boolean hasBlock(double density, double x, double y, double z, int seed) { return density >= this.densityThreshold && Noise.gradientCoherentNoise3D(x * this.frequency, y * this.frequency, z * this.frequency, seed ^ this.seedModifier, NoiseQuality.FAST) >= this.noiseThreshold; }
break; if (Noise.gradientCoherentNoise3D(xx * 0.01, 0, zz * 0.01, intSeed ^ layerNumber, NoiseQuality.FAST) < HOLE_THRESHOLD) { layerIteration: for (GroundCoverLayer layer : LAYERS) {
boolean hasBlock(double density, double x, double y, double z, int seed) { return density >= this.densityThreshold && Noise.gradientCoherentNoise3D(x * this.frequency, y * this.frequency, z * this.frequency, seed ^ this.seedModifier, NoiseQuality.FAST) >= this.noiseThreshold; }
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, quality); signal = 2.0 * Math.abs(signal) - 1.0; value += signal * curPersistence;
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, quality) * 2 - 1; signal = Math.abs(signal); value += signal * curPersistence;
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, quality) * 2 - 1; signal = Math.abs(signal); value += signal * curPersistence;
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, noiseQuality) * 2 - 1;
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, noiseQuality);
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, noiseQuality) * 2 - 1;
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, noiseQuality); value += signal * curPersistence;
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, noiseQuality); value += signal * curPersistence;
signal = Noise.gradientCoherentNoise3D(nx, ny, nz, seed, noiseQuality); value += signal * curPersistence;
break; if (Noise.gradientCoherentNoise3D(xx * 0.01, 0, zz * 0.01, intSeed ^ layerNumber, NoiseQuality.FAST) < HOLE_THRESHOLD) { layerIteration: for (GroundCoverLayer layer : LAYERS) {