noise3 method
Implementation
@override
double noise3(double x, double y, double z) {
double t = (x + y + z) * F3;
int i = floor(x + t);
int j = floor(y + t);
int k = floor(z + t);
t = (i + j + k) * G3;
double x0 = x - (i - t);
double y0 = y - (j - t);
double z0 = z - (k - t);
int i1, j1, k1;
int i2, j2, k2;
if (x0 >= y0) {
if (y0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
} else if (x0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 0;
k2 = 1;
} else // x0 < z0
{
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 1;
j2 = 0;
k2 = 1;
}
} else // x0 < y0
{
if (y0 < z0) {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 0;
j2 = 1;
k2 = 1;
} else if (x0 < z0) {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 0;
j2 = 1;
k2 = 1;
} else // x0 >= z0
{
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
}
}
double x1 = x0 - i1 + G3;
double y1 = y0 - j1 + G3;
double z1 = z0 - k1 + G3;
double x2 = x0 - i2 + F3;
double y2 = y0 - j2 + F3;
double z2 = z0 - k2 + F3;
double x3 = x0 + G33;
double y3 = y0 + G33;
double z3 = z0 + G33;
double n0, n1, n2, n3;
t = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
if (t < 0) {
n0 = 0;
} else {
t *= t;
n0 = t * t * gradCoord3D(seed, i, j, k, x0, y0, z0);
}
t = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
if (t < 0) {
n1 = 0;
} else {
t *= t;
n1 = t * t * gradCoord3D(seed, i + i1, j + j1, k + k1, x1, y1, z1);
}
t = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
if (t < 0) {
n2 = 0;
} else {
t *= t;
n2 = t * t * gradCoord3D(seed, i + i2, j + j2, k + k2, x2, y2, z2);
}
t = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
if (t < 0) {
n3 = 0;
} else {
t *= t;
n3 = t * t * gradCoord3D(seed, i + 1, j + 1, k + 1, x3, y3, z3);
}
return 32 * (n0 + n1 + n2 + n3);
}