picrate 2.1.2-java → 2.4.2-java

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Files changed (58) hide show
  1. checksums.yaml +4 -4
  2. data/.mvn/extensions.xml +1 -1
  3. data/CHANGELOG.md +8 -0
  4. data/README.md +3 -2
  5. data/Rakefile +2 -1
  6. data/docs/_includes/footer.html +1 -1
  7. data/docs/_layouts/post.html +1 -1
  8. data/docs/_methods/noise_mode.md +88 -0
  9. data/docs/_posts/2018-05-06-install_jruby.md +1 -1
  10. data/docs/_posts/2018-11-18-building-gem.md +3 -1
  11. data/docs/classes.md +2 -2
  12. data/docs/editors.md +2 -2
  13. data/docs/gems.md +3 -3
  14. data/docs/index.html +1 -1
  15. data/docs/libraries.md +2 -2
  16. data/docs/live.md +2 -2
  17. data/docs/magic.md +2 -2
  18. data/docs/methods.md +2 -2
  19. data/docs/modules.md +3 -3
  20. data/docs/objects.md +2 -2
  21. data/lib/picrate/app.rb +7 -6
  22. data/lib/picrate/native_folder.rb +1 -3
  23. data/lib/picrate/version.rb +1 -1
  24. data/library/pdf/pdf.rb +7 -0
  25. data/library/svg/svg.rb +7 -0
  26. data/picrate.gemspec +5 -3
  27. data/pom.rb +25 -4
  28. data/pom.xml +39 -4
  29. data/src/main/java/monkstone/FastNoiseModuleJava.java +127 -0
  30. data/src/main/java/monkstone/PicrateLibrary.java +3 -1
  31. data/src/main/java/monkstone/SmoothNoiseModuleJava.java +127 -0
  32. data/src/main/java/monkstone/fastmath/DegLutTables.java +111 -0
  33. data/src/main/java/monkstone/fastmath/Deglut.java +41 -93
  34. data/src/main/java/monkstone/noise/OpenSimplex2F.java +914 -0
  35. data/src/main/java/monkstone/noise/OpenSimplex2S.java +1138 -0
  36. data/src/main/java/monkstone/vecmath/package-info.java +1 -1
  37. data/src/main/java/monkstone/vecmath/vec3/Vec3.java +1 -1
  38. data/src/main/java/monkstone/videoevent/package-info.java +1 -1
  39. data/src/main/java/processing/awt/ShimAWT.java +260 -94
  40. data/src/main/java/processing/core/PApplet.java +14664 -13450
  41. data/src/main/java/processing/core/PConstants.java +5 -5
  42. data/src/main/java/processing/core/PFont.java +1 -1
  43. data/src/main/java/processing/core/PGraphics.java +200 -201
  44. data/src/main/java/processing/core/PImage.java +539 -549
  45. data/src/main/java/processing/core/PShape.java +18 -18
  46. data/src/main/java/processing/core/PVector.java +23 -23
  47. data/src/main/java/processing/data/Table.java +4 -4
  48. data/src/main/java/processing/net/Client.java +13 -13
  49. data/src/main/java/processing/net/Server.java +5 -5
  50. data/src/main/java/processing/opengl/PGraphicsOpenGL.java +4 -4
  51. data/src/main/java/processing/pdf/PGraphicsPDF.java +529 -0
  52. data/src/main/java/processing/svg/PGraphicsSVG.java +378 -0
  53. data/test/deglut_spec_test.rb +2 -2
  54. data/test/respond_to_test.rb +0 -2
  55. data/test/test_helper.rb +1 -1
  56. data/vendors/Rakefile +1 -1
  57. metadata +26 -15
  58. data/src/main/java/monkstone/noise/SimplexNoise.java +0 -465
@@ -1,27 +1,26 @@
1
- /*
2
- * Copyright (c) 2018-20 Martin Prout
3
- *
1
+ /*
2
+ * Copyright (c) 2015-21 Martin Prout
3
+ *
4
4
  * This library is free software; you can redistribute it and/or
5
- * modify it under the terms of the GNU General Public
5
+ * modify it under the terms of the GNU Lesser General Public
6
6
  * License as published by the Free Software Foundation; either
7
- * version 3.0 of the License, or (at your option) any later version.
8
- *
7
+ * version 2.1 of the License, or (at your option) any later version.
8
+ *
9
9
  * http://creativecommons.org/licenses/LGPL/2.1/
10
- *
10
+ *
11
11
  * This library is distributed in the hope that it will be useful,
12
12
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13
13
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14
14
  * Lesser General Public License for more details.
15
- *
16
- * You should have received a copy of the GNU General Public
15
+ *
16
+ * You should have received a copy of the GNU Lesser General Public
17
17
  * License along with this library; if not, write to the Free Software
18
18
  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
19
19
  */
20
-
21
20
  package monkstone.fastmath;
22
21
 
23
22
  import org.jruby.Ruby;
24
- import org.jruby.RubyInteger;
23
+ import org.jruby.RubyNumeric;
25
24
  import org.jruby.RubyModule;
26
25
  import org.jruby.anno.JRubyModule;
27
26
  import org.jruby.anno.JRubyMethod;
@@ -29,95 +28,44 @@ import org.jruby.runtime.ThreadContext;
29
28
  import org.jruby.runtime.builtin.IRubyObject;
30
29
 
31
30
  /**
32
- *
33
- *
31
+ *
34
32
  * @author Martin Prout
35
- */
33
+ */
36
34
  @JRubyModule(name = "DegLut")
37
35
  public class Deglut {
38
36
 
39
- /**
40
- * Lookup table for degree cosine/sine, has a fixed precision 1.0
41
- * degrees Quite accurate but imprecise
42
- */
43
- static final double[] SIN_DEG_LUT = new double[91];
44
- /**
45
- *
46
- */
47
- public static final double TO_RADIANS = Math.PI / 180;
48
- /**
49
- *
50
- */
51
- private static boolean initialized = false;
52
-
53
- private final static int NINETY = 90;
54
- private final static int FULL = 360;
55
- private static final long serialVersionUID = -1466528933765940101L;
56
-
57
- /**
58
- * Initialize sin table with values (first quadrant only)
59
- */
60
- public static final void initTable() {
61
- if (initialized == false) {
62
- for (int i = 0; i <= NINETY; i++) {
63
- SIN_DEG_LUT[i] = Math.sin(TO_RADIANS * i);
64
- }
65
- initialized = true;
37
+ /**
38
+ *
39
+ * @param runtime Ruby
40
+ */
41
+ public static void createDeglut(final Ruby runtime) {
42
+ RubyModule deglutModule = runtime.defineModule("DegLut");
43
+ deglutModule.defineAnnotatedMethods(Deglut.class);
66
44
  }
67
- }
68
-
69
- /**
70
- *
71
- * @param runtime Ruby
72
- */
73
-
74
- public static void createDeglut(final Ruby runtime){
75
- RubyModule deglutModule = runtime.defineModule("DegLut");
76
- deglutModule.defineAnnotatedMethods(Deglut.class);
77
- Deglut.initTable();
78
- }
79
-
80
-
81
- /**
82
- *
83
- * @param context ThreadContext
84
- * @param recv IRubyObject
85
- * @param other IRubyObject degrees
86
- * @return sin IRubyObject
87
- */
88
- @JRubyMethod(name = "sin", module = true)
89
45
 
90
- public static IRubyObject sin(ThreadContext context, IRubyObject recv, IRubyObject other) {
91
- int thet = (int) ((RubyInteger)other).getLongValue();
92
- while (thet < 0) {
93
- thet += FULL; // Needed because negative modulus plays badly in java
46
+ /**
47
+ *
48
+ * @param context ThreadContext
49
+ * @param recv IRubyObject
50
+ * @param other IRubyObject degrees
51
+ * @return sin IRubyObject
52
+ */
53
+ @JRubyMethod(name = "sin", module = true)
54
+ public static IRubyObject sin(ThreadContext context, IRubyObject recv, IRubyObject other) {
55
+ float thet = (float) ((RubyNumeric) other).getLongValue();
56
+ return context.runtime.newFloat(DegLutTables.sinDeg(thet));
94
57
  }
95
- int theta = thet % FULL;
96
- int y = theta % NINETY;
97
- double result = (theta < NINETY) ? SIN_DEG_LUT[y] : (theta < 180)
98
- ? SIN_DEG_LUT[NINETY - y] : (theta < 270)
99
- ? -SIN_DEG_LUT[y] : -SIN_DEG_LUT[NINETY - y];
100
- return context.runtime.newFloat(result);
101
- }
102
58
 
103
- /**
104
- *
105
- * @param context ThreadContext
106
- * @param recv IRubyObject
107
- * @param other IRubyObject degrees
108
- * @return cos IRubyObject
109
- */
110
- @JRubyMethod(name = "cos", module = true)
111
- public static IRubyObject cos(ThreadContext context, IRubyObject recv, IRubyObject other) {
112
- int thet = (int) ((RubyInteger)other).getLongValue();
113
- while (thet < 0) {
114
- thet += FULL; // Needed because negative modulus plays badly in java
59
+ /**
60
+ *
61
+ * @param context ThreadContext
62
+ * @param recv IRubyObject
63
+ * @param other IRubyObject degrees
64
+ * @return cos IRubyObject
65
+ */
66
+ @JRubyMethod(name = "cos", module = true)
67
+ public static IRubyObject cos(ThreadContext context, IRubyObject recv, IRubyObject other) {
68
+ float thet = (float) ((RubyNumeric) other).getLongValue();
69
+ return context.runtime.newFloat(DegLutTables.cosDeg(thet));
115
70
  }
116
- int theta = thet % FULL;
117
- int y = theta % NINETY;
118
- double result = (theta < NINETY) ? SIN_DEG_LUT[NINETY - y] : (theta < 180)
119
- ? -SIN_DEG_LUT[y] : (theta < 270)
120
- ? -SIN_DEG_LUT[NINETY - y] : SIN_DEG_LUT[y];
121
- return context.runtime.newFloat(result);
122
- }
123
71
  }
@@ -0,0 +1,914 @@
1
+ package monkstone.noise;
2
+
3
+ /**
4
+ * K.jpg's OpenSimplex 2, faster variant
5
+ *
6
+ * - 2D is standard simplex implemented using a lookup table. - 3D is
7
+ * "Re-oriented 4-point BCC noise" which constructs a congruent BCC lattice in a
8
+ * much different way than usual. - 4D constructs the lattice as a union of five
9
+ * copies of its reciprocal. It successively finds the closest point on each.
10
+ *
11
+ * Multiple versions of each function are provided. See the documentation above
12
+ * each, for more info.
13
+ */
14
+ public class OpenSimplex2F {
15
+
16
+ private static final int PSIZE = 2048;
17
+ private static final int PMASK = 2047;
18
+
19
+ private final short[] perm;
20
+ private final Grad2[] permGrad2;
21
+ private final Grad3[] permGrad3;
22
+ private final Grad4[] permGrad4;
23
+
24
+ /**
25
+ *
26
+ * @param seed
27
+ */
28
+ public OpenSimplex2F(long seed) {
29
+ perm = new short[PSIZE];
30
+ permGrad2 = new Grad2[PSIZE];
31
+ permGrad3 = new Grad3[PSIZE];
32
+ permGrad4 = new Grad4[PSIZE];
33
+ short[] source = new short[PSIZE];
34
+ for (short i = 0; i < PSIZE; i++) {
35
+ source[i] = i;
36
+ }
37
+ for (int i = PSIZE - 1; i >= 0; i--) {
38
+ seed = seed * 6364136223846793005L + 1442695040888963407L;
39
+ int r = (int) ((seed + 31) % (i + 1));
40
+ if (r < 0) {
41
+ r += i + 1;
42
+ }
43
+ perm[i] = source[r];
44
+ permGrad2[i] = GRADIENTS_2D[perm[i]];
45
+ permGrad3[i] = GRADIENTS_3D[perm[i]];
46
+ permGrad4[i] = GRADIENTS_4D[perm[i]];
47
+ source[r] = source[i];
48
+ }
49
+ }
50
+
51
+ /*
52
+ * Noise Evaluators
53
+ */
54
+ /**
55
+ * 2D Simplex noise, standard lattice orientation.
56
+ *
57
+ * @param x
58
+ * @param y
59
+ * @return
60
+ */
61
+ public double noise2(double x, double y) {
62
+
63
+ // Get points for A2* lattice
64
+ double s = 0.366025403784439 * (x + y);
65
+ double xs = x + s, ys = y + s;
66
+
67
+ return noise2_Base(xs, ys);
68
+ }
69
+
70
+ /**
71
+ * 2D Simplex noise, with Y pointing down the main diagonal.Might be better
72
+ * for a 2D sandbox style game, where Y is vertical.Probably slightly less
73
+ * optimal for heightmaps or continent maps.
74
+ *
75
+ * @param x
76
+ * @param y
77
+ * @return
78
+ */
79
+ public double noise2_XBeforeY(double x, double y) {
80
+
81
+ // Skew transform and rotation baked into one.
82
+ double xx = x * 0.7071067811865476;
83
+ double yy = y * 1.224744871380249;
84
+
85
+ return noise2_Base(yy + xx, yy - xx);
86
+ }
87
+
88
+ /**
89
+ * 2D Simplex noise base. Lookup table implementation inspired by
90
+ * DigitalShadow.
91
+ */
92
+ private double noise2_Base(double xs, double ys) {
93
+ double value = 0;
94
+
95
+ // Get base points and offsets
96
+ int xsb = fastFloor(xs), ysb = fastFloor(ys);
97
+ double xsi = xs - xsb, ysi = ys - ysb;
98
+
99
+ // Index to point list
100
+ int index = (int) ((ysi - xsi) / 2 + 1);
101
+
102
+ double ssi = (xsi + ysi) * -0.211324865405187;
103
+ double xi = xsi + ssi, yi = ysi + ssi;
104
+
105
+ // Point contributions
106
+ for (int i = 0; i < 3; i++) {
107
+ LatticePoint2D c = LOOKUP_2D[index + i];
108
+
109
+ double dx = xi + c.dx, dy = yi + c.dy;
110
+ double attn = 0.5 - dx * dx - dy * dy;
111
+ if (attn <= 0) {
112
+ continue;
113
+ }
114
+
115
+ int pxm = (xsb + c.xsv) & PMASK, pym = (ysb + c.ysv) & PMASK;
116
+ Grad2 grad = permGrad2[perm[pxm] ^ pym];
117
+ double extrapolation = grad.dx * dx + grad.dy * dy;
118
+
119
+ attn *= attn;
120
+ value += attn * attn * extrapolation;
121
+ }
122
+
123
+ return value;
124
+ }
125
+
126
+ /**
127
+ * 3D Re-oriented 4-point BCC noise, classic orientation.Proper substitute
128
+ * for 3D Simplex in light of Forbidden Formulae.Use noise3_XYBeforeZ or
129
+ * noise3_XZBeforeY instead, wherever appropriate.
130
+ *
131
+ * @param x
132
+ * @param y
133
+ * @param z
134
+ * @return
135
+ */
136
+ public double noise3_Classic(double x, double y, double z) {
137
+
138
+ // Re-orient the cubic lattices via rotation, to produce the expected look on cardinal planar slices.
139
+ // If texturing objects that don't tend to have cardinal plane faces, you could even remove this.
140
+ // Orthonormal rotation. Not a skew transform.
141
+ double r = (2.0 / 3.0) * (x + y + z);
142
+ double xr = r - x, yr = r - y, zr = r - z;
143
+
144
+ // Evaluate both lattices to form a BCC lattice.
145
+ return noise3_BCC(xr, yr, zr);
146
+ }
147
+
148
+ /**
149
+ * 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X,
150
+ * Y).Recommended for 3D terrain and time-varied animations.The Z coordinate
151
+ * should always be the "different" coordinate in your use case.If Y is
152
+ * vertical in world coordinates, call noise3_XYBeforeZ(x, z, Y) or use
153
+ * noise3_XZBeforeY.If Z is vertical in world coordinates, call
154
+ * noise3_XYBeforeZ(x, y, Z). For a time varied animation, call
155
+ * noise3_XYBeforeZ(x, y, T).
156
+ *
157
+ * @param x
158
+ * @param y
159
+ * @param z
160
+ * @return
161
+ */
162
+ public double noise3_XYBeforeZ(double x, double y, double z) {
163
+
164
+ // Re-orient the cubic lattices without skewing, to make X and Y triangular like 2D.
165
+ // Orthonormal rotation. Not a skew transform.
166
+ double xy = x + y;
167
+ double s2 = xy * -0.211324865405187;
168
+ double zz = z * 0.577350269189626;
169
+ double xr = x + s2 - zz, yr = y + s2 - zz;
170
+ double zr = xy * 0.577350269189626 + zz;
171
+
172
+ // Evaluate both lattices to form a BCC lattice.
173
+ return noise3_BCC(xr, yr, zr);
174
+ }
175
+
176
+ /**
177
+ * 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X,
178
+ * Z).Recommended for 3D terrain and time-varied animations.The Y coordinate
179
+ * should always be the "different" coordinate in your use case.If Y is
180
+ * vertical in world coordinates, call noise3_XZBeforeY(x, Y, z).If Z is
181
+ * vertical in world coordinates, call noise3_XZBeforeY(x, Z, y) or use
182
+ * noise3_XYBeforeZ. For a time varied animation, call noise3_XZBeforeY(x,
183
+ * T, y) or use noise3_XYBeforeZ.
184
+ *
185
+ * @param x
186
+ * @param y
187
+ * @param z
188
+ * @return
189
+ */
190
+ public double noise3_XZBeforeY(double x, double y, double z) {
191
+
192
+ // Re-orient the cubic lattices without skewing, to make X and Z triangular like 2D.
193
+ // Orthonormal rotation. Not a skew transform.
194
+ double xz = x + z;
195
+ double s2 = xz * -0.211324865405187;
196
+ double yy = y * 0.577350269189626;
197
+ double xr = x + s2 - yy;
198
+ double zr = z + s2 - yy;
199
+ double yr = xz * 0.577350269189626 + yy;
200
+
201
+ // Evaluate both lattices to form a BCC lattice.
202
+ return noise3_BCC(xr, yr, zr);
203
+ }
204
+
205
+ /**
206
+ * Generate overlapping cubic lattices for 3D Re-oriented BCC noise. Lookup
207
+ * table implementation inspired by DigitalShadow. It was actually faster to
208
+ * narrow down the points in the loop itself, than to build up the index
209
+ * with enough info to isolate 4 points.
210
+ */
211
+ private double noise3_BCC(double xr, double yr, double zr) {
212
+
213
+ // Get base and offsets inside cube of first lattice.
214
+ int xrb = fastFloor(xr), yrb = fastFloor(yr), zrb = fastFloor(zr);
215
+ double xri = xr - xrb, yri = yr - yrb, zri = zr - zrb;
216
+
217
+ // Identify which octant of the cube we're in. This determines which cell
218
+ // in the other cubic lattice we're in, and also narrows down one point on each.
219
+ int xht = (int) (xri + 0.5), yht = (int) (yri + 0.5), zht = (int) (zri + 0.5);
220
+ int index = (xht) | (yht << 1) | (zht << 2);
221
+
222
+ // Point contributions
223
+ double value = 0;
224
+ LatticePoint3D c = LOOKUP_3D[index];
225
+ while (c != null) {
226
+ double dxr = xri + c.dxr, dyr = yri + c.dyr, dzr = zri + c.dzr;
227
+ double attn = 0.5 - dxr * dxr - dyr * dyr - dzr * dzr;
228
+ if (attn < 0) {
229
+ c = c.nextOnFailure;
230
+ } else {
231
+ int pxm = (xrb + c.xrv) & PMASK, pym = (yrb + c.yrv) & PMASK, pzm = (zrb + c.zrv) & PMASK;
232
+ Grad3 grad = permGrad3[perm[perm[pxm] ^ pym] ^ pzm];
233
+ double extrapolation = grad.dx * dxr + grad.dy * dyr + grad.dz * dzr;
234
+
235
+ attn *= attn;
236
+ value += attn * attn * extrapolation;
237
+ c = c.nextOnSuccess;
238
+ }
239
+ }
240
+ return value;
241
+ }
242
+
243
+ /**
244
+ * 4D OpenSimplex2F noise, classic lattice orientation.
245
+ *
246
+ * @param x
247
+ * @param y
248
+ * @param w
249
+ * @param z
250
+ * @return
251
+ */
252
+ public double noise4_Classic(double x, double y, double z, double w) {
253
+
254
+ // Get points for A4 lattice
255
+ double s = -0.138196601125011 * (x + y + z + w);
256
+ double xs = x + s, ys = y + s, zs = z + s, ws = w + s;
257
+
258
+ return noise4_Base(xs, ys, zs, ws);
259
+ }
260
+
261
+ /**
262
+ * 4D OpenSimplex2F noise, with XY and ZW forming orthogonal
263
+ * triangular-based planes.Recommended for 3D terrain, where X and Y (or Z
264
+ * and W) are horizontal.Recommended for noise(x, y, sin(time), cos(time))
265
+ * trick.
266
+ *
267
+ * @param x
268
+ * @param z
269
+ * @param y
270
+ * @param w
271
+ * @return
272
+ */
273
+ public double noise4_XYBeforeZW(double x, double y, double z, double w) {
274
+
275
+ double s2 = (x + y) * -0.178275657951399372 + (z + w) * 0.215623393288842828;
276
+ double t2 = (z + w) * -0.403949762580207112 + (x + y) * -0.375199083010075342;
277
+ double xs = x + s2, ys = y + s2, zs = z + t2, ws = w + t2;
278
+
279
+ return noise4_Base(xs, ys, zs, ws);
280
+ }
281
+
282
+ /**
283
+ * 4D OpenSimplex2F noise, with XZ and YW forming orthogonal
284
+ * triangular-based planes.Recommended for 3D terrain, where X and Z (or Y
285
+ * and W) are horizontal.
286
+ *
287
+ * @param x
288
+ * @param z
289
+ * @param y
290
+ * @param w
291
+ * @return
292
+ */
293
+ public double noise4_XZBeforeYW(double x, double y, double z, double w) {
294
+
295
+ double s2 = (x + z) * -0.178275657951399372 + (y + w) * 0.215623393288842828;
296
+ double t2 = (y + w) * -0.403949762580207112 + (x + z) * -0.375199083010075342;
297
+ double xs = x + s2, ys = y + t2, zs = z + s2, ws = w + t2;
298
+
299
+ return noise4_Base(xs, ys, zs, ws);
300
+ }
301
+
302
+ /**
303
+ * 4D OpenSimplex2F noise, with XYZ oriented like noise3_Classic, and W for
304
+ * an extra degree of freedom.W repeats eventually.Recommended for
305
+ * time-varied animations which texture a 3D object (W=time)
306
+ *
307
+ * @param x
308
+ * @param w
309
+ * @param y
310
+ * @param z
311
+ * @return
312
+ */
313
+ public double noise4_XYZBeforeW(double x, double y, double z, double w) {
314
+
315
+ double xyz = x + y + z;
316
+ double ww = w * 0.2236067977499788;
317
+ double s2 = xyz * -0.16666666666666666 + ww;
318
+ double xs = x + s2, ys = y + s2, zs = z + s2, ws = -0.5 * xyz + ww;
319
+
320
+ return noise4_Base(xs, ys, zs, ws);
321
+ }
322
+
323
+ /**
324
+ * 4D OpenSimplex2F noise base. Current implementation not fully optimized
325
+ * by lookup tables. But still comes out slightly ahead of Gustavson's
326
+ * Simplex in tests.
327
+ */
328
+ private double noise4_Base(double xs, double ys, double zs, double ws) {
329
+ double value = 0;
330
+
331
+ // Get base points and offsets
332
+ int xsb = fastFloor(xs), ysb = fastFloor(ys), zsb = fastFloor(zs), wsb = fastFloor(ws);
333
+ double xsi = xs - xsb, ysi = ys - ysb, zsi = zs - zsb, wsi = ws - wsb;
334
+
335
+ // If we're in the lower half, flip so we can repeat the code for the upper half. We'll flip back later.
336
+ double siSum = xsi + ysi + zsi + wsi;
337
+ double ssi = siSum * 0.309016994374947; // Prep for vertex contributions.
338
+ boolean inLowerHalf = siSum < 2;
339
+ if (inLowerHalf) {
340
+ xsi = 1 - xsi;
341
+ ysi = 1 - ysi;
342
+ zsi = 1 - zsi;
343
+ wsi = 1 - wsi;
344
+ siSum = 4 - siSum;
345
+ }
346
+
347
+ // Consider opposing vertex pairs of the octahedron formed by the central cross-section of the stretched tesseract
348
+ double aabb = xsi + ysi - zsi - wsi, abab = xsi - ysi + zsi - wsi, abba = xsi - ysi - zsi + wsi;
349
+ double aabbScore = Math.abs(aabb), ababScore = Math.abs(abab), abbaScore = Math.abs(abba);
350
+
351
+ // Find the closest point on the stretched tesseract as if it were the upper half
352
+ int vertexIndex, via, vib;
353
+ double asi, bsi;
354
+ if (aabbScore > ababScore && aabbScore > abbaScore) {
355
+ if (aabb > 0) {
356
+ asi = zsi;
357
+ bsi = wsi;
358
+ vertexIndex = 0b0011;
359
+ via = 0b0111;
360
+ vib = 0b1011;
361
+ } else {
362
+ asi = xsi;
363
+ bsi = ysi;
364
+ vertexIndex = 0b1100;
365
+ via = 0b1101;
366
+ vib = 0b1110;
367
+ }
368
+ } else if (ababScore > abbaScore) {
369
+ if (abab > 0) {
370
+ asi = ysi;
371
+ bsi = wsi;
372
+ vertexIndex = 0b0101;
373
+ via = 0b0111;
374
+ vib = 0b1101;
375
+ } else {
376
+ asi = xsi;
377
+ bsi = zsi;
378
+ vertexIndex = 0b1010;
379
+ via = 0b1011;
380
+ vib = 0b1110;
381
+ }
382
+ } else {
383
+ if (abba > 0) {
384
+ asi = ysi;
385
+ bsi = zsi;
386
+ vertexIndex = 0b1001;
387
+ via = 0b1011;
388
+ vib = 0b1101;
389
+ } else {
390
+ asi = xsi;
391
+ bsi = wsi;
392
+ vertexIndex = 0b0110;
393
+ via = 0b0111;
394
+ vib = 0b1110;
395
+ }
396
+ }
397
+ if (bsi > asi) {
398
+ via = vib;
399
+ double temp = bsi;
400
+ bsi = asi;
401
+ asi = temp;
402
+ }
403
+ if (siSum + asi > 3) {
404
+ vertexIndex = via;
405
+ if (siSum + bsi > 4) {
406
+ vertexIndex = 0b1111;
407
+ }
408
+ }
409
+
410
+ // Now flip back if we're actually in the lower half.
411
+ if (inLowerHalf) {
412
+ xsi = 1 - xsi;
413
+ ysi = 1 - ysi;
414
+ zsi = 1 - zsi;
415
+ wsi = 1 - wsi;
416
+ vertexIndex ^= 0b1111;
417
+ }
418
+
419
+ // Five points to add, total, from five copies of the A4 lattice.
420
+ for (int i = 0; i < 5; i++) {
421
+
422
+ // Update xsb/etc. and add the lattice point's contribution.
423
+ LatticePoint4D c = VERTICES_4D[vertexIndex];
424
+ xsb += c.xsv;
425
+ ysb += c.ysv;
426
+ zsb += c.zsv;
427
+ wsb += c.wsv;
428
+ double xi = xsi + ssi, yi = ysi + ssi, zi = zsi + ssi, wi = wsi + ssi;
429
+ double dx = xi + c.dx, dy = yi + c.dy, dz = zi + c.dz, dw = wi + c.dw;
430
+ double attn = 0.5 - dx * dx - dy * dy - dz * dz - dw * dw;
431
+ if (attn > 0) {
432
+ int pxm = xsb & PMASK, pym = ysb & PMASK, pzm = zsb & PMASK, pwm = wsb & PMASK;
433
+ Grad4 grad = permGrad4[perm[perm[perm[pxm] ^ pym] ^ pzm] ^ pwm];
434
+ double ramped = grad.dx * dx + grad.dy * dy + grad.dz * dz + grad.dw * dw;
435
+
436
+ attn *= attn;
437
+ value += attn * attn * ramped;
438
+ }
439
+
440
+ // Maybe this helps the compiler/JVM/LLVM/etc. know we can end the loop here. Maybe not.
441
+ if (i == 4) {
442
+ break;
443
+ }
444
+
445
+ // Update the relative skewed coordinates to reference the vertex we just added.
446
+ // Rather, reference its counterpart on the lattice copy that is shifted down by
447
+ // the vector <-0.2, -0.2, -0.2, -0.2>
448
+ xsi += c.xsi;
449
+ ysi += c.ysi;
450
+ zsi += c.zsi;
451
+ wsi += c.wsi;
452
+ ssi += c.ssiDelta;
453
+
454
+ // Next point is the closest vertex on the 4-simplex whose base vertex is the aforementioned vertex.
455
+ double score0 = 1.0 + ssi * (-1.0 / 0.309016994374947); // Seems slightly faster than 1.0-xsi-ysi-zsi-wsi
456
+ vertexIndex = 0b0000;
457
+ if (xsi >= ysi && xsi >= zsi && xsi >= wsi && xsi >= score0) {
458
+ vertexIndex = 0b0001;
459
+ } else if (ysi > xsi && ysi >= zsi && ysi >= wsi && ysi >= score0) {
460
+ vertexIndex = 0b0010;
461
+ } else if (zsi > xsi && zsi > ysi && zsi >= wsi && zsi >= score0) {
462
+ vertexIndex = 0b0100;
463
+ } else if (wsi > xsi && wsi > ysi && wsi > zsi && wsi >= score0) {
464
+ vertexIndex = 0b1000;
465
+ }
466
+ }
467
+
468
+ return value;
469
+ }
470
+
471
+ /*
472
+ * Utility
473
+ */
474
+ private static int fastFloor(double x) {
475
+ int xi = (int) x;
476
+ return x < xi ? xi - 1 : xi;
477
+ }
478
+
479
+ /*
480
+ * Definitions
481
+ */
482
+ private static final LatticePoint2D[] LOOKUP_2D;
483
+ private static final LatticePoint3D[] LOOKUP_3D;
484
+ private static final LatticePoint4D[] VERTICES_4D;
485
+
486
+ static {
487
+ LOOKUP_2D = new LatticePoint2D[4];
488
+ LOOKUP_3D = new LatticePoint3D[8];
489
+ VERTICES_4D = new LatticePoint4D[16];
490
+
491
+ LOOKUP_2D[0] = new LatticePoint2D(1, 0);
492
+ LOOKUP_2D[1] = new LatticePoint2D(0, 0);
493
+ LOOKUP_2D[2] = new LatticePoint2D(1, 1);
494
+ LOOKUP_2D[3] = new LatticePoint2D(0, 1);
495
+
496
+ for (int i = 0; i < 8; i++) {
497
+ int i1, j1, k1, i2, j2, k2;
498
+ i1 = (i) & 1;
499
+ j1 = (i >> 1) & 1;
500
+ k1 = (i >> 2) & 1;
501
+ i2 = i1 ^ 1;
502
+ j2 = j1 ^ 1;
503
+ k2 = k1 ^ 1;
504
+
505
+ // The two points within this octant, one from each of the two cubic half-lattices.
506
+ LatticePoint3D c0 = new LatticePoint3D(i1, j1, k1, 0);
507
+ LatticePoint3D c1 = new LatticePoint3D(i1 + i2, j1 + j2, k1 + k2, 1);
508
+
509
+ // Each single step away on the first half-lattice.
510
+ LatticePoint3D c2 = new LatticePoint3D(i1 ^ 1, j1, k1, 0);
511
+ LatticePoint3D c3 = new LatticePoint3D(i1, j1 ^ 1, k1, 0);
512
+ LatticePoint3D c4 = new LatticePoint3D(i1, j1, k1 ^ 1, 0);
513
+
514
+ // Each single step away on the second half-lattice.
515
+ LatticePoint3D c5 = new LatticePoint3D(i1 + (i2 ^ 1), j1 + j2, k1 + k2, 1);
516
+ LatticePoint3D c6 = new LatticePoint3D(i1 + i2, j1 + (j2 ^ 1), k1 + k2, 1);
517
+ LatticePoint3D c7 = new LatticePoint3D(i1 + i2, j1 + j2, k1 + (k2 ^ 1), 1);
518
+
519
+ // First two are guaranteed.
520
+ c0.nextOnFailure = c0.nextOnSuccess = c1;
521
+ c1.nextOnFailure = c1.nextOnSuccess = c2;
522
+
523
+ // Once we find one on the first half-lattice, the rest are out.
524
+ // In addition, knowing c2 rules out c5.
525
+ c2.nextOnFailure = c3;
526
+ c2.nextOnSuccess = c6;
527
+ c3.nextOnFailure = c4;
528
+ c3.nextOnSuccess = c5;
529
+ c4.nextOnFailure = c4.nextOnSuccess = c5;
530
+
531
+ // Once we find one on the second half-lattice, the rest are out.
532
+ c5.nextOnFailure = c6;
533
+ c5.nextOnSuccess = null;
534
+ c6.nextOnFailure = c7;
535
+ c6.nextOnSuccess = null;
536
+ c7.nextOnFailure = c7.nextOnSuccess = null;
537
+
538
+ LOOKUP_3D[i] = c0;
539
+ }
540
+
541
+ for (int i = 0; i < 16; i++) {
542
+ VERTICES_4D[i] = new LatticePoint4D((i) & 1, (i >> 1) & 1, (i >> 2) & 1, (i >> 3) & 1);
543
+ }
544
+ }
545
+
546
+ private static class LatticePoint2D {
547
+
548
+ int xsv, ysv;
549
+ double dx, dy;
550
+
551
+ public LatticePoint2D(int xsv, int ysv) {
552
+ this.xsv = xsv;
553
+ this.ysv = ysv;
554
+ double ssv = (xsv + ysv) * -0.211324865405187;
555
+ this.dx = -xsv - ssv;
556
+ this.dy = -ysv - ssv;
557
+ }
558
+ }
559
+
560
+ private static class LatticePoint3D {
561
+
562
+ public double dxr, dyr, dzr;
563
+ public int xrv, yrv, zrv;
564
+ LatticePoint3D nextOnFailure, nextOnSuccess;
565
+
566
+ public LatticePoint3D(int xrv, int yrv, int zrv, int lattice) {
567
+ this.dxr = -xrv + lattice * 0.5;
568
+ this.dyr = -yrv + lattice * 0.5;
569
+ this.dzr = -zrv + lattice * 0.5;
570
+ this.xrv = xrv + lattice * 1024;
571
+ this.yrv = yrv + lattice * 1024;
572
+ this.zrv = zrv + lattice * 1024;
573
+ }
574
+ }
575
+
576
+ private static class LatticePoint4D {
577
+
578
+ int xsv, ysv, zsv, wsv;
579
+ double dx, dy, dz, dw;
580
+ double xsi, ysi, zsi, wsi;
581
+ double ssiDelta;
582
+
583
+ public LatticePoint4D(int xsv, int ysv, int zsv, int wsv) {
584
+ this.xsv = xsv + 409;
585
+ this.ysv = ysv + 409;
586
+ this.zsv = zsv + 409;
587
+ this.wsv = wsv + 409;
588
+ double ssv = (xsv + ysv + zsv + wsv) * 0.309016994374947;
589
+ this.dx = -xsv - ssv;
590
+ this.dy = -ysv - ssv;
591
+ this.dz = -zsv - ssv;
592
+ this.dw = -wsv - ssv;
593
+ this.xsi = 0.2 - xsv;
594
+ this.ysi = 0.2 - ysv;
595
+ this.zsi = 0.2 - zsv;
596
+ this.wsi = 0.2 - wsv;
597
+ this.ssiDelta = (0.8 - xsv - ysv - zsv - wsv) * 0.309016994374947;
598
+ }
599
+ }
600
+
601
+ /*
602
+ * Gradients
603
+ */
604
+ private static class Grad2 {
605
+
606
+ double dx, dy;
607
+
608
+ public Grad2(double dx, double dy) {
609
+ this.dx = dx;
610
+ this.dy = dy;
611
+ }
612
+ }
613
+
614
+ private static class Grad3 {
615
+
616
+ double dx, dy, dz;
617
+
618
+ public Grad3(double dx, double dy, double dz) {
619
+ this.dx = dx;
620
+ this.dy = dy;
621
+ this.dz = dz;
622
+ }
623
+ }
624
+
625
+ private static class Grad4 {
626
+
627
+ double dx, dy, dz, dw;
628
+
629
+ public Grad4(double dx, double dy, double dz, double dw) {
630
+ this.dx = dx;
631
+ this.dy = dy;
632
+ this.dz = dz;
633
+ this.dw = dw;
634
+ }
635
+ }
636
+
637
+ private static final double N2 = 0.01001634121365712;
638
+ private static final double N3 = 0.030485933181293584;
639
+ private static final double N4 = 0.009202377986303158;
640
+ private static final Grad2[] GRADIENTS_2D;
641
+ private static final Grad3[] GRADIENTS_3D;
642
+ private static final Grad4[] GRADIENTS_4D;
643
+
644
+ static {
645
+
646
+ GRADIENTS_2D = new Grad2[PSIZE];
647
+ Grad2[] grad2 = {
648
+ new Grad2(0.130526192220052, 0.99144486137381),
649
+ new Grad2(0.38268343236509, 0.923879532511287),
650
+ new Grad2(0.608761429008721, 0.793353340291235),
651
+ new Grad2(0.793353340291235, 0.608761429008721),
652
+ new Grad2(0.923879532511287, 0.38268343236509),
653
+ new Grad2(0.99144486137381, 0.130526192220051),
654
+ new Grad2(0.99144486137381, -0.130526192220051),
655
+ new Grad2(0.923879532511287, -0.38268343236509),
656
+ new Grad2(0.793353340291235, -0.60876142900872),
657
+ new Grad2(0.608761429008721, -0.793353340291235),
658
+ new Grad2(0.38268343236509, -0.923879532511287),
659
+ new Grad2(0.130526192220052, -0.99144486137381),
660
+ new Grad2(-0.130526192220052, -0.99144486137381),
661
+ new Grad2(-0.38268343236509, -0.923879532511287),
662
+ new Grad2(-0.608761429008721, -0.793353340291235),
663
+ new Grad2(-0.793353340291235, -0.608761429008721),
664
+ new Grad2(-0.923879532511287, -0.38268343236509),
665
+ new Grad2(-0.99144486137381, -0.130526192220052),
666
+ new Grad2(-0.99144486137381, 0.130526192220051),
667
+ new Grad2(-0.923879532511287, 0.38268343236509),
668
+ new Grad2(-0.793353340291235, 0.608761429008721),
669
+ new Grad2(-0.608761429008721, 0.793353340291235),
670
+ new Grad2(-0.38268343236509, 0.923879532511287),
671
+ new Grad2(-0.130526192220052, 0.99144486137381)
672
+ };
673
+ for (Grad2 grad21 : grad2) {
674
+ grad21.dx /= N2;
675
+ grad21.dy /= N2;
676
+ }
677
+ for (int i = 0; i < PSIZE; i++) {
678
+ GRADIENTS_2D[i] = grad2[i % grad2.length];
679
+ }
680
+
681
+ GRADIENTS_3D = new Grad3[PSIZE];
682
+ Grad3[] grad3 = {
683
+ new Grad3(-2.22474487139, -2.22474487139, -1.0),
684
+ new Grad3(-2.22474487139, -2.22474487139, 1.0),
685
+ new Grad3(-3.0862664687972017, -1.1721513422464978, 0.0),
686
+ new Grad3(-1.1721513422464978, -3.0862664687972017, 0.0),
687
+ new Grad3(-2.22474487139, -1.0, -2.22474487139),
688
+ new Grad3(-2.22474487139, 1.0, -2.22474487139),
689
+ new Grad3(-1.1721513422464978, 0.0, -3.0862664687972017),
690
+ new Grad3(-3.0862664687972017, 0.0, -1.1721513422464978),
691
+ new Grad3(-2.22474487139, -1.0, 2.22474487139),
692
+ new Grad3(-2.22474487139, 1.0, 2.22474487139),
693
+ new Grad3(-3.0862664687972017, 0.0, 1.1721513422464978),
694
+ new Grad3(-1.1721513422464978, 0.0, 3.0862664687972017),
695
+ new Grad3(-2.22474487139, 2.22474487139, -1.0),
696
+ new Grad3(-2.22474487139, 2.22474487139, 1.0),
697
+ new Grad3(-1.1721513422464978, 3.0862664687972017, 0.0),
698
+ new Grad3(-3.0862664687972017, 1.1721513422464978, 0.0),
699
+ new Grad3(-1.0, -2.22474487139, -2.22474487139),
700
+ new Grad3(1.0, -2.22474487139, -2.22474487139),
701
+ new Grad3(0.0, -3.0862664687972017, -1.1721513422464978),
702
+ new Grad3(0.0, -1.1721513422464978, -3.0862664687972017),
703
+ new Grad3(-1.0, -2.22474487139, 2.22474487139),
704
+ new Grad3(1.0, -2.22474487139, 2.22474487139),
705
+ new Grad3(0.0, -1.1721513422464978, 3.0862664687972017),
706
+ new Grad3(0.0, -3.0862664687972017, 1.1721513422464978),
707
+ new Grad3(-1.0, 2.22474487139, -2.22474487139),
708
+ new Grad3(1.0, 2.22474487139, -2.22474487139),
709
+ new Grad3(0.0, 1.1721513422464978, -3.0862664687972017),
710
+ new Grad3(0.0, 3.0862664687972017, -1.1721513422464978),
711
+ new Grad3(-1.0, 2.22474487139, 2.22474487139),
712
+ new Grad3(1.0, 2.22474487139, 2.22474487139),
713
+ new Grad3(0.0, 3.0862664687972017, 1.1721513422464978),
714
+ new Grad3(0.0, 1.1721513422464978, 3.0862664687972017),
715
+ new Grad3(2.22474487139, -2.22474487139, -1.0),
716
+ new Grad3(2.22474487139, -2.22474487139, 1.0),
717
+ new Grad3(1.1721513422464978, -3.0862664687972017, 0.0),
718
+ new Grad3(3.0862664687972017, -1.1721513422464978, 0.0),
719
+ new Grad3(2.22474487139, -1.0, -2.22474487139),
720
+ new Grad3(2.22474487139, 1.0, -2.22474487139),
721
+ new Grad3(3.0862664687972017, 0.0, -1.1721513422464978),
722
+ new Grad3(1.1721513422464978, 0.0, -3.0862664687972017),
723
+ new Grad3(2.22474487139, -1.0, 2.22474487139),
724
+ new Grad3(2.22474487139, 1.0, 2.22474487139),
725
+ new Grad3(1.1721513422464978, 0.0, 3.0862664687972017),
726
+ new Grad3(3.0862664687972017, 0.0, 1.1721513422464978),
727
+ new Grad3(2.22474487139, 2.22474487139, -1.0),
728
+ new Grad3(2.22474487139, 2.22474487139, 1.0),
729
+ new Grad3(3.0862664687972017, 1.1721513422464978, 0.0),
730
+ new Grad3(1.1721513422464978, 3.0862664687972017, 0.0)
731
+ };
732
+ for (Grad3 grad31 : grad3) {
733
+ grad31.dx /= N3;
734
+ grad31.dy /= N3;
735
+ grad31.dz /= N3;
736
+ }
737
+ for (int i = 0; i < PSIZE; i++) {
738
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739
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+ new Grad4(0.8586508742123365, -0.044802370851755174, 0.508629699630796, -0.044802370851755174),
898
+ new Grad4(0.7821684431180708, -0.12128480194602098, 0.4321472685365301, 0.4321472685365301),
899
+ new Grad4(0.8586508742123365, 0.508629699630796, -0.044802370851755174, -0.044802370851755174),
900
+ new Grad4(0.7821684431180708, 0.4321472685365301, -0.12128480194602098, 0.4321472685365301),
901
+ new Grad4(0.7821684431180708, 0.4321472685365301, 0.4321472685365301, -0.12128480194602098),
902
+ new Grad4(0.753341017856078, 0.37968289875261624, 0.37968289875261624, 0.37968289875261624)
903
+ };
904
+ for (Grad4 grad41 : grad4) {
905
+ grad41.dx /= N4;
906
+ grad41.dy /= N4;
907
+ grad41.dz /= N4;
908
+ grad41.dw /= N4;
909
+ }
910
+ for (int i = 0; i < PSIZE; i++) {
911
+ GRADIENTS_4D[i] = grad4[i % grad4.length];
912
+ }
913
+ }
914
+ }