@@ -42,40 +42,6 @@ default float noise(float x, float y) {
4242
4343 /**
4444 * <p>
45- * Returns the Perlin noise value at specified coordinates.Perlin noise is
46- a random sequence generator producing a more natural ordered, harmonic
47- succession of numbers compared to the standard <b>random()</b> function. It was invented by Ken Perlin in the 1980s and been used since in
48- graphical applications to produce procedural textures, natural motion,
49- shapes, terrains etc. The main difference to the
50- <b>random()</b> function is that Perlin noise is defined in an infinite
51- * n-dimensional space where each pair of coordinates corresponds to a fixed
52- * semi-random value (fixed only for the lifespan of the program). The
53- * resulting value will always be between 0.0 and 1.0. Processing can
54- * compute 1D, 2D and 3D noise, depending on the number of coordinates
55- * given. The noise value can be animated by moving through the noise space
56- * as demonstrated in the example above. The 2nd and 3rd dimension can also
57- * be interpreted as time.The actual noise is structured similar to an audio
58- * signal, in respect to the function's use of frequencies. Similar to the
59- * concept of harmonics in physics, perlin noise is computed over several
60- * octaves which are added together for the final result. Another way to
61- * adjust the character of the resulting sequence is the scale of the input
62- * coordinates. As the function works within an infinite space the value of
63- * the coordinates doesn't matter as such, only the distance between
64- * successive coordinates does (eg. when using <b>noise()</b> within a
65- * loop). As a general rule the smaller the difference between coordinates,
66- * the smoother the resulting noise sequence will be. Steps of 0.005-0.03
67- * work best for most applications, but this will differ depending on use.
68- * <p>
69- * @param x x-coordinate in noise space
70- * @param y y-coordinate in noise space
71- * @param z z-coordinate in noise space
72- * @param w w-coordinate typically time
73- * @return
74- */
75- float noise (float x , float y , float z );
76-
77- /**
78- * <p>
7945 * Returns the Perlin noise value at specified coordinates. Perlin noise is
8046 * a random sequence generator producing a more natural ordered, harmonic
8147 * succession of numbers compared to the standard <b>random()</b> function.
@@ -106,8 +72,12 @@ default float noise(float x, float y) {
10672 * @param z z-coordinate in noise space
10773 * @return
10874 */
75+ float noise (float x , float y , float z );
76+
10977 float noise (float x , float y , float z , float w );
11078
79+ void noiseMode (NoiseMode mode );
80+
11181 /**
11282 * Adjusts the character and level of detail produced by the Perlin noise
11383 * function.Similar to harmonics in physics, noise is computed over several
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