106 lines
2.9 KiB
C#
106 lines
2.9 KiB
C#
// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
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// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
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//
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// Copyright (c) 2010-2011 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System;
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using System.ComponentModel;
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using System.Globalization;
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using System.Runtime.InteropServices;
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using System.Runtime.Serialization;
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namespace math
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{
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static public class fn
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{
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static public float Clamp( float v, float min, float max )
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{
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return v < min ? min : v > max ? max : v;
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}
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//Tracked these down in Desmos
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static public float s_a = 0.0f;
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static public float s_b = 0.155f;
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static public float s_c = 1.03f;
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static public float s_d = 6.13f;
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static public float s_f = -10.2f;
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static public float s_g = 4.06f;
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static public float Quintic( float v )
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{
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var vv = v * v;
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var vvv = vv * v;
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var vvvv = vvv * v;
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var vvvvv= vvvv * v;
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var res = s_a + s_b*v + s_c*vv + s_d*vvv + s_f*vvvv + s_g * vvvvv;
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return res;
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}
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static public float s_p = 0.37f;
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static public float s_o = 0.15f;
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static public float s_m = 2.11f;
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static public float s_n = -0.57f;
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static public float PerlinToContinent( float h )
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{
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var res = Quintic( s_m * h + s_n ) * s_o + s_p;
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return res;
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}
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static public float SmoothStepCos( float v )
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{
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var dV = (double)v;
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var newV = 0.5 - 0.5 * Math.Cos( Math.PI * dV );
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return (float)newV;
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}
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static public float SmoothStepSquare( float v )
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{
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var dV = (double)v;
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var newV = dV * dV * (3.0 - 2.0 * dV);
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return (float)newV;
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}
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static public float SmoothStepCube( float v )
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{
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var dV = (double)v;
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var newV = dV * dV * dV * ( 6.0 * dV * dV - 15.0 * dV + 10.0 );
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return (float)newV;
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}
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}
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}
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