def value(self, u: float, v: float, p: Vector3) -> Vector3:
     sines = math.sin(10 * p.x()) * math.sin(10 * p.y()) * math.sin(
         10 * p.z())
     if sines < 0:
         return self._texture0.value(u, v, p)
     else:
         return self._texture1.value(u, v, p)
Exemplo n.º 2
0
    def noise(self, p: Vector3):
        u = p.x() - math.floor(p.x())
        v = p.y() - math.floor(p.y())
        w = p.z() - math.floor(p.z())
        i = math.floor(p.x())
        j = math.floor(p.y())
        k = math.floor(p.z())

        # return self._ranvector[self._perm_x[i] ^ self._perm_y[j] ^ self._perm_z[k]]
        # c = [[[self._ranfloat[self._perm_x[(i + ii) & 255] ^ self._perm_y[(j + jj) & 255] ^ self._perm_z[(k + kk) & 255]] for kk in range(2)] for jj in range(2)] for ii in range(2)]
        c = list()
        for ii in range(2):
            for jj in range(2):
                for kk in range(2):
                    c.append(self._ranvector[self._perm_x[(i + ii) & 255]
                                             ^ self._perm_y[(j + jj) & 255]
                                             ^ self._perm_z[(k + kk) & 255]])

        return self.trilineart_interp(c, u, v, w)
 def value(self, u: float, v: float, p: Vector3):
     # return Vector3(1, 1, 1) * 0.5 * (1 + self._noise.turb(p=self._scale * p))
     # return Vector3(1, 1, 1) * self._noise.turb(self._scale * p)
     return Vector3(1, 1, 1) * 0.5 * (
         1 + math.sin(self._scale * p.z() + 10 * self._noise.turb(p)))