From b5bfa08869913da14f017b1c624ff5ae3f2b7baa Mon Sep 17 00:00:00 2001 From: valyrie97 Date: Tue, 27 Dec 2022 12:42:29 -0500 Subject: [PATCH] stockpiles work --- .../xyz/valnet/engine/math/FastNoiseLite.java | 2611 +++++++++++++++++ .../xyz/valnet/engine/math/SimplexNoise.java | 64 + .../engine/math/SimplexNoiseOctave.java | 407 +++ .../valnet/engine/scenegraph/GameObject.java | 2 +- .../xyz/valnet/hadean/gameobjects/Job.java | 25 +- .../valnet/hadean/gameobjects/Terrain.java | 11 +- .../xyz/valnet/hadean/gameobjects/Tile.java | 75 +- .../hadean/gameobjects/ui/HoverQuery.java | 13 +- .../hadean/gameobjects/ui/tabs/BuildTab.java | 2 +- .../gameobjects/worldobjects/FarmPlot.java | 2 +- .../hadean/gameobjects/worldobjects/Log.java | 27 +- .../hadean/gameobjects/worldobjects/Pawn.java | 26 + .../hadean/gameobjects/worldobjects/Rice.java | 4 +- .../gameobjects/worldobjects/Stockpile.java | 30 +- .../hadean/gameobjects/worldobjects/Tree.java | 20 +- .../gameobjects/worldobjects/items/Item.java | 66 +- .../valnet/hadean/interfaces/ITileThing.java | 3 + .../java/xyz/valnet/hadean/util/Action.java | 2 +- .../java/xyz/valnet/hadean/util/Assets.java | 4 +- 19 files changed, 3310 insertions(+), 84 deletions(-) create mode 100644 src/main/java/xyz/valnet/engine/math/FastNoiseLite.java create mode 100644 src/main/java/xyz/valnet/engine/math/SimplexNoise.java create mode 100644 src/main/java/xyz/valnet/engine/math/SimplexNoiseOctave.java diff --git a/src/main/java/xyz/valnet/engine/math/FastNoiseLite.java b/src/main/java/xyz/valnet/engine/math/FastNoiseLite.java new file mode 100644 index 0000000..a2a5a75 --- /dev/null +++ b/src/main/java/xyz/valnet/engine/math/FastNoiseLite.java @@ -0,0 +1,2611 @@ +package xyz.valnet.engine.math; + +// MIT License +// +// Copyright(c) 2020 Jordan Peck (jordan.me2@gmail.com) +// Copyright(c) 2020 Contributors +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// 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 OR COPYRIGHT HOLDERS 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. +// +// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'... ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll +// ..',;:ldxO0KXXNNNNNNNNXXK0kxdolcc::::::;;;,,,,,,;;;;;;;;;;:::cclllllc:;'.... ...........',;:ldxO0KXXXK0Okxdolc::;;;;::cllodddddo +// ...',:loxO0KXNNNNNXXKK0Okxdolc::;::::::::;;;,,'''''.....''',;:clllllc:;,'............''''''''',;:loxO0KXNNNNNXK0Okxdollccccllodxxxxxxd +// ....';:ldkO0KXXXKK00Okxdolcc:;;;;;::cclllcc:;;,''..... ....',;clooddolcc:;;;;,,;;;;;::::;;;;;;:cloxk0KXNWWWWWWNXKK0Okxddoooddxxkkkkkxx +// .....';:ldxkOOOOOkxxdolcc:;;;,,,;;:cllooooolcc:;'... ..,:codxkkkxddooollloooooooollcc:::::clodkO0KXNWWWWWWNNXK00Okxxxxxxxxkkkkxxx +// . ....';:cloddddo___________,,,,;;:clooddddoolc:,... ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd +// .......',;:cccc:| |,,,;;:cclooddddoll:;'.. ..';cox| \KKK000| |KK00OOkxdocc___;::clldxxkO0KKKKK00Okkxdddddddddddddddoo +// .......'',,,,,''| ________|',,;;::cclloooooolc:;'......___:ldk| \KK000| |XKKK0Okxolc| |;;::cclodxxkkkkxxdoolllcclllooodddooooo +// ''......''''....| | ....'',,,,;;;::cclloooollc:;,''.'| |oxk| \OOO0| |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo +// ;;,''.......... | |_____',,;;;____:___cllo________.___| |___| \xkk| |KK_______ool___:::;________;;;_______...'',;;:ccclllloo +// c:;,''......... | |:::/ ' |lo/ | | \dx| |0/ \d| |cc/ |'/ \......',,;;:ccllo +// ol:;,'..........| _____|ll/ __ |o/ ______|____ ___| | \o| |/ ___ \| |o/ ______|/ ___ \ .......'',;:clo +// dlc;,...........| |::clooo| / | |x\___ \KXKKK0| |dol| |\ \| | | | | |d\___ \..| | / / ....',:cl +// xoc;'... .....'| |llodddd| \__| |_____\ \KKK0O| |lc:| |'\ | |___| | |_____\ \.| |_/___/... ...',;:c +// dlc;'... ....',;| |oddddddo\ | |Okkx| |::;| |..\ |\ /| | | \ |... ....',;:c +// ol:,'.......',:c|___|xxxddollc\_____,___|_________/ddoll|___|,,,|___|...\_____|:\ ______/l|___|_________/...\________|'........',;::cc +// c:;'.......';:codxxkkkkxxolc::;::clodxkOO0OOkkxdollc::;;,,''''',,,,''''''''''',,'''''',;:loxkkOOkxol:;,'''',,;:ccllcc:;,'''''',;::ccll +// ;,'.......',:codxkOO0OOkxdlc:;,,;;:cldxxkkxxdolc:;;,,''.....'',;;:::;;,,,'''''........,;cldkO0KK0Okdoc::;;::cloodddoolc:;;;;;::ccllooo +// .........',;:lodxOO0000Okdoc:,,',,;:clloddoolc:;,''.......'',;:clooollc:;;,,''.......',:ldkOKXNNXX0Oxdolllloddxxxxxxdolccccccllooodddd +// . .....';:cldxkO0000Okxol:;,''',,;::cccc:;,,'.......'',;:cldxxkkxxdolc:;;,'.......';coxOKXNWWWNXKOkxddddxxkkkkkkxdoollllooddxxxxkkk +// ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000 +// ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX +// +// VERSION: 1.0.1 +// https://github.com/Auburn/FastNoise + +// To switch between using floats or doubles for input position, +// perform a file-wide replace on the following strings (including /*FNLfloat*/) +// /*FNLfloat*/ float +// /*FNLfloat*/ double + +public class FastNoiseLite +{ + public enum NoiseType + { + OpenSimplex2, + OpenSimplex2S, + Cellular, + Perlin, + ValueCubic, + Value + }; + + public enum RotationType3D + { + None, + ImproveXYPlanes, + ImproveXZPlanes + }; + + public enum FractalType + { + None, + FBm, + Ridged, + PingPong, + DomainWarpProgressive, + DomainWarpIndependent + }; + + public enum CellularDistanceFunction + { + Euclidean, + EuclideanSq, + Manhattan, + Hybrid + }; + + public enum CellularReturnType + { + CellValue, + Distance, + Distance2, + Distance2Add, + Distance2Sub, + Distance2Mul, + Distance2Div + }; + + public enum DomainWarpType + { + OpenSimplex2, + OpenSimplex2Reduced, + BasicGrid + }; + + private enum TransformType3D + { + None, + ImproveXYPlanes, + ImproveXZPlanes, + DefaultOpenSimplex2 + }; + + private int mSeed = 1337; + private float mFrequency = 0.01f; + private NoiseType mNoiseType = NoiseType.OpenSimplex2; + private RotationType3D mRotationType3D = RotationType3D.None; + private TransformType3D mTransformType3D = TransformType3D.DefaultOpenSimplex2; + + private FractalType mFractalType = FractalType.None; + private int mOctaves = 3; + private float mLacunarity = 2.0f; + private float mGain = 0.5f; + private float mWeightedStrength = 0.0f; + private float mPingPongStrength = 2.0f; + + private float mFractalBounding = 1 / 1.75f; + + private CellularDistanceFunction mCellularDistanceFunction = CellularDistanceFunction.EuclideanSq; + private CellularReturnType mCellularReturnType = CellularReturnType.Distance; + private float mCellularJitterModifier = 1.0f; + + private DomainWarpType mDomainWarpType = DomainWarpType.OpenSimplex2; + private TransformType3D mWarpTransformType3D = TransformType3D.DefaultOpenSimplex2; + private float mDomainWarpAmp = 1.0f; + + /// + /// Create new FastNoise object with default seed + /// + public FastNoiseLite() { } + + /// + /// Create new FastNoise object with specified seed + /// + public FastNoiseLite(int seed) + { + SetSeed(seed); + } + + /// + /// Sets seed used for all noise types + /// + /// + /// Default: 1337 + /// + public void SetSeed(int seed) { mSeed = seed; } + + /// + /// Sets frequency for all noise types + /// + /// + /// Default: 0.01 + /// + public void SetFrequency(float frequency) { mFrequency = frequency; } + + /// + /// Sets noise algorithm used for GetNoise(...) + /// + /// + /// Default: OpenSimplex2 + /// + public void SetNoiseType(NoiseType noiseType) + { + mNoiseType = noiseType; + UpdateTransformType3D(); + } + + /// + /// Sets domain rotation type for 3D Noise and 3D DomainWarp. + /// Can aid in reducing directional artifacts when sampling a 2D plane in 3D + /// + /// + /// Default: None + /// + public void SetRotationType3D(RotationType3D rotationType3D) + { + mRotationType3D = rotationType3D; + UpdateTransformType3D(); + UpdateWarpTransformType3D(); + } + + /// + /// Sets method for combining octaves in all fractal noise types + /// + /// + /// Default: None + /// Note: FractalType.DomainWarp... only affects DomainWarp(...) + /// + public void SetFractalType(FractalType fractalType) { mFractalType = fractalType; } + + /// + /// Sets octave count for all fractal noise types + /// + /// + /// Default: 3 + /// + public void SetFractalOctaves(int octaves) + { + mOctaves = octaves; + CalculateFractalBounding(); + } + + /// + /// Sets octave lacunarity for all fractal noise types + /// + /// + /// Default: 2.0 + /// + public void SetFractalLacunarity(float lacunarity) { mLacunarity = lacunarity; } + + /// + /// Sets octave gain for all fractal noise types + /// + /// + /// Default: 0.5 + /// + public void SetFractalGain(float gain) + { + mGain = gain; + CalculateFractalBounding(); + } + + /// + /// Sets octave weighting for all none DomainWarp fratal types + /// + /// + /// Default: 0.0 + /// Note: Keep between 0...1 to maintain -1...1 output bounding + /// + public void SetFractalWeightedStrength(float weightedStrength) { mWeightedStrength = weightedStrength; } + + /// + /// Sets strength of the fractal ping pong effect + /// + /// + /// Default: 2.0 + /// + public void SetFractalPingPongStrength(float pingPongStrength) { mPingPongStrength = pingPongStrength; } + + + /// + /// Sets distance function used in cellular noise calculations + /// + /// + /// Default: Distance + /// + public void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { mCellularDistanceFunction = cellularDistanceFunction; } + + /// + /// Sets return type from cellular noise calculations + /// + /// + /// Default: EuclideanSq + /// + public void SetCellularReturnType(CellularReturnType cellularReturnType) { mCellularReturnType = cellularReturnType; } + + /// + /// Sets the maximum distance a cellular point can move from it's grid position + /// + /// + /// Default: 1.0 + /// Note: Setting this higher than 1 will cause artifacts + /// + public void SetCellularJitter(float cellularJitter) { mCellularJitterModifier = cellularJitter; } + + + /// + /// Sets the warp algorithm when using DomainWarp(...) + /// + /// + /// Default: OpenSimplex2 + /// + public void SetDomainWarpType(DomainWarpType domainWarpType) + { + mDomainWarpType = domainWarpType; + UpdateWarpTransformType3D(); + } + + + /// + /// Sets the maximum warp distance from original position when using DomainWarp(...) + /// + /// + /// Default: 1.0 + /// + public void SetDomainWarpAmp(float domainWarpAmp) { mDomainWarpAmp = domainWarpAmp; } + + + /// + /// 2D noise at given position using current settings + /// + /// + /// Noise output bounded between -1...1 + /// + public float GetNoise(/*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + x *= mFrequency; + y *= mFrequency; + + switch (mNoiseType) + { + case OpenSimplex2: + case OpenSimplex2S: + { + final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059; + final /*FNLfloat*/ float F2 = 0.5f * (SQRT3 - 1); + /*FNLfloat*/ float t = (x + y) * F2; + x += t; + y += t; + } + break; + default: + break; + } + + switch (mFractalType) + { + default: + return GenNoiseSingle(mSeed, x, y); + case FBm: + return GenFractalFBm(x, y); + case Ridged: + return GenFractalRidged(x, y); + case PingPong: + return GenFractalPingPong(x, y); + } + } + + /// + /// 3D noise at given position using current settings + /// + /// + /// Noise output bounded between -1...1 + /// + public float GetNoise(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + x *= mFrequency; + y *= mFrequency; + z *= mFrequency; + + switch (mTransformType3D) + { + case ImproveXYPlanes: + { + /*FNLfloat*/ float xy = x + y; + /*FNLfloat*/ float s2 = xy * -(/*FNLfloat*/ float)0.211324865405187; + z *= (/*FNLfloat*/ float)0.577350269189626; + x += s2 - z; + y = y + s2 - z; + z += xy * (/*FNLfloat*/ float)0.577350269189626; + } + break; + case ImproveXZPlanes: + { + /*FNLfloat*/ float xz = x + z; + /*FNLfloat*/ float s2 = xz * -(/*FNLfloat*/ float)0.211324865405187; + y *= (/*FNLfloat*/ float)0.577350269189626; + x += s2 - y; + z += s2 - y; + y += xz * (/*FNLfloat*/ float)0.577350269189626; + } + break; + case DefaultOpenSimplex2: + { + final /*FNLfloat*/ float R3 = (/*FNLfloat*/ float)(2.0 / 3.0); + /*FNLfloat*/ float r = (x + y + z) * R3; // Rotation, not skew + x = r - x; + y = r - y; + z = r - z; + } + break; + default: + break; + } + + switch (mFractalType) + { + default: + return GenNoiseSingle(mSeed, x, y, z); + case FBm: + return GenFractalFBm(x, y, z); + case Ridged: + return GenFractalRidged(x, y, z); + case PingPong: + return GenFractalPingPong(x, y, z); + } + } + + + /// + /// 2D warps the input position using current domain warp settings + /// + /// + /// Example usage with GetNoise + /// DomainWarp(coord) + /// noise = GetNoise(x, y) + /// + public void DomainWarp(Vector2 coord) + { + switch (mFractalType) + { + default: + DomainWarpSingle(coord); + break; + case DomainWarpProgressive: + DomainWarpFractalProgressive(coord); + break; + case DomainWarpIndependent: + DomainWarpFractalIndependent(coord); + break; + } + } + + /// + /// 3D warps the input position using current domain warp settings + /// + /// + /// Example usage with GetNoise + /// DomainWarp(coord) + /// noise = GetNoise(x, y, z) + /// + public void DomainWarp(Vector3 coord) + { + switch (mFractalType) + { + default: + DomainWarpSingle(coord); + break; + case DomainWarpProgressive: + DomainWarpFractalProgressive(coord); + break; + case DomainWarpIndependent: + DomainWarpFractalIndependent(coord); + break; + } + } + + + private static final float[] Gradients2D = { + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.38268343236509f, 0.923879532511287f, 0.923879532511287f, 0.38268343236509f, 0.923879532511287f, -0.38268343236509f, 0.38268343236509f, -0.923879532511287f, + -0.38268343236509f, -0.923879532511287f, -0.923879532511287f, -0.38268343236509f, -0.923879532511287f, 0.38268343236509f, -0.38268343236509f, 0.923879532511287f, + }; + + private static final float[] RandVecs2D = { + -0.2700222198f, -0.9628540911f, 0.3863092627f, -0.9223693152f, 0.04444859006f, -0.999011673f, -0.5992523158f, -0.8005602176f, -0.7819280288f, 0.6233687174f, 0.9464672271f, 0.3227999196f, -0.6514146797f, -0.7587218957f, 0.9378472289f, 0.347048376f, + -0.8497875957f, -0.5271252623f, -0.879042592f, 0.4767432447f, -0.892300288f, -0.4514423508f, -0.379844434f, -0.9250503802f, -0.9951650832f, 0.0982163789f, 0.7724397808f, -0.6350880136f, 0.7573283322f, -0.6530343002f, -0.9928004525f, -0.119780055f, + -0.0532665713f, 0.9985803285f, 0.9754253726f, -0.2203300762f, -0.7665018163f, 0.6422421394f, 0.991636706f, 0.1290606184f, -0.994696838f, 0.1028503788f, -0.5379205513f, -0.84299554f, 0.5022815471f, -0.8647041387f, 0.4559821461f, -0.8899889226f, + -0.8659131224f, -0.5001944266f, 0.0879458407f, -0.9961252577f, -0.5051684983f, 0.8630207346f, 0.7753185226f, -0.6315704146f, -0.6921944612f, 0.7217110418f, -0.5191659449f, -0.8546734591f, 0.8978622882f, -0.4402764035f, -0.1706774107f, 0.9853269617f, + -0.9353430106f, -0.3537420705f, -0.9992404798f, 0.03896746794f, -0.2882064021f, -0.9575683108f, -0.9663811329f, 0.2571137995f, -0.8759714238f, -0.4823630009f, -0.8303123018f, -0.5572983775f, 0.05110133755f, -0.9986934731f, -0.8558373281f, -0.5172450752f, + 0.09887025282f, 0.9951003332f, 0.9189016087f, 0.3944867976f, -0.2439375892f, -0.9697909324f, -0.8121409387f, -0.5834613061f, -0.9910431363f, 0.1335421355f, 0.8492423985f, -0.5280031709f, -0.9717838994f, -0.2358729591f, 0.9949457207f, 0.1004142068f, + 0.6241065508f, -0.7813392434f, 0.662910307f, 0.7486988212f, -0.7197418176f, 0.6942418282f, -0.8143370775f, -0.5803922158f, 0.104521054f, -0.9945226741f, -0.1065926113f, -0.9943027784f, 0.445799684f, -0.8951327509f, 0.105547406f, 0.9944142724f, + -0.992790267f, 0.1198644477f, -0.8334366408f, 0.552615025f, 0.9115561563f, -0.4111755999f, 0.8285544909f, -0.5599084351f, 0.7217097654f, -0.6921957921f, 0.4940492677f, -0.8694339084f, -0.3652321272f, -0.9309164803f, -0.9696606758f, 0.2444548501f, + 0.08925509731f, -0.996008799f, 0.5354071276f, -0.8445941083f, -0.1053576186f, 0.9944343981f, -0.9890284586f, 0.1477251101f, 0.004856104961f, 0.9999882091f, 0.9885598478f, 0.1508291331f, 0.9286129562f, -0.3710498316f, -0.5832393863f, -0.8123003252f, + 0.3015207509f, 0.9534596146f, -0.9575110528f, 0.2883965738f, 0.9715802154f, -0.2367105511f, 0.229981792f, 0.9731949318f, 0.955763816f, -0.2941352207f, 0.740956116f, 0.6715534485f, -0.9971513787f, -0.07542630764f, 0.6905710663f, -0.7232645452f, + -0.290713703f, -0.9568100872f, 0.5912777791f, -0.8064679708f, -0.9454592212f, -0.325740481f, 0.6664455681f, 0.74555369f, 0.6236134912f, 0.7817328275f, 0.9126993851f, -0.4086316587f, -0.8191762011f, 0.5735419353f, -0.8812745759f, -0.4726046147f, + 0.9953313627f, 0.09651672651f, 0.9855650846f, -0.1692969699f, -0.8495980887f, 0.5274306472f, 0.6174853946f, -0.7865823463f, 0.8508156371f, 0.52546432f, 0.9985032451f, -0.05469249926f, 0.1971371563f, -0.9803759185f, 0.6607855748f, -0.7505747292f, + -0.03097494063f, 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0.7116238924f, -0.5419389763f, -0.8404178401f, -0.3388616456f, 0.9408362159f, 0.8331530315f, 0.5530425174f, -0.2989720662f, -0.9542618632f, 0.2638522993f, 0.9645630949f, 0.124108739f, -0.9922686234f, -0.7282649308f, -0.6852956957f, + 0.6962500149f, 0.7177993569f, -0.9183535368f, 0.3957610156f, -0.6326102274f, -0.7744703352f, -0.9331891859f, -0.359385508f, -0.1153779357f, -0.9933216659f, 0.9514974788f, -0.3076565421f, -0.08987977445f, -0.9959526224f, 0.6678496916f, 0.7442961705f, + 0.7952400393f, -0.6062947138f, -0.6462007402f, -0.7631674805f, -0.2733598753f, 0.9619118351f, 0.9669590226f, -0.254931851f, -0.9792894595f, 0.2024651934f, -0.5369502995f, -0.8436138784f, -0.270036471f, -0.9628500944f, -0.6400277131f, 0.7683518247f, + -0.7854537493f, -0.6189203566f, 0.06005905383f, -0.9981948257f, -0.02455770378f, 0.9996984141f, -0.65983623f, 0.751409442f, -0.6253894466f, -0.7803127835f, -0.6210408851f, -0.7837781695f, 0.8348888491f, 0.5504185768f, -0.1592275245f, 0.9872419133f, + 0.8367622488f, 0.5475663786f, -0.8675753916f, -0.4973056806f, -0.2022662628f, -0.9793305667f, 0.9399189937f, 0.3413975472f, 0.9877404807f, -0.1561049093f, -0.9034455656f, 0.4287028224f, 0.1269804218f, -0.9919052235f, -0.3819600854f, 0.924178821f, + 0.9754625894f, 0.2201652486f, -0.3204015856f, -0.9472818081f, -0.9874760884f, 0.1577687387f, 0.02535348474f, -0.9996785487f, 0.4835130794f, -0.8753371362f, -0.2850799925f, -0.9585037287f, -0.06805516006f, -0.99768156f, -0.7885244045f, -0.6150034663f, + 0.3185392127f, -0.9479096845f, 0.8880043089f, 0.4598351306f, 0.6476921488f, -0.7619021462f, 0.9820241299f, 0.1887554194f, 0.9357275128f, -0.3527237187f, -0.8894895414f, 0.4569555293f, 0.7922791302f, 0.6101588153f, 0.7483818261f, 0.6632681526f, + -0.7288929755f, -0.6846276581f, 0.8729032783f, -0.4878932944f, 0.8288345784f, 0.5594937369f, 0.08074567077f, 0.9967347374f, 0.9799148216f, -0.1994165048f, -0.580730673f, -0.8140957471f, -0.4700049791f, -0.8826637636f, 0.2409492979f, 0.9705377045f, + 0.9437816757f, -0.3305694308f, -0.8927998638f, -0.4504535528f, -0.8069622304f, 0.5906030467f, 0.06258973166f, 0.9980393407f, -0.9312597469f, 0.3643559849f, 0.5777449785f, 0.8162173362f, -0.3360095855f, -0.941858566f, 0.697932075f, -0.7161639607f, + -0.002008157227f, -0.9999979837f, -0.1827294312f, -0.9831632392f, -0.6523911722f, 0.7578824173f, -0.4302626911f, -0.9027037258f, -0.9985126289f, -0.05452091251f, -0.01028102172f, -0.9999471489f, -0.4946071129f, 0.8691166802f, -0.2999350194f, 0.9539596344f, + 0.8165471961f, 0.5772786819f, 0.2697460475f, 0.962931498f, -0.7306287391f, -0.6827749597f, -0.7590952064f, -0.6509796216f, -0.907053853f, 0.4210146171f, -0.5104861064f, -0.8598860013f, 0.8613350597f, 0.5080373165f, 0.5007881595f, -0.8655698812f, + -0.654158152f, 0.7563577938f, -0.8382755311f, -0.545246856f, 0.6940070834f, 0.7199681717f, 0.06950936031f, 0.9975812994f, 0.1702942185f, -0.9853932612f, 0.2695973274f, 0.9629731466f, 0.5519612192f, -0.8338697815f, 0.225657487f, -0.9742067022f, + 0.4215262855f, -0.9068161835f, 0.4881873305f, -0.8727388672f, -0.3683854996f, -0.9296731273f, -0.9825390578f, 0.1860564427f, 0.81256471f, 0.5828709909f, 0.3196460933f, -0.9475370046f, 0.9570913859f, 0.2897862643f, -0.6876655497f, -0.7260276109f, + -0.9988770922f, -0.047376731f, -0.1250179027f, 0.992154486f, -0.8280133617f, 0.560708367f, 0.9324863769f, -0.3612051451f, 0.6394653183f, 0.7688199442f, -0.01623847064f, -0.9998681473f, -0.9955014666f, -0.09474613458f, -0.81453315f, 0.580117012f, + 0.4037327978f, -0.9148769469f, 0.9944263371f, 0.1054336766f, -0.1624711654f, 0.9867132919f, -0.9949487814f, -0.100383875f, -0.6995302564f, 0.7146029809f, 0.5263414922f, -0.85027327f, -0.5395221479f, 0.841971408f, 0.6579370318f, 0.7530729462f, + 0.01426758847f, -0.9998982128f, -0.6734383991f, 0.7392433447f, 0.639412098f, -0.7688642071f, 0.9211571421f, 0.3891908523f, -0.146637214f, -0.9891903394f, -0.782318098f, 0.6228791163f, -0.5039610839f, -0.8637263605f, -0.7743120191f, -0.6328039957f, + }; + + private static final float[] Gradients3D = { + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 1, 1, 0, 0, 0,-1, 1, 0, -1, 1, 0, 0, 0,-1,-1, 0 + }; + + private static final float[] RandVecs3D = { + -0.7292736885f, -0.6618439697f, 0.1735581948f, 0, 0.790292081f, -0.5480887466f, -0.2739291014f, 0, 0.7217578935f, 0.6226212466f, -0.3023380997f, 0, 0.565683137f, -0.8208298145f, -0.0790000257f, 0, 0.760049034f, -0.5555979497f, -0.3370999617f, 0, 0.3713945616f, 0.5011264475f, 0.7816254623f, 0, -0.1277062463f, -0.4254438999f, -0.8959289049f, 0, -0.2881560924f, -0.5815838982f, 0.7607405838f, 0, + 0.5849561111f, -0.662820239f, -0.4674352136f, 0, 0.3307171178f, 0.0391653737f, 0.94291689f, 0, 0.8712121778f, -0.4113374369f, -0.2679381538f, 0, 0.580981015f, 0.7021915846f, 0.4115677815f, 0, 0.503756873f, 0.6330056931f, -0.5878203852f, 0, 0.4493712205f, 0.601390195f, 0.6606022552f, 0, -0.6878403724f, 0.09018890807f, -0.7202371714f, 0, -0.5958956522f, -0.6469350577f, 0.475797649f, 0, + -0.5127052122f, 0.1946921978f, -0.8361987284f, 0, -0.9911507142f, -0.05410276466f, -0.1212153153f, 0, -0.2149721042f, 0.9720882117f, -0.09397607749f, 0, -0.7518650936f, -0.5428057603f, 0.3742469607f, 0, 0.5237068895f, 0.8516377189f, -0.02107817834f, 0, 0.6333504779f, 0.1926167129f, 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-0.7788918132f, -0.6085091231f, 0, -0.2600384876f, -0.4755398075f, -0.8403819825f, 0, 0.572313509f, -0.7474340931f, -0.3373418503f, 0, -0.7174141009f, 0.1699017182f, -0.6756111411f, 0, -0.684180784f, 0.02145707593f, -0.7289967412f, 0, -0.2007447902f, 0.06555605789f, -0.9774476623f, 0, -0.1148803697f, -0.8044887315f, 0.5827524187f, 0, + -0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0 + }; + + + private static float FastMin(float a, float b) { return a < b ? a : b; } + + private static float FastMax(float a, float b) { return a > b ? a : b; } + + private static float FastAbs(float f) { return f < 0 ? -f : f; } + + private static float FastSqrt(float f) { return (float)Math.sqrt(f); } + + private static int FastFloor(/*FNLfloat*/ float f) { return f >= 0 ? (int)f : (int)f - 1; } + + private static int FastRound(/*FNLfloat*/ float f) { return f >= 0 ? (int)(f + 0.5f) : (int)(f - 0.5f); } + + private static float Lerp(float a, float b, float t) { return a + t * (b - a); } + + private static float InterpHermite(float t) { return t * t * (3 - 2 * t); } + + private static float InterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } + + private static float CubicLerp(float a, float b, float c, float d, float t) + { + float p = (d - c) - (a - b); + return t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b; + } + + private static float PingPong(float t) + { + t -= (int)(t * 0.5f) * 2; + return t < 1 ? t : 2 - t; + } + + private void CalculateFractalBounding() + { + float gain = FastAbs(mGain); + float amp = gain; + float ampFractal = 1.0f; + for (int i = 1; i < mOctaves; i++) + { + ampFractal += amp; + amp *= gain; + } + mFractalBounding = 1 / ampFractal; + } + + // Hashing + private static final int PrimeX = 501125321; + private static final int PrimeY = 1136930381; + private static final int PrimeZ = 1720413743; + + private static int Hash(int seed, int xPrimed, int yPrimed) + { + int hash = seed ^ xPrimed ^ yPrimed; + + hash *= 0x27d4eb2d; + return hash; + } + + private static int Hash(int seed, int xPrimed, int yPrimed, int zPrimed) + { + int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed; + + hash *= 0x27d4eb2d; + return hash; + } + + private static float ValCoord(int seed, int xPrimed, int yPrimed) + { + int hash = Hash(seed, xPrimed, yPrimed); + + hash *= hash; + hash ^= hash << 19; + return hash * (1 / 2147483648.0f); + } + + private static float ValCoord(int seed, int xPrimed, int yPrimed, int zPrimed) + { + int hash = Hash(seed, xPrimed, yPrimed, zPrimed); + + hash *= hash; + hash ^= hash << 19; + return hash * (1 / 2147483648.0f); + } + + private static float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) + { + int hash = Hash(seed, xPrimed, yPrimed); + hash ^= hash >> 15; + hash &= 127 << 1; + + float xg = Gradients2D[hash]; + float yg = Gradients2D[hash | 1]; + + return xd * xg + yd * yg; + } + + private static float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) + { + int hash = Hash(seed, xPrimed, yPrimed, zPrimed); + hash ^= hash >> 15; + hash &= 63 << 2; + + float xg = Gradients3D[hash]; + float yg = Gradients3D[hash | 1]; + float zg = Gradients3D[hash | 2]; + + return xd * xg + yd * yg + zd * zg; + } + + + // Generic noise gen + + private float GenNoiseSingle(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + switch (mNoiseType) + { + case OpenSimplex2: + return SingleSimplex(seed, x, y); + case OpenSimplex2S: + return SingleOpenSimplex2S(seed, x, y); + case Cellular: + return SingleCellular(seed, x, y); + case Perlin: + return SinglePerlin(seed, x, y); + case ValueCubic: + return SingleValueCubic(seed, x, y); + case Value: + return SingleValue(seed, x, y); + default: + return 0; + } + } + + private float GenNoiseSingle(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + switch (mNoiseType) + { + case OpenSimplex2: + return SingleOpenSimplex2(seed, x, y, z); + case OpenSimplex2S: + return SingleOpenSimplex2S(seed, x, y, z); + case Cellular: + return SingleCellular(seed, x, y, z); + case Perlin: + return SinglePerlin(seed, x, y, z); + case ValueCubic: + return SingleValueCubic(seed, x, y, z); + case Value: + return SingleValue(seed, x, y, z); + default: + return 0; + } + } + + + // Noise Coordinate Transforms (frequency, and possible skew or rotation) + + private void UpdateTransformType3D() + { + switch (mRotationType3D) + { + case ImproveXYPlanes: + mTransformType3D = TransformType3D.ImproveXYPlanes; + break; + case ImproveXZPlanes: + mTransformType3D = TransformType3D.ImproveXZPlanes; + break; + default: + switch (mNoiseType) + { + case OpenSimplex2: + case OpenSimplex2S: + mTransformType3D = TransformType3D.DefaultOpenSimplex2; + break; + default: + mTransformType3D = TransformType3D.None; + break; + } + break; + } + } + + private void UpdateWarpTransformType3D() + { + switch (mRotationType3D) + { + case ImproveXYPlanes: + mWarpTransformType3D = TransformType3D.ImproveXYPlanes; + break; + case ImproveXZPlanes: + mWarpTransformType3D = TransformType3D.ImproveXZPlanes; + break; + default: + switch (mDomainWarpType) + { + case OpenSimplex2: + case OpenSimplex2Reduced: + mWarpTransformType3D = TransformType3D.DefaultOpenSimplex2; + break; + default: + mWarpTransformType3D = TransformType3D.None; + break; + } + break; + } + } + + + // Fractal FBm + + private float GenFractalFBm(/*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + int seed = mSeed; + float sum = 0; + float amp = mFractalBounding; + + for (int i = 0; i < mOctaves; i++) + { + float noise = GenNoiseSingle(seed++, x, y); + sum += noise * amp; + amp *= Lerp(1.0f, FastMin(noise + 1, 2) * 0.5f, mWeightedStrength); + + x *= mLacunarity; + y *= mLacunarity; + amp *= mGain; + } + + return sum; + } + + private float GenFractalFBm(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + int seed = mSeed; + float sum = 0; + float amp = mFractalBounding; + + for (int i = 0; i < mOctaves; i++) + { + float noise = GenNoiseSingle(seed++, x, y, z); + sum += noise * amp; + amp *= Lerp(1.0f, (noise + 1) * 0.5f, mWeightedStrength); + + x *= mLacunarity; + y *= mLacunarity; + z *= mLacunarity; + amp *= mGain; + } + + return sum; + } + + + // Fractal Ridged + + private float GenFractalRidged(/*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + int seed = mSeed; + float sum = 0; + float amp = mFractalBounding; + + for (int i = 0; i < mOctaves; i++) + { + float noise = FastAbs(GenNoiseSingle(seed++, x, y)); + sum += (noise * -2 + 1) * amp; + amp *= Lerp(1.0f, 1 - noise, mWeightedStrength); + + x *= mLacunarity; + y *= mLacunarity; + amp *= mGain; + } + + return sum; + } + + private float GenFractalRidged(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + int seed = mSeed; + float sum = 0; + float amp = mFractalBounding; + + for (int i = 0; i < mOctaves; i++) + { + float noise = FastAbs(GenNoiseSingle(seed++, x, y, z)); + sum += (noise * -2 + 1) * amp; + amp *= Lerp(1.0f, 1 - noise, mWeightedStrength); + + x *= mLacunarity; + y *= mLacunarity; + z *= mLacunarity; + amp *= mGain; + } + + return sum; + } + + + // Fractal PingPong + + private float GenFractalPingPong(/*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + int seed = mSeed; + float sum = 0; + float amp = mFractalBounding; + + for (int i = 0; i < mOctaves; i++) + { + float noise = PingPong((GenNoiseSingle(seed++, x, y) + 1) * mPingPongStrength); + sum += (noise - 0.5f) * 2 * amp; + amp *= Lerp(1.0f, noise, mWeightedStrength); + + x *= mLacunarity; + y *= mLacunarity; + amp *= mGain; + } + + return sum; + } + + private float GenFractalPingPong(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + int seed = mSeed; + float sum = 0; + float amp = mFractalBounding; + + for (int i = 0; i < mOctaves; i++) + { + float noise = PingPong((GenNoiseSingle(seed++, x, y, z) + 1) * mPingPongStrength); + sum += (noise - 0.5f) * 2 * amp; + amp *= Lerp(1.0f, noise, mWeightedStrength); + + x *= mLacunarity; + y *= mLacunarity; + z *= mLacunarity; + amp *= mGain; + } + + return sum; + } + + + // Simplex/OpenSimplex2 Noise + + private float SingleSimplex(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex. + + final float SQRT3 = 1.7320508075688772935274463415059f; + final float G2 = (3 - SQRT3) / 6; + + /* + * --- Skew moved to switch statements before fractal evaluation --- + * final FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = FastFloor(x); + int j = FastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + float t = (xi + yi) * G2; + float x0 = (float)(xi - t); + float y0 = (float)(yi - t); + + i *= PrimeX; + j *= PrimeY; + + float n0, n1, n2; + + float a = 0.5f - x0 * x0 - y0 * y0; + if (a <= 0) n0 = 0; + else + { + n0 = (a * a) * (a * a) * GradCoord(seed, i, j, x0, y0); + } + + float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a); + if (c <= 0) n2 = 0; + else + { + float x2 = x0 + (2 * (float)G2 - 1); + float y2 = y0 + (2 * (float)G2 - 1); + n2 = (c * c) * (c * c) * GradCoord(seed, i + PrimeX, j + PrimeY, x2, y2); + } + + if (y0 > x0) + { + float x1 = x0 + (float)G2; + float y1 = y0 + ((float)G2 - 1); + float b = 0.5f - x1 * x1 - y1 * y1; + if (b <= 0) n1 = 0; + else + { + n1 = (b * b) * (b * b) * GradCoord(seed, i, j + PrimeY, x1, y1); + } + } + else + { + float x1 = x0 + ((float)G2 - 1); + float y1 = y0 + (float)G2; + float b = 0.5f - x1 * x1 - y1 * y1; + if (b <= 0) n1 = 0; + else + { + n1 = (b * b) * (b * b) * GradCoord(seed, i + PrimeX, j, x1, y1); + } + } + + return (n0 + n1 + n2) * 99.83685446303647f; + } + + private float SingleOpenSimplex2(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + // 3D OpenSimplex2 case uses two offset rotated cube grids. + + /* + * --- Rotation moved to switch statements before fractal evaluation --- + * final FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = FastRound(x); + int j = FastRound(y); + int k = FastRound(z); + float x0 = (float)(x - i); + float y0 = (float)(y - j); + float z0 = (float)(z - k); + + int xNSign = (int)(-1.0f - x0) | 1; + int yNSign = (int)(-1.0f - y0) | 1; + int zNSign = (int)(-1.0f - z0) | 1; + + float ax0 = xNSign * -x0; + float ay0 = yNSign * -y0; + float az0 = zNSign * -z0; + + i *= PrimeX; + j *= PrimeY; + k *= PrimeZ; + + float value = 0; + float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0); + + for (int l = 0; ; l++) + { + if (a > 0) + { + value += (a * a) * (a * a) * GradCoord(seed, i, j, k, x0, y0, z0); + } + + if (ax0 >= ay0 && ax0 >= az0) + { + float b = a + ax0 + ax0; + if (b > 1) + { + b -= 1; + value += (b * b) * (b * b) * GradCoord(seed, i - xNSign * PrimeX, j, k, x0 + xNSign, y0, z0); + } + } + else if (ay0 > ax0 && ay0 >= az0) + { + float b = a + ay0 + ay0; + if (b > 1) + { + b -= 1; + value += (b * b) * (b * b) * GradCoord(seed, i, j - yNSign * PrimeY, k, x0, y0 + yNSign, z0); + } + } + else + { + float b = a + az0 + az0; + if (b > 1) + { + b -= 1; + value += (b * b) * (b * b) * GradCoord(seed, i, j, k - zNSign * PrimeZ, x0, y0, z0 + zNSign); + } + } + + if (l == 1) break; + + ax0 = 0.5f - ax0; + ay0 = 0.5f - ay0; + az0 = 0.5f - az0; + + x0 = xNSign * ax0; + y0 = yNSign * ay0; + z0 = zNSign * az0; + + a += (0.75f - ax0) - (ay0 + az0); + + i += (xNSign >> 1) & PrimeX; + j += (yNSign >> 1) & PrimeY; + k += (zNSign >> 1) & PrimeZ; + + xNSign = -xNSign; + yNSign = -yNSign; + zNSign = -zNSign; + + seed = ~seed; + } + + return value * 32.69428253173828125f; + } + + + // OpenSimplex2S Noise + + private float SingleOpenSimplex2S(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + // 2D OpenSimplex2S case is a modified 2D simplex noise. + + final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059; + final /*FNLfloat*/ float G2 = (3 - SQRT3) / 6; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * final FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = FastFloor(x); + int j = FastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + i *= PrimeX; + j *= PrimeY; + int i1 = i + PrimeX; + int j1 = j + PrimeY; + + float t = (xi + yi) * (float)G2; + float x0 = xi - t; + float y0 = yi - t; + + float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0; + float value = (a0 * a0) * (a0 * a0) * GradCoord(seed, i, j, x0, y0); + + float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0); + float x1 = x0 - (float)(1 - 2 * G2); + float y1 = y0 - (float)(1 - 2 * G2); + value += (a1 * a1) * (a1 * a1) * GradCoord(seed, i1, j1, x1, y1); + + // Nested conditionals were faster than compact bit logic/arithmetic. + float xmyi = xi - yi; + if (t > G2) + { + if (xi + xmyi > 1) + { + float x2 = x0 + (float)(3 * G2 - 2); + float y2 = y0 + (float)(3 * G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + (PrimeX << 1), j + PrimeY, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2); + } + } + + if (yi - xmyi > 1) + { + float x3 = x0 + (float)(3 * G2 - 1); + float y3 = y0 + (float)(3 * G2 - 2); + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j + (PrimeY << 1), x3, y3); + } + } + else + { + float x3 = x0 + (float)(G2 - 1); + float y3 = y0 + (float)G2; + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j, x3, y3); + } + } + } + else + { + if (xi + xmyi < 0) + { + float x2 = x0 + (float)(1 - G2); + float y2 = y0 - (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i - PrimeX, j, x2, y2); + } + } + else + { + float x2 = x0 + (float)(G2 - 1); + float y2 = y0 + (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + PrimeX, j, x2, y2); + } + } + + if (yi < xmyi) + { + float x2 = x0 - (float)G2; + float y2 = y0 - (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j - PrimeY, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2); + } + } + } + + return value * 18.24196194486065f; + } + + private float SingleOpenSimplex2S(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + // 3D OpenSimplex2S case uses two offset rotated cube grids. + + /* + * --- Rotation moved to TransformNoiseCoordinate method --- + * final FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = FastFloor(x); + int j = FastFloor(y); + int k = FastFloor(z); + float xi = (float)(x - i); + float yi = (float)(y - j); + float zi = (float)(z - k); + + i *= PrimeX; + j *= PrimeY; + k *= PrimeZ; + int seed2 = seed + 1293373; + + int xNMask = (int)(-0.5f - xi); + int yNMask = (int)(-0.5f - yi); + int zNMask = (int)(-0.5f - zi); + + float x0 = xi + xNMask; + float y0 = yi + yNMask; + float z0 = zi + zNMask; + float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0; + float value = (a0 * a0) * (a0 * a0) * GradCoord(seed, + i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x0, y0, z0); + + float x1 = xi - 0.5f; + float y1 = yi - 0.5f; + float z1 = zi - 0.5f; + float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1; + value += (a1 * a1) * (a1 * a1) * GradCoord(seed2, + i + PrimeX, j + PrimeY, k + PrimeZ, x1, y1, z1); + + float xAFlipMask0 = ((xNMask | 1) << 1) * x1; + float yAFlipMask0 = ((yNMask | 1) << 1) * y1; + float zAFlipMask0 = ((zNMask | 1) << 1) * z1; + float xAFlipMask1 = (-2 - (xNMask << 2)) * x1 - 1.0f; + float yAFlipMask1 = (-2 - (yNMask << 2)) * y1 - 1.0f; + float zAFlipMask1 = (-2 - (zNMask << 2)) * z1 - 1.0f; + + boolean skip5 = false; + float a2 = xAFlipMask0 + a0; + if (a2 > 0) + { + float x2 = x0 - (xNMask | 1); + float y2 = y0; + float z2 = z0; + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, + i + (~xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x2, y2, z2); + } + else + { + float a3 = yAFlipMask0 + zAFlipMask0 + a0; + if (a3 > 0) + { + float x3 = x0; + float y3 = y0 - (yNMask | 1); + float z3 = z0 - (zNMask | 1); + value += (a3 * a3) * (a3 * a3) * GradCoord(seed, + i + (xNMask & PrimeX), j + (~yNMask & PrimeY), k + (~zNMask & PrimeZ), x3, y3, z3); + } + + float a4 = xAFlipMask1 + a1; + if (a4 > 0) + { + float x4 = (xNMask | 1) + x1; + float y4 = y1; + float z4 = z1; + value += (a4 * a4) * (a4 * a4) * GradCoord(seed2, + i + (xNMask & (PrimeX * 2)), j + PrimeY, k + PrimeZ, x4, y4, z4); + skip5 = true; + } + } + + boolean skip9 = false; + float a6 = yAFlipMask0 + a0; + if (a6 > 0) + { + float x6 = x0; + float y6 = y0 - (yNMask | 1); + float z6 = z0; + value += (a6 * a6) * (a6 * a6) * GradCoord(seed, + i + (xNMask & PrimeX), j + (~yNMask & PrimeY), k + (zNMask & PrimeZ), x6, y6, z6); + } + else + { + float a7 = xAFlipMask0 + zAFlipMask0 + a0; + if (a7 > 0) + { + float x7 = x0 - (xNMask | 1); + float y7 = y0; + float z7 = z0 - (zNMask | 1); + value += (a7 * a7) * (a7 * a7) * GradCoord(seed, + i + (~xNMask & PrimeX), j + (yNMask & PrimeY), k + (~zNMask & PrimeZ), x7, y7, z7); + } + + float a8 = yAFlipMask1 + a1; + if (a8 > 0) + { + float x8 = x1; + float y8 = (yNMask | 1) + y1; + float z8 = z1; + value += (a8 * a8) * (a8 * a8) * GradCoord(seed2, + i + PrimeX, j + (yNMask & (PrimeY << 1)), k + PrimeZ, x8, y8, z8); + skip9 = true; + } + } + + boolean skipD = false; + float aA = zAFlipMask0 + a0; + if (aA > 0) + { + float xA = x0; + float yA = y0; + float zA = z0 - (zNMask | 1); + value += (aA * aA) * (aA * aA) * GradCoord(seed, + i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (~zNMask & PrimeZ), xA, yA, zA); + } + else + { + float aB = xAFlipMask0 + yAFlipMask0 + a0; + if (aB > 0) + { + float xB = x0 - (xNMask | 1); + float yB = y0 - (yNMask | 1); + float zB = z0; + value += (aB * aB) * (aB * aB) * GradCoord(seed, + i + (~xNMask & PrimeX), j + (~yNMask & PrimeY), k + (zNMask & PrimeZ), xB, yB, zB); + } + + float aC = zAFlipMask1 + a1; + if (aC > 0) + { + float xC = x1; + float yC = y1; + float zC = (zNMask | 1) + z1; + value += (aC * aC) * (aC * aC) * GradCoord(seed2, + i + PrimeX, j + PrimeY, k + (zNMask & (PrimeZ << 1)), xC, yC, zC); + skipD = true; + } + } + + if (!skip5) + { + float a5 = yAFlipMask1 + zAFlipMask1 + a1; + if (a5 > 0) + { + float x5 = x1; + float y5 = (yNMask | 1) + y1; + float z5 = (zNMask | 1) + z1; + value += (a5 * a5) * (a5 * a5) * GradCoord(seed2, + i + PrimeX, j + (yNMask & (PrimeY << 1)), k + (zNMask & (PrimeZ << 1)), x5, y5, z5); + } + } + + if (!skip9) + { + float a9 = xAFlipMask1 + zAFlipMask1 + a1; + if (a9 > 0) + { + float x9 = (xNMask | 1) + x1; + float y9 = y1; + float z9 = (zNMask | 1) + z1; + value += (a9 * a9) * (a9 * a9) * GradCoord(seed2, + i + (xNMask & (PrimeX * 2)), j + PrimeY, k + (zNMask & (PrimeZ << 1)), x9, y9, z9); + } + } + + if (!skipD) + { + float aD = xAFlipMask1 + yAFlipMask1 + a1; + if (aD > 0) + { + float xD = (xNMask | 1) + x1; + float yD = (yNMask | 1) + y1; + float zD = z1; + value += (aD * aD) * (aD * aD) * GradCoord(seed2, + i + (xNMask & (PrimeX << 1)), j + (yNMask & (PrimeY << 1)), k + PrimeZ, xD, yD, zD); + } + } + + return value * 9.046026385208288f; + } + + + // Cellular Noise + + private float SingleCellular(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + int xr = FastRound(x); + int yr = FastRound(y); + + float distance0 = Float.MAX_VALUE; + float distance1 = Float.MAX_VALUE; + int closestHash = 0; + + float cellularJitter = 0.43701595f * mCellularJitterModifier; + + int xPrimed = (xr - 1) * PrimeX; + int yPrimedBase = (yr - 1) * PrimeY; + + switch (mCellularDistanceFunction) + { + default: + case Euclidean: + case EuclideanSq: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int hash = Hash(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RandVecs2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RandVecs2D[idx | 1] * cellularJitter; + + float newDistance = vecX * vecX + vecY * vecY; + + distance1 = FastMax(FastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PrimeY; + } + xPrimed += PrimeX; + } + break; + case Manhattan: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int hash = Hash(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RandVecs2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RandVecs2D[idx | 1] * cellularJitter; + + float newDistance = FastAbs(vecX) + FastAbs(vecY); + + distance1 = FastMax(FastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PrimeY; + } + xPrimed += PrimeX; + } + break; + case Hybrid: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int hash = Hash(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RandVecs2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RandVecs2D[idx | 1] * cellularJitter; + + float newDistance = (FastAbs(vecX) + FastAbs(vecY)) + (vecX * vecX + vecY * vecY); + + distance1 = FastMax(FastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PrimeY; + } + xPrimed += PrimeX; + } + break; + } + + if (mCellularDistanceFunction == CellularDistanceFunction.Euclidean && mCellularReturnType != CellularReturnType.CellValue) + { + distance0 = FastSqrt(distance0); + + if (mCellularReturnType != CellularReturnType.Distance) + { + distance1 = FastSqrt(distance1); + } + } + + switch (mCellularReturnType) + { + case CellValue: + return closestHash * (1 / 2147483648.0f); + case Distance: + return distance0 - 1; + case Distance2: + return distance1 - 1; + case Distance2Add: + return (distance1 + distance0) * 0.5f - 1; + case Distance2Sub: + return distance1 - distance0 - 1; + case Distance2Mul: + return distance1 * distance0 * 0.5f - 1; + case Distance2Div: + return distance0 / distance1 - 1; + default: + return 0; + } + } + + private float SingleCellular(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + int xr = FastRound(x); + int yr = FastRound(y); + int zr = FastRound(z); + + float distance0 = Float.MAX_VALUE; + float distance1 = Float.MAX_VALUE; + int closestHash = 0; + + float cellularJitter = 0.39614353f * mCellularJitterModifier; + + int xPrimed = (xr - 1) * PrimeX; + int yPrimedBase = (yr - 1) * PrimeY; + int zPrimedBase = (zr - 1) * PrimeZ; + + switch (mCellularDistanceFunction) + { + case Euclidean: + case EuclideanSq: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) + { + int hash = Hash(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RandVecs3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RandVecs3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RandVecs3D[idx | 2] * cellularJitter; + + float newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ; + + distance1 = FastMax(FastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PrimeZ; + } + yPrimed += PrimeY; + } + xPrimed += PrimeX; + } + break; + case Manhattan: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) + { + int hash = Hash(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RandVecs3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RandVecs3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RandVecs3D[idx | 2] * cellularJitter; + + float newDistance = FastAbs(vecX) + FastAbs(vecY) + FastAbs(vecZ); + + distance1 = FastMax(FastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PrimeZ; + } + yPrimed += PrimeY; + } + xPrimed += PrimeX; + } + break; + case Hybrid: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) + { + int hash = Hash(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RandVecs3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RandVecs3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RandVecs3D[idx | 2] * cellularJitter; + + float newDistance = (FastAbs(vecX) + FastAbs(vecY) + FastAbs(vecZ)) + (vecX * vecX + vecY * vecY + vecZ * vecZ); + + distance1 = FastMax(FastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PrimeZ; + } + yPrimed += PrimeY; + } + xPrimed += PrimeX; + } + break; + default: + break; + } + + if (mCellularDistanceFunction == CellularDistanceFunction.Euclidean && mCellularReturnType != CellularReturnType.CellValue) + { + distance0 = FastSqrt(distance0); + + if (mCellularReturnType != CellularReturnType.Distance) + { + distance1 = FastSqrt(distance1); + } + } + + switch (mCellularReturnType) + { + case CellValue: + return closestHash * (1 / 2147483648.0f); + case Distance: + return distance0 - 1; + case Distance2: + return distance1 - 1; + case Distance2Add: + return (distance1 + distance0) * 0.5f - 1; + case Distance2Sub: + return distance1 - distance0 - 1; + case Distance2Mul: + return distance1 * distance0 * 0.5f - 1; + case Distance2Div: + return distance0 / distance1 - 1; + default: + return 0; + } + } + + + // Perlin Noise + + private float SinglePerlin(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + int x0 = FastFloor(x); + int y0 = FastFloor(y); + + float xd0 = (float)(x - x0); + float yd0 = (float)(y - y0); + float xd1 = xd0 - 1; + float yd1 = yd0 - 1; + + float xs = InterpQuintic(xd0); + float ys = InterpQuintic(yd0); + + x0 *= PrimeX; + y0 *= PrimeY; + int x1 = x0 + PrimeX; + int y1 = y0 + PrimeY; + + float xf0 = Lerp(GradCoord(seed, x0, y0, xd0, yd0), GradCoord(seed, x1, y0, xd1, yd0), xs); + float xf1 = Lerp(GradCoord(seed, x0, y1, xd0, yd1), GradCoord(seed, x1, y1, xd1, yd1), xs); + + return Lerp(xf0, xf1, ys) * 1.4247691104677813f; + } + + private float SinglePerlin(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + int x0 = FastFloor(x); + int y0 = FastFloor(y); + int z0 = FastFloor(z); + + float xd0 = (float)(x - x0); + float yd0 = (float)(y - y0); + float zd0 = (float)(z - z0); + float xd1 = xd0 - 1; + float yd1 = yd0 - 1; + float zd1 = zd0 - 1; + + float xs = InterpQuintic(xd0); + float ys = InterpQuintic(yd0); + float zs = InterpQuintic(zd0); + + x0 *= PrimeX; + y0 *= PrimeY; + z0 *= PrimeZ; + int x1 = x0 + PrimeX; + int y1 = y0 + PrimeY; + int z1 = z0 + PrimeZ; + + float xf00 = Lerp(GradCoord(seed, x0, y0, z0, xd0, yd0, zd0), GradCoord(seed, x1, y0, z0, xd1, yd0, zd0), xs); + float xf10 = Lerp(GradCoord(seed, x0, y1, z0, xd0, yd1, zd0), GradCoord(seed, x1, y1, z0, xd1, yd1, zd0), xs); + float xf01 = Lerp(GradCoord(seed, x0, y0, z1, xd0, yd0, zd1), GradCoord(seed, x1, y0, z1, xd1, yd0, zd1), xs); + float xf11 = Lerp(GradCoord(seed, x0, y1, z1, xd0, yd1, zd1), GradCoord(seed, x1, y1, z1, xd1, yd1, zd1), xs); + + float yf0 = Lerp(xf00, xf10, ys); + float yf1 = Lerp(xf01, xf11, ys); + + return Lerp(yf0, yf1, zs) * 0.964921414852142333984375f; + } + + + // Value Cubic Noise + + private float SingleValueCubic(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + int x1 = FastFloor(x); + int y1 = FastFloor(y); + + float xs = (float)(x - x1); + float ys = (float)(y - y1); + + x1 *= PrimeX; + y1 *= PrimeY; + int x0 = x1 - PrimeX; + int y0 = y1 - PrimeY; + int x2 = x1 + PrimeX; + int y2 = y1 + PrimeY; + int x3 = x1 + (PrimeX << 1); + int y3 = y1 + (PrimeY << 1); + + return CubicLerp( + CubicLerp(ValCoord(seed, x0, y0), ValCoord(seed, x1, y0), ValCoord(seed, x2, y0), ValCoord(seed, x3, y0), + xs), + CubicLerp(ValCoord(seed, x0, y1), ValCoord(seed, x1, y1), ValCoord(seed, x2, y1), ValCoord(seed, x3, y1), + xs), + CubicLerp(ValCoord(seed, x0, y2), ValCoord(seed, x1, y2), ValCoord(seed, x2, y2), ValCoord(seed, x3, y2), + xs), + CubicLerp(ValCoord(seed, x0, y3), ValCoord(seed, x1, y3), ValCoord(seed, x2, y3), ValCoord(seed, x3, y3), + xs), + ys) * (1 / (1.5f * 1.5f)); + } + + private float SingleValueCubic(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + int x1 = FastFloor(x); + int y1 = FastFloor(y); + int z1 = FastFloor(z); + + float xs = (float)(x - x1); + float ys = (float)(y - y1); + float zs = (float)(z - z1); + + x1 *= PrimeX; + y1 *= PrimeY; + z1 *= PrimeZ; + + int x0 = x1 - PrimeX; + int y0 = y1 - PrimeY; + int z0 = z1 - PrimeZ; + int x2 = x1 + PrimeX; + int y2 = y1 + PrimeY; + int z2 = z1 + PrimeZ; + int x3 = x1 + (PrimeX << 1); + int y3 = y1 + (PrimeY << 1); + int z3 = z1 + (PrimeZ << 1); + + + return CubicLerp( + CubicLerp( + CubicLerp(ValCoord(seed, x0, y0, z0), ValCoord(seed, x1, y0, z0), ValCoord(seed, x2, y0, z0), ValCoord(seed, x3, y0, z0), xs), + CubicLerp(ValCoord(seed, x0, y1, z0), ValCoord(seed, x1, y1, z0), ValCoord(seed, x2, y1, z0), ValCoord(seed, x3, y1, z0), xs), + CubicLerp(ValCoord(seed, x0, y2, z0), ValCoord(seed, x1, y2, z0), ValCoord(seed, x2, y2, z0), ValCoord(seed, x3, y2, z0), xs), + CubicLerp(ValCoord(seed, x0, y3, z0), ValCoord(seed, x1, y3, z0), ValCoord(seed, x2, y3, z0), ValCoord(seed, x3, y3, z0), xs), + ys), + CubicLerp( + CubicLerp(ValCoord(seed, x0, y0, z1), ValCoord(seed, x1, y0, z1), ValCoord(seed, x2, y0, z1), ValCoord(seed, x3, y0, z1), xs), + CubicLerp(ValCoord(seed, x0, y1, z1), ValCoord(seed, x1, y1, z1), ValCoord(seed, x2, y1, z1), ValCoord(seed, x3, y1, z1), xs), + CubicLerp(ValCoord(seed, x0, y2, z1), ValCoord(seed, x1, y2, z1), ValCoord(seed, x2, y2, z1), ValCoord(seed, x3, y2, z1), xs), + CubicLerp(ValCoord(seed, x0, y3, z1), ValCoord(seed, x1, y3, z1), ValCoord(seed, x2, y3, z1), ValCoord(seed, x3, y3, z1), xs), + ys), + CubicLerp( + CubicLerp(ValCoord(seed, x0, y0, z2), ValCoord(seed, x1, y0, z2), ValCoord(seed, x2, y0, z2), ValCoord(seed, x3, y0, z2), xs), + CubicLerp(ValCoord(seed, x0, y1, z2), ValCoord(seed, x1, y1, z2), ValCoord(seed, x2, y1, z2), ValCoord(seed, x3, y1, z2), xs), + CubicLerp(ValCoord(seed, x0, y2, z2), ValCoord(seed, x1, y2, z2), ValCoord(seed, x2, y2, z2), ValCoord(seed, x3, y2, z2), xs), + CubicLerp(ValCoord(seed, x0, y3, z2), ValCoord(seed, x1, y3, z2), ValCoord(seed, x2, y3, z2), ValCoord(seed, x3, y3, z2), xs), + ys), + CubicLerp( + CubicLerp(ValCoord(seed, x0, y0, z3), ValCoord(seed, x1, y0, z3), ValCoord(seed, x2, y0, z3), ValCoord(seed, x3, y0, z3), xs), + CubicLerp(ValCoord(seed, x0, y1, z3), ValCoord(seed, x1, y1, z3), ValCoord(seed, x2, y1, z3), ValCoord(seed, x3, y1, z3), xs), + CubicLerp(ValCoord(seed, x0, y2, z3), ValCoord(seed, x1, y2, z3), ValCoord(seed, x2, y2, z3), ValCoord(seed, x3, y2, z3), xs), + CubicLerp(ValCoord(seed, x0, y3, z3), ValCoord(seed, x1, y3, z3), ValCoord(seed, x2, y3, z3), ValCoord(seed, x3, y3, z3), xs), + ys), + zs) * (1 / (1.5f * 1.5f * 1.5f)); + } + + + // Value Noise + + private float SingleValue(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + int x0 = FastFloor(x); + int y0 = FastFloor(y); + + float xs = InterpHermite((float)(x - x0)); + float ys = InterpHermite((float)(y - y0)); + + x0 *= PrimeX; + y0 *= PrimeY; + int x1 = x0 + PrimeX; + int y1 = y0 + PrimeY; + + float xf0 = Lerp(ValCoord(seed, x0, y0), ValCoord(seed, x1, y0), xs); + float xf1 = Lerp(ValCoord(seed, x0, y1), ValCoord(seed, x1, y1), xs); + + return Lerp(xf0, xf1, ys); + } + + private float SingleValue(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + int x0 = FastFloor(x); + int y0 = FastFloor(y); + int z0 = FastFloor(z); + + float xs = InterpHermite((float)(x - x0)); + float ys = InterpHermite((float)(y - y0)); + float zs = InterpHermite((float)(z - z0)); + + x0 *= PrimeX; + y0 *= PrimeY; + z0 *= PrimeZ; + int x1 = x0 + PrimeX; + int y1 = y0 + PrimeY; + int z1 = z0 + PrimeZ; + + float xf00 = Lerp(ValCoord(seed, x0, y0, z0), ValCoord(seed, x1, y0, z0), xs); + float xf10 = Lerp(ValCoord(seed, x0, y1, z0), ValCoord(seed, x1, y1, z0), xs); + float xf01 = Lerp(ValCoord(seed, x0, y0, z1), ValCoord(seed, x1, y0, z1), xs); + float xf11 = Lerp(ValCoord(seed, x0, y1, z1), ValCoord(seed, x1, y1, z1), xs); + + float yf0 = Lerp(xf00, xf10, ys); + float yf1 = Lerp(xf01, xf11, ys); + + return Lerp(yf0, yf1, zs); + } + + + // Domain Warp + + private void DoSingleDomainWarp(int seed, float amp, float freq, /*FNLfloat*/ float x, /*FNLfloat*/ float y, Vector2 coord) + { + switch (mDomainWarpType) + { + case OpenSimplex2: + SingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y, coord, false); + break; + case OpenSimplex2Reduced: + SingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, coord, true); + break; + case BasicGrid: + SingleDomainWarpBasicGrid(seed, amp, freq, x, y, coord); + break; + } + } + + private void DoSingleDomainWarp(int seed, float amp, float freq, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z, Vector3 coord) + { + switch (mDomainWarpType) + { + case OpenSimplex2: + SingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x, y, z, coord, false); + break; + case OpenSimplex2Reduced: + SingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y, z, coord, true); + break; + case BasicGrid: + SingleDomainWarpBasicGrid(seed, amp, freq, x, y, z, coord); + break; + } + } + + + // Domain Warp Single Wrapper + + private void DomainWarpSingle(Vector2 coord) + { + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + /*FNLfloat*/ float xs = coord.x; + /*FNLfloat*/ float ys = coord.y; + switch (mDomainWarpType) + { + case OpenSimplex2: + case OpenSimplex2Reduced: + { + final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059; + final /*FNLfloat*/ float F2 = 0.5f * (SQRT3 - 1); + /*FNLfloat*/ float t = (xs + ys) * F2; + xs += t; ys += t; + } + break; + default: + break; + } + + DoSingleDomainWarp(seed, amp, freq, xs, ys, coord); + } + + private void DomainWarpSingle(Vector3 coord) + { + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + /*FNLfloat*/ float xs = coord.x; + /*FNLfloat*/ float ys = coord.y; + /*FNLfloat*/ float zs = coord.z; + switch (mWarpTransformType3D) + { + case ImproveXYPlanes: + { + /*FNLfloat*/ float xy = xs + ys; + /*FNLfloat*/ float s2 = xy * -(/*FNLfloat*/ float)0.211324865405187; + zs *= (/*FNLfloat*/ float)0.577350269189626; + xs += s2 - zs; + ys = ys + s2 - zs; + zs += xy * (/*FNLfloat*/ float)0.577350269189626; + } + break; + case ImproveXZPlanes: + { + /*FNLfloat*/ float xz = xs + zs; + /*FNLfloat*/ float s2 = xz * -(/*FNLfloat*/ float)0.211324865405187; + ys *= (/*FNLfloat*/ float)0.577350269189626; + xs += s2 - ys; zs += s2 - ys; + ys += xz * (/*FNLfloat*/ float)0.577350269189626; + } + break; + case DefaultOpenSimplex2: + { + final /*FNLfloat*/ float R3 = (/*FNLfloat*/ float)(2.0 / 3.0); + /*FNLfloat*/ float r = (xs + ys + zs) * R3; // Rotation, not skew + xs = r - xs; + ys = r - ys; + zs = r - zs; + } + break; + default: + break; + } + + DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, coord); + } + + + // Domain Warp Fractal Progressive + + private void DomainWarpFractalProgressive(Vector2 coord) + { + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + for (int i = 0; i < mOctaves; i++) + { + /*FNLfloat*/ float xs = coord.x; + /*FNLfloat*/ float ys = coord.y; + switch (mDomainWarpType) + { + case OpenSimplex2: + case OpenSimplex2Reduced: + { + final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059; + final /*FNLfloat*/ float F2 = 0.5f * (SQRT3 - 1); + /*FNLfloat*/ float t = (xs + ys) * F2; + xs += t; ys += t; + } + break; + default: + break; + } + + DoSingleDomainWarp(seed, amp, freq, xs, ys, coord); + + seed++; + amp *= mGain; + freq *= mLacunarity; + } + } + + private void DomainWarpFractalProgressive(Vector3 coord) + { + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + for (int i = 0; i < mOctaves; i++) + { + /*FNLfloat*/ float xs = coord.x; + /*FNLfloat*/ float ys = coord.y; + /*FNLfloat*/ float zs = coord.z; + switch (mWarpTransformType3D) + { + case ImproveXYPlanes: + { + /*FNLfloat*/ float xy = xs + ys; + /*FNLfloat*/ float s2 = xy * -(/*FNLfloat*/ float)0.211324865405187; + zs *= (/*FNLfloat*/ float)0.577350269189626; + xs += s2 - zs; + ys = ys + s2 - zs; + zs += xy * (/*FNLfloat*/ float)0.577350269189626; + } + break; + case ImproveXZPlanes: + { + /*FNLfloat*/ float xz = xs + zs; + /*FNLfloat*/ float s2 = xz * -(/*FNLfloat*/ float)0.211324865405187; + ys *= (/*FNLfloat*/ float)0.577350269189626; + xs += s2 - ys; zs += s2 - ys; + ys += xz * (/*FNLfloat*/ float)0.577350269189626; + } + break; + case DefaultOpenSimplex2: + { + final /*FNLfloat*/ float R3 = (/*FNLfloat*/ float)(2.0 / 3.0); + /*FNLfloat*/ float r = (xs + ys + zs) * R3; // Rotation, not skew + xs = r - xs; + ys = r - ys; + zs = r - zs; + } + break; + default: + break; + } + + DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, coord); + + seed++; + amp *= mGain; + freq *= mLacunarity; + } + } + + + // Domain Warp Fractal Independant + private void DomainWarpFractalIndependent(Vector2 coord) + { + /*FNLfloat*/ float xs = coord.x; + /*FNLfloat*/ float ys = coord.y; + switch (mDomainWarpType) + { + case OpenSimplex2: + case OpenSimplex2Reduced: + { + final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059; + final /*FNLfloat*/ float F2 = 0.5f * (SQRT3 - 1); + /*FNLfloat*/ float t = (xs + ys) * F2; + xs += t; ys += t; + } + break; + default: + break; + } + + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + for (int i = 0; i < mOctaves; i++) + { + DoSingleDomainWarp(seed, amp, freq, xs, ys, coord); + + seed++; + amp *= mGain; + freq *= mLacunarity; + } + } + + private void DomainWarpFractalIndependent(Vector3 coord) + { + /*FNLfloat*/ float xs = coord.x; + /*FNLfloat*/ float ys = coord.y; + /*FNLfloat*/ float zs = coord.z; + switch (mWarpTransformType3D) + { + case ImproveXYPlanes: + { + /*FNLfloat*/ float xy = xs + ys; + /*FNLfloat*/ float s2 = xy * -(/*FNLfloat*/ float)0.211324865405187; + zs *= (/*FNLfloat*/ float)0.577350269189626; + xs += s2 - zs; + ys = ys + s2 - zs; + zs += xy * (/*FNLfloat*/ float)0.577350269189626; + } + break; + case ImproveXZPlanes: + { + /*FNLfloat*/ float xz = xs + zs; + /*FNLfloat*/ float s2 = xz * -(/*FNLfloat*/ float)0.211324865405187; + ys *= (/*FNLfloat*/ float)0.577350269189626; + xs += s2 - ys; zs += s2 - ys; + ys += xz * (/*FNLfloat*/ float)0.577350269189626; + } + break; + case DefaultOpenSimplex2: + { + final /*FNLfloat*/ float R3 = (/*FNLfloat*/ float)(2.0 / 3.0); + /*FNLfloat*/ float r = (xs + ys + zs) * R3; // Rotation, not skew + xs = r - xs; + ys = r - ys; + zs = r - zs; + } + break; + default: + break; + } + + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + for (int i = 0; i < mOctaves; i++) + { + DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, coord); + + seed++; + amp *= mGain; + freq *= mLacunarity; + } + } + + + // Domain Warp Basic Grid + + private void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, /*FNLfloat*/ float x, /*FNLfloat*/ float y, Vector2 coord) + { + /*FNLfloat*/ float xf = x * frequency; + /*FNLfloat*/ float yf = y * frequency; + + int x0 = FastFloor(xf); + int y0 = FastFloor(yf); + + float xs = InterpHermite((float)(xf - x0)); + float ys = InterpHermite((float)(yf - y0)); + + x0 *= PrimeX; + y0 *= PrimeY; + int x1 = x0 + PrimeX; + int y1 = y0 + PrimeY; + + int hash0 = Hash(seed, x0, y0) & (255 << 1); + int hash1 = Hash(seed, x1, y0) & (255 << 1); + + float lx0x = Lerp(RandVecs2D[hash0], RandVecs2D[hash1], xs); + float ly0x = Lerp(RandVecs2D[hash0 | 1], RandVecs2D[hash1 | 1], xs); + + hash0 = Hash(seed, x0, y1) & (255 << 1); + hash1 = Hash(seed, x1, y1) & (255 << 1); + + float lx1x = Lerp(RandVecs2D[hash0], RandVecs2D[hash1], xs); + float ly1x = Lerp(RandVecs2D[hash0 | 1], RandVecs2D[hash1 | 1], xs); + + coord.x += Lerp(lx0x, lx1x, ys) * warpAmp; + coord.y += Lerp(ly0x, ly1x, ys) * warpAmp; + } + + private void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z, Vector3 coord) + { + /*FNLfloat*/ float xf = x * frequency; + /*FNLfloat*/ float yf = y * frequency; + /*FNLfloat*/ float zf = z * frequency; + + int x0 = FastFloor(xf); + int y0 = FastFloor(yf); + int z0 = FastFloor(zf); + + float xs = InterpHermite((float)(xf - x0)); + float ys = InterpHermite((float)(yf - y0)); + float zs = InterpHermite((float)(zf - z0)); + + x0 *= PrimeX; + y0 *= PrimeY; + z0 *= PrimeZ; + int x1 = x0 + PrimeX; + int y1 = y0 + PrimeY; + int z1 = z0 + PrimeZ; + + int hash0 = Hash(seed, x0, y0, z0) & (255 << 2); + int hash1 = Hash(seed, x1, y0, z0) & (255 << 2); + + float lx0x = Lerp(RandVecs3D[hash0], RandVecs3D[hash1], xs); + float ly0x = Lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], xs); + float lz0x = Lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], xs); + + hash0 = Hash(seed, x0, y1, z0) & (255 << 2); + hash1 = Hash(seed, x1, y1, z0) & (255 << 2); + + float lx1x = Lerp(RandVecs3D[hash0], RandVecs3D[hash1], xs); + float ly1x = Lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], xs); + float lz1x = Lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], xs); + + float lx0y = Lerp(lx0x, lx1x, ys); + float ly0y = Lerp(ly0x, ly1x, ys); + float lz0y = Lerp(lz0x, lz1x, ys); + + hash0 = Hash(seed, x0, y0, z1) & (255 << 2); + hash1 = Hash(seed, x1, y0, z1) & (255 << 2); + + lx0x = Lerp(RandVecs3D[hash0], RandVecs3D[hash1], xs); + ly0x = Lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], xs); + lz0x = Lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], xs); + + hash0 = Hash(seed, x0, y1, z1) & (255 << 2); + hash1 = Hash(seed, x1, y1, z1) & (255 << 2); + + lx1x = Lerp(RandVecs3D[hash0], RandVecs3D[hash1], xs); + ly1x = Lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], xs); + lz1x = Lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], xs); + + coord.x += Lerp(lx0y, Lerp(lx0x, lx1x, ys), zs) * warpAmp; + coord.y += Lerp(ly0y, Lerp(ly0x, ly1x, ys), zs) * warpAmp; + coord.z += Lerp(lz0y, Lerp(lz0x, lz1x, ys), zs) * warpAmp; + } + + + // Domain Warp Simplex/OpenSimplex2 + private void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, /*FNLfloat*/ float x, /*FNLfloat*/ float y, Vector2 coord, boolean outGradOnly) + { + final float SQRT3 = 1.7320508075688772935274463415059f; + final float G2 = (3 - SQRT3) / 6; + + x *= frequency; + y *= frequency; + + /* + * --- Skew moved to switch statements before fractal evaluation --- + * final FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = FastFloor(x); + int j = FastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + float t = (xi + yi) * G2; + float x0 = (float)(xi - t); + float y0 = (float)(yi - t); + + i *= PrimeX; + j *= PrimeY; + + float vx, vy; + vx = vy = 0; + + float a = 0.5f - x0 * x0 - y0 * y0; + if (a > 0) + { + float aaaa = (a * a) * (a * a); + float xo, yo; + if (outGradOnly) + { + int hash = Hash(seed, i, j) & (255 << 1); + xo = RandVecs2D[hash]; + yo = RandVecs2D[hash | 1]; + } + else + { + int hash = Hash(seed, i, j); + int index1 = hash & (127 << 1); + int index2 = (hash >> 7) & (255 << 1); + float xg = Gradients2D[index1]; + float yg = Gradients2D[index1 | 1]; + float value = x0 * xg + y0 * yg; + float xgo = RandVecs2D[index2]; + float ygo = RandVecs2D[index2 | 1]; + xo = value * xgo; + yo = value * ygo; + } + vx += aaaa * xo; + vy += aaaa * yo; + } + + float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a); + if (c > 0) + { + float x2 = x0 + (2 * (float)G2 - 1); + float y2 = y0 + (2 * (float)G2 - 1); + float cccc = (c * c) * (c * c); + float xo, yo; + if (outGradOnly) + { + int hash = Hash(seed, i + PrimeX, j + PrimeY) & (255 << 1); + xo = RandVecs2D[hash]; + yo = RandVecs2D[hash | 1]; + } + else + { + int hash = Hash(seed, i + PrimeX, j + PrimeY); + int index1 = hash & (127 << 1); + int index2 = (hash >> 7) & (255 << 1); + float xg = Gradients2D[index1]; + float yg = Gradients2D[index1 | 1]; + float value = x2 * xg + y2 * yg; + float xgo = RandVecs2D[index2]; + float ygo = RandVecs2D[index2 | 1]; + xo = value * xgo; + yo = value * ygo; + } + vx += cccc * xo; + vy += cccc * yo; + } + + if (y0 > x0) + { + float x1 = x0 + (float)G2; + float y1 = y0 + ((float)G2 - 1); + float b = 0.5f - x1 * x1 - y1 * y1; + if (b > 0) + { + float bbbb = (b * b) * (b * b); + float xo, yo; + if (outGradOnly) + { + int hash = Hash(seed, i, j + PrimeY) & (255 << 1); + xo = RandVecs2D[hash]; + yo = RandVecs2D[hash | 1]; + } + else + { + int hash = Hash(seed, i, j + PrimeY); + int index1 = hash & (127 << 1); + int index2 = (hash >> 7) & (255 << 1); + float xg = Gradients2D[index1]; + float yg = Gradients2D[index1 | 1]; + float value = x1 * xg + y1 * yg; + float xgo = RandVecs2D[index2]; + float ygo = RandVecs2D[index2 | 1]; + xo = value * xgo; + yo = value * ygo; + } + vx += bbbb * xo; + vy += bbbb * yo; + } + } + else + { + float x1 = x0 + ((float)G2 - 1); + float y1 = y0 + (float)G2; + float b = 0.5f - x1 * x1 - y1 * y1; + if (b > 0) + { + float bbbb = (b * b) * (b * b); + float xo, yo; + if (outGradOnly) + { + int hash = Hash(seed, i + PrimeX, j) & (255 << 1); + xo = RandVecs2D[hash]; + yo = RandVecs2D[hash | 1]; + } + else + { + int hash = Hash(seed, i + PrimeX, j); + int index1 = hash & (127 << 1); + int index2 = (hash >> 7) & (255 << 1); + float xg = Gradients2D[index1]; + float yg = Gradients2D[index1 | 1]; + float value = x1 * xg + y1 * yg; + float xgo = RandVecs2D[index2]; + float ygo = RandVecs2D[index2 | 1]; + xo = value * xgo; + yo = value * ygo; + } + vx += bbbb * xo; + vy += bbbb * yo; + } + } + + coord.x += vx * warpAmp; + coord.y += vy * warpAmp; + } + + private void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z, Vector3 coord, boolean outGradOnly) + { + x *= frequency; + y *= frequency; + z *= frequency; + + /* + * --- Rotation moved to switch statements before fractal evaluation --- + * final FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = FastRound(x); + int j = FastRound(y); + int k = FastRound(z); + float x0 = (float)x - i; + float y0 = (float)y - j; + float z0 = (float)z - k; + + int xNSign = (int)(-x0 - 1.0f) | 1; + int yNSign = (int)(-y0 - 1.0f) | 1; + int zNSign = (int)(-z0 - 1.0f) | 1; + + float ax0 = xNSign * -x0; + float ay0 = yNSign * -y0; + float az0 = zNSign * -z0; + + i *= PrimeX; + j *= PrimeY; + k *= PrimeZ; + + float vx, vy, vz; + vx = vy = vz = 0; + + float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0); + for (int l = 0; ; l++) + { + if (a > 0) + { + float aaaa = (a * a) * (a * a); + float xo, yo, zo; + if (outGradOnly) + { + int hash = Hash(seed, i, j, k) & (255 << 2); + xo = RandVecs3D[hash]; + yo = RandVecs3D[hash | 1]; + zo = RandVecs3D[hash | 2]; + } + else + { + int hash = Hash(seed, i, j, k); + int index1 = hash & (63 << 2); + int index2 = (hash >> 6) & (255 << 2); + float xg = Gradients3D[index1]; + float yg = Gradients3D[index1 | 1]; + float zg = Gradients3D[index1 | 2]; + float value = x0 * xg + y0 * yg + z0 * zg; + float xgo = RandVecs3D[index2]; + float ygo = RandVecs3D[index2 | 1]; + float zgo = RandVecs3D[index2 | 2]; + xo = value * xgo; + yo = value * ygo; + zo = value * zgo; + } + vx += aaaa * xo; + vy += aaaa * yo; + vz += aaaa * zo; + } + + float b = a; + int i1 = i; + int j1 = j; + int k1 = k; + float x1 = x0; + float y1 = y0; + float z1 = z0; + + if (ax0 >= ay0 && ax0 >= az0) + { + x1 += xNSign; + b = b + ax0 + ax0; + i1 -= xNSign * PrimeX; + } + else if (ay0 > ax0 && ay0 >= az0) + { + y1 += yNSign; + b = b + ay0 + ay0; + j1 -= yNSign * PrimeY; + } + else + { + z1 += zNSign; + b = b + az0 + az0; + k1 -= zNSign * PrimeZ; + } + + if (b > 1) + { + b -= 1; + float bbbb = (b * b) * (b * b); + float xo, yo, zo; + if (outGradOnly) + { + int hash = Hash(seed, i1, j1, k1) & (255 << 2); + xo = RandVecs3D[hash]; + yo = RandVecs3D[hash | 1]; + zo = RandVecs3D[hash | 2]; + } + else + { + int hash = Hash(seed, i1, j1, k1); + int index1 = hash & (63 << 2); + int index2 = (hash >> 6) & (255 << 2); + float xg = Gradients3D[index1]; + float yg = Gradients3D[index1 | 1]; + float zg = Gradients3D[index1 | 2]; + float value = x1 * xg + y1 * yg + z1 * zg; + float xgo = RandVecs3D[index2]; + float ygo = RandVecs3D[index2 | 1]; + float zgo = RandVecs3D[index2 | 2]; + xo = value * xgo; + yo = value * ygo; + zo = value * zgo; + } + vx += bbbb * xo; + vy += bbbb * yo; + vz += bbbb * zo; + } + + if (l == 1) break; + + ax0 = 0.5f - ax0; + ay0 = 0.5f - ay0; + az0 = 0.5f - az0; + + x0 = xNSign * ax0; + y0 = yNSign * ay0; + z0 = zNSign * az0; + + a += (0.75f - ax0) - (ay0 + az0); + + i += (xNSign >> 1) & PrimeX; + j += (yNSign >> 1) & PrimeY; + k += (zNSign >> 1) & PrimeZ; + + xNSign = -xNSign; + yNSign = -yNSign; + zNSign = -zNSign; + + seed += 1293373; + } + + coord.x += vx * warpAmp; + coord.y += vy * warpAmp; + coord.z += vz * warpAmp; + } + + public static class Vector2 + { + public /*FNLfloat*/ float x; + public /*FNLfloat*/ float y; + public Vector2(/*FNLfloat*/ float x, /*FNLfloat*/ float y) + { + this.x = x; + this.y = y; + } + } + + public static class Vector3 + { + public /*FNLfloat*/ float x; + public /*FNLfloat*/ float y; + public /*FNLfloat*/ float z; + public Vector3(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z) + { + this.x = x; + this.y = y; + this.z = z; + } + } +} \ No newline at end of file diff --git a/src/main/java/xyz/valnet/engine/math/SimplexNoise.java b/src/main/java/xyz/valnet/engine/math/SimplexNoise.java new file mode 100644 index 0000000..17fdf5c --- /dev/null +++ b/src/main/java/xyz/valnet/engine/math/SimplexNoise.java @@ -0,0 +1,64 @@ +package xyz.valnet.engine.math; + +import java.util.Random; + +// Just like in perlin noise you will in general combine several octaves of noise +// to create fractal noise (which gives you terrain like features). +// Note that 3D terrain heights are created by 2D noise. + +public class SimplexNoise { + + private SimplexNoiseOctave[] octaves; + private double[] frequencys; + private double[] amplitudes; + + private int largestFeature; + private double persistence; + private int seed; + + public SimplexNoise(int largestFeature, double persistence, int seed) { + this.largestFeature = largestFeature; + this.persistence = persistence; + this.seed = seed; + + // recieves a number (eg 128) and calculates what power of 2 it is (eg 2^7) + // Math.ceil(7) = 7 = numberOfOctaves + int numberOfOctaves = (int)Math.ceil(Math.log10(this.largestFeature)/Math.log10(2)); + + octaves = new SimplexNoiseOctave[numberOfOctaves]; + frequencys = new double[numberOfOctaves]; + amplitudes = new double[numberOfOctaves]; + + Random rnd = new Random(this.seed); + + for(int i=0; iy0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1) + else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1) + // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and + // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where + // c = (3-sqrt(3))/6 + double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords + double y1 = y0 - j1 + G2; + double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords + double y2 = y0 - 1.0 + 2.0 * G2; + // Work out the hashed gradient indices of the three simplex corners + int ii = i & 255; + int jj = j & 255; + int gi0 = permMod12[ii+perm[jj]]; + int gi1 = permMod12[ii+i1+perm[jj+j1]]; + int gi2 = permMod12[ii+1+perm[jj+1]]; + // Calculate the contribution from the three corners + double t0 = 0.5 - x0*x0-y0*y0; + if(t0<0) n0 = 0.0; + else { + t0 *= t0; + n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient + } + double t1 = 0.5 - x1*x1-y1*y1; + if(t1<0) n1 = 0.0; + else { + t1 *= t1; + n1 = t1 * t1 * dot(grad3[gi1], x1, y1); + } + double t2 = 0.5 - x2*x2-y2*y2; + if(t2<0) n2 = 0.0; + else { + t2 *= t2; + n2 = t2 * t2 * dot(grad3[gi2], x2, y2); + } + // Add contributions from each corner to get the final noise value. + // The result is scaled to return values in the interval [-1,1]. + return 70.0 * (n0 + n1 + n2); + } + + + // 3D simplex noise + public double noise(double xin, double yin, double zin) { + double n0, n1, n2, n3; // Noise contributions from the four corners + // Skew the input space to determine which simplex cell we're in + double s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D + int i = fastfloor(xin+s); + int j = fastfloor(yin+s); + int k = fastfloor(zin+s); + double t = (i+j+k)*G3; + double X0 = i-t; // Unskew the cell origin back to (x,y,z) space + double Y0 = j-t; + double Z0 = k-t; + double x0 = xin-X0; // The x,y,z distances from the cell origin + double y0 = yin-Y0; + double z0 = zin-Z0; + // For the 3D case, the simplex shape is a slightly irregular tetrahedron. + // Determine which simplex we are in. + int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords + int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords + if(x0>=y0) { + if(y0>=z0) { + i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; + } // X Y Z order + else if(x0>=z0) { + i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; + } // X Z Y order + else { + i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; + } // Z X Y order + } + else { // x0 y0) rankx++; else ranky++; + if(x0 > z0) rankx++; else rankz++; + if(x0 > w0) rankx++; else rankw++; + if(y0 > z0) ranky++; else rankz++; + if(y0 > w0) ranky++; else rankw++; + if(z0 > w0) rankz++; else rankw++; + int i1, j1, k1, l1; // The integer offsets for the second simplex corner + int i2, j2, k2, l2; // The integer offsets for the third simplex corner + int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner + // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. + // Many values of c will never occur, since e.g. x>y>z>w makes x= 3 ? 1 : 0; + j1 = ranky >= 3 ? 1 : 0; + k1 = rankz >= 3 ? 1 : 0; + l1 = rankw >= 3 ? 1 : 0; + // Rank 2 denotes the second largest coordinate. + i2 = rankx >= 2 ? 1 : 0; + j2 = ranky >= 2 ? 1 : 0; + k2 = rankz >= 2 ? 1 : 0; + l2 = rankw >= 2 ? 1 : 0; + // Rank 1 denotes the second smallest coordinate. + i3 = rankx >= 1 ? 1 : 0; + j3 = ranky >= 1 ? 1 : 0; + k3 = rankz >= 1 ? 1 : 0; + l3 = rankw >= 1 ? 1 : 0; + // The fifth corner has all coordinate offsets = 1, so no need to compute that. + double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords + double y1 = y0 - j1 + G4; + double z1 = z0 - k1 + G4; + double w1 = w0 - l1 + G4; + double x2 = x0 - i2 + 2.0*G4; // Offsets for third corner in (x,y,z,w) coords + double y2 = y0 - j2 + 2.0*G4; + double z2 = z0 - k2 + 2.0*G4; + double w2 = w0 - l2 + 2.0*G4; + double x3 = x0 - i3 + 3.0*G4; // Offsets for fourth corner in (x,y,z,w) coords + double y3 = y0 - j3 + 3.0*G4; + double z3 = z0 - k3 + 3.0*G4; + double w3 = w0 - l3 + 3.0*G4; + double x4 = x0 - 1.0 + 4.0*G4; // Offsets for last corner in (x,y,z,w) coords + double y4 = y0 - 1.0 + 4.0*G4; + double z4 = z0 - 1.0 + 4.0*G4; + double w4 = w0 - 1.0 + 4.0*G4; + // Work out the hashed gradient indices of the five simplex corners + int ii = i & 255; + int jj = j & 255; + int kk = k & 255; + int ll = l & 255; + int gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32; + int gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32; + int gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32; + int gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32; + int gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32; + // Calculate the contribution from the five corners + double t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 - w0*w0; + if(t0<0) n0 = 0.0; + else { + t0 *= t0; + n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0); + } + double t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1; + if(t1<0) n1 = 0.0; + else { + t1 *= t1; + n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1); + } + double t2 = 0.6 - x2*x2 - y2*y2 - z2*z2 - w2*w2; + if(t2<0) n2 = 0.0; + else { + t2 *= t2; + n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2); + } + double t3 = 0.6 - x3*x3 - y3*y3 - z3*z3 - w3*w3; + if(t3<0) n3 = 0.0; + else { + t3 *= t3; + n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3); + } + double t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4; + if(t4<0) n4 = 0.0; + else { + t4 *= t4; + n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4); + } + // Sum up and scale the result to cover the range [-1,1] + return 27.0 * (n0 + n1 + n2 + n3 + n4); + } + + // Inner class to speed upp gradient computations + // (array access is a lot slower than member access) + private static class Grad + { + double x, y, z, w; + + Grad(double x, double y, double z) + { + this.x = x; + this.y = y; + this.z = z; + } + + Grad(double x, double y, double z, double w) + { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + } + +} diff --git a/src/main/java/xyz/valnet/engine/scenegraph/GameObject.java b/src/main/java/xyz/valnet/engine/scenegraph/GameObject.java index b15d554..5f50a5c 100644 --- a/src/main/java/xyz/valnet/engine/scenegraph/GameObject.java +++ b/src/main/java/xyz/valnet/engine/scenegraph/GameObject.java @@ -45,7 +45,7 @@ public class GameObject implements IRenderable, ITickable { public void start() {} - public void remove(GameObject obj) { + protected void remove(GameObject obj) { scene.remove(obj); } } diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/Job.java b/src/main/java/xyz/valnet/hadean/gameobjects/Job.java index e94d93f..f0596a3 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/Job.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/Job.java @@ -3,6 +3,7 @@ package xyz.valnet.hadean.gameobjects; import java.util.ArrayList; import java.util.Arrays; import java.util.List; +import java.util.function.Function; import xyz.valnet.engine.math.Vector2f; import xyz.valnet.engine.math.Vector2i; @@ -15,6 +16,7 @@ import xyz.valnet.hadean.interfaces.IWorkable; public class Job extends GameObject { private Job that = this; + private List closedListeners = new ArrayList(); public abstract class JobStep { public abstract Vector2i[] getLocations(); @@ -45,8 +47,10 @@ public class Job extends GameObject { public Vector2i[] getLocations() { Stockpile pile = that.get(Stockpile.class); - Vector4f box = pile.getWorldBox(); - return new Vector2i[] { new Vector2f(box.x, box.y).asInt() }; + // Vector4f box = pile.getWorldBox().toXYWH(); + return new Vector2i[] { + pile.getFreeTile() + }; } } @@ -89,7 +93,13 @@ public class Job extends GameObject { public void nextStep() { step ++; - if(isCompleted()) get(JobBoard.class).completeJob(this); + if(isCompleted()) { + get(JobBoard.class).completeJob(this); + for(Callback callback : closedListeners) { + callback.apply(); + } + remove(this); + } } public boolean isCompleted() { @@ -104,4 +114,13 @@ public class Job extends GameObject { public String getJobName() { return name; } + + @FunctionalInterface + public interface Callback { + public void apply(); + } + + public void registerClosedListener(Callback callback) { + closedListeners.add(callback); + } } diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/Terrain.java b/src/main/java/xyz/valnet/hadean/gameobjects/Terrain.java index 84dbfd4..55d6d57 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/Terrain.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/Terrain.java @@ -1,5 +1,6 @@ package xyz.valnet.hadean.gameobjects; +import xyz.valnet.engine.math.FastNoiseLite; import xyz.valnet.engine.math.Vector2i; import xyz.valnet.engine.math.Vector4f; import xyz.valnet.engine.scenegraph.GameObject; @@ -8,11 +9,17 @@ import xyz.valnet.hadean.pathfinding.IPathable; public class Terrain extends GameObject implements IPathable, IWorldBoundsAdapter { - public static final int WORLD_SIZE = 24; + public static final int WORLD_SIZE = 30; public static final int TILE_SIZE = 8; - // public static int left, top; + public float getNoise(int seed, float x, float y) { + FastNoiseLite noise = new FastNoiseLite(seed); + float base = ((noise.GetNoise(x * 10, y * 10) + 1) / 2) * 1.0f; + float highnoise = ((noise.GetNoise(x * 100, y * 100) + 1) / 2) * 1.0f; + return (base + highnoise) / 2.0f; + } + private Tile[][] tiles = new Tile[WORLD_SIZE][WORLD_SIZE]; private Camera camera; diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/Tile.java b/src/main/java/xyz/valnet/hadean/gameobjects/Tile.java index a5deb7c..fd4643f 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/Tile.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/Tile.java @@ -2,14 +2,17 @@ package xyz.valnet.hadean.gameobjects; import java.util.ArrayList; import java.util.List; +import java.util.stream.Stream; import xyz.valnet.engine.graphics.Sprite; +import xyz.valnet.engine.math.Vector2f; import xyz.valnet.engine.math.Vector2i; import xyz.valnet.engine.math.Vector4f; import xyz.valnet.engine.scenegraph.GameObject; import xyz.valnet.hadean.gameobjects.worldobjects.FarmPlot; import xyz.valnet.hadean.gameobjects.worldobjects.Tree; import xyz.valnet.hadean.gameobjects.worldobjects.WorldObject; +import xyz.valnet.hadean.gameobjects.worldobjects.items.Item; import xyz.valnet.hadean.interfaces.ITileThing; import xyz.valnet.hadean.interfaces.IWorkable; import xyz.valnet.hadean.util.Assets; @@ -17,13 +20,18 @@ import xyz.valnet.hadean.util.Layers; public class Tile extends WorldObject implements IWorkable { - private Camera camera; + private static int redSeed = (int)(Math.random() * 10000); + private static int greenSeed = (int)(Math.random() * 10000); + private static int blueSeed = (int)(Math.random() * 10000); - private final int x, y; - private final Vector4f color = new Vector4f((float) Math.random() * 0.1f, 0.4f + (float) Math.random() * 0.15f, (float) Math.random() * 0.05f, 1f); + // private final int x, y; + private Vector4f color; private final Sprite sprite = Assets.defaultTerrain[(int)Math.floor(Math.random() * Assets.defaultTerrain.length)]; private List stuff = new ArrayList(); + // TODO remove remove queue, cause like, we dont iterate over + // things? so why remove queue them? that just leads to unneccesary + // timing issues. you dumb fuck. private List toRemove = new ArrayList(); public Tile(int x, int y) { @@ -32,18 +40,33 @@ public class Tile extends WorldObject implements IWorkable { } public Vector2i getCoords() { - return new Vector2i(x, y); + return new Vector2f(x, y).asInt(); } public void start() { - camera = get(Camera.class); - + super.start(); if(Math.random() > 0.97) { - Tree tree = new Tree(x, y); + Tree tree = new Tree((int)x, (int)y); stuff.add(tree); add(tree); } - + + float scale = 1; + + float red = (float) terrain.getNoise(redSeed, x * scale, y * scale); + float green = (float) terrain.getNoise(greenSeed, x * scale, y * scale); + float blue = (float) terrain.getNoise(blueSeed, x * scale, y * scale); + + color = new Vector4f(red * 0.1f, 0.4f + green * 0.15f, blue * 0.05f, 1f); + // color = new Vector4f(red, green, blue, 1.0f); + } + + public boolean isTileFree() { + if(!isWalkable()) return false; + for(ITileThing thing : stuff) { + if(thing instanceof Item) return false; + } + return true; } public void placeThing(ITileThing thing) { @@ -51,6 +74,7 @@ public class Tile extends WorldObject implements IWorkable { if(thing instanceof GameObject) { add((GameObject)thing); } + thing.onPlaced(this); if(thing instanceof FarmPlot) { desiredTill = true; @@ -58,6 +82,14 @@ public class Tile extends WorldObject implements IWorkable { } } + public T removeThing(T thing) { + if(!(stuff.contains(thing))) return null; + if(toRemove.contains(thing)) return null; + + toRemove.add(thing); + return thing; + } + @Override public void update(float dTime) { for(ITileThing thing : stuff) { @@ -106,15 +138,15 @@ public class Tile extends WorldObject implements IWorkable { @Override public Vector2i[] getWorkablePositions() { return new Vector2i[] { - new Vector2i(x - 1, y - 1), - new Vector2i(x, y - 1), - new Vector2i(x + 1, y - 1), - new Vector2i(x - 1, y + 0), - new Vector2i(x, y + 0), - new Vector2i(x + 1, y + 0), - new Vector2i(x - 1, y + 1), - new Vector2i(x, y + 1), - new Vector2i(x + 1, y + 1), + new Vector2i((int)x - 1, (int)y - 1), + new Vector2i((int)x, (int)y - 1), + new Vector2i((int)x + 1, (int)y - 1), + new Vector2i((int)x - 1, (int)y + 0), + new Vector2i((int)x, (int)y + 0), + new Vector2i((int)x + 1, (int)y + 0), + new Vector2i((int)x - 1, (int)y + 1), + new Vector2i((int)x, (int)y + 1), + new Vector2i((int)x + 1, (int)y + 1), }; } @@ -143,4 +175,13 @@ public class Tile extends WorldObject implements IWorkable { public Vector4f getWorldBox() { return new Vector4f(x, y, x+1, y+1); } + + public String toThingsString() { + if(stuff.size() == 0) return " - Nothing"; + String str = ""; + for(ITileThing thing : stuff) { + str += " - " + thing + "\n"; + } + return str.stripTrailing(); + } } diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/ui/HoverQuery.java b/src/main/java/xyz/valnet/hadean/gameobjects/ui/HoverQuery.java index d5c8116..33f1219 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/ui/HoverQuery.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/ui/HoverQuery.java @@ -8,8 +8,9 @@ import xyz.valnet.engine.math.Vector2f; import xyz.valnet.engine.math.Vector4f; import xyz.valnet.engine.scenegraph.GameObject; import xyz.valnet.hadean.gameobjects.Camera; -import xyz.valnet.hadean.gameobjects.Terrain; +import xyz.valnet.hadean.gameobjects.Tile; import xyz.valnet.hadean.gameobjects.worldobjects.WorldObject; +import xyz.valnet.hadean.interfaces.ITileThing; import xyz.valnet.hadean.util.Assets; public class HoverQuery extends GameObject { @@ -37,6 +38,10 @@ public class HoverQuery extends GameObject { position.y < box.w ) { thingStrings.add(obj.getName()); + + if(obj instanceof Tile) { + thingStrings.add(((Tile)obj).toThingsString()); + } } } } @@ -45,8 +50,10 @@ public class HoverQuery extends GameObject { public void render() { int i = 16; for(String thingString : thingStrings) { - Assets.font.drawString(thingString, 16, i); - i += 14; + for(String str : thingString.split("\n")) { + Assets.font.drawString(str, 16, i); + i += 14; + } } } } diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/ui/tabs/BuildTab.java b/src/main/java/xyz/valnet/hadean/gameobjects/ui/tabs/BuildTab.java index c3ff4ec..7ce84d2 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/ui/tabs/BuildTab.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/ui/tabs/BuildTab.java @@ -112,7 +112,7 @@ public class BuildTab extends Tab implements ISelectionChangeListener, IMouseCap // draw the currently selected build item Assets.flat.pushColor(new Vector4f(1f, 1f, 1f, 0.5f)); for(int i = 0; i < w; i ++) for(int j = 0; j < h; j ++) {{ - camera.draw(Layers.BUILD_INTERACTABLE, Assets.stockpile, x + i, y + j); + camera.draw(Layers.BUILD_INTERACTABLE, Assets.checkerBoard, x + i, y + j); }} Assets.flat.popColor(); } diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/FarmPlot.java b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/FarmPlot.java index be9ae16..dcd2c10 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/FarmPlot.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/FarmPlot.java @@ -27,7 +27,7 @@ public class FarmPlot extends WorldObject implements ISelectable, ITileThing, IB return new Vector4f(x, y, x + w, y + h); } - private static Action TOGGLE_VISIBILITY = new Action("Hide / Show"); + private static Action TOGGLE_VISIBILITY = new Action("Hide\n----\nShow"); @Override public Action[] getActions() { diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Log.java b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Log.java index 216de4b..6e56af6 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Log.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Log.java @@ -1,13 +1,11 @@ package xyz.valnet.hadean.gameobjects.worldobjects; -import xyz.valnet.engine.math.Vector4f; -import xyz.valnet.hadean.interfaces.ISelectable; -import xyz.valnet.hadean.interfaces.ITileThing; -import xyz.valnet.hadean.util.Action; +import xyz.valnet.hadean.gameobjects.worldobjects.items.Item; import xyz.valnet.hadean.util.Assets; import xyz.valnet.hadean.util.Layers; -public class Log extends WorldObject implements ITileThing, ISelectable { +public class Log extends Item { + @Override public void start() { @@ -37,25 +35,6 @@ public class Log extends WorldObject implements ITileThing, ISelectable { @Override public void onRemove() {} - @Override - public Vector4f getWorldBox() { - return new Vector4f(x, y, x + 1, y + 1); - } - - private static final Action ACTION_HAUL = new Action("Haul"); - - @Override - public Action[] getActions() { - return new Action[] { - ACTION_HAUL - }; - } - - @Override - public void runAction(Action action) { - - } - @Override public String details() { return "A fat log"; diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Pawn.java b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Pawn.java index 2429326..66ade82 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Pawn.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Pawn.java @@ -1,5 +1,8 @@ package xyz.valnet.hadean.gameobjects.worldobjects; +import java.util.ArrayList; +import java.util.List; + import xyz.valnet.engine.math.Vector2f; import xyz.valnet.engine.math.Vector2i; import xyz.valnet.engine.math.Vector4f; @@ -8,6 +11,8 @@ import xyz.valnet.hadean.gameobjects.JobBoard; import xyz.valnet.hadean.gameobjects.Terrain; import xyz.valnet.hadean.gameobjects.Job.JobStep; import xyz.valnet.hadean.gameobjects.worldobjects.agents.Agent; +import xyz.valnet.hadean.gameobjects.worldobjects.items.Item; +import xyz.valnet.hadean.interfaces.ITileThing; import xyz.valnet.hadean.interfaces.IWorker; import xyz.valnet.hadean.util.Action; import xyz.valnet.hadean.util.Assets; @@ -106,6 +111,8 @@ public class Pawn extends Agent implements IWorker { return false; } + private List inventory = new ArrayList(); + private boolean doJob() { if(!jobboard.workerHasJob(this)) return false; JobStep step = jobboard.getJob(this).getCurrentStep(); @@ -116,6 +123,25 @@ public class Pawn extends Agent implements IWorker { Job.Work workStep = (Job.Work)step; if(workStep.doWork()) step.next(); return true; + } else if(step instanceof Job.PickupItem) { + Job.PickupItem pickupStep = (Job.PickupItem) step; + Item item = getTile().removeThing(pickupStep.item); + remove(item); + inventory.add(item); + step.next(); + return true; + } else if(step instanceof Job.DropoffAtStockpile) { + if(!getTile().isTileFree()) return false; + Job.DropoffAtStockpile dropoffStep = (Job.DropoffAtStockpile) step; + Item item = dropoffStep.item; + if(!inventory.contains(item)) { + return false; + } + inventory.remove(item); + add(item); + getTile().placeThing(item); + step.next(); + return true; } return false; diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Rice.java b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Rice.java index cc008de..138d47e 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Rice.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Rice.java @@ -3,13 +3,15 @@ package xyz.valnet.hadean.gameobjects.worldobjects; import xyz.valnet.engine.math.Vector2f; import xyz.valnet.engine.math.Vector4f; import xyz.valnet.hadean.gameobjects.JobBoard; +import xyz.valnet.hadean.gameobjects.Tile; +import xyz.valnet.hadean.gameobjects.worldobjects.items.Item; import xyz.valnet.hadean.interfaces.ISelectable; import xyz.valnet.hadean.interfaces.ITileThing; import xyz.valnet.hadean.util.Action; import xyz.valnet.hadean.util.Assets; import xyz.valnet.hadean.util.Layers; -public class Rice extends WorldObject implements ITileThing, ISelectable { +public class Rice extends Item implements ITileThing, ISelectable { // private SmartBoolean haul; diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Stockpile.java b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Stockpile.java index f9a172c..aa0d788 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Stockpile.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Stockpile.java @@ -1,6 +1,8 @@ package xyz.valnet.hadean.gameobjects.worldobjects; +import xyz.valnet.engine.math.Vector2i; import xyz.valnet.engine.math.Vector4f; +import xyz.valnet.hadean.gameobjects.Tile; import xyz.valnet.hadean.interfaces.BuildableMetadata; import xyz.valnet.hadean.interfaces.IBuildable; import xyz.valnet.hadean.interfaces.ISelectable; @@ -32,6 +34,27 @@ public class Stockpile extends WorldObject implements ISelectable, ITileThing, I } + private Tile[] getTiles() { + Vector4f box = getWorldBox(); + int count = 0; + Tile[] tiles = new Tile[(int)box.z * (int)box.w]; + for(float x = box.x; x < box.z; x ++) { + for(float y = box.y; y < box.w; y ++) { + tiles[count] = terrain.getTile((int)x, (int)y); + count ++; + } + } + return tiles; + } + + public Vector2i getFreeTile() { + Tile[] tiles = getTiles(); + for(Tile tile : tiles) { + if(tile.isTileFree()) return tile.getCoords(); + } + return null; + } + @Override public void start() { super.start(); @@ -86,9 +109,7 @@ public class Stockpile extends WorldObject implements ISelectable, ITileThing, I this.y = y; this.w = w; this.h = h; - System.out.println("<" + x + ", " + y + ", " + w + ", " + h + ">"); - System.out.println(inScene()); - terrain.getTile(x, y).placeThing(this); + for(int i = x; i < x + w; i ++) { for(int j = y; j < y + h; j ++) { terrain.getTile(i, j).placeThing(this); @@ -102,4 +123,7 @@ public class Stockpile extends WorldObject implements ISelectable, ITileThing, I return "Stockpile"; } + @Override + public void onPlaced(Tile tile) {} + } diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Tree.java b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Tree.java index 8b6d88a..56dce69 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Tree.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/Tree.java @@ -4,6 +4,7 @@ import xyz.valnet.engine.math.Vector2i; import xyz.valnet.engine.math.Vector4f; import xyz.valnet.hadean.gameobjects.Job; import xyz.valnet.hadean.gameobjects.JobBoard; +import xyz.valnet.hadean.gameobjects.Tile; import xyz.valnet.hadean.interfaces.ISelectable; import xyz.valnet.hadean.interfaces.ITileThing; import xyz.valnet.hadean.interfaces.IWorkable; @@ -17,8 +18,6 @@ public class Tree extends WorldObject implements ITileThing, ISelectable, IWorka private String name = "Tree " + (++ counter); private Job chopJob = null; - - private int x, y; public Tree(int x, int y) { this.x = x; @@ -69,10 +68,10 @@ public class Tree extends WorldObject implements ITileThing, ISelectable, IWorka @Override public Vector2i[] getWorkablePositions() { return new Vector2i[] { - new Vector2i(x, y - 1), - new Vector2i(x, y + 1), - new Vector2i(x - 1, y), - new Vector2i(x + 1, y) + new Vector2i((int)x, (int)y - 1), + new Vector2i((int)x, (int)y + 1), + new Vector2i((int)x - 1, (int)y), + new Vector2i((int)x + 1, (int)y) }; } @@ -116,7 +115,8 @@ public class Tree extends WorldObject implements ITileThing, ISelectable, IWorka @Override public void onRemove() { - add(new Log(x, y)); + Log log = new Log((int)x, (int)y); + getTile().placeThing(log); } @Override @@ -128,4 +128,10 @@ public class Tree extends WorldObject implements ITileThing, ISelectable, IWorka public String getName() { return "Tree"; } + + @Override + public void onPlaced(Tile tile) { + // TODO Auto-generated method stub + + } } diff --git a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/items/Item.java b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/items/Item.java index 0c05122..2931e1f 100644 --- a/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/items/Item.java +++ b/src/main/java/xyz/valnet/hadean/gameobjects/worldobjects/items/Item.java @@ -1,41 +1,71 @@ package xyz.valnet.hadean.gameobjects.worldobjects.items; +import xyz.valnet.engine.math.Vector2f; import xyz.valnet.engine.math.Vector4f; +import xyz.valnet.hadean.gameobjects.Job; import xyz.valnet.hadean.gameobjects.JobBoard; +import xyz.valnet.hadean.gameobjects.Tile; import xyz.valnet.hadean.gameobjects.worldobjects.WorldObject; -import xyz.valnet.hadean.util.SmartBoolean; +import xyz.valnet.hadean.interfaces.ISelectable; +import xyz.valnet.hadean.interfaces.ITileThing; +import xyz.valnet.hadean.util.Action; +import xyz.valnet.hadean.util.Assets; +import xyz.valnet.hadean.util.Layers; -public class Item extends WorldObject { +public abstract class Item extends WorldObject implements ISelectable, ITileThing { protected JobBoard jobboard; - private SmartBoolean haul; - - // camera.draw(Layers.MARKERS, Assets.haulArrow, x, y); + private Job haulJob = null; @Override public void start() { super.start(); - haul = new SmartBoolean(false, new SmartBoolean.IListener() { - @Override - public void rise() { - - } - - @Override - public void fall() { - - } - }); } @Override public String getName() { - // TODO Auto-generated method stub return null; } @Override public Vector4f getWorldBox() { - return null; + return new Vector4f(x, y, x + 1, y + 1); + } + + private static final Action ACTION_HAUL = new Action("Haul"); + + @Override + public Action[] getActions() { + return new Action[] { + ACTION_HAUL + }; + } + + @Override + public void renderAlpha() { + if(haulJob != null) { + Assets.flat.pushColor(Vector4f.opacity(0.6f)); + camera.draw(Layers.GENERAL_UI, Assets.haulArrow, getWorldPosition()); + Assets.flat.popColor(); + } + } + + @Override + public void runAction(Action action) { + if (action == ACTION_HAUL) { + haulJob = add(new Job("Haul " + this.getName())); + haulJob.addStep(haulJob.new PickupItem(this, new Vector2f[] { this.getWorldPosition() })); + haulJob.addStep(haulJob.new DropoffAtStockpile(this)); + haulJob.registerClosedListener(() -> { + haulJob = null; + }); + get(JobBoard.class).postJob(haulJob); + } + } + + @Override + public void onPlaced(Tile tile) { + this.x = tile.getCoords().x; + this.y = tile.getCoords().y; } } diff --git a/src/main/java/xyz/valnet/hadean/interfaces/ITileThing.java b/src/main/java/xyz/valnet/hadean/interfaces/ITileThing.java index f6a599e..5a5429a 100644 --- a/src/main/java/xyz/valnet/hadean/interfaces/ITileThing.java +++ b/src/main/java/xyz/valnet/hadean/interfaces/ITileThing.java @@ -1,7 +1,10 @@ package xyz.valnet.hadean.interfaces; +import xyz.valnet.hadean.gameobjects.Tile; + public interface ITileThing { public boolean isWalkable(); public boolean shouldRemove(); public void onRemove(); + public void onPlaced(Tile tile); } diff --git a/src/main/java/xyz/valnet/hadean/util/Action.java b/src/main/java/xyz/valnet/hadean/util/Action.java index 574b673..fd4a44d 100644 --- a/src/main/java/xyz/valnet/hadean/util/Action.java +++ b/src/main/java/xyz/valnet/hadean/util/Action.java @@ -1,7 +1,7 @@ package xyz.valnet.hadean.util; public class Action { - public String name; + public final String name; public Action(String name) { this.name = name; diff --git a/src/main/java/xyz/valnet/hadean/util/Assets.java b/src/main/java/xyz/valnet/hadean/util/Assets.java index b1994dc..1e0b406 100644 --- a/src/main/java/xyz/valnet/hadean/util/Assets.java +++ b/src/main/java/xyz/valnet/hadean/util/Assets.java @@ -32,7 +32,7 @@ public class Assets { public static final Sprite log; public static final Sprite lilAxe; public static final Sprite haulArrow; - public static final Sprite stockpile; + public static final Sprite checkerBoard; public static final Sprite riceBag; public static final Sprite farmPlot; public static final Sprite whiteBox; @@ -66,7 +66,7 @@ public class Assets { log = new Sprite(atlas, 48, 96, 16, 16); lilAxe = new Sprite(atlas, 64, 88, 16, 16); haulArrow = new Sprite(atlas, 80, 88, 16, 16); - stockpile = new Sprite(atlas, 40, 64, 4, 4); + checkerBoard = new Sprite(atlas, 40, 64, 4, 4); riceBag = new Sprite(atlas, 48, 112, 16, 16); farmPlot = new Sprite(atlas, 40, 72, 8, 8);