From 9b6365f9f24250453a19b92e18001bb31bb747b2 Mon Sep 17 00:00:00 2001 From: vladislavbelov Date: Wed, 20 Apr 2022 20:22:01 +0000 Subject: [PATCH] Removes unused Noise generator added in 18eb72a25a without any actual usage. 60befbd1cf added the exact same implementation to the rmgen tool, 469d0fe5c5 removed the rmgen tool along with the original implementation of noise. Patch By: smiley Differential Revision: https://code.wildfiregames.com/D4611 This was SVN commit r26810. --- source/maths/Noise.cpp | 184 ----------------------------------------- source/maths/Noise.h | 70 ---------------- 2 files changed, 254 deletions(-) delete mode 100644 source/maths/Noise.cpp delete mode 100644 source/maths/Noise.h diff --git a/source/maths/Noise.cpp b/source/maths/Noise.cpp deleted file mode 100644 index 72082306a6..0000000000 --- a/source/maths/Noise.cpp +++ /dev/null @@ -1,184 +0,0 @@ -/* Copyright (C) 2009 Wildfire Games. - * This file is part of 0 A.D. - * - * 0 A.D. is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 2 of the License, or - * (at your option) any later version. - * - * 0 A.D. 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 General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with 0 A.D. If not, see . - */ - -/* - * 2D and 3D seamless Perlin noise - */ - -// Based on http://www.cs.cmu.edu/~mzucker/code/perlin-noise-math-faq.html -// and http://mrl.nyu.edu/~perlin/paper445.pdf. -// Not optimized for speed yet. - -#include "precompiled.h" -#include "Noise.h" -#include -#include - -namespace -{ - /// Random number generator (Boost Mersenne Twister) - boost::mt19937 rng; - - /// Utility function for random numbers - float randFloat() { - return ((float)rng()) / 4294967296.0f; - } - - /// Utility function used in both noises as an ease curve - float easeCurve(float t) - { - return t*t*t*(t*(t*6-15)+10); - } -} - -Noise2D::Noise2D(int f) -{ - freq = f; - grads = new CVector2D*[freq]; - for(int i=0; i 1 || vec.LengthSquared() < 0.1); - vec.Normalize(); - grads[i][j][k] = CVector3D(vec.X, vec.Y, vec.Z); - } - } - } -} - -Noise3D::~ Noise3D() -{ - for(int i=0; i. - */ - -/* - * 2D and 3D seamless Perlin noise - */ - -// Based on http://www.cs.cmu.edu/~mzucker/code/perlin-noise-math-faq.html -// and http://mrl.nyu.edu/~perlin/paper445.pdf. -// Not optimized for speed yet. - -#ifndef INCLUDED_NOISE -#define INCLUDED_NOISE - -#include "Vector2D.h" -#include "Vector3D.h" -#include "MathUtil.h" - -class Noise2D -{ - NONCOPYABLE(Noise2D); - - /// Frequency in X and Y - int freq; - - /// freq*freq random gradient vectors in the unit cube - CVector2D** grads; -public: - Noise2D(int freq); - ~Noise2D(); - - /// Evaluate the noise function at a given point - float operator() (float x, float y); -}; - -class Noise3D -{ - NONCOPYABLE(Noise3D); - - /// Frequency in X and Y - int freq; - - /// Frequency in Z (vertical frequency) - int vfreq; - - /// freq*freq*vfreq random gradient vectors in the unit cube - CVector3D*** grads; -public: - Noise3D(int freq, int vfreq); - ~Noise3D(); - - /// Evaluate the noise function at a given point - float operator() (float x, float y, float z); -}; - -#endif