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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/mathlib/noise.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/mathlib/noise.h')
-rw-r--r--mp/src/public/mathlib/noise.h70
1 files changed, 35 insertions, 35 deletions
diff --git a/mp/src/public/mathlib/noise.h b/mp/src/public/mathlib/noise.h
index 0aec2efe..19d3f729 100644
--- a/mp/src/public/mathlib/noise.h
+++ b/mp/src/public/mathlib/noise.h
@@ -1,35 +1,35 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=====================================================================================//
-
-#ifndef NOISE_H
-#define NOISE_H
-
-#include <math.h>
-#include "basetypes.h"
-#include "mathlib/vector.h"
-#include "tier0/dbg.h"
-
-
-// The following code is the c-ification of Ken Perlin's new noise algorithm
-// "JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN"
-// as available here: http://mrl.nyu.edu/~perlin/noise/
-// it generates a single octave of noise in the -1..1 range
-// this should at some point probably replace SparseConvolutionNoise - jd
-float ImprovedPerlinNoise( Vector const &pnt );
-
-// get the noise value at a point. Output range is 0..1.
-float SparseConvolutionNoise( Vector const &pnt );
-
-// get the noise value at a point, passing a custom noise shaping function. The noise shaping
-// function should map the domain 0..1 to 0..1.
-float SparseConvolutionNoise(Vector const &pnt, float (*pNoiseShapeFunction)(float) );
-
-// returns a 1/f noise. more octaves take longer
-float FractalNoise( Vector const &pnt, int n_octaves );
-
-// returns a abs(f)*1/f noise i.e. turbulence
-float Turbulence( Vector const &pnt, int n_octaves );
-#endif // NOISE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=====================================================================================//
+
+#ifndef NOISE_H
+#define NOISE_H
+
+#include <math.h>
+#include "basetypes.h"
+#include "mathlib/vector.h"
+#include "tier0/dbg.h"
+
+
+// The following code is the c-ification of Ken Perlin's new noise algorithm
+// "JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN"
+// as available here: http://mrl.nyu.edu/~perlin/noise/
+// it generates a single octave of noise in the -1..1 range
+// this should at some point probably replace SparseConvolutionNoise - jd
+float ImprovedPerlinNoise( Vector const &pnt );
+
+// get the noise value at a point. Output range is 0..1.
+float SparseConvolutionNoise( Vector const &pnt );
+
+// get the noise value at a point, passing a custom noise shaping function. The noise shaping
+// function should map the domain 0..1 to 0..1.
+float SparseConvolutionNoise(Vector const &pnt, float (*pNoiseShapeFunction)(float) );
+
+// returns a 1/f noise. more octaves take longer
+float FractalNoise( Vector const &pnt, int n_octaves );
+
+// returns a abs(f)*1/f noise i.e. turbulence
+float Turbulence( Vector const &pnt, int n_octaves );
+#endif // NOISE_H