Castle Game Engine: CastleNoise

# Unit CastleNoise
Description | Uses | Classes, Interfaces, Objects and Records | Functions and Procedures | Types | Constants | Variables
## Description Generating noise. ## Overview ### Functions and Procedures
`function InterpolatedNoise2D_None(const X, Y: Single; const Seed: Cardinal): Single;`
`function InterpolatedNoise2D_Linear(const X, Y: Single; const Seed: Cardinal): Single;`
`function InterpolatedNoise2D_Cosine(const X, Y: Single; const Seed: Cardinal): Single;`
`function InterpolatedNoise2D_Spline(const X, Y: Single; const Seed: Cardinal): Single;`
`function BlurredInterpolatedNoise2D_None(const X, Y: Single; const Seed: Cardinal): Single;`
`function BlurredInterpolatedNoise2D_Linear(const X, Y: Single; const Seed: Cardinal): Single;`
`function BlurredInterpolatedNoise2D_Cosine(const X, Y: Single; const Seed: Cardinal): Single;`
`function BlurredInterpolatedNoise2D_Spline(const X, Y: Single; const Seed: Cardinal): Single;`
## Description ### Functions and Procedures
`function InterpolatedNoise2D_None(const X, Y: Single; const Seed: Cardinal): Single;`
Noise for 2D coords, resulting in float 0..1 range. This is the interpolated integer noise. That is, values on integer grid points (when X, Y are ints) come from the really independent "integer noise". Values between integer points are interpolated. Suffix describes interpolation method.
`function InterpolatedNoise2D_Linear(const X, Y: Single; const Seed: Cardinal): Single;`
`function InterpolatedNoise2D_Cosine(const X, Y: Single; const Seed: Cardinal): Single;`
`function InterpolatedNoise2D_Spline(const X, Y: Single; const Seed: Cardinal): Single;`
`function BlurredInterpolatedNoise2D_None(const X, Y: Single; const Seed: Cardinal): Single;`
Noise for 2D coords, resulting in float 0..1 range, additionally blurred. Blurring smooths the noise by averaging values a little with neighbors (just like blur on normal 2D images). This helps for 2D noise to be less vertical/horizontal oriented. BlurredInterpolatedNoise* functions first blur the IntegerNoise, and then blurred noise is interpolated. Results are the same as the other way around (first interpolate IntegerNoise, and only then blur it), and marginally faster.
`function BlurredInterpolatedNoise2D_Linear(const X, Y: Single; const Seed: Cardinal): Single;`
`function BlurredInterpolatedNoise2D_Cosine(const X, Y: Single; const Seed: Cardinal): Single;`
`function BlurredInterpolatedNoise2D_Spline(const X, Y: Single; const Seed: Cardinal): Single;`
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