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fixed 3d noise and made 2d noise faster
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@ -92,6 +92,8 @@ double noise3d(int x, int y, int z, int seed)
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return 1.0 - (double)n/1073741824;
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}
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#if 0
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// This is too slow
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double noise2d_gradient(double x, double y, int seed)
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{
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// Calculate the integer coordinates
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@ -114,6 +116,26 @@ double noise2d_gradient(double x, double y, int seed)
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// Interpolate between the values
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return biLinearInterpolation(s,u,v,w,xl,yl);
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}
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#endif
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#if 1
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double noise2d_gradient(double x, double y, int seed)
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{
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// Calculate the integer coordinates
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int x0 = (x > 0.0 ? (int)x : (int)x - 1);
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int y0 = (y > 0.0 ? (int)y : (int)y - 1);
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// Calculate the remaining part of the coordinates
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double xl = x - (double)x0;
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double yl = y - (double)y0;
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// Get values for corners of cube
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double v00 = noise2d(x0, y0, seed);
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double v10 = noise2d(x0+1, y0, seed);
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double v01 = noise2d(x0, y0+1, seed);
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double v11 = noise2d(x0+1, y0+1, seed);
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// Interpolate
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return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
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}
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#endif
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double noise3d_gradient(double x, double y, double z, int seed)
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{
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@ -124,7 +146,7 @@ double noise3d_gradient(double x, double y, double z, int seed)
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// Calculate the remaining part of the coordinates
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double xl = x - (double)x0;
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double yl = y - (double)y0;
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double zl = y - (double)z0;
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double zl = z - (double)z0;
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// Get values for corners of cube
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double v000 = noise3d(x0, y0, z0, seed);
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double v100 = noise3d(x0+1, y0, z0, seed);
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