noise3D method
Implementation
double noise3D(double xin, double yin, double zin) {
double n0, n1, n2, n3;
final s =
(xin + yin + zin) * _f3;
final i = (xin + s).floor();
final j = (yin + s).floor();
final k = (zin + s).floor();
final t = (i + j + k) * _g3;
final X0 = i - t;
final Y0 = j - t;
final Z0 = k - t;
final x0 = xin - X0;
final y0 = yin - Y0;
final z0 = zin - Z0;
int i1, j1, k1;
int i2, j2, k2;
if (x0 >= y0) {
if (y0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
}
else if (x0 >= z0) {
i1 = 1;
j1 = 0;
k1 = 0;
i2 = 1;
j2 = 0;
k2 = 1;
}
else {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 1;
j2 = 0;
k2 = 1;
}
} else {
if (y0 < z0) {
i1 = 0;
j1 = 0;
k1 = 1;
i2 = 0;
j2 = 1;
k2 = 1;
}
else if (x0 < z0) {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 0;
j2 = 1;
k2 = 1;
}
else {
i1 = 0;
j1 = 1;
k1 = 0;
i2 = 1;
j2 = 1;
k2 = 0;
}
}
final x1 = x0 - i1 + _g3;
final y1 = y0 - j1 + _g3;
final z1 = z0 - k1 + _g3;
final x2 =
x0 - i2 + 2.0 * _g3;
final y2 = y0 - j2 + 2.0 * _g3;
final z2 = z0 - k2 + 2.0 * _g3;
final x3 =
x0 - 1.0 + 3.0 * _g3;
final y3 = y0 - 1.0 + 3.0 * _g3;
final z3 = z0 - 1.0 + 3.0 * _g3;
final ii = i & 255;
final jj = j & 255;
final kk = k & 255;
final gi0 = _permMod12[ii + _perm[jj + _perm[kk]]];
final gi1 = _permMod12[ii + i1 + _perm[jj + j1 + _perm[kk + k1]]];
final gi2 = _permMod12[ii + i2 + _perm[jj + j2 + _perm[kk + k2]]];
final gi3 = _permMod12[ii + 1 + _perm[jj + 1 + _perm[kk + 1]]];
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
if (t0 < 0) {
n0 = 0.0;
} else {
t0 *= t0;
n0 = t0 * t0 * _dot3(_grad3[gi0], x0, y0, z0);
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
if (t1 < 0) {
n1 = 0.0;
} else {
t1 *= t1;
n1 = t1 * t1 * _dot3(_grad3[gi1], x1, y1, z1);
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
if (t2 < 0) {
n2 = 0.0;
} else {
t2 *= t2;
n2 = t2 * t2 * _dot3(_grad3[gi2], x2, y2, z2);
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
if (t3 < 0) {
n3 = 0.0;
} else {
t3 *= t3;
n3 = t3 * t3 * _dot3(_grad3[gi3], x3, y3, z3);
}
return 32.0 * (n0 + n1 + n2 + n3);
}