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Tileable 3D OpenSimplex Noise
/*
* OpenSimplex Noise in Java.
* by Kurt Spencer
*
* Tileable 3D version, preliminary release.
* Could probably use further optimization.
*
* w6, h6, and d6 are each 1/6 of the repeating period.
* for x, y, z respectively. If w6 = 2, h6 = 2, d6 = 2,
* then the noise repeats in blocks of (0,0,0)->(12,12,12)
*/
public class OpenSimplexNoiseTileable3D {
private static final double STRETCH_CONSTANT_3D = -1.0 / 6; //(1/Math.sqrt(3+1)-1)/3;
private static final double SQUISH_CONSTANT_3D = 1.0 / 3; //(Math.sqrt(3+1)-1)/3;
private static final double NORM_CONSTANT_3D = 103;
private static final long DEFAULT_SEED = 0;
private short[] perm;
private short[] permGradIndex3D;
private int w6;
private int h6;
private int d6;
private int sOffset;
public OpenSimplexNoiseTileable3D(int w6, int h6, int d6) {
this(DEFAULT_SEED, w6, h6, d6);
}
public OpenSimplexNoiseTileable3D(short[] perm, int w6, int h6, int d6) {
this.perm = perm;
permGradIndex3D = new short[256];
this.w6 = w6;
this.h6 = h6;
this.d6 = d6;
sOffset = Math.max(w6, Math.max(h6, d6)) * 6;
for (int i = 0; i < 256; i++) {
//Since 3D has 24 gradients, simple bitmask won't work, so precompute modulo array.
permGradIndex3D[i] = (short)((perm[i] % (gradients3D.length / 3)) * 3);
}
}
//Initializes the class using a permutation array generated from a 64-bit seed.
//Generates a proper permutation (i.e. doesn't merely perform N successive pair swaps on a base array)
//Uses a simple 64-bit LCG.
public OpenSimplexNoiseTileable3D(long seed, int w6, int h6, int d6) {
perm = new short[256];
permGradIndex3D = new short[256];
short[] source = new short[256];
for (short i = 0; i < 256; i++)
source[i] = i;
seed = seed * 6364136223846793005l + 1442695040888963407l;
seed = seed * 6364136223846793005l + 1442695040888963407l;
seed = seed * 6364136223846793005l + 1442695040888963407l;
for (int i = 255; i >= 0; i--) {
seed = seed * 6364136223846793005l + 1442695040888963407l;
int r = (int)((seed + 31) % (i + 1));
if (r < 0)
r += (i + 1);
perm[i] = source[r];
permGradIndex3D[i] = (short)((perm[i] % (gradients3D.length / 3)) * 3);
source[r] = source[i];
}
this.w6 = w6;
this.h6 = h6;
this.d6 = d6;
sOffset = Math.max(w6, Math.max(h6, d6)) * 6;
}
//3D OpenSimplex Noise.
public double eval(double x, double y, double z) {
//Place input coordinates on simplectic honeycomb.
double stretchOffset = (x + y + z) * STRETCH_CONSTANT_3D;
double xs = x + stretchOffset;
double ys = y + stretchOffset;
double zs = z + stretchOffset;
//Floor to get simplectic honeycomb coordinates of rhombohedron (stretched cube) super-cell origin.
int xsb = fastFloor(xs);
int ysb = fastFloor(ys);
int zsb = fastFloor(zs);
//Skew out to get actual coordinates of rhombohedron origin. We'll need these later.
double squishOffset = (xsb + ysb + zsb) * SQUISH_CONSTANT_3D;
double xb = xsb + squishOffset;
double yb = ysb + squishOffset;
double zb = zsb + squishOffset;
//Compute simplectic honeycomb coordinates relative to rhombohedral origin.
double xins = xs - xsb;
double yins = ys - ysb;
double zins = zs - zsb;
//Sum those together to get a value that determines which region we're in.
double inSum = xins + yins + zins;
//Positions relative to origin point.
double dx0 = x - xb;
double dy0 = y - yb;
double dz0 = z - zb;
//From here on out, these can't be negative.
xsb += sOffset;
ysb += sOffset;
zsb += sOffset;
//We'll be defining these inside the next block and using them afterwards.
double dx_ext0, dy_ext0, dz_ext0;
double dx_ext1, dy_ext1, dz_ext1;
int xsv_ext0, ysv_ext0, zsv_ext0;
int xsv_ext1, ysv_ext1, zsv_ext1;
double value = 0;
if (inSum <= 1) { //We're inside the tetrahedron (3-Simplex) at (0,0,0)
//Determine which two of (0,0,1), (0,1,0), (1,0,0) are closest.
byte aPoint = 0x01;
double aScore = xins;
byte bPoint = 0x02;
double bScore = yins;
if (aScore >= bScore && zins > bScore) {
bScore = zins;
bPoint = 0x04;
} else if (aScore < bScore && zins > aScore) {
aScore = zins;
aPoint = 0x04;
}
//Now we determine the two lattice points not part of the tetrahedron that may contribute.
//This depends on the closest two tetrahedral vertices, including (0,0,0)
double wins = 1 - inSum;
if (wins > aScore || wins > bScore) { //(0,0,0) is one of the closest two tetrahedral vertices.
byte c = (bScore > aScore ? bPoint : aPoint); //Our other closest vertex is the closest out of a and b.
if ((c & 0x01) == 0) {
xsv_ext0 = xsb - 1;
xsv_ext1 = xsb;
dx_ext0 = dx0 + 1;
dx_ext1 = dx0;
} else {
xsv_ext0 = xsv_ext1 = xsb + 1;
dx_ext0 = dx_ext1 = dx0 - 1;
}
if ((c & 0x02) == 0) {
ysv_ext0 = ysv_ext1 = ysb;
dy_ext0 = dy_ext1 = dy0;
if ((c & 0x01) == 0) {
ysv_ext1 -= 1;
dy_ext1 += 1;
} else {
ysv_ext0 -= 1;
dy_ext0 += 1;
}
} else {
ysv_ext0 = ysv_ext1 = ysb + 1;
dy_ext0 = dy_ext1 = dy0 - 1;
}
if ((c & 0x04) == 0) {
zsv_ext0 = zsb;
zsv_ext1 = zsb - 1;
dz_ext0 = dz0;
dz_ext1 = dz0 + 1;
} else {
zsv_ext0 = zsv_ext1 = zsb + 1;
dz_ext0 = dz_ext1 = dz0 - 1;
}
} else { //(0,0,0) is not one of the closest two tetrahedral vertices.
byte c = (byte)(aPoint | bPoint); //Our two extra vertices are determined by the closest two.
if ((c & 0x01) == 0) {
xsv_ext0 = xsb;
xsv_ext1 = xsb - 1;
dx_ext0 = dx0 - 2 * SQUISH_CONSTANT_3D;
dx_ext1 = dx0 + 1 - SQUISH_CONSTANT_3D;
} else {
xsv_ext0 = xsv_ext1 = xsb + 1;
dx_ext0 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D;
dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D;
}
if ((c & 0x02) == 0) {
ysv_ext0 = ysb;
ysv_ext1 = ysb - 1;
dy_ext0 = dy0 - 2 * SQUISH_CONSTANT_3D;
dy_ext1 = dy0 + 1 - SQUISH_CONSTANT_3D;
} else {
ysv_ext0 = ysv_ext1 = ysb + 1;
dy_ext0 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D;
}
if ((c & 0x04) == 0) {
zsv_ext0 = zsb;
zsv_ext1 = zsb - 1;
dz_ext0 = dz0 - 2 * SQUISH_CONSTANT_3D;
dz_ext1 = dz0 + 1 - SQUISH_CONSTANT_3D;
} else {
zsv_ext0 = zsv_ext1 = zsb + 1;
dz_ext0 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D;
}
}
//Contribution (0,0,0)
double attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0;
if (attn0 > 0) {
attn0 *= attn0;
value += attn0 * attn0 * extrapolate(xsb + 0, ysb + 0, zsb + 0, dx0, dy0, dz0);
}
//Contribution (1,0,0)
double dx1 = dx0 - 1 - SQUISH_CONSTANT_3D;
double dy1 = dy0 - 0 - SQUISH_CONSTANT_3D;
double dz1 = dz0 - 0 - SQUISH_CONSTANT_3D;
double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1;
if (attn1 > 0) {
attn1 *= attn1;
value += attn1 * attn1 * extrapolate(xsb + 1, ysb + 0, zsb + 0, dx1, dy1, dz1);
}
//Contribution (0,1,0)
double dx2 = dx0 - 0 - SQUISH_CONSTANT_3D;
double dy2 = dy0 - 1 - SQUISH_CONSTANT_3D;
double dz2 = dz1;
double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2;
if (attn2 > 0) {
attn2 *= attn2;
value += attn2 * attn2 * extrapolate(xsb + 0, ysb + 1, zsb + 0, dx2, dy2, dz2);
}
//Contribution (0,0,1)
double dx3 = dx2;
double dy3 = dy1;
double dz3 = dz0 - 1 - SQUISH_CONSTANT_3D;
double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3;
if (attn3 > 0) {
attn3 *= attn3;
value += attn3 * attn3 * extrapolate(xsb + 0, ysb + 0, zsb + 1, dx3, dy3, dz3);
}
} else if (inSum >= 2) { //We're inside the tetrahedron (3-Simplex) at (1,1,1)
//Determine which two tetrahedral vertices are the closest, out of (1,1,0), (1,0,1), (0,1,1) but not (1,1,1).
byte aPoint = 0x06;
double aScore = xins;
byte bPoint = 0x05;
double bScore = yins;
if (aScore <= bScore && zins < bScore) {
bScore = zins;
bPoint = 0x03;
} else if (aScore > bScore && zins < aScore) {
aScore = zins;
aPoint = 0x03;
}
//Now we determine the two lattice points not part of the tetrahedron that may contribute.
//This depends on the closest two tetrahedral vertices, including (1,1,1)
double wins = 3 - inSum;
if (wins < aScore || wins < bScore) { //(1,1,1) is one of the closest two tetrahedral vertices.
byte c = (bScore < aScore ? bPoint : aPoint); //Our other closest vertex is the closest out of a and b.
if ((c & 0x01) != 0) {
xsv_ext0 = xsb + 2;
xsv_ext1 = xsb + 1;
dx_ext0 = dx0 - 2 - 3 * SQUISH_CONSTANT_3D;
dx_ext1 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D;
} else {
xsv_ext0 = xsv_ext1 = xsb;
dx_ext0 = dx_ext1 = dx0 - 3 * SQUISH_CONSTANT_3D;
}
if ((c & 0x02) != 0) {
ysv_ext0 = ysv_ext1 = ysb + 1;
dy_ext0 = dy_ext1 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D;
if ((c & 0x01) != 0) {
ysv_ext1 += 1;
dy_ext1 -= 1;
} else {
ysv_ext0 += 1;
dy_ext0 -= 1;
}
} else {
ysv_ext0 = ysv_ext1 = ysb;
dy_ext0 = dy_ext1 = dy0 - 3 * SQUISH_CONSTANT_3D;
}
if ((c & 0x04) != 0) {
zsv_ext0 = zsb + 1;
zsv_ext1 = zsb + 2;
dz_ext0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 2 - 3 * SQUISH_CONSTANT_3D;
} else {
zsv_ext0 = zsv_ext1 = zsb;
dz_ext0 = dz_ext1 = dz0 - 3 * SQUISH_CONSTANT_3D;
}
} else { //(1,1,1) is not one of the closest two tetrahedral vertices.
byte c = (byte)(aPoint & bPoint); //Our two extra vertices are determined by the closest two.
if ((c & 0x01) != 0) {
xsv_ext0 = xsb + 1;
xsv_ext1 = xsb + 2;
dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D;
dx_ext1 = dx0 - 2 - 2 * SQUISH_CONSTANT_3D;
} else {
xsv_ext0 = xsv_ext1 = xsb;
dx_ext0 = dx0 - SQUISH_CONSTANT_3D;
dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D;
}
if ((c & 0x02) != 0) {
ysv_ext0 = ysb + 1;
ysv_ext1 = ysb + 2;
dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 2 - 2 * SQUISH_CONSTANT_3D;
} else {
ysv_ext0 = ysv_ext1 = ysb;
dy_ext0 = dy0 - SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D;
}
if ((c & 0x04) != 0) {
zsv_ext0 = zsb + 1;
zsv_ext1 = zsb + 2;
dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 2 - 2 * SQUISH_CONSTANT_3D;
} else {
zsv_ext0 = zsv_ext1 = zsb;
dz_ext0 = dz0 - SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D;
}
}
//Contribution (1,1,0)
double dx3 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D;
double dy3 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D;
double dz3 = dz0 - 0 - 2 * SQUISH_CONSTANT_3D;
double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3;
if (attn3 > 0) {
attn3 *= attn3;
value += attn3 * attn3 * extrapolate(xsb + 1, ysb + 1, zsb + 0, dx3, dy3, dz3);
}
//Contribution (1,0,1)
double dx2 = dx3;
double dy2 = dy0 - 0 - 2 * SQUISH_CONSTANT_3D;
double dz2 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D;
double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2;
if (attn2 > 0) {
attn2 *= attn2;
value += attn2 * attn2 * extrapolate(xsb + 1, ysb + 0, zsb + 1, dx2, dy2, dz2);
}
//Contribution (0,1,1)
double dx1 = dx0 - 0 - 2 * SQUISH_CONSTANT_3D;
double dy1 = dy3;
double dz1 = dz2;
double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1;
if (attn1 > 0) {
attn1 *= attn1;
value += attn1 * attn1 * extrapolate(xsb + 0, ysb + 1, zsb + 1, dx1, dy1, dz1);
}
//Contribution (1,1,1)
dx0 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D;
dy0 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D;
dz0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D;
double attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0;
if (attn0 > 0) {
attn0 *= attn0;
value += attn0 * attn0 * extrapolate(xsb + 1, ysb + 1, zsb + 1, dx0, dy0, dz0);
}
} else { //We're inside the octahedron (Rectified 3-Simplex) in between.
double aScore;
byte aPoint;
boolean aIsFurtherSide;
double bScore;
byte bPoint;
boolean bIsFurtherSide;
//Decide between point (0,0,1) and (1,1,0) as closest
double p1 = xins + yins;
if (p1 > 1) {
aScore = p1 - 1;
aPoint = 0x03;
aIsFurtherSide = true;
} else {
aScore = 1 - p1;
aPoint = 0x04;
aIsFurtherSide = false;
}
//Decide between point (0,1,0) and (1,0,1) as closest
double p2 = xins + zins;
if (p2 > 1) {
bScore = p2 - 1;
bPoint = 0x05;
bIsFurtherSide = true;
} else {
bScore = 1 - p2;
bPoint = 0x02;
bIsFurtherSide = false;
}
//The closest out of the two (1,0,0) and (0,1,1) will replace the furthest out of the two decided above, if closer.
double p3 = yins + zins;
if (p3 > 1) {
double score = p3 - 1;
if (aScore <= bScore && aScore < score) {
aScore = score;
aPoint = 0x06;
aIsFurtherSide = true;
} else if (aScore > bScore && bScore < score) {
bScore = score;
bPoint = 0x06;
bIsFurtherSide = true;
}
} else {
double score = 1 - p3;
if (aScore <= bScore && aScore < score) {
aScore = score;
aPoint = 0x01;
aIsFurtherSide = false;
} else if (aScore > bScore && bScore < score) {
bScore = score;
bPoint = 0x01;
bIsFurtherSide = false;
}
}
//Where each of the two closest points are determines how the extra two vertices are calculated.
if (aIsFurtherSide == bIsFurtherSide) {
if (aIsFurtherSide) { //Both closest points on (1,1,1) side
//One of the two extra points is (1,1,1)
dx_ext0 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D;
dy_ext0 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D;
dz_ext0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D;
xsv_ext0 = xsb + 1;
ysv_ext0 = ysb + 1;
zsv_ext0 = zsb + 1;
//Other extra point is based on the shared axis.
byte c = (byte)(aPoint & bPoint);
if ((c & 0x01) != 0) {
dx_ext1 = dx0 - 2 - 2 * SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D;
xsv_ext1 = xsb + 2;
ysv_ext1 = ysb;
zsv_ext1 = zsb;
} else if ((c & 0x02) != 0) {
dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 2 - 2 * SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D;
xsv_ext1 = xsb;
ysv_ext1 = ysb + 2;
zsv_ext1 = zsb;
} else {
dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 2 - 2 * SQUISH_CONSTANT_3D;
xsv_ext1 = xsb;
ysv_ext1 = ysb;
zsv_ext1 = zsb + 2;
}
} else {//Both closest points on (0,0,0) side
//One of the two extra points is (0,0,0)
dx_ext0 = dx0;
dy_ext0 = dy0;
dz_ext0 = dz0;
xsv_ext0 = xsb;
ysv_ext0 = ysb;
zsv_ext0 = zsb;
//Other extra point is based on the omitted axis.
byte c = (byte)(aPoint | bPoint);
if ((c & 0x01) == 0) {
dx_ext1 = dx0 + 1 - SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D;
xsv_ext1 = xsb - 1;
ysv_ext1 = ysb + 1;
zsv_ext1 = zsb + 1;
} else if ((c & 0x02) == 0) {
dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D;
dy_ext1 = dy0 + 1 - SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D;
xsv_ext1 = xsb + 1;
ysv_ext1 = ysb - 1;
zsv_ext1 = zsb + 1;
} else {
dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D;
dz_ext1 = dz0 + 1 - SQUISH_CONSTANT_3D;
xsv_ext1 = xsb + 1;
ysv_ext1 = ysb + 1;
zsv_ext1 = zsb - 1;
}
}
} else { //One point on (0,0,0) side, one point on (1,1,1) side
byte c1, c2;
if (aIsFurtherSide) {
c1 = aPoint;
c2 = bPoint;
} else {
c1 = bPoint;
c2 = aPoint;
}
//One contribution is a permutation of (1,1,-1)
if ((c1 & 0x01) == 0) {
dx_ext0 = dx0 + 1 - SQUISH_CONSTANT_3D;
dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D;
dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D;
xsv_ext0 = xsb - 1;
ysv_ext0 = ysb + 1;
zsv_ext0 = zsb + 1;
} else if ((c1 & 0x02) == 0) {
dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D;
dy_ext0 = dy0 + 1 - SQUISH_CONSTANT_3D;
dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D;
xsv_ext0 = xsb + 1;
ysv_ext0 = ysb - 1;
zsv_ext0 = zsb + 1;
} else {
dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D;
dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D;
dz_ext0 = dz0 + 1 - SQUISH_CONSTANT_3D;
xsv_ext0 = xsb + 1;
ysv_ext0 = ysb + 1;
zsv_ext0 = zsb - 1;
}
//One contribution is a permutation of (0,0,2)
dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D;
dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D;
dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D;
xsv_ext1 = xsb;
ysv_ext1 = ysb;
zsv_ext1 = zsb;
if ((c2 & 0x01) != 0) {
dx_ext1 -= 2;
xsv_ext1 += 2;
} else if ((c2 & 0x02) != 0) {
dy_ext1 -= 2;
ysv_ext1 += 2;
} else {
dz_ext1 -= 2;
zsv_ext1 += 2;
}
}
//Contribution (1,0,0)
double dx1 = dx0 - 1 - SQUISH_CONSTANT_3D;
double dy1 = dy0 - 0 - SQUISH_CONSTANT_3D;
double dz1 = dz0 - 0 - SQUISH_CONSTANT_3D;
double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1;
if (attn1 > 0) {
attn1 *= attn1;
value += attn1 * attn1 * extrapolate(xsb + 1, ysb + 0, zsb + 0, dx1, dy1, dz1);
}
//Contribution (0,1,0)
double dx2 = dx0 - 0 - SQUISH_CONSTANT_3D;
double dy2 = dy0 - 1 - SQUISH_CONSTANT_3D;
double dz2 = dz1;
double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2;
if (attn2 > 0) {
attn2 *= attn2;
value += attn2 * attn2 * extrapolate(xsb + 0, ysb + 1, zsb + 0, dx2, dy2, dz2);
}
//Contribution (0,0,1)
double dx3 = dx2;
double dy3 = dy1;
double dz3 = dz0 - 1 - SQUISH_CONSTANT_3D;
double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3;
if (attn3 > 0) {
attn3 *= attn3;
value += attn3 * attn3 * extrapolate(xsb + 0, ysb + 0, zsb + 1, dx3, dy3, dz3);
}
//Contribution (1,1,0)
double dx4 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D;
double dy4 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D;
double dz4 = dz0 - 0 - 2 * SQUISH_CONSTANT_3D;
double attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4;
if (attn4 > 0) {
attn4 *= attn4;
value += attn4 * attn4 * extrapolate(xsb + 1, ysb + 1, zsb + 0, dx4, dy4, dz4);
}
//Contribution (1,0,1)
double dx5 = dx4;
double dy5 = dy0 - 0 - 2 * SQUISH_CONSTANT_3D;
double dz5 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D;
double attn5 = 2 - dx5 * dx5 - dy5 * dy5 - dz5 * dz5;
if (attn5 > 0) {
attn5 *= attn5;
value += attn5 * attn5 * extrapolate(xsb + 1, ysb + 0, zsb + 1, dx5, dy5, dz5);
}
//Contribution (0,1,1)
double dx6 = dx0 - 0 - 2 * SQUISH_CONSTANT_3D;
double dy6 = dy4;
double dz6 = dz5;
double attn6 = 2 - dx6 * dx6 - dy6 * dy6 - dz6 * dz6;
if (attn6 > 0) {
attn6 *= attn6;
value += attn6 * attn6 * extrapolate(xsb + 0, ysb + 1, zsb + 1, dx6, dy6, dz6);
}
}
//First extra vertex
double attn_ext0 = 2 - dx_ext0 * dx_ext0 - dy_ext0 * dy_ext0 - dz_ext0 * dz_ext0;
if (attn_ext0 > 0)
{
attn_ext0 *= attn_ext0;
value += attn_ext0 * attn_ext0 * extrapolate(xsv_ext0, ysv_ext0, zsv_ext0, dx_ext0, dy_ext0, dz_ext0);
}
//Second extra vertex
double attn_ext1 = 2 - dx_ext1 * dx_ext1 - dy_ext1 * dy_ext1 - dz_ext1 * dz_ext1;
if (attn_ext1 > 0)
{
attn_ext1 *= attn_ext1;
value += attn_ext1 * attn_ext1 * extrapolate(xsv_ext1, ysv_ext1, zsv_ext1, dx_ext1, dy_ext1, dz_ext1);
}
return value / NORM_CONSTANT_3D;
}
private double extrapolate(int xsb, int ysb, int zsb, double dx, double dy, double dz)
{
int bSum = xsb + ysb + zsb;
int xc = (3 * xsb + bSum) / 18 / w6;
int yc = (3 * ysb + bSum) / 18 / h6;
int zc = (3 * zsb + bSum) / 18 / d6;
int xsbm = (-5 * w6 * xc) + (h6 * yc) + (d6 * zc) + xsb;
int ysbm = (w6 * xc) + (-5 * h6 * yc) + (d6 * zc) + ysb;
int zsbm = (w6 * xc) + (h6 * yc) + (-5 * d6 * zc) + zsb;
int index = permGradIndex3D[(perm[(perm[xsbm & 0xFF] + ysbm) & 0xFF] + zsbm) & 0xFF];
return gradients3D[index] * dx
+ gradients3D[index + 1] * dy
+ gradients3D[index + 2] * dz;
}
private static int fastFloor(double x) {
int xi = (int)x;
return x < xi ? xi - 1 : xi;
}
//Gradients for 3D. They approximate the directions to the
//vertices of a rhombicuboctahedron from the center, skewed so
//that the triangular and square facets can be inscribed inside
//circles of the same radius.
private static byte[] gradients3D = new byte[] {
-11, 4, 4, -4, 11, 4, -4, 4, 11,
11, 4, 4, 4, 11, 4, 4, 4, 11,
-11, -4, 4, -4, -11, 4, -4, -4, 11,
11, -4, 4, 4, -11, 4, 4, -4, 11,
-11, 4, -4, -4, 11, -4, -4, 4, -11,
11, 4, -4, 4, 11, -4, 4, 4, -11,
-11, -4, -4, -4, -11, -4, -4, -4, -11,
11, -4, -4, 4, -11, -4, 4, -4, -11,
};
}
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
@klauspost

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@klauspost klauspost commented Feb 24, 2015

Hi!

Is there any chance you could add a 2D version? I can use this 3D version fine, but obviously it is slower than a pure 2D version.

Thanks for the great work!

/Klaus

@rdrpenguin04

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@rdrpenguin04 rdrpenguin04 commented Mar 16, 2020

You can optimize it yourself too.
In fact, I'm about to do that.

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