propane 3.8.0-java → 4.0.0-java
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- 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 +7 -7
- data/Rakefile +6 -5
- data/lib/propane/app.rb +10 -17
- data/lib/propane/helper_methods.rb +6 -6
- data/lib/propane/version.rb +1 -1
- data/lib/propane-4.0.0.jar +0 -0
- data/library/pdf/itextpdf-5.5.13.2.jar +0 -0
- data/library/pdf/pdf.rb +7 -0
- data/library/slider/slider.rb +1 -1
- 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 +35 -8
- data/pom.xml +60 -9
- data/propane.gemspec +9 -7
- data/src/main/java/monkstone/ColorUtil.java +1 -1
- data/src/main/java/monkstone/FastNoiseModuleJava.java +127 -0
- data/src/main/java/monkstone/MathToolModule.java +31 -31
- data/src/main/java/monkstone/PropaneLibrary.java +3 -1
- data/src/main/java/monkstone/SmoothNoiseModuleJava.java +127 -0
- data/src/main/java/monkstone/fastmath/DegLutTables.java +25 -26
- data/src/main/java/monkstone/fastmath/Deglut.java +1 -1
- data/src/main/java/monkstone/filechooser/Chooser.java +2 -2
- data/src/main/java/monkstone/noise/LICENSE +121 -0
- 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/CustomHorizontalSlider.java +1 -1
- data/src/main/java/monkstone/slider/CustomVerticalSlider.java +1 -1
- data/src/main/java/monkstone/slider/SimpleHorizontalSlider.java +1 -1
- data/src/main/java/monkstone/slider/SimpleVerticalSlider.java +1 -1
- data/src/main/java/monkstone/slider/SliderBar.java +1 -1
- data/src/main/java/monkstone/slider/SliderGroup.java +1 -1
- data/src/main/java/monkstone/slider/WheelHandler.java +2 -2
- data/src/main/java/monkstone/vecmath/JRender.java +6 -6
- data/src/main/java/monkstone/vecmath/package-info.java +1 -1
- data/src/main/java/monkstone/vecmath/vec2/Vec2.java +103 -83
- data/src/main/java/monkstone/vecmath/vec3/Vec3.java +27 -41
- data/src/main/java/monkstone/videoevent/CaptureEvent.java +1 -1
- data/src/main/java/monkstone/videoevent/MovieEvent.java +1 -1
- data/src/main/java/monkstone/videoevent/package-info.java +1 -1
- data/src/main/java/processing/awt/PGraphicsJava2D.java +11 -4
- data/src/main/java/processing/awt/PImageAWT.java +8 -8
- data/src/main/java/processing/core/PApplet.java +245 -254
- data/src/main/java/processing/core/PConstants.java +155 -163
- data/src/main/java/processing/core/PGraphics.java +116 -109
- data/src/main/java/processing/core/PImage.java +3025 -3047
- data/src/main/java/processing/core/PMatrix.java +5 -2
- data/src/main/java/processing/data/DoubleDict.java +72 -43
- data/src/main/java/processing/data/DoubleList.java +6 -2
- data/src/main/java/processing/data/FloatDict.java +744 -756
- data/src/main/java/processing/data/FloatList.java +68 -26
- data/src/main/java/processing/data/IntDict.java +72 -45
- data/src/main/java/processing/data/IntList.java +63 -26
- data/src/main/java/processing/data/JSONArray.java +892 -931
- data/src/main/java/processing/data/JSONObject.java +1169 -1262
- data/src/main/java/processing/data/JSONTokener.java +30 -49
- data/src/main/java/processing/data/LongDict.java +699 -712
- data/src/main/java/processing/data/LongList.java +676 -700
- data/src/main/java/processing/data/Sort.java +1 -0
- data/src/main/java/processing/data/Table.java +4040 -3661
- data/src/main/java/processing/data/TableRow.java +16 -0
- data/src/main/java/processing/data/XML.java +1041 -956
- data/src/main/java/processing/event/TouchEvent.java +1 -1
- data/src/main/java/processing/opengl/FontTexture.java +2 -2
- data/src/main/java/processing/opengl/PGraphicsOpenGL.java +28 -31
- data/src/main/java/processing/opengl/PJOGL.java +8 -7
- data/src/main/java/processing/opengl/PShader.java +1 -6
- data/src/main/java/processing/opengl/PShapeOpenGL.java +23 -24
- 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/test_helper.rb +1 -0
- data/test/vecmath_spec_test.rb +14 -3
- data/vendors/Rakefile +1 -1
- metadata +53 -53
- data/lib/propane-3.8.0.jar +0 -0
- data/src/main/java/monkstone/noise/Noise.java +0 -116
- data/src/main/java/monkstone/noise/NoiseGenerator.java +0 -63
- data/src/main/java/monkstone/noise/NoiseMode.java +0 -15
- data/src/main/java/monkstone/noise/SimplexNoise.java +0 -470
- data/src/main/java/monkstone/noise/ValueNoise.java +0 -170
@@ -1,470 +0,0 @@
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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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* 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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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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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 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(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 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 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 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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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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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 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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float t0 = 0.5f - x0 * x0 - y0 * y0;
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if (t0 < 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 = 0.0f;
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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 = 0.0f;
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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 70.0f * (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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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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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 kk = k & 255;
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int gi0 = PERM_MOD_12[ii + PERM[jj + PERM[kk]]];
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int gi1 = PERM_MOD_12[ii + i1 + PERM[jj + j1 + PERM[kk + k1]]];
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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 = 0.0f;
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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 = 0.0f;
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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 = 0.0f;
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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 = 0.0f;
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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 32.0f * (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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/**
|
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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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|
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* @return
|
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*/
|
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@Override
|
287
|
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public float noise(float x, float y, float z, float w) {
|
288
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-
|
289
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float n0, n1, n2, n3, n4; // Noise contributions from the five corners
|
290
|
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// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
|
291
|
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float s = (x + y + z + w) * F4; // Factor for 4D skewing
|
292
|
-
int i = fastfloor(x + s);
|
293
|
-
int j = fastfloor(y + s);
|
294
|
-
int k = fastfloor(z + s);
|
295
|
-
int l = fastfloor(w + s);
|
296
|
-
float t = (i + j + k + l) * G4; // Factor for 4D unskewing
|
297
|
-
float X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
|
298
|
-
float Y0 = j - t;
|
299
|
-
float Z0 = k - t;
|
300
|
-
float W0 = l - t;
|
301
|
-
float x0 = x - X0; // The x,y,z,w distances from the cell origin
|
302
|
-
float y0 = y - Y0;
|
303
|
-
float z0 = z - Z0;
|
304
|
-
float w0 = w - W0;
|
305
|
-
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
|
306
|
-
// To find out which of the 24 possible simplices we're in, we need to
|
307
|
-
// determine the magnitude ordering of x0, y0, z0 and w0.
|
308
|
-
// Six pair-wise comparisons are performed between each possible pair
|
309
|
-
// of the four coordinates, and the results are used to rank the numbers.
|
310
|
-
int rankx = 0;
|
311
|
-
int ranky = 0;
|
312
|
-
int rankz = 0;
|
313
|
-
int rankw = 0;
|
314
|
-
if (x0 > y0) {
|
315
|
-
rankx++;
|
316
|
-
} else {
|
317
|
-
ranky++;
|
318
|
-
}
|
319
|
-
if (x0 > z0) {
|
320
|
-
rankx++;
|
321
|
-
} else {
|
322
|
-
rankz++;
|
323
|
-
}
|
324
|
-
if (x0 > w0) {
|
325
|
-
rankx++;
|
326
|
-
} else {
|
327
|
-
rankw++;
|
328
|
-
}
|
329
|
-
if (y0 > z0) {
|
330
|
-
ranky++;
|
331
|
-
} else {
|
332
|
-
rankz++;
|
333
|
-
}
|
334
|
-
if (y0 > w0) {
|
335
|
-
ranky++;
|
336
|
-
} else {
|
337
|
-
rankw++;
|
338
|
-
}
|
339
|
-
if (z0 > w0) {
|
340
|
-
rankz++;
|
341
|
-
} else {
|
342
|
-
rankw++;
|
343
|
-
}
|
344
|
-
int i1, j1, k1, l1; // The integer offsets for the second simplex corner
|
345
|
-
int i2, j2, k2, l2; // The integer offsets for the third simplex corner
|
346
|
-
int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
|
347
|
-
// [rankx, ranky, rankz, rankw] is a 4-vector with the numbers 0, 1, 2 and 3
|
348
|
-
// in some order. We use a thresholding to set the coordinates in turn.
|
349
|
-
// Rank 3 denotes the largest coordinate.
|
350
|
-
i1 = rankx >= 3 ? 1 : 0;
|
351
|
-
j1 = ranky >= 3 ? 1 : 0;
|
352
|
-
k1 = rankz >= 3 ? 1 : 0;
|
353
|
-
l1 = rankw >= 3 ? 1 : 0;
|
354
|
-
// Rank 2 denotes the second largest coordinate.
|
355
|
-
i2 = rankx >= 2 ? 1 : 0;
|
356
|
-
j2 = ranky >= 2 ? 1 : 0;
|
357
|
-
k2 = rankz >= 2 ? 1 : 0;
|
358
|
-
l2 = rankw >= 2 ? 1 : 0;
|
359
|
-
// Rank 1 denotes the second smallest coordinate.
|
360
|
-
i3 = rankx >= 1 ? 1 : 0;
|
361
|
-
j3 = ranky >= 1 ? 1 : 0;
|
362
|
-
k3 = rankz >= 1 ? 1 : 0;
|
363
|
-
l3 = rankw >= 1 ? 1 : 0;
|
364
|
-
// The fifth corner has all coordinate offsets = 1, so no need to compute that.
|
365
|
-
float x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
366
|
-
float y1 = y0 - j1 + G4;
|
367
|
-
float z1 = z0 - k1 + G4;
|
368
|
-
float w1 = w0 - l1 + G4;
|
369
|
-
float x2 = x0 - i2 + 20.f * G4; // Offsets for third corner in (x,y,z,w) coords
|
370
|
-
float y2 = y0 - j2 + 20.f * G4;
|
371
|
-
float z2 = z0 - k2 + 20.f * G4;
|
372
|
-
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;
|
381
|
-
// Work out the hashed gradient indices of the five simplex corners
|
382
|
-
int ii = i & 255;
|
383
|
-
int jj = j & 255;
|
384
|
-
int kk = k & 255;
|
385
|
-
int ll = l & 255;
|
386
|
-
int gi0 = PERM[ii + PERM[jj + PERM[kk + PERM[ll]]]] % 32;
|
387
|
-
int gi1 = PERM[ii + i1 + PERM[jj + j1 + PERM[kk + k1 + PERM[ll + l1]]]] % 32;
|
388
|
-
int gi2 = PERM[ii + i2 + PERM[jj + j2 + PERM[kk + k2 + PERM[ll + l2]]]] % 32;
|
389
|
-
int gi3 = PERM[ii + i3 + PERM[jj + j3 + PERM[kk + k3 + PERM[ll + l3]]]] % 32;
|
390
|
-
int gi4 = PERM[ii + 1 + PERM[jj + 1 + PERM[kk + 1 + PERM[ll + 1]]]] % 32;
|
391
|
-
// Calculate the contribution from the five corners
|
392
|
-
float t0 = 0.5f - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
|
393
|
-
if (t0 < 0) {
|
394
|
-
n0 = 0.0f;
|
395
|
-
} else {
|
396
|
-
t0 *= t0;
|
397
|
-
n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0);
|
398
|
-
}
|
399
|
-
float t1 = 0.5f - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
|
400
|
-
if (t1 < 0) {
|
401
|
-
n1 = 0.0f;
|
402
|
-
} else {
|
403
|
-
t1 *= t1;
|
404
|
-
n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1);
|
405
|
-
}
|
406
|
-
float t2 = 0.5f - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
|
407
|
-
if (t2 < 0) {
|
408
|
-
n2 = 0.0f;
|
409
|
-
} else {
|
410
|
-
t2 *= t2;
|
411
|
-
n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2);
|
412
|
-
}
|
413
|
-
float t3 = 0.5f - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
|
414
|
-
if (t3 < 0) {
|
415
|
-
n3 = 0.0f;
|
416
|
-
} else {
|
417
|
-
t3 *= t3;
|
418
|
-
n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3);
|
419
|
-
}
|
420
|
-
float t4 = 0.5f - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
|
421
|
-
if (t4 < 0) {
|
422
|
-
n4 = 0.0f;
|
423
|
-
} else {
|
424
|
-
t4 *= t4;
|
425
|
-
n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4);
|
426
|
-
}
|
427
|
-
// Sum up and scale the result to cover the range [-1,1]
|
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
|
-
|
449
|
-
}
|
450
|
-
|
451
|
-
// Inner class to speed upp gradient computations
|
452
|
-
// (In Java, array access is a lot slower than member access)
|
453
|
-
private static class Grad {
|
454
|
-
|
455
|
-
float x, y, z, w;
|
456
|
-
|
457
|
-
Grad(float x, float y, float z) {
|
458
|
-
this.x = x;
|
459
|
-
this.y = y;
|
460
|
-
this.z = z;
|
461
|
-
}
|
462
|
-
|
463
|
-
Grad(float x, float y, float z, float w) {
|
464
|
-
this.x = x;
|
465
|
-
this.y = y;
|
466
|
-
this.z = z;
|
467
|
-
this.w = w;
|
468
|
-
}
|
469
|
-
}
|
470
|
-
}
|
@@ -1,170 +0,0 @@
|
|
1
|
-
package monkstone.noise;
|
2
|
-
import java.util.Random;
|
3
|
-
import monkstone.fastmath.DegLutTables;
|
4
|
-
import processing.core.PConstants;
|
5
|
-
|
6
|
-
public class ValueNoise implements Noise {
|
7
|
-
|
8
|
-
//////////////////////////////////////////////////////////////
|
9
|
-
// PROCESSING NOISE, rewritten by cfloutier to change the way cosinus is computed
|
10
|
-
// [toxi 040903]
|
11
|
-
// octaves and amplitude amount per octave are now user controlled
|
12
|
-
// via the noiseDetail() function.
|
13
|
-
// [toxi 030902]
|
14
|
-
// cleaned up code and now using bagel's cosine table to speed up
|
15
|
-
// [toxi 030901]
|
16
|
-
// implementation by the german demo group farbrausch
|
17
|
-
// as used in their demo "art": http://www.farb-rausch.de/fr010src.zip
|
18
|
-
static final int PERLIN_YWRAPB = 4;
|
19
|
-
static final int PERLIN_YWRAP = 1 << PERLIN_YWRAPB;
|
20
|
-
static final int PERLIN_ZWRAPB = 8;
|
21
|
-
static final int PERLIN_ZWRAP = 1 << PERLIN_ZWRAPB;
|
22
|
-
static final int PERLIN_SIZE = 4095;
|
23
|
-
|
24
|
-
int perlin_octaves = 4; // default to medium smooth
|
25
|
-
float perlin_amp_falloff = 0.5f; // 50% reduction/octave
|
26
|
-
int perlin_PI;
|
27
|
-
static final int PERLIN_TWOPI = 65536;
|
28
|
-
|
29
|
-
//float[] perlin_cosTable;
|
30
|
-
float[] perlin;
|
31
|
-
|
32
|
-
Random perlinRandom;
|
33
|
-
|
34
|
-
@Override
|
35
|
-
public float noise(float x) {
|
36
|
-
return noise(x, 0f, 0f);
|
37
|
-
}
|
38
|
-
|
39
|
-
@Override
|
40
|
-
public float noise(float x, float y) {
|
41
|
-
return noise(x, y, 0f);
|
42
|
-
}
|
43
|
-
|
44
|
-
private float noise_fsc(float i) {
|
45
|
-
float cosvalue = DegLutTables.cos(i * PConstants.PI);
|
46
|
-
return 0.5f * (1.0f - cosvalue);
|
47
|
-
}
|
48
|
-
|
49
|
-
/**
|
50
|
-
*
|
51
|
-
* @param x
|
52
|
-
* @param y
|
53
|
-
* @param z
|
54
|
-
* @return
|
55
|
-
*/
|
56
|
-
@Override
|
57
|
-
public float noise(float x, float y, float z) {
|
58
|
-
if (perlin == null) {
|
59
|
-
if (perlinRandom == null) {
|
60
|
-
perlinRandom = new Random();
|
61
|
-
}
|
62
|
-
perlin = new float[PERLIN_SIZE + 1];
|
63
|
-
for (int i = 0; i < PERLIN_SIZE + 1; i++) {
|
64
|
-
perlin[i] = perlinRandom.nextFloat();
|
65
|
-
}
|
66
|
-
}
|
67
|
-
|
68
|
-
if (x < 0) {
|
69
|
-
x = -x;
|
70
|
-
}
|
71
|
-
if (y < 0) {
|
72
|
-
y = -y;
|
73
|
-
}
|
74
|
-
if (z < 0) {
|
75
|
-
z = -z;
|
76
|
-
}
|
77
|
-
|
78
|
-
int xi = (int) x, yi = (int) y, zi = (int) z;
|
79
|
-
float xf = x - xi;
|
80
|
-
float yf = y - yi;
|
81
|
-
float zf = z - zi;
|
82
|
-
float rxf, ryf;
|
83
|
-
|
84
|
-
float r = 0;
|
85
|
-
float ampl = 0.5f;
|
86
|
-
|
87
|
-
float n1, n2, n3;
|
88
|
-
|
89
|
-
for (int i = 0; i < perlin_octaves; i++) {
|
90
|
-
int of = xi + (yi << PERLIN_YWRAPB) + (zi << PERLIN_ZWRAPB);
|
91
|
-
|
92
|
-
rxf = noise_fsc(xf);
|
93
|
-
ryf = noise_fsc(yf);
|
94
|
-
|
95
|
-
n1 = perlin[of & PERLIN_SIZE];
|
96
|
-
n1 += rxf * (perlin[(of + 1) & PERLIN_SIZE] - n1);
|
97
|
-
n2 = perlin[(of + PERLIN_YWRAP) & PERLIN_SIZE];
|
98
|
-
n2 += rxf * (perlin[(of + PERLIN_YWRAP + 1) & PERLIN_SIZE] - n2);
|
99
|
-
n1 += ryf * (n2 - n1);
|
100
|
-
|
101
|
-
of += PERLIN_ZWRAP;
|
102
|
-
n2 = perlin[of & PERLIN_SIZE];
|
103
|
-
n2 += rxf * (perlin[(of + 1) & PERLIN_SIZE] - n2);
|
104
|
-
n3 = perlin[(of + PERLIN_YWRAP) & PERLIN_SIZE];
|
105
|
-
n3 += rxf * (perlin[(of + PERLIN_YWRAP + 1) & PERLIN_SIZE] - n3);
|
106
|
-
n2 += ryf * (n3 - n2);
|
107
|
-
|
108
|
-
n1 += noise_fsc(zf) * (n2 - n1);
|
109
|
-
|
110
|
-
r += n1 * ampl;
|
111
|
-
ampl *= perlin_amp_falloff;
|
112
|
-
xi <<= 1;
|
113
|
-
xf *= 2;
|
114
|
-
yi <<= 1;
|
115
|
-
yf *= 2;
|
116
|
-
zi <<= 1;
|
117
|
-
zf *= 2;
|
118
|
-
|
119
|
-
if (xf >= 1.0f) {
|
120
|
-
xi++;
|
121
|
-
xf--;
|
122
|
-
}
|
123
|
-
if (yf >= 1.0f) {
|
124
|
-
yi++;
|
125
|
-
yf--;
|
126
|
-
}
|
127
|
-
if (zf >= 1.0f) {
|
128
|
-
zi++;
|
129
|
-
zf--;
|
130
|
-
}
|
131
|
-
}
|
132
|
-
return r;
|
133
|
-
}
|
134
|
-
|
135
|
-
@Override
|
136
|
-
public void noiseMode(NoiseMode mode) {
|
137
|
-
|
138
|
-
}
|
139
|
-
|
140
|
-
@Override
|
141
|
-
public void noiseDetail(int lod) {
|
142
|
-
if (lod > 0) {
|
143
|
-
perlin_octaves = lod;
|
144
|
-
}
|
145
|
-
}
|
146
|
-
|
147
|
-
@Override
|
148
|
-
public void noiseDetail(int lod, float falloff) {
|
149
|
-
if (lod > 0) {
|
150
|
-
perlin_octaves = lod;
|
151
|
-
}
|
152
|
-
if (falloff > 0) {
|
153
|
-
perlin_amp_falloff = falloff;
|
154
|
-
}
|
155
|
-
}
|
156
|
-
|
157
|
-
@Override
|
158
|
-
public void noiseSeed(long seed) {
|
159
|
-
if (perlinRandom == null) {
|
160
|
-
perlinRandom = new Random();
|
161
|
-
}
|
162
|
-
perlinRandom.setSeed(seed);
|
163
|
-
perlin = null;
|
164
|
-
}
|
165
|
-
|
166
|
-
@Override
|
167
|
-
public float noise(float x, float y, float z, float w) {
|
168
|
-
throw new UnsupportedOperationException("Not supported yet.");
|
169
|
-
}
|
170
|
-
}
|