propane 3.7.1-java → 3.8.0-java
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- checksums.yaml +4 -4
- data/.mvn/extensions.xml +1 -1
- data/CHANGELOG.md +2 -0
- data/README.md +5 -12
- data/lib/propane/app.rb +3 -0
- data/lib/propane/version.rb +1 -1
- data/pom.rb +2 -2
- data/pom.xml +3 -3
- data/propane.gemspec +2 -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/noise/Noise.java +116 -0
- data/src/main/java/monkstone/noise/NoiseGenerator.java +63 -0
- data/src/main/java/monkstone/noise/NoiseMode.java +15 -0
- data/src/main/java/monkstone/noise/SimplexNoise.java +135 -101
- data/src/main/java/monkstone/noise/ValueNoise.java +170 -0
- data/src/main/java/processing/core/PApplet.java +13243 -13354
- data/src/main/java/processing/core/PGraphics.java +2 -2
- data/test/deglut_spec_test.rb +2 -2
- data/vendors/Rakefile +1 -1
- metadata +8 -4
- data/library/simplex_noise/simplex_noise.rb +0 -5
@@ -0,0 +1,63 @@
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/*
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* To change this license header, choose License Headers in Project Properties.
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* 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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* @author Martin Prout
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*/
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public class NoiseGenerator implements Noise {
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private Noise implementation;
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private NoiseMode mode;
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public NoiseGenerator() {
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this.implementation = new ValueNoise();
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this.mode = NoiseMode.PERLIN;
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}
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public void noiseMode(NoiseMode mode) {
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if (this.mode != mode && this.mode != NoiseMode.PERLIN) {
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this.implementation = new ValueNoise();
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this.mode = NoiseMode.PERLIN;
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}
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if (this.mode != mode && this.mode != NoiseMode.SIMPLEX) {
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this.implementation = new SimplexNoise();
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this.mode = NoiseMode.SIMPLEX;
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}
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}
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public NoiseMode noiseMode(){
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return this.mode;
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}
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@Override
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public float noise(float x, float y, float z) {
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return implementation.noise(x, y, z);
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}
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@Override
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public float noise(float x, float y, float z, float w) {
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if (mode == NoiseMode.PERLIN) { return 0.5f;}
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return implementation.noise(x, y, z, w);
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}
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@Override
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public void noiseDetail(int lod) {
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implementation.noiseDetail(lod);
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}
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@Override
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public void noiseDetail(int lod, float falloff) {
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implementation.noiseDetail(lod, falloff);
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}
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@Override
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public void noiseSeed(long seed) {
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implementation.noiseSeed(seed);
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}
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}
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/*
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* To change this license header, choose License Headers in Project Properties.
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* 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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* @author tux
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*/
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public enum NoiseMode {
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SIMPLEX,
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PERLIN;
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}
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package monkstone.noise;
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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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* 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 implements Noise{ // 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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}
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// Skewing and unskewing factors for 2, 3, and 4 dimensions
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private static final
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private static final
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private static final
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private static final
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private static final
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private static final
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private static final float F2 = 0.5f * (float)(Math.sqrt(3.0) - 1.0);
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private static final float G2 = (float)(3.0 - Math.sqrt(3.0)) / 6.0f;
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private static final float F3 = 1.0f / 3.0f;
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private static final float G3 = 1.0f / 6.0f;
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private static final float F4 = (float)(Math.sqrt(5.0) - 1.0) / 4.0f;
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private static final float G4 = (float)(5.0 - Math.sqrt(5.0)) / 20.0f;
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// This method is a *lot* faster than using (int)Math.floor(x)
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private static int fastfloor(
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private static int fastfloor(float 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
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private static float dot(Grad g, float x, float y) {
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return g.x * x + g.y * y;
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}
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private static
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private static float dot(Grad g, float x, float y, float 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
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private static float dot(Grad g, float x, float y, float z, float 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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@Override
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public float noise(float xin, float yin) {
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float 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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float 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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float t = (i + j) * G2;
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float X0 = i - t; // Unskew the cell origin back to (x,y) space
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float Y0 = j - t;
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float x0 = xin - X0; // The x,y distances from the cell origin
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float 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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// 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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float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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float y1 = y0 - j1 + G2;
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float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
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float y2 = y0 - 1.0f + 2.0f * 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 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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float t0 = 0.5f - x0 * x0 - y0 * y0;
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if (t0 < 0) {
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n0 = 0.
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n0 = 0.0f;
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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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float t1 = 0.5f - x1 * x1 - y1 * y1;
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if (t1 < 0) {
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n1 = 0.
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n1 = 0.0f;
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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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float t2 = 0.5f - x2 * x2 - y2 * y2;
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if (t2 < 0) {
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n2 = 0.
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n2 = 0.0f;
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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.
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return 70.0f * (n0 + n1 + n2);
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}
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// 3D simplex noise
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@Override
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public float noise(float xin, float yin, float zin) {
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float 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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float 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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float t = (i + j + k) * G3;
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float X0 = i - t; // Unskew the cell origin back to (x,y,z) space
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float Y0 = j - t;
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float Z0 = k - t;
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float x0 = xin - X0; // The x,y,z distances from the cell origin
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float y0 = yin - Y0;
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float 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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// 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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float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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float y1 = y0 - j1 + G3;
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float z1 = z0 - k1 + G3;
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float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords
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float y2 = y0 - j2 + 2.0f * G3;
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float z2 = z0 - k2 + 2.0f * G3;
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float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords
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float y3 = y0 - 1.0f + 3.0f * G3;
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float z3 = z0 - 1.0f + 3.0f * G3;
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// Work out the hashed gradient indices of the four simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int gi2 = PERM_MOD_12[ii + i2 + PERM[jj + j2 + PERM[kk + k2]]];
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int gi3 = PERM_MOD_12[ii + 1 + PERM[jj + 1 + PERM[kk + 1]]];
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// Calculate the contribution from the four corners
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float t0 = 0.5f - x0 * x0 - y0 * y0 - z0 * z0;
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if (t0 < 0) {
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n0 = 0.
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n0 = 0.0f;
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} else {
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t0 *= t0;
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0);
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}
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float t1 = 0.5f - x1 * x1 - y1 * y1 - z1 * z1;
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if (t1 < 0) {
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n1 = 0.
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n1 = 0.0f;
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} else {
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t1 *= t1;
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1);
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}
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float t2 = 0.5f - x2 * x2 - y2 * y2 - z2 * z2;
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if (t2 < 0) {
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n2 = 0.
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n2 = 0.0f;
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} else {
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t2 *= t2;
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2);
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}
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float t3 = 0.5f - x3 * x3 - y3 * y3 - z3 * z3;
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if (t3 < 0) {
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n3 = 0.
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n3 = 0.0f;
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} else {
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t3 *= t3;
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n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3);
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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 stay just inside [-1,1]
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return 32.
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return 32.0f * (n0 + n1 + n2 + n3);
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}
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// 4D simplex noise, better simplex rank ordering method 2012-03-09
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public static double noise(double x, double y, double z, double w) {
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/**
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*
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* @param x
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* @param y
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* @param z
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* @param w
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* @return
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*/
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@Override
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public float noise(float x, float y, float z, float w) {
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float n0, n1, n2, n3, n4; // Noise contributions from the five corners
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// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
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float s = (x + y + z + w) * F4; // Factor for 4D skewing
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int i = fastfloor(x + s);
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int j = fastfloor(y + s);
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int k = fastfloor(z + s);
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int l = fastfloor(w + s);
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296
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float t = (i + j + k + l) * G4; // Factor for 4D unskewing
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297
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float X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
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298
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float Y0 = j - t;
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299
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float Z0 = k - t;
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300
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float W0 = l - t;
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float x0 = x - X0; // The x,y,z,w distances from the cell origin
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302
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float y0 = y - Y0;
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303
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float z0 = z - Z0;
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304
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float w0 = w - W0;
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305
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// For the 4D case, the simplex is a 4D shape I won't even try to describe.
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// To find out which of the 24 possible simplices we're in, we need to
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// determine the magnitude ordering of x0, y0, z0 and w0.
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@@ -348,22 +362,22 @@ public class SimplexNoise { // Simplex noise in 2D, 3D and 4D
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348
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k3 = rankz >= 1 ? 1 : 0;
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349
363
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l3 = rankw >= 1 ? 1 : 0;
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// The fifth corner has all coordinate offsets = 1, so no need to compute that.
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351
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-
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352
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354
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-
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365
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-
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366
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365
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+
float x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
366
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+
float y1 = y0 - j1 + G4;
|
367
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+
float z1 = z0 - k1 + G4;
|
368
|
+
float w1 = w0 - l1 + G4;
|
369
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+
float x2 = x0 - i2 + 20.f * G4; // Offsets for third corner in (x,y,z,w) coords
|
370
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+
float y2 = y0 - j2 + 20.f * G4;
|
371
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+
float z2 = z0 - k2 + 20.f * G4;
|
372
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+
float w2 = w0 - l2 + 20.f * G4;
|
373
|
+
float x3 = x0 - i3 + 30.f * G4; // Offsets for fourth corner in (x,y,z,w) coords
|
374
|
+
float y3 = y0 - j3 + 30.f * G4;
|
375
|
+
float z3 = z0 - k3 + 30.f * G4;
|
376
|
+
float w3 = w0 - l3 + 30.f * G4;
|
377
|
+
float x4 = x0 - 1.0f + 40.f * G4; // Offsets for last corner in (x,y,z,w) coords
|
378
|
+
float y4 = y0 - 1.0f + 40.f * G4;
|
379
|
+
float z4 = z0 - 1.0f + 40.f * G4;
|
380
|
+
float w4 = w0 - 1.0f + 40.f * G4;
|
367
381
|
// Work out the hashed gradient indices of the five simplex corners
|
368
382
|
int ii = i & 255;
|
369
383
|
int jj = j & 255;
|
@@ -375,58 +389,78 @@ public class SimplexNoise { // Simplex noise in 2D, 3D and 4D
|
|
375
389
|
int gi3 = PERM[ii + i3 + PERM[jj + j3 + PERM[kk + k3 + PERM[ll + l3]]]] % 32;
|
376
390
|
int gi4 = PERM[ii + 1 + PERM[jj + 1 + PERM[kk + 1 + PERM[ll + 1]]]] % 32;
|
377
391
|
// Calculate the contribution from the five corners
|
378
|
-
|
392
|
+
float t0 = 0.5f - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
|
379
393
|
if (t0 < 0) {
|
380
|
-
n0 = 0.
|
394
|
+
n0 = 0.0f;
|
381
395
|
} else {
|
382
396
|
t0 *= t0;
|
383
397
|
n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0);
|
384
398
|
}
|
385
|
-
|
399
|
+
float t1 = 0.5f - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
|
386
400
|
if (t1 < 0) {
|
387
|
-
n1 = 0.
|
401
|
+
n1 = 0.0f;
|
388
402
|
} else {
|
389
403
|
t1 *= t1;
|
390
404
|
n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1);
|
391
405
|
}
|
392
|
-
|
406
|
+
float t2 = 0.5f - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
|
393
407
|
if (t2 < 0) {
|
394
|
-
n2 = 0.
|
408
|
+
n2 = 0.0f;
|
395
409
|
} else {
|
396
410
|
t2 *= t2;
|
397
411
|
n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2);
|
398
412
|
}
|
399
|
-
|
413
|
+
float t3 = 0.5f - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
|
400
414
|
if (t3 < 0) {
|
401
|
-
n3 = 0.
|
415
|
+
n3 = 0.0f;
|
402
416
|
} else {
|
403
417
|
t3 *= t3;
|
404
418
|
n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3);
|
405
419
|
}
|
406
|
-
|
420
|
+
float t4 = 0.5f - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
|
407
421
|
if (t4 < 0) {
|
408
|
-
n4 = 0.
|
422
|
+
n4 = 0.0f;
|
409
423
|
} else {
|
410
424
|
t4 *= t4;
|
411
425
|
n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4);
|
412
426
|
}
|
413
427
|
// Sum up and scale the result to cover the range [-1,1]
|
414
|
-
return 27.
|
428
|
+
return 27.0f * (n0 + n1 + n2 + n3 + n4);
|
429
|
+
}
|
430
|
+
|
431
|
+
@Override
|
432
|
+
public void noiseDetail(int lod) {
|
433
|
+
|
434
|
+
}
|
435
|
+
|
436
|
+
@Override
|
437
|
+
public void noiseDetail(int lod, float falloff) {
|
438
|
+
|
439
|
+
}
|
440
|
+
|
441
|
+
@Override
|
442
|
+
public void noiseSeed(long seed) {
|
443
|
+
|
444
|
+
}
|
445
|
+
|
446
|
+
@Override
|
447
|
+
public void noiseMode(NoiseMode mode) {
|
448
|
+
|
415
449
|
}
|
416
450
|
|
417
451
|
// Inner class to speed upp gradient computations
|
418
452
|
// (In Java, array access is a lot slower than member access)
|
419
453
|
private static class Grad {
|
420
454
|
|
421
|
-
|
455
|
+
float x, y, z, w;
|
422
456
|
|
423
|
-
Grad(
|
457
|
+
Grad(float x, float y, float z) {
|
424
458
|
this.x = x;
|
425
459
|
this.y = y;
|
426
460
|
this.z = z;
|
427
461
|
}
|
428
462
|
|
429
|
-
Grad(
|
463
|
+
Grad(float x, float y, float z, float w) {
|
430
464
|
this.x = x;
|
431
465
|
this.y = y;
|
432
466
|
this.z = z;
|