diff --git a/src/main/java/biomesoplenty/api/content/BOPCBiomes.java b/src/main/java/biomesoplenty/api/content/BOPCBiomes.java index dbfcffb1b..3ff9067b6 100644 --- a/src/main/java/biomesoplenty/api/content/BOPCBiomes.java +++ b/src/main/java/biomesoplenty/api/content/BOPCBiomes.java @@ -65,6 +65,11 @@ public class BOPCBiomes public static BiomeGenBase woodland; //Sub Biomes + public static BiomeGenBase kelpForest; //Nether Biomes + public static BiomeGenBase corruptedSands; + public static BiomeGenBase phantasmagoricInferno; + public static BiomeGenBase boneyard; + public static BiomeGenBase visceralHeap; } diff --git a/src/main/java/biomesoplenty/common/biomes/BOPSubBiome.java b/src/main/java/biomesoplenty/common/biomes/BOPSubBiome.java index 0cbacca71..0bf4ac3f3 100644 --- a/src/main/java/biomesoplenty/common/biomes/BOPSubBiome.java +++ b/src/main/java/biomesoplenty/common/biomes/BOPSubBiome.java @@ -7,14 +7,13 @@ import biomesoplenty.common.world.layer.GenLayerSubBiome; public abstract class BOPSubBiome extends BOPBiome { - public int minRadius; - public int maxRadius; + /**Smaller numbers zoom in the noise field (biomes are less common)*/ + public double zoom; + /**The strength the field must reach to replace the biome. Larger numbers result in smaller patches.*/ + public double threshold; public BOPSubBiome(int biomeID) { super(biomeID); - - this.minRadius = 2; - this.maxRadius = 5; } } diff --git a/src/main/java/biomesoplenty/common/core/BOPBiomes.java b/src/main/java/biomesoplenty/common/core/BOPBiomes.java index 517653b1a..ea3b29084 100644 --- a/src/main/java/biomesoplenty/common/core/BOPBiomes.java +++ b/src/main/java/biomesoplenty/common/core/BOPBiomes.java @@ -1,63 +1,6 @@ package biomesoplenty.common.core; -import static biomesoplenty.api.content.BOPCBiomes.alps; -import static biomesoplenty.api.content.BOPCBiomes.arctic; -import static biomesoplenty.api.content.BOPCBiomes.bambooForest; -import static biomesoplenty.api.content.BOPCBiomes.bayou; -import static biomesoplenty.api.content.BOPCBiomes.bog; -import static biomesoplenty.api.content.BOPCBiomes.borealForest; -import static biomesoplenty.api.content.BOPCBiomes.brushland; -import static biomesoplenty.api.content.BOPCBiomes.canyon; -import static biomesoplenty.api.content.BOPCBiomes.chaparral; -import static biomesoplenty.api.content.BOPCBiomes.cherryBlossomGrove; -import static biomesoplenty.api.content.BOPCBiomes.coniferousForest; -import static biomesoplenty.api.content.BOPCBiomes.crag; -import static biomesoplenty.api.content.BOPCBiomes.deadForest; -import static biomesoplenty.api.content.BOPCBiomes.deadSwamp; -import static biomesoplenty.api.content.BOPCBiomes.deciduousForest; -import static biomesoplenty.api.content.BOPCBiomes.dunes; -import static biomesoplenty.api.content.BOPCBiomes.fen; -import static biomesoplenty.api.content.BOPCBiomes.flowerField; -import static biomesoplenty.api.content.BOPCBiomes.frostForest; -import static biomesoplenty.api.content.BOPCBiomes.grassland; -import static biomesoplenty.api.content.BOPCBiomes.grove; -import static biomesoplenty.api.content.BOPCBiomes.heathland; -import static biomesoplenty.api.content.BOPCBiomes.highland; -import static biomesoplenty.api.content.BOPCBiomes.jadeCliffs; -import static biomesoplenty.api.content.BOPCBiomes.lavenderFields; -import static biomesoplenty.api.content.BOPCBiomes.lushDesert; -import static biomesoplenty.api.content.BOPCBiomes.lushSwamp; -import static biomesoplenty.api.content.BOPCBiomes.mapleWoods; -import static biomesoplenty.api.content.BOPCBiomes.marsh; -import static biomesoplenty.api.content.BOPCBiomes.meadow; -import static biomesoplenty.api.content.BOPCBiomes.moor; -import static biomesoplenty.api.content.BOPCBiomes.mountain; -import static biomesoplenty.api.content.BOPCBiomes.mysticGrove; -import static biomesoplenty.api.content.BOPCBiomes.ominousWoods; -import static biomesoplenty.api.content.BOPCBiomes.originValley; -import static biomesoplenty.api.content.BOPCBiomes.outback; -import static biomesoplenty.api.content.BOPCBiomes.prairie; -import static biomesoplenty.api.content.BOPCBiomes.quagmire; -import static biomesoplenty.api.content.BOPCBiomes.rainforest; -import static biomesoplenty.api.content.BOPCBiomes.redwoodForest; -import static biomesoplenty.api.content.BOPCBiomes.sacredSprings; -import static biomesoplenty.api.content.BOPCBiomes.seasonalForest; -import static biomesoplenty.api.content.BOPCBiomes.shield; -import static biomesoplenty.api.content.BOPCBiomes.shrubland; -import static biomesoplenty.api.content.BOPCBiomes.silkglades; -import static biomesoplenty.api.content.BOPCBiomes.sludgepit; -import static biomesoplenty.api.content.BOPCBiomes.snowyConiferousForest; -import static biomesoplenty.api.content.BOPCBiomes.spruceWoods; -import static biomesoplenty.api.content.BOPCBiomes.temperateRainforest; -import static biomesoplenty.api.content.BOPCBiomes.thicket; -import static biomesoplenty.api.content.BOPCBiomes.timber; -import static biomesoplenty.api.content.BOPCBiomes.tropicalRainforest; -import static biomesoplenty.api.content.BOPCBiomes.tropics; -import static biomesoplenty.api.content.BOPCBiomes.tundra; -import static biomesoplenty.api.content.BOPCBiomes.volcano; -import static biomesoplenty.api.content.BOPCBiomes.wasteland; -import static biomesoplenty.api.content.BOPCBiomes.wetland; -import static biomesoplenty.api.content.BOPCBiomes.woodland; +import static biomesoplenty.api.content.BOPCBiomes.*; import java.util.ArrayList; import java.util.List; @@ -136,6 +79,7 @@ import biomesoplenty.common.biomes.overworld.BiomeGenVolcano; import biomesoplenty.common.biomes.overworld.BiomeGenWasteland; import biomesoplenty.common.biomes.overworld.BiomeGenWetland; import biomesoplenty.common.biomes.overworld.BiomeGenWoodland; +import biomesoplenty.common.biomes.overworld.subbiomes.ocean.BiomeGenKelpForest; import biomesoplenty.common.configuration.BOPConfigurationBiomeGen; import biomesoplenty.common.configuration.BOPConfigurationIDs; import biomesoplenty.common.configuration.BOPConfigurationMisc; @@ -233,16 +177,12 @@ public class BOPBiomes wetland = registerOverworldBiome(BiomeGenWetland.class, "Wetland", TemperatureType.WARM, 10); woodland = registerOverworldBiome(BiomeGenWoodland.class, "Woodland", TemperatureType.WARM, 10); - //Sub Biomes - - //new BiomeGenKelpForest(BOPConfigurationIDs.oceanKelpID).setBiomeName("Kelp Forest"); - //Nether Biomes - registerNetherBiome(BiomeGenCorruptedSands.class, "Corrupted Sands", 10); + corruptedSands = registerNetherBiome(BiomeGenCorruptedSands.class, "Corrupted Sands", 10); //registerBiome(new BiomeEntry(new BiomeGenUndergarden(BOPConfigurationIDs.netherUndergardenID).setBiomeName("Undergarden"), 10), -1); - registerNetherBiome(BiomeGenPhantasmagoricInferno.class, "Phantasmagoric Inferno", 10); - registerNetherBiome(BiomeGenBoneyard.class, "Boneyard", 10); - registerNetherBiome(BiomeGenVisceralHeap.class, "Visceral Heap", 10); + phantasmagoricInferno = registerNetherBiome(BiomeGenPhantasmagoricInferno.class, "Phantasmagoric Inferno", 10); + boneyard = registerNetherBiome(BiomeGenBoneyard.class, "Boneyard", 10); + visceralHeap = registerNetherBiome(BiomeGenVisceralHeap.class, "Visceral Heap", 10); } private static void addSpawnBiomes() @@ -413,7 +353,7 @@ public class BOPBiomes { if (BOPBiomeManager.overworldSubBiomes[parent] == null) BOPBiomeManager.overworldSubBiomes[parent] = new ArrayList(); - BOPBiomeManager.overworldBiomes[parent].add(entry); + BOPBiomeManager.overworldSubBiomes[parent].add(entry); } } diff --git a/src/main/java/biomesoplenty/common/world/layer/GenLayerSubBiome.java b/src/main/java/biomesoplenty/common/world/layer/GenLayerSubBiome.java index 793858100..e7251f985 100644 --- a/src/main/java/biomesoplenty/common/world/layer/GenLayerSubBiome.java +++ b/src/main/java/biomesoplenty/common/world/layer/GenLayerSubBiome.java @@ -7,6 +7,7 @@ import net.minecraft.world.gen.layer.IntCache; import biomesoplenty.api.BOPBiomeManager; import biomesoplenty.api.BOPBiomeManager.BiomeEntry; import biomesoplenty.common.biomes.BOPSubBiome; +import biomesoplenty.common.world.noise.SimplexNoise; public class GenLayerSubBiome extends GenLayer { @@ -32,16 +33,14 @@ public class GenLayerSubBiome extends GenLayer List currentSubBiomes = BOPBiomeManager.overworldSubBiomes[currentBiomeId]; BOPSubBiome selectedSubBiome = currentSubBiomes != null ? (BOPSubBiome)currentSubBiomes.get(this.nextInt(currentSubBiomes.size())).biome : null; - + if (selectedSubBiome != null) { - /*if (SimplexNoise.noise((xi + x) * selectedSubBiome.getZoom(), (zi + z) * selectedSubBiome.getZoom()) > selectedSubBiome.getThreshold()) + if (SimplexNoise.noise((xi + x) * selectedSubBiome.zoom, (zi + z) * selectedSubBiome.zoom) > selectedSubBiome.threshold) { - System.out.println(SimplexNoise.noise((xi + x) * selectedSubBiome.getZoom(), (zi + z) * selectedSubBiome.getZoom())); - System.out.printf("Replaced Biome at %d, %d\n", xi + x, zi + z); outputBiomeIDs[xi + zi * width] = selectedSubBiome.biomeID; } - else outputBiomeIDs[xi + zi * width] = currentBiomeId;*/ + else outputBiomeIDs[xi + zi * width] = currentBiomeId; } else { diff --git a/src/main/java/biomesoplenty/common/world/noise/SimplexNoise.java b/src/main/java/biomesoplenty/common/world/noise/SimplexNoise.java new file mode 100644 index 000000000..50268dce8 --- /dev/null +++ b/src/main/java/biomesoplenty/common/world/noise/SimplexNoise.java @@ -0,0 +1,222 @@ +package biomesoplenty.common.world.noise; + +/** + * A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java. + * + * Based on example code by Stefan Gustavson (stegu@itn.liu.se). + * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu). + * Better rank ordering method by Stefan Gustavson in 2012. + * + * This could be speeded up even further, but it's useful as it is. + * + * Version 2012-03-09 + * + * This code was placed in the public domain by its original author, + * Stefan Gustavson. You may use it as you see fit, but + * attribution is appreciated. + * + */ +public final class SimplexNoise { // Simplex noise in 2D, 3D and 4D + private static Grad[] grad3 = {new Grad(1, 1, 0), new Grad(-1, 1, 0), new Grad(1, -1, 0), new Grad(-1, -1, 0), + new Grad(1, 0, 1), new Grad(-1, 0, 1), + new Grad(1, 0, -1), new Grad(-1, 0, -1), new Grad(0, 1, 1), new Grad(0, -1, 1), new Grad(0, 1, -1), new Grad(0, -1, -1)}; + + // private static Grad grad4[]= {new Grad(0,1,1,1),new Grad(0,1,1,-1),new Grad(0,1,-1,1),new Grad(0,1,-1,-1), + // new Grad(0,-1,1,1),new Grad(0,-1,1,-1),new Grad(0,-1,-1,1),new Grad(0,-1,-1,-1), + // new Grad(1,0,1,1),new Grad(1,0,1,-1),new Grad(1,0,-1,1),new Grad(1,0,-1,-1), + // new Grad(-1,0,1,1),new Grad(-1,0,1,-1),new Grad(-1,0,-1,1),new Grad(-1,0,-1,-1), + // new Grad(1,1,0,1),new Grad(1,1,0,-1),new Grad(1,-1,0,1),new Grad(1,-1,0,-1), + // new Grad(-1,1,0,1),new Grad(-1,1,0,-1),new Grad(-1,-1,0,1),new Grad(-1,-1,0,-1), + // new Grad(1,1,1,0),new Grad(1,1,-1,0),new Grad(1,-1,1,0),new Grad(1,-1,-1,0), + // new Grad(-1,1,1,0),new Grad(-1,1,-1,0),new Grad(-1,-1,1,0),new Grad(-1,-1,-1,0)}; + + private static short[] p = {151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, + 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, + 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, + 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, + 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, + 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, + 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, + 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, + 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, + 61, 156, 180}; + // To remove the need for index wrapping, double the permutation table length + private static short[] perm = new short[512]; + private static short[] permMod12 = new short[512]; + static { + for (int i = 0; i < 512; i++) { + perm[i] = p[i & 255]; + permMod12[i] = (short) (perm[i] % 12); + } + } + + // Skewing and unskewing factors for 2, 3, and 4 dimensions + private static final double F2 = 0.5 * (Math.sqrt(3.0) - 1.0); + private static final double G2 = (3.0 - Math.sqrt(3.0)) / 6.0; + + // private static final double F3 = 1.0/3.0; + // private static final double G3 = 1.0/6.0; + // private static final double F4 = (Math.sqrt(5.0)-1.0)/4.0; + // private static final double G4 = (5.0-Math.sqrt(5.0))/20.0; + + /** + * Deactivate constructor + */ + private SimplexNoise() { + } + + // This method is a *lot* faster than using (int)Math.floor(x) + private static int fastfloor(double x) { + int xi = (int) x; + return x < xi ? xi - 1 : xi; + } + + private static double dot(Grad g, double x, double y) { + return g.x * x + g.y * y; + } + + // private static double dot(Grad g, double x, double y, double z) { + // return g.x*x + g.y*y + g.z*z; } + // + // private static double dot(Grad g, double x, double y, double z, double w) { + // return g.x*x + g.y*y + g.z*z + g.w*w; } + + // 2D simplex noise + public static double noise(double xin, double yin) { + double n0, n1, n2; // Noise contributions from the three corners + // Skew the input space to determine which simplex cell we're in + double s = (xin + yin) * F2; // Hairy factor for 2D + int i = fastfloor(xin + s); + int j = fastfloor(yin + s); + double t = (i + j) * G2; + double originX0 = i - t; // Unskew the cell origin back to (x,y) space + double originY0 = j - t; + double x0 = xin - originX0; // The x,y distances from the cell origin + double y0 = yin - originY0; + // For the 2D case, the simplex shape is an equilateral triangle. + // Determine which simplex we are in. + int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords + if (x0 > y0) { + i1 = 1; + j1 = 0; + } else { + // lower triangle, XY order: (0,0)->(1,0)->(1,1) + i1 = 0; + j1 = 1; + } // upper triangle, YX order: (0,0)->(0,1)->(1,1) + // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and + // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where + // c = (3-sqrt(3))/6 + double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords + double y1 = y0 - j1 + G2; + double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords + double y2 = y0 - 1.0 + 2.0 * G2; + // Work out the hashed gradient indices of the three simplex corners + int ii = i & 255; + int jj = j & 255; + int gi0 = permMod12[ii + perm[jj]]; + int gi1 = permMod12[ii + i1 + perm[jj + j1]]; + int gi2 = permMod12[ii + 1 + perm[jj + 1]]; + // Calculate the contribution from the three corners + double t0 = 0.5 - x0 * x0 - y0 * y0; + if (t0 < 0) { + n0 = 0.0; + } else { + t0 *= t0; + n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient + } + double t1 = 0.5 - x1 * x1 - y1 * y1; + if (t1 < 0) { + n1 = 0.0; + } else { + t1 *= t1; + n1 = t1 * t1 * dot(grad3[gi1], x1, y1); + } + double t2 = 0.5 - x2 * x2 - y2 * y2; + if (t2 < 0) { + n2 = 0.0; + } else { + t2 *= t2; + n2 = t2 * t2 * dot(grad3[gi2], x2, y2); + } + // Add contributions from each corner to get the final noise value. + // The result is scaled to return values in the interval [-1,1]. + return 70.0 * (n0 + n1 + n2); + } + + /* + * + * // 3D simplex noise public static double noise(double xin, double yin, double zin) { double n0, n1, n2, n3; // Noise contributions from the four corners + * // Skew the input space to determine which simplex cell we're in double s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D int i = + * fastfloor(xin+s); int j = fastfloor(yin+s); int k = fastfloor(zin+s); double t = (i+j+k)*G3; double X0 = i-t; // Unskew the cell origin back to (x,y,z) + * space double Y0 = j-t; double Z0 = k-t; double x0 = xin-X0; // The x,y,z distances from the cell origin double y0 = yin-Y0; double z0 = zin-Z0; // For + * the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of + * simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords if(x0>=y0) { if(y0>=z0) { i1=1; j1=0; k1=0; i2=1; + * j2=1; k2=0; } // X Y Z order else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y + * order } else { // x0 y0) rankx++; + * else ranky++; if(x0 > z0) rankx++; else rankz++; if(x0 > w0) rankx++; else rankw++; if(y0 > z0) ranky++; else rankz++; if(y0 > w0) ranky++; else rankw++; + * if(z0 > w0) rankz++; else rankw++; int i1, j1, k1, l1; // The integer offsets for the second simplex corner int i2, j2, k2, l2; // The integer offsets + * for the third simplex corner int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner // simplex[c] is a 4-vector with the numbers 0, 1, + * 2 and 3 in some order. // Many values of c will never occur, since e.g. x>y>z>w makes x= 3 ? 1 : 0; j1 = ranky >= 3 ? 1 : 0; k1 = rankz >= 3 ? 1 : 0; l1 = rankw >= 3 ? 1 : 0; // Rank 2 denotes the second largest + * coordinate. i2 = rankx >= 2 ? 1 : 0; j2 = ranky >= 2 ? 1 : 0; k2 = rankz >= 2 ? 1 : 0; l2 = rankw >= 2 ? 1 : 0; // Rank 1 denotes the second smallest + * coordinate. i3 = rankx >= 1 ? 1 : 0; j3 = ranky >= 1 ? 1 : 0; k3 = rankz >= 1 ? 1 : 0; l3 = rankw >= 1 ? 1 : 0; // The fifth corner has all coordinate + * offsets = 1, so no need to compute that. double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords double y1 = y0 - j1 + G4; double z1 = + * z0 - k1 + G4; double w1 = w0 - l1 + G4; double x2 = x0 - i2 + 2.0*G4; // Offsets for third corner in (x,y,z,w) coords double y2 = y0 - j2 + 2.0*G4; + * double z2 = z0 - k2 + 2.0*G4; double w2 = w0 - l2 + 2.0*G4; double x3 = x0 - i3 + 3.0*G4; // Offsets for fourth corner in (x,y,z,w) coords double y3 = y0 + * - j3 + 3.0*G4; double z3 = z0 - k3 + 3.0*G4; double w3 = w0 - l3 + 3.0*G4; double x4 = x0 - 1.0 + 4.0*G4; // Offsets for last corner in (x,y,z,w) coords + * double y4 = y0 - 1.0 + 4.0*G4; double z4 = z0 - 1.0 + 4.0*G4; double w4 = w0 - 1.0 + 4.0*G4; // Work out the hashed gradient indices of the five simplex + * corners int ii = i & 255; int jj = j & 255; int kk = k & 255; int ll = l & 255; int gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32; int gi1 = + * perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32; int gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32; int gi3 = + * perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32; int gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32; // Calculate the contribution from the + * five corners double t0 = 0.6 - x0*x0 - y0*y0 - z0*z0 - w0*w0; if(t0<0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0); } + * double t1 = 0.6 - x1*x1 - y1*y1 - z1*z1 - w1*w1; if(t1<0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1); } double t2 = 0.6 - + * x2*x2 - y2*y2 - z2*z2 - w2*w2; if(t2<0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2); } double t3 = 0.6 - x3*x3 - y3*y3 - + * z3*z3 - w3*w3; if(t3<0) n3 = 0.0; else { t3 *= t3; n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3); } double t4 = 0.6 - x4*x4 - y4*y4 - z4*z4 - w4*w4; + * if(t4<0) n4 = 0.0; else { t4 *= t4; n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4); } // Sum up and scale the result to cover the range [-1,1] return + * 27.0 * (n0 + n1 + n2 + n3 + n4); } + */ + + // Inner class to speed upp gradient computations + // (array access is a lot slower than member access) + private static class Grad { + double x, y, z, w; + + Grad(double x, double y, double z) { + this.x = x; + this.y = y; + this.z = z; + } + + Grad(double x, double y, double z, double w) { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + } +} \ No newline at end of file