Add Random singleton to orx-noise
This commit is contained in:
27
orx-noise/src/main/kotlin/Distribute.kt
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27
orx-noise/src/main/kotlin/Distribute.kt
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package org.openrndr.extra.noise
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internal fun sumDistribution(probabilities: List<Double>): List<Double> = probabilities.foldIndexed(mutableListOf()) {
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index: Int, list: MutableList<Double>, prob: Double ->
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val prev = list.elementAtOrNull(index - 1) ?: 0.0
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list.add(prev + prob)
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list
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}
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internal fun createDecreasingOdds(size: Int): List<Double> {
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var den = 4.0;
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var t = 1.0 + (1.0 / (size / 3.0))
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return (1 until size).map {
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val prob = t / den
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t -= prob
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den += 1.0
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prob
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}
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}
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object Distribute {
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fun equal(size: Int): List<Double> = sumDistribution(List(size) { 1.0 / size })
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fun decreasing(size: Int): List<Double> = sumDistribution(createDecreasingOdds(size))
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fun increasing(size: Int): List<Double> = sumDistribution(createDecreasingOdds(size)).asReversed()
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}
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258
orx-noise/src/main/kotlin/Random.kt
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258
orx-noise/src/main/kotlin/Random.kt
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package org.openrndr.extra.noise
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import org.openrndr.extra.noise.*
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import org.openrndr.extra.noise.fbm as orxFbm
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector3
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import org.openrndr.math.Vector4
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import kotlin.math.ln
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import kotlin.math.max
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import kotlin.math.sqrt
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import kotlin.math.pow
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import kotlin.random.Random as DefaultRandom
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object Random {
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var rnd: DefaultRandom
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private var seedTracking: Int = 0
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private var nextGaussian: Double = 0.0
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private var hasNextGaussian = false
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enum class Fractal {
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FBM, BILLOW, RIGID
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}
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enum class Noise {
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LINEAR, QUINTIC, HERMIT
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}
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var seed: String = "OPENRNDR"
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set(value) {
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field = value
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rnd = newRandomGenerator(value)
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}
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init {
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rnd = newRandomGenerator(seed)
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}
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private fun newRandomGenerator(newSeed: String): DefaultRandom {
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return DefaultRandom(stringToInt(newSeed))
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}
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private fun stringToInt(str: String): Int = str.toCharArray().fold(0) { i: Int, c: Char ->
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i + c.toInt()
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}
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fun resetState() {
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rnd = newRandomGenerator(seed)
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}
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fun randomizeSeed() {
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val seedBase = seed.replace(Regex("""-\d+"""), "")
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seedTracking = int0(999999)
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seed = "${seedBase}-${seedTracking}"
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}
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fun double(min: Double = -1.0, max: Double = 1.0): Double {
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return Double.uniform(min, max, rnd)
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}
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fun double0(max: Double = 1.0): Double {
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return rnd.nextDouble(max)
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}
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fun int0(max: Int = Int.MAX_VALUE): Int {
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return rnd.nextInt(max)
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}
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fun int(min: Int = 0, max: Int = Int.MAX_VALUE): Int {
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return rnd.nextInt(min, max)
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}
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fun bool(): Boolean {
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return rnd.nextBoolean()
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}
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fun <T> pick(coll: Collection<T>): T {
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return pick(coll, count = 1).first()
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}
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fun <T> pick(coll: Collection<T>, compareAgainst: Collection<T>): T {
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return pick(coll, compareAgainst, 1).first()
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}
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fun <T> pick(coll: Collection<T>, compareAgainst: Collection<T> = listOf(), count: Int): MutableList<T> {
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var list = coll.toMutableList()
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val picked = mutableListOf<T>()
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while(picked.size < count) {
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var index = int0(list.size)
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var newElem = list.elementAt(index)
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while(compareAgainst.contains(newElem)) {
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index = int0(list.size)
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newElem = list.elementAt(index)
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}
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if (list.isEmpty()) {
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list = coll.toMutableList()
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}
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picked.add(list[index])
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list.removeAt(index)
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}
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return picked
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}
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fun gaussian(mean: Double = 0.0, standardDeviation: Double = 1.0): Double {
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if (hasNextGaussian) {
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val result = nextGaussian
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nextGaussian = 0.0
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hasNextGaussian = false
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return mean + standardDeviation * result
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} else {
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var v1 = 0.0
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var v2 = 0.0
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var s = 0.0
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while (s >= 1.0 || s == 0.0) {
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v1 = double() // between -1 and 1
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v2 = double() // between -1 and 1
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s = v1 * v1 + v2 * v2
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}
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val multiplier = sqrt(-2.0 * ln(s) / s)
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nextGaussian = (v2 * multiplier)
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hasNextGaussian = true
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return mean + standardDeviation * (v1 * multiplier)
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}
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}
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/**
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* https://en.wikipedia.org/wiki/Pareto_distribution
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*/
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fun pareto(alpha: Double = 1.0): () -> Double {
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val invAlpha = 1.0 / max(alpha, 0.0)
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return {
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1.0 / (1.0 - double0()).pow(invAlpha)
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}
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}
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fun Vector2(min: Double = -1.0, max: Double = 1.0): Vector2 {
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return Vector2.uniform(min, max, rnd)
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}
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fun Vector3(min: Double = -1.0, max: Double = 1.0): Vector3 {
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return Vector3.uniform(min, max, rnd)
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}
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fun Vector4(min: Double = -1.0, max: Double = 1.0): Vector4 {
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return Vector4.uniform(min, max, rnd)
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}
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fun perlin(x: Double, y: Double, type: Noise = Noise.LINEAR): Double {
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val sd = stringToInt(seed)
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return when (type) {
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Noise.LINEAR -> perlinLinear(sd, x, y)
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Noise.QUINTIC -> perlinQuintic(sd, x, y)
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Noise.HERMIT -> perlinHermite(sd, x, y)
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}
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}
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fun perlin(x: Double, y: Double, z: Double, type: Noise = Noise.LINEAR): Double {
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val sd = stringToInt(seed)
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return when (type) {
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Noise.LINEAR -> perlinLinear(sd, x, y, z)
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Noise.QUINTIC -> perlinQuintic(sd, x, y, z)
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Noise.HERMIT -> perlinHermite(sd, x, y, z)
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}
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}
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fun value(x: Double, y: Double, type: Noise = Noise.LINEAR): Double {
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val sd = stringToInt(seed)
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return when (type) {
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Noise.LINEAR -> valueLinear(sd, x, y)
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Noise.QUINTIC -> valueQuintic(sd, x, y)
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Noise.HERMIT -> valueHermite(sd, x, y)
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}
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}
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fun value(x: Double, y: Double, z: Double, type: Noise = Noise.LINEAR): Double {
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val sd = stringToInt(seed)
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return when (type) {
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Noise.LINEAR -> valueLinear(sd, x, y, z)
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Noise.QUINTIC -> valueQuintic(sd, x, y, z)
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Noise.HERMIT -> valueHermite(sd, x, y, z)
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}
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}
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fun simplex(x: Double, y: Double): Double {
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return simplex(stringToInt(seed), x, y)
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}
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fun simplex(x: Double, y: Double, z: Double): Double {
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return simplex(stringToInt(seed), x, y, z)
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}
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fun fbm(x: Double, y: Double, noiseFun: (Int, Double, Double) -> Double, type: Fractal = Fractal.FBM,
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octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double {
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val s = stringToInt(seed)
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return when (type) {
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Fractal.FBM -> orxFbm(s, x, y, noiseFun, octaves, lacunarity, gain)
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Fractal.RIGID -> rigid(s, x, y, noiseFun, octaves, lacunarity, gain)
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Fractal.BILLOW -> billow(s, x, y, noiseFun, octaves, lacunarity, gain)
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}
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}
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fun fbm(x: Double, y: Double, z: Double, noiseFun: (Int, Double, Double, Double) -> Double, type: Fractal = Fractal.FBM,
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octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double {
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val s = stringToInt(seed)
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return when (type) {
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Fractal.FBM -> orxFbm(s, x, y, z, noiseFun, octaves, lacunarity, gain)
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Fractal.RIGID -> rigid(s, x, y, z, noiseFun, octaves, lacunarity, gain)
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Fractal.BILLOW -> billow(s, x, y, z, noiseFun, octaves, lacunarity, gain)
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}
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}
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fun cubic(x: Double, y: Double): Double {
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return cubic(stringToInt(seed), x, y)
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}
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fun cubic(x: Double, y: Double, z: Double): Double {
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return cubic(stringToInt(seed), x, y, z)
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}
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fun ring2d(innerRadius: Double = 0.0, outerRadius: Double = 1.0, count: Int = 1): Any {
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return when(count) {
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1 -> Vector2.uniformRing(innerRadius, outerRadius, rnd)
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else -> Vector2.uniformsRing(count, innerRadius, outerRadius, rnd)
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}
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}
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fun ring3d(innerRadius: Double = 0.0, outerRadius: Double = 1.0, count: Int = 1): Any {
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return when(count) {
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1 -> Vector3.uniformRing(innerRadius, outerRadius, rnd)
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else -> Vector3.uniformsRing(count, innerRadius, outerRadius, rnd)
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}
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}
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fun <T> roll(elements: Collection<T>, distribution: (Int) -> List<Double>): T {
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val result = double0()
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val probabilities = distribution(elements.size)
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val index = probabilities.indexOfFirst { result <= it }
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return elements.elementAtOrNull(index) ?: elements.last()
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}
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}
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@@ -37,6 +37,13 @@ fun Vector2.Companion.uniforms(count: Int,
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Vector2.uniform(min, max, random)
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}
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fun Vector2.Companion.uniformsRing(count: Int,
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innerRadius: Double = 0.0, outerRadius: Double = 1.0,
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random: Random = Random.Default): List<Vector2> =
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List(count) {
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Vector2.uniformRing(innerRadius, outerRadius, random)
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}
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fun Vector3.Companion.uniform(min: Double = -1.0, max: Double = 1.0, random: Random = Random.Default): Vector3 =
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Vector3.uniform(Vector3(min, min, min), Vector3(max, max, max), random)
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