forked from oerkki/voxelands
some noise tweaks
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@ -32,15 +32,11 @@ double cos_lookup[16] = {
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1.0,-0.9238,-0.7071,-0.3826,0,0.3826,0.7071,0.9238
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};
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double dotProduct(double vx, double vy, double wx, double wy){
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inline double dotProduct(double vx, double vy, double wx, double wy){
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return vx*wx+vy*wy;
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}
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double easeCurve(double t){
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return 6*pow(t,5)-15*pow(t,4)+10*pow(t,3);
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}
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double linearInterpolation(double x0, double x1, double t){
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inline double linearInterpolation(double x0, double x1, double t){
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return x0+(x1-x0)*t;
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}
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@ -59,7 +59,9 @@ private:
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int m_next;
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};
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double easeCurve(double t);
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inline double easeCurve(double t){
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return t * t * t * (6. * t * t - 15. * t + 10.);
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}
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// Return value: -1 ... 1
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double noise2d(int x, int y, int seed);
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