From 3101d508e0de6e40c85140f4e498812ab592bbef Mon Sep 17 00:00:00 2001 From: Solargale Date: Sun, 5 Apr 2020 04:32:41 -0600 Subject: [PATCH] Added terrain generation and also diagonal movement --- core/assets/water.png | Bin 0 -> 1139 bytes .../mygdx/game/Character/InputController.java | 36 +- core/src/com/mygdx/game/Character/Player.java | 9 +- .../mygdx/game/Dimension/BlockMaterials.java | 2 + core/src/com/mygdx/game/Dimension/Chunks.java | 17 +- .../mygdx/game/Dimension/WorldRenderer.java | 4 +- core/src/com/mygdx/game/Main.java | 15 +- core/src/com/mygdx/game/OpenSimplexNoise.java | 2137 +++++++++++++++++ core/src/com/mygdx/game/Restrictions.java | 2 +- 9 files changed, 2198 insertions(+), 24 deletions(-) create mode 100644 core/assets/water.png create mode 100644 core/src/com/mygdx/game/OpenSimplexNoise.java diff --git a/core/assets/water.png b/core/assets/water.png new file mode 100644 index 0000000000000000000000000000000000000000..8a0445194d021426c51e1d30892dfcc308ca5b37 GIT binary patch literal 1139 zcmV-(1dRKMP)EX>4Tx04R}tkv&MmKpe$i)0V1K9PA+K5TQC*5EXIMDionYs1;guFuC+YXws0h zxHt-~1qVMCs}3&Cx;nTDg5U>;lcSTOi%KKJM7R&y2ud?N7-Gt3I{I`PzI z#o)Y89AQOSB|aw}HR*!Hk6c$=e&bwlSm2ovGo6|vju4B5Hdfl06-|wJk~perI^_!) zmsQSNoV8MwHSft^7|!X-OI)Wphy)g}2niw-RIz~)Du~gllVTx7`*9C{zvGw4rI2d_ zj2!bQLxb%2!T;cQw^n{)+)WC{f#8d6e+&bmU7%63?eAmTZkz!AXW&Y2`O9@+`jhlp zON$->J=?&=bxTwBfXf}A@5zu&*^&G-g?t`(KcjET0=>6D*Q(oFb04P_CX>@2HM@dakSAh-}0006?NklN);;0$$Dj4A3zWiB+j233;mYypfL7)Hm?jWG zVnjlqs6vd$Sr_^kp;iWW0J{AnZ_CW&4rY9mLTnmBj5yFsq|F&ZKw=17#}QJZ)Jh*C zlNp3S3<0QoYg_(5jR^BRLn(+&6Vf!`&Q2oNQeeD+Dh?2Ye};jVuA>tHV6Xx?uaRh5 zd|AK@r$PuE_K$Fn5MzX#`D?f`-y?oa6RikcN(g2gwp(8Idv2-#e45erd!AFmmSyEO z=a@66+(1gqwKA!ap4*o9Qg~k$2mw@i-ac^F1vlfc+2FM@#mJ9&Ua>{)@dEN?&LJgU zw%ZjqCC<9=y=l=>cvt1-j@An9;Evxn?xaQnU+(<8-4KzLqBABs0D-AiyjCvL#33d6+@S6(=DhShY_{;QLl9Z}u9X1PTA>td zp7}A)JhUw_1g>se&1gjURHaV|+>w3GXepc?cH|JijNkiybt9}imr?+5RbIy%mr}Tn zBj39Y`BVie=kdm!p1-FFH{;Ya KEY_DELAY) { + if (Gdx.input.isKeyPressed(Input.Keys.UP) && Gdx.input.isKeyPressed(Input.Keys.LEFT) && i > KEY_DELAY) { + i = 0; + directionAnimation("UpLeft"); + player.addX(-MOVEMENT_SPEED); + player.addY(MOVEMENT_SPEED); + cam.translate(-MOVEMENT_SPEED,MOVEMENT_SPEED); + } + else if (Gdx.input.isKeyPressed(Input.Keys.UP)&& Gdx.input.isKeyPressed(Input.Keys.RIGHT) &&i > KEY_DELAY) { + i = 0; + directionAnimation("UpRight"); + player.addX(MOVEMENT_SPEED); + player.addY(MOVEMENT_SPEED); + cam.translate(MOVEMENT_SPEED,MOVEMENT_SPEED); + } + else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)&& Gdx.input.isKeyPressed(Input.Keys.LEFT) && i > KEY_DELAY) { + i = 0; + directionAnimation("DownLeft"); + player.addX(-MOVEMENT_SPEED); + player.addY(-MOVEMENT_SPEED); + cam.translate(-MOVEMENT_SPEED,-MOVEMENT_SPEED); + } + else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)&& Gdx.input.isKeyPressed(Input.Keys.RIGHT) && i > KEY_DELAY) { + i = 0; + directionAnimation("DownRight"); + player.addX(MOVEMENT_SPEED); + player.addY(-MOVEMENT_SPEED); + + cam.translate(MOVEMENT_SPEED,-MOVEMENT_SPEED); + } + + else if (Gdx.input.isKeyPressed(Input.Keys.LEFT) && i > KEY_DELAY) { i = 0; directionAnimation("Left"); player.addX(-MOVEMENT_SPEED); cam.translate(-MOVEMENT_SPEED,0); } - if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)&& i > KEY_DELAY) { + else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)&& i > KEY_DELAY) { i = 0; directionAnimation("Right"); player.addX(MOVEMENT_SPEED); cam.translate(MOVEMENT_SPEED,0); } - if (Gdx.input.isKeyPressed(Input.Keys.DOWN)&& i > KEY_DELAY) { + else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)&& i > KEY_DELAY) { i = 0; directionAnimation("Down"); player.addY(-MOVEMENT_SPEED); diff --git a/core/src/com/mygdx/game/Character/Player.java b/core/src/com/mygdx/game/Character/Player.java index 0b66846..5fc48b1 100644 --- a/core/src/com/mygdx/game/Character/Player.java +++ b/core/src/com/mygdx/game/Character/Player.java @@ -34,9 +34,8 @@ public class Player implements Restrictions { player.cam.translate(x,y); } - public void render(Batch batch){ - float elapsedTime = 1f; - batch.draw(getAnimation().getKeyFrame(elapsedTime, true), getX(), getY(), TILE_SIZE, TILE_SIZE); + public void render(Batch batch, float timeSinceLastUpdate){ + batch.draw(getAnimation().getKeyFrame(timeSinceLastUpdate, true), getX(), getY(),TILE_SIZE,TILE_SIZE); } public int getX() { @@ -59,11 +58,11 @@ public class Player implements Restrictions { return spriteName; } - TextureAtlas getTextureAtlas() { + public TextureAtlas getTextureAtlas() { return textureAtlas; } - Animation getAnimation() { + public Animation getAnimation() { return animation; } diff --git a/core/src/com/mygdx/game/Dimension/BlockMaterials.java b/core/src/com/mygdx/game/Dimension/BlockMaterials.java index ca3eb94..e827b29 100644 --- a/core/src/com/mygdx/game/Dimension/BlockMaterials.java +++ b/core/src/com/mygdx/game/Dimension/BlockMaterials.java @@ -18,8 +18,10 @@ public class BlockMaterials { public static void create(){ materials.put("grass",new Block("grass",true,false,true,true,true)); materials.put("wood",new Block("wood",false,true,true,true,false)); + materials.put("water",new Block("water",true,false,false,false,false)); textures.put("grass", new Texture("core/assets/grass.png")); textures.put("wood", new Texture("core/assets/wood.png")); + textures.put("water", new Texture("core/assets/water.png")); } } diff --git a/core/src/com/mygdx/game/Dimension/Chunks.java b/core/src/com/mygdx/game/Dimension/Chunks.java index e1e71e0..e8fa86d 100644 --- a/core/src/com/mygdx/game/Dimension/Chunks.java +++ b/core/src/com/mygdx/game/Dimension/Chunks.java @@ -1,5 +1,6 @@ package com.mygdx.game.Dimension; +import com.mygdx.game.OpenSimplexNoise; import net.dermetfan.utils.Pair; import java.util.HashMap; @@ -8,6 +9,7 @@ import static com.mygdx.game.Restrictions.CHUNK_SIZE; public class Chunks { public HashMap, Block> blocks = new HashMap<>(); + private long seed = 10000; public void generateChunk(int x, int y){ int startX = x*CHUNK_SIZE; @@ -18,11 +20,24 @@ public class Chunks { //Going from start of selected chunk to end of selected chunk in x and y for (int i = startX; i != endX; i++){ for (int j = startY; j != endY; j++) { - blocks.put(new Pair<>(i, j), BlockMaterials.materials.get("grass")); + blocks.put(new Pair<>(i, j), getTerrain(i,j)); } } } + public Block getTerrain(int i, int j) { + + OpenSimplexNoise openSimplexNoise = new OpenSimplexNoise(seed); + double terrainType = openSimplexNoise.eval(i*0.01,j*0.01); + if(terrainType < 0.3) { + return BlockMaterials.materials.get("grass"); + } + else { + return BlockMaterials.materials.get("water"); + } + } + + public HashMap, Block> getBlocks() { return blocks; } diff --git a/core/src/com/mygdx/game/Dimension/WorldRenderer.java b/core/src/com/mygdx/game/Dimension/WorldRenderer.java index d809c45..23fbb29 100644 --- a/core/src/com/mygdx/game/Dimension/WorldRenderer.java +++ b/core/src/com/mygdx/game/Dimension/WorldRenderer.java @@ -41,7 +41,7 @@ public class WorldRenderer implements Restrictions { } } - public void render(SpriteBatch batch) { + public void render(SpriteBatch batch, float elapsedTime) { try { drawWorld(batch); }catch (Exception e){} @@ -50,7 +50,7 @@ public class WorldRenderer implements Restrictions { batch.setProjectionMatrix(cam.combined); cam.update(); mouse.render(batch, cam); - player.render(batch); + player.render(batch,elapsedTime); } public void dispose() { diff --git a/core/src/com/mygdx/game/Main.java b/core/src/com/mygdx/game/Main.java index 301d151..84fb398 100644 --- a/core/src/com/mygdx/game/Main.java +++ b/core/src/com/mygdx/game/Main.java @@ -49,7 +49,7 @@ public class Main extends ApplicationAdapter { public void render () { Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); - fixedStep(); + timeSinceLastUpdate += Gdx.graphics.getDeltaTime(); //Accumulate delta time delta +=Gdx.graphics.getDeltaTime(); if(delta > RENDER_TIME) { @@ -58,27 +58,18 @@ public class Main extends ApplicationAdapter { Superchunks.loadChunks(player); } - - batch.begin(); - worldRenderer.render(batch); + worldRenderer.render(batch,timeSinceLastUpdate); gui.render(batch); batch.end(); } - public void fixedStep() { - timeSinceLastUpdate = Gdx.graphics.getDeltaTime(); //Accumulate delta time - while(timeSinceLastUpdate >= physicsUpdateSpeed){ //If the accumulated delta-time is greater than, do a physics update - this can happen multiple times in a single frame, depending on fps/lag/physicsUpdateSpeed - timeSinceLastUpdate -= physicsUpdateSpeed; //Subtract physicsUpdateSpeed from timeSinceLastUpdate - if timeSinceLastUpdate is STILL >= physicsUpdateSpeed, repeat, if not, the loop breaks - } - } - @Override public void dispose () { worldRenderer.dispose(); gui.dispose(); batch.dispose(); - + player.getTextureAtlas().dispose(); } } diff --git a/core/src/com/mygdx/game/OpenSimplexNoise.java b/core/src/com/mygdx/game/OpenSimplexNoise.java new file mode 100644 index 0000000..f00d794 --- /dev/null +++ b/core/src/com/mygdx/game/OpenSimplexNoise.java @@ -0,0 +1,2137 @@ +package com.mygdx.game;/* + * OpenSimplex Noise in Java. + * by Kurt Spencer + * + * v1.1 (October 5, 2014) + * - Added 2D and 4D implementations. + * - Proper gradient sets for all dimensions, from a + * dimensionally-generalizable scheme with an actual + * rhyme and reason behind it. + * - Removed default permutation array in favor of + * default seed. + * - Changed seed-based constructor to be independent + * of any particular randomization library, so results + * will be the same when ported to other languages. + */ + +public class OpenSimplexNoise { + + private static final double STRETCH_CONSTANT_2D = -0.211324865405187; //(1/Math.sqrt(2+1)-1)/2; + private static final double SQUISH_CONSTANT_2D = 0.366025403784439; //(Math.sqrt(2+1)-1)/2; + private static final double STRETCH_CONSTANT_3D = -1.0 / 6; //(1/Math.sqrt(3+1)-1)/3; + private static final double SQUISH_CONSTANT_3D = 1.0 / 3; //(Math.sqrt(3+1)-1)/3; + private static final double STRETCH_CONSTANT_4D = -0.138196601125011; //(1/Math.sqrt(4+1)-1)/4; + private static final double SQUISH_CONSTANT_4D = 0.309016994374947; //(Math.sqrt(4+1)-1)/4; + + private static final double NORM_CONSTANT_2D = 47; + private static final double NORM_CONSTANT_3D = 103; + private static final double NORM_CONSTANT_4D = 30; + + private static final long DEFAULT_SEED = 0; + + private short[] perm; + private short[] permGradIndex3D; + + public OpenSimplexNoise() { + this(DEFAULT_SEED); + } + + public OpenSimplexNoise(short[] perm) { + this.perm = perm; + permGradIndex3D = new short[256]; + + for (int i = 0; i < 256; i++) { + //Since 3D has 24 gradients, simple bitmask won't work, so precompute modulo array. + permGradIndex3D[i] = (short)((perm[i] % (gradients3D.length / 3)) * 3); + } + } + + //Initializes the class using a permutation array generated from a 64-bit seed. + //Generates a proper permutation (i.e. doesn't merely perform N successive pair swaps on a base array) + //Uses a simple 64-bit LCG. + public OpenSimplexNoise(long seed) { + perm = new short[256]; + permGradIndex3D = new short[256]; + short[] source = new short[256]; + for (short i = 0; i < 256; i++) + source[i] = i; + seed = seed * 6364136223846793005l + 1442695040888963407l; + seed = seed * 6364136223846793005l + 1442695040888963407l; + seed = seed * 6364136223846793005l + 1442695040888963407l; + for (int i = 255; i >= 0; i--) { + seed = seed * 6364136223846793005l + 1442695040888963407l; + int r = (int)((seed + 31) % (i + 1)); + if (r < 0) + r += (i + 1); + perm[i] = source[r]; + permGradIndex3D[i] = (short)((perm[i] % (gradients3D.length / 3)) * 3); + source[r] = source[i]; + } + } + + //2D OpenSimplex Noise. + public double eval(double x, double y) { + + //Place input coordinates onto grid. + double stretchOffset = (x + y) * STRETCH_CONSTANT_2D; + double xs = x + stretchOffset; + double ys = y + stretchOffset; + + //Floor to get grid coordinates of rhombus (stretched square) super-cell origin. + int xsb = fastFloor(xs); + int ysb = fastFloor(ys); + + //Skew out to get actual coordinates of rhombus origin. We'll need these later. + double squishOffset = (xsb + ysb) * SQUISH_CONSTANT_2D; + double xb = xsb + squishOffset; + double yb = ysb + squishOffset; + + //Compute grid coordinates relative to rhombus origin. + double xins = xs - xsb; + double yins = ys - ysb; + + //Sum those together to get a value that determines which region we're in. + double inSum = xins + yins; + + //Positions relative to origin point. + double dx0 = x - xb; + double dy0 = y - yb; + + //We'll be defining these inside the next block and using them afterwards. + double dx_ext, dy_ext; + int xsv_ext, ysv_ext; + + double value = 0; + + //Contribution (1,0) + double dx1 = dx0 - 1 - SQUISH_CONSTANT_2D; + double dy1 = dy0 - 0 - SQUISH_CONSTANT_2D; + double attn1 = 2 - dx1 * dx1 - dy1 * dy1; + if (attn1 > 0) { + attn1 *= attn1; + value += attn1 * attn1 * extrapolate(xsb + 1, ysb + 0, dx1, dy1); + } + + //Contribution (0,1) + double dx2 = dx0 - 0 - SQUISH_CONSTANT_2D; + double dy2 = dy0 - 1 - SQUISH_CONSTANT_2D; + double attn2 = 2 - dx2 * dx2 - dy2 * dy2; + if (attn2 > 0) { + attn2 *= attn2; + value += attn2 * attn2 * extrapolate(xsb + 0, ysb + 1, dx2, dy2); + } + + if (inSum <= 1) { //We're inside the triangle (2-Simplex) at (0,0) + double zins = 1 - inSum; + if (zins > xins || zins > yins) { //(0,0) is one of the closest two triangular vertices + if (xins > yins) { + xsv_ext = xsb + 1; + ysv_ext = ysb - 1; + dx_ext = dx0 - 1; + dy_ext = dy0 + 1; + } else { + xsv_ext = xsb - 1; + ysv_ext = ysb + 1; + dx_ext = dx0 + 1; + dy_ext = dy0 - 1; + } + } else { //(1,0) and (0,1) are the closest two vertices. + xsv_ext = xsb + 1; + ysv_ext = ysb + 1; + dx_ext = dx0 - 1 - 2 * SQUISH_CONSTANT_2D; + dy_ext = dy0 - 1 - 2 * SQUISH_CONSTANT_2D; + } + } else { //We're inside the triangle (2-Simplex) at (1,1) + double zins = 2 - inSum; + if (zins < xins || zins < yins) { //(0,0) is one of the closest two triangular vertices + if (xins > yins) { + xsv_ext = xsb + 2; + ysv_ext = ysb + 0; + dx_ext = dx0 - 2 - 2 * SQUISH_CONSTANT_2D; + dy_ext = dy0 + 0 - 2 * SQUISH_CONSTANT_2D; + } else { + xsv_ext = xsb + 0; + ysv_ext = ysb + 2; + dx_ext = dx0 + 0 - 2 * SQUISH_CONSTANT_2D; + dy_ext = dy0 - 2 - 2 * SQUISH_CONSTANT_2D; + } + } else { //(1,0) and (0,1) are the closest two vertices. + dx_ext = dx0; + dy_ext = dy0; + xsv_ext = xsb; + ysv_ext = ysb; + } + xsb += 1; + ysb += 1; + dx0 = dx0 - 1 - 2 * SQUISH_CONSTANT_2D; + dy0 = dy0 - 1 - 2 * SQUISH_CONSTANT_2D; + } + + //Contribution (0,0) or (1,1) + double attn0 = 2 - dx0 * dx0 - dy0 * dy0; + if (attn0 > 0) { + attn0 *= attn0; + value += attn0 * attn0 * extrapolate(xsb, ysb, dx0, dy0); + } + + //Extra Vertex + double attn_ext = 2 - dx_ext * dx_ext - dy_ext * dy_ext; + if (attn_ext > 0) { + attn_ext *= attn_ext; + value += attn_ext * attn_ext * extrapolate(xsv_ext, ysv_ext, dx_ext, dy_ext); + } + + return value / NORM_CONSTANT_2D; + } + + //3D OpenSimplex Noise. + public double eval(double x, double y, double z) { + + //Place input coordinates on simplectic honeycomb. + double stretchOffset = (x + y + z) * STRETCH_CONSTANT_3D; + double xs = x + stretchOffset; + double ys = y + stretchOffset; + double zs = z + stretchOffset; + + //Floor to get simplectic honeycomb coordinates of rhombohedron (stretched cube) super-cell origin. + int xsb = fastFloor(xs); + int ysb = fastFloor(ys); + int zsb = fastFloor(zs); + + //Skew out to get actual coordinates of rhombohedron origin. We'll need these later. + double squishOffset = (xsb + ysb + zsb) * SQUISH_CONSTANT_3D; + double xb = xsb + squishOffset; + double yb = ysb + squishOffset; + double zb = zsb + squishOffset; + + //Compute simplectic honeycomb coordinates relative to rhombohedral origin. + double xins = xs - xsb; + double yins = ys - ysb; + double zins = zs - zsb; + + //Sum those together to get a value that determines which region we're in. + double inSum = xins + yins + zins; + + //Positions relative to origin point. + double dx0 = x - xb; + double dy0 = y - yb; + double dz0 = z - zb; + + //We'll be defining these inside the next block and using them afterwards. + double dx_ext0, dy_ext0, dz_ext0; + double dx_ext1, dy_ext1, dz_ext1; + int xsv_ext0, ysv_ext0, zsv_ext0; + int xsv_ext1, ysv_ext1, zsv_ext1; + + double value = 0; + if (inSum <= 1) { //We're inside the tetrahedron (3-Simplex) at (0,0,0) + + //Determine which two of (0,0,1), (0,1,0), (1,0,0) are closest. + byte aPoint = 0x01; + double aScore = xins; + byte bPoint = 0x02; + double bScore = yins; + if (aScore >= bScore && zins > bScore) { + bScore = zins; + bPoint = 0x04; + } else if (aScore < bScore && zins > aScore) { + aScore = zins; + aPoint = 0x04; + } + + //Now we determine the two lattice points not part of the tetrahedron that may contribute. + //This depends on the closest two tetrahedral vertices, including (0,0,0) + double wins = 1 - inSum; + if (wins > aScore || wins > bScore) { //(0,0,0) is one of the closest two tetrahedral vertices. + byte c = (bScore > aScore ? bPoint : aPoint); //Our other closest vertex is the closest out of a and b. + + if ((c & 0x01) == 0) { + xsv_ext0 = xsb - 1; + xsv_ext1 = xsb; + dx_ext0 = dx0 + 1; + dx_ext1 = dx0; + } else { + xsv_ext0 = xsv_ext1 = xsb + 1; + dx_ext0 = dx_ext1 = dx0 - 1; + } + + if ((c & 0x02) == 0) { + ysv_ext0 = ysv_ext1 = ysb; + dy_ext0 = dy_ext1 = dy0; + if ((c & 0x01) == 0) { + ysv_ext1 -= 1; + dy_ext1 += 1; + } else { + ysv_ext0 -= 1; + dy_ext0 += 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysb + 1; + dy_ext0 = dy_ext1 = dy0 - 1; + } + + if ((c & 0x04) == 0) { + zsv_ext0 = zsb; + zsv_ext1 = zsb - 1; + dz_ext0 = dz0; + dz_ext1 = dz0 + 1; + } else { + zsv_ext0 = zsv_ext1 = zsb + 1; + dz_ext0 = dz_ext1 = dz0 - 1; + } + } else { //(0,0,0) is not one of the closest two tetrahedral vertices. + byte c = (byte)(aPoint | bPoint); //Our two extra vertices are determined by the closest two. + + if ((c & 0x01) == 0) { + xsv_ext0 = xsb; + xsv_ext1 = xsb - 1; + dx_ext0 = dx0 - 2 * SQUISH_CONSTANT_3D; + dx_ext1 = dx0 + 1 - SQUISH_CONSTANT_3D; + } else { + xsv_ext0 = xsv_ext1 = xsb + 1; + dx_ext0 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D; + dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D; + } + + if ((c & 0x02) == 0) { + ysv_ext0 = ysb; + ysv_ext1 = ysb - 1; + dy_ext0 = dy0 - 2 * SQUISH_CONSTANT_3D; + dy_ext1 = dy0 + 1 - SQUISH_CONSTANT_3D; + } else { + ysv_ext0 = ysv_ext1 = ysb + 1; + dy_ext0 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D; + } + + if ((c & 0x04) == 0) { + zsv_ext0 = zsb; + zsv_ext1 = zsb - 1; + dz_ext0 = dz0 - 2 * SQUISH_CONSTANT_3D; + dz_ext1 = dz0 + 1 - SQUISH_CONSTANT_3D; + } else { + zsv_ext0 = zsv_ext1 = zsb + 1; + dz_ext0 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D; + } + } + + //Contribution (0,0,0) + double attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0; + if (attn0 > 0) { + attn0 *= attn0; + value += attn0 * attn0 * extrapolate(xsb + 0, ysb + 0, zsb + 0, dx0, dy0, dz0); + } + + //Contribution (1,0,0) + double dx1 = dx0 - 1 - SQUISH_CONSTANT_3D; + double dy1 = dy0 - 0 - SQUISH_CONSTANT_3D; + double dz1 = dz0 - 0 - SQUISH_CONSTANT_3D; + double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1; + if (attn1 > 0) { + attn1 *= attn1; + value += attn1 * attn1 * extrapolate(xsb + 1, ysb + 0, zsb + 0, dx1, dy1, dz1); + } + + //Contribution (0,1,0) + double dx2 = dx0 - 0 - SQUISH_CONSTANT_3D; + double dy2 = dy0 - 1 - SQUISH_CONSTANT_3D; + double dz2 = dz1; + double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2; + if (attn2 > 0) { + attn2 *= attn2; + value += attn2 * attn2 * extrapolate(xsb + 0, ysb + 1, zsb + 0, dx2, dy2, dz2); + } + + //Contribution (0,0,1) + double dx3 = dx2; + double dy3 = dy1; + double dz3 = dz0 - 1 - SQUISH_CONSTANT_3D; + double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3; + if (attn3 > 0) { + attn3 *= attn3; + value += attn3 * attn3 * extrapolate(xsb + 0, ysb + 0, zsb + 1, dx3, dy3, dz3); + } + } else if (inSum >= 2) { //We're inside the tetrahedron (3-Simplex) at (1,1,1) + + //Determine which two tetrahedral vertices are the closest, out of (1,1,0), (1,0,1), (0,1,1) but not (1,1,1). + byte aPoint = 0x06; + double aScore = xins; + byte bPoint = 0x05; + double bScore = yins; + if (aScore <= bScore && zins < bScore) { + bScore = zins; + bPoint = 0x03; + } else if (aScore > bScore && zins < aScore) { + aScore = zins; + aPoint = 0x03; + } + + //Now we determine the two lattice points not part of the tetrahedron that may contribute. + //This depends on the closest two tetrahedral vertices, including (1,1,1) + double wins = 3 - inSum; + if (wins < aScore || wins < bScore) { //(1,1,1) is one of the closest two tetrahedral vertices. + byte c = (bScore < aScore ? bPoint : aPoint); //Our other closest vertex is the closest out of a and b. + + if ((c & 0x01) != 0) { + xsv_ext0 = xsb + 2; + xsv_ext1 = xsb + 1; + dx_ext0 = dx0 - 2 - 3 * SQUISH_CONSTANT_3D; + dx_ext1 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D; + } else { + xsv_ext0 = xsv_ext1 = xsb; + dx_ext0 = dx_ext1 = dx0 - 3 * SQUISH_CONSTANT_3D; + } + + if ((c & 0x02) != 0) { + ysv_ext0 = ysv_ext1 = ysb + 1; + dy_ext0 = dy_ext1 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D; + if ((c & 0x01) != 0) { + ysv_ext1 += 1; + dy_ext1 -= 1; + } else { + ysv_ext0 += 1; + dy_ext0 -= 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysb; + dy_ext0 = dy_ext1 = dy0 - 3 * SQUISH_CONSTANT_3D; + } + + if ((c & 0x04) != 0) { + zsv_ext0 = zsb + 1; + zsv_ext1 = zsb + 2; + dz_ext0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 2 - 3 * SQUISH_CONSTANT_3D; + } else { + zsv_ext0 = zsv_ext1 = zsb; + dz_ext0 = dz_ext1 = dz0 - 3 * SQUISH_CONSTANT_3D; + } + } else { //(1,1,1) is not one of the closest two tetrahedral vertices. + byte c = (byte)(aPoint & bPoint); //Our two extra vertices are determined by the closest two. + + if ((c & 0x01) != 0) { + xsv_ext0 = xsb + 1; + xsv_ext1 = xsb + 2; + dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D; + dx_ext1 = dx0 - 2 - 2 * SQUISH_CONSTANT_3D; + } else { + xsv_ext0 = xsv_ext1 = xsb; + dx_ext0 = dx0 - SQUISH_CONSTANT_3D; + dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D; + } + + if ((c & 0x02) != 0) { + ysv_ext0 = ysb + 1; + ysv_ext1 = ysb + 2; + dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 2 - 2 * SQUISH_CONSTANT_3D; + } else { + ysv_ext0 = ysv_ext1 = ysb; + dy_ext0 = dy0 - SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D; + } + + if ((c & 0x04) != 0) { + zsv_ext0 = zsb + 1; + zsv_ext1 = zsb + 2; + dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 2 - 2 * SQUISH_CONSTANT_3D; + } else { + zsv_ext0 = zsv_ext1 = zsb; + dz_ext0 = dz0 - SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D; + } + } + + //Contribution (1,1,0) + double dx3 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D; + double dy3 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D; + double dz3 = dz0 - 0 - 2 * SQUISH_CONSTANT_3D; + double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3; + if (attn3 > 0) { + attn3 *= attn3; + value += attn3 * attn3 * extrapolate(xsb + 1, ysb + 1, zsb + 0, dx3, dy3, dz3); + } + + //Contribution (1,0,1) + double dx2 = dx3; + double dy2 = dy0 - 0 - 2 * SQUISH_CONSTANT_3D; + double dz2 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D; + double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2; + if (attn2 > 0) { + attn2 *= attn2; + value += attn2 * attn2 * extrapolate(xsb + 1, ysb + 0, zsb + 1, dx2, dy2, dz2); + } + + //Contribution (0,1,1) + double dx1 = dx0 - 0 - 2 * SQUISH_CONSTANT_3D; + double dy1 = dy3; + double dz1 = dz2; + double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1; + if (attn1 > 0) { + attn1 *= attn1; + value += attn1 * attn1 * extrapolate(xsb + 0, ysb + 1, zsb + 1, dx1, dy1, dz1); + } + + //Contribution (1,1,1) + dx0 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D; + dy0 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D; + dz0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D; + double attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0; + if (attn0 > 0) { + attn0 *= attn0; + value += attn0 * attn0 * extrapolate(xsb + 1, ysb + 1, zsb + 1, dx0, dy0, dz0); + } + } else { //We're inside the octahedron (Rectified 3-Simplex) in between. + double aScore; + byte aPoint; + boolean aIsFurtherSide; + double bScore; + byte bPoint; + boolean bIsFurtherSide; + + //Decide between point (0,0,1) and (1,1,0) as closest + double p1 = xins + yins; + if (p1 > 1) { + aScore = p1 - 1; + aPoint = 0x03; + aIsFurtherSide = true; + } else { + aScore = 1 - p1; + aPoint = 0x04; + aIsFurtherSide = false; + } + + //Decide between point (0,1,0) and (1,0,1) as closest + double p2 = xins + zins; + if (p2 > 1) { + bScore = p2 - 1; + bPoint = 0x05; + bIsFurtherSide = true; + } else { + bScore = 1 - p2; + bPoint = 0x02; + bIsFurtherSide = false; + } + + //The closest out of the two (1,0,0) and (0,1,1) will replace the furthest out of the two decided above, if closer. + double p3 = yins + zins; + if (p3 > 1) { + double score = p3 - 1; + if (aScore <= bScore && aScore < score) { + aScore = score; + aPoint = 0x06; + aIsFurtherSide = true; + } else if (aScore > bScore && bScore < score) { + bScore = score; + bPoint = 0x06; + bIsFurtherSide = true; + } + } else { + double score = 1 - p3; + if (aScore <= bScore && aScore < score) { + aScore = score; + aPoint = 0x01; + aIsFurtherSide = false; + } else if (aScore > bScore && bScore < score) { + bScore = score; + bPoint = 0x01; + bIsFurtherSide = false; + } + } + + //Where each of the two closest points are determines how the extra two vertices are calculated. + if (aIsFurtherSide == bIsFurtherSide) { + if (aIsFurtherSide) { //Both closest points on (1,1,1) side + + //One of the two extra points is (1,1,1) + dx_ext0 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D; + dy_ext0 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D; + dz_ext0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D; + xsv_ext0 = xsb + 1; + ysv_ext0 = ysb + 1; + zsv_ext0 = zsb + 1; + + //Other extra point is based on the shared axis. + byte c = (byte)(aPoint & bPoint); + if ((c & 0x01) != 0) { + dx_ext1 = dx0 - 2 - 2 * SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D; + xsv_ext1 = xsb + 2; + ysv_ext1 = ysb; + zsv_ext1 = zsb; + } else if ((c & 0x02) != 0) { + dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 2 - 2 * SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D; + xsv_ext1 = xsb; + ysv_ext1 = ysb + 2; + zsv_ext1 = zsb; + } else { + dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 2 - 2 * SQUISH_CONSTANT_3D; + xsv_ext1 = xsb; + ysv_ext1 = ysb; + zsv_ext1 = zsb + 2; + } + } else {//Both closest points on (0,0,0) side + + //One of the two extra points is (0,0,0) + dx_ext0 = dx0; + dy_ext0 = dy0; + dz_ext0 = dz0; + xsv_ext0 = xsb; + ysv_ext0 = ysb; + zsv_ext0 = zsb; + + //Other extra point is based on the omitted axis. + byte c = (byte)(aPoint | bPoint); + if ((c & 0x01) == 0) { + dx_ext1 = dx0 + 1 - SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D; + xsv_ext1 = xsb - 1; + ysv_ext1 = ysb + 1; + zsv_ext1 = zsb + 1; + } else if ((c & 0x02) == 0) { + dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D; + dy_ext1 = dy0 + 1 - SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D; + xsv_ext1 = xsb + 1; + ysv_ext1 = ysb - 1; + zsv_ext1 = zsb + 1; + } else { + dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D; + dz_ext1 = dz0 + 1 - SQUISH_CONSTANT_3D; + xsv_ext1 = xsb + 1; + ysv_ext1 = ysb + 1; + zsv_ext1 = zsb - 1; + } + } + } else { //One point on (0,0,0) side, one point on (1,1,1) side + byte c1, c2; + if (aIsFurtherSide) { + c1 = aPoint; + c2 = bPoint; + } else { + c1 = bPoint; + c2 = aPoint; + } + + //One contribution is a permutation of (1,1,-1) + if ((c1 & 0x01) == 0) { + dx_ext0 = dx0 + 1 - SQUISH_CONSTANT_3D; + dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D; + dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D; + xsv_ext0 = xsb - 1; + ysv_ext0 = ysb + 1; + zsv_ext0 = zsb + 1; + } else if ((c1 & 0x02) == 0) { + dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D; + dy_ext0 = dy0 + 1 - SQUISH_CONSTANT_3D; + dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D; + xsv_ext0 = xsb + 1; + ysv_ext0 = ysb - 1; + zsv_ext0 = zsb + 1; + } else { + dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D; + dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D; + dz_ext0 = dz0 + 1 - SQUISH_CONSTANT_3D; + xsv_ext0 = xsb + 1; + ysv_ext0 = ysb + 1; + zsv_ext0 = zsb - 1; + } + + //One contribution is a permutation of (0,0,2) + dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D; + dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D; + dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D; + xsv_ext1 = xsb; + ysv_ext1 = ysb; + zsv_ext1 = zsb; + if ((c2 & 0x01) != 0) { + dx_ext1 -= 2; + xsv_ext1 += 2; + } else if ((c2 & 0x02) != 0) { + dy_ext1 -= 2; + ysv_ext1 += 2; + } else { + dz_ext1 -= 2; + zsv_ext1 += 2; + } + } + + //Contribution (1,0,0) + double dx1 = dx0 - 1 - SQUISH_CONSTANT_3D; + double dy1 = dy0 - 0 - SQUISH_CONSTANT_3D; + double dz1 = dz0 - 0 - SQUISH_CONSTANT_3D; + double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1; + if (attn1 > 0) { + attn1 *= attn1; + value += attn1 * attn1 * extrapolate(xsb + 1, ysb + 0, zsb + 0, dx1, dy1, dz1); + } + + //Contribution (0,1,0) + double dx2 = dx0 - 0 - SQUISH_CONSTANT_3D; + double dy2 = dy0 - 1 - SQUISH_CONSTANT_3D; + double dz2 = dz1; + double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2; + if (attn2 > 0) { + attn2 *= attn2; + value += attn2 * attn2 * extrapolate(xsb + 0, ysb + 1, zsb + 0, dx2, dy2, dz2); + } + + //Contribution (0,0,1) + double dx3 = dx2; + double dy3 = dy1; + double dz3 = dz0 - 1 - SQUISH_CONSTANT_3D; + double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3; + if (attn3 > 0) { + attn3 *= attn3; + value += attn3 * attn3 * extrapolate(xsb + 0, ysb + 0, zsb + 1, dx3, dy3, dz3); + } + + //Contribution (1,1,0) + double dx4 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D; + double dy4 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D; + double dz4 = dz0 - 0 - 2 * SQUISH_CONSTANT_3D; + double attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4; + if (attn4 > 0) { + attn4 *= attn4; + value += attn4 * attn4 * extrapolate(xsb + 1, ysb + 1, zsb + 0, dx4, dy4, dz4); + } + + //Contribution (1,0,1) + double dx5 = dx4; + double dy5 = dy0 - 0 - 2 * SQUISH_CONSTANT_3D; + double dz5 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D; + double attn5 = 2 - dx5 * dx5 - dy5 * dy5 - dz5 * dz5; + if (attn5 > 0) { + attn5 *= attn5; + value += attn5 * attn5 * extrapolate(xsb + 1, ysb + 0, zsb + 1, dx5, dy5, dz5); + } + + //Contribution (0,1,1) + double dx6 = dx0 - 0 - 2 * SQUISH_CONSTANT_3D; + double dy6 = dy4; + double dz6 = dz5; + double attn6 = 2 - dx6 * dx6 - dy6 * dy6 - dz6 * dz6; + if (attn6 > 0) { + attn6 *= attn6; + value += attn6 * attn6 * extrapolate(xsb + 0, ysb + 1, zsb + 1, dx6, dy6, dz6); + } + } + + //First extra vertex + double attn_ext0 = 2 - dx_ext0 * dx_ext0 - dy_ext0 * dy_ext0 - dz_ext0 * dz_ext0; + if (attn_ext0 > 0) + { + attn_ext0 *= attn_ext0; + value += attn_ext0 * attn_ext0 * extrapolate(xsv_ext0, ysv_ext0, zsv_ext0, dx_ext0, dy_ext0, dz_ext0); + } + + //Second extra vertex + double attn_ext1 = 2 - dx_ext1 * dx_ext1 - dy_ext1 * dy_ext1 - dz_ext1 * dz_ext1; + if (attn_ext1 > 0) + { + attn_ext1 *= attn_ext1; + value += attn_ext1 * attn_ext1 * extrapolate(xsv_ext1, ysv_ext1, zsv_ext1, dx_ext1, dy_ext1, dz_ext1); + } + + return value / NORM_CONSTANT_3D; + } + + //4D OpenSimplex Noise. + public double eval(double x, double y, double z, double w) { + + //Place input coordinates on simplectic honeycomb. + double stretchOffset = (x + y + z + w) * STRETCH_CONSTANT_4D; + double xs = x + stretchOffset; + double ys = y + stretchOffset; + double zs = z + stretchOffset; + double ws = w + stretchOffset; + + //Floor to get simplectic honeycomb coordinates of rhombo-hypercube super-cell origin. + int xsb = fastFloor(xs); + int ysb = fastFloor(ys); + int zsb = fastFloor(zs); + int wsb = fastFloor(ws); + + //Skew out to get actual coordinates of stretched rhombo-hypercube origin. We'll need these later. + double squishOffset = (xsb + ysb + zsb + wsb) * SQUISH_CONSTANT_4D; + double xb = xsb + squishOffset; + double yb = ysb + squishOffset; + double zb = zsb + squishOffset; + double wb = wsb + squishOffset; + + //Compute simplectic honeycomb coordinates relative to rhombo-hypercube origin. + double xins = xs - xsb; + double yins = ys - ysb; + double zins = zs - zsb; + double wins = ws - wsb; + + //Sum those together to get a value that determines which region we're in. + double inSum = xins + yins + zins + wins; + + //Positions relative to origin point. + double dx0 = x - xb; + double dy0 = y - yb; + double dz0 = z - zb; + double dw0 = w - wb; + + //We'll be defining these inside the next block and using them afterwards. + double dx_ext0, dy_ext0, dz_ext0, dw_ext0; + double dx_ext1, dy_ext1, dz_ext1, dw_ext1; + double dx_ext2, dy_ext2, dz_ext2, dw_ext2; + int xsv_ext0, ysv_ext0, zsv_ext0, wsv_ext0; + int xsv_ext1, ysv_ext1, zsv_ext1, wsv_ext1; + int xsv_ext2, ysv_ext2, zsv_ext2, wsv_ext2; + + double value = 0; + if (inSum <= 1) { //We're inside the pentachoron (4-Simplex) at (0,0,0,0) + + //Determine which two of (0,0,0,1), (0,0,1,0), (0,1,0,0), (1,0,0,0) are closest. + byte aPoint = 0x01; + double aScore = xins; + byte bPoint = 0x02; + double bScore = yins; + if (aScore >= bScore && zins > bScore) { + bScore = zins; + bPoint = 0x04; + } else if (aScore < bScore && zins > aScore) { + aScore = zins; + aPoint = 0x04; + } + if (aScore >= bScore && wins > bScore) { + bScore = wins; + bPoint = 0x08; + } else if (aScore < bScore && wins > aScore) { + aScore = wins; + aPoint = 0x08; + } + + //Now we determine the three lattice points not part of the pentachoron that may contribute. + //This depends on the closest two pentachoron vertices, including (0,0,0,0) + double uins = 1 - inSum; + if (uins > aScore || uins > bScore) { //(0,0,0,0) is one of the closest two pentachoron vertices. + byte c = (bScore > aScore ? bPoint : aPoint); //Our other closest vertex is the closest out of a and b. + if ((c & 0x01) == 0) { + xsv_ext0 = xsb - 1; + xsv_ext1 = xsv_ext2 = xsb; + dx_ext0 = dx0 + 1; + dx_ext1 = dx_ext2 = dx0; + } else { + xsv_ext0 = xsv_ext1 = xsv_ext2 = xsb + 1; + dx_ext0 = dx_ext1 = dx_ext2 = dx0 - 1; + } + + if ((c & 0x02) == 0) { + ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb; + dy_ext0 = dy_ext1 = dy_ext2 = dy0; + if ((c & 0x01) == 0x01) { + ysv_ext0 -= 1; + dy_ext0 += 1; + } else { + ysv_ext1 -= 1; + dy_ext1 += 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb + 1; + dy_ext0 = dy_ext1 = dy_ext2 = dy0 - 1; + } + + if ((c & 0x04) == 0) { + zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb; + dz_ext0 = dz_ext1 = dz_ext2 = dz0; + if ((c & 0x03) != 0) { + if ((c & 0x03) == 0x03) { + zsv_ext0 -= 1; + dz_ext0 += 1; + } else { + zsv_ext1 -= 1; + dz_ext1 += 1; + } + } else { + zsv_ext2 -= 1; + dz_ext2 += 1; + } + } else { + zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb + 1; + dz_ext0 = dz_ext1 = dz_ext2 = dz0 - 1; + } + + if ((c & 0x08) == 0) { + wsv_ext0 = wsv_ext1 = wsb; + wsv_ext2 = wsb - 1; + dw_ext0 = dw_ext1 = dw0; + dw_ext2 = dw0 + 1; + } else { + wsv_ext0 = wsv_ext1 = wsv_ext2 = wsb + 1; + dw_ext0 = dw_ext1 = dw_ext2 = dw0 - 1; + } + } else { //(0,0,0,0) is not one of the closest two pentachoron vertices. + byte c = (byte)(aPoint | bPoint); //Our three extra vertices are determined by the closest two. + + if ((c & 0x01) == 0) { + xsv_ext0 = xsv_ext2 = xsb; + xsv_ext1 = xsb - 1; + dx_ext0 = dx0 - 2 * SQUISH_CONSTANT_4D; + dx_ext1 = dx0 + 1 - SQUISH_CONSTANT_4D; + dx_ext2 = dx0 - SQUISH_CONSTANT_4D; + } else { + xsv_ext0 = xsv_ext1 = xsv_ext2 = xsb + 1; + dx_ext0 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + dx_ext1 = dx_ext2 = dx0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c & 0x02) == 0) { + ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb; + dy_ext0 = dy0 - 2 * SQUISH_CONSTANT_4D; + dy_ext1 = dy_ext2 = dy0 - SQUISH_CONSTANT_4D; + if ((c & 0x01) == 0x01) { + ysv_ext1 -= 1; + dy_ext1 += 1; + } else { + ysv_ext2 -= 1; + dy_ext2 += 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb + 1; + dy_ext0 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + dy_ext1 = dy_ext2 = dy0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c & 0x04) == 0) { + zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb; + dz_ext0 = dz0 - 2 * SQUISH_CONSTANT_4D; + dz_ext1 = dz_ext2 = dz0 - SQUISH_CONSTANT_4D; + if ((c & 0x03) == 0x03) { + zsv_ext1 -= 1; + dz_ext1 += 1; + } else { + zsv_ext2 -= 1; + dz_ext2 += 1; + } + } else { + zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb + 1; + dz_ext0 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + dz_ext1 = dz_ext2 = dz0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c & 0x08) == 0) { + wsv_ext0 = wsv_ext1 = wsb; + wsv_ext2 = wsb - 1; + dw_ext0 = dw0 - 2 * SQUISH_CONSTANT_4D; + dw_ext1 = dw0 - SQUISH_CONSTANT_4D; + dw_ext2 = dw0 + 1 - SQUISH_CONSTANT_4D; + } else { + wsv_ext0 = wsv_ext1 = wsv_ext2 = wsb + 1; + dw_ext0 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + dw_ext1 = dw_ext2 = dw0 - 1 - SQUISH_CONSTANT_4D; + } + } + + //Contribution (0,0,0,0) + double attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0 - dw0 * dw0; + if (attn0 > 0) { + attn0 *= attn0; + value += attn0 * attn0 * extrapolate(xsb + 0, ysb + 0, zsb + 0, wsb + 0, dx0, dy0, dz0, dw0); + } + + //Contribution (1,0,0,0) + double dx1 = dx0 - 1 - SQUISH_CONSTANT_4D; + double dy1 = dy0 - 0 - SQUISH_CONSTANT_4D; + double dz1 = dz0 - 0 - SQUISH_CONSTANT_4D; + double dw1 = dw0 - 0 - SQUISH_CONSTANT_4D; + double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1 - dw1 * dw1; + if (attn1 > 0) { + attn1 *= attn1; + value += attn1 * attn1 * extrapolate(xsb + 1, ysb + 0, zsb + 0, wsb + 0, dx1, dy1, dz1, dw1); + } + + //Contribution (0,1,0,0) + double dx2 = dx0 - 0 - SQUISH_CONSTANT_4D; + double dy2 = dy0 - 1 - SQUISH_CONSTANT_4D; + double dz2 = dz1; + double dw2 = dw1; + double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2 - dw2 * dw2; + if (attn2 > 0) { + attn2 *= attn2; + value += attn2 * attn2 * extrapolate(xsb + 0, ysb + 1, zsb + 0, wsb + 0, dx2, dy2, dz2, dw2); + } + + //Contribution (0,0,1,0) + double dx3 = dx2; + double dy3 = dy1; + double dz3 = dz0 - 1 - SQUISH_CONSTANT_4D; + double dw3 = dw1; + double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3 - dw3 * dw3; + if (attn3 > 0) { + attn3 *= attn3; + value += attn3 * attn3 * extrapolate(xsb + 0, ysb + 0, zsb + 1, wsb + 0, dx3, dy3, dz3, dw3); + } + + //Contribution (0,0,0,1) + double dx4 = dx2; + double dy4 = dy1; + double dz4 = dz1; + double dw4 = dw0 - 1 - SQUISH_CONSTANT_4D; + double attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4 - dw4 * dw4; + if (attn4 > 0) { + attn4 *= attn4; + value += attn4 * attn4 * extrapolate(xsb + 0, ysb + 0, zsb + 0, wsb + 1, dx4, dy4, dz4, dw4); + } + } else if (inSum >= 3) { //We're inside the pentachoron (4-Simplex) at (1,1,1,1) + //Determine which two of (1,1,1,0), (1,1,0,1), (1,0,1,1), (0,1,1,1) are closest. + byte aPoint = 0x0E; + double aScore = xins; + byte bPoint = 0x0D; + double bScore = yins; + if (aScore <= bScore && zins < bScore) { + bScore = zins; + bPoint = 0x0B; + } else if (aScore > bScore && zins < aScore) { + aScore = zins; + aPoint = 0x0B; + } + if (aScore <= bScore && wins < bScore) { + bScore = wins; + bPoint = 0x07; + } else if (aScore > bScore && wins < aScore) { + aScore = wins; + aPoint = 0x07; + } + + //Now we determine the three lattice points not part of the pentachoron that may contribute. + //This depends on the closest two pentachoron vertices, including (0,0,0,0) + double uins = 4 - inSum; + if (uins < aScore || uins < bScore) { //(1,1,1,1) is one of the closest two pentachoron vertices. + byte c = (bScore < aScore ? bPoint : aPoint); //Our other closest vertex is the closest out of a and b. + + if ((c & 0x01) != 0) { + xsv_ext0 = xsb + 2; + xsv_ext1 = xsv_ext2 = xsb + 1; + dx_ext0 = dx0 - 2 - 4 * SQUISH_CONSTANT_4D; + dx_ext1 = dx_ext2 = dx0 - 1 - 4 * SQUISH_CONSTANT_4D; + } else { + xsv_ext0 = xsv_ext1 = xsv_ext2 = xsb; + dx_ext0 = dx_ext1 = dx_ext2 = dx0 - 4 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x02) != 0) { + ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb + 1; + dy_ext0 = dy_ext1 = dy_ext2 = dy0 - 1 - 4 * SQUISH_CONSTANT_4D; + if ((c & 0x01) != 0) { + ysv_ext1 += 1; + dy_ext1 -= 1; + } else { + ysv_ext0 += 1; + dy_ext0 -= 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb; + dy_ext0 = dy_ext1 = dy_ext2 = dy0 - 4 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x04) != 0) { + zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb + 1; + dz_ext0 = dz_ext1 = dz_ext2 = dz0 - 1 - 4 * SQUISH_CONSTANT_4D; + if ((c & 0x03) != 0x03) { + if ((c & 0x03) == 0) { + zsv_ext0 += 1; + dz_ext0 -= 1; + } else { + zsv_ext1 += 1; + dz_ext1 -= 1; + } + } else { + zsv_ext2 += 1; + dz_ext2 -= 1; + } + } else { + zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb; + dz_ext0 = dz_ext1 = dz_ext2 = dz0 - 4 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x08) != 0) { + wsv_ext0 = wsv_ext1 = wsb + 1; + wsv_ext2 = wsb + 2; + dw_ext0 = dw_ext1 = dw0 - 1 - 4 * SQUISH_CONSTANT_4D; + dw_ext2 = dw0 - 2 - 4 * SQUISH_CONSTANT_4D; + } else { + wsv_ext0 = wsv_ext1 = wsv_ext2 = wsb; + dw_ext0 = dw_ext1 = dw_ext2 = dw0 - 4 * SQUISH_CONSTANT_4D; + } + } else { //(1,1,1,1) is not one of the closest two pentachoron vertices. + byte c = (byte)(aPoint & bPoint); //Our three extra vertices are determined by the closest two. + + if ((c & 0x01) != 0) { + xsv_ext0 = xsv_ext2 = xsb + 1; + xsv_ext1 = xsb + 2; + dx_ext0 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + dx_ext1 = dx0 - 2 - 3 * SQUISH_CONSTANT_4D; + dx_ext2 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D; + } else { + xsv_ext0 = xsv_ext1 = xsv_ext2 = xsb; + dx_ext0 = dx0 - 2 * SQUISH_CONSTANT_4D; + dx_ext1 = dx_ext2 = dx0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x02) != 0) { + ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb + 1; + dy_ext0 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + dy_ext1 = dy_ext2 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D; + if ((c & 0x01) != 0) { + ysv_ext2 += 1; + dy_ext2 -= 1; + } else { + ysv_ext1 += 1; + dy_ext1 -= 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb; + dy_ext0 = dy0 - 2 * SQUISH_CONSTANT_4D; + dy_ext1 = dy_ext2 = dy0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x04) != 0) { + zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb + 1; + dz_ext0 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + dz_ext1 = dz_ext2 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D; + if ((c & 0x03) != 0) { + zsv_ext2 += 1; + dz_ext2 -= 1; + } else { + zsv_ext1 += 1; + dz_ext1 -= 1; + } + } else { + zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb; + dz_ext0 = dz0 - 2 * SQUISH_CONSTANT_4D; + dz_ext1 = dz_ext2 = dz0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x08) != 0) { + wsv_ext0 = wsv_ext1 = wsb + 1; + wsv_ext2 = wsb + 2; + dw_ext0 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + dw_ext1 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D; + dw_ext2 = dw0 - 2 - 3 * SQUISH_CONSTANT_4D; + } else { + wsv_ext0 = wsv_ext1 = wsv_ext2 = wsb; + dw_ext0 = dw0 - 2 * SQUISH_CONSTANT_4D; + dw_ext1 = dw_ext2 = dw0 - 3 * SQUISH_CONSTANT_4D; + } + } + + //Contribution (1,1,1,0) + double dx4 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D; + double dy4 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D; + double dz4 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D; + double dw4 = dw0 - 3 * SQUISH_CONSTANT_4D; + double attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4 - dw4 * dw4; + if (attn4 > 0) { + attn4 *= attn4; + value += attn4 * attn4 * extrapolate(xsb + 1, ysb + 1, zsb + 1, wsb + 0, dx4, dy4, dz4, dw4); + } + + //Contribution (1,1,0,1) + double dx3 = dx4; + double dy3 = dy4; + double dz3 = dz0 - 3 * SQUISH_CONSTANT_4D; + double dw3 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D; + double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3 - dw3 * dw3; + if (attn3 > 0) { + attn3 *= attn3; + value += attn3 * attn3 * extrapolate(xsb + 1, ysb + 1, zsb + 0, wsb + 1, dx3, dy3, dz3, dw3); + } + + //Contribution (1,0,1,1) + double dx2 = dx4; + double dy2 = dy0 - 3 * SQUISH_CONSTANT_4D; + double dz2 = dz4; + double dw2 = dw3; + double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2 - dw2 * dw2; + if (attn2 > 0) { + attn2 *= attn2; + value += attn2 * attn2 * extrapolate(xsb + 1, ysb + 0, zsb + 1, wsb + 1, dx2, dy2, dz2, dw2); + } + + //Contribution (0,1,1,1) + double dx1 = dx0 - 3 * SQUISH_CONSTANT_4D; + double dz1 = dz4; + double dy1 = dy4; + double dw1 = dw3; + double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1 - dw1 * dw1; + if (attn1 > 0) { + attn1 *= attn1; + value += attn1 * attn1 * extrapolate(xsb + 0, ysb + 1, zsb + 1, wsb + 1, dx1, dy1, dz1, dw1); + } + + //Contribution (1,1,1,1) + dx0 = dx0 - 1 - 4 * SQUISH_CONSTANT_4D; + dy0 = dy0 - 1 - 4 * SQUISH_CONSTANT_4D; + dz0 = dz0 - 1 - 4 * SQUISH_CONSTANT_4D; + dw0 = dw0 - 1 - 4 * SQUISH_CONSTANT_4D; + double attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0 - dw0 * dw0; + if (attn0 > 0) { + attn0 *= attn0; + value += attn0 * attn0 * extrapolate(xsb + 1, ysb + 1, zsb + 1, wsb + 1, dx0, dy0, dz0, dw0); + } + } else if (inSum <= 2) { //We're inside the first dispentachoron (Rectified 4-Simplex) + double aScore; + byte aPoint; + boolean aIsBiggerSide = true; + double bScore; + byte bPoint; + boolean bIsBiggerSide = true; + + //Decide between (1,1,0,0) and (0,0,1,1) + if (xins + yins > zins + wins) { + aScore = xins + yins; + aPoint = 0x03; + } else { + aScore = zins + wins; + aPoint = 0x0C; + } + + //Decide between (1,0,1,0) and (0,1,0,1) + if (xins + zins > yins + wins) { + bScore = xins + zins; + bPoint = 0x05; + } else { + bScore = yins + wins; + bPoint = 0x0A; + } + + //Closer between (1,0,0,1) and (0,1,1,0) will replace the further of a and b, if closer. + if (xins + wins > yins + zins) { + double score = xins + wins; + if (aScore >= bScore && score > bScore) { + bScore = score; + bPoint = 0x09; + } else if (aScore < bScore && score > aScore) { + aScore = score; + aPoint = 0x09; + } + } else { + double score = yins + zins; + if (aScore >= bScore && score > bScore) { + bScore = score; + bPoint = 0x06; + } else if (aScore < bScore && score > aScore) { + aScore = score; + aPoint = 0x06; + } + } + + //Decide if (1,0,0,0) is closer. + double p1 = 2 - inSum + xins; + if (aScore >= bScore && p1 > bScore) { + bScore = p1; + bPoint = 0x01; + bIsBiggerSide = false; + } else if (aScore < bScore && p1 > aScore) { + aScore = p1; + aPoint = 0x01; + aIsBiggerSide = false; + } + + //Decide if (0,1,0,0) is closer. + double p2 = 2 - inSum + yins; + if (aScore >= bScore && p2 > bScore) { + bScore = p2; + bPoint = 0x02; + bIsBiggerSide = false; + } else if (aScore < bScore && p2 > aScore) { + aScore = p2; + aPoint = 0x02; + aIsBiggerSide = false; + } + + //Decide if (0,0,1,0) is closer. + double p3 = 2 - inSum + zins; + if (aScore >= bScore && p3 > bScore) { + bScore = p3; + bPoint = 0x04; + bIsBiggerSide = false; + } else if (aScore < bScore && p3 > aScore) { + aScore = p3; + aPoint = 0x04; + aIsBiggerSide = false; + } + + //Decide if (0,0,0,1) is closer. + double p4 = 2 - inSum + wins; + if (aScore >= bScore && p4 > bScore) { + bScore = p4; + bPoint = 0x08; + bIsBiggerSide = false; + } else if (aScore < bScore && p4 > aScore) { + aScore = p4; + aPoint = 0x08; + aIsBiggerSide = false; + } + + //Where each of the two closest points are determines how the extra three vertices are calculated. + if (aIsBiggerSide == bIsBiggerSide) { + if (aIsBiggerSide) { //Both closest points on the bigger side + byte c1 = (byte)(aPoint | bPoint); + byte c2 = (byte)(aPoint & bPoint); + if ((c1 & 0x01) == 0) { + xsv_ext0 = xsb; + xsv_ext1 = xsb - 1; + dx_ext0 = dx0 - 3 * SQUISH_CONSTANT_4D; + dx_ext1 = dx0 + 1 - 2 * SQUISH_CONSTANT_4D; + } else { + xsv_ext0 = xsv_ext1 = xsb + 1; + dx_ext0 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D; + dx_ext1 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x02) == 0) { + ysv_ext0 = ysb; + ysv_ext1 = ysb - 1; + dy_ext0 = dy0 - 3 * SQUISH_CONSTANT_4D; + dy_ext1 = dy0 + 1 - 2 * SQUISH_CONSTANT_4D; + } else { + ysv_ext0 = ysv_ext1 = ysb + 1; + dy_ext0 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D; + dy_ext1 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x04) == 0) { + zsv_ext0 = zsb; + zsv_ext1 = zsb - 1; + dz_ext0 = dz0 - 3 * SQUISH_CONSTANT_4D; + dz_ext1 = dz0 + 1 - 2 * SQUISH_CONSTANT_4D; + } else { + zsv_ext0 = zsv_ext1 = zsb + 1; + dz_ext0 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D; + dz_ext1 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x08) == 0) { + wsv_ext0 = wsb; + wsv_ext1 = wsb - 1; + dw_ext0 = dw0 - 3 * SQUISH_CONSTANT_4D; + dw_ext1 = dw0 + 1 - 2 * SQUISH_CONSTANT_4D; + } else { + wsv_ext0 = wsv_ext1 = wsb + 1; + dw_ext0 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D; + dw_ext1 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + } + + //One combination is a permutation of (0,0,0,2) based on c2 + xsv_ext2 = xsb; + ysv_ext2 = ysb; + zsv_ext2 = zsb; + wsv_ext2 = wsb; + dx_ext2 = dx0 - 2 * SQUISH_CONSTANT_4D; + dy_ext2 = dy0 - 2 * SQUISH_CONSTANT_4D; + dz_ext2 = dz0 - 2 * SQUISH_CONSTANT_4D; + dw_ext2 = dw0 - 2 * SQUISH_CONSTANT_4D; + if ((c2 & 0x01) != 0) { + xsv_ext2 += 2; + dx_ext2 -= 2; + } else if ((c2 & 0x02) != 0) { + ysv_ext2 += 2; + dy_ext2 -= 2; + } else if ((c2 & 0x04) != 0) { + zsv_ext2 += 2; + dz_ext2 -= 2; + } else { + wsv_ext2 += 2; + dw_ext2 -= 2; + } + + } else { //Both closest points on the smaller side + //One of the two extra points is (0,0,0,0) + xsv_ext2 = xsb; + ysv_ext2 = ysb; + zsv_ext2 = zsb; + wsv_ext2 = wsb; + dx_ext2 = dx0; + dy_ext2 = dy0; + dz_ext2 = dz0; + dw_ext2 = dw0; + + //Other two points are based on the omitted axes. + byte c = (byte)(aPoint | bPoint); + + if ((c & 0x01) == 0) { + xsv_ext0 = xsb - 1; + xsv_ext1 = xsb; + dx_ext0 = dx0 + 1 - SQUISH_CONSTANT_4D; + dx_ext1 = dx0 - SQUISH_CONSTANT_4D; + } else { + xsv_ext0 = xsv_ext1 = xsb + 1; + dx_ext0 = dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c & 0x02) == 0) { + ysv_ext0 = ysv_ext1 = ysb; + dy_ext0 = dy_ext1 = dy0 - SQUISH_CONSTANT_4D; + if ((c & 0x01) == 0x01) + { + ysv_ext0 -= 1; + dy_ext0 += 1; + } else { + ysv_ext1 -= 1; + dy_ext1 += 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysb + 1; + dy_ext0 = dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c & 0x04) == 0) { + zsv_ext0 = zsv_ext1 = zsb; + dz_ext0 = dz_ext1 = dz0 - SQUISH_CONSTANT_4D; + if ((c & 0x03) == 0x03) + { + zsv_ext0 -= 1; + dz_ext0 += 1; + } else { + zsv_ext1 -= 1; + dz_ext1 += 1; + } + } else { + zsv_ext0 = zsv_ext1 = zsb + 1; + dz_ext0 = dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c & 0x08) == 0) + { + wsv_ext0 = wsb; + wsv_ext1 = wsb - 1; + dw_ext0 = dw0 - SQUISH_CONSTANT_4D; + dw_ext1 = dw0 + 1 - SQUISH_CONSTANT_4D; + } else { + wsv_ext0 = wsv_ext1 = wsb + 1; + dw_ext0 = dw_ext1 = dw0 - 1 - SQUISH_CONSTANT_4D; + } + + } + } else { //One point on each "side" + byte c1, c2; + if (aIsBiggerSide) { + c1 = aPoint; + c2 = bPoint; + } else { + c1 = bPoint; + c2 = aPoint; + } + + //Two contributions are the bigger-sided point with each 0 replaced with -1. + if ((c1 & 0x01) == 0) { + xsv_ext0 = xsb - 1; + xsv_ext1 = xsb; + dx_ext0 = dx0 + 1 - SQUISH_CONSTANT_4D; + dx_ext1 = dx0 - SQUISH_CONSTANT_4D; + } else { + xsv_ext0 = xsv_ext1 = xsb + 1; + dx_ext0 = dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x02) == 0) { + ysv_ext0 = ysv_ext1 = ysb; + dy_ext0 = dy_ext1 = dy0 - SQUISH_CONSTANT_4D; + if ((c1 & 0x01) == 0x01) { + ysv_ext0 -= 1; + dy_ext0 += 1; + } else { + ysv_ext1 -= 1; + dy_ext1 += 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysb + 1; + dy_ext0 = dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x04) == 0) { + zsv_ext0 = zsv_ext1 = zsb; + dz_ext0 = dz_ext1 = dz0 - SQUISH_CONSTANT_4D; + if ((c1 & 0x03) == 0x03) { + zsv_ext0 -= 1; + dz_ext0 += 1; + } else { + zsv_ext1 -= 1; + dz_ext1 += 1; + } + } else { + zsv_ext0 = zsv_ext1 = zsb + 1; + dz_ext0 = dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x08) == 0) { + wsv_ext0 = wsb; + wsv_ext1 = wsb - 1; + dw_ext0 = dw0 - SQUISH_CONSTANT_4D; + dw_ext1 = dw0 + 1 - SQUISH_CONSTANT_4D; + } else { + wsv_ext0 = wsv_ext1 = wsb + 1; + dw_ext0 = dw_ext1 = dw0 - 1 - SQUISH_CONSTANT_4D; + } + + //One contribution is a permutation of (0,0,0,2) based on the smaller-sided point + xsv_ext2 = xsb; + ysv_ext2 = ysb; + zsv_ext2 = zsb; + wsv_ext2 = wsb; + dx_ext2 = dx0 - 2 * SQUISH_CONSTANT_4D; + dy_ext2 = dy0 - 2 * SQUISH_CONSTANT_4D; + dz_ext2 = dz0 - 2 * SQUISH_CONSTANT_4D; + dw_ext2 = dw0 - 2 * SQUISH_CONSTANT_4D; + if ((c2 & 0x01) != 0) { + xsv_ext2 += 2; + dx_ext2 -= 2; + } else if ((c2 & 0x02) != 0) { + ysv_ext2 += 2; + dy_ext2 -= 2; + } else if ((c2 & 0x04) != 0) { + zsv_ext2 += 2; + dz_ext2 -= 2; + } else { + wsv_ext2 += 2; + dw_ext2 -= 2; + } + } + + //Contribution (1,0,0,0) + double dx1 = dx0 - 1 - SQUISH_CONSTANT_4D; + double dy1 = dy0 - 0 - SQUISH_CONSTANT_4D; + double dz1 = dz0 - 0 - SQUISH_CONSTANT_4D; + double dw1 = dw0 - 0 - SQUISH_CONSTANT_4D; + double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1 - dw1 * dw1; + if (attn1 > 0) { + attn1 *= attn1; + value += attn1 * attn1 * extrapolate(xsb + 1, ysb + 0, zsb + 0, wsb + 0, dx1, dy1, dz1, dw1); + } + + //Contribution (0,1,0,0) + double dx2 = dx0 - 0 - SQUISH_CONSTANT_4D; + double dy2 = dy0 - 1 - SQUISH_CONSTANT_4D; + double dz2 = dz1; + double dw2 = dw1; + double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2 - dw2 * dw2; + if (attn2 > 0) { + attn2 *= attn2; + value += attn2 * attn2 * extrapolate(xsb + 0, ysb + 1, zsb + 0, wsb + 0, dx2, dy2, dz2, dw2); + } + + //Contribution (0,0,1,0) + double dx3 = dx2; + double dy3 = dy1; + double dz3 = dz0 - 1 - SQUISH_CONSTANT_4D; + double dw3 = dw1; + double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3 - dw3 * dw3; + if (attn3 > 0) { + attn3 *= attn3; + value += attn3 * attn3 * extrapolate(xsb + 0, ysb + 0, zsb + 1, wsb + 0, dx3, dy3, dz3, dw3); + } + + //Contribution (0,0,0,1) + double dx4 = dx2; + double dy4 = dy1; + double dz4 = dz1; + double dw4 = dw0 - 1 - SQUISH_CONSTANT_4D; + double attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4 - dw4 * dw4; + if (attn4 > 0) { + attn4 *= attn4; + value += attn4 * attn4 * extrapolate(xsb + 0, ysb + 0, zsb + 0, wsb + 1, dx4, dy4, dz4, dw4); + } + + //Contribution (1,1,0,0) + double dx5 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dy5 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dz5 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dw5 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D; + double attn5 = 2 - dx5 * dx5 - dy5 * dy5 - dz5 * dz5 - dw5 * dw5; + if (attn5 > 0) { + attn5 *= attn5; + value += attn5 * attn5 * extrapolate(xsb + 1, ysb + 1, zsb + 0, wsb + 0, dx5, dy5, dz5, dw5); + } + + //Contribution (1,0,1,0) + double dx6 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dy6 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dz6 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dw6 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D; + double attn6 = 2 - dx6 * dx6 - dy6 * dy6 - dz6 * dz6 - dw6 * dw6; + if (attn6 > 0) { + attn6 *= attn6; + value += attn6 * attn6 * extrapolate(xsb + 1, ysb + 0, zsb + 1, wsb + 0, dx6, dy6, dz6, dw6); + } + + //Contribution (1,0,0,1) + double dx7 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dy7 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dz7 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dw7 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + double attn7 = 2 - dx7 * dx7 - dy7 * dy7 - dz7 * dz7 - dw7 * dw7; + if (attn7 > 0) { + attn7 *= attn7; + value += attn7 * attn7 * extrapolate(xsb + 1, ysb + 0, zsb + 0, wsb + 1, dx7, dy7, dz7, dw7); + } + + //Contribution (0,1,1,0) + double dx8 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dy8 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dz8 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dw8 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D; + double attn8 = 2 - dx8 * dx8 - dy8 * dy8 - dz8 * dz8 - dw8 * dw8; + if (attn8 > 0) { + attn8 *= attn8; + value += attn8 * attn8 * extrapolate(xsb + 0, ysb + 1, zsb + 1, wsb + 0, dx8, dy8, dz8, dw8); + } + + //Contribution (0,1,0,1) + double dx9 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dy9 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dz9 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dw9 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + double attn9 = 2 - dx9 * dx9 - dy9 * dy9 - dz9 * dz9 - dw9 * dw9; + if (attn9 > 0) { + attn9 *= attn9; + value += attn9 * attn9 * extrapolate(xsb + 0, ysb + 1, zsb + 0, wsb + 1, dx9, dy9, dz9, dw9); + } + + //Contribution (0,0,1,1) + double dx10 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dy10 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dz10 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dw10 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + double attn10 = 2 - dx10 * dx10 - dy10 * dy10 - dz10 * dz10 - dw10 * dw10; + if (attn10 > 0) { + attn10 *= attn10; + value += attn10 * attn10 * extrapolate(xsb + 0, ysb + 0, zsb + 1, wsb + 1, dx10, dy10, dz10, dw10); + } + } else { //We're inside the second dispentachoron (Rectified 4-Simplex) + double aScore; + byte aPoint; + boolean aIsBiggerSide = true; + double bScore; + byte bPoint; + boolean bIsBiggerSide = true; + + //Decide between (0,0,1,1) and (1,1,0,0) + if (xins + yins < zins + wins) { + aScore = xins + yins; + aPoint = 0x0C; + } else { + aScore = zins + wins; + aPoint = 0x03; + } + + //Decide between (0,1,0,1) and (1,0,1,0) + if (xins + zins < yins + wins) { + bScore = xins + zins; + bPoint = 0x0A; + } else { + bScore = yins + wins; + bPoint = 0x05; + } + + //Closer between (0,1,1,0) and (1,0,0,1) will replace the further of a and b, if closer. + if (xins + wins < yins + zins) { + double score = xins + wins; + if (aScore <= bScore && score < bScore) { + bScore = score; + bPoint = 0x06; + } else if (aScore > bScore && score < aScore) { + aScore = score; + aPoint = 0x06; + } + } else { + double score = yins + zins; + if (aScore <= bScore && score < bScore) { + bScore = score; + bPoint = 0x09; + } else if (aScore > bScore && score < aScore) { + aScore = score; + aPoint = 0x09; + } + } + + //Decide if (0,1,1,1) is closer. + double p1 = 3 - inSum + xins; + if (aScore <= bScore && p1 < bScore) { + bScore = p1; + bPoint = 0x0E; + bIsBiggerSide = false; + } else if (aScore > bScore && p1 < aScore) { + aScore = p1; + aPoint = 0x0E; + aIsBiggerSide = false; + } + + //Decide if (1,0,1,1) is closer. + double p2 = 3 - inSum + yins; + if (aScore <= bScore && p2 < bScore) { + bScore = p2; + bPoint = 0x0D; + bIsBiggerSide = false; + } else if (aScore > bScore && p2 < aScore) { + aScore = p2; + aPoint = 0x0D; + aIsBiggerSide = false; + } + + //Decide if (1,1,0,1) is closer. + double p3 = 3 - inSum + zins; + if (aScore <= bScore && p3 < bScore) { + bScore = p3; + bPoint = 0x0B; + bIsBiggerSide = false; + } else if (aScore > bScore && p3 < aScore) { + aScore = p3; + aPoint = 0x0B; + aIsBiggerSide = false; + } + + //Decide if (1,1,1,0) is closer. + double p4 = 3 - inSum + wins; + if (aScore <= bScore && p4 < bScore) { + bScore = p4; + bPoint = 0x07; + bIsBiggerSide = false; + } else if (aScore > bScore && p4 < aScore) { + aScore = p4; + aPoint = 0x07; + aIsBiggerSide = false; + } + + //Where each of the two closest points are determines how the extra three vertices are calculated. + if (aIsBiggerSide == bIsBiggerSide) { + if (aIsBiggerSide) { //Both closest points on the bigger side + byte c1 = (byte)(aPoint & bPoint); + byte c2 = (byte)(aPoint | bPoint); + + //Two contributions are permutations of (0,0,0,1) and (0,0,0,2) based on c1 + xsv_ext0 = xsv_ext1 = xsb; + ysv_ext0 = ysv_ext1 = ysb; + zsv_ext0 = zsv_ext1 = zsb; + wsv_ext0 = wsv_ext1 = wsb; + dx_ext0 = dx0 - SQUISH_CONSTANT_4D; + dy_ext0 = dy0 - SQUISH_CONSTANT_4D; + dz_ext0 = dz0 - SQUISH_CONSTANT_4D; + dw_ext0 = dw0 - SQUISH_CONSTANT_4D; + dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_4D; + dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_4D; + dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_4D; + dw_ext1 = dw0 - 2 * SQUISH_CONSTANT_4D; + if ((c1 & 0x01) != 0) { + xsv_ext0 += 1; + dx_ext0 -= 1; + xsv_ext1 += 2; + dx_ext1 -= 2; + } else if ((c1 & 0x02) != 0) { + ysv_ext0 += 1; + dy_ext0 -= 1; + ysv_ext1 += 2; + dy_ext1 -= 2; + } else if ((c1 & 0x04) != 0) { + zsv_ext0 += 1; + dz_ext0 -= 1; + zsv_ext1 += 2; + dz_ext1 -= 2; + } else { + wsv_ext0 += 1; + dw_ext0 -= 1; + wsv_ext1 += 2; + dw_ext1 -= 2; + } + + //One contribution is a permutation of (1,1,1,-1) based on c2 + xsv_ext2 = xsb + 1; + ysv_ext2 = ysb + 1; + zsv_ext2 = zsb + 1; + wsv_ext2 = wsb + 1; + dx_ext2 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + dy_ext2 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + dz_ext2 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + dw_ext2 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + if ((c2 & 0x01) == 0) { + xsv_ext2 -= 2; + dx_ext2 += 2; + } else if ((c2 & 0x02) == 0) { + ysv_ext2 -= 2; + dy_ext2 += 2; + } else if ((c2 & 0x04) == 0) { + zsv_ext2 -= 2; + dz_ext2 += 2; + } else { + wsv_ext2 -= 2; + dw_ext2 += 2; + } + } else { //Both closest points on the smaller side + //One of the two extra points is (1,1,1,1) + xsv_ext2 = xsb + 1; + ysv_ext2 = ysb + 1; + zsv_ext2 = zsb + 1; + wsv_ext2 = wsb + 1; + dx_ext2 = dx0 - 1 - 4 * SQUISH_CONSTANT_4D; + dy_ext2 = dy0 - 1 - 4 * SQUISH_CONSTANT_4D; + dz_ext2 = dz0 - 1 - 4 * SQUISH_CONSTANT_4D; + dw_ext2 = dw0 - 1 - 4 * SQUISH_CONSTANT_4D; + + //Other two points are based on the shared axes. + byte c = (byte)(aPoint & bPoint); + + if ((c & 0x01) != 0) { + xsv_ext0 = xsb + 2; + xsv_ext1 = xsb + 1; + dx_ext0 = dx0 - 2 - 3 * SQUISH_CONSTANT_4D; + dx_ext1 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D; + } else { + xsv_ext0 = xsv_ext1 = xsb; + dx_ext0 = dx_ext1 = dx0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x02) != 0) { + ysv_ext0 = ysv_ext1 = ysb + 1; + dy_ext0 = dy_ext1 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D; + if ((c & 0x01) == 0) + { + ysv_ext0 += 1; + dy_ext0 -= 1; + } else { + ysv_ext1 += 1; + dy_ext1 -= 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysb; + dy_ext0 = dy_ext1 = dy0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x04) != 0) { + zsv_ext0 = zsv_ext1 = zsb + 1; + dz_ext0 = dz_ext1 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D; + if ((c & 0x03) == 0) + { + zsv_ext0 += 1; + dz_ext0 -= 1; + } else { + zsv_ext1 += 1; + dz_ext1 -= 1; + } + } else { + zsv_ext0 = zsv_ext1 = zsb; + dz_ext0 = dz_ext1 = dz0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c & 0x08) != 0) + { + wsv_ext0 = wsb + 1; + wsv_ext1 = wsb + 2; + dw_ext0 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D; + dw_ext1 = dw0 - 2 - 3 * SQUISH_CONSTANT_4D; + } else { + wsv_ext0 = wsv_ext1 = wsb; + dw_ext0 = dw_ext1 = dw0 - 3 * SQUISH_CONSTANT_4D; + } + } + } else { //One point on each "side" + byte c1, c2; + if (aIsBiggerSide) { + c1 = aPoint; + c2 = bPoint; + } else { + c1 = bPoint; + c2 = aPoint; + } + + //Two contributions are the bigger-sided point with each 1 replaced with 2. + if ((c1 & 0x01) != 0) { + xsv_ext0 = xsb + 2; + xsv_ext1 = xsb + 1; + dx_ext0 = dx0 - 2 - 3 * SQUISH_CONSTANT_4D; + dx_ext1 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D; + } else { + xsv_ext0 = xsv_ext1 = xsb; + dx_ext0 = dx_ext1 = dx0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x02) != 0) { + ysv_ext0 = ysv_ext1 = ysb + 1; + dy_ext0 = dy_ext1 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D; + if ((c1 & 0x01) == 0) { + ysv_ext0 += 1; + dy_ext0 -= 1; + } else { + ysv_ext1 += 1; + dy_ext1 -= 1; + } + } else { + ysv_ext0 = ysv_ext1 = ysb; + dy_ext0 = dy_ext1 = dy0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x04) != 0) { + zsv_ext0 = zsv_ext1 = zsb + 1; + dz_ext0 = dz_ext1 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D; + if ((c1 & 0x03) == 0) { + zsv_ext0 += 1; + dz_ext0 -= 1; + } else { + zsv_ext1 += 1; + dz_ext1 -= 1; + } + } else { + zsv_ext0 = zsv_ext1 = zsb; + dz_ext0 = dz_ext1 = dz0 - 3 * SQUISH_CONSTANT_4D; + } + + if ((c1 & 0x08) != 0) { + wsv_ext0 = wsb + 1; + wsv_ext1 = wsb + 2; + dw_ext0 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D; + dw_ext1 = dw0 - 2 - 3 * SQUISH_CONSTANT_4D; + } else { + wsv_ext0 = wsv_ext1 = wsb; + dw_ext0 = dw_ext1 = dw0 - 3 * SQUISH_CONSTANT_4D; + } + + //One contribution is a permutation of (1,1,1,-1) based on the smaller-sided point + xsv_ext2 = xsb + 1; + ysv_ext2 = ysb + 1; + zsv_ext2 = zsb + 1; + wsv_ext2 = wsb + 1; + dx_ext2 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + dy_ext2 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + dz_ext2 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + dw_ext2 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + if ((c2 & 0x01) == 0) { + xsv_ext2 -= 2; + dx_ext2 += 2; + } else if ((c2 & 0x02) == 0) { + ysv_ext2 -= 2; + dy_ext2 += 2; + } else if ((c2 & 0x04) == 0) { + zsv_ext2 -= 2; + dz_ext2 += 2; + } else { + wsv_ext2 -= 2; + dw_ext2 += 2; + } + } + + //Contribution (1,1,1,0) + double dx4 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D; + double dy4 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D; + double dz4 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D; + double dw4 = dw0 - 3 * SQUISH_CONSTANT_4D; + double attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4 - dw4 * dw4; + if (attn4 > 0) { + attn4 *= attn4; + value += attn4 * attn4 * extrapolate(xsb + 1, ysb + 1, zsb + 1, wsb + 0, dx4, dy4, dz4, dw4); + } + + //Contribution (1,1,0,1) + double dx3 = dx4; + double dy3 = dy4; + double dz3 = dz0 - 3 * SQUISH_CONSTANT_4D; + double dw3 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D; + double attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3 - dw3 * dw3; + if (attn3 > 0) { + attn3 *= attn3; + value += attn3 * attn3 * extrapolate(xsb + 1, ysb + 1, zsb + 0, wsb + 1, dx3, dy3, dz3, dw3); + } + + //Contribution (1,0,1,1) + double dx2 = dx4; + double dy2 = dy0 - 3 * SQUISH_CONSTANT_4D; + double dz2 = dz4; + double dw2 = dw3; + double attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2 - dw2 * dw2; + if (attn2 > 0) { + attn2 *= attn2; + value += attn2 * attn2 * extrapolate(xsb + 1, ysb + 0, zsb + 1, wsb + 1, dx2, dy2, dz2, dw2); + } + + //Contribution (0,1,1,1) + double dx1 = dx0 - 3 * SQUISH_CONSTANT_4D; + double dz1 = dz4; + double dy1 = dy4; + double dw1 = dw3; + double attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1 - dw1 * dw1; + if (attn1 > 0) { + attn1 *= attn1; + value += attn1 * attn1 * extrapolate(xsb + 0, ysb + 1, zsb + 1, wsb + 1, dx1, dy1, dz1, dw1); + } + + //Contribution (1,1,0,0) + double dx5 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dy5 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dz5 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dw5 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D; + double attn5 = 2 - dx5 * dx5 - dy5 * dy5 - dz5 * dz5 - dw5 * dw5; + if (attn5 > 0) { + attn5 *= attn5; + value += attn5 * attn5 * extrapolate(xsb + 1, ysb + 1, zsb + 0, wsb + 0, dx5, dy5, dz5, dw5); + } + + //Contribution (1,0,1,0) + double dx6 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dy6 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dz6 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dw6 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D; + double attn6 = 2 - dx6 * dx6 - dy6 * dy6 - dz6 * dz6 - dw6 * dw6; + if (attn6 > 0) { + attn6 *= attn6; + value += attn6 * attn6 * extrapolate(xsb + 1, ysb + 0, zsb + 1, wsb + 0, dx6, dy6, dz6, dw6); + } + + //Contribution (1,0,0,1) + double dx7 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dy7 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dz7 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dw7 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + double attn7 = 2 - dx7 * dx7 - dy7 * dy7 - dz7 * dz7 - dw7 * dw7; + if (attn7 > 0) { + attn7 *= attn7; + value += attn7 * attn7 * extrapolate(xsb + 1, ysb + 0, zsb + 0, wsb + 1, dx7, dy7, dz7, dw7); + } + + //Contribution (0,1,1,0) + double dx8 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dy8 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dz8 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dw8 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D; + double attn8 = 2 - dx8 * dx8 - dy8 * dy8 - dz8 * dz8 - dw8 * dw8; + if (attn8 > 0) { + attn8 *= attn8; + value += attn8 * attn8 * extrapolate(xsb + 0, ysb + 1, zsb + 1, wsb + 0, dx8, dy8, dz8, dw8); + } + + //Contribution (0,1,0,1) + double dx9 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dy9 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dz9 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dw9 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + double attn9 = 2 - dx9 * dx9 - dy9 * dy9 - dz9 * dz9 - dw9 * dw9; + if (attn9 > 0) { + attn9 *= attn9; + value += attn9 * attn9 * extrapolate(xsb + 0, ysb + 1, zsb + 0, wsb + 1, dx9, dy9, dz9, dw9); + } + + //Contribution (0,0,1,1) + double dx10 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dy10 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D; + double dz10 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D; + double dw10 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D; + double attn10 = 2 - dx10 * dx10 - dy10 * dy10 - dz10 * dz10 - dw10 * dw10; + if (attn10 > 0) { + attn10 *= attn10; + value += attn10 * attn10 * extrapolate(xsb + 0, ysb + 0, zsb + 1, wsb + 1, dx10, dy10, dz10, dw10); + } + } + + //First extra vertex + double attn_ext0 = 2 - dx_ext0 * dx_ext0 - dy_ext0 * dy_ext0 - dz_ext0 * dz_ext0 - dw_ext0 * dw_ext0; + if (attn_ext0 > 0) + { + attn_ext0 *= attn_ext0; + value += attn_ext0 * attn_ext0 * extrapolate(xsv_ext0, ysv_ext0, zsv_ext0, wsv_ext0, dx_ext0, dy_ext0, dz_ext0, dw_ext0); + } + + //Second extra vertex + double attn_ext1 = 2 - dx_ext1 * dx_ext1 - dy_ext1 * dy_ext1 - dz_ext1 * dz_ext1 - dw_ext1 * dw_ext1; + if (attn_ext1 > 0) + { + attn_ext1 *= attn_ext1; + value += attn_ext1 * attn_ext1 * extrapolate(xsv_ext1, ysv_ext1, zsv_ext1, wsv_ext1, dx_ext1, dy_ext1, dz_ext1, dw_ext1); + } + + //Third extra vertex + double attn_ext2 = 2 - dx_ext2 * dx_ext2 - dy_ext2 * dy_ext2 - dz_ext2 * dz_ext2 - dw_ext2 * dw_ext2; + if (attn_ext2 > 0) + { + attn_ext2 *= attn_ext2; + value += attn_ext2 * attn_ext2 * extrapolate(xsv_ext2, ysv_ext2, zsv_ext2, wsv_ext2, dx_ext2, dy_ext2, dz_ext2, dw_ext2); + } + + return value / NORM_CONSTANT_4D; + } + + private double extrapolate(int xsb, int ysb, double dx, double dy) + { + int index = perm[(perm[xsb & 0xFF] + ysb) & 0xFF] & 0x0E; + return gradients2D[index] * dx + + gradients2D[index + 1] * dy; + } + + private double extrapolate(int xsb, int ysb, int zsb, double dx, double dy, double dz) + { + int index = permGradIndex3D[(perm[(perm[xsb & 0xFF] + ysb) & 0xFF] + zsb) & 0xFF]; + return gradients3D[index] * dx + + gradients3D[index + 1] * dy + + gradients3D[index + 2] * dz; + } + + private double extrapolate(int xsb, int ysb, int zsb, int wsb, double dx, double dy, double dz, double dw) + { + int index = perm[(perm[(perm[(perm[xsb & 0xFF] + ysb) & 0xFF] + zsb) & 0xFF] + wsb) & 0xFF] & 0xFC; + return gradients4D[index] * dx + + gradients4D[index + 1] * dy + + gradients4D[index + 2] * dz + + gradients4D[index + 3] * dw; + } + + private static int fastFloor(double x) { + int xi = (int)x; + return x < xi ? xi - 1 : xi; + } + + //Gradients for 2D. They approximate the directions to the + //vertices of an octagon from the center. + private static byte[] gradients2D = new byte[] { + 5, 2, 2, 5, + -5, 2, -2, 5, + 5, -2, 2, -5, + -5, -2, -2, -5, + }; + + //Gradients for 3D. They approximate the directions to the + //vertices of a rhombicuboctahedron from the center, skewed so + //that the triangular and square facets can be inscribed inside + //circles of the same radius. + private static byte[] gradients3D = new byte[] { + -11, 4, 4, -4, 11, 4, -4, 4, 11, + 11, 4, 4, 4, 11, 4, 4, 4, 11, + -11, -4, 4, -4, -11, 4, -4, -4, 11, + 11, -4, 4, 4, -11, 4, 4, -4, 11, + -11, 4, -4, -4, 11, -4, -4, 4, -11, + 11, 4, -4, 4, 11, -4, 4, 4, -11, + -11, -4, -4, -4, -11, -4, -4, -4, -11, + 11, -4, -4, 4, -11, -4, 4, -4, -11, + }; + + //Gradients for 4D. They approximate the directions to the + //vertices of a disprismatotesseractihexadecachoron from the center, + //skewed so that the tetrahedral and cubic facets can be inscribed inside + //spheres of the same radius. + private static byte[] gradients4D = new byte[] { + 3, 1, 1, 1, 1, 3, 1, 1, 1, 1, 3, 1, 1, 1, 1, 3, + -3, 1, 1, 1, -1, 3, 1, 1, -1, 1, 3, 1, -1, 1, 1, 3, + 3, -1, 1, 1, 1, -3, 1, 1, 1, -1, 3, 1, 1, -1, 1, 3, + -3, -1, 1, 1, -1, -3, 1, 1, -1, -1, 3, 1, -1, -1, 1, 3, + 3, 1, -1, 1, 1, 3, -1, 1, 1, 1, -3, 1, 1, 1, -1, 3, + -3, 1, -1, 1, -1, 3, -1, 1, -1, 1, -3, 1, -1, 1, -1, 3, + 3, -1, -1, 1, 1, -3, -1, 1, 1, -1, -3, 1, 1, -1, -1, 3, + -3, -1, -1, 1, -1, -3, -1, 1, -1, -1, -3, 1, -1, -1, -1, 3, + 3, 1, 1, -1, 1, 3, 1, -1, 1, 1, 3, -1, 1, 1, 1, -3, + -3, 1, 1, -1, -1, 3, 1, -1, -1, 1, 3, -1, -1, 1, 1, -3, + 3, -1, 1, -1, 1, -3, 1, -1, 1, -1, 3, -1, 1, -1, 1, -3, + -3, -1, 1, -1, -1, -3, 1, -1, -1, -1, 3, -1, -1, -1, 1, -3, + 3, 1, -1, -1, 1, 3, -1, -1, 1, 1, -3, -1, 1, 1, -1, -3, + -3, 1, -1, -1, -1, 3, -1, -1, -1, 1, -3, -1, -1, 1, -1, -3, + 3, -1, -1, -1, 1, -3, -1, -1, 1, -1, -3, -1, 1, -1, -1, -3, + -3, -1, -1, -1, -1, -3, -1, -1, -1, -1, -3, -1, -1, -1, -1, -3, + }; +} \ No newline at end of file diff --git a/core/src/com/mygdx/game/Restrictions.java b/core/src/com/mygdx/game/Restrictions.java index 2c4598a..87dfe4e 100644 --- a/core/src/com/mygdx/game/Restrictions.java +++ b/core/src/com/mygdx/game/Restrictions.java @@ -5,7 +5,7 @@ public interface Restrictions { float VIEWPORT_HEIGHT = 9/2f; float VIEWPORT_WIDTH = 16/2f; int MOVEMENT_SPEED = 16; - int KEY_DELAY = 1; + int KEY_DELAY = 4; int CHUNK_SIZE = 16; int SUPER_CHUNK_SIZE = 3; int RENDER_DISTANCE = 2;