picrate 2.2.0-java → 2.3.0-java

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Files changed (55) hide show
  1. checksums.yaml +4 -4
  2. data/.mvn/extensions.xml +1 -1
  3. data/CHANGELOG.md +2 -0
  4. data/Rakefile +1 -0
  5. data/docs/_includes/footer.html +1 -1
  6. data/docs/_layouts/post.html +1 -1
  7. data/docs/_methods/noise_mode.md +88 -0
  8. data/docs/classes.md +2 -2
  9. data/docs/editors.md +2 -2
  10. data/docs/gems.md +3 -3
  11. data/docs/index.html +1 -1
  12. data/docs/libraries.md +2 -2
  13. data/docs/live.md +2 -2
  14. data/docs/magic.md +2 -2
  15. data/docs/methods.md +2 -2
  16. data/docs/modules.md +3 -3
  17. data/docs/objects.md +2 -2
  18. data/lib/picrate/app.rb +7 -2
  19. data/lib/picrate/native_folder.rb +1 -3
  20. data/lib/picrate/version.rb +1 -1
  21. data/library/pdf/pdf.rb +6 -0
  22. data/picrate.gemspec +1 -0
  23. data/pom.rb +16 -3
  24. data/pom.xml +25 -3
  25. data/src/main/java/monkstone/PicrateLibrary.java +1 -1
  26. data/src/main/java/monkstone/fastmath/DegLutTables.java +111 -0
  27. data/src/main/java/monkstone/fastmath/Deglut.java +41 -93
  28. data/src/main/java/monkstone/noise/FastTerrain.java +874 -0
  29. data/src/main/java/monkstone/noise/Noise.java +90 -0
  30. data/src/main/java/monkstone/noise/NoiseGenerator.java +75 -0
  31. data/src/main/java/monkstone/noise/NoiseMode.java +28 -0
  32. data/src/main/java/monkstone/noise/OpenSimplex2F.java +881 -0
  33. data/src/main/java/monkstone/noise/OpenSimplex2S.java +1106 -0
  34. data/src/main/java/monkstone/noise/SmoothTerrain.java +1099 -0
  35. data/src/main/java/monkstone/vecmath/package-info.java +1 -1
  36. data/src/main/java/monkstone/vecmath/vec3/Vec3.java +1 -1
  37. data/src/main/java/monkstone/videoevent/package-info.java +1 -1
  38. data/src/main/java/processing/awt/ShimAWT.java +260 -94
  39. data/src/main/java/processing/core/PApplet.java +14748 -13443
  40. data/src/main/java/processing/core/PConstants.java +5 -5
  41. data/src/main/java/processing/core/PFont.java +1 -1
  42. data/src/main/java/processing/core/PGraphics.java +200 -201
  43. data/src/main/java/processing/core/PImage.java +539 -549
  44. data/src/main/java/processing/core/PShape.java +18 -18
  45. data/src/main/java/processing/core/PVector.java +23 -23
  46. data/src/main/java/processing/data/Table.java +4 -4
  47. data/src/main/java/processing/net/Client.java +13 -13
  48. data/src/main/java/processing/net/Server.java +5 -5
  49. data/src/main/java/processing/opengl/PGraphicsOpenGL.java +4 -4
  50. data/src/main/java/processing/pdf/PGraphicsPDF.java +607 -0
  51. data/test/deglut_spec_test.rb +2 -2
  52. data/test/respond_to_test.rb +0 -1
  53. data/vendors/Rakefile +1 -1
  54. metadata +15 -4
  55. data/src/main/java/monkstone/noise/SimplexNoise.java +0 -465
@@ -1,6 +1,6 @@
1
1
  /**
2
2
  * The purpose of this class is to load the MathTool into PiCrate runtime
3
- * Copyright (C) 2018-20 Martin Prout. This code is free software; you can
3
+ * Copyright (C) 2018-21 Martin Prout. This code is free software; you can
4
4
  * redistribute it and/or modify it under the terms of the GNU Lesser General
5
5
  * Public License as published by the Free Software Foundation; either version
6
6
  * 2.1 of the License, or (at your option) any later version.
@@ -0,0 +1,111 @@
1
+ /*
2
+ * Copyright (c) 2021 Martin Prout
3
+ *
4
+ * This library is free software; you can redistribute it and/or
5
+ * modify it under the terms of the GNU Lesser General Public
6
+ * License as published by the Free Software Foundation; either
7
+ * version 2.1 of the License, or (at your option) any later version.
8
+ *
9
+ * http://creativecommons.org/licenses/LGPL/2.1/
10
+ *
11
+ * This library is distributed in the hope that it will be useful,
12
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
13
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14
+ * Lesser General Public License for more details.
15
+ *
16
+ * You should have received a copy of the GNU Lesser General Public
17
+ * License along with this library; if not, write to the Free Software
18
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
19
+ */
20
+ package monkstone.fastmath;
21
+
22
+ public final class DegLutTables {
23
+
24
+ /**
25
+ *
26
+ */
27
+ static public final float PI = 3.1415927f;
28
+
29
+ /**
30
+ *
31
+ */
32
+ static public final float PI2 = PI * 2;
33
+ static private final int SIN_BITS = 15; // 16KB. Adjust for accuracy.
34
+ static private final int SIN_MASK = ~(-1 << SIN_BITS);
35
+ static private final int SIN_COUNT = SIN_MASK + 1;
36
+
37
+ static private final float RAD_FULL = PI * 2;
38
+ static private final float DEG_FULL = 360;
39
+ static private final float RAD_TO_INDEX = SIN_COUNT / RAD_FULL;
40
+ static private final float DEG_TO_INDEX = SIN_COUNT / DEG_FULL;
41
+
42
+ /**
43
+ * multiply by this to convert from radians to degrees
44
+ */
45
+ static public final float RADIANS_TO_DEGREES = 180f / PI;
46
+
47
+ /**
48
+ *
49
+ */
50
+ static public final float RAD_DEG = RADIANS_TO_DEGREES;
51
+ /**
52
+ * multiply by this to convert from degrees to radians
53
+ */
54
+ static public final float DEGREES_TO_RADIANS = PI / 180;
55
+
56
+ /**
57
+ *
58
+ */
59
+ static public final float DEG_RAD = DEGREES_TO_RADIANS;
60
+
61
+ static private class Sin {
62
+
63
+ static final float[] table = new float[SIN_COUNT];
64
+
65
+ static {
66
+ for (int i = 0; i < SIN_COUNT; i++) {
67
+ table[i] = (float) Math.sin((i + 0.5f) / SIN_COUNT * RAD_FULL);
68
+ }
69
+ for (int i = 0; i < 360; i += 90) {
70
+ table[(int) (i * DEG_TO_INDEX) & SIN_MASK] = (float) Math.sin(i * DEGREES_TO_RADIANS);
71
+ }
72
+ }
73
+ }
74
+
75
+ /**
76
+ * Returns the sine in radians from a lookup table.
77
+ * @param radians
78
+ * @return
79
+ */
80
+ static public final float sin(float radians) {
81
+ return Sin.table[(int) (radians * RAD_TO_INDEX) & SIN_MASK];
82
+ }
83
+
84
+ /**
85
+ * Returns the cosine in radians from a lookup table.
86
+ * @param radians
87
+ * @return
88
+ */
89
+ static public final float cos(float radians) {
90
+ return Sin.table[(int) ((radians + PI / 2) * RAD_TO_INDEX) & SIN_MASK];
91
+ }
92
+
93
+ /**
94
+ * Returns the sine in radians from a lookup table.
95
+ * @param degrees
96
+ * @return
97
+ */
98
+ static public final float sinDeg(float degrees) {
99
+ return Sin.table[(int) (degrees * DEG_TO_INDEX) & SIN_MASK];
100
+ }
101
+
102
+ /**
103
+ * Returns the cosine in radians from a lookup table.
104
+ * @param degrees
105
+ * @return
106
+ */
107
+ static public final float cosDeg(float degrees) {
108
+ return Sin.table[(int) ((degrees + 90) * DEG_TO_INDEX) & SIN_MASK];
109
+ }
110
+ }
111
+
@@ -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 +1,874 @@
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 FastTerrain implements Noise {
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
+ public FastTerrain(long seed) {
25
+ perm = new short[PSIZE];
26
+ permGrad2 = new Grad2[PSIZE];
27
+ permGrad3 = new Grad3[PSIZE];
28
+ permGrad4 = new Grad4[PSIZE];
29
+ short[] source = new short[PSIZE];
30
+ for (short i = 0; i < PSIZE; i++) {
31
+ source[i] = i;
32
+ }
33
+ for (int i = PSIZE - 1; i >= 0; i--) {
34
+ seed = seed * 6364136223846793005L + 1442695040888963407L;
35
+ int r = (int) ((seed + 31) % (i + 1));
36
+ if (r < 0) {
37
+ r += (i + 1);
38
+ }
39
+ perm[i] = source[r];
40
+ permGrad2[i] = GRADIENTS_2D[perm[i]];
41
+ permGrad3[i] = GRADIENTS_3D[perm[i]];
42
+ permGrad4[i] = GRADIENTS_4D[perm[i]];
43
+ source[r] = source[i];
44
+ }
45
+ }
46
+
47
+ /*
48
+ * Noise Evaluators
49
+ */
50
+ /**
51
+ * 2D Simplex noise, standard lattice orientation.
52
+ *
53
+ * @param x
54
+ * @param y
55
+ * @return
56
+ */
57
+ public double noise2(double x, double y) {
58
+
59
+ // Get points for A2* lattice
60
+ double s = 0.366025403784439 * (x + y);
61
+ double xs = x + s, ys = y + s;
62
+
63
+ return noise2_Base(xs, ys);
64
+ }
65
+
66
+ /**
67
+ * 2D Simplex noise, with Y pointing down the main diagonal.Might be better
68
+ * for a 2D sandbox style game, where Y is vertical.Probably slightly less
69
+ * optimal for heightmaps or continent maps.
70
+ *
71
+ * @param x
72
+ * @param y
73
+ * @return
74
+ */
75
+ public double noise2_XBeforeY(double x, double y) {
76
+
77
+ // Skew transform and rotation baked into one.
78
+ double xx = x * 0.7071067811865476;
79
+ double yy = y * 1.224744871380249;
80
+
81
+ return noise2_Base(yy + xx, yy - xx);
82
+ }
83
+
84
+ /**
85
+ * 2D Simplex noise base. Lookup table implementation inspired by
86
+ * DigitalShadow.
87
+ */
88
+ private double noise2_Base(double xs, double ys) {
89
+ double value = 0;
90
+
91
+ // Get base points and offsets
92
+ int xsb = fastFloor(xs), ysb = fastFloor(ys);
93
+ double xsi = xs - xsb, ysi = ys - ysb;
94
+
95
+ // Index to point list
96
+ int index = (int) ((ysi - xsi) / 2 + 1);
97
+
98
+ double ssi = (xsi + ysi) * -0.211324865405187;
99
+ double xi = xsi + ssi, yi = ysi + ssi;
100
+
101
+ // Point contributions
102
+ for (int i = 0; i < 3; i++) {
103
+ LatticePoint2D c = LOOKUP_2D[index + i];
104
+
105
+ double dx = xi + c.dx, dy = yi + c.dy;
106
+ double attn = 0.5 - dx * dx - dy * dy;
107
+ if (attn <= 0) {
108
+ continue;
109
+ }
110
+
111
+ int pxm = (xsb + c.xsv) & PMASK, pym = (ysb + c.ysv) & PMASK;
112
+ Grad2 grad = permGrad2[perm[pxm] ^ pym];
113
+ double extrapolation = grad.dx * dx + grad.dy * dy;
114
+
115
+ attn *= attn;
116
+ value += attn * attn * extrapolation;
117
+ }
118
+
119
+ return value;
120
+ }
121
+
122
+ /**
123
+ * 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X,
124
+ * Y).Recommended for 3D terrain and time-varied animations.The Z coordinate
125
+ * should always be the "different" coordinate in your use case.If Y is
126
+ * vertical in world coordinates, call noise3_XYBeforeZ(x, z, Y) or use
127
+ * noise3_XZBeforeY.If Z is vertical in world coordinates, call
128
+ * noise3_XYBeforeZ(x, y, Z). For a time varied animation, call
129
+ * noise3_XYBeforeZ(x, y, T).
130
+ *
131
+ * @param x
132
+ * @param y
133
+ * @param z
134
+ * @return
135
+ */
136
+ public double noise3_XYBeforeZ(double x, double y, double z) {
137
+
138
+ // Re-orient the cubic lattices without skewing, to make X and Y triangular like 2D.
139
+ // Orthonormal rotation. Not a skew transform.
140
+ double xy = x + y;
141
+ double s2 = xy * -0.211324865405187;
142
+ double zz = z * 0.577350269189626;
143
+ double xr = x + s2 - zz, yr = y + s2 - zz;
144
+ double zr = xy * 0.577350269189626 + zz;
145
+
146
+ // Evaluate both lattices to form a BCC lattice.
147
+ return noise3_BCC(xr, yr, zr);
148
+ }
149
+
150
+ /**
151
+ * 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X,
152
+ * Z).Recommended for 3D terrain and time-varied animations.The Y coordinate
153
+ * should always be the "different" coordinate in your use case.If Y is
154
+ * vertical in world coordinates, call noise3_XZBeforeY(x, Y, z).If Z is
155
+ * vertical in world coordinates, call noise3_XZBeforeY(x, Z, y) or use
156
+ * noise3_XYBeforeZ. For a time varied animation, call noise3_XZBeforeY(x,
157
+ * T, y) or use noise3_XYBeforeZ.
158
+ *
159
+ * @param x
160
+ * @param y
161
+ * @param z
162
+ * @return
163
+ */
164
+ public double noise3_XZBeforeY(double x, double y, double z) {
165
+
166
+ // Re-orient the cubic lattices without skewing, to make X and Z triangular like 2D.
167
+ // Orthonormal rotation. Not a skew transform.
168
+ double xz = x + z;
169
+ double s2 = xz * -0.211324865405187;
170
+ double yy = y * 0.577350269189626;
171
+ double xr = x + s2 - yy;
172
+ double zr = z + s2 - yy;
173
+ double yr = xz * 0.577350269189626 + yy;
174
+
175
+ // Evaluate both lattices to form a BCC lattice.
176
+ return noise3_BCC(xr, yr, zr);
177
+ }
178
+
179
+ /**
180
+ * Generate overlapping cubic lattices for 3D Re-oriented BCC noise. Lookup
181
+ * table implementation inspired by DigitalShadow. It was actually faster to
182
+ * narrow down the points in the loop itself, than to build up the index
183
+ * with enough info to isolate 4 points.
184
+ */
185
+ private double noise3_BCC(double xr, double yr, double zr) {
186
+
187
+ // Get base and offsets inside cube of first lattice.
188
+ int xrb = fastFloor(xr), yrb = fastFloor(yr), zrb = fastFloor(zr);
189
+ double xri = xr - xrb, yri = yr - yrb, zri = zr - zrb;
190
+
191
+ // Identify which octant of the cube we're in. This determines which cell
192
+ // in the other cubic lattice we're in, and also narrows down one point on each.
193
+ int xht = (int) (xri + 0.5), yht = (int) (yri + 0.5), zht = (int) (zri + 0.5);
194
+ int index = (xht) | (yht << 1) | (zht << 2);
195
+
196
+ // Point contributions
197
+ double value = 0;
198
+ LatticePoint3D c = LOOKUP_3D[index];
199
+ while (c != null) {
200
+ double dxr = xri + c.dxr, dyr = yri + c.dyr, dzr = zri + c.dzr;
201
+ double attn = 0.5 - dxr * dxr - dyr * dyr - dzr * dzr;
202
+ if (attn < 0) {
203
+ c = c.nextOnFailure;
204
+ } else {
205
+ int pxm = (xrb + c.xrv) & PMASK, pym = (yrb + c.yrv) & PMASK, pzm = (zrb + c.zrv) & PMASK;
206
+ Grad3 grad = permGrad3[perm[perm[pxm] ^ pym] ^ pzm];
207
+ double extrapolation = grad.dx * dxr + grad.dy * dyr + grad.dz * dzr;
208
+
209
+ attn *= attn;
210
+ value += attn * attn * extrapolation;
211
+ c = c.nextOnSuccess;
212
+ }
213
+ }
214
+ return value;
215
+ }
216
+
217
+ /**
218
+ * 4D FastTerrain noise, with XY and ZW forming orthogonal
219
+ * triangular-based planes.Recommended for 3D terrain, where X and Y (or Z
220
+ * and W) are horizontal.Recommended for noise(x, y, sin(time), cos(time))
221
+ * trick.
222
+ *
223
+ * @param x
224
+ * @param y
225
+ * @param z
226
+ * @param w
227
+ * @return
228
+ */
229
+ public double noise4_XYBeforeZW(double x, double y, double z, double w) {
230
+
231
+ double s2 = (x + y) * -0.178275657951399372 + (z + w) * 0.215623393288842828;
232
+ double t2 = (z + w) * -0.403949762580207112 + (x + y) * -0.375199083010075342;
233
+ double xs = x + s2, ys = y + s2, zs = z + t2, ws = w + t2;
234
+
235
+ return noise4_Base(xs, ys, zs, ws);
236
+ }
237
+
238
+ /**
239
+ * 4D FastTerrain noise, with XYZ oriented like noise3_Classic, and W for
240
+ * an extra degree of freedom.W repeats eventually.Recommended for
241
+ * time-varied animations which texture a 3D object (W=time)
242
+ *
243
+ * @param x
244
+ * @param y
245
+ * @param z
246
+ * @param w
247
+ * @return
248
+ */
249
+ public double noise4_XYZBeforeW(double x, double y, double z, double w) {
250
+
251
+ double xyz = x + y + z;
252
+ double ww = w * 0.2236067977499788;
253
+ double s2 = xyz * -0.16666666666666666 + ww;
254
+ double xs = x + s2, ys = y + s2, zs = z + s2, ws = -0.5 * xyz + ww;
255
+
256
+ return noise4_Base(xs, ys, zs, ws);
257
+ }
258
+
259
+ /**
260
+ * 4D FastTerrain noise base. Current implementation not fully optimized
261
+ * by lookup tables. But still comes out slightly ahead of Gustavson's
262
+ * Simplex in tests.
263
+ */
264
+ private double noise4_Base(double xs, double ys, double zs, double ws) {
265
+ double value = 0;
266
+
267
+ // Get base points and offsets
268
+ int xsb = fastFloor(xs), ysb = fastFloor(ys), zsb = fastFloor(zs), wsb = fastFloor(ws);
269
+ double xsi = xs - xsb, ysi = ys - ysb, zsi = zs - zsb, wsi = ws - wsb;
270
+
271
+ // If we're in the lower half, flip so we can repeat the code for the upper half. We'll flip back later.
272
+ double siSum = xsi + ysi + zsi + wsi;
273
+ double ssi = siSum * 0.309016994374947; // Prep for vertex contributions.
274
+ boolean inLowerHalf = (siSum < 2);
275
+ if (inLowerHalf) {
276
+ xsi = 1 - xsi;
277
+ ysi = 1 - ysi;
278
+ zsi = 1 - zsi;
279
+ wsi = 1 - wsi;
280
+ siSum = 4 - siSum;
281
+ }
282
+
283
+ // Consider opposing vertex pairs of the octahedron formed by the central cross-section of the stretched tesseract
284
+ double aabb = xsi + ysi - zsi - wsi, abab = xsi - ysi + zsi - wsi, abba = xsi - ysi - zsi + wsi;
285
+ double aabbScore = Math.abs(aabb), ababScore = Math.abs(abab), abbaScore = Math.abs(abba);
286
+
287
+ // Find the closest point on the stretched tesseract as if it were the upper half
288
+ int vertexIndex, via, vib;
289
+ double asi, bsi;
290
+ if (aabbScore > ababScore && aabbScore > abbaScore) {
291
+ if (aabb > 0) {
292
+ asi = zsi;
293
+ bsi = wsi;
294
+ vertexIndex = 0b0011;
295
+ via = 0b0111;
296
+ vib = 0b1011;
297
+ } else {
298
+ asi = xsi;
299
+ bsi = ysi;
300
+ vertexIndex = 0b1100;
301
+ via = 0b1101;
302
+ vib = 0b1110;
303
+ }
304
+ } else if (ababScore > abbaScore) {
305
+ if (abab > 0) {
306
+ asi = ysi;
307
+ bsi = wsi;
308
+ vertexIndex = 0b0101;
309
+ via = 0b0111;
310
+ vib = 0b1101;
311
+ } else {
312
+ asi = xsi;
313
+ bsi = zsi;
314
+ vertexIndex = 0b1010;
315
+ via = 0b1011;
316
+ vib = 0b1110;
317
+ }
318
+ } else {
319
+ if (abba > 0) {
320
+ asi = ysi;
321
+ bsi = zsi;
322
+ vertexIndex = 0b1001;
323
+ via = 0b1011;
324
+ vib = 0b1101;
325
+ } else {
326
+ asi = xsi;
327
+ bsi = wsi;
328
+ vertexIndex = 0b0110;
329
+ via = 0b0111;
330
+ vib = 0b1110;
331
+ }
332
+ }
333
+ if (bsi > asi) {
334
+ via = vib;
335
+ double temp = bsi;
336
+ bsi = asi;
337
+ asi = temp;
338
+ }
339
+ if (siSum + asi > 3) {
340
+ vertexIndex = via;
341
+ if (siSum + bsi > 4) {
342
+ vertexIndex = 0b1111;
343
+ }
344
+ }
345
+
346
+ // Now flip back if we're actually in the lower half.
347
+ if (inLowerHalf) {
348
+ xsi = 1 - xsi;
349
+ ysi = 1 - ysi;
350
+ zsi = 1 - zsi;
351
+ wsi = 1 - wsi;
352
+ vertexIndex ^= 0b1111;
353
+ }
354
+
355
+ // Five points to add, total, from five copies of the A4 lattice.
356
+ for (int i = 0; i < 5; i++) {
357
+
358
+ // Update xsb/etc. and add the lattice point's contribution.
359
+ LatticePoint4D c = VERTICES_4D[vertexIndex];
360
+ xsb += c.xsv;
361
+ ysb += c.ysv;
362
+ zsb += c.zsv;
363
+ wsb += c.wsv;
364
+ double xi = xsi + ssi, yi = ysi + ssi, zi = zsi + ssi, wi = wsi + ssi;
365
+ double dx = xi + c.dx, dy = yi + c.dy, dz = zi + c.dz, dw = wi + c.dw;
366
+ double attn = 0.5 - dx * dx - dy * dy - dz * dz - dw * dw;
367
+ if (attn > 0) {
368
+ int pxm = xsb & PMASK, pym = ysb & PMASK, pzm = zsb & PMASK, pwm = wsb & PMASK;
369
+ Grad4 grad = permGrad4[perm[perm[perm[pxm] ^ pym] ^ pzm] ^ pwm];
370
+ double ramped = grad.dx * dx + grad.dy * dy + grad.dz * dz + grad.dw * dw;
371
+
372
+ attn *= attn;
373
+ value += attn * attn * ramped;
374
+ }
375
+
376
+ // Maybe this helps the compiler/JVM/LLVM/etc. know we can end the loop here. Maybe not.
377
+ if (i == 4) {
378
+ break;
379
+ }
380
+
381
+ // Update the relative skewed coordinates to reference the vertex we just added.
382
+ // Rather, reference its counterpart on the lattice copy that is shifted down by
383
+ // the vector <-0.2, -0.2, -0.2, -0.2>
384
+ xsi += c.xsi;
385
+ ysi += c.ysi;
386
+ zsi += c.zsi;
387
+ wsi += c.wsi;
388
+ ssi += c.ssiDelta;
389
+
390
+ // Next point is the closest vertex on the 4-simplex whose base vertex is the aforementioned vertex.
391
+ double score0 = 1.0 + ssi * (-1.0 / 0.309016994374947); // Seems slightly faster than 1.0-xsi-ysi-zsi-wsi
392
+ vertexIndex = 0b0000;
393
+ if (xsi >= ysi && xsi >= zsi && xsi >= wsi && xsi >= score0) {
394
+ vertexIndex = 0b0001;
395
+ } else if (ysi > xsi && ysi >= zsi && ysi >= wsi && ysi >= score0) {
396
+ vertexIndex = 0b0010;
397
+ } else if (zsi > xsi && zsi > ysi && zsi >= wsi && zsi >= score0) {
398
+ vertexIndex = 0b0100;
399
+ } else if (wsi > xsi && wsi > ysi && wsi > zsi && wsi >= score0) {
400
+ vertexIndex = 0b1000;
401
+ }
402
+ }
403
+
404
+ return value;
405
+ }
406
+
407
+ /*
408
+ * Utility
409
+ */
410
+ private static int fastFloor(double x) {
411
+ int xi = (int) x;
412
+ return x < xi ? xi - 1 : xi;
413
+ }
414
+
415
+ /*
416
+ * Definitions
417
+ */
418
+ private static final LatticePoint2D[] LOOKUP_2D;
419
+ private static final LatticePoint3D[] LOOKUP_3D;
420
+ private static final LatticePoint4D[] VERTICES_4D;
421
+
422
+ static {
423
+ LOOKUP_2D = new LatticePoint2D[4];
424
+ LOOKUP_3D = new LatticePoint3D[8];
425
+ VERTICES_4D = new LatticePoint4D[16];
426
+
427
+ LOOKUP_2D[0] = new LatticePoint2D(1, 0);
428
+ LOOKUP_2D[1] = new LatticePoint2D(0, 0);
429
+ LOOKUP_2D[2] = new LatticePoint2D(1, 1);
430
+ LOOKUP_2D[3] = new LatticePoint2D(0, 1);
431
+
432
+ for (int i = 0; i < 8; i++) {
433
+ int i1, j1, k1, i2, j2, k2;
434
+ i1 = (i) & 1;
435
+ j1 = (i >> 1) & 1;
436
+ k1 = (i >> 2) & 1;
437
+ i2 = i1 ^ 1;
438
+ j2 = j1 ^ 1;
439
+ k2 = k1 ^ 1;
440
+
441
+ // The two points within this octant, one from each of the two cubic half-lattices.
442
+ LatticePoint3D c0 = new LatticePoint3D(i1, j1, k1, 0);
443
+ LatticePoint3D c1 = new LatticePoint3D(i1 + i2, j1 + j2, k1 + k2, 1);
444
+
445
+ // Each single step away on the first half-lattice.
446
+ LatticePoint3D c2 = new LatticePoint3D(i1 ^ 1, j1, k1, 0);
447
+ LatticePoint3D c3 = new LatticePoint3D(i1, j1 ^ 1, k1, 0);
448
+ LatticePoint3D c4 = new LatticePoint3D(i1, j1, k1 ^ 1, 0);
449
+
450
+ // Each single step away on the second half-lattice.
451
+ LatticePoint3D c5 = new LatticePoint3D(i1 + (i2 ^ 1), j1 + j2, k1 + k2, 1);
452
+ LatticePoint3D c6 = new LatticePoint3D(i1 + i2, j1 + (j2 ^ 1), k1 + k2, 1);
453
+ LatticePoint3D c7 = new LatticePoint3D(i1 + i2, j1 + j2, k1 + (k2 ^ 1), 1);
454
+
455
+ // First two are guaranteed.
456
+ c0.nextOnFailure = c0.nextOnSuccess = c1;
457
+ c1.nextOnFailure = c1.nextOnSuccess = c2;
458
+
459
+ // Once we find one on the first half-lattice, the rest are out.
460
+ // In addition, knowing c2 rules out c5.
461
+ c2.nextOnFailure = c3;
462
+ c2.nextOnSuccess = c6;
463
+ c3.nextOnFailure = c4;
464
+ c3.nextOnSuccess = c5;
465
+ c4.nextOnFailure = c4.nextOnSuccess = c5;
466
+
467
+ // Once we find one on the second half-lattice, the rest are out.
468
+ c5.nextOnFailure = c6;
469
+ c5.nextOnSuccess = null;
470
+ c6.nextOnFailure = c7;
471
+ c6.nextOnSuccess = null;
472
+ c7.nextOnFailure = c7.nextOnSuccess = null;
473
+
474
+ LOOKUP_3D[i] = c0;
475
+ }
476
+
477
+ for (int i = 0; i < 16; i++) {
478
+ VERTICES_4D[i] = new LatticePoint4D((i) & 1, (i >> 1) & 1, (i >> 2) & 1, (i >> 3) & 1);
479
+ }
480
+ }
481
+
482
+ @Override
483
+ public float noise(float x, float y){
484
+ return (float)noise2_XBeforeY(x, y);
485
+ }
486
+
487
+ @Override
488
+ public float noise(float x, float y, float z) {
489
+ return (float)noise3_XYBeforeZ(x, y, z);
490
+ }
491
+
492
+ @Override
493
+ public float noise(float x, float y, float z, float w) {
494
+ return (float)noise4_XYBeforeZW(x, y, z, w);
495
+ }
496
+
497
+ @Override
498
+ public void noiseMode(NoiseMode mode) {
499
+
500
+ }
501
+
502
+ @Override
503
+ public void noiseSeed(long seed) {
504
+ }
505
+
506
+ private static class LatticePoint2D {
507
+
508
+ int xsv, ysv;
509
+ double dx, dy;
510
+
511
+ public LatticePoint2D(int xsv, int ysv) {
512
+ this.xsv = xsv;
513
+ this.ysv = ysv;
514
+ double ssv = (xsv + ysv) * -0.211324865405187;
515
+ this.dx = -xsv - ssv;
516
+ this.dy = -ysv - ssv;
517
+ }
518
+ }
519
+
520
+ private static class LatticePoint3D {
521
+
522
+ public double dxr, dyr, dzr;
523
+ public int xrv, yrv, zrv;
524
+ LatticePoint3D nextOnFailure, nextOnSuccess;
525
+
526
+ public LatticePoint3D(int xrv, int yrv, int zrv, int lattice) {
527
+ this.dxr = -xrv + lattice * 0.5;
528
+ this.dyr = -yrv + lattice * 0.5;
529
+ this.dzr = -zrv + lattice * 0.5;
530
+ this.xrv = xrv + lattice * 1024;
531
+ this.yrv = yrv + lattice * 1024;
532
+ this.zrv = zrv + lattice * 1024;
533
+ }
534
+ }
535
+
536
+ private static class LatticePoint4D {
537
+
538
+ int xsv, ysv, zsv, wsv;
539
+ double dx, dy, dz, dw;
540
+ double xsi, ysi, zsi, wsi;
541
+ double ssiDelta;
542
+
543
+ public LatticePoint4D(int xsv, int ysv, int zsv, int wsv) {
544
+ this.xsv = xsv + 409;
545
+ this.ysv = ysv + 409;
546
+ this.zsv = zsv + 409;
547
+ this.wsv = wsv + 409;
548
+ double ssv = (xsv + ysv + zsv + wsv) * 0.309016994374947;
549
+ this.dx = -xsv - ssv;
550
+ this.dy = -ysv - ssv;
551
+ this.dz = -zsv - ssv;
552
+ this.dw = -wsv - ssv;
553
+ this.xsi = xsi = 0.2 - xsv;
554
+ this.ysi = ysi = 0.2 - ysv;
555
+ this.zsi = zsi = 0.2 - zsv;
556
+ this.wsi = wsi = 0.2 - wsv;
557
+ this.ssiDelta = (0.8 - xsv - ysv - zsv - wsv) * 0.309016994374947;
558
+ }
559
+ }
560
+
561
+ /*
562
+ * Gradients
563
+ */
564
+ private static class Grad2 {
565
+
566
+ double dx, dy;
567
+
568
+ public Grad2(double dx, double dy) {
569
+ this.dx = dx;
570
+ this.dy = dy;
571
+ }
572
+ }
573
+
574
+ private static class Grad3 {
575
+
576
+ double dx, dy, dz;
577
+
578
+ public Grad3(double dx, double dy, double dz) {
579
+ this.dx = dx;
580
+ this.dy = dy;
581
+ this.dz = dz;
582
+ }
583
+ }
584
+
585
+ private static class Grad4 {
586
+
587
+ double dx, dy, dz, dw;
588
+
589
+ public Grad4(double dx, double dy, double dz, double dw) {
590
+ this.dx = dx;
591
+ this.dy = dy;
592
+ this.dz = dz;
593
+ this.dw = dw;
594
+ }
595
+ }
596
+
597
+ private static final double N2 = 0.01001634121365712;
598
+ private static final double N3 = 0.030485933181293584;
599
+ private static final double N4 = 0.009202377986303158;
600
+ private static final Grad2[] GRADIENTS_2D;
601
+ private static final Grad3[] GRADIENTS_3D;
602
+ private static final Grad4[] GRADIENTS_4D;
603
+
604
+ static {
605
+
606
+ GRADIENTS_2D = new Grad2[PSIZE];
607
+ Grad2[] grad2 = {
608
+ new Grad2(0.130526192220052, 0.99144486137381),
609
+ new Grad2(0.38268343236509, 0.923879532511287),
610
+ new Grad2(0.608761429008721, 0.793353340291235),
611
+ new Grad2(0.793353340291235, 0.608761429008721),
612
+ new Grad2(0.923879532511287, 0.38268343236509),
613
+ new Grad2(0.99144486137381, 0.130526192220051),
614
+ new Grad2(0.99144486137381, -0.130526192220051),
615
+ new Grad2(0.923879532511287, -0.38268343236509),
616
+ new Grad2(0.793353340291235, -0.60876142900872),
617
+ new Grad2(0.608761429008721, -0.793353340291235),
618
+ new Grad2(0.38268343236509, -0.923879532511287),
619
+ new Grad2(0.130526192220052, -0.99144486137381),
620
+ new Grad2(-0.130526192220052, -0.99144486137381),
621
+ new Grad2(-0.38268343236509, -0.923879532511287),
622
+ new Grad2(-0.608761429008721, -0.793353340291235),
623
+ new Grad2(-0.793353340291235, -0.608761429008721),
624
+ new Grad2(-0.923879532511287, -0.38268343236509),
625
+ new Grad2(-0.99144486137381, -0.130526192220052),
626
+ new Grad2(-0.99144486137381, 0.130526192220051),
627
+ new Grad2(-0.923879532511287, 0.38268343236509),
628
+ new Grad2(-0.793353340291235, 0.608761429008721),
629
+ new Grad2(-0.608761429008721, 0.793353340291235),
630
+ new Grad2(-0.38268343236509, 0.923879532511287),
631
+ new Grad2(-0.130526192220052, 0.99144486137381)
632
+ };
633
+ for (Grad2 grad21 : grad2) {
634
+ grad21.dx /= N2;
635
+ grad21.dy /= N2;
636
+ }
637
+ for (int i = 0; i < PSIZE; i++) {
638
+ GRADIENTS_2D[i] = grad2[i % grad2.length];
639
+ }
640
+
641
+ GRADIENTS_3D = new Grad3[PSIZE];
642
+ Grad3[] grad3 = {
643
+ new Grad3(-2.22474487139, -2.22474487139, -1.0),
644
+ new Grad3(-2.22474487139, -2.22474487139, 1.0),
645
+ new Grad3(-3.0862664687972017, -1.1721513422464978, 0.0),
646
+ new Grad3(-1.1721513422464978, -3.0862664687972017, 0.0),
647
+ new Grad3(-2.22474487139, -1.0, -2.22474487139),
648
+ new Grad3(-2.22474487139, 1.0, -2.22474487139),
649
+ new Grad3(-1.1721513422464978, 0.0, -3.0862664687972017),
650
+ new Grad3(-3.0862664687972017, 0.0, -1.1721513422464978),
651
+ new Grad3(-2.22474487139, -1.0, 2.22474487139),
652
+ new Grad3(-2.22474487139, 1.0, 2.22474487139),
653
+ new Grad3(-3.0862664687972017, 0.0, 1.1721513422464978),
654
+ new Grad3(-1.1721513422464978, 0.0, 3.0862664687972017),
655
+ new Grad3(-2.22474487139, 2.22474487139, -1.0),
656
+ new Grad3(-2.22474487139, 2.22474487139, 1.0),
657
+ new Grad3(-1.1721513422464978, 3.0862664687972017, 0.0),
658
+ new Grad3(-3.0862664687972017, 1.1721513422464978, 0.0),
659
+ new Grad3(-1.0, -2.22474487139, -2.22474487139),
660
+ new Grad3(1.0, -2.22474487139, -2.22474487139),
661
+ new Grad3(0.0, -3.0862664687972017, -1.1721513422464978),
662
+ new Grad3(0.0, -1.1721513422464978, -3.0862664687972017),
663
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691
+ };
692
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693
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694
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695
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696
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698
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699
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701
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+ new Grad4(0.37968289875261624, 0.37968289875261624, 0.37968289875261624, 0.753341017856078),
839
+ new Grad4(0.03381941603233842, 0.03381941603233842, 0.9982828964265062, 0.03381941603233842),
840
+ new Grad4(-0.044802370851755174, 0.044802370851755174, 0.8586508742123365, 0.508629699630796),
841
+ new Grad4(-0.044802370851755174, 0.508629699630796, 0.8586508742123365, -0.044802370851755174),
842
+ new Grad4(-0.12128480194602098, 0.4321472685365301, 0.7821684431180708, 0.4321472685365301),
843
+ new Grad4(0.508629699630796, -0.044802370851755174, 0.8586508742123365, -0.044802370851755174),
844
+ new Grad4(0.4321472685365301, -0.12128480194602098, 0.7821684431180708, 0.4321472685365301),
845
+ new Grad4(0.4321472685365301, 0.4321472685365301, 0.7821684431180708, -0.12128480194602098),
846
+ new Grad4(0.37968289875261624, 0.37968289875261624, 0.753341017856078, 0.37968289875261624),
847
+ new Grad4(0.03381941603233842, 0.9982828964265062, 0.03381941603233842, 0.03381941603233842),
848
+ new Grad4(-0.044802370851755174, 0.8586508742123365, -0.044802370851755174, 0.508629699630796),
849
+ new Grad4(-0.044802370851755174, 0.8586508742123365, 0.508629699630796, -0.044802370851755174),
850
+ new Grad4(-0.12128480194602098, 0.7821684431180708, 0.4321472685365301, 0.4321472685365301),
851
+ new Grad4(0.508629699630796, 0.8586508742123365, -0.044802370851755174, -0.044802370851755174),
852
+ new Grad4(0.4321472685365301, 0.7821684431180708, -0.12128480194602098, 0.4321472685365301),
853
+ new Grad4(0.4321472685365301, 0.7821684431180708, 0.4321472685365301, -0.12128480194602098),
854
+ new Grad4(0.37968289875261624, 0.753341017856078, 0.37968289875261624, 0.37968289875261624),
855
+ new Grad4(0.9982828964265062, 0.03381941603233842, 0.03381941603233842, 0.03381941603233842),
856
+ new Grad4(0.8586508742123365, -0.044802370851755174, -0.044802370851755174, 0.508629699630796),
857
+ new Grad4(0.8586508742123365, -0.044802370851755174, 0.508629699630796, -0.044802370851755174),
858
+ new Grad4(0.7821684431180708, -0.12128480194602098, 0.4321472685365301, 0.4321472685365301),
859
+ new Grad4(0.8586508742123365, 0.508629699630796, -0.044802370851755174, -0.044802370851755174),
860
+ new Grad4(0.7821684431180708, 0.4321472685365301, -0.12128480194602098, 0.4321472685365301),
861
+ new Grad4(0.7821684431180708, 0.4321472685365301, 0.4321472685365301, -0.12128480194602098),
862
+ new Grad4(0.753341017856078, 0.37968289875261624, 0.37968289875261624, 0.37968289875261624)
863
+ };
864
+ for (Grad4 grad41 : grad4) {
865
+ grad41.dx /= N4;
866
+ grad41.dy /= N4;
867
+ grad41.dz /= N4;
868
+ grad41.dw /= N4;
869
+ }
870
+ for (int i = 0; i < PSIZE; i++) {
871
+ GRADIENTS_4D[i] = grad4[i % grad4.length];
872
+ }
873
+ }
874
+ }