latticeNoise/latticeNoise.h

latticeNoise/latticeNoise.h
//-
// ==========================================================================
// Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+
#include <maya/MPxCommand.h>
#include <maya/MPxNode.h>
//
// Class: latticeNoiseCmd
//
// Description:
// The latticeNoise command creates a new lattice (ffd) deformer. A
// latticeNoise node is placed between the deformed lattice shape and the
// actual deformer node. This causes the deformed object to wobble as
// random continuous noise is added to the pointes of the lattice.
//
// eg
// This causes the currently selected object to be deformed
//
// latticeNoise;
//
// This causes the specified geometry to be deformed
//
// latticeNoise sphereShape1;
//
class latticeNoiseCmd : public MPxCommand
{
public:
latticeNoiseCmd() {};
~latticeNoiseCmd() override {};
MStatus doIt( const MArgList& args ) override;
static void* creator();
};
//
// Class: latticeNoiseNode
//
// Description:
// A "latticeNoise" node adds random noise to lattice geometry over time.
// This makes the geometry being deformed by the lattice look like
// wobbly jello.
//
//
// Node: latticeNoise
//
// Attributes: input - input lattice
// amplitude - amplitude of the noise
// frequency - frequency of the noise
// time - the current time
// output - the modified lattice
//
class latticeNoiseNode : public MPxNode
{
public:
latticeNoiseNode() {};
~latticeNoiseNode() override {};
MStatus compute( const MPlug& plug, MDataBlock& data ) override;
static void* creator();
static MStatus initialize();
public:
static MObject input; // The input lattice.
static MObject amplitude; // The noise amplitude.
static MObject frequency; // The noise frequency.
static MObject time; // The time.
static MObject output; // The output lattice.
static MTypeId id; // The IFF type id
};
//
// Class: noise
//
// Description:
// The noise class is used for generating pseudo-random continuous noise.
// The noise values generated are always between 0 and 1.
//
// The technique used is a simple lattice noise algorithm based upon one
// by Ken Perlin. This particular implementation is adapted from
// Darwyn Peachey's (Texturing and Modeling: a Procedural Approach,
// S. Ebert Editor, 1994).
//
#define TABLE_SIZE 256
extern const int kTableMask;
#define MODPERM(x) permtable[(x)&kTableMask]
typedef struct {
float x;
float y;
float z;
} pnt;
class noise {
public:
static float atValue( float x );
static float atPoint( float x, float y, float z );
static pnt atPointAndTime( float x, float y, float z, float t );
static void initTable( long seed );
private:
static int permtable [256];
static float valueTable1 [256];
static float valueTable2 [256];
static float valueTable3 [256];
static int isInitialized;
static float spline( float x, float knot0, float knot1, float knot2,
float knot3 );
static float value( int x, int y, int z, float table[] = valueTable1 );
static float value( int x, int y, int z, int t,
float table[] = valueTable1 );
static float value( int x, float table[] = valueTable1 );
};
inline float noise::value( int x, int y, int z, int t, float table[] ) {
return table[MODPERM( x + MODPERM( y + MODPERM( z + MODPERM( t ) ) ) )];
}
inline float noise::value( int x, int y, int z, float table[] ) {
return table[MODPERM( x + MODPERM( y + MODPERM( z ) ) )];
}
inline float noise::value( int x, float table[] ) {
return table[MODPERM( x )];
}