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
@@ -0,0 +1,90 @@
1
+ package monkstone.noise;
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+
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+ /*
4
+ * Copyright (c) 2021 Martin Prout
5
+ *
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+ * This library is free software; you can redistribute it and/or
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+ * modify it under the terms of the GNU General Public
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+ * License as published by the Free Software Foundation; either
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+ * version 3.0 of the License, or (at your option) any later version.
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+ *
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+ * http://creativecommons.org/licenses/LGPL/2.1/
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+ *
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+ * This library is distributed in the hope that it will be useful,
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+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
15
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16
+ * Lesser General Public License for more details.
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+ *
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+ * You should have received a copy of the GNU General Public
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+ * License along with this library; if not, write to the Free Software
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+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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+ */
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+ public interface Noise {
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+
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+ /**
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+ *
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+ * @param x
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+ * @return
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+ */
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+ default float noise(float x) {
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+ return noise(x, 0);
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+ }
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+
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+ /**
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+ *
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+ * @param x
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+ * @param y
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+ * @return
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+ */
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+ default float noise(float x, float y) {
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+ return noise(x, y, 0);
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+ }
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+
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+ /**
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+ * <p>
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+ * Returns the Perlin noise value at specified coordinates. Perlin noise is
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+ * a random sequence generator producing a more natural ordered, harmonic
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+ * succession of numbers compared to the standard <b>random()</b> function.
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+ * It was invented by Ken Perlin in the 1980s and been used since in
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+ * graphical applications to produce procedural textures, natural motion,
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+ * shapes, terrains etc. The main difference to the
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+ * <b>random()</b> function is that Perlin noise is defined in an infinite
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+ * n-dimensional space where each pair of coordinates corresponds to a fixed
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+ * semi-random value (fixed only for the lifespan of the program). The
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+ * resulting value will always be between 0.0 and 1.0. Processing can
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+ * compute 1D, 2D and 3D noise, depending on the number of coordinates
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+ * given. The noise value can be animated by moving through the noise space
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+ * as demonstrated in the example above. The 2nd and 3rd dimension can also
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+ * be interpreted as time.The actual noise is structured similar to an audio
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+ * signal, in respect to the function's use of frequencies. Similar to the
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+ * concept of harmonics in physics, perlin noise is computed over several
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+ * octaves which are added together for the final result. Another way to
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+ * adjust the character of the resulting sequence is the scale of the input
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+ * coordinates. As the function works within an infinite space the value of
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+ * the coordinates doesn't matter as such, only the distance between
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+ * successive coordinates does (eg. when using <b>noise()</b> within a
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+ * loop). As a general rule the smaller the difference between coordinates,
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+ * the smoother the resulting noise sequence will be. Steps of 0.005-0.03
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+ * work best for most applications, but this will differ depending on use.
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+ * <p>
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+ * @param x x-coordinate in noise space
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+ * @param y y-coordinate in noise space
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+ * @param z z-coordinate in noise space
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+ * @return
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+ */
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+ float noise(float x, float y, float z);
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+
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+ float noise(float x, float y, float z, float w);
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+
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+ void noiseMode(NoiseMode mode);
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+
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+ /**
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+ * Sets the seed value for <b>noise()</b>.By default, <b>noise()</b>
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+ * produces different results each time the program is run. Set the
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+ * <b>value</b> parameter to a constant to return the same pseudo-random
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+ * numbers each time the software is run.
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+ *
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+ * @param seed
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+ */
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+ void noiseSeed(long seed);
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+ }
@@ -0,0 +1,75 @@
1
+ /*
2
+ * To change this license header, choose License Headers in Project Properties.
3
+ * To change this template file, choose Tools | Templates
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+ * and open the template in the editor.
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+ */
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+ package monkstone.noise;
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+
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+ /**
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+ *
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+ * @author Martin Prout
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+ */
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+ public class NoiseGenerator implements Noise {
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+
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+ private Noise implementation;
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+ private NoiseMode mode;
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+ private Long seed;
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+
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+ public NoiseGenerator() {
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+ seed = System.currentTimeMillis();
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+ this.implementation = new OpenSimplex2F(seed);
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+ this.mode = NoiseMode.DEFAULT;
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+ }
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+
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+ @Override
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+ public void noiseMode(NoiseMode mode) {
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+ switch (mode) {
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+ case DEFAULT:
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+ if (this.mode != NoiseMode.DEFAULT) {
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+ this.implementation = new OpenSimplex2F(seed);
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+ this.mode = NoiseMode.DEFAULT;
31
+ }
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+ break;
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+ case OPEN_SMOOTH:
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+ if (this.mode != NoiseMode.OPEN_SMOOTH) {
35
+ this.implementation = new OpenSimplex2S(seed);
36
+ this.mode = NoiseMode.OPEN_SMOOTH;
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+ break;
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+ }
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+ case SMOOTH_TERRAIN:
40
+ if (this.mode != NoiseMode.SMOOTH_TERRAIN) {
41
+ this.implementation = new SmoothTerrain(seed);
42
+ this.mode = NoiseMode.SMOOTH_TERRAIN;
43
+ }
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+ break;
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+ case FAST_TERRAIN:
46
+ if (this.mode != NoiseMode.FAST_TERRAIN) {
47
+ this.implementation = new FastTerrain(seed);
48
+ this.mode = NoiseMode.FAST_TERRAIN;
49
+ }
50
+ break;
51
+ default:
52
+ this.implementation = new OpenSimplex2F(seed);
53
+ this.mode = NoiseMode.DEFAULT;
54
+ }
55
+ }
56
+
57
+ public NoiseMode noiseMode() {
58
+ return this.mode;
59
+ }
60
+
61
+ @Override
62
+ public float noise(float x, float y, float z) {
63
+ return implementation.noise(x, y, z);
64
+ }
65
+
66
+ @Override
67
+ public float noise(float x, float y, float z, float w) {
68
+ return implementation.noise(x, y, z, w);
69
+ }
70
+
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+ @Override
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+ public void noiseSeed(long seed) {
73
+ this.seed = seed;
74
+ }
75
+ }
@@ -0,0 +1,28 @@
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+ /*
2
+ * To change this license header, choose License Headers in Project Properties.
3
+ * To change this template file, choose Tools | Templates
4
+ * and open the template in the editor.
5
+ */
6
+ package monkstone.noise;
7
+
8
+ /**
9
+ *
10
+ * @author tux
11
+ */
12
+ public enum NoiseMode {
13
+ DEFAULT("Fast OpenSimplex2"),
14
+ FAST_TERRAIN("Fast Terrain"),
15
+ SMOOTH_TERRAIN("Smooth Terrain"),
16
+ OPEN_SMOOTH("Smooth OpenSimplex2");
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+
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+ private final String description;
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+
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+ NoiseMode(String description) {
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+ this.description = description;
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+ }
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+
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+ public String description() {
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+ return description;
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+ }
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+
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+ }
@@ -0,0 +1,881 @@
1
+ package monkstone.noise;
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+
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+ /**
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+ * K.jpg's OpenSimplex 2, faster variant
5
+ *
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+ * - 2D is standard simplex implemented using a lookup table. - 3D is
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+ * "Re-oriented 4-point BCC noise" which constructs a congruent BCC lattice in a
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+ * much different way than usual. - 4D constructs the lattice as a union of five
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+ * copies of its reciprocal. It successively finds the closest point on each.
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+ *
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+ * Multiple versions of each function are provided. See the documentation above
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+ * each, for more info.
13
+ */
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+ public class OpenSimplex2F implements Noise {
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+
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+ private static final int PSIZE = 2048;
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+ private static final int PMASK = 2047;
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+
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+ private final short[] perm;
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+ private final Grad2[] permGrad2;
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+ private final Grad3[] permGrad3;
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+ private final Grad4[] permGrad4;
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+
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+ public OpenSimplex2F(long seed) {
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+ perm = new short[PSIZE];
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+ permGrad2 = new Grad2[PSIZE];
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+ permGrad3 = new Grad3[PSIZE];
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+ permGrad4 = new Grad4[PSIZE];
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+ short[] source = new short[PSIZE];
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+ for (short i = 0; i < PSIZE; i++) {
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+ source[i] = i;
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+ }
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+ for (int i = PSIZE - 1; i >= 0; i--) {
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+ seed = seed * 6364136223846793005L + 1442695040888963407L;
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+ int r = (int) ((seed + 31) % (i + 1));
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+ if (r < 0) {
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+ r += (i + 1);
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+ }
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+ perm[i] = source[r];
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+ permGrad2[i] = GRADIENTS_2D[perm[i]];
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+ permGrad3[i] = GRADIENTS_3D[perm[i]];
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+ permGrad4[i] = GRADIENTS_4D[perm[i]];
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+ source[r] = source[i];
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+ }
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+ }
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+
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+ /*
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+ * Noise Evaluators
49
+ */
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+ /**
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+ * 2D Simplex noise, standard lattice orientation.
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+ *
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+ * @param x
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+ * @param y
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+ * @return
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+ */
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+ public double noise2(double x, double y) {
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+
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+ // Get points for A2* lattice
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+ double s = 0.366025403784439 * (x + y);
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+ double xs = x + s, ys = y + s;
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+
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+ return noise2_Base(xs, ys);
64
+ }
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+
66
+ /**
67
+ * 2D Simplex noise, with Y pointing down the main diagonal.Might be better
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+ * for a 2D sandbox style game, where Y is vertical.Probably slightly less
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+ * optimal for heightmaps or continent maps.
70
+ *
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+ * @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
+
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+ 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
+
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+ // Get base points and offsets
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+ 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;
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+ double xi = xsi + ssi, yi = ysi + ssi;
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+
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+ // 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, classic orientation.Proper substitute
124
+ * for 3D Simplex in light of Forbidden Formulae.Use noise3_XYBeforeZ or
125
+ * noise3_XZBeforeY instead, wherever appropriate.
126
+ *
127
+ * @param x
128
+ * @param y
129
+ * @param z
130
+ * @return
131
+ */
132
+ public double noise3_Classic(double x, double y, double z) {
133
+
134
+ // Re-orient the cubic lattices via rotation, to produce the expected look on cardinal planar slices.
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+ // If texturing objects that don't tend to have cardinal plane faces, you could even remove this.
136
+ // Orthonormal rotation. Not a skew transform.
137
+ double r = (2.0 / 3.0) * (x + y + z);
138
+ double xr = r - x, yr = r - y, zr = r - z;
139
+
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+ // Evaluate both lattices to form a BCC lattice.
141
+ return noise3_BCC(xr, yr, zr);
142
+ }
143
+
144
+ /**
145
+ * 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X,
146
+ * Z).Recommended for 3D terrain and time-varied animations.The Y coordinate
147
+ * should always be the "different" coordinate in your use case.If Y is
148
+ * vertical in world coordinates, call noise3_XZBeforeY(x, Y, z).If Z is
149
+ * vertical in world coordinates, call noise3_XZBeforeY(x, Z, y) or use
150
+ * noise3_XYBeforeZ. For a time varied animation, call noise3_XZBeforeY(x,
151
+ * T, y) or use noise3_XYBeforeZ.
152
+ *
153
+ * @param x
154
+ * @param y
155
+ * @param z
156
+ * @return
157
+ */
158
+ public double noise3_XZBeforeY(double x, double y, double z) {
159
+
160
+ // Re-orient the cubic lattices without skewing, to make X and Z triangular like 2D.
161
+ // Orthonormal rotation. Not a skew transform.
162
+ double xz = x + z;
163
+ double s2 = xz * -0.211324865405187;
164
+ double yy = y * 0.577350269189626;
165
+ double xr = x + s2 - yy;
166
+ double zr = z + s2 - yy;
167
+ double yr = xz * 0.577350269189626 + yy;
168
+
169
+ // Evaluate both lattices to form a BCC lattice.
170
+ return noise3_BCC(xr, yr, zr);
171
+ }
172
+
173
+ /**
174
+ * Generate overlapping cubic lattices for 3D Re-oriented BCC noise. Lookup
175
+ * table implementation inspired by DigitalShadow. It was actually faster to
176
+ * narrow down the points in the loop itself, than to build up the index
177
+ * with enough info to isolate 4 points.
178
+ */
179
+ private double noise3_BCC(double xr, double yr, double zr) {
180
+
181
+ // Get base and offsets inside cube of first lattice.
182
+ int xrb = fastFloor(xr), yrb = fastFloor(yr), zrb = fastFloor(zr);
183
+ double xri = xr - xrb, yri = yr - yrb, zri = zr - zrb;
184
+
185
+ // Identify which octant of the cube we're in. This determines which cell
186
+ // in the other cubic lattice we're in, and also narrows down one point on each.
187
+ int xht = (int) (xri + 0.5), yht = (int) (yri + 0.5), zht = (int) (zri + 0.5);
188
+ int index = (xht) | (yht << 1) | (zht << 2);
189
+
190
+ // Point contributions
191
+ double value = 0;
192
+ LatticePoint3D c = LOOKUP_3D[index];
193
+ while (c != null) {
194
+ double dxr = xri + c.dxr, dyr = yri + c.dyr, dzr = zri + c.dzr;
195
+ double attn = 0.5 - dxr * dxr - dyr * dyr - dzr * dzr;
196
+ if (attn < 0) {
197
+ c = c.nextOnFailure;
198
+ } else {
199
+ int pxm = (xrb + c.xrv) & PMASK, pym = (yrb + c.yrv) & PMASK, pzm = (zrb + c.zrv) & PMASK;
200
+ Grad3 grad = permGrad3[perm[perm[pxm] ^ pym] ^ pzm];
201
+ double extrapolation = grad.dx * dxr + grad.dy * dyr + grad.dz * dzr;
202
+
203
+ attn *= attn;
204
+ value += attn * attn * extrapolation;
205
+ c = c.nextOnSuccess;
206
+ }
207
+ }
208
+ return value;
209
+ }
210
+
211
+ /**
212
+ * 4D OpenSimplex2F noise, classic lattice orientation.
213
+ *
214
+ * @param x
215
+ * @param y
216
+ * @param z
217
+ * @param w
218
+ * @return
219
+ */
220
+ public double noise4_Classic(double x, double y, double z, double w) {
221
+
222
+ // Get points for A4 lattice
223
+ double s = -0.138196601125011 * (x + y + z + w);
224
+ double xs = x + s, ys = y + s, zs = z + s, ws = w + s;
225
+
226
+ return noise4_Base(xs, ys, zs, ws);
227
+ }
228
+
229
+ /**
230
+ * 4D OpenSimplex2F noise, with XY and ZW forming orthogonal
231
+ * triangular-based planes.Recommended for 3D terrain, where X and Y (or Z
232
+ * and W) are horizontal.Recommended for noise(x, y, sin(time), cos(time))
233
+ * trick.
234
+ *
235
+ * @param x
236
+ * @param y
237
+ * @param z
238
+ * @param w
239
+ * @return
240
+ */
241
+ public double noise4_XYBeforeZW(double x, double y, double z, double w) {
242
+
243
+ double s2 = (x + y) * -0.178275657951399372 + (z + w) * 0.215623393288842828;
244
+ double t2 = (z + w) * -0.403949762580207112 + (x + y) * -0.375199083010075342;
245
+ double xs = x + s2, ys = y + s2, zs = z + t2, ws = w + t2;
246
+
247
+ return noise4_Base(xs, ys, zs, ws);
248
+ }
249
+
250
+ /**
251
+ * 4D OpenSimplex2F noise, with XYZ oriented like noise3_Classic, and W for
252
+ * an extra degree of freedom.W repeats eventually.Recommended for
253
+ * time-varied animations which texture a 3D object (W=time)
254
+ *
255
+ * @param x
256
+ * @param y
257
+ * @param z
258
+ * @param w
259
+ * @return
260
+ */
261
+ public double noise4_XYZBeforeW(double x, double y, double z, double w) {
262
+
263
+ double xyz = x + y + z;
264
+ double ww = w * 0.2236067977499788;
265
+ double s2 = xyz * -0.16666666666666666 + ww;
266
+ double xs = x + s2, ys = y + s2, zs = z + s2, ws = -0.5 * xyz + ww;
267
+
268
+ return noise4_Base(xs, ys, zs, ws);
269
+ }
270
+
271
+ /**
272
+ * 4D OpenSimplex2F noise base. Current implementation not fully optimized
273
+ * by lookup tables. But still comes out slightly ahead of Gustavson's
274
+ * Simplex in tests.
275
+ */
276
+ private double noise4_Base(double xs, double ys, double zs, double ws) {
277
+ double value = 0;
278
+
279
+ // Get base points and offsets
280
+ int xsb = fastFloor(xs), ysb = fastFloor(ys), zsb = fastFloor(zs), wsb = fastFloor(ws);
281
+ double xsi = xs - xsb, ysi = ys - ysb, zsi = zs - zsb, wsi = ws - wsb;
282
+
283
+ // If we're in the lower half, flip so we can repeat the code for the upper half. We'll flip back later.
284
+ double siSum = xsi + ysi + zsi + wsi;
285
+ double ssi = siSum * 0.309016994374947; // Prep for vertex contributions.
286
+ boolean inLowerHalf = (siSum < 2);
287
+ if (inLowerHalf) {
288
+ xsi = 1 - xsi;
289
+ ysi = 1 - ysi;
290
+ zsi = 1 - zsi;
291
+ wsi = 1 - wsi;
292
+ siSum = 4 - siSum;
293
+ }
294
+
295
+ // Consider opposing vertex pairs of the octahedron formed by the central cross-section of the stretched tesseract
296
+ double aabb = xsi + ysi - zsi - wsi, abab = xsi - ysi + zsi - wsi, abba = xsi - ysi - zsi + wsi;
297
+ double aabbScore = Math.abs(aabb), ababScore = Math.abs(abab), abbaScore = Math.abs(abba);
298
+
299
+ // Find the closest point on the stretched tesseract as if it were the upper half
300
+ int vertexIndex, via, vib;
301
+ double asi, bsi;
302
+ if (aabbScore > ababScore && aabbScore > abbaScore) {
303
+ if (aabb > 0) {
304
+ asi = zsi;
305
+ bsi = wsi;
306
+ vertexIndex = 0b0011;
307
+ via = 0b0111;
308
+ vib = 0b1011;
309
+ } else {
310
+ asi = xsi;
311
+ bsi = ysi;
312
+ vertexIndex = 0b1100;
313
+ via = 0b1101;
314
+ vib = 0b1110;
315
+ }
316
+ } else if (ababScore > abbaScore) {
317
+ if (abab > 0) {
318
+ asi = ysi;
319
+ bsi = wsi;
320
+ vertexIndex = 0b0101;
321
+ via = 0b0111;
322
+ vib = 0b1101;
323
+ } else {
324
+ asi = xsi;
325
+ bsi = zsi;
326
+ vertexIndex = 0b1010;
327
+ via = 0b1011;
328
+ vib = 0b1110;
329
+ }
330
+ } else {
331
+ if (abba > 0) {
332
+ asi = ysi;
333
+ bsi = zsi;
334
+ vertexIndex = 0b1001;
335
+ via = 0b1011;
336
+ vib = 0b1101;
337
+ } else {
338
+ asi = xsi;
339
+ bsi = wsi;
340
+ vertexIndex = 0b0110;
341
+ via = 0b0111;
342
+ vib = 0b1110;
343
+ }
344
+ }
345
+ if (bsi > asi) {
346
+ via = vib;
347
+ double temp = bsi;
348
+ bsi = asi;
349
+ asi = temp;
350
+ }
351
+ if (siSum + asi > 3) {
352
+ vertexIndex = via;
353
+ if (siSum + bsi > 4) {
354
+ vertexIndex = 0b1111;
355
+ }
356
+ }
357
+
358
+ // Now flip back if we're actually in the lower half.
359
+ if (inLowerHalf) {
360
+ xsi = 1 - xsi;
361
+ ysi = 1 - ysi;
362
+ zsi = 1 - zsi;
363
+ wsi = 1 - wsi;
364
+ vertexIndex ^= 0b1111;
365
+ }
366
+
367
+ // Five points to add, total, from five copies of the A4 lattice.
368
+ for (int i = 0; i < 5; i++) {
369
+
370
+ // Update xsb/etc. and add the lattice point's contribution.
371
+ LatticePoint4D c = VERTICES_4D[vertexIndex];
372
+ xsb += c.xsv;
373
+ ysb += c.ysv;
374
+ zsb += c.zsv;
375
+ wsb += c.wsv;
376
+ double xi = xsi + ssi, yi = ysi + ssi, zi = zsi + ssi, wi = wsi + ssi;
377
+ double dx = xi + c.dx, dy = yi + c.dy, dz = zi + c.dz, dw = wi + c.dw;
378
+ double attn = 0.5 - dx * dx - dy * dy - dz * dz - dw * dw;
379
+ if (attn > 0) {
380
+ int pxm = xsb & PMASK, pym = ysb & PMASK, pzm = zsb & PMASK, pwm = wsb & PMASK;
381
+ Grad4 grad = permGrad4[perm[perm[perm[pxm] ^ pym] ^ pzm] ^ pwm];
382
+ double ramped = grad.dx * dx + grad.dy * dy + grad.dz * dz + grad.dw * dw;
383
+
384
+ attn *= attn;
385
+ value += attn * attn * ramped;
386
+ }
387
+
388
+ // Maybe this helps the compiler/JVM/LLVM/etc. know we can end the loop here. Maybe not.
389
+ if (i == 4) {
390
+ break;
391
+ }
392
+
393
+ // Update the relative skewed coordinates to reference the vertex we just added.
394
+ // Rather, reference its counterpart on the lattice copy that is shifted down by
395
+ // the vector <-0.2, -0.2, -0.2, -0.2>
396
+ xsi += c.xsi;
397
+ ysi += c.ysi;
398
+ zsi += c.zsi;
399
+ wsi += c.wsi;
400
+ ssi += c.ssiDelta;
401
+
402
+ // Next point is the closest vertex on the 4-simplex whose base vertex is the aforementioned vertex.
403
+ double score0 = 1.0 + ssi * (-1.0 / 0.309016994374947); // Seems slightly faster than 1.0-xsi-ysi-zsi-wsi
404
+ vertexIndex = 0b0000;
405
+ if (xsi >= ysi && xsi >= zsi && xsi >= wsi && xsi >= score0) {
406
+ vertexIndex = 0b0001;
407
+ } else if (ysi > xsi && ysi >= zsi && ysi >= wsi && ysi >= score0) {
408
+ vertexIndex = 0b0010;
409
+ } else if (zsi > xsi && zsi > ysi && zsi >= wsi && zsi >= score0) {
410
+ vertexIndex = 0b0100;
411
+ } else if (wsi > xsi && wsi > ysi && wsi > zsi && wsi >= score0) {
412
+ vertexIndex = 0b1000;
413
+ }
414
+ }
415
+
416
+ return value;
417
+ }
418
+
419
+ /*
420
+ * Utility
421
+ */
422
+ private static int fastFloor(double x) {
423
+ int xi = (int) x;
424
+ return x < xi ? xi - 1 : xi;
425
+ }
426
+
427
+ /*
428
+ * Definitions
429
+ */
430
+ private static final LatticePoint2D[] LOOKUP_2D;
431
+ private static final LatticePoint3D[] LOOKUP_3D;
432
+ private static final LatticePoint4D[] VERTICES_4D;
433
+
434
+ static {
435
+ LOOKUP_2D = new LatticePoint2D[4];
436
+ LOOKUP_3D = new LatticePoint3D[8];
437
+ VERTICES_4D = new LatticePoint4D[16];
438
+
439
+ LOOKUP_2D[0] = new LatticePoint2D(1, 0);
440
+ LOOKUP_2D[1] = new LatticePoint2D(0, 0);
441
+ LOOKUP_2D[2] = new LatticePoint2D(1, 1);
442
+ LOOKUP_2D[3] = new LatticePoint2D(0, 1);
443
+
444
+ for (int i = 0; i < 8; i++) {
445
+ int i1, j1, k1, i2, j2, k2;
446
+ i1 = (i) & 1;
447
+ j1 = (i >> 1) & 1;
448
+ k1 = (i >> 2) & 1;
449
+ i2 = i1 ^ 1;
450
+ j2 = j1 ^ 1;
451
+ k2 = k1 ^ 1;
452
+
453
+ // The two points within this octant, one from each of the two cubic half-lattices.
454
+ LatticePoint3D c0 = new LatticePoint3D(i1, j1, k1, 0);
455
+ LatticePoint3D c1 = new LatticePoint3D(i1 + i2, j1 + j2, k1 + k2, 1);
456
+
457
+ // Each single step away on the first half-lattice.
458
+ LatticePoint3D c2 = new LatticePoint3D(i1 ^ 1, j1, k1, 0);
459
+ LatticePoint3D c3 = new LatticePoint3D(i1, j1 ^ 1, k1, 0);
460
+ LatticePoint3D c4 = new LatticePoint3D(i1, j1, k1 ^ 1, 0);
461
+
462
+ // Each single step away on the second half-lattice.
463
+ LatticePoint3D c5 = new LatticePoint3D(i1 + (i2 ^ 1), j1 + j2, k1 + k2, 1);
464
+ LatticePoint3D c6 = new LatticePoint3D(i1 + i2, j1 + (j2 ^ 1), k1 + k2, 1);
465
+ LatticePoint3D c7 = new LatticePoint3D(i1 + i2, j1 + j2, k1 + (k2 ^ 1), 1);
466
+
467
+ // First two are guaranteed.
468
+ c0.nextOnFailure = c0.nextOnSuccess = c1;
469
+ c1.nextOnFailure = c1.nextOnSuccess = c2;
470
+
471
+ // Once we find one on the first half-lattice, the rest are out.
472
+ // In addition, knowing c2 rules out c5.
473
+ c2.nextOnFailure = c3;
474
+ c2.nextOnSuccess = c6;
475
+ c3.nextOnFailure = c4;
476
+ c3.nextOnSuccess = c5;
477
+ c4.nextOnFailure = c4.nextOnSuccess = c5;
478
+
479
+ // Once we find one on the second half-lattice, the rest are out.
480
+ c5.nextOnFailure = c6;
481
+ c5.nextOnSuccess = null;
482
+ c6.nextOnFailure = c7;
483
+ c6.nextOnSuccess = null;
484
+ c7.nextOnFailure = c7.nextOnSuccess = null;
485
+
486
+ LOOKUP_3D[i] = c0;
487
+ }
488
+
489
+ for (int i = 0; i < 16; i++) {
490
+ VERTICES_4D[i] = new LatticePoint4D((i) & 1, (i >> 1) & 1, (i >> 2) & 1, (i >> 3) & 1);
491
+ }
492
+ }
493
+
494
+ @Override
495
+ public float noise(float x, float y, float z) {
496
+ return (float)noise3_Classic(x, y, z);
497
+ }
498
+
499
+ @Override
500
+ public float noise(float x, float y, float z, float w) {
501
+ return (float)noise4_Classic(x, y, z, w);
502
+ }
503
+
504
+ @Override
505
+ public void noiseMode(NoiseMode mode) {
506
+
507
+ }
508
+
509
+ @Override
510
+ public void noiseSeed(long seed) {
511
+ }
512
+
513
+ private static class LatticePoint2D {
514
+
515
+ int xsv, ysv;
516
+ double dx, dy;
517
+
518
+ public LatticePoint2D(int xsv, int ysv) {
519
+ this.xsv = xsv;
520
+ this.ysv = ysv;
521
+ double ssv = (xsv + ysv) * -0.211324865405187;
522
+ this.dx = -xsv - ssv;
523
+ this.dy = -ysv - ssv;
524
+ }
525
+ }
526
+
527
+ private static class LatticePoint3D {
528
+
529
+ public double dxr, dyr, dzr;
530
+ public int xrv, yrv, zrv;
531
+ LatticePoint3D nextOnFailure, nextOnSuccess;
532
+
533
+ public LatticePoint3D(int xrv, int yrv, int zrv, int lattice) {
534
+ this.dxr = -xrv + lattice * 0.5;
535
+ this.dyr = -yrv + lattice * 0.5;
536
+ this.dzr = -zrv + lattice * 0.5;
537
+ this.xrv = xrv + lattice * 1024;
538
+ this.yrv = yrv + lattice * 1024;
539
+ this.zrv = zrv + lattice * 1024;
540
+ }
541
+ }
542
+
543
+ private static class LatticePoint4D {
544
+
545
+ int xsv, ysv, zsv, wsv;
546
+ double dx, dy, dz, dw;
547
+ double xsi, ysi, zsi, wsi;
548
+ double ssiDelta;
549
+
550
+ public LatticePoint4D(int xsv, int ysv, int zsv, int wsv) {
551
+ this.xsv = xsv + 409;
552
+ this.ysv = ysv + 409;
553
+ this.zsv = zsv + 409;
554
+ this.wsv = wsv + 409;
555
+ double ssv = (xsv + ysv + zsv + wsv) * 0.309016994374947;
556
+ this.dx = -xsv - ssv;
557
+ this.dy = -ysv - ssv;
558
+ this.dz = -zsv - ssv;
559
+ this.dw = -wsv - ssv;
560
+ this.xsi = xsi = 0.2 - xsv;
561
+ this.ysi = ysi = 0.2 - ysv;
562
+ this.zsi = zsi = 0.2 - zsv;
563
+ this.wsi = wsi = 0.2 - wsv;
564
+ this.ssiDelta = (0.8 - xsv - ysv - zsv - wsv) * 0.309016994374947;
565
+ }
566
+ }
567
+
568
+ /*
569
+ * Gradients
570
+ */
571
+ private static class Grad2 {
572
+
573
+ double dx, dy;
574
+
575
+ public Grad2(double dx, double dy) {
576
+ this.dx = dx;
577
+ this.dy = dy;
578
+ }
579
+ }
580
+
581
+ private static class Grad3 {
582
+
583
+ double dx, dy, dz;
584
+
585
+ public Grad3(double dx, double dy, double dz) {
586
+ this.dx = dx;
587
+ this.dy = dy;
588
+ this.dz = dz;
589
+ }
590
+ }
591
+
592
+ private static class Grad4 {
593
+
594
+ double dx, dy, dz, dw;
595
+
596
+ public Grad4(double dx, double dy, double dz, double dw) {
597
+ this.dx = dx;
598
+ this.dy = dy;
599
+ this.dz = dz;
600
+ this.dw = dw;
601
+ }
602
+ }
603
+
604
+ private static final double N2 = 0.01001634121365712;
605
+ private static final double N3 = 0.030485933181293584;
606
+ private static final double N4 = 0.009202377986303158;
607
+ private static final Grad2[] GRADIENTS_2D;
608
+ private static final Grad3[] GRADIENTS_3D;
609
+ private static final Grad4[] GRADIENTS_4D;
610
+
611
+ static {
612
+
613
+ GRADIENTS_2D = new Grad2[PSIZE];
614
+ Grad2[] grad2 = {
615
+ new Grad2(0.130526192220052, 0.99144486137381),
616
+ new Grad2(0.38268343236509, 0.923879532511287),
617
+ new Grad2(0.608761429008721, 0.793353340291235),
618
+ new Grad2(0.793353340291235, 0.608761429008721),
619
+ new Grad2(0.923879532511287, 0.38268343236509),
620
+ new Grad2(0.99144486137381, 0.130526192220051),
621
+ new Grad2(0.99144486137381, -0.130526192220051),
622
+ new Grad2(0.923879532511287, -0.38268343236509),
623
+ new Grad2(0.793353340291235, -0.60876142900872),
624
+ new Grad2(0.608761429008721, -0.793353340291235),
625
+ new Grad2(0.38268343236509, -0.923879532511287),
626
+ new Grad2(0.130526192220052, -0.99144486137381),
627
+ new Grad2(-0.130526192220052, -0.99144486137381),
628
+ new Grad2(-0.38268343236509, -0.923879532511287),
629
+ new Grad2(-0.608761429008721, -0.793353340291235),
630
+ new Grad2(-0.793353340291235, -0.608761429008721),
631
+ new Grad2(-0.923879532511287, -0.38268343236509),
632
+ new Grad2(-0.99144486137381, -0.130526192220052),
633
+ new Grad2(-0.99144486137381, 0.130526192220051),
634
+ new Grad2(-0.923879532511287, 0.38268343236509),
635
+ new Grad2(-0.793353340291235, 0.608761429008721),
636
+ new Grad2(-0.608761429008721, 0.793353340291235),
637
+ new Grad2(-0.38268343236509, 0.923879532511287),
638
+ new Grad2(-0.130526192220052, 0.99144486137381)
639
+ };
640
+ for (Grad2 grad21 : grad2) {
641
+ grad21.dx /= N2;
642
+ grad21.dy /= N2;
643
+ }
644
+ for (int i = 0; i < PSIZE; i++) {
645
+ GRADIENTS_2D[i] = grad2[i % grad2.length];
646
+ }
647
+
648
+ GRADIENTS_3D = new Grad3[PSIZE];
649
+ Grad3[] grad3 = {
650
+ new Grad3(-2.22474487139, -2.22474487139, -1.0),
651
+ new Grad3(-2.22474487139, -2.22474487139, 1.0),
652
+ new Grad3(-3.0862664687972017, -1.1721513422464978, 0.0),
653
+ new Grad3(-1.1721513422464978, -3.0862664687972017, 0.0),
654
+ new Grad3(-2.22474487139, -1.0, -2.22474487139),
655
+ new Grad3(-2.22474487139, 1.0, -2.22474487139),
656
+ new Grad3(-1.1721513422464978, 0.0, -3.0862664687972017),
657
+ new Grad3(-3.0862664687972017, 0.0, -1.1721513422464978),
658
+ new Grad3(-2.22474487139, -1.0, 2.22474487139),
659
+ new Grad3(-2.22474487139, 1.0, 2.22474487139),
660
+ new Grad3(-3.0862664687972017, 0.0, 1.1721513422464978),
661
+ new Grad3(-1.1721513422464978, 0.0, 3.0862664687972017),
662
+ new Grad3(-2.22474487139, 2.22474487139, -1.0),
663
+ new Grad3(-2.22474487139, 2.22474487139, 1.0),
664
+ new Grad3(-1.1721513422464978, 3.0862664687972017, 0.0),
665
+ new Grad3(-3.0862664687972017, 1.1721513422464978, 0.0),
666
+ new Grad3(-1.0, -2.22474487139, -2.22474487139),
667
+ new Grad3(1.0, -2.22474487139, -2.22474487139),
668
+ new Grad3(0.0, -3.0862664687972017, -1.1721513422464978),
669
+ new Grad3(0.0, -1.1721513422464978, -3.0862664687972017),
670
+ new Grad3(-1.0, -2.22474487139, 2.22474487139),
671
+ new Grad3(1.0, -2.22474487139, 2.22474487139),
672
+ new Grad3(0.0, -1.1721513422464978, 3.0862664687972017),
673
+ new Grad3(0.0, -3.0862664687972017, 1.1721513422464978),
674
+ new Grad3(-1.0, 2.22474487139, -2.22474487139),
675
+ new Grad3(1.0, 2.22474487139, -2.22474487139),
676
+ new Grad3(0.0, 1.1721513422464978, -3.0862664687972017),
677
+ new Grad3(0.0, 3.0862664687972017, -1.1721513422464978),
678
+ new Grad3(-1.0, 2.22474487139, 2.22474487139),
679
+ new Grad3(1.0, 2.22474487139, 2.22474487139),
680
+ new Grad3(0.0, 3.0862664687972017, 1.1721513422464978),
681
+ new Grad3(0.0, 1.1721513422464978, 3.0862664687972017),
682
+ new Grad3(2.22474487139, -2.22474487139, -1.0),
683
+ new Grad3(2.22474487139, -2.22474487139, 1.0),
684
+ new Grad3(1.1721513422464978, -3.0862664687972017, 0.0),
685
+ new Grad3(3.0862664687972017, -1.1721513422464978, 0.0),
686
+ new Grad3(2.22474487139, -1.0, -2.22474487139),
687
+ new Grad3(2.22474487139, 1.0, -2.22474487139),
688
+ new Grad3(3.0862664687972017, 0.0, -1.1721513422464978),
689
+ new Grad3(1.1721513422464978, 0.0, -3.0862664687972017),
690
+ new Grad3(2.22474487139, -1.0, 2.22474487139),
691
+ new Grad3(2.22474487139, 1.0, 2.22474487139),
692
+ new Grad3(1.1721513422464978, 0.0, 3.0862664687972017),
693
+ new Grad3(3.0862664687972017, 0.0, 1.1721513422464978),
694
+ new Grad3(2.22474487139, 2.22474487139, -1.0),
695
+ new Grad3(2.22474487139, 2.22474487139, 1.0),
696
+ new Grad3(3.0862664687972017, 1.1721513422464978, 0.0),
697
+ new Grad3(1.1721513422464978, 3.0862664687972017, 0.0)
698
+ };
699
+ for (Grad3 grad31 : grad3) {
700
+ grad31.dx /= N3;
701
+ grad31.dy /= N3;
702
+ grad31.dz /= N3;
703
+ }
704
+ for (int i = 0; i < PSIZE; i++) {
705
+ GRADIENTS_3D[i] = grad3[i % grad3.length];
706
+ }
707
+
708
+ GRADIENTS_4D = new Grad4[PSIZE];
709
+ Grad4[] grad4 = {
710
+ new Grad4(-0.753341017856078, -0.37968289875261624, -0.37968289875261624, -0.37968289875261624),
711
+ new Grad4(-0.7821684431180708, -0.4321472685365301, -0.4321472685365301, 0.12128480194602098),
712
+ new Grad4(-0.7821684431180708, -0.4321472685365301, 0.12128480194602098, -0.4321472685365301),
713
+ new Grad4(-0.7821684431180708, 0.12128480194602098, -0.4321472685365301, -0.4321472685365301),
714
+ new Grad4(-0.8586508742123365, -0.508629699630796, 0.044802370851755174, 0.044802370851755174),
715
+ new Grad4(-0.8586508742123365, 0.044802370851755174, -0.508629699630796, 0.044802370851755174),
716
+ new Grad4(-0.8586508742123365, 0.044802370851755174, 0.044802370851755174, -0.508629699630796),
717
+ new Grad4(-0.9982828964265062, -0.03381941603233842, -0.03381941603233842, -0.03381941603233842),
718
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+ };
871
+ for (Grad4 grad41 : grad4) {
872
+ grad41.dx /= N4;
873
+ grad41.dy /= N4;
874
+ grad41.dz /= N4;
875
+ grad41.dw /= N4;
876
+ }
877
+ for (int i = 0; i < PSIZE; i++) {
878
+ GRADIENTS_4D[i] = grad4[i % grad4.length];
879
+ }
880
+ }
881
+ }