package org.openrndr.extra.noise import org.openrndr.math.Vector3 import org.openrndr.math.mix fun valueLinear(seed: Int, x: Double, y: Double, z: Double) = value(seed, x, y, z, ::linear) fun valueQuintic(seed: Int, x: Double, y: Double, z: Double) = value(seed, x, y, z, ::quintic) fun valueHermite(seed: Int, x: Double, y: Double, z: Double) = value(seed, x, y, z, ::hermite) fun valueLinear(seed: Int, position: Vector3) = value(seed, position.x, position.y, position.z, ::linear) fun valueQuintic(seed: Int, position: Vector3) = value(seed, position.x, position.y, position.z, ::quintic) fun valueHermite(seed: Int, position: Vector3) = value(seed, position.x, position.y, position.z, ::hermite) inline fun value(seed: Int, x: Double, y: Double, z: Double, crossinline interpolation: (Double) -> Double = ::linear): Double { val x0 = x.fastFloor() val y0 = y.fastFloor() val z0 = z.fastFloor() val x1 = x0 + 1 val y1 = y0 + 1 val z1 = z0 + 1 val xs = interpolation(x - x0) val ys = interpolation(y - y0) val zs = interpolation(z - z0) val xf00 = mix(valCoord3D(seed, x0, y0, z0), valCoord3D(seed, x1, y0, z0), xs) val xf10 = mix(valCoord3D(seed, x0, y1, z0), valCoord3D(seed, x1, y1, z0), xs) val xf01 = mix(valCoord3D(seed, x0, y0, z1), valCoord3D(seed, x1, y0, z1), xs) val xf11 = mix(valCoord3D(seed, x0, y1, z1), valCoord3D(seed, x1, y1, z1), xs) val yf0 = mix(xf00, xf10, ys) val yf1 = mix(xf01, xf11, ys) return mix(yf0, yf1, zs) } val valueLinear3D: (Int, Double, Double, Double) -> Double = ::valueLinear val valueQuintic3D: (Int, Double, Double, Double) -> Double = ::valueQuintic val valueHermite3D: (Int, Double, Double, Double) -> Double = ::valueHermite