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📄 perlinvector.java

📁 Sunflow是一个照片级的渲染系统
💻 JAVA
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package org.sunflow.math;

/**
 * Vector versions of the standard noise functions. These are provided to
 * emulate standard renderman calls.This code was adapted mainly from the
 * mrclasses package by Gonzalo Garramuno
 * (http://sourceforge.net/projects/mrclasses/).
 */
public class PerlinVector {
    private static final float P1x = 0.34f;
    private static final float P1y = 0.66f;
    private static final float P1z = 0.237f;
    private static final float P2x = 0.011f;
    private static final float P2y = 0.845f;
    private static final float P2z = 0.037f;
    private static final float P3x = 0.34f;
    private static final float P3y = 0.12f;
    private static final float P3z = 0.9f;

    public static final Vector3 snoise(float x) {
        return new Vector3(PerlinScalar.snoise(x + P1x), PerlinScalar.snoise(x + P2x), PerlinScalar.snoise(x + P3x));
    }

    public static final Vector3 snoise(float x, float y) {
        return new Vector3(PerlinScalar.snoise(x + P1x, y + P1y), PerlinScalar.snoise(x + P2x, y + P2y), PerlinScalar.snoise(x + P3x, y + P3y));
    }

    public static final Vector3 snoise(float x, float y, float z) {
        return new Vector3(PerlinScalar.snoise(x + P1x, y + P1y, z + P1z), PerlinScalar.snoise(x + P2x, y + P2y, z + P2z), PerlinScalar.snoise(x + P3x, y + P3y, z + P3z));
    }

    public static final Vector3 snoise(float x, float y, float z, float t) {
        return new Vector3(PerlinScalar.snoise(x + P1x, y + P1y, z + P1z, t), PerlinScalar.snoise(x + P2x, y + P2y, z + P2z, t), PerlinScalar.snoise(x + P3x, y + P3y, z + P3z, t));
    }

    public static final Vector3 snoise(Point2 p) {
        return snoise(p.x, p.y);
    }

    public static final Vector3 snoise(Point3 p) {
        return snoise(p.x, p.y, p.z);
    }

    public static final Vector3 snoise(Point3 p, float t) {
        return snoise(p.x, p.y, p.z, t);
    }

    public static final Vector3 noise(float x) {
        return new Vector3(PerlinScalar.noise(x + P1x), PerlinScalar.noise(x + P2x), PerlinScalar.noise(x + P3x));
    }

    public static final Vector3 noise(float x, float y) {
        return new Vector3(PerlinScalar.noise(x + P1x, y + P1y), PerlinScalar.noise(x + P2x, y + P2y), PerlinScalar.noise(x + P3x, y + P3y));
    }

    public static final Vector3 noise(float x, float y, float z) {
        return new Vector3(PerlinScalar.noise(x + P1x, y + P1y, z + P1z), PerlinScalar.noise(x + P2x, y + P2y, z + P2z), PerlinScalar.noise(x + P3x, y + P3y, z + P3z));
    }

    public static final Vector3 noise(float x, float y, float z, float t) {
        return new Vector3(PerlinScalar.noise(x + P1x, y + P1y, z + P1z, t), PerlinScalar.noise(x + P2x, y + P2y, z + P2z, t), PerlinScalar.noise(x + P3x, y + P3y, z + P3z, t));
    }

    public static final Vector3 noise(Point2 p) {
        return noise(p.x, p.y);
    }

    public static final Vector3 noise(Point3 p) {
        return noise(p.x, p.y, p.z);
    }

    public static final Vector3 noise(Point3 p, float t) {
        return noise(p.x, p.y, p.z, t);
    }

    public static final Vector3 pnoise(float x, float period) {
        return new Vector3(PerlinScalar.pnoise(x + P1x, period), PerlinScalar.pnoise(x + P2x, period), PerlinScalar.pnoise(x + P3x, period));
    }

    public static final Vector3 pnoise(float x, float y, float w, float h) {
        return new Vector3(PerlinScalar.pnoise(x + P1x, y + P1y, w, h), PerlinScalar.pnoise(x + P2x, y + P2y, w, h), PerlinScalar.pnoise(x + P3x, y + P3y, w, h));
    }

    public static final Vector3 pnoise(float x, float y, float z, float w, float h, float d) {
        return new Vector3(PerlinScalar.pnoise(x + P1x, y + P1y, z + P1z, w, h, d), PerlinScalar.pnoise(x + P2x, y + P2y, z + P2z, w, h, d), PerlinScalar.pnoise(x + P3x, y + P3y, z + P3z, w, h, d));
    }

    public static final Vector3 pnoise(float x, float y, float z, float t, float w, float h, float d, float p) {
        return new Vector3(PerlinScalar.pnoise(x + P1x, y + P1y, z + P1z, t, w, h, d, p), PerlinScalar.pnoise(x + P2x, y + P2y, z + P2z, t, w, h, d, p), PerlinScalar.pnoise(x + P3x, y + P3y, z + P3z, t, w, h, d, p));
    }

    public static final Vector3 pnoise(Point2 p, float periodx, float periody) {
        return pnoise(p.x, p.y, periodx, periody);
    }

    public static final Vector3 pnoise(Point3 p, Vector3 period) {
        return pnoise(p.x, p.y, p.z, period.x, period.y, period.z);
    }

    public static final Vector3 pnoise(Point3 p, float t, Vector3 pperiod, float tperiod) {
        return pnoise(p.x, p.y, p.z, t, pperiod.x, pperiod.y, pperiod.z, tperiod);
    }

    public static final Vector3 spnoise(float x, float period) {
        return new Vector3(PerlinScalar.spnoise(x + P1x, period), PerlinScalar.spnoise(x + P2x, period), PerlinScalar.spnoise(x + P3x, period));
    }

    public static final Vector3 spnoise(float x, float y, float w, float h) {
        return new Vector3(PerlinScalar.spnoise(x + P1x, y + P1y, w, h), PerlinScalar.spnoise(x + P2x, y + P2y, w, h), PerlinScalar.spnoise(x + P3x, y + P3y, w, h));
    }

    public static final Vector3 spnoise(float x, float y, float z, float w, float h, float d) {
        return new Vector3(PerlinScalar.spnoise(x + P1x, y + P1y, z + P1z, w, h, d), PerlinScalar.spnoise(x + P2x, y + P2y, z + P2z, w, h, d), PerlinScalar.spnoise(x + P3x, y + P3y, z + P3z, w, h, d));
    }

    public static final Vector3 spnoise(float x, float y, float z, float t, float w, float h, float d, float p) {
        return new Vector3(PerlinScalar.spnoise(x + P1x, y + P1y, z + P1z, t, w, h, d, p), PerlinScalar.spnoise(x + P2x, y + P2y, z + P2z, t, w, h, d, p), PerlinScalar.spnoise(x + P3x, y + P3y, z + P3z, t, w, h, d, p));
    }

    public static final Vector3 spnoise(Point2 p, float periodx, float periody) {
        return spnoise(p.x, p.y, periodx, periody);
    }

    public static final Vector3 spnoise(Point3 p, Vector3 period) {
        return spnoise(p.x, p.y, p.z, period.x, period.y, period.z);
    }

    public static final Vector3 spnoise(Point3 p, float t, Vector3 pperiod, float tperiod) {
        return spnoise(p.x, p.y, p.z, t, pperiod.x, pperiod.y, pperiod.z, tperiod);
    }
}

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