propane 3.7.1-java → 3.11.0-java
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/.mvn/extensions.xml +1 -1
- data/.mvn/wrapper/maven-wrapper.properties +1 -1
- data/.travis.yml +1 -1
- data/CHANGELOG.md +7 -1
- data/README.md +8 -15
- data/Rakefile +6 -5
- data/lib/propane/app.rb +11 -15
- data/lib/propane/helper_methods.rb +6 -6
- data/lib/propane/version.rb +1 -1
- data/lib/{propane-3.7.1.jar → propane-3.11.0.jar} +0 -0
- data/library/pdf/itextpdf-5.5.13.2.jar +0 -0
- data/library/pdf/pdf.rb +7 -0
- data/library/svg/batik-all-1.14.jar +0 -0
- data/library/svg/svg.rb +7 -0
- data/mvnw +3 -3
- data/mvnw.cmd +2 -2
- data/pom.rb +32 -5
- data/pom.xml +58 -7
- data/propane.gemspec +9 -5
- data/src/main/java/monkstone/FastNoiseModuleJava.java +127 -0
- data/src/main/java/monkstone/MathToolModule.java +30 -30
- data/src/main/java/monkstone/PropaneLibrary.java +2 -0
- data/src/main/java/monkstone/SmoothNoiseModuleJava.java +127 -0
- data/src/main/java/monkstone/fastmath/DegLutTables.java +111 -0
- data/src/main/java/monkstone/fastmath/Deglut.java +6 -56
- data/src/main/java/monkstone/filechooser/Chooser.java +1 -1
- data/src/main/java/monkstone/noise/OpenSimplex2F.java +914 -0
- data/src/main/java/monkstone/noise/OpenSimplex2S.java +1138 -0
- data/src/main/java/monkstone/slider/WheelHandler.java +1 -1
- data/src/main/java/monkstone/vecmath/JRender.java +6 -6
- data/src/main/java/monkstone/vecmath/vec2/Vec2.java +27 -31
- data/src/main/java/monkstone/vecmath/vec3/Vec3.java +26 -40
- data/src/main/java/processing/awt/PGraphicsJava2D.java +11 -3
- data/src/main/java/processing/awt/PImageAWT.java +6 -4
- data/src/main/java/processing/core/PApplet.java +13259 -13379
- data/src/main/java/processing/core/PConstants.java +155 -163
- data/src/main/java/processing/core/PGraphics.java +118 -111
- data/src/main/java/processing/core/PImage.java +14 -14
- data/src/main/java/processing/opengl/PGraphicsOpenGL.java +13 -13
- data/src/main/java/processing/opengl/PJOGL.java +6 -5
- data/src/main/java/processing/opengl/PShader.java +1 -6
- data/src/main/java/processing/opengl/PSurfaceJOGL.java +6 -6
- data/src/main/java/processing/pdf/PGraphicsPDF.java +581 -0
- data/src/main/java/processing/svg/PGraphicsSVG.java +378 -0
- data/src/main/{java/processing/opengl → resources}/cursors/arrow.png +0 -0
- data/src/main/{java/processing/opengl → resources}/cursors/cross.png +0 -0
- data/src/main/{java/processing/opengl → resources}/cursors/hand.png +0 -0
- data/src/main/{java/processing/opengl → resources}/cursors/license.txt +0 -0
- data/src/main/{java/processing/opengl → resources}/cursors/move.png +0 -0
- data/src/main/{java/processing/opengl → resources}/cursors/text.png +0 -0
- data/src/main/{java/processing/opengl → resources}/cursors/wait.png +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/ColorFrag.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/ColorVert.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/LightFrag.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/LightVert.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/LineFrag.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/LineVert.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/MaskFrag.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/PointFrag.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/PointVert.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/TexFrag.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/TexLightFrag.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/TexLightVert.glsl +0 -0
- data/src/main/{java/processing/opengl → resources}/shaders/TexVert.glsl +0 -0
- data/test/deglut_spec_test.rb +2 -2
- data/test/test_helper.rb +1 -0
- data/vendors/Rakefile +1 -1
- metadata +49 -46
- data/library/simplex_noise/simplex_noise.rb +0 -5
- data/src/main/java/monkstone/noise/SimplexNoise.java +0 -436
@@ -1,436 +0,0 @@
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/*
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* A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
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*
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* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
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* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
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* Better rank ordering method for 4D by Stefan Gustavson in 2012.
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*
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* This could be speeded up even further, but it's useful as it is.
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*
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* Version 2012-03-09
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*
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* This code was placed in the public domain by its original author,
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* Stefan Gustavson. You may use it as you see fit, but
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* attribution is appreciated.
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*
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*/
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package monkstone.noise;
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public class SimplexNoise { // Simplex noise in 2D, 3D and 4D
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private static Grad grad3[] = {new Grad(1, 1, 0), new Grad(-1, 1, 0), new Grad(1, -1, 0), new Grad(-1, -1, 0),
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new Grad(1, 0, 1), new Grad(-1, 0, 1), new Grad(1, 0, -1), new Grad(-1, 0, -1),
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new Grad(0, 1, 1), new Grad(0, -1, 1), new Grad(0, 1, -1), new Grad(0, -1, -1)};
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private static Grad grad4[] = {new Grad(0, 1, 1, 1), new Grad(0, 1, 1, -1), new Grad(0, 1, -1, 1), new Grad(0, 1, -1, -1),
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new Grad(0, -1, 1, 1), new Grad(0, -1, 1, -1), new Grad(0, -1, -1, 1), new Grad(0, -1, -1, -1),
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new Grad(1, 0, 1, 1), new Grad(1, 0, 1, -1), new Grad(1, 0, -1, 1), new Grad(1, 0, -1, -1),
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new Grad(-1, 0, 1, 1), new Grad(-1, 0, 1, -1), new Grad(-1, 0, -1, 1), new Grad(-1, 0, -1, -1),
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new Grad(1, 1, 0, 1), new Grad(1, 1, 0, -1), new Grad(1, -1, 0, 1), new Grad(1, -1, 0, -1),
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new Grad(-1, 1, 0, 1), new Grad(-1, 1, 0, -1), new Grad(-1, -1, 0, 1), new Grad(-1, -1, 0, -1),
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new Grad(1, 1, 1, 0), new Grad(1, 1, -1, 0), new Grad(1, -1, 1, 0), new Grad(1, -1, -1, 0),
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new Grad(-1, 1, 1, 0), new Grad(-1, 1, -1, 0), new Grad(-1, -1, 1, 0), new Grad(-1, -1, -1, 0)};
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private final static short p[] = {151, 160, 137, 91, 90, 15,
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131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
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190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
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88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
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77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
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102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
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135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
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5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
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223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
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129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
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251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
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49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
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138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180};
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// To remove the need for index wrapping, double the permutation table length
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final static short[] PERM = new short[512];
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static short[] PERM_MOD_12 = new short[512];
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static {
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for (int i = 0; i < 512; i++) {
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PERM[i] = p[i & 255];
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PERM_MOD_12[i] = (short) (PERM[i] % 12);
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}
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}
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// Skewing and unskewing factors for 2, 3, and 4 dimensions
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private static final double F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
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private static final double G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
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private static final double F3 = 1.0 / 3.0;
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private static final double G3 = 1.0 / 6.0;
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private static final double F4 = (Math.sqrt(5.0) - 1.0) / 4.0;
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private static final double G4 = (5.0 - Math.sqrt(5.0)) / 20.0;
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// This method is a *lot* faster than using (int)Math.floor(x)
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private static int fastfloor(double x) {
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int xi = (int) x;
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return x < xi ? xi - 1 : xi;
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}
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private static double dot(Grad g, double x, double y) {
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return g.x * x + g.y * y;
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}
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private static double dot(Grad g, double x, double y, double z) {
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return g.x * x + g.y * y + g.z * z;
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}
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private static double dot(Grad g, double x, double y, double z, double w) {
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return g.x * x + g.y * y + g.z * z + g.w * w;
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}
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// 2D simplex noise
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public static double noise(double xin, double yin) {
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double n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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double s = (xin + yin) * F2; // Hairy factor for 2D
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int i = fastfloor(xin + s);
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int j = fastfloor(yin + s);
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double t = (i + j) * G2;
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double X0 = i - t; // Unskew the cell origin back to (x,y) space
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double Y0 = j - t;
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double x0 = xin - X0; // The x,y distances from the cell origin
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double y0 = yin - Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if (x0 > y0) {
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i1 = 1;
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j1 = 0;
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} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else {
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i1 = 0;
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j1 = 1;
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} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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double y1 = y0 - j1 + G2;
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double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
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double y2 = y0 - 1.0 + 2.0 * G2;
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// Work out the hashed gradient indices of the three simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int gi0 = PERM_MOD_12[ii + PERM[jj]];
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int gi1 = PERM_MOD_12[ii + i1 + PERM[jj + j1]];
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int gi2 = PERM_MOD_12[ii + 1 + PERM[jj + 1]];
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// Calculate the contribution from the three corners
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double t0 = 0.5 - x0 * x0 - y0 * y0;
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if (t0 < 0) {
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n0 = 0.0;
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} else {
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t0 *= t0;
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
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}
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double t1 = 0.5 - x1 * x1 - y1 * y1;
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if (t1 < 0) {
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n1 = 0.0;
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} else {
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t1 *= t1;
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
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}
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double t2 = 0.5 - x2 * x2 - y2 * y2;
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if (t2 < 0) {
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n2 = 0.0;
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} else {
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t2 *= t2;
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 70.0 * (n0 + n1 + n2);
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}
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// 3D simplex noise
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public static double noise(double xin, double yin, double zin) {
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double n0, n1, n2, n3; // Noise contributions from the four corners
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// Skew the input space to determine which simplex cell we're in
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double s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D
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int i = fastfloor(xin + s);
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int j = fastfloor(yin + s);
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int k = fastfloor(zin + s);
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double t = (i + j + k) * G3;
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double X0 = i - t; // Unskew the cell origin back to (x,y,z) space
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double Y0 = j - t;
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double Z0 = k - t;
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double x0 = xin - X0; // The x,y,z distances from the cell origin
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double y0 = yin - Y0;
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double z0 = zin - Z0;
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// Determine which simplex we are in.
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int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
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int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
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if (x0 >= y0) {
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if (y0 >= z0) {
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i1 = 1;
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j1 = 0;
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k1 = 0;
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i2 = 1;
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j2 = 1;
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k2 = 0;
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} // X Y Z order
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else if (x0 >= z0) {
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i1 = 1;
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j1 = 0;
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k1 = 0;
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i2 = 1;
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j2 = 0;
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k2 = 1;
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} // X Z Y order
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else {
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i1 = 0;
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j1 = 0;
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k1 = 1;
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i2 = 1;
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j2 = 0;
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k2 = 1;
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} // Z X Y order
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} else { // x0<y0
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if (y0 < z0) {
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i1 = 0;
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j1 = 0;
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k1 = 1;
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i2 = 0;
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j2 = 1;
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k2 = 1;
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} // Z Y X order
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else if (x0 < z0) {
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i1 = 0;
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j1 = 1;
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k1 = 0;
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i2 = 0;
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j2 = 1;
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k2 = 1;
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} // Y Z X order
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else {
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i1 = 0;
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j1 = 1;
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k1 = 0;
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i2 = 1;
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j2 = 1;
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k2 = 0;
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} // Y X Z order
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}
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// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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double y1 = y0 - j1 + G3;
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double z1 = z0 - k1 + G3;
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double x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
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double y2 = y0 - j2 + 2.0 * G3;
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double z2 = z0 - k2 + 2.0 * G3;
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227
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double x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
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228
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double y3 = y0 - 1.0 + 3.0 * G3;
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229
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-
double z3 = z0 - 1.0 + 3.0 * G3;
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230
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// Work out the hashed gradient indices of the four simplex corners
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231
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int ii = i & 255;
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232
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int jj = j & 255;
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233
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int kk = k & 255;
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234
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int gi0 = PERM_MOD_12[ii + PERM[jj + PERM[kk]]];
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235
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int gi1 = PERM_MOD_12[ii + i1 + PERM[jj + j1 + PERM[kk + k1]]];
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236
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int gi2 = PERM_MOD_12[ii + i2 + PERM[jj + j2 + PERM[kk + k2]]];
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237
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int gi3 = PERM_MOD_12[ii + 1 + PERM[jj + 1 + PERM[kk + 1]]];
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238
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// Calculate the contribution from the four corners
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239
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double t0 = 0.5 - x0 * x0 - y0 * y0 - z0 * z0;
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240
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-
if (t0 < 0) {
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241
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n0 = 0.0;
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242
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-
} else {
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243
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t0 *= t0;
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244
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0);
|
245
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-
}
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246
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-
double t1 = 0.5 - x1 * x1 - y1 * y1 - z1 * z1;
|
247
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-
if (t1 < 0) {
|
248
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n1 = 0.0;
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249
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-
} else {
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250
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t1 *= t1;
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251
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1);
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252
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-
}
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253
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double t2 = 0.5 - x2 * x2 - y2 * y2 - z2 * z2;
|
254
|
-
if (t2 < 0) {
|
255
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n2 = 0.0;
|
256
|
-
} else {
|
257
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-
t2 *= t2;
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258
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2);
|
259
|
-
}
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260
|
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double t3 = 0.5 - x3 * x3 - y3 * y3 - z3 * z3;
|
261
|
-
if (t3 < 0) {
|
262
|
-
n3 = 0.0;
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263
|
-
} else {
|
264
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-
t3 *= t3;
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265
|
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n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3);
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266
|
-
}
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267
|
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// Add contributions from each corner to get the final noise value.
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268
|
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// The result is scaled to stay just inside [-1,1]
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269
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return 32.0 * (n0 + n1 + n2 + n3);
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270
|
-
}
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271
|
-
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272
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// 4D simplex noise, better simplex rank ordering method 2012-03-09
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273
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public static double noise(double x, double y, double z, double w) {
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274
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-
|
275
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double n0, n1, n2, n3, n4; // Noise contributions from the five corners
|
276
|
-
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
|
277
|
-
double s = (x + y + z + w) * F4; // Factor for 4D skewing
|
278
|
-
int i = fastfloor(x + s);
|
279
|
-
int j = fastfloor(y + s);
|
280
|
-
int k = fastfloor(z + s);
|
281
|
-
int l = fastfloor(w + s);
|
282
|
-
double t = (i + j + k + l) * G4; // Factor for 4D unskewing
|
283
|
-
double X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
|
284
|
-
double Y0 = j - t;
|
285
|
-
double Z0 = k - t;
|
286
|
-
double W0 = l - t;
|
287
|
-
double x0 = x - X0; // The x,y,z,w distances from the cell origin
|
288
|
-
double y0 = y - Y0;
|
289
|
-
double z0 = z - Z0;
|
290
|
-
double w0 = w - W0;
|
291
|
-
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
|
292
|
-
// To find out which of the 24 possible simplices we're in, we need to
|
293
|
-
// determine the magnitude ordering of x0, y0, z0 and w0.
|
294
|
-
// Six pair-wise comparisons are performed between each possible pair
|
295
|
-
// of the four coordinates, and the results are used to rank the numbers.
|
296
|
-
int rankx = 0;
|
297
|
-
int ranky = 0;
|
298
|
-
int rankz = 0;
|
299
|
-
int rankw = 0;
|
300
|
-
if (x0 > y0) {
|
301
|
-
rankx++;
|
302
|
-
} else {
|
303
|
-
ranky++;
|
304
|
-
}
|
305
|
-
if (x0 > z0) {
|
306
|
-
rankx++;
|
307
|
-
} else {
|
308
|
-
rankz++;
|
309
|
-
}
|
310
|
-
if (x0 > w0) {
|
311
|
-
rankx++;
|
312
|
-
} else {
|
313
|
-
rankw++;
|
314
|
-
}
|
315
|
-
if (y0 > z0) {
|
316
|
-
ranky++;
|
317
|
-
} else {
|
318
|
-
rankz++;
|
319
|
-
}
|
320
|
-
if (y0 > w0) {
|
321
|
-
ranky++;
|
322
|
-
} else {
|
323
|
-
rankw++;
|
324
|
-
}
|
325
|
-
if (z0 > w0) {
|
326
|
-
rankz++;
|
327
|
-
} else {
|
328
|
-
rankw++;
|
329
|
-
}
|
330
|
-
int i1, j1, k1, l1; // The integer offsets for the second simplex corner
|
331
|
-
int i2, j2, k2, l2; // The integer offsets for the third simplex corner
|
332
|
-
int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
|
333
|
-
// [rankx, ranky, rankz, rankw] is a 4-vector with the numbers 0, 1, 2 and 3
|
334
|
-
// in some order. We use a thresholding to set the coordinates in turn.
|
335
|
-
// Rank 3 denotes the largest coordinate.
|
336
|
-
i1 = rankx >= 3 ? 1 : 0;
|
337
|
-
j1 = ranky >= 3 ? 1 : 0;
|
338
|
-
k1 = rankz >= 3 ? 1 : 0;
|
339
|
-
l1 = rankw >= 3 ? 1 : 0;
|
340
|
-
// Rank 2 denotes the second largest coordinate.
|
341
|
-
i2 = rankx >= 2 ? 1 : 0;
|
342
|
-
j2 = ranky >= 2 ? 1 : 0;
|
343
|
-
k2 = rankz >= 2 ? 1 : 0;
|
344
|
-
l2 = rankw >= 2 ? 1 : 0;
|
345
|
-
// Rank 1 denotes the second smallest coordinate.
|
346
|
-
i3 = rankx >= 1 ? 1 : 0;
|
347
|
-
j3 = ranky >= 1 ? 1 : 0;
|
348
|
-
k3 = rankz >= 1 ? 1 : 0;
|
349
|
-
l3 = rankw >= 1 ? 1 : 0;
|
350
|
-
// The fifth corner has all coordinate offsets = 1, so no need to compute that.
|
351
|
-
double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
352
|
-
double y1 = y0 - j1 + G4;
|
353
|
-
double z1 = z0 - k1 + G4;
|
354
|
-
double w1 = w0 - l1 + G4;
|
355
|
-
double x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
|
356
|
-
double y2 = y0 - j2 + 2.0 * G4;
|
357
|
-
double z2 = z0 - k2 + 2.0 * G4;
|
358
|
-
double w2 = w0 - l2 + 2.0 * G4;
|
359
|
-
double x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
|
360
|
-
double y3 = y0 - j3 + 3.0 * G4;
|
361
|
-
double z3 = z0 - k3 + 3.0 * G4;
|
362
|
-
double w3 = w0 - l3 + 3.0 * G4;
|
363
|
-
double x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
|
364
|
-
double y4 = y0 - 1.0 + 4.0 * G4;
|
365
|
-
double z4 = z0 - 1.0 + 4.0 * G4;
|
366
|
-
double w4 = w0 - 1.0 + 4.0 * G4;
|
367
|
-
// Work out the hashed gradient indices of the five simplex corners
|
368
|
-
int ii = i & 255;
|
369
|
-
int jj = j & 255;
|
370
|
-
int kk = k & 255;
|
371
|
-
int ll = l & 255;
|
372
|
-
int gi0 = PERM[ii + PERM[jj + PERM[kk + PERM[ll]]]] % 32;
|
373
|
-
int gi1 = PERM[ii + i1 + PERM[jj + j1 + PERM[kk + k1 + PERM[ll + l1]]]] % 32;
|
374
|
-
int gi2 = PERM[ii + i2 + PERM[jj + j2 + PERM[kk + k2 + PERM[ll + l2]]]] % 32;
|
375
|
-
int gi3 = PERM[ii + i3 + PERM[jj + j3 + PERM[kk + k3 + PERM[ll + l3]]]] % 32;
|
376
|
-
int gi4 = PERM[ii + 1 + PERM[jj + 1 + PERM[kk + 1 + PERM[ll + 1]]]] % 32;
|
377
|
-
// Calculate the contribution from the five corners
|
378
|
-
double t0 = 0.5 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
|
379
|
-
if (t0 < 0) {
|
380
|
-
n0 = 0.0;
|
381
|
-
} else {
|
382
|
-
t0 *= t0;
|
383
|
-
n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0);
|
384
|
-
}
|
385
|
-
double t1 = 0.5 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
|
386
|
-
if (t1 < 0) {
|
387
|
-
n1 = 0.0;
|
388
|
-
} else {
|
389
|
-
t1 *= t1;
|
390
|
-
n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1);
|
391
|
-
}
|
392
|
-
double t2 = 0.5 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
|
393
|
-
if (t2 < 0) {
|
394
|
-
n2 = 0.0;
|
395
|
-
} else {
|
396
|
-
t2 *= t2;
|
397
|
-
n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2);
|
398
|
-
}
|
399
|
-
double t3 = 0.5 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
|
400
|
-
if (t3 < 0) {
|
401
|
-
n3 = 0.0;
|
402
|
-
} else {
|
403
|
-
t3 *= t3;
|
404
|
-
n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3);
|
405
|
-
}
|
406
|
-
double t4 = 0.5 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
|
407
|
-
if (t4 < 0) {
|
408
|
-
n4 = 0.0;
|
409
|
-
} else {
|
410
|
-
t4 *= t4;
|
411
|
-
n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4);
|
412
|
-
}
|
413
|
-
// Sum up and scale the result to cover the range [-1,1]
|
414
|
-
return 27.0 * (n0 + n1 + n2 + n3 + n4);
|
415
|
-
}
|
416
|
-
|
417
|
-
// Inner class to speed upp gradient computations
|
418
|
-
// (In Java, array access is a lot slower than member access)
|
419
|
-
private static class Grad {
|
420
|
-
|
421
|
-
double x, y, z, w;
|
422
|
-
|
423
|
-
Grad(double x, double y, double z) {
|
424
|
-
this.x = x;
|
425
|
-
this.y = y;
|
426
|
-
this.z = z;
|
427
|
-
}
|
428
|
-
|
429
|
-
Grad(double x, double y, double z, double w) {
|
430
|
-
this.x = x;
|
431
|
-
this.y = y;
|
432
|
-
this.z = z;
|
433
|
-
this.w = w;
|
434
|
-
}
|
435
|
-
}
|
436
|
-
}
|