Ok, since swig has a bit of problems with c++, i followed another way.
I created a dll using a C implementation of perlin noise (python can load c written dll without any problems. With c++ it has some problems because of the name of the functions, but if them can be exported with extern C there wouldn't be any problem to load libnoise dll, but i haven't tryed)
Here the .c file
/* Coherent noise function over 1, 2 or 3 dimensions */
/* (copyright Ken Perlin) */
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "perlin.h"
#define random rand
static int p[B + B + 2];
static double g3[B + B + 2][3];
static double g2[B + B + 2][2];
static double g1[B + B + 2];
static int start = 1;
double noise1(double arg)
{
int bx0, bx1;
double rx0, rx1, sx, t, u, v, vec[1];
vec[0] = arg;
if (start) {
start = 0;
init();
}
setup(0,bx0,bx1,rx0,rx1);
sx = s_curve(rx0);
u = rx0 * g1[ p[ bx0 ] ];
v = rx1 * g1[ p[ bx1 ] ];
return(lerp(sx, u, v));
}
double noise2(double vec[2])
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
int i, j;
if (start) {
start = 0;
init();
}
setup(0, bx0,bx1, rx0,rx1);
setup(1, by0,by1, ry0,ry1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
sx = s_curve(rx0);
sy = s_curve(ry0);
q = g2[ b00 ] ; u = at2(rx0,ry0);
q = g2[ b10 ] ; v = at2(rx1,ry0);
a = lerp(sx, u, v);
q = g2[ b01 ] ; u = at2(rx0,ry1);
q = g2[ b11 ] ; v = at2(rx1,ry1);
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
double noise3(double vec[3])
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
int i, j;
if (start) {
start = 0;
init();
}
setup(0, bx0,bx1, rx0,rx1);
setup(1, by0,by1, ry0,ry1);
setup(2, bz0,bz1, rz0,rz1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
a = lerp(t, u, v);
q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
b = lerp(t, u, v);
c = lerp(sy, a, b);
q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
a = lerp(t, u, v);
q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
b = lerp(t, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
void normalize2(double v[2])
{
double s;
s = sqrt(v[0] * v[0] + v[1] * v[1]);
v[0] = v[0] / s;
v[1] = v[1] / s;
}
void normalize3(double v[3])
{
double s;
s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] = v[0] / s;
v[1] = v[1] / s;
v[2] = v[2] / s;
}
void init(void)
{
int i, j, k;
for (i = 0 ; i < B ; i++) {
p[i] = i;
g1[i] = (double)((random() % (B + B)) - B) / B;
for (j = 0 ; j < 2 ; j++)
g2[i][j] = (double)((random() % (B + B)) - B) / B;
normalize2(g2[i]);
for (j = 0 ; j < 3 ; j++)
g3[i][j] = (double)((random() % (B + B)) - B) / B;
normalize3(g3[i]);
}
while (--i) {
k = p[i];
p[i] = p[j = random() % B];
p[j] = k;
}
for (i = 0 ; i < B + 2 ; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0 ; j < 2 ; j++)
g2[B + i][j] = g2[i][j];
for (j = 0 ; j < 3 ; j++)
g3[B + i][j] = g3[i][j];
}
}
/* --- My harmonic summing functions - PDB --------------------------*/
/*
In what follows "alpha" is the weight when the sum is formed.
Typically it is 2, As this approaches 1 the function is noisier.
"beta" is the harmonic scaling/spacing, typically 2.
*/
double PerlinNoise1D(double x,double alpha,double beta,int n)
{
int i;
double val,sum = 0;
double p,scale = 1;
p = x;
for (i=0;i<n;i++) {
val = noise1(p);
sum += val / scale;
scale *= alpha;
p *= beta;
}
return(sum);
}
double PerlinNoise2D(double x,double y,double alpha,double beta,int n)
{
int i;
double val,sum = 0;
double p[2],scale = 1;
p[0] = x;
p[1] = y;
for (i=0;i<n;i++) {
val = noise2(p);
sum += val / scale;
scale *= alpha;
p[0] *= beta;
p[1] *= beta;
}
return(sum);
}
double PerlinNoise3D(double x,double y,double z,double alpha,double beta,int n)
{
int i;
double val,sum = 0;
double p[3],scale = 1;
p[0] = x;
p[1] = y;
p[2] = z;
for (i=0;i<n;i++) {
val = noise3(p);
sum += val / scale;
scale *= alpha;
p[0] *= beta;
p[1] *= beta;
p[2] *= beta;
}
return(sum);
}
Here the .h file
#define B 0x100
#define BM 0xff
#define N 0x1000
#define NP 12 /* 2^N */
#define NM 0xfff
#define s_curve(t) ( t * t * (3. - 2. * t) )
#define lerp(t, a, b) ( a + t * (b - a) )
#define setup(i,b0,b1,r0,r1)\
t = vec[i] + N;\
b0 = ((int)t) & BM;\
b1 = (b0+1) & BM;\
r0 = t - (int)t;\
r1 = r0 - 1.;
#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
#ifdef BUILDING_NOW_DLL
#define DLL_DECLSPEC __declspec(dllexport)
#else
#define DLL_DECLSPEC __declspec(dllimport)
#endif
void init(void);
double noise1(double);
double noise2(double *);
double noise3(double *);
void normalize3(double *);
void normalize2(double *);
double DLL_DECLSPEC PerlinNoise1D(double,double,double,int);
double DLL_DECLSPEC PerlinNoise2D(double,double,double,double,int);
double DLL_DECLSPEC PerlinNoise3D(double,double,double,double,double,int);
Here the python module that "wrap" the library
import ctypes
class Perlin_Noise():
#using the implementation described here
# http://paulbourke.net/texture_colour/perlin/
def __init__(self, path_to_library , weight = 2.0, spacing = 2.0, zoom = 10, octaves = 5.0):
self._libc= ctypes.cdll.LoadLibrary(path_to_library)
#Typically it is 2, As this approaches 1 the function is noisier.
self._sum_weight = weight
#It is the harmonic scaling/spacing, typically 2
self._harmonic_spacing = spacing
#The zoom of the generate texture
self._zoom = zoom
#The number of octaves(note: high values can bringh to overflow[caused by python])
self._octaves = octaves
self._libc.PerlinNoise1D.restype = ctypes.c_double
self._libc.PerlinNoise2D.restype = ctypes.c_double
self._libc.PerlinNoise3D.restype = ctypes.c_double
self._last1D = None
self._last2D = None
self._last3d = None
def setSumWeight(self, weight):
self._sum_weight = weight
def setHarmonicSpacing(self, spacing):
self._harmonic_spacing = spacing
def setZoom(self, zoom):
self._zoom = zoom
def setOctaves(self, octaves):
self._octaves = octaves
def getLast1D(self):
if hasattr(self, "_last1D"):
return self._last1D
else:
return None
def getLast2D(self):
if hasattr(self, "_last2D"):
return self._last2D
else:
return None
def getLast3D(self):
if hasattr(self, "_last3D"):
return self._last3D
else:
return None
def noise1D(self, x):
self._last1D = self._libc.PerlinNoise1D(
ctypes.c_double(x / self._zoom),
ctypes.c_double(self._sum_weight),
ctypes.c_double(self._harmonic_spacing),
ctypes.c_int(self._octaves)
)
return self._last1D
def noise2D(self, x , y):
self._last2D = self._libc.PerlinNoise2D(
ctypes.c_double(x / self._zoom),
ctypes.c_double(y / self._zoom),
ctypes.c_double(self._sum_weight),
ctypes.c_double(self._harmonic_spacing),
ctypes.c_int(self._octaves)
)
return self._last2D
def noise3D(self, x , y, z):
self._last3D = self._libc.PerlinNoise3D(
ctypes.c_double(x / self._zoom),
ctypes.c_double(y / self._zoom),
ctypes.c_double(z / self._zoom),
ctypes.c_double(self._sum_weight),
ctypes.c_double(self._harmonic_spacing),
ctypes.c_int(self._octaves)
)
return self._last3D
Here a script to try if the module works
import perlin_noise
import math
from PIL import Image
w , h = 1000, 1000
new_noise = perlin_noise.Perlin_Noise("perlin.dll", 1, 3, 10, 0)
new_noise.setSumWeight(2)
new_noise.setHarmonicSpacing(200)
new_noise.setZoom(5)
new_noise.setOctaves(1)
image = Image.new("L", (w,h))
pix = image.load()
for i in range(0,w):
for l in range(0,h):
x = i+math.sin(i)
y = l+math.cos(l)
pix[i,l] = ( (new_noise.noise2D(x,y) + 1) / 2 ) * 255
image.save("noise.jpeg")
new_noise.noise1D(new_noise.getLast2D())
new_noise.noise3D(new_noise.getLast1D(), new_noise.getLast2D(), x+y)
new_noise.getLast3D()Here part of the code in used to generate the coords of the trees:
sector = square["mysector"]
vegetation = Perlin_Noise(g.expandPath("//") + "Perlin" + os.path.sep + "perlin.dll",2, 1000, 10, 1)
# tree_number = (max_trees_per_square_meter) * size_of_the_tile || in this case max 1 tree per 3 square meter
tree_number = int( abs( vegetation.noise2D( sector[0], sector[1] ) / 3 ) * 16 * 16)
rand = random.Random()
rand.seed(hash(tuple(sector)))
for k in range(0, tree_number):
x = (rand.random() -0.5 ) * bge.size
y = (rand.random() - 0.5) * bge.size
#make it relative to the center of the tile
x = square.worldPosition[0] + x
y = square.worldPosition[1] + yI added all this code so that if someone will have the same problem can find here a good way to start from. I managed to create the system for loading the trees, now it will just need polishing and a bit of improvement. I'm sorry i dind't managed to use the libnoise library, it seams well coded and feature complete, if someone have any hints about how to export its functions as C functions let me know

Thanks very much to who made this possible helping me, now i'm a little less noob