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Diffstat (limited to 'thirdparty/noise/FastNoiseLite.h')
-rw-r--r-- | thirdparty/noise/FastNoiseLite.h | 2589 |
1 files changed, 2589 insertions, 0 deletions
diff --git a/thirdparty/noise/FastNoiseLite.h b/thirdparty/noise/FastNoiseLite.h new file mode 100644 index 0000000000..8015bf636a --- /dev/null +++ b/thirdparty/noise/FastNoiseLite.h @@ -0,0 +1,2589 @@ +// 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 + +#ifndef FASTNOISELITE_H +#define FASTNOISELITE_H + +#include <cmath> + +namespace fastnoiselite{ + +class FastNoiseLite +{ +public: + enum NoiseType + { + NoiseType_OpenSimplex2, + NoiseType_OpenSimplex2S, + NoiseType_Cellular, + NoiseType_Perlin, + NoiseType_ValueCubic, + NoiseType_Value + }; + + enum RotationType3D + { + RotationType3D_None, + RotationType3D_ImproveXYPlanes, + RotationType3D_ImproveXZPlanes + }; + + enum FractalType + { + FractalType_None, + FractalType_FBm, + FractalType_Ridged, + FractalType_PingPong, + FractalType_DomainWarpProgressive, + FractalType_DomainWarpIndependent + }; + + enum CellularDistanceFunction + { + CellularDistanceFunction_Euclidean, + CellularDistanceFunction_EuclideanSq, + CellularDistanceFunction_Manhattan, + CellularDistanceFunction_Hybrid + }; + + enum CellularReturnType + { + CellularReturnType_CellValue, + CellularReturnType_Distance, + CellularReturnType_Distance2, + CellularReturnType_Distance2Add, + CellularReturnType_Distance2Sub, + CellularReturnType_Distance2Mul, + CellularReturnType_Distance2Div + }; + + enum DomainWarpType + { + DomainWarpType_OpenSimplex2, + DomainWarpType_OpenSimplex2Reduced, + DomainWarpType_BasicGrid + }; + + /// <summary> + /// Create new FastNoise object with optional seed + /// </summary> + FastNoiseLite(int seed = 1337) + { + mSeed = seed; + mFrequency = 0.01f; + mNoiseType = NoiseType_OpenSimplex2; + mRotationType3D = RotationType3D_None; + mTransformType3D = TransformType3D_DefaultOpenSimplex2; + + mFractalType = FractalType_None; + mOctaves = 3; + mLacunarity = 2.0f; + mGain = 0.5f; + mWeightedStrength = 0.0f; + mPingPongStrength = 2.0f; + + mFractalBounding = 1 / 1.75f; + + mCellularDistanceFunction = CellularDistanceFunction_EuclideanSq; + mCellularReturnType = CellularReturnType_Distance; + mCellularJitterModifier = 1.0f; + + mDomainWarpType = DomainWarpType_OpenSimplex2; + mWarpTransformType3D = TransformType3D_DefaultOpenSimplex2; + mDomainWarpAmp = 1.0f; + } + + /// <summary> + /// Sets seed used for all noise types + /// </summary> + /// <remarks> + /// Default: 1337 + /// </remarks> + void SetSeed(int seed) { mSeed = seed; } + + /// <summary> + /// Sets frequency for all noise types + /// </summary> + /// <remarks> + /// Default: 0.01 + /// </remarks> + void SetFrequency(float frequency) { mFrequency = frequency; } + + /// <summary> + /// Sets noise algorithm used for GetNoise(...) + /// </summary> + /// <remarks> + /// Default: OpenSimplex2 + /// </remarks> + void SetNoiseType(NoiseType noiseType) + { + mNoiseType = noiseType; + UpdateTransformType3D(); + } + + /// <summary> + /// Sets domain rotation type for 3D Noise and 3D DomainWarp. + /// Can aid in reducing directional artifacts when sampling a 2D plane in 3D + /// </summary> + /// <remarks> + /// Default: None + /// </remarks> + void SetRotationType3D(RotationType3D rotationType3D) + { + mRotationType3D = rotationType3D; + UpdateTransformType3D(); + UpdateWarpTransformType3D(); + } + + /// <summary> + /// Sets method for combining octaves in all fractal noise types + /// </summary> + /// <remarks> + /// Default: None + /// Note: FractalType_DomainWarp... only affects DomainWarp(...) + /// </remarks> + void SetFractalType(FractalType fractalType) { mFractalType = fractalType; } + + /// <summary> + /// Sets octave count for all fractal noise types + /// </summary> + /// <remarks> + /// Default: 3 + /// </remarks> + void SetFractalOctaves(int octaves) + { + mOctaves = octaves; + CalculateFractalBounding(); + } + + /// <summary> + /// Sets octave lacunarity for all fractal noise types + /// </summary> + /// <remarks> + /// Default: 2.0 + /// </remarks> + void SetFractalLacunarity(float lacunarity) { mLacunarity = lacunarity; } + + /// <summary> + /// Sets octave gain for all fractal noise types + /// </summary> + /// <remarks> + /// Default: 0.5 + /// </remarks> + void SetFractalGain(float gain) + { + mGain = gain; + CalculateFractalBounding(); + } + + /// <summary> + /// Sets octave weighting for all none DomainWarp fratal types + /// </summary> + /// <remarks> + /// Default: 0.0 + /// Note: Keep between 0...1 to maintain -1...1 output bounding + /// </remarks> + void SetFractalWeightedStrength(float weightedStrength) { mWeightedStrength = weightedStrength; } + + /// <summary> + /// Sets strength of the fractal ping pong effect + /// </summary> + /// <remarks> + /// Default: 2.0 + /// </remarks> + void SetFractalPingPongStrength(float pingPongStrength) { mPingPongStrength = pingPongStrength; } + + + /// <summary> + /// Sets distance function used in cellular noise calculations + /// </summary> + /// <remarks> + /// Default: Distance + /// </remarks> + void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { mCellularDistanceFunction = cellularDistanceFunction; } + + /// <summary> + /// Sets return type from cellular noise calculations + /// </summary> + /// <remarks> + /// Default: EuclideanSq + /// </remarks> + void SetCellularReturnType(CellularReturnType cellularReturnType) { mCellularReturnType = cellularReturnType; } + + /// <summary> + /// Sets the maximum distance a cellular point can move from it's grid position + /// </summary> + /// <remarks> + /// Default: 1.0 + /// Note: Setting this higher than 1 will cause artifacts + /// </remarks> + void SetCellularJitter(float cellularJitter) { mCellularJitterModifier = cellularJitter; } + + + /// <summary> + /// Sets the warp algorithm when using DomainWarp(...) + /// </summary> + /// <remarks> + /// Default: OpenSimplex2 + /// </remarks> + void SetDomainWarpType(DomainWarpType domainWarpType) + { + mDomainWarpType = domainWarpType; + UpdateWarpTransformType3D(); + } + + + /// <summary> + /// Sets the maximum warp distance from original position when using DomainWarp(...) + /// </summary> + /// <remarks> + /// Default: 1.0 + /// </remarks> + void SetDomainWarpAmp(float domainWarpAmp) { mDomainWarpAmp = domainWarpAmp; } + + + /// <summary> + /// 2D noise at given position using current settings + /// </summary> + /// <returns> + /// Noise output bounded between -1...1 + /// </returns> + template <typename FNfloat> + float GetNoise(FNfloat x, FNfloat y) const + { + Arguments_must_be_floating_point_values<FNfloat>(); + + TransformNoiseCoordinate(x, y); + + switch (mFractalType) + { + default: + return GenNoiseSingle(mSeed, x, y); + case FractalType_FBm: + return GenFractalFBm(x, y); + case FractalType_Ridged: + return GenFractalRidged(x, y); + case FractalType_PingPong: + return GenFractalPingPong(x, y); + } + } + + /// <summary> + /// 3D noise at given position using current settings + /// </summary> + /// <returns> + /// Noise output bounded between -1...1 + /// </returns> + template <typename FNfloat> + float GetNoise(FNfloat x, FNfloat y, FNfloat z) const + { + Arguments_must_be_floating_point_values<FNfloat>(); + + TransformNoiseCoordinate(x, y, z); + + switch (mFractalType) + { + default: + return GenNoiseSingle(mSeed, x, y, z); + case FractalType_FBm: + return GenFractalFBm(x, y, z); + case FractalType_Ridged: + return GenFractalRidged(x, y, z); + case FractalType_PingPong: + return GenFractalPingPong(x, y, z); + } + } + + + /// <summary> + /// 2D warps the input position using current domain warp settings + /// </summary> + /// <example> + /// Example usage with GetNoise + /// <code>DomainWarp(x, y) + /// noise = GetNoise(x, y)</code> + /// </example> + template <typename FNfloat> + void DomainWarp(FNfloat& x, FNfloat& y) const + { + Arguments_must_be_floating_point_values<FNfloat>(); + + switch (mFractalType) + { + default: + DomainWarpSingle(x, y); + break; + case FractalType_DomainWarpProgressive: + DomainWarpFractalProgressive(x, y); + break; + case FractalType_DomainWarpIndependent: + DomainWarpFractalIndependent(x, y); + break; + } + } + + /// <summary> + /// 3D warps the input position using current domain warp settings + /// </summary> + /// <example> + /// Example usage with GetNoise + /// <code>DomainWarp(x, y, z) + /// noise = GetNoise(x, y, z)</code> + /// </example> + template <typename FNfloat> + void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const + { + Arguments_must_be_floating_point_values<FNfloat>(); + + switch (mFractalType) + { + default: + DomainWarpSingle(x, y, z); + break; + case FractalType_DomainWarpProgressive: + DomainWarpFractalProgressive(x, y, z); + break; + case FractalType_DomainWarpIndependent: + DomainWarpFractalIndependent(x, y, z); + break; + } + } + +private: + template <typename T> + struct Arguments_must_be_floating_point_values; + + enum TransformType3D + { + TransformType3D_None, + TransformType3D_ImproveXYPlanes, + TransformType3D_ImproveXZPlanes, + TransformType3D_DefaultOpenSimplex2 + }; + + int mSeed; + float mFrequency; + NoiseType mNoiseType; + RotationType3D mRotationType3D; + TransformType3D mTransformType3D; + + FractalType mFractalType; + int mOctaves; + float mLacunarity; + float mGain; + float mWeightedStrength; + float mPingPongStrength; + + float mFractalBounding; + + CellularDistanceFunction mCellularDistanceFunction; + CellularReturnType mCellularReturnType; + float mCellularJitterModifier; + + DomainWarpType mDomainWarpType; + TransformType3D mWarpTransformType3D; + float mDomainWarpAmp; + + + template <typename T> + struct Lookup + { + static const T Gradients2D[]; + static const T Gradients3D[]; + static const T RandVecs2D[]; + static const T RandVecs3D[]; + }; + + static float FastMin(float a, float b) { return a < b ? a : b; } + + static float FastMax(float a, float b) { return a > b ? a : b; } + + static float FastAbs(float f) { return f < 0 ? -f : f; } + + static float FastSqrt(float f) { return sqrtf(f); } + + template <typename FNfloat> + static int FastFloor(FNfloat f) { return f >= 0 ? (int)f : (int)f - 1; } + + template <typename FNfloat> + static int FastRound(FNfloat f) { return f >= 0 ? (int)(f + 0.5f) : (int)(f - 0.5f); } + + static float Lerp(float a, float b, float t) { return a + t * (b - a); } + + static float InterpHermite(float t) { return t * t * (3 - 2 * t); } + + static float InterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } + + 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; + } + + static float PingPong(float t) + { + t -= (int)(t * 0.5f) * 2; + return t < 1 ? t : 2 - t; + } + + 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 + static const int PrimeX = 501125321; + static const int PrimeY = 1136930381; + static const int PrimeZ = 1720413743; + + static int Hash(int seed, int xPrimed, int yPrimed) + { + int hash = seed ^ xPrimed ^ yPrimed; + + hash *= 0x27d4eb2d; + return hash; + } + + + static int Hash(int seed, int xPrimed, int yPrimed, int zPrimed) + { + int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed; + + hash *= 0x27d4eb2d; + return hash; + } + + + 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); + } + + + 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); + } + + + float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const + { + int hash = Hash(seed, xPrimed, yPrimed); + hash ^= hash >> 15; + hash &= 127 << 1; + + float xg = Lookup<float>::Gradients2D[hash]; + float yg = Lookup<float>::Gradients2D[hash | 1]; + + return xd * xg + yd * yg; + } + + + float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const + { + int hash = Hash(seed, xPrimed, yPrimed, zPrimed); + hash ^= hash >> 15; + hash &= 63 << 2; + + float xg = Lookup<float>::Gradients3D[hash]; + float yg = Lookup<float>::Gradients3D[hash | 1]; + float zg = Lookup<float>::Gradients3D[hash | 2]; + + return xd * xg + yd * yg + zd * zg; + } + + + void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const + { + int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1); + + xo = Lookup<float>::RandVecs2D[hash]; + yo = Lookup<float>::RandVecs2D[hash | 1]; + } + + + void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const + { + int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2); + + xo = Lookup<float>::RandVecs3D[hash]; + yo = Lookup<float>::RandVecs3D[hash | 1]; + zo = Lookup<float>::RandVecs3D[hash | 2]; + } + + + void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const + { + int hash = Hash(seed, xPrimed, yPrimed); + int index1 = hash & (127 << 1); + int index2 = (hash >> 7) & (255 << 1); + + float xg = Lookup<float>::Gradients2D[index1]; + float yg = Lookup<float>::Gradients2D[index1 | 1]; + float value = xd * xg + yd * yg; + + float xgo = Lookup<float>::RandVecs2D[index2]; + float ygo = Lookup<float>::RandVecs2D[index2 | 1]; + + xo = value * xgo; + yo = value * ygo; + } + + + void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const + { + int hash = Hash(seed, xPrimed, yPrimed, zPrimed); + int index1 = hash & (63 << 2); + int index2 = (hash >> 6) & (255 << 2); + + float xg = Lookup<float>::Gradients3D[index1]; + float yg = Lookup<float>::Gradients3D[index1 | 1]; + float zg = Lookup<float>::Gradients3D[index1 | 2]; + float value = xd * xg + yd * yg + zd * zg; + + float xgo = Lookup<float>::RandVecs3D[index2]; + float ygo = Lookup<float>::RandVecs3D[index2 | 1]; + float zgo = Lookup<float>::RandVecs3D[index2 | 2]; + + xo = value * xgo; + yo = value * ygo; + zo = value * zgo; + } + + + // Generic noise gen + + template <typename FNfloat> + float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const + { + switch (mNoiseType) + { + case NoiseType_OpenSimplex2: + return SingleSimplex(seed, x, y); + case NoiseType_OpenSimplex2S: + return SingleOpenSimplex2S(seed, x, y); + case NoiseType_Cellular: + return SingleCellular(seed, x, y); + case NoiseType_Perlin: + return SinglePerlin(seed, x, y); + case NoiseType_ValueCubic: + return SingleValueCubic(seed, x, y); + case NoiseType_Value: + return SingleValue(seed, x, y); + default: + return 0; + } + } + + template <typename FNfloat> + float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const + { + switch (mNoiseType) + { + case NoiseType_OpenSimplex2: + return SingleOpenSimplex2(seed, x, y, z); + case NoiseType_OpenSimplex2S: + return SingleOpenSimplex2S(seed, x, y, z); + case NoiseType_Cellular: + return SingleCellular(seed, x, y, z); + case NoiseType_Perlin: + return SinglePerlin(seed, x, y, z); + case NoiseType_ValueCubic: + return SingleValueCubic(seed, x, y, z); + case NoiseType_Value: + return SingleValue(seed, x, y, z); + default: + return 0; + } + } + + + // Noise Coordinate Transforms (frequency, and possible skew or rotation) + + template <typename FNfloat> + void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const + { + x *= mFrequency; + y *= mFrequency; + + switch (mNoiseType) + { + case NoiseType_OpenSimplex2: + case NoiseType_OpenSimplex2S: + { + const FNfloat SQRT3 = (FNfloat)1.7320508075688772935274463415059; + const FNfloat F2 = 0.5f * (SQRT3 - 1); + FNfloat t = (x + y) * F2; + x += t; + y += t; + } + break; + default: + break; + } + } + + template <typename FNfloat> + void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const + { + x *= mFrequency; + y *= mFrequency; + z *= mFrequency; + + switch (mTransformType3D) + { + case TransformType3D_ImproveXYPlanes: + { + FNfloat xy = x + y; + FNfloat s2 = xy * -(FNfloat)0.211324865405187; + z *= (FNfloat)0.577350269189626; + x += s2 - z; + y = y + s2 - z; + z += xy * (FNfloat)0.577350269189626; + } + break; + case TransformType3D_ImproveXZPlanes: + { + FNfloat xz = x + z; + FNfloat s2 = xz * -(FNfloat)0.211324865405187; + y *= (FNfloat)0.577350269189626; + x += s2 - y; + z += s2 - y; + y += xz * (FNfloat)0.577350269189626; + } + break; + case TransformType3D_DefaultOpenSimplex2: + { + const FNfloat R3 = (FNfloat)(2.0 / 3.0); + FNfloat r = (x + y + z) * R3; // Rotation, not skew + x = r - x; + y = r - y; + z = r - z; + } + break; + default: + break; + } + } + + void UpdateTransformType3D() + { + switch (mRotationType3D) + { + case RotationType3D_ImproveXYPlanes: + mTransformType3D = TransformType3D_ImproveXYPlanes; + break; + case RotationType3D_ImproveXZPlanes: + mTransformType3D = TransformType3D_ImproveXZPlanes; + break; + default: + switch (mNoiseType) + { + case NoiseType_OpenSimplex2: + case NoiseType_OpenSimplex2S: + mTransformType3D = TransformType3D_DefaultOpenSimplex2; + break; + default: + mTransformType3D = TransformType3D_None; + break; + } + break; + } + } + + + // Domain Warp Coordinate Transforms + + template <typename FNfloat> + void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const + { + switch (mDomainWarpType) + { + case DomainWarpType_OpenSimplex2: + case DomainWarpType_OpenSimplex2Reduced: + { + const FNfloat SQRT3 = (FNfloat)1.7320508075688772935274463415059; + const FNfloat F2 = 0.5f * (SQRT3 - 1); + FNfloat t = (x + y) * F2; + x += t; + y += t; + } + break; + default: + break; + } + } + + template <typename FNfloat> + void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const + { + switch (mWarpTransformType3D) + { + case TransformType3D_ImproveXYPlanes: + { + FNfloat xy = x + y; + FNfloat s2 = xy * -(FNfloat)0.211324865405187; + z *= (FNfloat)0.577350269189626; + x += s2 - z; + y = y + s2 - z; + z += xy * (FNfloat)0.577350269189626; + } + break; + case TransformType3D_ImproveXZPlanes: + { + FNfloat xz = x + z; + FNfloat s2 = xz * -(FNfloat)0.211324865405187; + y *= (FNfloat)0.577350269189626; + x += s2 - y; + z += s2 - y; + y += xz * (FNfloat)0.577350269189626; + } + break; + case TransformType3D_DefaultOpenSimplex2: + { + const FNfloat R3 = (FNfloat)(2.0 / 3.0); + FNfloat r = (x + y + z) * R3; // Rotation, not skew + x = r - x; + y = r - y; + z = r - z; + } + break; + default: + break; + } + } + + void UpdateWarpTransformType3D() + { + switch (mRotationType3D) + { + case RotationType3D_ImproveXYPlanes: + mWarpTransformType3D = TransformType3D_ImproveXYPlanes; + break; + case RotationType3D_ImproveXZPlanes: + mWarpTransformType3D = TransformType3D_ImproveXZPlanes; + break; + default: + switch (mDomainWarpType) + { + case DomainWarpType_OpenSimplex2: + case DomainWarpType_OpenSimplex2Reduced: + mWarpTransformType3D = TransformType3D_DefaultOpenSimplex2; + break; + default: + mWarpTransformType3D = TransformType3D_None; + break; + } + break; + } + } + + + // Fractal FBm + + template <typename FNfloat> + float GenFractalFBm(FNfloat x, FNfloat y) const + { + 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; + } + + template <typename FNfloat> + float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const + { + 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 + + template <typename FNfloat> + float GenFractalRidged(FNfloat x, FNfloat y) const + { + 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; + } + + template <typename FNfloat> + float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const + { + 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 + + template <typename FNfloat> + float GenFractalPingPong(FNfloat x, FNfloat y) const + { + 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; + } + + template <typename FNfloat> + float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const + { + 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 + + template <typename FNfloat> + float SingleSimplex(int seed, FNfloat x, FNfloat y) const + { + // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex. + + const float SQRT3 = 1.7320508075688772935274463415059f; + const float G2 = (3 - SQRT3) / 6; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNfloat F2 = 0.5f * (SQRT3 - 1); + * FNfloat 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; + } + + template <typename FNfloat> + float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) const + { + // 3D OpenSimplex2 case uses two offset rotated cube grids. + + /* + * --- Rotation moved to TransformNoiseCoordinate method --- + * const FNfloat R3 = (FNfloat)(2.0 / 3.0); + * FNfloat 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); + } + + float b = a + 1; + 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 -= xNSign * 2 * x1; + i1 -= xNSign * PrimeX; + } + else if (ay0 > ax0 && ay0 >= az0) + { + y1 += yNSign; + b -= yNSign * 2 * y1; + j1 -= yNSign * PrimeY; + } + else + { + z1 += zNSign; + b -= zNSign * 2 * z1; + k1 -= zNSign * PrimeZ; + } + + if (b > 0) + { + value += (b * b) * (b * b) * GradCoord(seed, i1, j1, k1, x1, y1, z1); + } + + 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 + + template <typename FNfloat> + float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) const + { + // 2D OpenSimplex2S case is a modified 2D simplex noise. + + const FNfloat SQRT3 = (FNfloat)1.7320508075688772935274463415059; + const FNfloat G2 = (3 - SQRT3) / 6; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNfloat F2 = 0.5f * (SQRT3 - 1); + * FNfloat 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; + } + + template <typename FNfloat> + float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) const + { + // 3D OpenSimplex2S case uses two offset rotated cube grids. + + /* + * --- Rotation moved to TransformNoiseCoordinate method --- + * const FNfloat R3 = (FNfloat)(2.0 / 3.0); + * FNfloat 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; + + bool 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; + } + } + + bool 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; + } + } + + bool 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 + + template <typename FNfloat> + float SingleCellular(int seed, FNfloat x, FNfloat y) const + { + int xr = FastRound(x); + int yr = FastRound(y); + + float distance0 = 1e10f; + float distance1 = 1e10f; + int closestHash = 0; + + float cellularJitter = 0.43701595f * mCellularJitterModifier; + + int xPrimed = (xr - 1) * PrimeX; + int yPrimedBase = (yr - 1) * PrimeY; + + switch (mCellularDistanceFunction) + { + default: + case CellularDistanceFunction_Euclidean: + case CellularDistanceFunction_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) + Lookup<float>::RandVecs2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + Lookup<float>::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 CellularDistanceFunction_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) + Lookup<float>::RandVecs2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + Lookup<float>::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 CellularDistanceFunction_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) + Lookup<float>::RandVecs2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + Lookup<float>::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_Distance) + { + distance0 = FastSqrt(distance0); + + if (mCellularReturnType >= CellularReturnType_Distance2) + { + distance1 = FastSqrt(distance1); + } + } + + switch (mCellularReturnType) + { + case CellularReturnType_CellValue: + return closestHash * (1 / 2147483648.0f); + case CellularReturnType_Distance: + return distance0 - 1; + case CellularReturnType_Distance2: + return distance1 - 1; + case CellularReturnType_Distance2Add: + return (distance1 + distance0) * 0.5f - 1; + case CellularReturnType_Distance2Sub: + return distance1 - distance0 - 1; + case CellularReturnType_Distance2Mul: + return distance1 * distance0 * 0.5f - 1; + case CellularReturnType_Distance2Div: + return distance0 / distance1 - 1; + default: + return 0; + } + } + + template <typename FNfloat> + float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const + { + int xr = FastRound(x); + int yr = FastRound(y); + int zr = FastRound(z); + + float distance0 = 1e10f; + float distance1 = 1e10f; + 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 CellularDistanceFunction_Euclidean: + case CellularDistanceFunction_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) + Lookup<float>::RandVecs3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + Lookup<float>::RandVecs3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + Lookup<float>::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 CellularDistanceFunction_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) + Lookup<float>::RandVecs3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + Lookup<float>::RandVecs3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + Lookup<float>::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 CellularDistanceFunction_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) + Lookup<float>::RandVecs3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + Lookup<float>::RandVecs3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + Lookup<float>::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_Distance) + { + distance0 = FastSqrt(distance0); + + if (mCellularReturnType >= CellularReturnType_Distance2) + { + distance1 = FastSqrt(distance1); + } + } + + switch (mCellularReturnType) + { + case CellularReturnType_CellValue: + return closestHash * (1 / 2147483648.0f); + case CellularReturnType_Distance: + return distance0 - 1; + case CellularReturnType_Distance2: + return distance1 - 1; + case CellularReturnType_Distance2Add: + return (distance1 + distance0) * 0.5f - 1; + case CellularReturnType_Distance2Sub: + return distance1 - distance0 - 1; + case CellularReturnType_Distance2Mul: + return distance1 * distance0 * 0.5f - 1; + case CellularReturnType_Distance2Div: + return distance0 / distance1 - 1; + default: + return 0; + } + } + + + // Perlin Noise + + template <typename FNfloat> + float SinglePerlin(int seed, FNfloat x, FNfloat y) const + { + 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; + } + + template <typename FNfloat> + float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) const + { + 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 + + template <typename FNfloat> + float SingleValueCubic(int seed, FNfloat x, FNfloat y) const + { + 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 + (int)((long)PrimeX << 1); + int y3 = y1 + (int)((long)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)); + } + + template <typename FNfloat> + float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) const + { + 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 + (int)((long)PrimeX << 1); + int y3 = y1 + (int)((long)PrimeY << 1); + int z3 = z1 + (int)((long)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 + + template <typename FNfloat> + float SingleValue(int seed, FNfloat x, FNfloat y) const + { + 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); + } + + template <typename FNfloat> + float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) const + { + 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 + + template <typename FNfloat> + void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const + { + switch (mDomainWarpType) + { + case DomainWarpType_OpenSimplex2: + SingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y, xr, yr, false); + break; + case DomainWarpType_OpenSimplex2Reduced: + SingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, xr, yr, true); + break; + case DomainWarpType_BasicGrid: + SingleDomainWarpBasicGrid(seed, amp, freq, x, y, xr, yr); + break; + } + } + + template <typename FNfloat> + void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const + { + switch (mDomainWarpType) + { + case DomainWarpType_OpenSimplex2: + SingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x, y, z, xr, yr, zr, false); + break; + case DomainWarpType_OpenSimplex2Reduced: + SingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y, z, xr, yr, zr, true); + break; + case DomainWarpType_BasicGrid: + SingleDomainWarpBasicGrid(seed, amp, freq, x, y, z, xr, yr, zr); + break; + } + } + + + // Domain Warp Single Wrapper + + template <typename FNfloat> + void DomainWarpSingle(FNfloat& x, FNfloat& y) const + { + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + FNfloat xs = x; + FNfloat ys = y; + TransformDomainWarpCoordinate(xs, ys); + + DoSingleDomainWarp(seed, amp, freq, xs, ys, x, y); + } + + template <typename FNfloat> + void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) const + { + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + FNfloat xs = x; + FNfloat ys = y; + FNfloat zs = z; + TransformDomainWarpCoordinate(xs, ys, zs); + + DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, x, y, z); + } + + + // Domain Warp Fractal Progressive + + template <typename FNfloat> + void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) const + { + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + for (int i = 0; i < mOctaves; i++) + { + FNfloat xs = x; + FNfloat ys = y; + TransformDomainWarpCoordinate(xs, ys); + + DoSingleDomainWarp(seed, amp, freq, xs, ys, x, y); + + seed++; + amp *= mGain; + freq *= mLacunarity; + } + } + + template <typename FNfloat> + void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) const + { + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + for (int i = 0; i < mOctaves; i++) + { + FNfloat xs = x; + FNfloat ys = y; + FNfloat zs = z; + TransformDomainWarpCoordinate(xs, ys, zs); + + DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, x, y, z); + + seed++; + amp *= mGain; + freq *= mLacunarity; + } + } + + + // Domain Warp Fractal Independant + + template <typename FNfloat> + void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) const + { + FNfloat xs = x; + FNfloat ys = y; + TransformDomainWarpCoordinate(xs, ys); + + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + for (int i = 0; i < mOctaves; i++) + { + DoSingleDomainWarp(seed, amp, freq, xs, ys, x, y); + + seed++; + amp *= mGain; + freq *= mLacunarity; + } + } + + template <typename FNfloat> + void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) const + { + FNfloat xs = x; + FNfloat ys = y; + FNfloat zs = z; + TransformDomainWarpCoordinate(xs, ys, zs); + + int seed = mSeed; + float amp = mDomainWarpAmp * mFractalBounding; + float freq = mFrequency; + + for (int i = 0; i < mOctaves; i++) + { + DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, x, y, z); + + seed++; + amp *= mGain; + freq *= mLacunarity; + } + } + + + // Domain Warp Basic Grid + + template <typename FNfloat> + void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const + { + FNfloat xf = x * frequency; + FNfloat 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(Lookup<float>::RandVecs2D[hash0], Lookup<float>::RandVecs2D[hash1], xs); + float ly0x = Lerp(Lookup<float>::RandVecs2D[hash0 | 1], Lookup<float>::RandVecs2D[hash1 | 1], xs); + + hash0 = Hash(seed, x0, y1) & (255 << 1); + hash1 = Hash(seed, x1, y1) & (255 << 1); + + float lx1x = Lerp(Lookup<float>::RandVecs2D[hash0], Lookup<float>::RandVecs2D[hash1], xs); + float ly1x = Lerp(Lookup<float>::RandVecs2D[hash0 | 1], Lookup<float>::RandVecs2D[hash1 | 1], xs); + + xr += Lerp(lx0x, lx1x, ys) * warpAmp; + yr += Lerp(ly0x, ly1x, ys) * warpAmp; + } + + template <typename FNfloat> + void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const + { + FNfloat xf = x * frequency; + FNfloat yf = y * frequency; + FNfloat 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(Lookup<float>::RandVecs3D[hash0], Lookup<float>::RandVecs3D[hash1], xs); + float ly0x = Lerp(Lookup<float>::RandVecs3D[hash0 | 1], Lookup<float>::RandVecs3D[hash1 | 1], xs); + float lz0x = Lerp(Lookup<float>::RandVecs3D[hash0 | 2], Lookup<float>::RandVecs3D[hash1 | 2], xs); + + hash0 = Hash(seed, x0, y1, z0) & (255 << 2); + hash1 = Hash(seed, x1, y1, z0) & (255 << 2); + + float lx1x = Lerp(Lookup<float>::RandVecs3D[hash0], Lookup<float>::RandVecs3D[hash1], xs); + float ly1x = Lerp(Lookup<float>::RandVecs3D[hash0 | 1], Lookup<float>::RandVecs3D[hash1 | 1], xs); + float lz1x = Lerp(Lookup<float>::RandVecs3D[hash0 | 2], Lookup<float>::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(Lookup<float>::RandVecs3D[hash0], Lookup<float>::RandVecs3D[hash1], xs); + ly0x = Lerp(Lookup<float>::RandVecs3D[hash0 | 1], Lookup<float>::RandVecs3D[hash1 | 1], xs); + lz0x = Lerp(Lookup<float>::RandVecs3D[hash0 | 2], Lookup<float>::RandVecs3D[hash1 | 2], xs); + + hash0 = Hash(seed, x0, y1, z1) & (255 << 2); + hash1 = Hash(seed, x1, y1, z1) & (255 << 2); + + lx1x = Lerp(Lookup<float>::RandVecs3D[hash0], Lookup<float>::RandVecs3D[hash1], xs); + ly1x = Lerp(Lookup<float>::RandVecs3D[hash0 | 1], Lookup<float>::RandVecs3D[hash1 | 1], xs); + lz1x = Lerp(Lookup<float>::RandVecs3D[hash0 | 2], Lookup<float>::RandVecs3D[hash1 | 2], xs); + + xr += Lerp(lx0y, Lerp(lx0x, lx1x, ys), zs) * warpAmp; + yr += Lerp(ly0y, Lerp(ly0x, ly1x, ys), zs) * warpAmp; + zr += Lerp(lz0y, Lerp(lz0x, lz1x, ys), zs) * warpAmp; + } + + + // Domain Warp Simplex/OpenSimplex2 + + template <typename FNfloat> + void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) const + { + const float SQRT3 = 1.7320508075688772935274463415059f; + const float G2 = (3 - SQRT3) / 6; + + x *= frequency; + y *= frequency; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNfloat F2 = 0.5f * (SQRT3 - 1); + * FNfloat 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) + GradCoordOut(seed, i, j, xo, yo); + else + GradCoordDual(seed, i, j, x0, y0, xo, yo); + 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) + GradCoordOut(seed, i + PrimeX, j + PrimeY, xo, yo); + else + GradCoordDual(seed, i + PrimeX, j + PrimeY, x2, y2, xo, yo); + 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) + GradCoordOut(seed, i, j + PrimeY, xo, yo); + else + GradCoordDual(seed, i, j + PrimeY, x1, y1, xo, yo); + 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) + GradCoordOut(seed, i + PrimeX, j, xo, yo); + else + GradCoordDual(seed, i + PrimeX, j, x1, y1, xo, yo); + vx += bbbb * xo; + vy += bbbb * yo; + } + } + + xr += vx * warpAmp; + yr += vy * warpAmp; + } + + template <typename FNfloat> + void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) const + { + x *= frequency; + y *= frequency; + z *= frequency; + + /* + * --- Rotation moved to TransformDomainWarpCoordinate method --- + * const FNfloat R3 = (FNfloat)(2.0 / 3.0); + * FNfloat 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 < 2; l++) + { + if (a > 0) + { + float aaaa = (a * a) * (a * a); + float xo, yo, zo; + if (outGradOnly) + GradCoordOut(seed, i, j, k, xo, yo, zo); + else + GradCoordDual(seed, i, j, k, x0, y0, z0, xo, yo, zo); + vx += aaaa * xo; + vy += aaaa * yo; + vz += aaaa * zo; + } + + float b = a + 1; + 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 -= xNSign * 2 * x1; + i1 -= xNSign * PrimeX; + } + else if (ay0 > ax0 && ay0 >= az0) + { + y1 += yNSign; + b -= yNSign * 2 * y1; + j1 -= yNSign * PrimeY; + } + else + { + z1 += zNSign; + b -= zNSign * 2 * z1; + k1 -= zNSign * PrimeZ; + } + + if (b > 0) + { + float bbbb = (b * b) * (b * b); + float xo, yo, zo; + if (outGradOnly) + GradCoordOut(seed, i1, j1, k1, xo, yo, zo); + else + GradCoordDual(seed, i1, j1, k1, x1, y1, z1, xo, yo, zo); + 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; + } + + xr += vx * warpAmp; + yr += vy * warpAmp; + zr += vz * warpAmp; + } +}; + +template <> +struct FastNoiseLite::Arguments_must_be_floating_point_values<float> {}; +template <> +struct FastNoiseLite::Arguments_must_be_floating_point_values<double> {}; +template <> +struct FastNoiseLite::Arguments_must_be_floating_point_values<long double> {}; + +template <typename T> +const T FastNoiseLite::Lookup<T>::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, +}; + +template <typename T> +const T FastNoiseLite::Lookup<T>::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, 0.9995201614f, -0.6731660801f, 0.739491331f, -0.7195018362f, -0.6944905383f, 0.9727511689f, 0.2318515979f, 0.9997059088f, -0.0242506907f, 0.4421787429f, -0.8969269532f, 0.9981350961f, -0.061043673f, -0.9173660799f, -0.3980445648f, + -0.8150056635f, -0.5794529907f, -0.8789331304f, 0.4769450202f, 0.0158605829f, 0.999874213f, -0.8095464474f, 0.5870558317f, -0.9165898907f, -0.3998286786f, -0.8023542565f, 0.5968480938f, -0.5176737917f, 0.8555780767f, -0.8154407307f, -0.5788405779f, + 0.4022010347f, -0.9155513791f, -0.9052556868f, -0.4248672045f, 0.7317445619f, 0.6815789728f, -0.5647632201f, -0.8252529947f, -0.8403276335f, -0.5420788397f, -0.9314281527f, 0.363925262f, 0.5238198472f, 0.8518290719f, 0.7432803869f, -0.6689800195f, + -0.985371561f, -0.1704197369f, 0.4601468731f, 0.88784281f, 0.825855404f, 0.5638819483f, 0.6182366099f, 0.7859920446f, 0.8331502863f, -0.553046653f, 0.1500307506f, 0.9886813308f, -0.662330369f, -0.7492119075f, -0.668598664f, 0.743623444f, + 0.7025606278f, 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, +}; + +template <typename T> +const T FastNoiseLite::Lookup<T>::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 +}; + +template <typename T> +const T FastNoiseLite::Lookup<T>::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, -0.7495104896f, 0, -0.06788241606f, 0.3998305789f, 0.9140719259f, 0, -0.5538628599f, -0.4729896695f, -0.6852128902f, 0, + -0.7261455366f, -0.5911990757f, 0.3509933228f, 0, -0.9229274737f, -0.1782808786f, 0.3412049336f, 0, -0.6968815002f, 0.6511274338f, 0.3006480328f, 0, 0.9608044783f, -0.2098363234f, -0.1811724921f, 0, 0.06817146062f, -0.9743405129f, 0.2145069156f, 0, -0.3577285196f, -0.6697087264f, -0.6507845481f, 0, -0.1868621131f, 0.7648617052f, -0.6164974636f, 0, -0.6541697588f, 0.3967914832f, 0.6439087246f, 0, + 0.6993340405f, -0.6164538506f, 0.3618239211f, 0, -0.1546665739f, 0.6291283928f, 0.7617583057f, 0, -0.6841612949f, -0.2580482182f, -0.6821542638f, 0, 0.5383980957f, 0.4258654885f, 0.7271630328f, 0, 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namespace fastnoiselite |