Add trilinear smoothing
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de64b56b38
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@ -26,11 +26,32 @@ impl Perlin {
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}
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pub fn noise(&self, point: &Point3) -> f64 {
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/*
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let i = ((4.0 * point.x()) as i32) & 255;
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let j = ((4.0 * point.y()) as i32) & 255;
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let k= ((4.0 * point.z()) as i32) & 255;
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let idx = self.perm_x[i as usize] ^ self.perm_y[j as usize] ^ self.perm_z[k as usize];
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self.ranfloat[idx]
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*/
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let u = point.x() - point.x().floor();
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let v = point.y() - point.y().floor();
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let w = point.z() - point.z().floor();
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let i = point.x().floor() as i32;
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let j = point.y().floor() as i32;
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let k = point.z().floor() as i32;
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let mut c: [[[f64; 2]; 2]; 2] = [[[0.0; 2]; 2]; 2];
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for di in 0..2 {
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for dj in 0..2 {
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for dk in 0..2 {
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let idx = self.perm_x[((i+di) & 255) as usize] ^
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self.perm_y[((j+dj) & 255) as usize] ^
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self.perm_z[((k+dk) & 255) as usize];
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c[di as usize][dj as usize][dk as usize] = self.ranfloat[idx];
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}
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}
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}
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Perlin::trilinerar_interpolation(c, u, v, w)
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}
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fn perlin_generate_perm() -> Vec<usize> {
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@ -43,4 +64,22 @@ impl Perlin {
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});
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p
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}
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fn trilinerar_interpolation(c: [[[f64; 2]; 2]; 2], u: f64, v: f64, w: f64) -> f64 {
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let mut accum = 0.0;
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for i in 0..2 {
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for j in 0..2 {
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for k in 0..2 {
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let ifl = i as f64;
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let jfl = j as f64;
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let kfl = k as f64;
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accum += (ifl*u + (1.0-ifl)*(1.0-u)) *
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(jfl*v + (1.0-jfl)*(1.0-v)) *
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(kfl*w + (1.0-kfl)*(1.0-w)) *
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c[i][j][k];
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}
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}
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}
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accum
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}
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}
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