noise4XZBeforeYW method
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.
Implementation
@override
double noise4XZBeforeYW(double x, double y, double z, double w) {
double s2 =
(x + z) * -0.28522513987434876941 + (y + w) * 0.83897065470611435718;
double t2 =
(y + w) * 0.21939749883706435719 + (x + z) * -0.48214856493302476942;
double xs = x + s2, ys = y + t2, zs = z + s2, ws = w + t2;
return _noise4Base(xs, ys, zs, ws);
}