7dae485482552bb9d8ee00006ad3235d3d06c5a6,squidlib-util/src/main/java/squidpony/squidmath/WhirlingNoise.java,WhirlingNoise,noise,#number#number#number#,271

Before Change


        double s = (xin + yin + zin) * F3; // Very nice and simple skew
        // factor for 3D
        int i = (int) Math.floor(xin + s);
        int j = (int) Math.floor(yin + s);
        int k = (int) Math.floor(zin + s);
        double t = (i + j + k) * G3;
        double X0 = i - t; // Unskew the cell origin back to (x,y,z) space
        double Y0 = j - t;
        double Z0 = k - t;
        double x0 = xin - X0; // The x,y,z distances from the cell origin
        double y0 = yin - Y0;
        double z0 = zin - Z0;
        // For the 3D case, the simplex shape is a slightly irregular
        // tetrahedron.
        // Determine which simplex we are in.

After Change


        double s = (xin + yin + zin) * F3; // Very nice and simple skew
        // factor for 3D
        int i = fastFloor(xin + s);
        int j = fastFloor(yin + s);
        int k = fastFloor(zin + s);
        double t = (i + j + k) * G3;
        double X0 = i - t; // Unskew the cell origin back to (x,y,z) space
        double Y0 = j - t;
        double Z0 = k - t;
        double x0 = xin - X0; // The x,y,z distances from the cell origin
        double y0 = yin - Y0;
        double z0 = zin - Z0;
        // For the 3D case, the simplex shape is a slightly irregular
        // tetrahedron.
        // Determine which simplex we are in.