public class LumpNoise extends java.lang.Object implements Noise.Noise2D, Noise.Noise3D, Noise.Noise4D, Noise.Noise5D, Noise.Noise6D
UnifiedNoise
, using the hyperbolic tangent function to reduce the
result into the -1 to 1 range. Unlike UnifiedNoise or SeededNoise, you can adjust the harshness
of LumpNoise
to make the results more starkly-high-and-low or more middle-of-the-range.Modifier and Type | Field and Description |
---|---|
long |
defaultSeed |
protected static double |
F2 |
protected static double |
F3 |
protected static double |
F4 |
protected static double |
F5 |
protected static double |
F6 |
protected static double |
G2 |
protected static double |
G3 |
protected static double |
G4 |
protected static double |
G5 |
protected static double |
G6 |
protected static double |
H2 |
double |
harshness
How sharp the change should be from high to low values and vice versa.
|
static LumpNoise |
instance |
protected static double |
LIMIT2 |
protected static double |
LIMIT3 |
protected static double |
LIMIT4 |
protected static double |
LIMIT5 |
protected static double |
LIMIT6 |
Modifier and Type | Method and Description |
---|---|
double |
getNoise(double x,
double y) |
double |
getNoise(double x,
double y,
double z) |
double |
getNoise(double x,
double y,
double z,
double w) |
double |
getNoise(double x,
double y,
double z,
double w,
double u) |
double |
getNoise(double x,
double y,
double z,
double w,
double u,
double v) |
double |
getNoiseWithSeed(double x,
double y,
double z,
double w,
double u,
double v,
long seed) |
double |
getNoiseWithSeed(double x,
double y,
double z,
double w,
double u,
long seed) |
double |
getNoiseWithSeed(double x,
double y,
double z,
double w,
long seed) |
double |
getNoiseWithSeed(double x,
double y,
double z,
long seed) |
double |
getNoiseWithSeed(double x,
double y,
long seed) |
protected static double |
gradCoord2D(long seed,
int x,
int y,
double xd,
double yd) |
protected static double |
gradCoord3D(long seed,
int x,
int y,
int z,
double xd,
double yd,
double zd)
Computes the hash for a 3D int point and its dot product with a 3D double point as one step.
|
protected static double |
gradCoord5D(long seed,
int x,
int y,
int z,
int w,
int u,
double xd,
double yd,
double zd,
double wd,
double ud) |
double |
noise(double x,
double y,
double z,
double w,
double u,
double v,
long seed) |
double |
noise(double x,
double y,
double z,
double w,
double u,
long seed)
Thanks to Mark A.
|
double |
noise(double x,
double y,
double z,
double w,
long seed) |
double |
noise(double x,
double y,
double z,
long seed) |
double |
noise(double x,
double y,
long seed) |
public double harshness
public long defaultSeed
public static final LumpNoise instance
protected static final double F2
protected static final double G2
protected static final double H2
protected static final double F3
protected static final double G3
protected static final double F4
protected static final double G4
protected static final double F5
protected static final double G5
protected static final double F6
protected static final double G6
protected static final double LIMIT2
protected static final double LIMIT3
protected static final double LIMIT4
protected static final double LIMIT5
protected static final double LIMIT6
protected static double gradCoord2D(long seed, int x, int y, double xd, double yd)
protected static double gradCoord3D(long seed, int x, int y, int z, double xd, double yd, double zd)
protected static double gradCoord5D(long seed, int x, int y, int z, int w, int u, double xd, double yd, double zd, double wd, double ud)
public double getNoise(double x, double y)
getNoise
in interface Noise.Noise2D
public double getNoise(double x, double y, double z)
getNoise
in interface Noise.Noise3D
public double getNoise(double x, double y, double z, double w)
getNoise
in interface Noise.Noise4D
public double getNoise(double x, double y, double z, double w, double u)
getNoise
in interface Noise.Noise5D
public double getNoise(double x, double y, double z, double w, double u, double v)
getNoise
in interface Noise.Noise6D
public double getNoiseWithSeed(double x, double y, long seed)
getNoiseWithSeed
in interface Noise.Noise2D
public double getNoiseWithSeed(double x, double y, double z, long seed)
getNoiseWithSeed
in interface Noise.Noise3D
public double getNoiseWithSeed(double x, double y, double z, double w, long seed)
getNoiseWithSeed
in interface Noise.Noise4D
public double getNoiseWithSeed(double x, double y, double z, double w, double u, long seed)
getNoiseWithSeed
in interface Noise.Noise5D
public double getNoiseWithSeed(double x, double y, double z, double w, double u, double v, long seed)
getNoiseWithSeed
in interface Noise.Noise6D
public double noise(double x, double y, long seed)
public double noise(double x, double y, double z, long seed)
public double noise(double x, double y, double z, double w, long seed)
public double noise(double x, double y, double z, double w, double u, long seed)
x
- x coordinatey
- y coordinatez
- z coordinatew
- w coordinate (4th dimension)u
- u coordinate (5th dimension)seed
- long value that should completely change the noise if it changes even slightlypublic double noise(double x, double y, double z, double w, double u, double v, long seed)
Copyright © Eben Howard 2012–2022. All rights reserved.