Class OpenSimplex2S
java.lang.Object
cn.nukkit.level.generator.noise.nukkit.OpenSimplex2S
K.jpg's OpenSimplex 2, smooth variant ("SuperSimplex")
- 2D is standard simplex, modified to support larger kernels. Implemented using a lookup table. - 3D is "Re-oriented 8-point BCC noise" which constructs a congruent BCC lattice in a much different way than usual. - 4D uses a naïve pregenerated lookup table, and averages out to the expected performance.
Multiple versions of each function are provided. See the documentation above each, for more info.
Taken from https://github.com/KdotJPG/OpenSimplex2/blob/master/java/OpenSimplex2S.java , thanks for having this code public for use!
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Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptiondouble
noise2
(double x, double y) 2D SuperSimplex noise, standard lattice orientation.double
noise2_XBeforeY
(double x, double y) 2D SuperSimplex noise, with Y pointing down the main diagonal.double
noise3_Classic
(double x, double y, double z) 3D Re-oriented 8-point BCC noise, classic orientation Proper substitute for what 3D SuperSimplex would be, in light of Forbidden Formulae.double
noise3_XYBeforeZ
(double x, double y, double z) 3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Y).double
noise3_XZBeforeY
(double x, double y, double z) 3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Z).double
noise4_Classic
(double x, double y, double z, double w) 4D SuperSimplex noise, classic lattice orientation.double
noise4_XYBeforeZW
(double x, double y, double z, double w) 4D SuperSimplex noise, with XY and ZW forming orthogonal triangular-based planes.double
noise4_XYZBeforeW
(double x, double y, double z, double w) 4D SuperSimplex noise, with XYZ oriented like noise3_Classic, and W for an extra degree of freedom.double
noise4_XZBeforeYW
(double x, double y, double z, double w) 4D SuperSimplex noise, with XZ and YW forming orthogonal triangular-based planes.
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Constructor Details
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OpenSimplex2S
public OpenSimplex2S(long seed)
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Method Details
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noise2
public double noise2(double x, double y) 2D SuperSimplex noise, standard lattice orientation. -
noise2_XBeforeY
public double noise2_XBeforeY(double x, double y) 2D SuperSimplex noise, with Y pointing down the main diagonal. Might be better for a 2D sandbox style game, where Y is vertical. Probably slightly less optimal for heightmaps or continent maps. -
noise3_Classic
public double noise3_Classic(double x, double y, double z) 3D Re-oriented 8-point BCC noise, classic orientation Proper substitute for what 3D SuperSimplex would be, in light of Forbidden Formulae. Use noise3_XYBeforeZ or noise3_XZBeforeY instead, wherever appropriate. -
noise3_XYBeforeZ
public double noise3_XYBeforeZ(double x, double y, double z) 3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate should always be the "different" coordinate in your use case. If Y is vertical in world coordinates, call noise3_XYBeforeZ(x, z, Y) or use noise3_XZBeforeY. If Z is vertical in world coordinates, call noise3_XYBeforeZ(x, y, Z). For a time varied animation, call noise3_XYBeforeZ(x, y, T). -
noise3_XZBeforeY
public double noise3_XZBeforeY(double x, double y, double z) 3D Re-oriented 8-point BCC noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate should always be the "different" coordinate in your use case. If Y is vertical in world coordinates, call noise3_XZBeforeY(x, Y, z). If Z is vertical in world coordinates, call noise3_XZBeforeY(x, Z, y) or use noise3_XYBeforeZ. For a time varied animation, call noise3_XZBeforeY(x, T, y) or use noise3_XYBeforeZ. -
noise4_Classic
public double noise4_Classic(double x, double y, double z, double w) 4D SuperSimplex noise, classic lattice orientation. -
noise4_XYBeforeZW
public double noise4_XYBeforeZW(double x, double y, double z, double w) 4D SuperSimplex noise, with XY and ZW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Y (or Z and W) are horizontal. Recommended for noise(x, y, sin(time), cos(time)) trick. -
noise4_XZBeforeYW
public double noise4_XZBeforeYW(double x, double y, double z, double w) 4D SuperSimplex noise, with XZ and YW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Z (or Y and W) are horizontal. -
noise4_XYZBeforeW
public double noise4_XYZBeforeW(double x, double y, double z, double w) 4D SuperSimplex noise, with XYZ oriented like noise3_Classic, and W for an extra degree of freedom. Recommended for time-varied animations which texture a 3D object (W=time)
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