Class OpenSimplex2S
java.lang.Object
org.openpatch.scratch.internal.OpenSimplex2S
K.jpg's OpenSimplex 2, smooth variant ("SuperSimplex")
More language ports, as well as legacy 2014 OpenSimplex, can be found here: https://github.com/KdotJPG/OpenSimplex2
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionstatic floatnoise2(long seed, double x, double y) 2D OpenSimplex2S/SuperSimplex noise, standard lattice orientation.static floatnoise2_ImproveX(long seed, double x, double y) 2D OpenSimplex2S/SuperSimplex noise, with Y pointing down the main diagonal.static floatnoise3_Fallback(long seed, double x, double y, double z) 3D OpenSimplex2S/SuperSimplex noise, fallback rotation option Use noise3_ImproveXY or noise3_ImproveXZ instead, wherever appropriate.static floatnoise3_ImproveXY(long seed, double x, double y, double z) 3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Y).static floatnoise3_ImproveXZ(long seed, double x, double y, double z) 3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Z).static floatnoise4_Fallback(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, fallback lattice orientation.static floatnoise4_ImproveXY_ImproveZW(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, with XY and ZW forming orthogonal triangular-based planes.static floatnoise4_ImproveXYZ(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, with XYZ oriented like noise3_Fallback and W for an extra degree of freedom.static floatnoise4_ImproveXYZ_ImproveXY(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, with XYZ oriented like noise3_ImproveXY and W for an extra degree of freedom.static floatnoise4_ImproveXYZ_ImproveXZ(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, with XYZ oriented like noise3_ImproveXZ and W for an extra degree of freedom.
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Constructor Details
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OpenSimplex2S
public OpenSimplex2S()
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Method Details
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noise2
public static float noise2(long seed, double x, double y) 2D OpenSimplex2S/SuperSimplex noise, standard lattice orientation.- Parameters:
seed- the seedx- the x coordinatey- the y coordinate
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noise2_ImproveX
public static float noise2_ImproveX(long seed, double x, double y) 2D OpenSimplex2S/SuperSimplex noise, with Y pointing down the main diagonal. Might be better for a 2D sandbox style game, where Y is vertical. Probably slightly less optimal for heightmaps or continent maps, unless your map is centered around an equator. It's a slight difference, but the option is here to make it easy.- Parameters:
seed- the seedx- the x coordinatey- the y coordinate
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noise3_ImproveXY
public static float noise3_ImproveXY(long seed, double x, double y, double z) 3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Y). Recommended for 3D terrain and time-varied animations. The Z coordinate should always be the "different" coordinate in whatever your use case is. If Y is vertical in world coordinates, call noise3_ImproveXZ(x, z, Y) or use noise3_XZBeforeY. If Z is vertical in world coordinates, call noise3_ImproveXZ(x, y, Z). For a time varied animation, call noise3_ImproveXY(x, y, T).- Parameters:
seed- the seedx- the x coordinatey- the y coordinatez- the z coordinate
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noise3_ImproveXZ
public static float noise3_ImproveXZ(long seed, double x, double y, double z) 3D OpenSimplex2S/SuperSimplex noise, with better visual isotropy in (X, Z). Recommended for 3D terrain and time-varied animations. The Y coordinate should always be the "different" coordinate in whatever your use case is. If Y is vertical in world coordinates, call noise3_ImproveXZ(x, Y, z). If Z is vertical in world coordinates, call noise3_ImproveXZ(x, Z, y) or use noise3_ImproveXY. For a time varied animation, call noise3_ImproveXZ(x, T, y) or use noise3_ImproveXY.- Parameters:
seed- the seedx- the x coordinatey- the y coordinatez- the z coordinate
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noise3_Fallback
public static float noise3_Fallback(long seed, double x, double y, double z) 3D OpenSimplex2S/SuperSimplex noise, fallback rotation option Use noise3_ImproveXY or noise3_ImproveXZ instead, wherever appropriate. They have less diagonal bias. This function's best use is as a fallback.- Parameters:
seed- the seedx- the x coordinatey- the y coordinatez- the z coordinate
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noise4_ImproveXYZ_ImproveXY
public static float noise4_ImproveXYZ_ImproveXY(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, with XYZ oriented like noise3_ImproveXY and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied animations which texture a 3D object (W=time) in a space where Z is vertical- Parameters:
seed- the seedx- the x coordinatey- the y coordinatez- the z coordinatew- the w coordinate
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noise4_ImproveXYZ_ImproveXZ
public static float noise4_ImproveXYZ_ImproveXZ(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, with XYZ oriented like noise3_ImproveXZ and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied animations which texture a 3D object (W=time) in a space where Y is vertical- Parameters:
seed- the seedx- the x coordinatey- the y coordinatez- the z coordinatew- the w coordinate
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noise4_ImproveXYZ
public static float noise4_ImproveXYZ(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, with XYZ oriented like noise3_Fallback and W for an extra degree of freedom. W repeats eventually. Recommended for time-varied animations which texture a 3D object (W=time) where there isn't a clear distinction between horizontal and vertical- Parameters:
seed- the seedx- the x coordinatey- the y coordinatez- the z coordinatew- the w coordinate
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noise4_ImproveXY_ImproveZW
public static float noise4_ImproveXY_ImproveZW(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, with XY and ZW forming orthogonal triangular-based planes. Recommended for 3D terrain, where X and Y (or Z and W) are horizontal. Recommended for noise(x, y, sin(time), cos(time)) trick.- Parameters:
seed- the seedx- the x coordinatey- the y coordinatez- the z coordinatew- the w coordinate
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noise4_Fallback
public static float noise4_Fallback(long seed, double x, double y, double z, double w) 4D SuperSimplex noise, fallback lattice orientation.- Parameters:
seed- the seedx- the x coordinatey- the y coordinatez- the z coordinatew- the w coordinate
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