propane 3.8.0-java → 4.0.0-java

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Files changed (107) hide show
  1. checksums.yaml +4 -4
  2. data/.mvn/extensions.xml +1 -1
  3. data/.mvn/wrapper/maven-wrapper.properties +1 -1
  4. data/.travis.yml +1 -1
  5. data/CHANGELOG.md +7 -1
  6. data/README.md +7 -7
  7. data/Rakefile +6 -5
  8. data/lib/propane/app.rb +10 -17
  9. data/lib/propane/helper_methods.rb +6 -6
  10. data/lib/propane/version.rb +1 -1
  11. data/lib/propane-4.0.0.jar +0 -0
  12. data/library/pdf/itextpdf-5.5.13.2.jar +0 -0
  13. data/library/pdf/pdf.rb +7 -0
  14. data/library/slider/slider.rb +1 -1
  15. data/library/svg/batik-all-1.14.jar +0 -0
  16. data/library/svg/svg.rb +7 -0
  17. data/mvnw +3 -3
  18. data/mvnw.cmd +2 -2
  19. data/pom.rb +35 -8
  20. data/pom.xml +60 -9
  21. data/propane.gemspec +9 -7
  22. data/src/main/java/monkstone/ColorUtil.java +1 -1
  23. data/src/main/java/monkstone/FastNoiseModuleJava.java +127 -0
  24. data/src/main/java/monkstone/MathToolModule.java +31 -31
  25. data/src/main/java/monkstone/PropaneLibrary.java +3 -1
  26. data/src/main/java/monkstone/SmoothNoiseModuleJava.java +127 -0
  27. data/src/main/java/monkstone/fastmath/DegLutTables.java +25 -26
  28. data/src/main/java/monkstone/fastmath/Deglut.java +1 -1
  29. data/src/main/java/monkstone/filechooser/Chooser.java +2 -2
  30. data/src/main/java/monkstone/noise/LICENSE +121 -0
  31. data/src/main/java/monkstone/noise/OpenSimplex2F.java +914 -0
  32. data/src/main/java/monkstone/noise/OpenSimplex2S.java +1138 -0
  33. data/src/main/java/monkstone/slider/CustomHorizontalSlider.java +1 -1
  34. data/src/main/java/monkstone/slider/CustomVerticalSlider.java +1 -1
  35. data/src/main/java/monkstone/slider/SimpleHorizontalSlider.java +1 -1
  36. data/src/main/java/monkstone/slider/SimpleVerticalSlider.java +1 -1
  37. data/src/main/java/monkstone/slider/SliderBar.java +1 -1
  38. data/src/main/java/monkstone/slider/SliderGroup.java +1 -1
  39. data/src/main/java/monkstone/slider/WheelHandler.java +2 -2
  40. data/src/main/java/monkstone/vecmath/JRender.java +6 -6
  41. data/src/main/java/monkstone/vecmath/package-info.java +1 -1
  42. data/src/main/java/monkstone/vecmath/vec2/Vec2.java +103 -83
  43. data/src/main/java/monkstone/vecmath/vec3/Vec3.java +27 -41
  44. data/src/main/java/monkstone/videoevent/CaptureEvent.java +1 -1
  45. data/src/main/java/monkstone/videoevent/MovieEvent.java +1 -1
  46. data/src/main/java/monkstone/videoevent/package-info.java +1 -1
  47. data/src/main/java/processing/awt/PGraphicsJava2D.java +11 -4
  48. data/src/main/java/processing/awt/PImageAWT.java +8 -8
  49. data/src/main/java/processing/core/PApplet.java +245 -254
  50. data/src/main/java/processing/core/PConstants.java +155 -163
  51. data/src/main/java/processing/core/PGraphics.java +116 -109
  52. data/src/main/java/processing/core/PImage.java +3025 -3047
  53. data/src/main/java/processing/core/PMatrix.java +5 -2
  54. data/src/main/java/processing/data/DoubleDict.java +72 -43
  55. data/src/main/java/processing/data/DoubleList.java +6 -2
  56. data/src/main/java/processing/data/FloatDict.java +744 -756
  57. data/src/main/java/processing/data/FloatList.java +68 -26
  58. data/src/main/java/processing/data/IntDict.java +72 -45
  59. data/src/main/java/processing/data/IntList.java +63 -26
  60. data/src/main/java/processing/data/JSONArray.java +892 -931
  61. data/src/main/java/processing/data/JSONObject.java +1169 -1262
  62. data/src/main/java/processing/data/JSONTokener.java +30 -49
  63. data/src/main/java/processing/data/LongDict.java +699 -712
  64. data/src/main/java/processing/data/LongList.java +676 -700
  65. data/src/main/java/processing/data/Sort.java +1 -0
  66. data/src/main/java/processing/data/Table.java +4040 -3661
  67. data/src/main/java/processing/data/TableRow.java +16 -0
  68. data/src/main/java/processing/data/XML.java +1041 -956
  69. data/src/main/java/processing/event/TouchEvent.java +1 -1
  70. data/src/main/java/processing/opengl/FontTexture.java +2 -2
  71. data/src/main/java/processing/opengl/PGraphicsOpenGL.java +28 -31
  72. data/src/main/java/processing/opengl/PJOGL.java +8 -7
  73. data/src/main/java/processing/opengl/PShader.java +1 -6
  74. data/src/main/java/processing/opengl/PShapeOpenGL.java +23 -24
  75. data/src/main/java/processing/opengl/PSurfaceJOGL.java +6 -6
  76. data/src/main/java/processing/pdf/PGraphicsPDF.java +581 -0
  77. data/src/main/java/processing/svg/PGraphicsSVG.java +378 -0
  78. data/src/main/{java/processing/opengl → resources}/cursors/arrow.png +0 -0
  79. data/src/main/{java/processing/opengl → resources}/cursors/cross.png +0 -0
  80. data/src/main/{java/processing/opengl → resources}/cursors/hand.png +0 -0
  81. data/src/main/{java/processing/opengl → resources}/cursors/license.txt +0 -0
  82. data/src/main/{java/processing/opengl → resources}/cursors/move.png +0 -0
  83. data/src/main/{java/processing/opengl → resources}/cursors/text.png +0 -0
  84. data/src/main/{java/processing/opengl → resources}/cursors/wait.png +0 -0
  85. data/src/main/{java/processing/opengl → resources}/shaders/ColorFrag.glsl +0 -0
  86. data/src/main/{java/processing/opengl → resources}/shaders/ColorVert.glsl +0 -0
  87. data/src/main/{java/processing/opengl → resources}/shaders/LightFrag.glsl +0 -0
  88. data/src/main/{java/processing/opengl → resources}/shaders/LightVert.glsl +0 -0
  89. data/src/main/{java/processing/opengl → resources}/shaders/LineFrag.glsl +0 -0
  90. data/src/main/{java/processing/opengl → resources}/shaders/LineVert.glsl +0 -0
  91. data/src/main/{java/processing/opengl → resources}/shaders/MaskFrag.glsl +0 -0
  92. data/src/main/{java/processing/opengl → resources}/shaders/PointFrag.glsl +0 -0
  93. data/src/main/{java/processing/opengl → resources}/shaders/PointVert.glsl +0 -0
  94. data/src/main/{java/processing/opengl → resources}/shaders/TexFrag.glsl +0 -0
  95. data/src/main/{java/processing/opengl → resources}/shaders/TexLightFrag.glsl +0 -0
  96. data/src/main/{java/processing/opengl → resources}/shaders/TexLightVert.glsl +0 -0
  97. data/src/main/{java/processing/opengl → resources}/shaders/TexVert.glsl +0 -0
  98. data/test/test_helper.rb +1 -0
  99. data/test/vecmath_spec_test.rb +14 -3
  100. data/vendors/Rakefile +1 -1
  101. metadata +53 -53
  102. data/lib/propane-3.8.0.jar +0 -0
  103. data/src/main/java/monkstone/noise/Noise.java +0 -116
  104. data/src/main/java/monkstone/noise/NoiseGenerator.java +0 -63
  105. data/src/main/java/monkstone/noise/NoiseMode.java +0 -15
  106. data/src/main/java/monkstone/noise/SimplexNoise.java +0 -470
  107. data/src/main/java/monkstone/noise/ValueNoise.java +0 -170
@@ -0,0 +1,914 @@
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+ package monkstone.noise;
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+
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+ /**
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+ * K.jpg's OpenSimplex 2, faster variant
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+ *
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+ * - 2D is standard simplex implemented using a lookup table. - 3D is
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+ * "Re-oriented 4-point BCC noise" which constructs a congruent BCC lattice in a
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+ * much different way than usual. - 4D constructs the lattice as a union of five
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+ * copies of its reciprocal. It successively finds the closest point on each.
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+ *
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+ * Multiple versions of each function are provided. See the documentation above
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+ * each, for more info.
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+ */
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+ public class OpenSimplex2F {
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+
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+ private static final int PSIZE = 2048;
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+ private static final int PMASK = 2047;
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+
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+ private final short[] perm;
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+ private final Grad2[] permGrad2;
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+ private final Grad3[] permGrad3;
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+ private final Grad4[] permGrad4;
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+
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+ /**
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+ *
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+ * @param seed
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+ */
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+ public OpenSimplex2F(long seed) {
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+ perm = new short[PSIZE];
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+ permGrad2 = new Grad2[PSIZE];
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+ permGrad3 = new Grad3[PSIZE];
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+ permGrad4 = new Grad4[PSIZE];
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+ short[] source = new short[PSIZE];
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+ for (short i = 0; i < PSIZE; i++) {
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+ source[i] = i;
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+ }
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+ for (int i = PSIZE - 1; i >= 0; i--) {
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+ seed = seed * 6364136223846793005L + 1442695040888963407L;
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+ int r = (int) ((seed + 31) % (i + 1));
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+ if (r < 0) {
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+ r += i + 1;
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+ }
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+ perm[i] = source[r];
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+ permGrad2[i] = GRADIENTS_2D[perm[i]];
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+ permGrad3[i] = GRADIENTS_3D[perm[i]];
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+ permGrad4[i] = GRADIENTS_4D[perm[i]];
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+ source[r] = source[i];
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+ }
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+ }
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+
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+ /*
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+ * Noise Evaluators
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+ */
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+ /**
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+ * 2D Simplex noise, standard lattice orientation.
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+ *
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+ * @param x
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+ * @param y
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+ * @return
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+ */
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+ public double noise2(double x, double y) {
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+
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+ // Get points for A2* lattice
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+ double s = 0.366025403784439 * (x + y);
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+ double xs = x + s, ys = y + s;
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+
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+ return noise2_Base(xs, ys);
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+ }
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+
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+ /**
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+ * 2D Simplex noise, with Y pointing down the main diagonal.Might be better
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+ * for a 2D sandbox style game, where Y is vertical.Probably slightly less
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+ * optimal for heightmaps or continent maps.
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+ *
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+ * @param x
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+ * @param y
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+ * @return
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+ */
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+ public double noise2_XBeforeY(double x, double y) {
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+
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+ // Skew transform and rotation baked into one.
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+ double xx = x * 0.7071067811865476;
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+ double yy = y * 1.224744871380249;
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+
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+ return noise2_Base(yy + xx, yy - xx);
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+ }
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+
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+ /**
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+ * 2D Simplex noise base. Lookup table implementation inspired by
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+ * DigitalShadow.
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+ */
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+ private double noise2_Base(double xs, double ys) {
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+ double value = 0;
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+
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+ // Get base points and offsets
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+ int xsb = fastFloor(xs), ysb = fastFloor(ys);
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+ double xsi = xs - xsb, ysi = ys - ysb;
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+
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+ // Index to point list
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+ int index = (int) ((ysi - xsi) / 2 + 1);
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+
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+ double ssi = (xsi + ysi) * -0.211324865405187;
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+ double xi = xsi + ssi, yi = ysi + ssi;
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+
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+ // Point contributions
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+ for (int i = 0; i < 3; i++) {
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+ LatticePoint2D c = LOOKUP_2D[index + i];
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+
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+ double dx = xi + c.dx, dy = yi + c.dy;
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+ double attn = 0.5 - dx * dx - dy * dy;
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+ if (attn <= 0) {
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+ continue;
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+ }
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+
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+ int pxm = (xsb + c.xsv) & PMASK, pym = (ysb + c.ysv) & PMASK;
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+ Grad2 grad = permGrad2[perm[pxm] ^ pym];
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+ double extrapolation = grad.dx * dx + grad.dy * dy;
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+
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+ attn *= attn;
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+ value += attn * attn * extrapolation;
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+ }
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+
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+ return value;
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+ }
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+
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+ /**
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+ * 3D Re-oriented 4-point BCC noise, classic orientation.Proper substitute
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+ * for 3D Simplex in light of Forbidden Formulae.Use noise3_XYBeforeZ or
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+ * noise3_XZBeforeY instead, wherever appropriate.
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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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+ * @return
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+ */
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+ public double noise3_Classic(double x, double y, double z) {
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+
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+ // Re-orient the cubic lattices via rotation, to produce the expected look on cardinal planar slices.
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+ // If texturing objects that don't tend to have cardinal plane faces, you could even remove this.
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+ // Orthonormal rotation. Not a skew transform.
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+ double r = (2.0 / 3.0) * (x + y + z);
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+ double xr = r - x, yr = r - y, zr = r - z;
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+
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+ // Evaluate both lattices to form a BCC lattice.
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+ return noise3_BCC(xr, yr, zr);
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+ }
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+
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+ /**
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+ * 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X,
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+ * Y).Recommended for 3D terrain and time-varied animations.The Z coordinate
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+ * should always be the "different" coordinate in your use case.If Y is
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+ * vertical in world coordinates, call noise3_XYBeforeZ(x, z, Y) or use
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+ * noise3_XZBeforeY.If Z is vertical in world coordinates, call
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+ * noise3_XYBeforeZ(x, y, Z). For a time varied animation, call
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+ * noise3_XYBeforeZ(x, y, T).
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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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+ * @return
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+ */
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+ public double noise3_XYBeforeZ(double x, double y, double z) {
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+
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+ // Re-orient the cubic lattices without skewing, to make X and Y triangular like 2D.
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+ // Orthonormal rotation. Not a skew transform.
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+ double xy = x + y;
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+ double s2 = xy * -0.211324865405187;
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+ double zz = z * 0.577350269189626;
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+ double xr = x + s2 - zz, yr = y + s2 - zz;
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+ double zr = xy * 0.577350269189626 + zz;
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+
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+ // Evaluate both lattices to form a BCC lattice.
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+ return noise3_BCC(xr, yr, zr);
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+ }
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+
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+ /**
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+ * 3D Re-oriented 4-point BCC noise, with better visual isotropy in (X,
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+ * Z).Recommended for 3D terrain and time-varied animations.The Y coordinate
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+ * should always be the "different" coordinate in your use case.If Y is
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+ * vertical in world coordinates, call noise3_XZBeforeY(x, Y, z).If Z is
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+ * vertical in world coordinates, call noise3_XZBeforeY(x, Z, y) or use
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+ * noise3_XYBeforeZ. For a time varied animation, call noise3_XZBeforeY(x,
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+ * T, y) or use noise3_XYBeforeZ.
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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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+ * @return
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+ */
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+ public double noise3_XZBeforeY(double x, double y, double z) {
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+
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+ // Re-orient the cubic lattices without skewing, to make X and Z triangular like 2D.
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+ // Orthonormal rotation. Not a skew transform.
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+ double xz = x + z;
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+ double s2 = xz * -0.211324865405187;
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+ double yy = y * 0.577350269189626;
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+ double xr = x + s2 - yy;
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+ double zr = z + s2 - yy;
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+ double yr = xz * 0.577350269189626 + yy;
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+
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+ // Evaluate both lattices to form a BCC lattice.
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+ return noise3_BCC(xr, yr, zr);
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+ }
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+
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+ /**
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+ * Generate overlapping cubic lattices for 3D Re-oriented BCC noise. Lookup
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+ * table implementation inspired by DigitalShadow. It was actually faster to
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+ * narrow down the points in the loop itself, than to build up the index
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+ * with enough info to isolate 4 points.
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+ */
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+ private double noise3_BCC(double xr, double yr, double zr) {
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+
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+ // Get base and offsets inside cube of first lattice.
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+ int xrb = fastFloor(xr), yrb = fastFloor(yr), zrb = fastFloor(zr);
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+ double xri = xr - xrb, yri = yr - yrb, zri = zr - zrb;
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+
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+ // Identify which octant of the cube we're in. This determines which cell
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+ // in the other cubic lattice we're in, and also narrows down one point on each.
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+ int xht = (int) (xri + 0.5), yht = (int) (yri + 0.5), zht = (int) (zri + 0.5);
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+ int index = (xht) | (yht << 1) | (zht << 2);
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+
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+ // Point contributions
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+ double value = 0;
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+ LatticePoint3D c = LOOKUP_3D[index];
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+ while (c != null) {
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+ double dxr = xri + c.dxr, dyr = yri + c.dyr, dzr = zri + c.dzr;
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+ double attn = 0.5 - dxr * dxr - dyr * dyr - dzr * dzr;
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+ if (attn < 0) {
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+ c = c.nextOnFailure;
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+ } else {
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+ int pxm = (xrb + c.xrv) & PMASK, pym = (yrb + c.yrv) & PMASK, pzm = (zrb + c.zrv) & PMASK;
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+ Grad3 grad = permGrad3[perm[perm[pxm] ^ pym] ^ pzm];
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+ double extrapolation = grad.dx * dxr + grad.dy * dyr + grad.dz * dzr;
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+
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+ attn *= attn;
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+ value += attn * attn * extrapolation;
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+ c = c.nextOnSuccess;
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+ }
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+ }
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+ return value;
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+ }
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+
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+ /**
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+ * 4D OpenSimplex2F noise, classic lattice orientation.
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+ *
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+ * @param x
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+ * @param y
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+ * @param w
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+ * @param z
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+ * @return
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+ */
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+ public double noise4_Classic(double x, double y, double z, double w) {
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+
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+ // Get points for A4 lattice
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+ double s = -0.138196601125011 * (x + y + z + w);
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+ double xs = x + s, ys = y + s, zs = z + s, ws = w + s;
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+
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+ return noise4_Base(xs, ys, zs, ws);
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+ }
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+
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+ /**
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+ * 4D OpenSimplex2F noise, with XY and ZW forming orthogonal
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+ * triangular-based planes.Recommended for 3D terrain, where X and Y (or Z
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+ * and W) are horizontal.Recommended for noise(x, y, sin(time), cos(time))
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+ * trick.
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+ *
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+ * @param x
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+ * @param z
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+ * @param y
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+ * @param w
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+ * @return
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+ */
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+ public double noise4_XYBeforeZW(double x, double y, double z, double w) {
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+
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+ double s2 = (x + y) * -0.178275657951399372 + (z + w) * 0.215623393288842828;
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+ double t2 = (z + w) * -0.403949762580207112 + (x + y) * -0.375199083010075342;
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+ double xs = x + s2, ys = y + s2, zs = z + t2, ws = w + t2;
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+
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+ return noise4_Base(xs, ys, zs, ws);
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+ }
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+
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+ /**
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+ * 4D OpenSimplex2F noise, with XZ and YW forming orthogonal
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+ * triangular-based planes.Recommended for 3D terrain, where X and Z (or Y
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+ * and W) are horizontal.
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+ *
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+ * @param x
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+ * @param z
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+ * @param y
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+ * @param w
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+ * @return
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+ */
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+ public double noise4_XZBeforeYW(double x, double y, double z, double w) {
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+
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+ double s2 = (x + z) * -0.178275657951399372 + (y + w) * 0.215623393288842828;
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+ double t2 = (y + w) * -0.403949762580207112 + (x + z) * -0.375199083010075342;
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+ double xs = x + s2, ys = y + t2, zs = z + s2, ws = w + t2;
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+
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+ return noise4_Base(xs, ys, zs, ws);
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+ }
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+
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+ /**
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+ * 4D OpenSimplex2F noise, with XYZ oriented like noise3_Classic, and W for
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+ * an extra degree of freedom.W repeats eventually.Recommended for
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+ * time-varied animations which texture a 3D object (W=time)
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+ *
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+ * @param x
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+ * @param w
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+ * @param y
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+ * @param z
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+ * @return
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+ */
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+ public double noise4_XYZBeforeW(double x, double y, double z, double w) {
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+
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+ double xyz = x + y + z;
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+ double ww = w * 0.2236067977499788;
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+ double s2 = xyz * -0.16666666666666666 + ww;
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+ double xs = x + s2, ys = y + s2, zs = z + s2, ws = -0.5 * xyz + ww;
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+
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+ return noise4_Base(xs, ys, zs, ws);
321
+ }
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+
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+ /**
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+ * 4D OpenSimplex2F noise base. Current implementation not fully optimized
325
+ * by lookup tables. But still comes out slightly ahead of Gustavson's
326
+ * Simplex in tests.
327
+ */
328
+ private double noise4_Base(double xs, double ys, double zs, double ws) {
329
+ double value = 0;
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+
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+ // Get base points and offsets
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+ int xsb = fastFloor(xs), ysb = fastFloor(ys), zsb = fastFloor(zs), wsb = fastFloor(ws);
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+ double xsi = xs - xsb, ysi = ys - ysb, zsi = zs - zsb, wsi = ws - wsb;
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+
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+ // If we're in the lower half, flip so we can repeat the code for the upper half. We'll flip back later.
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+ double siSum = xsi + ysi + zsi + wsi;
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+ double ssi = siSum * 0.309016994374947; // Prep for vertex contributions.
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+ boolean inLowerHalf = siSum < 2;
339
+ if (inLowerHalf) {
340
+ xsi = 1 - xsi;
341
+ ysi = 1 - ysi;
342
+ zsi = 1 - zsi;
343
+ wsi = 1 - wsi;
344
+ siSum = 4 - siSum;
345
+ }
346
+
347
+ // Consider opposing vertex pairs of the octahedron formed by the central cross-section of the stretched tesseract
348
+ double aabb = xsi + ysi - zsi - wsi, abab = xsi - ysi + zsi - wsi, abba = xsi - ysi - zsi + wsi;
349
+ double aabbScore = Math.abs(aabb), ababScore = Math.abs(abab), abbaScore = Math.abs(abba);
350
+
351
+ // Find the closest point on the stretched tesseract as if it were the upper half
352
+ int vertexIndex, via, vib;
353
+ double asi, bsi;
354
+ if (aabbScore > ababScore && aabbScore > abbaScore) {
355
+ if (aabb > 0) {
356
+ asi = zsi;
357
+ bsi = wsi;
358
+ vertexIndex = 0b0011;
359
+ via = 0b0111;
360
+ vib = 0b1011;
361
+ } else {
362
+ asi = xsi;
363
+ bsi = ysi;
364
+ vertexIndex = 0b1100;
365
+ via = 0b1101;
366
+ vib = 0b1110;
367
+ }
368
+ } else if (ababScore > abbaScore) {
369
+ if (abab > 0) {
370
+ asi = ysi;
371
+ bsi = wsi;
372
+ vertexIndex = 0b0101;
373
+ via = 0b0111;
374
+ vib = 0b1101;
375
+ } else {
376
+ asi = xsi;
377
+ bsi = zsi;
378
+ vertexIndex = 0b1010;
379
+ via = 0b1011;
380
+ vib = 0b1110;
381
+ }
382
+ } else {
383
+ if (abba > 0) {
384
+ asi = ysi;
385
+ bsi = zsi;
386
+ vertexIndex = 0b1001;
387
+ via = 0b1011;
388
+ vib = 0b1101;
389
+ } else {
390
+ asi = xsi;
391
+ bsi = wsi;
392
+ vertexIndex = 0b0110;
393
+ via = 0b0111;
394
+ vib = 0b1110;
395
+ }
396
+ }
397
+ if (bsi > asi) {
398
+ via = vib;
399
+ double temp = bsi;
400
+ bsi = asi;
401
+ asi = temp;
402
+ }
403
+ if (siSum + asi > 3) {
404
+ vertexIndex = via;
405
+ if (siSum + bsi > 4) {
406
+ vertexIndex = 0b1111;
407
+ }
408
+ }
409
+
410
+ // Now flip back if we're actually in the lower half.
411
+ if (inLowerHalf) {
412
+ xsi = 1 - xsi;
413
+ ysi = 1 - ysi;
414
+ zsi = 1 - zsi;
415
+ wsi = 1 - wsi;
416
+ vertexIndex ^= 0b1111;
417
+ }
418
+
419
+ // Five points to add, total, from five copies of the A4 lattice.
420
+ for (int i = 0; i < 5; i++) {
421
+
422
+ // Update xsb/etc. and add the lattice point's contribution.
423
+ LatticePoint4D c = VERTICES_4D[vertexIndex];
424
+ xsb += c.xsv;
425
+ ysb += c.ysv;
426
+ zsb += c.zsv;
427
+ wsb += c.wsv;
428
+ double xi = xsi + ssi, yi = ysi + ssi, zi = zsi + ssi, wi = wsi + ssi;
429
+ double dx = xi + c.dx, dy = yi + c.dy, dz = zi + c.dz, dw = wi + c.dw;
430
+ double attn = 0.5 - dx * dx - dy * dy - dz * dz - dw * dw;
431
+ if (attn > 0) {
432
+ int pxm = xsb & PMASK, pym = ysb & PMASK, pzm = zsb & PMASK, pwm = wsb & PMASK;
433
+ Grad4 grad = permGrad4[perm[perm[perm[pxm] ^ pym] ^ pzm] ^ pwm];
434
+ double ramped = grad.dx * dx + grad.dy * dy + grad.dz * dz + grad.dw * dw;
435
+
436
+ attn *= attn;
437
+ value += attn * attn * ramped;
438
+ }
439
+
440
+ // Maybe this helps the compiler/JVM/LLVM/etc. know we can end the loop here. Maybe not.
441
+ if (i == 4) {
442
+ break;
443
+ }
444
+
445
+ // Update the relative skewed coordinates to reference the vertex we just added.
446
+ // Rather, reference its counterpart on the lattice copy that is shifted down by
447
+ // the vector <-0.2, -0.2, -0.2, -0.2>
448
+ xsi += c.xsi;
449
+ ysi += c.ysi;
450
+ zsi += c.zsi;
451
+ wsi += c.wsi;
452
+ ssi += c.ssiDelta;
453
+
454
+ // Next point is the closest vertex on the 4-simplex whose base vertex is the aforementioned vertex.
455
+ double score0 = 1.0 + ssi * (-1.0 / 0.309016994374947); // Seems slightly faster than 1.0-xsi-ysi-zsi-wsi
456
+ vertexIndex = 0b0000;
457
+ if (xsi >= ysi && xsi >= zsi && xsi >= wsi && xsi >= score0) {
458
+ vertexIndex = 0b0001;
459
+ } else if (ysi > xsi && ysi >= zsi && ysi >= wsi && ysi >= score0) {
460
+ vertexIndex = 0b0010;
461
+ } else if (zsi > xsi && zsi > ysi && zsi >= wsi && zsi >= score0) {
462
+ vertexIndex = 0b0100;
463
+ } else if (wsi > xsi && wsi > ysi && wsi > zsi && wsi >= score0) {
464
+ vertexIndex = 0b1000;
465
+ }
466
+ }
467
+
468
+ return value;
469
+ }
470
+
471
+ /*
472
+ * Utility
473
+ */
474
+ private static int fastFloor(double x) {
475
+ int xi = (int) x;
476
+ return x < xi ? xi - 1 : xi;
477
+ }
478
+
479
+ /*
480
+ * Definitions
481
+ */
482
+ private static final LatticePoint2D[] LOOKUP_2D;
483
+ private static final LatticePoint3D[] LOOKUP_3D;
484
+ private static final LatticePoint4D[] VERTICES_4D;
485
+
486
+ static {
487
+ LOOKUP_2D = new LatticePoint2D[4];
488
+ LOOKUP_3D = new LatticePoint3D[8];
489
+ VERTICES_4D = new LatticePoint4D[16];
490
+
491
+ LOOKUP_2D[0] = new LatticePoint2D(1, 0);
492
+ LOOKUP_2D[1] = new LatticePoint2D(0, 0);
493
+ LOOKUP_2D[2] = new LatticePoint2D(1, 1);
494
+ LOOKUP_2D[3] = new LatticePoint2D(0, 1);
495
+
496
+ for (int i = 0; i < 8; i++) {
497
+ int i1, j1, k1, i2, j2, k2;
498
+ i1 = (i) & 1;
499
+ j1 = (i >> 1) & 1;
500
+ k1 = (i >> 2) & 1;
501
+ i2 = i1 ^ 1;
502
+ j2 = j1 ^ 1;
503
+ k2 = k1 ^ 1;
504
+
505
+ // The two points within this octant, one from each of the two cubic half-lattices.
506
+ LatticePoint3D c0 = new LatticePoint3D(i1, j1, k1, 0);
507
+ LatticePoint3D c1 = new LatticePoint3D(i1 + i2, j1 + j2, k1 + k2, 1);
508
+
509
+ // Each single step away on the first half-lattice.
510
+ LatticePoint3D c2 = new LatticePoint3D(i1 ^ 1, j1, k1, 0);
511
+ LatticePoint3D c3 = new LatticePoint3D(i1, j1 ^ 1, k1, 0);
512
+ LatticePoint3D c4 = new LatticePoint3D(i1, j1, k1 ^ 1, 0);
513
+
514
+ // Each single step away on the second half-lattice.
515
+ LatticePoint3D c5 = new LatticePoint3D(i1 + (i2 ^ 1), j1 + j2, k1 + k2, 1);
516
+ LatticePoint3D c6 = new LatticePoint3D(i1 + i2, j1 + (j2 ^ 1), k1 + k2, 1);
517
+ LatticePoint3D c7 = new LatticePoint3D(i1 + i2, j1 + j2, k1 + (k2 ^ 1), 1);
518
+
519
+ // First two are guaranteed.
520
+ c0.nextOnFailure = c0.nextOnSuccess = c1;
521
+ c1.nextOnFailure = c1.nextOnSuccess = c2;
522
+
523
+ // Once we find one on the first half-lattice, the rest are out.
524
+ // In addition, knowing c2 rules out c5.
525
+ c2.nextOnFailure = c3;
526
+ c2.nextOnSuccess = c6;
527
+ c3.nextOnFailure = c4;
528
+ c3.nextOnSuccess = c5;
529
+ c4.nextOnFailure = c4.nextOnSuccess = c5;
530
+
531
+ // Once we find one on the second half-lattice, the rest are out.
532
+ c5.nextOnFailure = c6;
533
+ c5.nextOnSuccess = null;
534
+ c6.nextOnFailure = c7;
535
+ c6.nextOnSuccess = null;
536
+ c7.nextOnFailure = c7.nextOnSuccess = null;
537
+
538
+ LOOKUP_3D[i] = c0;
539
+ }
540
+
541
+ for (int i = 0; i < 16; i++) {
542
+ VERTICES_4D[i] = new LatticePoint4D((i) & 1, (i >> 1) & 1, (i >> 2) & 1, (i >> 3) & 1);
543
+ }
544
+ }
545
+
546
+ private static class LatticePoint2D {
547
+
548
+ int xsv, ysv;
549
+ double dx, dy;
550
+
551
+ public LatticePoint2D(int xsv, int ysv) {
552
+ this.xsv = xsv;
553
+ this.ysv = ysv;
554
+ double ssv = (xsv + ysv) * -0.211324865405187;
555
+ this.dx = -xsv - ssv;
556
+ this.dy = -ysv - ssv;
557
+ }
558
+ }
559
+
560
+ private static class LatticePoint3D {
561
+
562
+ public double dxr, dyr, dzr;
563
+ public int xrv, yrv, zrv;
564
+ LatticePoint3D nextOnFailure, nextOnSuccess;
565
+
566
+ public LatticePoint3D(int xrv, int yrv, int zrv, int lattice) {
567
+ this.dxr = -xrv + lattice * 0.5;
568
+ this.dyr = -yrv + lattice * 0.5;
569
+ this.dzr = -zrv + lattice * 0.5;
570
+ this.xrv = xrv + lattice * 1024;
571
+ this.yrv = yrv + lattice * 1024;
572
+ this.zrv = zrv + lattice * 1024;
573
+ }
574
+ }
575
+
576
+ private static class LatticePoint4D {
577
+
578
+ int xsv, ysv, zsv, wsv;
579
+ double dx, dy, dz, dw;
580
+ double xsi, ysi, zsi, wsi;
581
+ double ssiDelta;
582
+
583
+ public LatticePoint4D(int xsv, int ysv, int zsv, int wsv) {
584
+ this.xsv = xsv + 409;
585
+ this.ysv = ysv + 409;
586
+ this.zsv = zsv + 409;
587
+ this.wsv = wsv + 409;
588
+ double ssv = (xsv + ysv + zsv + wsv) * 0.309016994374947;
589
+ this.dx = -xsv - ssv;
590
+ this.dy = -ysv - ssv;
591
+ this.dz = -zsv - ssv;
592
+ this.dw = -wsv - ssv;
593
+ this.xsi = 0.2 - xsv;
594
+ this.ysi = 0.2 - ysv;
595
+ this.zsi = 0.2 - zsv;
596
+ this.wsi = 0.2 - wsv;
597
+ this.ssiDelta = (0.8 - xsv - ysv - zsv - wsv) * 0.309016994374947;
598
+ }
599
+ }
600
+
601
+ /*
602
+ * Gradients
603
+ */
604
+ private static class Grad2 {
605
+
606
+ double dx, dy;
607
+
608
+ public Grad2(double dx, double dy) {
609
+ this.dx = dx;
610
+ this.dy = dy;
611
+ }
612
+ }
613
+
614
+ private static class Grad3 {
615
+
616
+ double dx, dy, dz;
617
+
618
+ public Grad3(double dx, double dy, double dz) {
619
+ this.dx = dx;
620
+ this.dy = dy;
621
+ this.dz = dz;
622
+ }
623
+ }
624
+
625
+ private static class Grad4 {
626
+
627
+ double dx, dy, dz, dw;
628
+
629
+ public Grad4(double dx, double dy, double dz, double dw) {
630
+ this.dx = dx;
631
+ this.dy = dy;
632
+ this.dz = dz;
633
+ this.dw = dw;
634
+ }
635
+ }
636
+
637
+ private static final double N2 = 0.01001634121365712;
638
+ private static final double N3 = 0.030485933181293584;
639
+ private static final double N4 = 0.009202377986303158;
640
+ private static final Grad2[] GRADIENTS_2D;
641
+ private static final Grad3[] GRADIENTS_3D;
642
+ private static final Grad4[] GRADIENTS_4D;
643
+
644
+ static {
645
+
646
+ GRADIENTS_2D = new Grad2[PSIZE];
647
+ Grad2[] grad2 = {
648
+ new Grad2(0.130526192220052, 0.99144486137381),
649
+ new Grad2(0.38268343236509, 0.923879532511287),
650
+ new Grad2(0.608761429008721, 0.793353340291235),
651
+ new Grad2(0.793353340291235, 0.608761429008721),
652
+ new Grad2(0.923879532511287, 0.38268343236509),
653
+ new Grad2(0.99144486137381, 0.130526192220051),
654
+ new Grad2(0.99144486137381, -0.130526192220051),
655
+ new Grad2(0.923879532511287, -0.38268343236509),
656
+ new Grad2(0.793353340291235, -0.60876142900872),
657
+ new Grad2(0.608761429008721, -0.793353340291235),
658
+ new Grad2(0.38268343236509, -0.923879532511287),
659
+ new Grad2(0.130526192220052, -0.99144486137381),
660
+ new Grad2(-0.130526192220052, -0.99144486137381),
661
+ new Grad2(-0.38268343236509, -0.923879532511287),
662
+ new Grad2(-0.608761429008721, -0.793353340291235),
663
+ new Grad2(-0.793353340291235, -0.608761429008721),
664
+ new Grad2(-0.923879532511287, -0.38268343236509),
665
+ new Grad2(-0.99144486137381, -0.130526192220052),
666
+ new Grad2(-0.99144486137381, 0.130526192220051),
667
+ new Grad2(-0.923879532511287, 0.38268343236509),
668
+ new Grad2(-0.793353340291235, 0.608761429008721),
669
+ new Grad2(-0.608761429008721, 0.793353340291235),
670
+ new Grad2(-0.38268343236509, 0.923879532511287),
671
+ new Grad2(-0.130526192220052, 0.99144486137381)
672
+ };
673
+ for (Grad2 grad21 : grad2) {
674
+ grad21.dx /= N2;
675
+ grad21.dy /= N2;
676
+ }
677
+ for (int i = 0; i < PSIZE; i++) {
678
+ GRADIENTS_2D[i] = grad2[i % grad2.length];
679
+ }
680
+
681
+ GRADIENTS_3D = new Grad3[PSIZE];
682
+ Grad3[] grad3 = {
683
+ new Grad3(-2.22474487139, -2.22474487139, -1.0),
684
+ new Grad3(-2.22474487139, -2.22474487139, 1.0),
685
+ new Grad3(-3.0862664687972017, -1.1721513422464978, 0.0),
686
+ new Grad3(-1.1721513422464978, -3.0862664687972017, 0.0),
687
+ new Grad3(-2.22474487139, -1.0, -2.22474487139),
688
+ new Grad3(-2.22474487139, 1.0, -2.22474487139),
689
+ new Grad3(-1.1721513422464978, 0.0, -3.0862664687972017),
690
+ new Grad3(-3.0862664687972017, 0.0, -1.1721513422464978),
691
+ new Grad3(-2.22474487139, -1.0, 2.22474487139),
692
+ new Grad3(-2.22474487139, 1.0, 2.22474487139),
693
+ new Grad3(-3.0862664687972017, 0.0, 1.1721513422464978),
694
+ new Grad3(-1.1721513422464978, 0.0, 3.0862664687972017),
695
+ new Grad3(-2.22474487139, 2.22474487139, -1.0),
696
+ new Grad3(-2.22474487139, 2.22474487139, 1.0),
697
+ new Grad3(-1.1721513422464978, 3.0862664687972017, 0.0),
698
+ new Grad3(-3.0862664687972017, 1.1721513422464978, 0.0),
699
+ new Grad3(-1.0, -2.22474487139, -2.22474487139),
700
+ new Grad3(1.0, -2.22474487139, -2.22474487139),
701
+ new Grad3(0.0, -3.0862664687972017, -1.1721513422464978),
702
+ new Grad3(0.0, -1.1721513422464978, -3.0862664687972017),
703
+ new Grad3(-1.0, -2.22474487139, 2.22474487139),
704
+ new Grad3(1.0, -2.22474487139, 2.22474487139),
705
+ new Grad3(0.0, -1.1721513422464978, 3.0862664687972017),
706
+ new Grad3(0.0, -3.0862664687972017, 1.1721513422464978),
707
+ new Grad3(-1.0, 2.22474487139, -2.22474487139),
708
+ new Grad3(1.0, 2.22474487139, -2.22474487139),
709
+ new Grad3(0.0, 1.1721513422464978, -3.0862664687972017),
710
+ new Grad3(0.0, 3.0862664687972017, -1.1721513422464978),
711
+ new Grad3(-1.0, 2.22474487139, 2.22474487139),
712
+ new Grad3(1.0, 2.22474487139, 2.22474487139),
713
+ new Grad3(0.0, 3.0862664687972017, 1.1721513422464978),
714
+ new Grad3(0.0, 1.1721513422464978, 3.0862664687972017),
715
+ new Grad3(2.22474487139, -2.22474487139, -1.0),
716
+ new Grad3(2.22474487139, -2.22474487139, 1.0),
717
+ new Grad3(1.1721513422464978, -3.0862664687972017, 0.0),
718
+ new Grad3(3.0862664687972017, -1.1721513422464978, 0.0),
719
+ new Grad3(2.22474487139, -1.0, -2.22474487139),
720
+ new Grad3(2.22474487139, 1.0, -2.22474487139),
721
+ new Grad3(3.0862664687972017, 0.0, -1.1721513422464978),
722
+ new Grad3(1.1721513422464978, 0.0, -3.0862664687972017),
723
+ new Grad3(2.22474487139, -1.0, 2.22474487139),
724
+ new Grad3(2.22474487139, 1.0, 2.22474487139),
725
+ new Grad3(1.1721513422464978, 0.0, 3.0862664687972017),
726
+ new Grad3(3.0862664687972017, 0.0, 1.1721513422464978),
727
+ new Grad3(2.22474487139, 2.22474487139, -1.0),
728
+ new Grad3(2.22474487139, 2.22474487139, 1.0),
729
+ new Grad3(3.0862664687972017, 1.1721513422464978, 0.0),
730
+ new Grad3(1.1721513422464978, 3.0862664687972017, 0.0)
731
+ };
732
+ for (Grad3 grad31 : grad3) {
733
+ grad31.dx /= N3;
734
+ grad31.dy /= N3;
735
+ grad31.dz /= N3;
736
+ }
737
+ for (int i = 0; i < PSIZE; i++) {
738
+ GRADIENTS_3D[i] = grad3[i % grad3.length];
739
+ }
740
+
741
+ GRADIENTS_4D = new Grad4[PSIZE];
742
+ Grad4[] grad4 = {
743
+ new Grad4(-0.753341017856078, -0.37968289875261624, -0.37968289875261624, -0.37968289875261624),
744
+ new Grad4(-0.7821684431180708, -0.4321472685365301, -0.4321472685365301, 0.12128480194602098),
745
+ new Grad4(-0.7821684431180708, -0.4321472685365301, 0.12128480194602098, -0.4321472685365301),
746
+ new Grad4(-0.7821684431180708, 0.12128480194602098, -0.4321472685365301, -0.4321472685365301),
747
+ new Grad4(-0.8586508742123365, -0.508629699630796, 0.044802370851755174, 0.044802370851755174),
748
+ new Grad4(-0.8586508742123365, 0.044802370851755174, -0.508629699630796, 0.044802370851755174),
749
+ new Grad4(-0.8586508742123365, 0.044802370851755174, 0.044802370851755174, -0.508629699630796),
750
+ new Grad4(-0.9982828964265062, -0.03381941603233842, -0.03381941603233842, -0.03381941603233842),
751
+ new Grad4(-0.37968289875261624, -0.753341017856078, -0.37968289875261624, -0.37968289875261624),
752
+ new Grad4(-0.4321472685365301, -0.7821684431180708, -0.4321472685365301, 0.12128480194602098),
753
+ new Grad4(-0.4321472685365301, -0.7821684431180708, 0.12128480194602098, -0.4321472685365301),
754
+ new Grad4(0.12128480194602098, -0.7821684431180708, -0.4321472685365301, -0.4321472685365301),
755
+ new Grad4(-0.508629699630796, -0.8586508742123365, 0.044802370851755174, 0.044802370851755174),
756
+ new Grad4(0.044802370851755174, -0.8586508742123365, -0.508629699630796, 0.044802370851755174),
757
+ new Grad4(0.044802370851755174, -0.8586508742123365, 0.044802370851755174, -0.508629699630796),
758
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+ };
904
+ for (Grad4 grad41 : grad4) {
905
+ grad41.dx /= N4;
906
+ grad41.dy /= N4;
907
+ grad41.dz /= N4;
908
+ grad41.dw /= N4;
909
+ }
910
+ for (int i = 0; i < PSIZE; i++) {
911
+ GRADIENTS_4D[i] = grad4[i % grad4.length];
912
+ }
913
+ }
914
+ }