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PerlinNoise/Turbulence : Remove
These are inferior to the implementations provided by OpenShadingLanguage in `liboslnoise`, and are not used anywhere in Cortex or Gaffer. They also relied on `std::random_shuffle()`, which is not consistent between platforms and was deprecated in C++14 and removed in C++17. We can't use the just-hardcode-the-table approach to backwards compatibility we used with PointDistribution, because PerlinNoise generates a different table on the fly each time, using the seed provided.
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include/IECore/IECore.h

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@@ -81,7 +81,7 @@ IECORE_API bool withFreeType();
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/// getting their elements. This allows coding compatible with both the Imath types
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/// and other 3rd party math types. The VectorOps.h and MatrixOps.h files then
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/// provide common operations on top of this lower level access, allowing classes
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/// such as \link IECore::KDTree KDTree \endlink and \link IECore::PerlinNoise PerlinNoise \endlink to operate both on native IECore types and
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/// such as \link IECore::KDTree KDTree \endlink to operate both on native IECore types and
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/// application specific types such as the Maya MPoint and MVector classes.
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///
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/// The VectorOps.h and MatrixOps.h code provides a pretty ugly c-style function
@@ -217,8 +217,6 @@ IECORE_API bool withFreeType();
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/// \link IECore::KDTree KDTree \endlink and \link IECore::BoundedKDTree BoundedKDTree \endlink
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/// structures allow for fast spatial queries on large data sets.
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///
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/// \link IECore::PerlinNoise PerlinNoise \endlink implements the classic noise function for arbitrary dimensions.
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///
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/// Fast closest point and ray intersection queries can be performed on some of the classes derived
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/// from \link IECore::Primitive Primitive \endlink, using an instance of a
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/// \link IECore::PrimitiveEvaluator PrimitiveEvaluator \endlink.

include/IECore/PerlinNoise.h

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include/IECore/PerlinNoise.inl

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