Open 3D Engine GradientSignal Gem API Reference  24.09
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GradientSignal::PerlinImprovedNoise Class Referencefinal

#include <PerlinImprovedNoise.h>

Public Member Functions

 AZ_CLASS_ALLOCATOR (PerlinImprovedNoise, AZ::SystemAllocator)
 
 PerlinImprovedNoise (int seed)
 
 PerlinImprovedNoise (const AZStd::span< int, 512 > &permutationTable)
 
float GenerateOctaveNoise (float x, float y, float z, int octaves, float persistence, float initialFrequency=1.0f)
 
float GenerateNoise (float x, float y, float z)
 

Detailed Description

Implementation of the Perlin improved noise algorithm Perlin noise can be used for any sort of wave-like deterministic patterns

Constructor & Destructor Documentation

◆ PerlinImprovedNoise() [1/2]

GradientSignal::PerlinImprovedNoise::PerlinImprovedNoise ( int  seed)

Prepares the permutation table with a given random seed

◆ PerlinImprovedNoise() [2/2]

GradientSignal::PerlinImprovedNoise::PerlinImprovedNoise ( const AZStd::span< int, 512 > &  permutationTable)

Initializes the permutation table from a preset table

Member Function Documentation

◆ GenerateNoise()

float GradientSignal::PerlinImprovedNoise::GenerateNoise ( float  x,
float  y,
float  z 
)

Creates a Perlin noise factor value based on a position

◆ GenerateOctaveNoise()

float GradientSignal::PerlinImprovedNoise::GenerateOctaveNoise ( float  x,
float  y,
float  z,
int  octaves,
float  persistence,
float  initialFrequency = 1.0f 
)

Creates a Perlin 'natural' noise factor values based on a position with smoothing parameters


The documentation for this class was generated from the following file: