue = a_Array[Idx];
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int EndValue = a_Array[Idx + a_AnchorStepX];
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int Diff = EndValue - StartValue;
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for (int CellX = 1; CellX < a_AnchorStepX; CellX++)
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{
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a_Array[Idx + CellX] = StartValue + CellX * Diff / a_AnchorStepX;
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} // for CellY
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Idx += a_AnchorStepX;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCubicCell2D:
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class cCubicCell2D
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{
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public:
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cCubicCell2D(
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cNoise & a_Noise, ///< Noise to use for generating the random values
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NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
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int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
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const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values
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const NOISE_DATATYPE * a_FracY ///< Pointer to the attay that stores the Y fractional values
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);
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/// Uses current m_WorkRnds[] to generate part of the array
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void Generate(
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int a_FromX, int a_ToX,
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int a_FromY, int a_ToY
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);
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/// Initializes m_WorkRnds[] with the specified Floor values
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void InitWorkRnds(int a_FloorX, int a_FloorY);
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/// Updates m_WorkRnds[] for the new Floor values.
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void Move(int a_NewFloorX, int a_NewFloorY);
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protected:
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typedef NOISE_DATATYPE Workspace[4][4];
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cNoise & m_Noise;
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Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering)
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Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move()
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Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move()
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int m_CurFloorX;
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int m_CurFloorY;
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NOISE_DATATYPE * m_Array;
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int m_SizeX, m_SizeY;
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const NOISE_DATATYPE * m_FracX;
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const NOISE_DATATYPE * m_FracY;
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} ;
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cCubicCell2D::cCubicCell2D(
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cNoise & a_Noise, ///< Noise to use for generating the random values
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NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
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int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
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const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values
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const NOISE_DATATYPE * a_FracY ///< Pointer to the attay that stores the Y fractional values
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) :
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m_Noise(a_Noise),
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m_WorkRnds(&m_Workspace1),
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m_Array(a_Array),
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m_SizeX(a_SizeX),
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m_SizeY(a_SizeY),
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m_FracX(a_FracX),
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m_FracY(a_FracY)
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{
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}
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void cCubicCell2D::Generate(
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int a_FromX, int a_ToX,
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int a_FromY, int a_ToY
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)
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{
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for (int y = a_FromY; y < a_ToY; y++)
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{
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NOISE_DATATYPE Interp[4];
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NOISE_DATATYPE FracY = m_FracY[y];
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Interp[0] = cNoise::CubicInterpolate((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], (*m_WorkRnds)[0][2], (*m_WorkRnds)[0][3], FracY);
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Interp[1] = cNoise::CubicInterpolate((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], (*m_WorkRnds)[1][2], (*m_WorkRnds)[1][3], FracY);
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Interp[2] = cNoise::CubicInterpolate((*m_WorkRnds)[2][0], (*m_WorkRnds)[2][1], (*m_WorkRnds)[2][2], (*m_WorkRnds)[2][3], FracY);
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Interp[3] = cNoise::CubicInterpolate((*m_WorkRnds)[3][0], (*m_WorkRnds)[3][1], (*m_WorkRnds)[3][2], (*m_WorkRnds)[3][3], FracY);
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int idx = y * m_SizeX + a_FromX;
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for (int x = a_FromX; x < a_ToX; x++)
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{
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m_Array[idx++] = cNoise::CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]);
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} // for x
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} // for y
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}
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void cCubicCell2D::InitWorkRnds(int a_FloorX, int a_FloorY)
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{
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m_CurFloorX = a_FloorX;
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m_CurFloorY = a_FloorY;
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for (int x = 0; x < 4; x++)
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{
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int cx = a_FloorX + x - 1;
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for (int y = 0; y < 4; y++)
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{
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int cy = a_FloorY + y - 1;
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(*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy);
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}
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}
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}
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void cCubicCell2D::Move(int a_NewFloorX, int a_NewFloorY)
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{
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// Swap the doublebuffer:
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int OldFloorX = m_CurFloorX;
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int OldFloorY = m_CurFloorY;
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Workspace * OldWorkRnds = m_WorkRnds;
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m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1;
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// Reuse as much of the old workspace as possible:
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int DiffX = OldFloorX - a_NewFloorX;
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int DiffY = OldFloorY - a_NewFloorY;
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for (int x = 0; x < 4; x++)
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{
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int cx = a_NewFloorX + x - 1;
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int OldX = x - DiffX; // Where would this X be in the old grid?
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for (int y = 0; y < 4; y++)
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{
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int cy = a_NewFloorY + y - 1;
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int OldY = y - DiffY; // Where would this Y be in the old grid?
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if ((OldX >= 0) && (OldX < 4) && (OldY >= 0) && (OldY < 4))
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{
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(*m_WorkRnds)[x][y] = (*OldWorkRnds)[OldX][OldY];
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}
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else
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{
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(*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy);
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}
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}
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}
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m_CurFloorX = a_NewFloorX;
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m_CurFloorY = a_NewFloorY;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNoise:
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cNoise::cNoise(unsigned int a_Seed) :
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m_Seed(a_Seed)
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{
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}
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NOISE_DATATYPE cNoise::LinearNoise1D(NOISE_DATATYPE a_X) const
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{
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int BaseX = FAST_FLOOR(a_X);
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NOISE_DATATYPE FracX = a_X - BaseX;
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return LinearInterpolate(IntNoise1D(BaseX), IntNoise1D(BaseX + 1), FracX);
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}
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NOISE_DATATYPE cNoise::CosineNoise1D(NOISE_DATATYPE a_X) const
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{
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int BaseX = FAST_FLOOR(a_X);
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NOISE_DATATYPE FracX = a_X - BaseX;
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return CosineInterpolate(IntNoise1D(BaseX), IntNoise1D(BaseX + 1), FracX);
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}
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NOISE_DATATYPE cNoise::CubicNoise1D(NOISE_DATATYPE a_X) const
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{
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int BaseX = FAST_FLOOR(a_X);
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NOISE_DATATYPE FracX = a_X - BaseX;
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return CubicInterpolate(IntNoise1D(BaseX - 1), IntNoise1D(BaseX), IntNoise1D(BaseX + 1), IntNoise1D(BaseX + 2), FracX);
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}
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NOISE_DATATYPE cNoise::SmoothNoise1D(int a_X) const
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{
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return IntNoise1D(a_X) / 2 + IntNoise1D(a_X - 1) / 4 + IntNoise1D(a_X + 1) / 4;
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}
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NOISE_DATATYPE cNoise::CubicNoise2D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y) const
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{
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const int BaseX = FAST_FLOOR(a_X);
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const int BaseY = FAST_FLOOR(a_Y);
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const NOISE_DATATYPE points[4][4] =
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{
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IntNoise2D(BaseX - 1, BaseY - 1), IntNoise2D(BaseX, BaseY - 1), IntNoise2D(BaseX + 1, BaseY - 1), IntNoise2D(BaseX + 2, BaseY - 1),
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IntNoise2D(BaseX - 1, BaseY), IntNoise2D(BaseX, BaseY), IntNoise2D(BaseX + 1, BaseY), IntNoise2D(BaseX + 2, BaseY),
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IntNoise2D(BaseX - 1, BaseY + 1), IntNoise2D(BaseX, BaseY + 1), IntNoise2D(BaseX + 1, BaseY + 1), IntNoise2D(BaseX + 2, BaseY + 1),
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IntNoise2D(BaseX - 1, BaseY + 2), IntNoise2D(BaseX, BaseY + 2), IntNoise2D(BaseX + 1, BaseY + 2), IntNoise2D(BaseX + 2, BaseY + 2),
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};
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const NOISE_DATATYPE FracX = a_X - BaseX;
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const NOISE_DATATYPE interp1 = CubicInterpolate(points[0][0], points[0][1], points[0][2], points[0][3], FracX);
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const NOISE_DATATYPE interp2 = CubicInterpolate(points[1][0], points[1][1], points[1][2], points[1][3], FracX);
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const NOISE_DATATYPE interp3 = CubicInterpolate(points[2][0], points[2][1], points[2][2], points[2][3], FracX);
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const NOISE_DATATYPE interp4 = CubicInterpolate(points[3][0], points[3][1], points[3][2], points[3][3], FracX);
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const NOISE_DATATYPE FracY = a_Y - BaseY;
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return CubicInterpolate(interp1, interp2, interp3, interp4, FracY);
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}
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NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOISE_DATATYPE a_Z) const
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{
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const int BaseX = FAST_FLOOR(a_X);
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const int BaseY = FAST_FLOOR(a_Y);
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const int BaseZ = FAST_FLOOR(a_Z);
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const NOISE_DATATYPE points1[4][4] = {
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IntNoise3D(BaseX - 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ - 1),
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IntNoise3D(BaseX - 1, BaseY, BaseZ - 1), IntNoise3D(BaseX, BaseY, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY, BaseZ - 1),
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IntNoise3D(BaseX - 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ - 1),
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IntNoise3D(BaseX - 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ - 1),
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};
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const NOISE_DATATYPE FracX = (a_X) - BaseX;
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const NOISE_DATATYPE x1interp1 = CubicInterpolate( points1[0][0], points1[0][1], points1[0][2], points1[0][3], FracX );
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const NOISE_DATATYPE x1interp2 = CubicInterpolate( points1[1][0], points1[1][1], points1[1][2], points1[1][3], FracX );
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const NOISE_DATATYPE x1interp3 = CubicInterpolate( points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX );
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const NOISE_DATATYPE x1interp4 = CubicInterpolate( points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX );
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const NOISE_DATATYPE points2[4][4] = {
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IntNoise3D( BaseX-1, BaseY-1, BaseZ ), IntNoise3D( BaseX, BaseY-1, BaseZ ), IntNoise3D( BaseX+1, BaseY-1, BaseZ ), IntNoise3D( BaseX+2, BaseY-1, BaseZ ),
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IntNoise3D( BaseX-1, BaseY, BaseZ ), IntNoise3D( BaseX, BaseY, BaseZ ), IntNoise3D( BaseX+1, BaseY, BaseZ ), IntNoise3D( BaseX+2, BaseY, BaseZ ),
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IntNoise3D( BaseX-1, BaseY+1, BaseZ ), IntNoise3D( BaseX, BaseY+1, BaseZ ), IntNoise3D( BaseX+1, BaseY+1, BaseZ ), IntNoise3D( BaseX+2, BaseY+1, BaseZ ),
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IntNoise3D( BaseX-1, BaseY+2, BaseZ ), IntNoise3D( BaseX, BaseY+2, BaseZ ), IntNoise3D( BaseX+1, BaseY+2, BaseZ ), IntNoise3D( BaseX+2, BaseY+2, BaseZ ),
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};
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const NOISE_DATATYPE x2interp1 = CubicInterpolate( points2[0][0], points2[0][1], points2[0][2], points2[0][3], FracX );
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const NOISE_DATATYPE x2interp2 = CubicInterpolate( points2[1][0], points2[1][1], points2[1][2], points2[1][3], FracX );
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const NOISE_DATATYPE x2interp3 = CubicInterpolate( points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX );
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const NOISE_DATATYPE x2interp4 = CubicInterpolate( points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX );
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const NOISE_DATATYPE points3[4][4] = {
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IntNoise3D( BaseX-1, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY-1, BaseZ+1 ),
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IntNoise3D( BaseX-1, BaseY, BaseZ+1 ), IntNoise3D( BaseX, BaseY, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY, BaseZ+1 ),
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IntNoise3D( BaseX-1, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY+1, BaseZ+1 ),
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IntNoise3D( BaseX-1, BaseY+2, BaseZ+1 ), IntNoise3D( BaseX, BaseY+2, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY+2, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY+2, BaseZ+1 ),
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};
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const NOISE_DATATYPE x3interp1 = CubicInterpolate( points3[0][0], points3[0][1], points3[0][2], points3[0][3], FracX );
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const NOISE_DATATYPE x3interp2 = CubicInterpolate( points3[1][0], points3[1][1], points3[1][2], points3[1][3], FracX );
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const NOISE_DATATYPE x3interp3 = CubicInterpolate( points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX );
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const NOISE_DATATYPE x3interp4 = CubicInterpolate( points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX );
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const NOISE_DATATYPE points4[4][4] = {
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IntNoise3D( BaseX-1, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY-1, BaseZ+2 ),
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IntNoise3D( BaseX-1, BaseY, BaseZ+2 ), IntNoise3D( BaseX, BaseY, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY, BaseZ+2 ),
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IntNoise3D( BaseX-1, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY+1, BaseZ+2 ),
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IntNoise3D( BaseX-1, BaseY+2, BaseZ+2 ), IntNoise3D( BaseX, BaseY+2, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY+2, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY+2, BaseZ+2 ),
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};
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const NOISE_DATATYPE x4interp1 = CubicInterpolate( points4[0][0], points4[0][1], points4[0][2], points4[0][3], FracX );
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const NOISE_DATATYPE x4interp2 = CubicInterpolate( points4[1][0], points4[1][1], points4[1][2], points4[1][3], FracX );
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const NOISE_DATATYPE x4interp3 = CubicInterpolate( points4[2][0], points4[2][1], points4[2][2], points4[2][3], FracX );
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const NOISE_DATATYPE x4interp4 = CubicInterpolate( points4[3][0], points4[3][1], points4[3][2], points4[3][3], FracX );
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const NOISE_DATATYPE FracY = (a_Y) - BaseY;
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const NOISE_DATATYPE yinterp1 = CubicInterpolate( x1interp1, x1interp2, x1interp3, x1interp4, FracY );
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const NOISE_DATATYPE yinterp2 = CubicInterpolate( x2interp1, x2interp2, x2interp3, x2interp4, FracY );
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const NOISE_DATATYPE yinterp3 = CubicInterpolate( x3interp1, x3interp2, x3interp3, x3interp4, FracY );
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const NOISE_DATATYPE yinterp4 = CubicInterpolate( x4interp1, x4interp2, x4interp3, x4interp4, FracY );
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const NOISE_DATATYPE FracZ = (a_Z) - BaseZ;
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return CubicInterpolate( yinterp1, yinterp2, yinterp3, yinterp4, FracZ );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCubicNoise:
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cCubicNoise::cCubicNoise(int a_Seed) :
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m_Noise(a_Seed)
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{
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}
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void cCubicNoise::Generate2D(
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NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
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int a_SizeX, int a_SizeY, ///< Size of the array (num doubles), in each direction
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NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
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NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
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NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash
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)
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{
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ASSERT(a_SizeX < MAX_SIZE);
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ASSERT(a_SizeY < MAX_SIZE);
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ASSERT(a_StartX < a_EndX);
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ASSERT(a_StartY < a_EndY);
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// Calculate the integral and fractional parts of each coord:
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int FloorX[MAX_SIZE];
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int FloorY[MAX_SIZE];
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NOISE_DATATYPE FracX[MAX_SIZE];
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NOISE_DATATYPE FracY[MAX_SIZE];
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int SameX[MAX_SIZE];
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int SameY[MAX_SIZE];
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int NumSameX, NumSameY;
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CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX);
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CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY);
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cCubicCell2D Cell(m_Noise, a_Array, a_SizeX, a_SizeY, FracX, FracY);
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Cell.InitWorkRnds(FloorX[0], FloorY[0]);
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// Calculate query values using Cell:
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int FromY = 0;
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for (int y = 0; y < NumSameY; y++)
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{
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int ToY = FromY + SameY[y];
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int FromX = 0;
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int CurFloorY = FloorY[FromY];
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for (int x = 0; x < NumSameX; x++)
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{
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int ToX = FromX + SameX[x];
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Cell.Generate(FromX, ToX, FromY, ToY);
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Cell.Move(FloorX[ToX], CurFloorY);
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FromX = ToX;
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}
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Cell.Move(FloorX[0], FloorY[ToY]);
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FromY = ToY;
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}
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}
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void cCubicNoise::CalcFloorFrac(
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int a_Size,
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NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End,
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int * a_Floor, NOISE_DATATYPE * a_Frac,
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int * a_Same, int & a_NumSame
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)
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{
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NOISE_DATATYPE val = a_Start;
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NOISE_DATATYPE dif = (a_End - a_Start) / a_Size;
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for (int i = 0; i < a_Size; i++)
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{
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a_Floor[i] = FAST_FLOOR(val);
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a_Frac[i] = val - a_Floor[i];
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val += dif;
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}
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// Mark up the same floor values into a_Same / a_NumSame:
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int CurFloor = a_Floor[0];
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int LastSame = 0;
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a_NumSame = 0;
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for (int i = 1; i < a_Size; i++)
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{
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if (a_Floor[i] != CurFloor)
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{
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a_Same[a_NumSame] = i - LastSame;
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LastSame = i;
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a_NumSame += 1;
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CurFloor = a_Floor[i];
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}
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} // for i - a_Floor[]
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if (LastSame < a_Size)
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{
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a_Same[a_NumSame] = a_Size - LastSame;
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a_NumSame += 1;
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}
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}
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