@Beta public class WeavingNoise extends java.lang.Object implements Noise.Noise2D, Noise.Noise3D, Noise.Noise4D, Noise.Noise5D, Noise.Noise6D
ValueNoise
, and its static methods are still called
valueNoise(int, double, double)
; this is almost entirely meant as an optimization for value noise.
Instead of hashing all 2-to-the-D points, where D is the dimensionality, this hashes half of those points
(like the square base of a pyramid) and interpolates that with one point in the center of the cube value
noise would have used (like the cap or point of a pyramid).
valueNoise(int, double, double)
methods in this class return results in the range of 0.0 to 1.0,
while the getNoise(double, double)
and getNoiseWithSeed(double, double, long)
methods use the Noise
class default range of -1.0 to 1.0.Modifier and Type | Field and Description |
---|---|
static WeavingNoise |
instance |
int |
seed |
Constructor and Description |
---|
WeavingNoise() |
WeavingNoise(int seed) |
WeavingNoise(long seed) |
Modifier and Type | Method and Description |
---|---|
static double |
formDouble(long state)
Range: -1 to 1 exclusive, with a hole around 0.0 (just barely).
|
static double |
formRandomDouble(long state)
Range: -1 to 1 exclusive, with a hole around 0.0 (just barely).
|
static double |
formRandomTightDouble(long state)
Range: 0.0 (exclusive) to 1.0 (exclusive)
|
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) |
static double |
rawNoise(long seed,
double n) |
static double |
swayBetween(long seed,
double between,
double b) |
static double |
swayQuartic(long seed,
double x) |
static double |
valueNoise(int seed,
double x,
double y) |
static double |
valueNoise(int seed,
double x,
double y,
double z) |
static double |
valueNoise(int seed,
double x,
double y,
double z,
double w) |
static double |
valueNoise(int seed,
double x,
double y,
double z,
double w,
double u) |
static double |
valueNoise(int seed,
double x,
double y,
double z,
double w,
double u,
double v) |
static double |
valueNoise(long seed,
double x)
Produces output in the -1 to 1 range; otherwise like
NumberTools.swayRandomized(int, double) but
using quintic interpolation instead of Hermite. |
static double |
valueNoise1(long seed,
double x)
Produces output in the -1 to 1 range; otherwise like
NumberTools.swayRandomized(int, double) but
using quintic interpolation instead of Hermite. |
static double |
wobble(int seed,
double x,
double y) |
public static final WeavingNoise instance
public int seed
public WeavingNoise()
public WeavingNoise(int seed)
public WeavingNoise(long seed)
public static double swayQuartic(long seed, double x)
public static double formRandomDouble(long state)
state
- public static double formDouble(long state)
state
- public static double formRandomTightDouble(long state)
state
- public static double valueNoise(long seed, double x)
NumberTools.swayRandomized(int, double)
but
using quintic interpolation instead of Hermite.seed
- any intx
- distance of 1D noise to travelpublic static double valueNoise1(long seed, double x)
NumberTools.swayRandomized(int, double)
but
using quintic interpolation instead of Hermite.seed
- any intx
- distance of 1D noise to travelpublic static double rawNoise(long seed, double n)
public static double wobble(int seed, double x, double y)
public static double swayBetween(long seed, double between, double b)
public static double valueNoise(int seed, double x, double y)
public static double valueNoise(int seed, double x, double y, double z)
public static double valueNoise(int seed, double x, double y, double z, double w)
public static double valueNoise(int seed, double x, double y, double z, double w, double u)
public static double valueNoise(int seed, double x, double y, double z, double w, double u, double v)
public double getNoise(double x, double y)
getNoise
in interface Noise.Noise2D
public double getNoiseWithSeed(double x, double y, long seed)
getNoiseWithSeed
in interface Noise.Noise2D
public double getNoise(double x, double y, double z)
getNoise
in interface Noise.Noise3D
public double getNoiseWithSeed(double x, double y, double z, long seed)
getNoiseWithSeed
in interface Noise.Noise3D
public double getNoise(double x, double y, double z, double w)
getNoise
in interface Noise.Noise4D
public double getNoiseWithSeed(double x, double y, double z, double w, long seed)
getNoiseWithSeed
in interface Noise.Noise4D
public double getNoise(double x, double y, double z, double w, double u)
getNoise
in interface Noise.Noise5D
public double getNoiseWithSeed(double x, double y, double z, double w, double u, long seed)
getNoiseWithSeed
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, double z, double w, double u, double v, long seed)
getNoiseWithSeed
in interface Noise.Noise6D
Copyright © Eben Howard 2012–2022. All rights reserved.