DONT KNOW :D

This commit is contained in:
Maurice Grönwoldt 2021-12-30 18:06:04 +01:00
commit 8505032307
44 changed files with 1360 additions and 275 deletions

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@ -1,7 +1,7 @@
#pragma once
#include <string>
#include <unordered_map>
#include <map>
namespace VUtils {
class Environment {
@ -20,7 +20,7 @@ namespace VUtils {
void set(const char* name, const char *value);
void setNumber(const char* name, double value);
protected:
std::unordered_map<std::string, std::string> m_env;
std::map<std::string, std::string> m_env;
std::string m_prefix = "VENV_";
std::string m_filename;
};

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@ -7,5 +7,6 @@ namespace VUtils {
static double bezierBlend(double t);
static double easeIn(double ratio);
static double map(double x, double in_min, double in_max, double out_min, double out_max);
static double cubicInterpolate (double y0, double y1, double y2, double y3, double factor);
};
}

23
headers/VUtils/Random.h Normal file
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@ -0,0 +1,23 @@
#pragma once
#include <random>
namespace VUtils {
class Random {
public:
static Random& the() {
static Random _instance;
return _instance;
}
Random();
static double generate(double min, double max);
double get(double min, double max);
void setDist(double min, double max);
double getFast();
private:
std::random_device m_rd;
std::mt19937 m_mt;
std::uniform_real_distribution<double> m_dist;
};
}

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@ -0,0 +1,55 @@
/**
* @file SimplexNoise.h
* @brief A Perlin Simplex Noise C++ Implementation (1D, 2D, 3D).
*
* Copyright (c) 2014-2018 Sebastien Rombauts (sebastien.rombauts@gmail.com)
*
* Distributed under the MIT License (MIT) (See accompanying file LICENSE.txt
* or copy at http://opensource.org/licenses/MIT)
*/
#pragma once
#include <cstddef> // size_t
/**
* @brief A Perlin Simplex Noise C++ Implementation (1D, 2D, 3D, 4D).
*/
class SimplexNoise {
public:
// 1D Perlin simplex noise
static float noise(float x);
// 2D Perlin simplex noise
static float noise(float x, float y);
// 3D Perlin simplex noise
static float noise(float x, float y, float z);
// Fractal/Fractional Brownian Motion (fBm) noise summation
float fractal(size_t octaves, float x) const;
float fractal(size_t octaves, float x, float y) const;
float fractal(size_t octaves, float x, float y, float z) const;
/**
* Constructor of to initialize a fractal noise summation
*
* @param[in] frequency Frequency ("width") of the first octave of noise (default to 1.0)
* @param[in] amplitude Amplitude ("height") of the first octave of noise (default to 1.0)
* @param[in] lacunarity Lacunarity specifies the frequency multiplier between successive octaves (default to 2.0).
* @param[in] persistence Persistence is the loss of amplitude between successive octaves (usually 1/lacunarity)
*/
explicit SimplexNoise(float frequency = 1.0f,
float amplitude = 1.0f,
float lacunarity = 2.0f,
float persistence = 0.5f) :
mFrequency(frequency),
mAmplitude(amplitude),
mLacunarity(lacunarity),
mPersistence(persistence) {
}
private:
// Parameters of Fractional Brownian Motion (fBm) : sum of N "octaves" of noise
float mFrequency; ///< Frequency ("width") of the first octave of noise (default to 1.0)
float mAmplitude; ///< Amplitude ("height") of the first octave of noise (default to 1.0)
float mLacunarity; ///< Lacunarity specifies the frequency multiplier between successive octaves (default to 2.0).
float mPersistence; ///< Persistence is the loss of amplitude between successive octaves (usually 1/lacunarity)
};