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* Update translation filesupdatepo.sh2020-06-13
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* Update translation filesupdatepo.sh2020-04-03
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* Translated using Weblate (Portuguese)ssantos2020-04-03
| | | | Currently translated at 95.8% (1234 of 1288 strings)
* Update translation sourcesrubenwardy2020-01-24
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* Translated using Weblate (Portuguese)rubenwardy2020-01-24
| | | | Currently translated at 100.0% (1274 of 1274 strings)
* Translated using Weblate (Portuguese)ssantos2020-01-24
| | | | Currently translated at 100.0% (1274 of 1274 strings)
* Update translation stringsupdatepo.sh2019-10-12
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* Update from Weblate (hacky)Translators2019-10-12
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* Update translation stringsupdatepo.sh2019-09-09
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* Update from WeblateTranslators2019-09-09
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* Run updatepo.shTranslations2019-02-24
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* Update minetest.conf.example, settings strings and locale files (#8230)Wuzzy2019-02-14
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* Run updatepo.shTranslation2019-02-14
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* Update translationsTranslations2019-02-14
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* Cleanup translation filesLoïc Blot2019-01-28
| | | | These were broken on the previous commits
* Update translationsTranslations2019-01-27
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* Run updatepo.shTranslations2019-01-06
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* Update translations from WeblateTranslations2019-01-06
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* Update minetest.conf.example and run updatepo.sh (#7947)Update Script2018-12-09
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* Add translation of LANG_CODE in all languagesEkdohibs2017-08-24
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* Fix updatepo.sh and run it.Ekdohibs2017-08-24
| | | | It was broken due to the presence of "µ" utf-8 characters in builtin/profiler/reporter.lua.
* Run updatepo.shLoic Blot2017-05-21
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* Translated using Weblate (Portuguese)Mário2017-05-04
| | | | Currently translated at 66.9% (615 of 918 strings)
* Footsteps without view bobbing (#5645)Louis Pearson2017-04-25
| | | | | | | | | | | | * Remove redundant view_bobbing setting Also fixes bug where disabling view_bobbing disables footstep sounds. * Removes redundant view_bobbing setting Setting view_bobbing amount to 0 is now the only way to turn view_bobbing on and off. Also fixed a bug where footstep sounds would not play when view_bobbing was disabled.
* Run updatepo.shest312016-12-14
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* Translated using Weblate (Portuguese)João Rodrigues2016-12-14
| | | | | | Currently translated at 66.7% (613 of 918 strings) There is no need to specify that a mod is an extra.
* Run updatepo.shest312016-08-30
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* Translated using Weblate (Portuguese)Bruno Borges2016-08-30
| | | | Currently translated at 64.9% (581 of 895 strings)
* Run updatepo.shest312016-07-12
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* Run updatepo.shest312016-05-05
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* Translated using Weblate (Portuguese)Fernando Reis2016-05-01
| | | | | | Currently translated at 67.5% (584 of 865 strings) This is a merger of 5 commits.
* Translated using Weblate (Portuguese)Fernando Reis2016-03-25
| | | | | | Currently translated at 34.5% (299 of 865 strings) This is a merger of 2 commits.
* Update po files, minetest.conf.example and settings_translation_file.cppest312016-02-27
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* Translated using Weblate (Portuguese)Ian giestas pauli2016-01-25
| | | | Currently translated at 23.6% (186 of 787 strings)
* Run util/updatepo.shest312015-11-08
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* Run updatepo.shest312015-10-24
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* Run updatepo.shest312015-09-12
| | | | | | After this, it should hopefully not record line numbers anymore, so the diffs of updatepo.sh runs are smaller. Well, this is theory, lets see how it will turn out to be in practice.
* Run updatepo.shest312015-07-17
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* Revert "Update Russian translation"Kahrl2014-12-13
| | | | | | | | This reverts commit e4e4324a30d6bcac5cc06c74e955e4941b14bd38. Conflicts: po/minetest.pot po/*/minetest.po
* Update po filesShadowNinja2014-12-12
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* Translated using Weblate (Portuguese)João Farias2014-02-16
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* Run updatepo.shPilzAdam2013-11-23
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* Run updatepo.shIlya Zhuravlev2013-09-08
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* Translated using Weblate (Portuguese)Leonardo Costa2013-09-07
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* Run util/updatepo.shPilzAdam2013-08-25
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* Fix i18n of some strings.arsdragonfly2013-07-02
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* Translated using Weblate (Portuguese)v c2013-06-01
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* Translated using Weblate (Portuguese)manuel joaquim2013-05-30
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* Translated using Weblate (Portuguese)manuel duarte2013-05-29
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* Translated using Weblate (Portuguese)manuel duarte2013-05-29
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n786' href='#n786'>786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810
/*
 * Minetest
 * Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
 * Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *  1. Redistributions of source code must retain the above copyright notice, this list of
 *     conditions and the following disclaimer.
 *  2. Redistributions in binary form must reproduce the above copyright notice, this list
 *     of conditions and the following disclaimer in the documentation and/or other materials
 *     provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#include <cmath>
#include "noise.h"
#include <iostream>
#include <cstring> // memset
#include "debug.h"
#include "util/numeric.h"
#include "util/string.h"
#include "exceptions.h"

#define NOISE_MAGIC_X    1619
#define NOISE_MAGIC_Y    31337
#define NOISE_MAGIC_Z    52591
#define NOISE_MAGIC_SEED 1013

typedef float (*Interp2dFxn)(
		float v00, float v10, float v01, float v11,
		float x, float y);

typedef float (*Interp3dFxn)(
		float v000, float v100, float v010, float v110,
		float v001, float v101, float v011, float v111,
		float x, float y, float z);

FlagDesc flagdesc_noiseparams[] = {
	{"defaults",    NOISE_FLAG_DEFAULTS},
	{"eased",       NOISE_FLAG_EASED},
	{"absvalue",    NOISE_FLAG_ABSVALUE},
	{"pointbuffer", NOISE_FLAG_POINTBUFFER},
	{"simplex",     NOISE_FLAG_SIMPLEX},
	{NULL,          0}
};

///////////////////////////////////////////////////////////////////////////////

PcgRandom::PcgRandom(u64 state, u64 seq)
{
	seed(state, seq);
}

void PcgRandom::seed(u64 state, u64 seq)
{
	m_state = 0U;
	m_inc = (seq << 1u) | 1u;
	next();
	m_state += state;
	next();
}


u32 PcgRandom::next()
{
	u64 oldstate = m_state;
	m_state = oldstate * 6364136223846793005ULL + m_inc;

	u32 xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;
	u32 rot = oldstate >> 59u;
	return (xorshifted >> rot) | (xorshifted << ((-rot) & 31));
}


u32 PcgRandom::range(u32 bound)
{
	// If the bound is 0, we cover the whole RNG's range
	if (bound == 0)
		return next();

	/*
		This is an optimization of the expression:
		  0x100000000ull % bound
		since 64-bit modulo operations typically much slower than 32.
	*/
	u32 threshold = -bound % bound;
	u32 r;

	/*
		If the bound is not a multiple of the RNG's range, it may cause bias,
		e.g. a RNG has a range from 0 to 3 and we take want a number 0 to 2.
		Using rand() % 3, the number 0 would be twice as likely to appear.
		With a very large RNG range, the effect becomes less prevalent but
		still present.

		This can be solved by modifying the range of the RNG to become a
		multiple of bound by dropping values above the a threshold.

		In our example, threshold == 4 % 3 == 1, so reject values < 1
		(that is, 0), thus making the range == 3 with no bias.

		This loop may look dangerous, but will always terminate due to the
		RNG's property of uniformity.
	*/
	while ((r = next()) < threshold)
		;

	return r % bound;
}


s32 PcgRandom::range(s32 min, s32 max)
{
	if (max < min)
		throw PrngException("Invalid range (max < min)");

	// We have to cast to s64 because otherwise this could overflow,
	// and signed overflow is undefined behavior.
	u32 bound = (s64)max - (s64)min + 1;
	return range(bound) + min;
}


void PcgRandom::bytes(void *out, size_t len)
{
	u8 *outb = (u8 *)out;
	int bytes_left = 0;
	u32 r;

	while (len--) {
		if (bytes_left == 0) {
			bytes_left = sizeof(u32);
			r = next();
		}

		*outb = r & 0xFF;
		outb++;
		bytes_left--;
		r >>= CHAR_BIT;
	}
}


s32 PcgRandom::randNormalDist(s32 min, s32 max, int num_trials)
{
	s32 accum = 0;
	for (int i = 0; i != num_trials; i++)
		accum += range(min, max);
	return myround((float)accum / num_trials);
}

///////////////////////////////////////////////////////////////////////////////

float noise2d(int x, int y, s32 seed)
{
	unsigned int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
			+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
	n = (n >> 13) ^ n;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)(int)n / 0x40000000;
}


float noise3d(int x, int y, int z, s32 seed)
{
	unsigned int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
			+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
	n = (n >> 13) ^ n;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)(int)n / 0x40000000;
}


inline float dotProduct(float vx, float vy, float wx, float wy)
{
	return vx * wx + vy * wy;
}


inline float linearInterpolation(float v0, float v1, float t)
{
	return v0 + (v1 - v0) * t;
}


inline float biLinearInterpolation(
	float v00, float v10,
	float v01, float v11,
	float x, float y)
{
	float tx = easeCurve(x);
	float ty = easeCurve(y);
	float u = linearInterpolation(v00, v10, tx);
	float v = linearInterpolation(v01, v11, tx);
	return linearInterpolation(u, v, ty);
}


inline float biLinearInterpolationNoEase(
	float v00, float v10,
	float v01, float v11,
	float x, float y)
{
	float u = linearInterpolation(v00, v10, x);
	float v = linearInterpolation(v01, v11, x);
	return linearInterpolation(u, v, y);
}


float triLinearInterpolation(
	float v000, float v100, float v010, float v110,
	float v001, float v101, float v011, float v111,
	float x, float y, float z)
{
	float tx = easeCurve(x);
	float ty = easeCurve(y);
	float tz = easeCurve(z);
	float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
	float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
	return linearInterpolation(u, v, tz);
}

float triLinearInterpolationNoEase(
	float v000, float v100, float v010, float v110,
	float v001, float v101, float v011, float v111,
	float x, float y, float z)
{
	float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
	float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
	return linearInterpolation(u, v, z);
}

float noise2d_gradient(float x, float y, s32 seed, bool eased)
{
	// Calculate the integer coordinates
	int x0 = myfloor(x);
	int y0 = myfloor(y);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	// Get values for corners of square
	float v00 = noise2d(x0, y0, seed);
	float v10 = noise2d(x0+1, y0, seed);
	float v01 = noise2d(x0, y0+1, seed);
	float v11 = noise2d(x0+1, y0+1, seed);
	// Interpolate
	if (eased)
		return biLinearInterpolation(v00, v10, v01, v11, xl, yl);

	return biLinearInterpolationNoEase(v00, v10, v01, v11, xl, yl);
}


float noise3d_gradient(float x, float y, float z, s32 seed, bool eased)
{
	// Calculate the integer coordinates
	int x0 = myfloor(x);
	int y0 = myfloor(y);
	int z0 = myfloor(z);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	float zl = z - (float)z0;
	// Get values for corners of cube
	float v000 = noise3d(x0,     y0,     z0,     seed);
	float v100 = noise3d(x0 + 1, y0,     z0,     seed);
	float v010 = noise3d(x0,     y0 + 1, z0,     seed);
	float v110 = noise3d(x0 + 1, y0 + 1, z0,     seed);
	float v001 = noise3d(x0,     y0,     z0 + 1, seed);
	float v101 = noise3d(x0 + 1, y0,     z0 + 1, seed);
	float v011 = noise3d(x0,     y0 + 1, z0 + 1, seed);
	float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
	// Interpolate
	if (eased) {
		return triLinearInterpolation(
			v000, v100, v010, v110,
			v001, v101, v011, v111,
			xl, yl, zl);
	}

	return triLinearInterpolationNoEase(
		v000, v100, v010, v110,
		v001, v101, v011, v111,
		xl, yl, zl);
}


float noise2d_perlin(float x, float y, s32 seed,
	int octaves, float persistence, bool eased)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++)
	{
		a += g * noise2d_gradient(x * f, y * f, seed + i, eased);
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise2d_perlin_abs(float x, float y, s32 seed,
	int octaves, float persistence, bool eased)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++) {
		a += g * std::fabs(noise2d_gradient(x * f, y * f, seed + i, eased));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise3d_perlin(float x, float y, float z, s32 seed,
	int octaves, float persistence, bool eased)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++) {
		a += g * noise3d_gradient(x * f, y * f, z * f, seed + i, eased);
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise3d_perlin_abs(float x, float y, float z, s32 seed,
	int octaves, float persistence, bool eased)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++) {
		a += g * std::fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float contour(float v)
{
	v = std::fabs(v);
	if (v >= 1.0)
		return 0.0;
	return (1.0 - v);
}


///////////////////////// [ New noise ] ////////////////////////////


float NoisePerlin2D(const NoiseParams *np, float x, float y, s32 seed)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;

	x /= np->spread.X;
	y /= np->spread.Y;
	seed += np->seed;

	for (size_t i = 0; i < np->octaves; i++) {
		float noiseval = noise2d_gradient(x * f, y * f, seed + i,
			np->flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED));

		if (np->flags & NOISE_FLAG_ABSVALUE)
			noiseval = std::fabs(noiseval);

		a += g * noiseval;
		f *= np->lacunarity;
		g *= np->persist;
	}

	return np->offset + a * np->scale;
}


float NoisePerlin3D(const NoiseParams *np, float x, float y, float z, s32 seed)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;

	x /= np->spread.X;
	y /= np->spread.Y;
	z /= np->spread.Z;
	seed += np->seed;

	for (size_t i = 0; i < np->octaves; i++) {
		float noiseval = noise3d_gradient(x * f, y * f, z * f, seed + i,
			np->flags & NOISE_FLAG_EASED);

		if (np->flags & NOISE_FLAG_ABSVALUE)
			noiseval = std::fabs(noiseval);

		a += g * noiseval;
		f *= np->lacunarity;
		g *= np->persist;
	}

	return np->offset + a * np->scale;
}


Noise::Noise(const NoiseParams *np_, s32 seed, u32 sx, u32 sy, u32 sz)
{
	np = *np_;
	this->seed = seed;
	this->sx   = sx;
	this->sy   = sy;
	this->sz   = sz;

	allocBuffers();
}


Noise::~Noise()
{
	delete[] gradient_buf;
	delete[] persist_buf;
	delete[] noise_buf;
	delete[] result;
}


void Noise::allocBuffers()
{
	if (sx < 1)
		sx = 1;
	if (sy < 1)
		sy = 1;
	if (sz < 1)
		sz = 1;

	this->noise_buf = NULL;
	resizeNoiseBuf(sz > 1);

	delete[] gradient_buf;
	delete[] persist_buf;
	delete[] result;

	try {
		size_t bufsize = sx * sy * sz;
		this->persist_buf  = NULL;
		this->gradient_buf = new float[bufsize];
		this->result       = new float[bufsize];
	} catch (std::bad_alloc &e) {
		throw InvalidNoiseParamsException();
	}
}


void Noise::setSize(u32 sx, u32 sy, u32 sz)
{
	this->sx = sx;
	this->sy = sy;
	this->sz = sz;

	allocBuffers();
}


void Noise::setSpreadFactor(v3f spread)
{
	this->np.spread = spread;

	resizeNoiseBuf(sz > 1);
}


void Noise::setOctaves(int octaves)
{
	this->np.octaves = octaves;

	resizeNoiseBuf(sz > 1);
}


void Noise::resizeNoiseBuf(bool is3d)
{
	// Maximum possible spread value factor
	float ofactor = (np.lacunarity > 1.0) ?
		pow(np.lacunarity, np.octaves - 1) :
		np.lacunarity;

	// Noise lattice point count
	// (int)(sz * spread * ofactor) is # of lattice points crossed due to length
	float num_noise_points_x = sx * ofactor / np.spread.X;
	float num_noise_points_y = sy * ofactor / np.spread.Y;
	float num_noise_points_z = sz * ofactor / np.spread.Z;

	// Protect against obviously invalid parameters
	if (num_noise_points_x > 1000000000.f ||
			num_noise_points_y > 1000000000.f ||
			num_noise_points_z > 1000000000.f)
		throw InvalidNoiseParamsException();

	// Protect against an octave having a spread < 1, causing broken noise values
	if (np.spread.X / ofactor < 1.0f ||
			np.spread.Y / ofactor < 1.0f ||
			np.spread.Z / ofactor < 1.0f) {
		errorstream << "A noise parameter has too many octaves: "
			<< np.octaves << " octaves" << std::endl;
		throw InvalidNoiseParamsException("A noise parameter has too many octaves");
	}

	// + 2 for the two initial endpoints
	// + 1 for potentially crossing a boundary due to offset
	size_t nlx = (size_t)std::ceil(num_noise_points_x) + 3;
	size_t nly = (size_t)std::ceil(num_noise_points_y) + 3;
	size_t nlz = is3d ? (size_t)std::ceil(num_noise_points_z) + 3 : 1;

	delete[] noise_buf;
	try {
		noise_buf = new float[nlx * nly * nlz];
	} catch (std::bad_alloc &e) {
		throw InvalidNoiseParamsException();
	}
}


/*
 * NB:  This algorithm is not optimal in terms of space complexity.  The entire
 * integer lattice of noise points could be done as 2 lines instead, and for 3D,
 * 2 lines + 2 planes.
 * However, this would require the noise calls to be interposed with the
 * interpolation loops, which may trash the icache, leading to lower overall
 * performance.
 * Another optimization that could save half as many noise calls is to carry over
 * values from the previous noise lattice as midpoints in the new lattice for the
 * next octave.
 */
#define idx(x, y) ((y) * nlx + (x))
void Noise::gradientMap2D(
		float x, float y,
		float step_x, float step_y,
		s32 seed)
{
	float v00, v01, v10, v11, u, v, orig_u;
	u32 index, i, j, noisex, noisey;
	u32 nlx, nly;
	s32 x0, y0;

	bool eased = np.flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED);
	Interp2dFxn interpolate = eased ?
		biLinearInterpolation : biLinearInterpolationNoEase;

	x0 = std::floor(x);
	y0 = std::floor(y);
	u = x - (float)x0;
	v = y - (float)y0;
	orig_u = u;

	//calculate noise point lattice
	nlx = (u32)(u + sx * step_x) + 2;
	nly = (u32)(v + sy * step_y) + 2;
	index = 0;
	for (j = 0; j != nly; j++)
		for (i = 0; i != nlx; i++)
			noise_buf[index++] = noise2d(x0 + i, y0 + j, seed);

	//calculate interpolations
	index  = 0;
	noisey = 0;
	for (j = 0; j != sy; j++) {
		v00 = noise_buf[idx(0, noisey)];
		v10 = noise_buf[idx(1, noisey)];
		v01 = noise_buf[idx(0, noisey + 1)];
		v11 = noise_buf[idx(1, noisey + 1)];

		u = orig_u;
		noisex = 0;
		for (i = 0; i != sx; i++) {
			gradient_buf[index++] = interpolate(v00, v10, v01, v11, u, v);

			u += step_x;
			if (u >= 1.0) {
				u -= 1.0;
				noisex++;
				v00 = v10;
				v01 = v11;
				v10 = noise_buf[idx(noisex + 1, noisey)];
				v11 = noise_buf[idx(noisex + 1, noisey + 1)];
			}
		}

		v += step_y;
		if (v >= 1.0) {
			v -= 1.0;
			noisey++;
		}
	}
}
#undef idx


#define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
void Noise::gradientMap3D(
		float x, float y, float z,
		float step_x, float step_y, float step_z,
		s32 seed)
{
	float v000, v010, v100, v110;
	float v001, v011, v101, v111;
	float u, v, w, orig_u, orig_v;
	u32 index, i, j, k, noisex, noisey, noisez;
	u32 nlx, nly, nlz;
	s32 x0, y0, z0;

	Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
		triLinearInterpolation : triLinearInterpolationNoEase;

	x0 = std::floor(x);
	y0 = std::floor(y);
	z0 = std::floor(z);
	u = x - (float)x0;
	v = y - (float)y0;
	w = z - (float)z0;
	orig_u = u;
	orig_v = v;

	//calculate noise point lattice
	nlx = (u32)(u + sx * step_x) + 2;
	nly = (u32)(v + sy * step_y) + 2;
	nlz = (u32)(w + sz * step_z) + 2;
	index = 0;
	for (k = 0; k != nlz; k++)
		for (j = 0; j != nly; j++)
			for (i = 0; i != nlx; i++)
				noise_buf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed);

	//calculate interpolations
	index  = 0;
	noisey = 0;
	noisez = 0;
	for (k = 0; k != sz; k++) {
		v = orig_v;
		noisey = 0;
		for (j = 0; j != sy; j++) {
			v000 = noise_buf[idx(0, noisey,     noisez)];
			v100 = noise_buf[idx(1, noisey,     noisez)];
			v010 = noise_buf[idx(0, noisey + 1, noisez)];
			v110 = noise_buf[idx(1, noisey + 1, noisez)];
			v001 = noise_buf[idx(0, noisey,     noisez + 1)];
			v101 = noise_buf[idx(1, noisey,     noisez + 1)];
			v011 = noise_buf[idx(0, noisey + 1, noisez + 1)];
			v111 = noise_buf[idx(1, noisey + 1, noisez + 1)];

			u = orig_u;
			noisex = 0;
			for (i = 0; i != sx; i++) {
				gradient_buf[index++] = interpolate(
					v000, v100, v010, v110,
					v001, v101, v011, v111,
					u, v, w);

				u += step_x;
				if (u >= 1.0) {
					u -= 1.0;
					noisex++;
					v000 = v100;
					v010 = v110;
					v100 = noise_buf[idx(noisex + 1, noisey,     noisez)];
					v110 = noise_buf[idx(noisex + 1, noisey + 1, noisez)];
					v001 = v101;
					v011 = v111;
					v101 = noise_buf[idx(noisex + 1, noisey,     noisez + 1)];
					v111 = noise_buf[idx(noisex + 1, noisey + 1, noisez + 1)];
				}
			}

			v += step_y;
			if (v >= 1.0) {
				v -= 1.0;
				noisey++;
			}
		}

		w += step_z;
		if (w >= 1.0) {
			w -= 1.0;
			noisez++;
		}
	}
}
#undef idx


float *Noise::perlinMap2D(float x, float y, float *persistence_map)
{
	float f = 1.0, g = 1.0;
	size_t bufsize = sx * sy;

	x /= np.spread.X;
	y /= np.spread.Y;

	memset(result, 0, sizeof(float) * bufsize);

	if (persistence_map) {
		if (!persist_buf)
			persist_buf = new float[bufsize];
		for (size_t i = 0; i != bufsize; i++)
			persist_buf[i] = 1.0;
	}

	for (size_t oct = 0; oct < np.octaves; oct++) {
		gradientMap2D(x * f, y * f,
			f / np.spread.X, f / np.spread.Y,
			seed + np.seed + oct);

		updateResults(g, persist_buf, persistence_map, bufsize);

		f *= np.lacunarity;
		g *= np.persist;
	}

	if (std::fabs(np.offset - 0.f) > 0.00001 || std::fabs(np.scale - 1.f) > 0.00001) {
		for (size_t i = 0; i != bufsize; i++)
			result[i] = result[i] * np.scale + np.offset;
	}

	return result;
}


float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
{
	float f = 1.0, g = 1.0;
	size_t bufsize = sx * sy * sz;

	x /= np.spread.X;
	y /= np.spread.Y;
	z /= np.spread.Z;

	memset(result, 0, sizeof(float) * bufsize);

	if (persistence_map) {
		if (!persist_buf)
			persist_buf = new float[bufsize];
		for (size_t i = 0; i != bufsize; i++)
			persist_buf[i] = 1.0;
	}

	for (size_t oct = 0; oct < np.octaves; oct++) {
		gradientMap3D(x * f, y * f, z * f,
			f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
			seed + np.seed + oct);

		updateResults(g, persist_buf, persistence_map, bufsize);

		f *= np.lacunarity;
		g *= np.persist;
	}

	if (std::fabs(np.offset - 0.f) > 0.00001 || std::fabs(np.scale - 1.f) > 0.00001) {
		for (size_t i = 0; i != bufsize; i++)
			result[i] = result[i] * np.scale + np.offset;
	}

	return result;
}


void Noise::updateResults(float g, float *gmap,
	const float *persistence_map, size_t bufsize)
{
	// This looks very ugly, but it is 50-70% faster than having
	// conditional statements inside the loop
	if (np.flags & NOISE_FLAG_ABSVALUE) {
		if (persistence_map) {
			for (size_t i = 0; i != bufsize; i++) {
				result[i] += gmap[i] * std::fabs(gradient_buf[i]);
				gmap[i] *= persistence_map[i];
			}
		} else {
			for (size_t i = 0; i != bufsize; i++)
				result[i] += g * std::fabs(gradient_buf[i]);
		}
	} else {
		if (persistence_map) {
			for (size_t i = 0; i != bufsize; i++) {
				result[i] += gmap[i] * gradient_buf[i];
				gmap[i] *= persistence_map[i];
			}
		} else {
			for (size_t i = 0; i != bufsize; i++)
				result[i] += g * gradient_buf[i];
		}
	}
}