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/* Copyright (c) 1988 Regents of the University of California */ |
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#ifndef lint |
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static char SCCSid[] = "$SunId$ LBL"; |
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static const char RCSid[] = "$Id$"; |
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#endif |
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/* |
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* noise3.c - noise functions for random textures. |
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* |
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* Credit for the smooth algorithm goes to Ken Perlin. |
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* (ref. SIGGRAPH Vol 19, No 3, pp 287-96) |
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* |
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* 4/15/86 |
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* 5/19/88 Added fractal noise function |
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*/ |
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#include "copyright.h" |
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#include <math.h> |
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#define A 0 |
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#define B 1 |
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#define C 2 |
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r0*hpoly3(t) + \ |
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r1*hpoly4(t) ) |
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static char noise_name[4][8] = {"noise3a", "noise3b", "noise3c", "noise3"}; |
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static char noise_name[4][8] = {"noise3x", "noise3y", "noise3z", "noise3"}; |
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static char fnoise_name[] = "fnoise3"; |
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static char hermite_name[] = "hermite"; |
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double *noise3(), fnoise3(), argument(), frand(); |
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static interpolate(); |
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static long xlim[3][2]; |
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static double xarg[3]; |
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#define EPSILON .0001 /* error allowed in fractal */ |
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#define EPSILON .001 /* error allowed in fractal */ |
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#define frand3(x,y,z) frand(17*(x)+23*(y)+29*(z)) |
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noise3(xnew) /* compute the noise function */ |
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register double xnew[3]; |
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{ |
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extern double floor(); |
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static double x[3] = {-100000.0, -100000.0, -100000.0}; |
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static double f[4]; |
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fnoise3(p) /* compute fractal noise function */ |
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double p[3]; |
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{ |
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double floor(); |
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long t[3], v[3], beg[3]; |
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double fval[8], fc; |
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int branch; |