// MIT License
//
// Copyright(c) 2023 Jordan Peck (jordan.me2@gmail.com)
// Copyright(c) 2023 Contributors
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'...        ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll
// ..',;:ldxO0KXXNNNNNNNNXXK0kxdolcc::::::;;;,,,,,,;;;;;;;;;;:::cclllllc:;'....       ...........',;:ldxO0KXXXK0Okxdolc::;;;;::cllodddddo
// ...',:loxO0KXNNNNNXXKK0Okxdolc::;::::::::;;;,,'''''.....''',;:clllllc:;,'............''''''''',;:loxO0KXNNNNNXK0Okxdollccccllodxxxxxxd
// ....';:ldkO0KXXXKK00Okxdolcc:;;;;;::cclllcc:;;,''..... ....',;clooddolcc:;;;;,,;;;;;::::;;;;;;:cloxk0KXNWWWWWWNXKK0Okxddoooddxxkkkkkxx
// .....';:ldxkOOOOOkxxdolcc:;;;,,,;;:cllooooolcc:;'...      ..,:codxkkkxddooollloooooooollcc:::::clodkO0KXNWWWWWWNNXK00Okxxxxxxxxkkkkxxx
// . ....';:cloddddo___________,,,,;;:clooddddoolc:,...      ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd
// .......',;:cccc:|           |,,,;;:cclooddddoll:;'..     ..';cox|  \KKK000|   |KK00OOkxdocc___;::clldxxkO0KKKKK00Okkxdddddddddddddddoo
// .......'',,,,,''|   ________|',,;;::cclloooooolc:;'......___:ldk|   \KK000|   |XKKK0Okxolc|   |;;::cclodxxkkkkxxdoolllcclllooodddooooo
// ''......''''....|   |  ....'',,,,;;;::cclloooollc:;,''.'|   |oxk|    \OOO0|   |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo
// ;;,''.......... |   |_____',,;;;____:___cllo________.___|   |___|     \xkk|   |KK_______ool___:::;________;;;_______...'',;;:ccclllloo
// c:;,''......... |         |:::/     '   |lo/        |           |      \dx|   |0/       \d|   |cc/        |'/       \......',,;;:ccllo
// ol:;,'..........|    _____|ll/    __    |o/   ______|____    ___|   |   \o|   |/   ___   \|   |o/   ______|/   ___   \ .......'',;:clo
// dlc;,...........|   |::clooo|    /  |   |x\___   \KXKKK0|   |dol|   |\   \|   |   |   |   |   |d\___   \..|   |  /   /       ....',:cl
// xoc;'...  .....'|   |llodddd|    \__|   |_____\   \KKK0O|   |lc:|   |'\       |   |___|   |   |_____\   \.|   |_/___/...      ...',;:c
// dlc;'... ....',;|   |oddddddo\          |          |Okkx|   |::;|   |..\      |\         /|   |          | \         |...    ....',;:c
// ol:,'.......',:c|___|xxxddollc\_____,___|_________/ddoll|___|,,,|___|...\_____|:\ ______/l|___|_________/...\________|'........',;::cc
// c:;'.......';:codxxkkkkxxolc::;::clodxkOO0OOkkxdollc::;;,,''''',,,,''''''''''',,'''''',;:loxkkOOkxol:;,'''',,;:ccllcc:;,'''''',;::ccll
// ;,'.......',:codxkOO0OOkxdlc:;,,;;:cldxxkkxxdolc:;;,,''.....'',;;:::;;,,,'''''........,;cldkO0KK0Okdoc::;;::cloodddoolc:;;;;;::ccllooo
// .........',;:lodxOO0000Okdoc:,,',,;:clloddoolc:;,''.......'',;:clooollc:;;,,''.......',:ldkOKXNNXX0Oxdolllloddxxxxxxdolccccccllooodddd
// .    .....';:cldxkO0000Okxol:;,''',,;::cccc:;,,'.......'',;:cldxxkkxxdolc:;;,'.......';coxOKXNWWWNXKOkxddddxxkkkkkkxdoollllooddxxxxkkk
//       ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000
//       ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX
//
// VERSION: 1.1.1
// https://github.com/Auburn/FastNoiseLite
// https://www.npmjs.com/package/fastnoise-lite
//
// Ported to JavaScript by snowfoxsh (Patrick U):
// Discord: dev_storm (preferred) | Email: storm1surge@gmail.com | GitHub: snowfoxsh (https://github.com/snowfoxsh)
//

/**
 * @description FastNoise Lite is an extremely portable open source noise generation library with a large selection of noise algorithms
 * @author Jordan Peck, snowfoxsh
 * @version 1.1.1
 * @copyright Copyright(c) 2023 Jordan Peck, Contributors
 * @license MIT
 * @git https://github.com/Auburn/FastNoiseLite
 * @npm https://www.npmjs.com/package/fastnoise-lite
 * @example
// Import from npm (if you used npm)

import FastNoiseLite from "fastnoise-lite";

// Create and configure FastNoiseLite object

let noise = new FastNoiseLite();
noise.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);

// Gather noise data
let noiseData = [];

for (let x = 0; x < 128; x++) {
    noiseData[x] = [];

    for (let y = 0; y < 128; y++) {        
        noiseData[x][y] = noise.GetNoise(x,y);
    }
}

// Do something with this data...
 */
export default class FastNoiseLite {
    /**
     * @static
     * @enum {string}
     * @type {Readonly<{Cellular: string, OpenSimplex2: string, Value: string, ValueCubic: string, Perlin: string, OpenSimplex2S: string}>}
     */
    static NoiseType = Object.freeze({
        OpenSimplex2: "OpenSimplex2",
        OpenSimplex2S: "OpenSimplex2S",
        Cellular: "Cellular",
        Perlin: "Perlin",
        ValueCubic: "ValueCubic",
        Value: "Value",
    });

    /**
     * @static
     * @enum {string}
     * @type {Readonly<{ImproveXYPlanes: string, ImproveXZPlanes: string, None: string}>}
     */
    static RotationType3D = Object.freeze({
        None: "None",
        ImproveXYPlanes: "ImproveXYPlanes",
        ImproveXZPlanes: "ImproveXZPlanes",
    });

    /**
     * @static
     * @enum {string}
     * @type {Readonly<{FBm: string, DomainWarpIndependent: string, PingPong: string, None: string, Ridged: string, DomainWarpProgressive: string}>}
     */
    static FractalType = Object.freeze({
        None: "None",
        FBm: "FBm",
        Ridged: "Ridged",
        PingPong: "PingPong",
        DomainWarpProgressive: "DomainWarpProgressive",
        DomainWarpIndependent: "DomainWarpIndependent",
    });

    /**
     * @static
     * @enum {string}
     * @type {Readonly<{EuclideanSq: string, Euclidean: string, Hybrid: string, Manhattan: string}>}
     */
    static CellularDistanceFunction = Object.freeze({
        Euclidean: "Euclidean",
        EuclideanSq: "EuclideanSq",
        Manhattan: "Manhattan",
        Hybrid: "Hybrid",
    });

    /**
     * @static
     * @enum {string}
     * @type {Readonly<{Distance2Sub: string, Distance2Mul: string, Distance2Add: string, Distance2Div: string, CellValue: string, Distance: string, Distance2: string}>}
     */
    static CellularReturnType = Object.freeze({
        CellValue: "CellValue",
        Distance: "Distance",
        Distance2: "Distance2",
        Distance2Add: "Distance2Add",
        Distance2Sub: "Distance2Sub",
        Distance2Mul: "Distance2Mul",
        Distance2Div: "Distance2Div",
    });

    /**
     * @static
     * @enum {string}
     * @type {Readonly<{BasicGrid: string, OpenSimplex2Reduced: string, OpenSimplex2: string}>}
     */
    static DomainWarpType = Object.freeze({
        OpenSimplex2: "OpenSimplex2",
        OpenSimplex2Reduced: "OpenSimplex2Reduced",
        BasicGrid: "BasicGrid",
    });

    /**
     * @static
     * @enum {string}
     * @type {Readonly<{ImproveXYPlanes: string, ImproveXZPlanes: string, None: string, DefaultOpenSimplex2: string}>}
     */
    static TransformType3D = Object.freeze({
        None: "None",
        ImproveXYPlanes: "ImproveXYPlanes",
        ImproveXZPlanes: "ImproveXZPlanes",
        DefaultOpenSimplex2: "DefaultOpenSimplex2",
    });

    /* Private */
    _Seed = 1337;
    _Frequency = 0.01;
    _NoiseType = FastNoiseLite.NoiseType.OpenSimplex2;
    _RotationType3D = FastNoiseLite.RotationType3D.None;
    _TransformType3D = FastNoiseLite.TransformType3D.DefaultOpenSimplex2;
    _DomainWarpAmp = 1.0;

    _FractalType = FastNoiseLite.FractalType.None;
    _Octaves = 3;
    _Lacunarity = 2.0;
    _Gain = 0.5;
    _WeightedStrength = 0.0;
    _PingPongStrength = 2.0;

    _FractalBounding = 1 / 1.75;

    _CellularDistanceFunction = FastNoiseLite.CellularDistanceFunction.EuclideanSq;
    _CellularReturnType = FastNoiseLite.CellularReturnType.Distance;
    _CellularJitterModifier = 1.0;

    _DomainWarpType = FastNoiseLite.DomainWarpType.OpenSimplex2;
    _WarpTransformType3D = FastNoiseLite.TransformType3D.DefaultOpenSimplex2;

    /**
     * @description Create new FastNoiseLite object with optional seed
     * @param {number} [seed]
     * @constructor
     */
    constructor(seed) {
        if (seed !== undefined) {
            this._Seed = seed;
        }
    }

    /**
     * @description Sets seed used for all noise types
     * @remarks Default: 1337
     * @default 1337
     * @param {number} seed
     */
    SetSeed(seed) {
        this._Seed = seed;
    }

    /**
     * @description Sets frequency for all noise types
     * @remarks Default: 0.01
     * @default 0.01
     * @param {number} frequency
     */
    SetFrequency(frequency) {
        this._Frequency = frequency;
    }

    /**
     * @description Sets noise algorithm used for GetNoise(...)
     * @remarks Default: OpenSimplex2
     * @default FastNoiseLite.NoiseType.OpenSimplex2
     * @param {FastNoiseLite.NoiseType} noiseType
     */
    SetNoiseType(noiseType) {
        this._NoiseType = noiseType;
        this._UpdateTransformType3D();
    }

    /**
     * @description Sets domain rotation type for 3D Noise and 3D DomainWarp.
     * @description Can aid in reducing directional artifacts when sampling a 2D plane in 3D
     * @remarks Default: None
     * @default FastNoiseLite.RotationType3D.None
     * @param {FastNoiseLite.RotationType3D} rotationType3D
     */
    SetRotationType3D(rotationType3D) {
        this._RotationType3D = rotationType3D;
        this._UpdateTransformType3D();
        this._UpdateWarpTransformType3D();
    }

    /**
     * @description Sets method for combining octaves in all fractal noise types
     * @remarks Default: None
     * @default FastNoiseLite.FractalType.None
     * @param {FastNoiseLite.FractalType} fractalType
     */
    SetFractalType(fractalType) {
        this._FractalType = fractalType;
    }

    /**
     * @description Sets octave count for all fractal noise types
     * @remarks Default: 3
     * @default 3
     * @param {number} octaves
     */
    SetFractalOctaves(octaves) {
        this._Octaves = octaves;
        this._CalculateFractalBounding();
    }

    /**
     * @description Sets octave lacunarity for all fractal noise types
     * @remarks Default: 2.0
     * @default 2.0
     * @param {number} lacunarity
     */
    SetFractalLacunarity(lacunarity) {
        this._Lacunarity = lacunarity;
    }

    /**
     * @description Sets octave gain for all fractal noise types
     * @remarks Default: 0.5
     * @default 0.5
     * @param {number} gain
     */
    SetFractalGain(gain) {
        this._Gain = gain;
        this._CalculateFractalBounding();
    }

    /**
     * @description Sets octave weighting for all none DomainWarp fratal types
     * @remarks Default: 0.0 | Keep between 0...1 to maintain -1...1 output bounding
     * @default 0.5
     * @param {number} weightedStrength
     */
    SetFractalWeightedStrength(weightedStrength) {
        this._WeightedStrength = weightedStrength;
    }

    /**
     * @description Sets strength of the fractal ping pong effect
     * @remarks Default: 2.0
     * @default 2.0
     * @param {number} pingPongStrength
     */
    SetFractalPingPongStrength(pingPongStrength) {
        this._PingPongStrength = pingPongStrength;
    }

    /**
     * @description Sets distance function used in cellular noise calculations
     * @remarks Default: EuclideanSq
     * @default FastNoiseLite.CellularDistanceFunction.EuclideanSq
     * @param {FastNoiseLite.CellularDistanceFunction} cellularDistanceFunction
     */
    SetCellularDistanceFunction(cellularDistanceFunction) {
        this._CellularDistanceFunction = cellularDistanceFunction;
    }

    /**
     * @description Sets return type from cellular noise calculations
     * @remarks Default: Distance
     * @default FastNoiseLite.CellularReturnType.Distance
     * @param {FastNoiseLite.CellularReturnType} cellularReturnType
     */
    SetCellularReturnType(cellularReturnType) {
        this._CellularReturnType = cellularReturnType;
    }

    /**
     * @description Sets the maximum distance a cellular point can move from it's grid position
     * @remarks Default: 1.0
     * @default 1.0
     * @param {number} cellularJitter
     */
    SetCellularJitter(cellularJitter) {
        this._CellularJitterModifier = cellularJitter;
    }

    /**
     * @description Sets the warp algorithm when using DomainWarp(...)
     * @remarks Default: OpenSimplex2
     * @default FastNoiseLite.DomainWarpType.OpenSimplex2
     * @param {FastNoiseLite.DomainWarpType} domainWarpType
     */
    SetDomainWarpType(domainWarpType) {
        this._DomainWarpType = domainWarpType;
        this._UpdateWarpTransformType3D();
    }

    /**
     * @description Sets the maximum warp distance from original position when using DomainWarp(...)
     * @remarks Default: 1.0
     * @default 1.0
     * @param {number} domainWarpAmp
     */
    SetDomainWarpAmp(domainWarpAmp) {
        this._DomainWarpAmp = domainWarpAmp;
    }

    /**
     * @description 2D/3D noise at given position using current settings
     * @param {number} x X coordinate
     * @param {number} y Y coordinate
     * @param {number} [z] Z coordinate
     * @return {number} Noise output bounded between -1...1
     */
    GetNoise(x, y, z) {
        /**
         * @description 2D noise at given position using current settings
         * @param {number} x
         * @param {number} y
         * @return {number} Noise output bounded between -1...1
         */
        let R2 = (x, y) => {
            x *= this._Frequency;
            y *= this._Frequency;

            switch (this._NoiseType) {
                case FastNoiseLite.NoiseType.OpenSimplex2:
                case FastNoiseLite.NoiseType.OpenSimplex2S:
                    const SQRT3 = 1.7320508075688772935274463415059;
                    const F2 = 0.5 * (SQRT3 - 1);
                    let t = (x + y) * F2;
                    x += t;
                    y += t;
                    break;
                default:
                    break;
            }

            switch (this._FractalType) {
                default:
                    return this._GenNoiseSingleR2(this._Seed, x, y);
                case FastNoiseLite.FractalType.FBm:
                    return this._GenFractalFBmR2(x, y);
                case FastNoiseLite.FractalType.Ridged:
                    return this._GenFractalRidgedR2(x, y);
                case FastNoiseLite.FractalType.PingPong:
                    return this._GenFractalPingPongR2(x, y);
            }
        };

        /**
         * @description 3D noise at given position using current settings
         * @param {number} x
         * @param {number} y
         * @param {number} z
         * @return {number} Noise output bounded between -1...1
         */
        let R3 = (x, y, z) => {
            x *= this._Frequency;
            y *= this._Frequency;
            z *= this._Frequency;

            switch (this._TransformType3D) {
                case FastNoiseLite.TransformType3D.ImproveXYPlanes: {
                    let xy = x + y;
                    let s2 = xy * -0.211324865405187;
                    z *= 0.577350269189626;
                    x += s2 - z;
                    y += s2 - z;
                    z += xy * 0.577350269189626;
                    break;
                }
                case FastNoiseLite.TransformType3D.ImproveXZPlanes: {
                    let xz = x + z;
                    let s2 = xz * -0.211324865405187;
                    y *= 0.577350269189626;
                    x += s2 - y;
                    z += s2 - y;
                    y += xz * 0.577350269189626;
                    break;
                }
                case FastNoiseLite.TransformType3D.DefaultOpenSimplex2:
                    const R3 = 2.0 / 3.0;
                    let r = (x + y + z) * R3;
                    x = r - x;
                    y = r - y;
                    z = r - z;
                    break;
                default:
                    break;
            }

            switch (this._FractalType) {
                default:
                    return this._GenNoiseSingleR3(this._Seed, x, y, z);
                case FastNoiseLite.FractalType.FBm:
                    return this._GenFractalFBmR3(x, y, z);
                case FastNoiseLite.FractalType.Ridged:
                    return this._GenFractalRidgedR3(x, y, z);
                case FastNoiseLite.FractalType.PingPong:
                    return this._GenFractalPingPongR3(x, y, z);
            }
        };

        if (arguments.length === 2) {
            return R2(x, y);
        }

        if (arguments.length === 3) {
            return R3(x, y, z);
        }
    }

    /**
     * @description 2D/3D warps the input position using current domain warp settings
     * @param {Vector2|Vector3} coord
     */
    DomainWrap(coord) {
        switch (this._FractalType) {
            default:
                this._DomainWarpSingle(coord);
                break;
            case FastNoiseLite.FractalType.DomainWarpProgressive:
                this._DomainWarpFractalProgressive(coord);
                break;
            case FastNoiseLite.FractalType.DomainWarpIndependent:
                this._DomainWarpFractalIndependent(coord);
                break;
        }
    }

    // prettier-ignore
    _Gradients2D = [
        0.130526192220052, 0.99144486137381, 0.38268343236509, 0.923879532511287, 0.608761429008721, 0.793353340291235, 0.793353340291235, 0.608761429008721,
        0.923879532511287, 0.38268343236509, 0.99144486137381, 0.130526192220051, 0.99144486137381, -0.130526192220051, 0.923879532511287, -0.38268343236509,
        0.793353340291235, -0.60876142900872, 0.608761429008721, -0.793353340291235, 0.38268343236509, -0.923879532511287, 0.130526192220052, -0.99144486137381,
        -0.130526192220052, -0.99144486137381, -0.38268343236509, -0.923879532511287, -0.608761429008721, -0.793353340291235, -0.793353340291235, -0.608761429008721,
        -0.923879532511287, -0.38268343236509, -0.99144486137381, -0.130526192220052, -0.99144486137381, 0.130526192220051, -0.923879532511287, 0.38268343236509,
        -0.793353340291235, 0.608761429008721, -0.608761429008721, 0.793353340291235, -0.38268343236509, 0.923879532511287, -0.130526192220052, 0.99144486137381,
        0.130526192220052, 0.99144486137381, 0.38268343236509, 0.923879532511287, 0.608761429008721, 0.793353340291235, 0.793353340291235, 0.608761429008721,
        0.923879532511287, 0.38268343236509, 0.99144486137381, 0.130526192220051, 0.99144486137381, -0.130526192220051, 0.923879532511287, -0.38268343236509,
        0.793353340291235, -0.60876142900872, 0.608761429008721, -0.793353340291235, 0.38268343236509, -0.923879532511287, 0.130526192220052, -0.99144486137381,
        -0.130526192220052, -0.99144486137381, -0.38268343236509, -0.923879532511287, -0.608761429008721, -0.793353340291235, -0.793353340291235, -0.608761429008721,
        -0.923879532511287, -0.38268343236509, -0.99144486137381, -0.130526192220052, -0.99144486137381, 0.130526192220051, -0.923879532511287, 0.38268343236509,
        -0.793353340291235, 0.608761429008721, -0.608761429008721, 0.793353340291235, -0.38268343236509, 0.923879532511287, -0.130526192220052, 0.99144486137381,
        0.130526192220052, 0.99144486137381, 0.38268343236509, 0.923879532511287, 0.608761429008721, 0.793353340291235, 0.793353340291235, 0.608761429008721,
        0.923879532511287, 0.38268343236509, 0.99144486137381, 0.130526192220051, 0.99144486137381, -0.130526192220051, 0.923879532511287, -0.38268343236509,
        0.793353340291235, -0.60876142900872, 0.608761429008721, -0.793353340291235, 0.38268343236509, -0.923879532511287, 0.130526192220052, -0.99144486137381,
        -0.130526192220052, -0.99144486137381, -0.38268343236509, -0.923879532511287, -0.608761429008721, -0.793353340291235, -0.793353340291235, -0.608761429008721,
        -0.923879532511287, -0.38268343236509, -0.99144486137381, -0.130526192220052, -0.99144486137381, 0.130526192220051, -0.923879532511287, 0.38268343236509,
        -0.793353340291235, 0.608761429008721, -0.608761429008721, 0.793353340291235, -0.38268343236509, 0.923879532511287, -0.130526192220052, 0.99144486137381,
        0.130526192220052, 0.99144486137381, 0.38268343236509, 0.923879532511287, 0.608761429008721, 0.793353340291235, 0.793353340291235, 0.608761429008721,
        0.923879532511287, 0.38268343236509, 0.99144486137381, 0.130526192220051, 0.99144486137381, -0.130526192220051, 0.923879532511287, -0.38268343236509,
        0.793353340291235, -0.60876142900872, 0.608761429008721, -0.793353340291235, 0.38268343236509, -0.923879532511287, 0.130526192220052, -0.99144486137381,
        -0.130526192220052, -0.99144486137381, -0.38268343236509, -0.923879532511287, -0.608761429008721, -0.793353340291235, -0.793353340291235, -0.608761429008721,
        -0.923879532511287, -0.38268343236509, -0.99144486137381, -0.130526192220052, -0.99144486137381, 0.130526192220051, -0.923879532511287, 0.38268343236509,
        -0.793353340291235, 0.608761429008721, -0.608761429008721, 0.793353340291235, -0.38268343236509, 0.923879532511287, -0.130526192220052, 0.99144486137381,
        0.130526192220052, 0.99144486137381, 0.38268343236509, 0.923879532511287, 0.608761429008721, 0.793353340291235, 0.793353340291235, 0.608761429008721,
        0.923879532511287, 0.38268343236509, 0.99144486137381, 0.130526192220051, 0.99144486137381, -0.130526192220051, 0.923879532511287, -0.38268343236509,
        0.793353340291235, -0.60876142900872, 0.608761429008721, -0.793353340291235, 0.38268343236509, -0.923879532511287, 0.130526192220052, -0.99144486137381,
        -0.130526192220052, -0.99144486137381, -0.38268343236509, -0.923879532511287, -0.608761429008721, -0.793353340291235, -0.793353340291235, -0.608761429008721,
        -0.923879532511287, -0.38268343236509, -0.99144486137381, -0.130526192220052, -0.99144486137381, 0.130526192220051, -0.923879532511287, 0.38268343236509,
        -0.793353340291235, 0.608761429008721, -0.608761429008721, 0.793353340291235, -0.38268343236509, 0.923879532511287, -0.130526192220052, 0.99144486137381,
        0.38268343236509, 0.923879532511287, 0.923879532511287, 0.38268343236509, 0.923879532511287, -0.38268343236509, 0.38268343236509, -0.923879532511287,
        -0.38268343236509, -0.923879532511287, -0.923879532511287, -0.38268343236509, -0.923879532511287, 0.38268343236509, -0.38268343236509, 0.923879532511287,
    ];

    // prettier-ignore
    _RandVecs2D = [
        -0.2700222198, -0.9628540911, 0.3863092627, -0.9223693152, 0.04444859006, -0.999011673, -0.5992523158, -0.8005602176, -0.7819280288, 0.6233687174, 0.9464672271, 0.3227999196, -0.6514146797, -0.7587218957, 0.9378472289, 0.347048376,
        -0.8497875957, -0.5271252623, -0.879042592, 0.4767432447, -0.892300288, -0.4514423508, -0.379844434, -0.9250503802, -0.9951650832, 0.0982163789, 0.7724397808, -0.6350880136, 0.7573283322, -0.6530343002, -0.9928004525, -0.119780055,
        -0.0532665713, 0.9985803285, 0.9754253726, -0.2203300762, -0.7665018163, 0.6422421394, 0.991636706, 0.1290606184, -0.994696838, 0.1028503788, -0.5379205513, -0.84299554, 0.5022815471, -0.8647041387, 0.4559821461, -0.8899889226,
        -0.8659131224, -0.5001944266, 0.0879458407, -0.9961252577, -0.5051684983, 0.8630207346, 0.7753185226, -0.6315704146, -0.6921944612, 0.7217110418, -0.5191659449, -0.8546734591, 0.8978622882, -0.4402764035, -0.1706774107, 0.9853269617,
        -0.9353430106, -0.3537420705, -0.9992404798, 0.03896746794, -0.2882064021, -0.9575683108, -0.9663811329, 0.2571137995, -0.8759714238, -0.4823630009, -0.8303123018, -0.5572983775, 0.05110133755, -0.9986934731, -0.8558373281, -0.5172450752,
        0.09887025282, 0.9951003332, 0.9189016087, 0.3944867976, -0.2439375892, -0.9697909324, -0.8121409387, -0.5834613061, -0.9910431363, 0.1335421355, 0.8492423985, -0.5280031709, -0.9717838994, -0.2358729591, 0.9949457207, 0.1004142068,
        0.6241065508, -0.7813392434, 0.662910307, 0.7486988212, -0.7197418176, 0.6942418282, -0.8143370775, -0.5803922158, 0.104521054, -0.9945226741, -0.1065926113, -0.9943027784, 0.445799684, -0.8951327509, 0.105547406, 0.9944142724,
        -0.992790267, 0.1198644477, -0.8334366408, 0.552615025, 0.9115561563, -0.4111755999, 0.8285544909, -0.5599084351, 0.7217097654, -0.6921957921, 0.4940492677, -0.8694339084, -0.3652321272, -0.9309164803, -0.9696606758, 0.2444548501,
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        0.3015207509, 0.9534596146, -0.9575110528, 0.2883965738, 0.9715802154, -0.2367105511, 0.229981792, 0.9731949318, 0.955763816, -0.2941352207, 0.740956116, 0.6715534485, -0.9971513787, -0.07542630764, 0.6905710663, -0.7232645452,
        -0.290713703, -0.9568100872, 0.5912777791, -0.8064679708, -0.9454592212, -0.325740481, 0.6664455681, 0.74555369, 0.6236134912, 0.7817328275, 0.9126993851, -0.4086316587, -0.8191762011, 0.5735419353, -0.8812745759, -0.4726046147,
        0.9953313627, 0.09651672651, 0.9855650846, -0.1692969699, -0.8495980887, 0.5274306472, 0.6174853946, -0.7865823463, 0.8508156371, 0.52546432, 0.9985032451, -0.05469249926, 0.1971371563, -0.9803759185, 0.6607855748, -0.7505747292,
        -0.03097494063, 0.9995201614, -0.6731660801, 0.739491331, -0.7195018362, -0.6944905383, 0.9727511689, 0.2318515979, 0.9997059088, -0.0242506907, 0.4421787429, -0.8969269532, 0.9981350961, -0.061043673, -0.9173660799, -0.3980445648,
        -0.8150056635, -0.5794529907, -0.8789331304, 0.4769450202, 0.0158605829, 0.999874213, -0.8095464474, 0.5870558317, -0.9165898907, -0.3998286786, -0.8023542565, 0.5968480938, -0.5176737917, 0.8555780767, -0.8154407307, -0.5788405779,
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        -0.985371561, -0.1704197369, 0.4601468731, 0.88784281, 0.825855404, 0.5638819483, 0.6182366099, 0.7859920446, 0.8331502863, -0.553046653, 0.1500307506, 0.9886813308, -0.662330369, -0.7492119075, -0.668598664, 0.743623444,
        0.7025606278, 0.7116238924, -0.5419389763, -0.8404178401, -0.3388616456, 0.9408362159, 0.8331530315, 0.5530425174, -0.2989720662, -0.9542618632, 0.2638522993, 0.9645630949, 0.124108739, -0.9922686234, -0.7282649308, -0.6852956957,
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        -0.7288929755, -0.6846276581, 0.8729032783, -0.4878932944, 0.8288345784, 0.5594937369, 0.08074567077, 0.9967347374, 0.9799148216, -0.1994165048, -0.580730673, -0.8140957471, -0.4700049791, -0.8826637636, 0.2409492979, 0.9705377045,
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        -0.002008157227, -0.9999979837, -0.1827294312, -0.9831632392, -0.6523911722, 0.7578824173, -0.4302626911, -0.9027037258, -0.9985126289, -0.05452091251, -0.01028102172, -0.9999471489, -0.4946071129, 0.8691166802, -0.2999350194, 0.9539596344,
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        -0.9988770922, -0.047376731, -0.1250179027, 0.992154486, -0.8280133617, 0.560708367, 0.9324863769, -0.3612051451, 0.6394653183, 0.7688199442, -0.01623847064, -0.9998681473, -0.9955014666, -0.09474613458, -0.81453315, 0.580117012,
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        0.01426758847, -0.9998982128, -0.6734383991, 0.7392433447, 0.639412098, -0.7688642071, 0.9211571421, 0.3891908523, -0.146637214, -0.9891903394, -0.782318098, 0.6228791163, -0.5039610839, -0.8637263605, -0.7743120191, -0.6328039957,
    ];

    // prettier-ignore
    _Gradients3D = [
        0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
        1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
        1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
        0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
        1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
        1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
        0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
        1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
        1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
        0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
        1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
        1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
        0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
        1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
        1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
        1, 1, 0, 0, 0, -1, 1, 0, -1, 1, 0, 0, 0, -1, -1, 0
    ];

    // prettier-ignore
    _RandVecs3D = [
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        -0.6529238969, 0.50602126, -0.5635892736, 0, -0.2465286165, -0.9668205684, -0.06694497494, 0, -0.9776897119, -0.2099250524, -0.007368825344, 0, 0.7736893337, 0.5734244712, 0.2694238123, 0, -0.6095087895, 0.4995678998, 0.6155736747, 0, 0.5794535482, 0.7434546771, 0.3339292269, 0, -0.8226211154, 0.08142581855, 0.5627293636, 0, -0.510385483, 0.4703667658, 0.7199039967, 0,
        -0.5764971849, -0.07231656274, -0.8138926898, 0, 0.7250628871, 0.3949971505, -0.5641463116, 0, -0.1525424005, 0.4860840828, -0.8604958341, 0, -0.5550976208, -0.4957820792, 0.667882296, 0, -0.1883614327, 0.9145869398, 0.357841725, 0, 0.7625556724, -0.5414408243, -0.3540489801, 0, -0.5870231946, -0.3226498013, -0.7424963803, 0, 0.3051124198, 0.2262544068, -0.9250488391, 0,
        0.6379576059, 0.577242424, -0.5097070502, 0, -0.5966775796, 0.1454852398, -0.7891830656, 0, -0.658330573, 0.6555487542, -0.3699414651, 0, 0.7434892426, 0.2351084581, 0.6260573129, 0, 0.5562114096, 0.8264360377, -0.0873632843, 0, -0.3028940016, -0.8251527185, 0.4768419182, 0, 0.1129343818, -0.985888439, -0.1235710781, 0, 0.5937652891, -0.5896813806, 0.5474656618, 0,
        0.6757964092, -0.5835758614, -0.4502648413, 0, 0.7242302609, -0.1152719764, 0.6798550586, 0, -0.9511914166, 0.0753623979, -0.2992580792, 0, 0.2539470961, -0.1886339355, 0.9486454084, 0, 0.571433621, -0.1679450851, -0.8032795685, 0, -0.06778234979, 0.3978269256, 0.9149531629, 0, 0.6074972649, 0.733060024, -0.3058922593, 0, -0.5435478392, 0.1675822484, 0.8224791405, 0,
        -0.5876678086, -0.3380045064, -0.7351186982, 0, -0.7967562402, 0.04097822706, -0.6029098428, 0, -0.1996350917, 0.8706294745, 0.4496111079, 0, -0.02787660336, -0.9106232682, -0.4122962022, 0, -0.7797625996, -0.6257634692, 0.01975775581, 0, -0.5211232846, 0.7401644346, -0.4249554471, 0, 0.8575424857, 0.4053272873, -0.3167501783, 0, 0.1045223322, 0.8390195772, -0.5339674439, 0,
        0.3501822831, 0.9242524096, -0.1520850155, 0, 0.1987849858, 0.07647613266, 0.9770547224, 0, 0.7845996363, 0.6066256811, -0.1280964233, 0, 0.09006737436, -0.9750989929, -0.2026569073, 0, -0.8274343547, -0.542299559, 0.1458203587, 0, -0.3485797732, -0.415802277, 0.840000362, 0, -0.2471778936, -0.7304819962, -0.6366310879, 0, -0.3700154943, 0.8577948156, 0.3567584454, 0,
        0.5913394901, -0.548311967, -0.5913303597, 0, 0.1204873514, -0.7626472379, -0.6354935001, 0, 0.616959265, 0.03079647928, 0.7863922953, 0, 0.1258156836, -0.6640829889, -0.7369967419, 0, -0.6477565124, -0.1740147258, -0.7417077429, 0, 0.6217889313, -0.7804430448, -0.06547655076, 0, 0.6589943422, -0.6096987708, 0.4404473475, 0, -0.2689837504, -0.6732403169, -0.6887635427, 0,
        -0.3849775103, 0.5676542638, 0.7277093879, 0, 0.5754444408, 0.8110471154, -0.1051963504, 0, 0.9141593684, 0.3832947817, 0.131900567, 0, -0.107925319, 0.9245493968, 0.3654593525, 0, 0.377977089, 0.3043148782, 0.8743716458, 0, -0.2142885215, -0.8259286236, 0.5214617324, 0, 0.5802544474, 0.4148098596, -0.7008834116, 0, -0.1982660881, 0.8567161266, -0.4761596756, 0,
        -0.03381553704, 0.3773180787, -0.9254661404, 0, -0.6867922841, -0.6656597827, 0.2919133642, 0, 0.7731742607, -0.2875793547, -0.5652430251, 0, -0.09655941928, 0.9193708367, -0.3813575004, 0, 0.2715702457, -0.9577909544, -0.09426605581, 0, 0.2451015704, -0.6917998565, -0.6792188003, 0, 0.977700782, -0.1753855374, 0.1155036542, 0, -0.5224739938, 0.8521606816, 0.02903615945, 0,
        -0.7734880599, -0.5261292347, 0.3534179531, 0, -0.7134492443, -0.269547243, 0.6467878011, 0, 0.1644037271, 0.5105846203, -0.8439637196, 0, 0.6494635788, 0.05585611296, 0.7583384168, 0, -0.4711970882, 0.5017280509, -0.7254255765, 0, -0.6335764307, -0.2381686273, -0.7361091029, 0, -0.9021533097, -0.270947803, -0.3357181763, 0, -0.3793711033, 0.872258117, 0.3086152025, 0,
        -0.6855598966, -0.3250143309, 0.6514394162, 0, 0.2900942212, -0.7799057743, -0.5546100667, 0, -0.2098319339, 0.85037073, 0.4825351604, 0, -0.4592603758, 0.6598504336, -0.5947077538, 0, 0.8715945488, 0.09616365406, -0.4807031248, 0, -0.6776666319, 0.7118504878, -0.1844907016, 0, 0.7044377633, 0.312427597, 0.637304036, 0, -0.7052318886, -0.2401093292, -0.6670798253, 0,
        0.081921007, -0.7207336136, -0.6883545647, 0, -0.6993680906, -0.5875763221, -0.4069869034, 0, -0.1281454481, 0.6419895885, 0.7559286424, 0, -0.6337388239, -0.6785471501, -0.3714146849, 0, 0.5565051903, -0.2168887573, -0.8020356851, 0, -0.5791554484, 0.7244372011, -0.3738578718, 0, 0.1175779076, -0.7096451073, 0.6946792478, 0, -0.6134619607, 0.1323631078, 0.7785527795, 0,
        0.6984635305, -0.02980516237, -0.715024719, 0, 0.8318082963, -0.3930171956, 0.3919597455, 0, 0.1469576422, 0.05541651717, -0.9875892167, 0, 0.708868575, -0.2690503865, 0.6520101478, 0, 0.2726053183, 0.67369766, -0.68688995, 0, -0.6591295371, 0.3035458599, -0.6880466294, 0, 0.4815131379, -0.7528270071, 0.4487723203, 0, 0.9430009463, 0.1675647412, -0.2875261255, 0,
        0.434802957, 0.7695304522, -0.4677277752, 0, 0.3931996188, 0.594473625, 0.7014236729, 0, 0.7254336655, -0.603925654, 0.3301814672, 0, 0.7590235227, -0.6506083235, 0.02433313207, 0, -0.8552768592, -0.3430042733, 0.3883935666, 0, -0.6139746835, 0.6981725247, 0.3682257648, 0, -0.7465905486, -0.5752009504, 0.3342849376, 0, 0.5730065677, 0.810555537, -0.1210916791, 0,
        -0.9225877367, -0.3475211012, -0.167514036, 0, -0.7105816789, -0.4719692027, -0.5218416899, 0, -0.08564609717, 0.3583001386, 0.929669703, 0, -0.8279697606, -0.2043157126, 0.5222271202, 0, 0.427944023, 0.278165994, 0.8599346446, 0, 0.5399079671, -0.7857120652, -0.3019204161, 0, 0.5678404253, -0.5495413974, -0.6128307303, 0, -0.9896071041, 0.1365639107, -0.04503418428, 0,
        -0.6154342638, -0.6440875597, 0.4543037336, 0, 0.1074204368, -0.7946340692, 0.5975094525, 0, -0.3595449969, -0.8885529948, 0.28495784, 0, -0.2180405296, 0.1529888965, 0.9638738118, 0, -0.7277432317, -0.6164050508, -0.3007234646, 0, 0.7249729114, -0.00669719484, 0.6887448187, 0, -0.5553659455, -0.5336586252, 0.6377908264, 0, 0.5137558015, 0.7976208196, -0.3160000073, 0,
        -0.3794024848, 0.9245608561, -0.03522751494, 0, 0.8229248658, 0.2745365933, -0.4974176556, 0, -0.5404114394, 0.6091141441, 0.5804613989, 0, 0.8036581901, -0.2703029469, 0.5301601931, 0, 0.6044318879, 0.6832968393, 0.4095943388, 0, 0.06389988817, 0.9658208605, -0.2512108074, 0, 0.1087113286, 0.7402471173, -0.6634877936, 0, -0.713427712, -0.6926784018, 0.1059128479, 0,
        0.6458897819, -0.5724548511, -0.5050958653, 0, -0.6553931414, 0.7381471625, 0.159995615, 0, 0.3910961323, 0.9188871375, -0.05186755998, 0, -0.4879022471, -0.5904376907, 0.6429111375, 0, 0.6014790094, 0.7707441366, -0.2101820095, 0, -0.5677173047, 0.7511360995, 0.3368851762, 0, 0.7858573506, 0.226674665, 0.5753666838, 0, -0.4520345543, -0.604222686, -0.6561857263, 0,
        0.002272116345, 0.4132844051, -0.9105991643, 0, -0.5815751419, -0.5162925989, 0.6286591339, 0, -0.03703704785, 0.8273785755, 0.5604221175, 0, -0.5119692504, 0.7953543429, -0.3244980058, 0, -0.2682417366, -0.9572290247, -0.1084387619, 0, -0.2322482736, -0.9679131102, -0.09594243324, 0, 0.3554328906, -0.8881505545, 0.2913006227, 0, 0.7346520519, -0.4371373164, 0.5188422971, 0,
        0.9985120116, 0.04659011161, -0.02833944577, 0, -0.3727687496, -0.9082481361, 0.1900757285, 0, 0.91737377, -0.3483642108, 0.1925298489, 0, 0.2714911074, 0.4147529736, -0.8684886582, 0, 0.5131763485, -0.7116334161, 0.4798207128, 0, -0.8737353606, 0.18886992, -0.4482350644, 0, 0.8460043821, -0.3725217914, 0.3814499973, 0, 0.8978727456, -0.1780209141, -0.4026575304, 0,
        0.2178065647, -0.9698322841, -0.1094789531, 0, -0.1518031304, -0.7788918132, -0.6085091231, 0, -0.2600384876, -0.4755398075, -0.8403819825, 0, 0.572313509, -0.7474340931, -0.3373418503, 0, -0.7174141009, 0.1699017182, -0.6756111411, 0, -0.684180784, 0.02145707593, -0.7289967412, 0, -0.2007447902, 0.06555605789, -0.9774476623, 0, -0.1148803697, -0.8044887315, 0.5827524187, 0,
        -0.7870349638, 0.03447489231, 0.6159443543, 0, -0.2015596421, 0.6859872284, 0.6991389226, 0, -0.08581082512, -0.10920836, -0.9903080513, 0, 0.5532693395, 0.7325250401, -0.396610771, 0, -0.1842489331, -0.9777375055, -0.1004076743, 0, 0.0775473789, -0.9111505856, 0.4047110257, 0, 0.1399838409, 0.7601631212, -0.6344734459, 0, 0.4484419361, -0.845289248, 0.2904925424, 0
    ];

    _PrimeX = 501125321;
    _PrimeY = 1136930381;
    _PrimeZ = 1720413743;

    /**
     * @private
     * @param {number} a
     * @param {number} b
     * @param {number} t
     * @returns {number}
     */
    static _Lerp(a, b, t) {
        return a + t * (b - a);
    }

    /**
     * @private
     * @param {number} t
     * @returns {number}
     */
    static _InterpHermite(t) {
        return t * t * (3 - 2 * t);
    }

    /**
     * @private
     * @param t
     * @returns {number}
     */
    static _InterpQuintic(t) {
        return t * t * t * (t * (t * 6 - 15) + 10);
    }

    /**
     * @private
     * @param {number} a
     * @param {number} b
     * @param {number} c
     * @param {number} d
     * @param {number} t
     * @returns {number}
     */
    static _CubicLerp(a, b, c, d, t) {
        let p = d - c - (a - b);
        return t * t * t * p + t * t * (a - b - p) + t * (c - a) + b;
    }

    /**
     * @private
     * @param {number} t
     * @returns {number}
     */
    static _PingPong(t) {
        t -= Math.trunc(t * 0.5) * 2;
        return t < 1 ? t : 2 - t;
    }

    /**
     * @private
     */
    _CalculateFractalBounding() {
        let gain = Math.abs(this._Gain);
        let amp = gain;
        let ampFractal = 1.0;
        for (let i = 1; i < this._Octaves; i++) {
            ampFractal += amp;
            amp *= gain;
        }
        this._FractalBounding = 1 / ampFractal;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} xPrimed
     * @param {number} yPrimed
     * @returns {number}
     */
    _HashR2(seed, xPrimed, yPrimed) {
        let hash = seed ^ xPrimed ^ yPrimed;
        hash = Math.imul(hash, 0x27d4eb2d);
        return hash;
    }

    /**
     *
     * @param {number} seed
     * @param {number} xPrimed
     * @param {number} yPrimed
     * @param {number} zPrimed
     * @returns {number}
     */
    _HashR3(seed, xPrimed, yPrimed, zPrimed){
        let hash = seed ^ xPrimed ^ yPrimed ^ zPrimed;
        hash = Math.imul(hash, 0x27d4eb2d);
        return hash;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} xPrimed
     * @param {number} yPrimed
     * @returns {number}
     */
    _ValCoordR2(seed, xPrimed, yPrimed) {
        let hash = this._HashR2(seed, xPrimed, yPrimed);

        hash = Math.imul(hash, hash);
        hash ^= hash << 19;
        return hash * (1 / 2147483648.0);
    }

    /**
     *
     * @param {number} seed
     * @param {number} xPrimed
     * @param {number} yPrimed
     * @param {number} zPrimed
     * @returns {number}
     */
    _ValCoordR3(seed, xPrimed, yPrimed, zPrimed){
        let hash = this._HashR3(seed, xPrimed, yPrimed, zPrimed);

        hash = Math.imul(hash, hash);
        hash ^= hash << 19;
        return hash * (1 / 2147483648.0);
    }

    /**
     *
     * @param {number} seed
     * @param {number} xPrimed
     * @param {number} yPrimed
     * @param {number} xd
     * @param {number} yd
     * @returns {number}
     */
    _GradCoordR2(seed, xPrimed, yPrimed, xd, yd) {
        let hash = this._HashR2(seed, xPrimed, yPrimed);
        hash ^= hash >> 15;
        hash &= 127 << 1;

        let xg = this._Gradients2D[hash];
        let yg = this._Gradients2D[hash | 1];

        return xd * xg + yd * yg;
    }

    /**
     *
     * @param {number} seed
     * @param {number} xPrimed
     * @param {number} yPrimed
     * @param {number} zPrimed
     * @param {number} xd
     * @param {number} yd
     * @param {number} zd
     * @returns {number}
     */
    _GradCoordR3(seed, xPrimed, yPrimed, zPrimed, xd, yd, zd) {
        let hash = this._HashR3(seed, xPrimed, yPrimed, zPrimed);
        hash ^= hash >> 15;
        hash &= 63 << 2;

        let xg = this._Gradients3D[hash];
        let yg = this._Gradients3D[hash | 1];
        let zg = this._Gradients3D[hash | 2];

        return xd * xg + yd * yg + zd * zg;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _GenNoiseSingleR2(seed, x, y) {
        switch (this._NoiseType) {
            case FastNoiseLite.NoiseType.OpenSimplex2:
                return this._SingleOpenSimplex2R2(seed, x, y);
            case FastNoiseLite.NoiseType.OpenSimplex2S:
                return this._SingleOpenSimplex2SR2(seed, x, y);
            case FastNoiseLite.NoiseType.Cellular:
                return this._SingleCellularR2(seed, x, y);
            case FastNoiseLite.NoiseType.Perlin:
                return this._SinglePerlinR2(seed, x, y);
            case FastNoiseLite.NoiseType.ValueCubic:
                return this._SingleValueCubicR2(seed, x, y);
            case FastNoiseLite.NoiseType.Value:
                return this._SingleValueR2(seed, x, y);
            default:
                return 0;
        }
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _GenNoiseSingleR3(seed, x, y, z){
        switch (this._NoiseType) {
            case FastNoiseLite.NoiseType.OpenSimplex2:
                return this._SingleOpenSimplex2R3(seed, x, y, z);
            case FastNoiseLite.NoiseType.OpenSimplex2S:
                return this._SingleOpenSimplex2SR3(seed, x, y, z);
            case FastNoiseLite.NoiseType.Cellular:
                return this._SingleCellularR3(seed, x, y, z);
            case FastNoiseLite.NoiseType.Perlin:
                return this._SinglePerlinR3(seed, x, y, z);
            case FastNoiseLite.NoiseType.ValueCubic:
                return this._SingleValueCubicR3(seed, x, y, z);
            case FastNoiseLite.NoiseType.Value:
                return this._SingleValueR3(seed, x, y, z);
            default:
                return 0;
        }
    }

    /**
     * @private
     */
    _UpdateTransformType3D() {
        switch (this._RotationType3D) {
            case FastNoiseLite.RotationType3D.ImproveXYPlanes:
                this._TransformType3D = FastNoiseLite.TransformType3D.ImproveXYPlanes;
                break;
            case FastNoiseLite.RotationType3D.ImproveXZPlanes:
                this._TransformType3D = FastNoiseLite.TransformType3D.ImproveXZPlanes;
                break;
            default:
                switch (this._NoiseType) {
                    case FastNoiseLite.NoiseType.OpenSimplex2:
                    case FastNoiseLite.NoiseType.OpenSimplex2S:
                        this._TransformType3D = FastNoiseLite.TransformType3D.DefaultOpenSimplex2;
                        break;
                    default:
                        this._TransformType3D = FastNoiseLite.TransformType3D.None;
                        break;
                }
                break;
        }
    }

    /**
     * @private
     */
    _UpdateWarpTransformType3D() {
        switch (this._RotationType3D) {
            case FastNoiseLite.RotationType3D.ImproveXYPlanes:
                this._WarpTransformType3D = FastNoiseLite.TransformType3D.ImproveXYPlanes;
                break;
            case FastNoiseLite.RotationType3D.ImproveXZPlanes:
                this._WarpTransformType3D = FastNoiseLite.TransformType3D.ImproveXZPlanes;
                break;
            default:
                switch (this._DomainWarpType) {
                    case FastNoiseLite.DomainWarpType.OpenSimplex2:
                    case FastNoiseLite.DomainWarpType.OpenSimplex2Reduced:
                        this._WarpTransformType3D = FastNoiseLite.TransformType3D.DefaultOpenSimplex2;
                        break;
                    default:
                        this._WarpTransformType3D = FastNoiseLite.TransformType3D.None;
                        break;
                }
                break;
        }
    }

    /**
     * @private
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _GenFractalFBmR2(x,y) {
        let seed = this._Seed;
        let sum = 0;
        let amp = this._FractalBounding;

        for (let i = 0; i < this._Octaves; i++) {
            let noise = this._GenNoiseSingleR2(seed++, x, y);
            sum += noise * amp;
            amp *= FastNoiseLite._Lerp(1.0, Math.min(noise + 1, 2) * 0.5, this._WeightedStrength);

            x *= this._Lacunarity;
            y *= this._Lacunarity;
            amp *= this._Gain;
        }
        return sum;
    }

    /**
     * @private
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _GenFractalFBmR3(x,y,z){
        let seed = this._Seed;
        let sum = 0;
        let amp = this._FractalBounding;

        for (let i = 0; i < this._Octaves; i++) {
            let noise = this._GenNoiseSingleR3(seed++, x, y, z);
            sum += noise * amp;
            amp *= FastNoiseLite._Lerp(1.0, (noise + 1) * 0.5, this._WeightedStrength);

            x *= this._Lacunarity;
            y *= this._Lacunarity;
            z *= this._Lacunarity;
            amp *= this._Gain;
        }
        return sum;
    }

    /**
     * @private
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _GenFractalRidgedR2(x,y) {
        let seed = this._Seed;
        let sum = 0;
        let amp = this._FractalBounding;

        for (let i = 0; i < this._Octaves; i++) {
            let noise = Math.abs(this._GenNoiseSingleR2(seed++, x, y));
            sum += (noise * -2 + 1) * amp;
            amp *= FastNoiseLite._Lerp(1.0, 1 - noise, this._WeightedStrength);

            x *= this._Lacunarity;
            y *= this._Lacunarity;
            amp *= this._Gain;
        }
        return sum;
    }

    /**
     * @private
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _GenFractalRidgedR3(x,y,z){
        let seed = this._Seed;
        let sum = 0;
        let amp = this._FractalBounding;

        for (let i = 0; i < this._Octaves; i++) {
            let noise = Math.abs(this._GenNoiseSingleR3(seed++, x, y, z));
            sum += (noise * -2 + 1) * amp;
            amp *= FastNoiseLite._Lerp(1.0, 1 - noise, this._WeightedStrength);

            x *= this._Lacunarity;
            y *= this._Lacunarity;
            z *= this._Lacunarity;
            amp *= this._Gain;
        }
        return sum;
    }

    /**
     * @private
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _GenFractalPingPongR2(x,y) {
        let seed = this._Seed;
        let sum = 0;
        let amp = this._FractalBounding;

        for (let i = 0; i < this._Octaves; i++) {
            let noise = FastNoiseLite._PingPong(
                (this._GenNoiseSingleR2(seed++, x, y) + 1) * this._PingPongStrength
            );
            sum += (noise - 0.5) * 2 * amp;
            amp *= FastNoiseLite._Lerp(1.0, noise, this._WeightedStrength);

            x *= this._Lacunarity;
            y *= this._Lacunarity;
            amp *= this._Gain;
        }
        return sum;
    }

    /**
     * @private
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _GenFractalPingPongR3(x,y,z){
        let seed = this._Seed;
        let sum = 0;
        let amp = this._FractalBounding;

        for (let i = 0; i < this._Octaves; i++) {
            let noise = FastNoiseLite._PingPong(
                (this._GenNoiseSingleR3(seed++, x, y, z) + 1) * this._PingPongStrength
            );
            sum += (noise - 0.5) * 2 * amp;
            amp *= FastNoiseLite._Lerp(1.0, noise, this._WeightedStrength);

            x *= this._Lacunarity;
            y *= this._Lacunarity;
            z *= this._Lacunarity;
            amp *= this._Gain;
        }
        return sum;
    }

    /**
     *
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _SingleOpenSimplex2R2(seed,x,y) {
        const SQRT3 = 1.7320508075688772935274463415059;
        const G2 = (3 - SQRT3) / 6;

        let i = Math.floor(x);
        let j = Math.floor(y);
        let xi = x - i;
        let yi = y - j;

        let t = (xi + yi) * G2;
        let x0 = xi - t;
        let y0 = yi - t;

        i = Math.imul(i, this._PrimeX);
        j = Math.imul(j, this._PrimeY);

        let n0, n1, n2;

        let a = 0.5 - x0 * x0 - y0 * y0;

        if (a <= 0) {
            n0 = 0;
        } else {
            n0 = a * a * (a * a) * this._GradCoordR2(seed, i, j, x0, y0);
        }

        let c = 2 * (1 - 2 * G2) * (1 / G2 - 2) * t + (-2 * (1 - 2 * G2) * (1 - 2 * G2) + a);

        if (c <= 0) {
            n2 = 0;
        } else {
            let x2 = x0 + (2 * G2 - 1);
            let y2 = y0 + (2 * G2 - 1);
            n2 = c * c * (c * c) * this._GradCoordR2(seed, i + this._PrimeX, j + this._PrimeY, x2, y2);
        }

        if (y0 > x0) {
            let x1 = x0 + G2;
            let y1 = y0 + (G2 - 1);
            let b = 0.5 - x1 * x1 - y1 * y1;
            if (b <= 0) {
                n1 = 0;
            } else {
                n1 = b * b * (b * b) * this._GradCoordR2(seed, i, j + this._PrimeY, x1, y1);
            }
        } else {
            let x1 = x0 + (G2 - 1);
            let y1 = y0 + G2;
            let b = 0.5 - x1 * x1 - y1 * y1;
            if (b <= 0) {
                n1 = 0;
            } else {
                n1 = b * b * (b * b) * this._GradCoordR2(seed, i + this._PrimeX, j, x1, y1);
            }
        }
        return (n0 + n1 + n2) * 99.83685446303647;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _SingleOpenSimplex2R3(seed,x,y,z){
        let i = Math.round(x);
        let j = Math.round(y);
        let k = Math.round(z);
        let x0 = x - i;
        let y0 = y - j;
        let z0 = z - k;

        let yNSign = Math.trunc((-1.0 - y0) | 1);
        let xNSign = Math.trunc((-1.0 - x0) | 1);
        let zNSign = Math.trunc((-1.0 - z0) | 1);

        let ax0 = xNSign * -x0;
        let ay0 = yNSign * -y0;
        let az0 = zNSign * -z0;
        i = Math.imul(i, this._PrimeX);
        j = Math.imul(j, this._PrimeY);
        k = Math.imul(k, this._PrimeZ);

        let value = 0;
        let a = 0.6 - x0 * x0 - (y0 * y0 + z0 * z0);

        for (let l = 0; ; l++) {
            if (a > 0) {
                value += a * a * (a * a) * this._GradCoordR3(seed, i, j, k, x0, y0, z0);
            }

            if (ax0 >= ay0 && ax0 >= az0) {
                let b = a + ax0 + ax0;
                if (b > 1) {
                    b -= 1;
                    value +=
                        b *
                        b *
                        (b * b) *
                        this._GradCoordR3(
                            seed,
                            i - xNSign * this._PrimeX,
                            j,
                            k,
                            x0 + xNSign,
                            y0,
                            z0
                        );
                }
            } else if (ay0 > ax0 && ay0 >= az0) {
                let b = a + ay0 + ay0;
                if (b > 1) {
                    b -= 1;
                    value +=
                        b *
                        b *
                        (b * b) *
                        this._GradCoordR3(
                            seed,
                            i,
                            j - yNSign * this._PrimeY,
                            k,
                            x0,
                            y0 + yNSign,
                            z0
                        );
                }
            } else {
                let b = a + az0 + az0;
                if (b > 1) {
                    b -= 1;
                    value +=
                        b *
                        b *
                        (b * b) *
                        this._GradCoordR3(
                            seed,
                            i,
                            j,
                            k - zNSign * this._PrimeZ,
                            x0,
                            y0,
                            z0 + zNSign
                        );
                }
            }

            if (l === 1) {
                break;
            }

            ax0 = 0.5 - ax0;
            ay0 = 0.5 - ay0;
            az0 = 0.5 - az0;

            x0 = xNSign * ax0;
            y0 = yNSign * ay0;
            z0 = zNSign * az0;

            a += 0.75 - ax0 - (ay0 + az0);

            i += (xNSign >> 1) & this._PrimeX;
            j += (yNSign >> 1) & this._PrimeY;
            k += (zNSign >> 1) & this._PrimeZ;

            xNSign = -xNSign;
            yNSign = -yNSign;
            zNSign = -zNSign;

            seed = ~seed;
        }
        return value * 32.69428253173828125;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _SingleOpenSimplex2SR2(seed,x,y) {
        // 2D OpenSimplex2S case is a modified 2D simplex noise.

        const SQRT3 = 1.7320508075688772935274463415059;
        const G2 = (3 - SQRT3) / 6;

        /*
         * --- Skew moved to TransformNoiseCoordinate method ---
         * final FNLfloat F2 = 0.5f * (SQRT3 - 1);
         * FNLfloat s = (x + y) * F2;
         * x += s; y += s;
         */

        let i = Math.floor(x);
        let j = Math.floor(y);
        let xi = x - i;
        let yi = y - j;

        i = Math.imul(i, this._PrimeX);
        j = Math.imul(j, this._PrimeY);
        let i1 = i + this._PrimeX;
        let j1 = j + this._PrimeY;

        let t = (xi + yi) * G2;
        let x0 = xi - t;
        let y0 = yi - t;

        let a0 = 2.0 / 3.0 - x0 * x0 - y0 * y0;
        let value = a0 * a0 * (a0 * a0) * this._GradCoordR2(seed, i, j, x0, y0);
        let a1 = 2 * (1 - 2 * G2) * (1 / G2 - 2) * t + (-2 * (1 - 2 * G2) * (1 - 2 * G2) + a0);
        let x1 = x0 - (1 - 2 * G2);
        let y1 = y0 - (1 - 2 * G2);
        value += a1 * a1 * (a1 * a1) * this._GradCoordR2(seed, i1, j1, x1, y1);

        // Nested conditionals were faster than compact bit logic/arithmetic.
        let xmyi = xi - yi;
        if (t > G2) {
            if (xi + xmyi > 1) {
                let x2 = x0 + (3 * G2 - 2);
                let y2 = y0 + (3 * G2 - 1);
                let a2 = 2.0 / 3.0 - x2 * x2 - y2 * y2;
                if (a2 > 0) {
                    value +=
                        a2 *
                        a2 *
                        (a2 * a2) *
                        this._GradCoordR2(seed, i + (this._PrimeX << 1), j + this._PrimeY, x2, y2);
                }
            } else {
                let x2 = x0 + G2;
                let y2 = y0 + (G2 - 1);
                let a2 = 2.0 / 3.0 - x2 * x2 - y2 * y2;
                if (a2 > 0) {
                    value +=
                        a2 * a2 * (a2 * a2) * this._GradCoordR2(seed, i, j + this._PrimeY, x2, y2);
                }
            }

            if (yi - xmyi > 1) {
                let x3 = x0 + (3 * G2 - 1);
                let y3 = y0 + (3 * G2 - 2);
                let a3 = 2.0 / 3.0 - x3 * x3 - y3 * y3;
                if (a3 > 0) {
                    value +=
                        a3 *
                        a3 *
                        (a3 * a3) *
                        this._GradCoordR2(seed, i + this._PrimeX, j + (this._PrimeY << 1), x3, y3);
                }
            } else {
                let x3 = x0 + (G2 - 1);
                let y3 = y0 + G2;
                let a3 = 2.0 / 3.0 - x3 * x3 - y3 * y3;
                if (a3 > 0) {
                    value +=
                        a3 * a3 * (a3 * a3) * this._GradCoordR2(seed, i + this._PrimeX, j, x3, y3);
                }
            }
        } else {
            if (xi + xmyi < 0) {
                let x2 = x0 + (1 - G2);
                let y2 = y0 - G2;
                let a2 = 2.0 / 3.0 - x2 * x2 - y2 * y2;
                if (a2 > 0) {
                    value +=
                        a2 * a2 * (a2 * a2) * this._GradCoordR2(seed, i - this._PrimeX, j, x2, y2);
                }
            } else {
                let x2 = x0 + (G2 - 1);
                let y2 = y0 + G2;
                let a2 = 2.0 / 3.0 - x2 * x2 - y2 * y2;
                if (a2 > 0) {
                    value +=
                        a2 * a2 * (a2 * a2) * this._GradCoordR2(seed, i + this._PrimeX, j, x2, y2);
                }
            }

            if (yi < xmyi) {
                let x2 = x0 - G2;
                let y2 = y0 - (G2 - 1);
                let a2 = 2.0 / 3.0 - x2 * x2 - y2 * y2;
                if (a2 > 0) {
                    value +=
                        a2 * a2 * (a2 * a2) * this._GradCoordR2(seed, i, j - this._PrimeY, x2, y2);
                }
            } else {
                let x2 = x0 + G2;
                let y2 = y0 + (G2 - 1);
                let a2 = 2.0 / 3.0 - x2 * x2 - y2 * y2;
                if (a2 > 0) {
                    value +=
                        a2 * a2 * (a2 * a2) * this._GradCoordR2(seed, i, j + this._PrimeY, x2, y2);
                }
            }
        }

        return value * 18.24196194486065;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _SingleOpenSimplex2SR3 (seed, x, y, z) {
        // 3D OpenSimplex2S case uses two offset rotated cube grids.

        /*
         * --- Rotation moved to TransformNoiseCoordinate method ---
         * final FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
         * FNLfloat r = (x + y + z) * R3; // Rotation, not skew
         * x = r - x; y = r - y; z = r - z;
         */

        let i = Math.floor(x);
        let j = Math.floor(y);
        let k = Math.floor(z);
        let xi = x - i;
        let yi = y - j;
        let zi = z - k;

        i = Math.imul(i, this._PrimeX);
        j = Math.imul(j, this._PrimeY);
        k = Math.imul(k, this._PrimeZ);
        let seed2 = seed + 1293373;

        let xNMask = Math.trunc(-0.5 - xi);
        let yNMask = Math.trunc(-0.5 - yi);
        let zNMask = Math.trunc(-0.5 - zi);

        let x0 = xi + xNMask;
        let y0 = yi + yNMask;
        let z0 = zi + zNMask;
        let a0 = 0.75 - x0 * x0 - y0 * y0 - z0 * z0;
        let value =
            a0 *
            a0 *
            (a0 * a0) *
            this._GradCoordR3(
                seed,
                i + (xNMask & this._PrimeX),
                j + (yNMask & this._PrimeY),
                k + (zNMask & this._PrimeZ),
                x0,
                y0,
                z0
            );

        let x1 = xi - 0.5;
        let y1 = yi - 0.5;
        let z1 = zi - 0.5;
        let a1 = 0.75 - x1 * x1 - y1 * y1 - z1 * z1;
        value +=
            a1 *
            a1 *
            (a1 * a1) *
            this._GradCoordR3(seed2, i + this._PrimeX, j + this._PrimeY, k + this._PrimeZ, x1, y1, z1);

        let xAFlipMask0 = ((xNMask | 1) << 1) * x1;
        let yAFlipMask0 = ((yNMask | 1) << 1) * y1;
        let zAFlipMask0 = ((zNMask | 1) << 1) * z1;
        let xAFlipMask1 = (-2 - (xNMask << 2)) * x1 - 1.0;
        let yAFlipMask1 = (-2 - (yNMask << 2)) * y1 - 1.0;
        let zAFlipMask1 = (-2 - (zNMask << 2)) * z1 - 1.0;

        let skip5 = false;
        let a2 = xAFlipMask0 + a0;
        if (a2 > 0) {
            let x2 = x0 - (xNMask | 1);
            value +=
                a2 *
                a2 *
                (a2 * a2) *
                this._GradCoordR3(
                    seed,
                    i + (~xNMask & this._PrimeX),
                    j + (yNMask & this._PrimeY),
                    k + (zNMask & this._PrimeZ),
                    x2,
                    y0,
                    z0
                );
        } else {
            let a3 = yAFlipMask0 + zAFlipMask0 + a0;

            if (a3 > 0) {
                let x3 = x0;
                let y3 = y0 - (yNMask | 1);
                let z3 = z0 - (zNMask | 1);
                value +=
                    a3 *
                    a3 *
                    (a3 * a3) *
                    this._GradCoordR3(
                        seed,
                        i + (xNMask & this._PrimeX),
                        j + (~yNMask & this._PrimeY),
                        k + (~zNMask & this._PrimeZ),
                        x3,
                        y3,
                        z3
                    );
            }

            let a4 = xAFlipMask1 + a1;
            if (a4 > 0) {
                let x4 = (xNMask | 1) + x1;
                value +=
                    a4 *
                    a4 *
                    (a4 * a4) *
                    this._GradCoordR3(
                        seed2,
                        i + (xNMask & (this._PrimeX * 2)),
                        j + this._PrimeY,
                        k + this._PrimeZ,
                        x4,
                        y1,
                        z1
                    );
                skip5 = true;
            }
        }

        let skip9 = false;
        let a6 = yAFlipMask0 + a0;
        if (a6 > 0) {
            let x6 = x0;
            let y6 = y0 - (yNMask | 1);
            value +=
                a6 *
                a6 *
                (a6 * a6) *
                this._GradCoordR3(
                    seed,
                    i + (xNMask & this._PrimeX),
                    j + (~yNMask & this._PrimeY),
                    k + (zNMask & this._PrimeZ),
                    x6,
                    y6,
                    z0
                );
        } else {
            let a7 = xAFlipMask0 + zAFlipMask0 + a0;
            if (a7 > 0) {
                let x7 = x0 - (xNMask | 1);
                let y7 = y0;
                let z7 = z0 - (zNMask | 1);
                value +=
                    a7 *
                    a7 *
                    (a7 * a7) *
                    this._GradCoordR3(
                        seed,
                        i + (~xNMask & this._PrimeX),
                        j + (yNMask & this._PrimeY),
                        k + (~zNMask & this._PrimeZ),
                        x7,
                        y7,
                        z7
                    );
            }

            let a8 = yAFlipMask1 + a1;
            if (a8 > 0) {
                let x8 = x1;
                let y8 = (yNMask | 1) + y1;
                value +=
                    a8 *
                    a8 *
                    (a8 * a8) *
                    this._GradCoordR3(
                        seed2,
                        i + this._PrimeX,
                        j + (yNMask & (this._PrimeY << 1)),
                        k + this._PrimeZ,
                        x8,
                        y8,
                        z1
                    );
                skip9 = true;
            }
        }

        let skipD = false;
        let aA = zAFlipMask0 + a0;
        if (aA > 0) {
            let xA = x0;
            let yA = y0;
            let zA = z0 - (zNMask | 1);
            value +=
                aA *
                aA *
                (aA * aA) *
                this._GradCoordR3(
                    seed,
                    i + (xNMask & this._PrimeX),
                    j + (yNMask & this._PrimeY),
                    k + (~zNMask & this._PrimeZ),
                    xA,
                    yA,
                    zA
                );
        } else {
            let aB = xAFlipMask0 + yAFlipMask0 + a0;
            if (aB > 0) {
                let xB = x0 - (xNMask | 1);
                let yB = y0 - (yNMask | 1);
                value +=
                    aB *
                    aB *
                    (aB * aB) *
                    this._GradCoordR3(
                        seed,
                        i + (~xNMask & this._PrimeX),
                        j + (~yNMask & this._PrimeY),
                        k + (zNMask & this._PrimeZ),
                        xB,
                        yB,
                        z0
                    );
            }

            let aC = zAFlipMask1 + a1;
            if (aC > 0) {
                let xC = x1;
                let yC = y1;
                let zC = (zNMask | 1) + z1;
                value +=
                    aC *
                    aC *
                    (aC * aC) *
                    this._GradCoordR3(
                        seed2,
                        i + this._PrimeX,
                        j + this._PrimeY,
                        k + (zNMask & (this._PrimeZ << 1)),
                        xC,
                        yC,
                        zC
                    );
                skipD = true;
            }
        }

        if (!skip5) {
            let a5 = yAFlipMask1 + zAFlipMask1 + a1;
            if (a5 > 0) {
                let x5 = x1;
                let y5 = (yNMask | 1) + y1;
                let z5 = (zNMask | 1) + z1;
                value +=
                    a5 *
                    a5 *
                    (a5 * a5) *
                    this._GradCoordR3(
                        seed2,
                        i + this._PrimeX,
                        j + (yNMask & (this._PrimeY << 1)),
                        k + (zNMask & (this._PrimeZ << 1)),
                        x5,
                        y5,
                        z5
                    );
            }
        }

        if (!skip9) {
            let a9 = xAFlipMask1 + zAFlipMask1 + a1;
            if (a9 > 0) {
                let x9 = (xNMask | 1) + x1;
                let y9 = y1;
                let z9 = (zNMask | 1) + z1;
                value +=
                    a9 *
                    a9 *
                    (a9 * a9) *
                    this._GradCoordR3(
                        seed2,
                        i + (xNMask & (this._PrimeX * 2)),
                        j + this._PrimeY,
                        k + (zNMask & (this._PrimeZ << 1)),
                        x9,
                        y9,
                        z9
                    );
            }
        }

        if (!skipD) {
            let aD = xAFlipMask1 + yAFlipMask1 + a1;
            if (aD > 0) {
                let xD = (xNMask | 1) + x1;
                let yD = (yNMask | 1) + y1;
                value +=
                    aD *
                    aD *
                    (aD * aD) *
                    this._GradCoordR3(
                        seed2,
                        i + (xNMask & (this._PrimeX << 1)),
                        j + (yNMask & (this._PrimeY << 1)),
                        k + this._PrimeZ,
                        xD,
                        yD,
                        z1
                    );
            }
        }

        return value * 9.046026385208288;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _SingleCellularR2(seed,x,y) {
        /**
         *
         * @param {number} seed
         * @param {number} x
         * @param {number} y
         * @returns {number}
         */
        let xr = Math.round(x);
        let yr = Math.round(y);

        let distance0 = Number.MAX_VALUE;
        let distance1 = Number.MAX_VALUE;

        let closestHash = 0;

        let cellularJitter = 0.43701595 * this._CellularJitterModifier;

        let xPrimed = (xr - 1) * this._PrimeX;
        let yPrimedBase = (yr - 1) * this._PrimeY;

        switch (this._CellularDistanceFunction) {
            default:
            case FastNoiseLite.CellularDistanceFunction.Euclidean:
            case FastNoiseLite.CellularDistanceFunction.EuclideanSq:
                for (let xi = xr - 1; xi <= xr + 1; xi++) {
                    let yPrimed = yPrimedBase;

                    for (let yi = yr - 1; yi <= yr + 1; yi++) {
                        let hash = this._HashR2(seed, xPrimed, yPrimed);
                        let idx = hash & (255 << 1);

                        let vecX = xi - x + this._RandVecs2D[idx] * cellularJitter;
                        let vecY = yi - y + this._RandVecs2D[idx | 1] * cellularJitter;

                        let newDistance = vecX * vecX + vecY * vecY;

                        distance1 = Math.max(Math.min(distance1, newDistance), distance0);
                        if (newDistance < distance0) {
                            distance0 = newDistance;
                            closestHash = hash;
                        }
                        yPrimed += this._PrimeY;
                    }
                    xPrimed += this._PrimeX;
                }
                break;
            case FastNoiseLite.CellularDistanceFunction.Manhattan:
                for (let xi = xr - 1; xi <= xr + 1; xi++) {
                    let yPrimed = yPrimedBase;

                    for (let yi = yr - 1; yi <= yr + 1; yi++) {
                        let hash = this._HashR2(seed, xPrimed, yPrimed);
                        let idx = hash & (255 << 1);

                        let vecX = xi - x + this._RandVecs2D[idx] * cellularJitter;
                        let vecY = yi - y + this._RandVecs2D[idx | 1] * cellularJitter;

                        let newDistance = Math.abs(vecX) + Math.abs(vecY);

                        distance1 = Math.max(Math.min(distance1, newDistance), distance0);
                        if (newDistance < distance0) {
                            distance0 = newDistance;
                            closestHash = hash;
                        }
                        yPrimed += this._PrimeY;
                    }
                    xPrimed += this._PrimeX;
                }
                break;
            case FastNoiseLite.CellularDistanceFunction.Hybrid:
                for (let xi = xr - 1; xi <= xr + 1; xi++) {
                    let yPrimed = yPrimedBase;

                    for (let yi = yr - 1; yi <= yr + 1; yi++) {
                        let hash = this._HashR2(seed, xPrimed, yPrimed);
                        let idx = hash & (255 << 1);

                        let vecX = xi - x + this._RandVecs2D[idx] * cellularJitter;
                        let vecY = yi - y + this._RandVecs2D[idx | 1] * cellularJitter;

                        let newDistance =
                            Math.abs(vecX) + Math.abs(vecY) + (vecX * vecX + vecY * vecY);

                        distance1 = Math.max(Math.min(distance1, newDistance), distance0);
                        if (newDistance < distance0) {
                            distance0 = newDistance;
                            closestHash = hash;
                        }
                        yPrimed += this._PrimeY;
                    }
                    xPrimed += this._PrimeX;
                }
                break;
        }

        if (
            this._CellularDistanceFunction === FastNoiseLite.CellularDistanceFunction.Euclidean &&
            this._CellularReturnType !== FastNoiseLite.CellularReturnType.CellValue
        ) {
            distance0 = Math.sqrt(distance0);

            if (this._CellularReturnType !== FastNoiseLite.CellularReturnType.CellValue) {
                distance1 = Math.sqrt(distance1);
            }
        }

        switch (this._CellularReturnType) {
            case FastNoiseLite.CellularReturnType.CellValue:
                return closestHash * (1 / 2147483648.0);
            case FastNoiseLite.CellularReturnType.Distance:
                return distance0 - 1;
            case FastNoiseLite.CellularReturnType.Distance2:
                return distance1 - 1;
            case FastNoiseLite.CellularReturnType.Distance2Add:
                return (distance1 + distance0) * 0.5 - 1;
            case FastNoiseLite.CellularReturnType.Distance2Sub:
                return distance1 - distance0 - 1;
            case FastNoiseLite.CellularReturnType.Distance2Mul:
                return distance1 * distance0 * 0.5 - 1;
            case FastNoiseLite.CellularReturnType.Distance2Div:
                return distance0 / distance1 - 1;
            default:
                return 0;
        }

    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _SingleCellularR3 (seed, x, y, z) {
        let xr = Math.round(x);
        let yr = Math.round(y);
        let zr = Math.round(z);

        let distance0 = Number.MAX_VALUE;
        let distance1 = Number.MAX_VALUE;
        let closestHash = 0;

        let cellularJitter = 0.39614353 * this._CellularJitterModifier;

        let xPrimed = (xr - 1) * this._PrimeX;
        let yPrimedBase = (yr - 1) * this._PrimeY;
        let zPrimedBase = (zr - 1) * this._PrimeZ;

        switch (this._CellularDistanceFunction) {
            case FastNoiseLite.CellularDistanceFunction.Euclidean:
            case FastNoiseLite.CellularDistanceFunction.EuclideanSq:
                for (let xi = xr - 1; xi <= xr + 1; xi++) {
                    let yPrimed = yPrimedBase;

                    for (let yi = yr - 1; yi <= yr + 1; yi++) {
                        let zPrimed = zPrimedBase;

                        for (let zi = zr - 1; zi <= zr + 1; zi++) {
                            let hash = this._HashR3(seed, xPrimed, yPrimed, zPrimed);
                            let idx = hash & (255 << 2);

                            let vecX = xi - x + this._RandVecs3D[idx] * cellularJitter;
                            let vecY = yi - y + this._RandVecs3D[idx | 1] * cellularJitter;
                            let vecZ = zi - z + this._RandVecs3D[idx | 2] * cellularJitter;

                            let newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ;

                            distance1 = Math.max(Math.min(distance1, newDistance), distance0);
                            if (newDistance < distance0) {
                                distance0 = newDistance;
                                closestHash = hash;
                            }
                            zPrimed += this._PrimeZ;
                        }
                        yPrimed += this._PrimeY;
                    }
                    xPrimed += this._PrimeX;
                }
                break;
            case FastNoiseLite.CellularDistanceFunction.Manhattan:
                for (let xi = xr - 1; xi <= xr + 1; xi++) {
                    let yPrimed = yPrimedBase;

                    for (let yi = yr - 1; yi <= yr + 1; yi++) {
                        let zPrimed = zPrimedBase;

                        for (let zi = zr - 1; zi <= zr + 1; zi++) {
                            let hash = this._HashR3(seed, xPrimed, yPrimed, zPrimed);
                            let idx = hash & (255 << 2);

                            let vecX = xi - x + this._RandVecs3D[idx] * cellularJitter;
                            let vecY = yi - y + this._RandVecs3D[idx | 1] * cellularJitter;
                            let vecZ = zi - z + this._RandVecs3D[idx | 2] * cellularJitter;

                            let newDistance = Math.abs(vecX) + Math.abs(vecY) + Math.abs(vecZ);

                            distance1 = Math.max(Math.min(distance1, newDistance), distance0);
                            if (newDistance < distance0) {
                                distance0 = newDistance;
                                closestHash = hash;
                            }
                            zPrimed += this._PrimeZ;
                        }
                        yPrimed += this._PrimeY;
                    }
                    xPrimed += this._PrimeX;
                }
                break;
            case FastNoiseLite.CellularDistanceFunction.Hybrid:
                for (let xi = xr - 1; xi <= xr + 1; xi++) {
                    let yPrimed = yPrimedBase;

                    for (let yi = yr - 1; yi <= yr + 1; yi++) {
                        let zPrimed = zPrimedBase;

                        for (let zi = zr - 1; zi <= zr + 1; zi++) {
                            let hash = this._HashR3(seed, xPrimed, yPrimed, zPrimed);
                            let idx = hash & (255 << 2);

                            let vecX = xi - x + this._RandVecs3D[idx] * cellularJitter;
                            let vecY = yi - y + this._RandVecs3D[idx | 1] * cellularJitter;
                            let vecZ = zi - z + this._RandVecs3D[idx | 2] * cellularJitter;

                            let newDistance =
                                Math.abs(vecX) +
                                Math.abs(vecY) +
                                Math.abs(vecZ) +
                                (vecX * vecX + vecY * vecY + vecZ * vecZ);

                            distance1 = Math.max(Math.min(distance1, newDistance), distance0);
                            if (newDistance < distance0) {
                                distance0 = newDistance;
                                closestHash = hash;
                            }
                            zPrimed += this._PrimeZ;
                        }
                        yPrimed += this._PrimeY;
                    }
                    xPrimed += this._PrimeX;
                }
                break;
            default:
                break;
        }

        if (
            this._CellularDistanceFunction === FastNoiseLite.CellularDistanceFunction.Euclidean &&
            this._CellularReturnType !== FastNoiseLite.CellularReturnType.CellValue
        ) {
            distance0 = Math.sqrt(distance0);

            if (this._CellularReturnType !== FastNoiseLite.CellularReturnType.CellValue) {
                distance1 = Math.sqrt(distance1);
            }
        }

        switch (this._CellularReturnType) {
            case FastNoiseLite.CellularReturnType.CellValue:
                return closestHash * (1 / 2147483648.0);
            case FastNoiseLite.CellularReturnType.Distance:
                return distance0 - 1;
            case FastNoiseLite.CellularReturnType.Distance2:
                return distance1 - 1;
            case FastNoiseLite.CellularReturnType.Distance2Add:
                return (distance1 + distance0) * 0.5 - 1;
            case FastNoiseLite.CellularReturnType.Distance2Sub:
                return distance1 - distance0 - 1;
            case FastNoiseLite.CellularReturnType.Distance2Mul:
                return distance1 * distance0 * 0.5 - 1;
            case FastNoiseLite.CellularReturnType.Distance2Div:
                return distance0 / distance1 - 1;
            default:
                return 0;
        }
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _SinglePerlinR2(seed, x, y) {
        let x0 = Math.floor(x);
        let y0 = Math.floor(y);

        let xd0 = x - x0;
        let yd0 = y - y0;
        let xd1 = xd0 - 1;
        let yd1 = yd0 - 1;

        let xs = FastNoiseLite._InterpQuintic(xd0);
        let ys = FastNoiseLite._InterpQuintic(yd0);

        x0 = Math.imul(x0, this._PrimeX);
        y0 = Math.imul(y0, this._PrimeY);
        let x1 = x0 + this._PrimeX;
        let y1 = y0 + this._PrimeY;

        let xf0 = FastNoiseLite._Lerp(
            this._GradCoordR2(seed, x0, y0, xd0, yd0),
            this._GradCoordR2(seed, x1, y0, xd1, yd0),
            xs
        );
        let xf1 = FastNoiseLite._Lerp(
            this._GradCoordR2(seed, x0, y1, xd0, yd1),
            this._GradCoordR2(seed, x1, y1, xd1, yd1),
            xs
        );

        return FastNoiseLite._Lerp(xf0, xf1, ys) * 1.4247691104677813;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _SinglePerlinR3 (seed, x, y, z) {
        let x0 = Math.floor(x);
        let y0 = Math.floor(y);
        let z0 = Math.floor(z);

        let xd0 = x - x0;
        let yd0 = y - y0;
        let zd0 = z - z0;
        let xd1 = xd0 - 1;
        let yd1 = yd0 - 1;
        let zd1 = zd0 - 1;

        let xs = FastNoiseLite._InterpQuintic(xd0);
        let ys = FastNoiseLite._InterpQuintic(yd0);
        let zs = FastNoiseLite._InterpQuintic(zd0);

        x0 = Math.imul(x0, this._PrimeX);
        y0 = Math.imul(y0, this._PrimeY);
        z0 = Math.imul(z0, this._PrimeZ);
        let x1 = x0 + this._PrimeX;
        let y1 = y0 + this._PrimeY;
        let z1 = z0 + this._PrimeZ;

        let xf00 = FastNoiseLite._Lerp(
            this._GradCoordR3(seed, x0, y0, z0, xd0, yd0, zd0),
            this._GradCoordR3(seed, x1, y0, z0, xd1, yd0, zd0),
            xs
        );
        let xf10 = FastNoiseLite._Lerp(
            this._GradCoordR3(seed, x0, y1, z0, xd0, yd1, zd0),
            this._GradCoordR3(seed, x1, y1, z0, xd1, yd1, zd0),
            xs
        );
        let xf01 = FastNoiseLite._Lerp(
            this._GradCoordR3(seed, x0, y0, z1, xd0, yd0, zd1),
            this._GradCoordR3(seed, x1, y0, z1, xd1, yd0, zd1),
            xs
        );
        let xf11 = FastNoiseLite._Lerp(
            this._GradCoordR3(seed, x0, y1, z1, xd0, yd1, zd1),
            this._GradCoordR3(seed, x1, y1, z1, xd1, yd1, zd1),
            xs
        );

        let yf0 = FastNoiseLite._Lerp(xf00, xf10, ys);
        let yf1 = FastNoiseLite._Lerp(xf01, xf11, ys);

        return FastNoiseLite._Lerp(yf0, yf1, zs) * 0.964921414852142333984375;
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _SingleValueCubicR2(seed, x, y) {
        let x1 = Math.floor(x);
        let y1 = Math.floor(y);

        let xs = x - x1;
        let ys = y - y1;

        x1 = Math.imul(x1, this._PrimeX);
        y1 = Math.imul(y1, this._PrimeY);
        let x0 = x1 - this._PrimeX;
        let y0 = y1 - this._PrimeY;
        let x2 = x1 + this._PrimeX;
        let y2 = y1 + this._PrimeY;
        let x3 = x1 + (this._PrimeX << 1);
        let y3 = y1 + (this._PrimeY << 1);

        return (
            FastNoiseLite._CubicLerp(
                FastNoiseLite._CubicLerp(
                    this._ValCoordR2(seed, x0, y0),
                    this._ValCoordR2(seed, x1, y0),
                    this._ValCoordR2(seed, x2, y0),
                    this._ValCoordR2(seed, x3, y0),
                    xs
                ),
                FastNoiseLite._CubicLerp(
                    this._ValCoordR2(seed, x0, y1),
                    this._ValCoordR2(seed, x1, y1),
                    this._ValCoordR2(seed, x2, y1),
                    this._ValCoordR2(seed, x3, y1),
                    xs
                ),
                FastNoiseLite._CubicLerp(
                    this._ValCoordR2(seed, x0, y2),
                    this._ValCoordR2(seed, x1, y2),
                    this._ValCoordR2(seed, x2, y2),
                    this._ValCoordR2(seed, x3, y2),
                    xs
                ),
                FastNoiseLite._CubicLerp(
                    this._ValCoordR2(seed, x0, y3),
                    this._ValCoordR2(seed, x1, y3),
                    this._ValCoordR2(seed, x2, y3),
                    this._ValCoordR2(seed, x3, y3),
                    xs
                ),
                ys
            ) *
            (1 / (1.5 * 1.5))
        );
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _SingleValueCubicR3(seed, x, y, z) {
        let x1 = Math.floor(x);
        let y1 = Math.floor(y);
        let z1 = Math.floor(z);

        let xs = x - x1;
        let ys = y - y1;
        let zs = z - z1;

        x1 = Math.imul(x1, this._PrimeX);
        y1 = Math.imul(y1, this._PrimeY);
        z1 = Math.imul(z1, this._PrimeZ);

        let x0 = x1 - this._PrimeX;
        let y0 = y1 - this._PrimeY;
        let z0 = z1 - this._PrimeZ;
        let x2 = x1 + this._PrimeX;
        let y2 = y1 + this._PrimeY;
        let z2 = z1 + this._PrimeZ;
        let x3 = x1 + (this._PrimeX << 1);
        let y3 = y1 + (this._PrimeY << 1);
        let z3 = z1 + (this._PrimeZ << 1);

        return (
            FastNoiseLite._CubicLerp(
                FastNoiseLite._CubicLerp(
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y0, z0),
                        this._ValCoordR3(seed, x1, y0, z0),
                        this._ValCoordR3(seed, x2, y0, z0),
                        this._ValCoordR3(seed, x3, y0, z0),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y1, z0),
                        this._ValCoordR3(seed, x1, y1, z0),
                        this._ValCoordR3(seed, x2, y1, z0),
                        this._ValCoordR3(seed, x3, y1, z0),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y2, z0),
                        this._ValCoordR3(seed, x1, y2, z0),
                        this._ValCoordR3(seed, x2, y2, z0),
                        this._ValCoordR3(seed, x3, y2, z0),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y3, z0),
                        this._ValCoordR3(seed, x1, y3, z0),
                        this._ValCoordR3(seed, x2, y3, z0),
                        this._ValCoordR3(seed, x3, y3, z0),
                        xs
                    ),
                    ys
                ),
                FastNoiseLite._CubicLerp(
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y0, z1),
                        this._ValCoordR3(seed, x1, y0, z1),
                        this._ValCoordR3(seed, x2, y0, z1),
                        this._ValCoordR3(seed, x3, y0, z1),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y1, z1),
                        this._ValCoordR3(seed, x1, y1, z1),
                        this._ValCoordR3(seed, x2, y1, z1),
                        this._ValCoordR3(seed, x3, y1, z1),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y2, z1),
                        this._ValCoordR3(seed, x1, y2, z1),
                        this._ValCoordR3(seed, x2, y2, z1),
                        this._ValCoordR3(seed, x3, y2, z1),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y3, z1),
                        this._ValCoordR3(seed, x1, y3, z1),
                        this._ValCoordR3(seed, x2, y3, z1),
                        this._ValCoordR3(seed, x3, y3, z1),
                        xs
                    ),
                    ys
                ),
                FastNoiseLite._CubicLerp(
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y0, z2),
                        this._ValCoordR3(seed, x1, y0, z2),
                        this._ValCoordR3(seed, x2, y0, z2),
                        this._ValCoordR3(seed, x3, y0, z2),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y1, z2),
                        this._ValCoordR3(seed, x1, y1, z2),
                        this._ValCoordR3(seed, x2, y1, z2),
                        this._ValCoordR3(seed, x3, y1, z2),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y2, z2),
                        this._ValCoordR3(seed, x1, y2, z2),
                        this._ValCoordR3(seed, x2, y2, z2),
                        this._ValCoordR3(seed, x3, y2, z2),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y3, z2),
                        this._ValCoordR3(seed, x1, y3, z2),
                        this._ValCoordR3(seed, x2, y3, z2),
                        this._ValCoordR3(seed, x3, y3, z2),
                        xs
                    ),
                    ys
                ),
                FastNoiseLite._CubicLerp(
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y0, z3),
                        this._ValCoordR3(seed, x1, y0, z3),
                        this._ValCoordR3(seed, x2, y0, z3),
                        this._ValCoordR3(seed, x3, y0, z3),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y1, z3),
                        this._ValCoordR3(seed, x1, y1, z3),
                        this._ValCoordR3(seed, x2, y1, z3),
                        this._ValCoordR3(seed, x3, y1, z3),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y2, z3),
                        this._ValCoordR3(seed, x1, y2, z3),
                        this._ValCoordR3(seed, x2, y2, z3),
                        this._ValCoordR3(seed, x3, y2, z3),
                        xs
                    ),
                    FastNoiseLite._CubicLerp(
                        this._ValCoordR3(seed, x0, y3, z3),
                        this._ValCoordR3(seed, x1, y3, z3),
                        this._ValCoordR3(seed, x2, y3, z3),
                        this._ValCoordR3(seed, x3, y3, z3),
                        xs
                    ),
                    ys
                ),
                zs
            ) *
            (1 / (1.5 * 1.5 * 1.5))
        );
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    _SingleValueR2(seed, x, y) {
        let x0 = Math.floor(x);
        let y0 = Math.floor(y);

        let xs = FastNoiseLite._InterpHermite(x - x0);
        let ys = FastNoiseLite._InterpHermite(y - y0);

        x0 = Math.imul(x0, this._PrimeX);
        y0 = Math.imul(y0, this._PrimeY);
        let x1 = x0 + this._PrimeX;
        let y1 = y0 + this._PrimeY;

        let xf0 = FastNoiseLite._Lerp(this._ValCoordR2(seed, x0, y0), this._ValCoordR2(seed, x1, y0), xs);
        let xf1 = FastNoiseLite._Lerp(this._ValCoordR2(seed, x0, y1), this._ValCoordR2(seed, x1, y1), xs);

        return FastNoiseLite._Lerp(xf0, xf1, ys);
    }

    /**
     * @private
     * @param {number} seed
     * @param {number} x
     * @param {number} y
     * @param {number} z
     * @returns {number}
     */
    _SingleValueR3(seed, x, y, z) {
        let x0 = Math.floor(x);
        let y0 = Math.floor(y);
        let z0 = Math.floor(z);

        let xs = FastNoiseLite._InterpHermite(x - x0);
        let ys = FastNoiseLite._InterpHermite(y - y0);
        let zs = FastNoiseLite._InterpHermite(z - z0);

        x0 = Math.imul(x0, this._PrimeX);
        y0 = Math.imul(y0, this._PrimeY);
        z0 = Math.imul(z0, this._PrimeZ);
        let x1 = x0 + this._PrimeX;
        let y1 = y0 + this._PrimeY;
        let z1 = z0 + this._PrimeZ;

        let xf00 = FastNoiseLite._Lerp(
            this._ValCoordR3(seed, x0, y0, z0),
            this._ValCoordR3(seed, x1, y0, z0),
            xs
        );
        let xf10 = FastNoiseLite._Lerp(
            this._ValCoordR3(seed, x0, y1, z0),
            this._ValCoordR3(seed, x1, y1, z0),
            xs
        );
        let xf01 = FastNoiseLite._Lerp(
            this._ValCoordR3(seed, x0, y0, z1),
            this._ValCoordR3(seed, x1, y0, z1),
            xs
        );
        let xf11 = FastNoiseLite._Lerp(
            this._ValCoordR3(seed, x0, y1, z1),
            this._ValCoordR3(seed, x1, y1, z1),
            xs
        );

        let yf0 = FastNoiseLite._Lerp(xf00, xf10, ys);
        let yf1 = FastNoiseLite._Lerp(xf01, xf11, ys);

        return FastNoiseLite._Lerp(yf0, yf1, zs);
    }

    /**
     * @private
     */
    _DoSingleDomainWarp() {
        /**
         *
         * @param {number} seed
         * @param {number} amp
         * @param {number} freq
         * @param {Vector2} coord
         * @param {number} x
         * @param {number} y
         */
        let R2 = (seed, amp, freq, coord, x, y) => {
            switch (this._DomainWarpType) {
                case FastNoiseLite.DomainWarpType.OpenSimplex2:
                    this._SingleDomainWarpOpenSimplex2Gradient(
                        seed,
                        amp * 38.283687591552734375,
                        freq,
                        coord,
                        false,
                        x,
                        y
                    );
                    break;
                case FastNoiseLite.DomainWarpType.OpenSimplex2Reduced:
                    this._SingleDomainWarpOpenSimplex2Gradient(
                        seed,
                        amp * 16.0,
                        freq,
                        coord,
                        true,
                        x,
                        y
                    );
                    break;
                case FastNoiseLite.DomainWarpType.BasicGrid:
                    this._SingleDomainWarpBasicGrid(seed, amp, freq, coord, x, y);
                    break;
            }
        };

        /**
         *
         * @param {number} seed
         * @param {number} amp
         * @param {number} freq
         * @param {Vector3} coord
         * @param {number} x
         * @param {number} y
         * @param {number} z
         */
        let R3 = (seed, amp, freq, coord, x, y, z) => {
            switch (this._DomainWarpType) {
                case FastNoiseLite.DomainWarpType.OpenSimplex2:
                    this._SingleDomainWarpOpenSimplex2Gradient(
                        seed,
                        amp * 32.69428253173828125,
                        freq,
                        coord,
                        false,
                        x,
                        y,
                        z
                    );
                    break;
                case FastNoiseLite.DomainWarpType.OpenSimplex2Reduced:
                    this._SingleDomainWarpOpenSimplex2Gradient(
                        seed,
                        amp * 7.71604938271605,
                        freq,
                        coord,
                        true,
                        x,
                        y,
                        z
                    );
                    break;
                case FastNoiseLite.DomainWarpType.BasicGrid:
                    this._SingleDomainWarpBasicGrid(seed, amp, freq, coord, x, y, z);
                    break;
            }
        };

        if (arguments.length === 6 && arguments[3] instanceof Vector2) {
            return R2(arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
        }

        if (arguments.length === 7 && arguments[3] instanceof Vector3) {
            return R3(
                arguments[0],
                arguments[1],
                arguments[2],
                arguments[3],
                arguments[4],
                arguments[5],
                arguments[6]
            );
        }
    }

    /**
     * @private
     */
    _DomainWarpSingle() {
        /**
         *
         * @param {Vector2} coord
         */
        let R2 = coord => {
            let seed = this._Seed;
            let amp = this._DomainWarpAmp * this._FractalBounding;
            let freq = this._Frequency;

            let xs = coord.x;
            let ys = coord.y;
            switch (this._DomainWarpType) {
                case FastNoiseLite.DomainWarpType.OpenSimplex2:
                case FastNoiseLite.DomainWarpType.OpenSimplex2Reduced:
                    const SQRT3 = 1.7320508075688772935274463415059;
                    const F2 = 0.5 * (SQRT3 - 1);
                    let t = (xs + ys) * F2;
                    xs += t;
                    ys += t;
                    break;
                default:
                    break;
            }

            this._DoSingleDomainWarp(seed, amp, freq, coord, xs, ys);
        };

        /**
         *
         * @param {Vector3} coord
         */
        let R3 = coord => {
            let seed = this._Seed;
            let amp = this._DomainWarpAmp * this._FractalBounding;
            let freq = this._Frequency;

            let xs = coord.x;
            let ys = coord.y;
            let zs = coord.z;
            switch (this._WarpTransformType3D) {
                case FastNoiseLite.TransformType3D.ImproveXYPlanes:
                {
                    let xy = xs + ys;
                    let s2 = xy * -0.211324865405187;
                    zs *= 0.577350269189626;
                    xs += s2 - zs;
                    ys = ys + s2 - zs;
                    zs += xy * 0.577350269189626;
                }
                    break;

                case FastNoiseLite.TransformType3D.ImproveXZPlanes:
                {
                    let xz = xs + zs;
                    let s2 = xz * -0.211324865405187;
                    ys *= 0.577350269189626;
                    xs += s2 - ys;
                    zs += s2 - ys;
                    ys += xz * 0.577350269189626;
                }
                    break;
                case FastNoiseLite.TransformType3D.DefaultOpenSimplex2:
                    const R3 = 2.0 / 3.0;
                    let r = (xs + ys + zs) * R3; // Rotation, not skew
                    xs = r - xs;
                    ys = r - ys;
                    zs = r - zs;
                    break;
                default:
                    break;
            }

            this._DoSingleDomainWarp(seed, amp, freq, coord, xs, ys, zs);
        };

        if (arguments.length === 1 && arguments[0] instanceof Vector2) {
            return R2(arguments[0]);
        }

        if (arguments.length === 1 && arguments[0] instanceof Vector3) {
            return R3(arguments[0]);
        }
    }

    _DomainWarpFractalProgressive() {
        /**
         *
         * @param {Vector2} coord
         */
        let R2 = coord => {
            let seed = this._Seed;
            let amp = this._DomainWarpAmp * this._FractalBounding;
            let freq = this._Frequency;

            for (let i = 0; i < this._Octaves; i++) {
                let xs = coord.x;
                let ys = coord.y;
                switch (this._DomainWarpType) {
                    case FastNoiseLite.DomainWarpType.OpenSimplex2:
                    case FastNoiseLite.DomainWarpType.OpenSimplex2Reduced:
                        const SQRT3 = 1.7320508075688772935274463415059;
                        const F2 = 0.5 * (SQRT3 - 1);
                        let t = (xs + ys) * F2;
                        xs += t;
                        ys += t;
                        break;
                    default:
                        break;
                }

                this._DoSingleDomainWarp(seed, amp, freq, coord, xs, ys);

                seed++;
                amp *= this._Gain;
                freq *= this._Lacunarity;
            }
        };

        /**
         *
         * @param {Vector3} coord
         */
        let R3 = coord => {
            let seed = this._Seed;
            let amp = this._DomainWarpAmp * this._FractalBounding;
            let freq = this._Frequency;

            for (let i = 0; i < this._Octaves; i++) {
                let xs = coord.x;
                let ys = coord.y;
                let zs = coord.z;
                switch (this._WarpTransformType3D) {
                    case FastNoiseLite.TransformType3D.ImproveXYPlanes:
                    {
                        let xy = xs + ys;
                        let s2 = xy * -0.211324865405187;
                        zs *= 0.577350269189626;
                        xs += s2 - zs;
                        ys = ys + s2 - zs;
                        zs += xy * 0.577350269189626;
                    }
                        break;
                    case FastNoiseLite.TransformType3D.ImproveXZPlanes:
                    {
                        let xz = xs + zs;
                        let s2 = xz * -0.211324865405187;
                        ys *= 0.577350269189626;
                        xs += s2 - ys;
                        zs += s2 - ys;
                        ys += xz * 0.577350269189626;
                    }
                        break;
                    case FastNoiseLite.TransformType3D.DefaultOpenSimplex2:
                    {
                        const R3 = 2.0 / 3.0;
                        let r = (xs + ys + zs) * R3; // Rotation, not skew
                        xs = r - xs;
                        ys = r - ys;
                        zs = r - zs;
                    }
                        break;
                    default:
                        break;
                }

                this._DoSingleDomainWarp(seed, amp, freq, coord, xs, ys, zs);

                seed++;
                amp *= this._Gain;
                freq *= this._Lacunarity;
            }
        };

        if (arguments.length === 1 && arguments[0] instanceof Vector2) {
            return R2(arguments[0]);
        }

        if (arguments.length === 1 && arguments[0] instanceof Vector3) {
            return R3(arguments[0]);
        }
    }

    /**
     * @private
     */
    _DomainWarpFractalIndependent() {
        /**
         *
         * @param {Vector2} coord
         */
        let R2 = coord => {
            let xs = coord.x;
            let ys = coord.y;
            switch (this._DomainWarpType) {
                case FastNoiseLite.DomainWarpType.OpenSimplex2:
                case FastNoiseLite.DomainWarpType.OpenSimplex2Reduced:
                    const SQRT3 = 1.7320508075688772935274463415059;
                    const F2 = 0.5 * (SQRT3 - 1);
                    let t = (xs + ys) * F2;
                    xs += t;
                    ys += t;
                    break;
                default:
                    break;
            }
            let seed = this._Seed;
            let amp = this._DomainWarpAmp * this._FractalBounding;
            let freq = this._Frequency;

            for (let i = 0; i < this._Octaves; i++) {
                this._DoSingleDomainWarp(seed, amp, freq, coord, xs, ys);

                seed++;
                amp *= this._Gain;
                freq *= this._Lacunarity;
            }
        };

        /**
         *
         * @param {Vector3} coord
         */
        let R3 = coord => {
            let xs = coord.x;
            let ys = coord.y;
            let zs = coord.z;
            switch (this._WarpTransformType3D) {
                case FastNoiseLite.TransformType3D.ImproveXYPlanes:
                {
                    let xy = xs + ys;
                    let s2 = xy * -0.211324865405187;
                    zs *= 0.577350269189626;
                    xs += s2 - zs;
                    ys = ys + s2 - zs;
                    zs += xy * 0.577350269189626;
                }
                    break;
                case FastNoiseLite.TransformType3D.ImproveXZPlanes:
                {
                    let xz = xs + zs;
                    let s2 = xz * -0.211324865405187;
                    ys *= 0.577350269189626;
                    xs += s2 - ys;
                    zs += s2 - ys;
                    ys += xz * 0.577350269189626;
                }
                    break;
                case FastNoiseLite.TransformType3D.DefaultOpenSimplex2:
                {
                    const R3 = 2.0 / 3.0;
                    let r = (xs + ys + zs) * R3; // Rotation, not skew
                    xs = r - xs;
                    ys = r - ys;
                    zs = r - zs;
                }
                    break;
                default:
                    break;
            }

            let seed = this._Seed;
            let amp = this._DomainWarpAmp * this._FractalBounding;
            let freq = this._Frequency;
            for (let i = 0; i < this._Octaves; i++) {
                this._DoSingleDomainWarp(seed, amp, freq, coord, xs, ys, zs);

                seed++;
                amp *= this._Gain;
                freq *= this._Lacunarity;
            }
        };

        if (arguments.length === 1 && arguments[0] instanceof Vector2) {
            return R2(arguments[0]);
        }

        if (arguments.length === 1 && arguments[0] instanceof Vector3) {
            return R3(arguments[0]);
        }
    }

    /**
     * @private
     */
    _SingleDomainWarpBasicGrid() {
        /**
         *
         * @param {number} seed
         * @param {number} warpAmp
         * @param {number} frequency
         * @param {Vector2} coord
         * @param {number} x
         * @param {number} y
         */

        let R2 = (seed, warpAmp, frequency, coord, x, y) => {
            let xf = x * frequency;
            let yf = y * frequency;

            let x0 = Math.floor(xf);
            let y0 = Math.floor(yf);

            let xs = FastNoiseLite._InterpHermite(xf - x0);
            let ys = FastNoiseLite._InterpHermite(yf - y0);

            x0 = Math.imul(x0, this._PrimeX);
            y0 = Math.imul(y0, this._PrimeY);
            let x1 = x0 + this._PrimeX;
            let y1 = y0 + this._PrimeY;

            let hash0 = this._HashR2(seed, x0, y0) & (255 << 1);
            let hash1 = this._HashR2(seed, x1, y0) & (255 << 1);

            let lx0x = FastNoiseLite._Lerp(this._RandVecs2D[hash0], this._RandVecs2D[hash1], xs);
            let ly0x = FastNoiseLite._Lerp(this._RandVecs2D[hash0 | 1], this._RandVecs2D[hash1 | 1], xs);

            hash0 = this._HashR2(seed, x0, y1) & (255 << 1);
            hash1 = this._HashR2(seed, x1, y1) & (255 << 1);

            let lx1x = FastNoiseLite._Lerp(this._RandVecs2D[hash0], this._RandVecs2D[hash1], xs);
            let ly1x = FastNoiseLite._Lerp(this._RandVecs2D[hash0 | 1], this._RandVecs2D[hash1 | 1], xs);

            coord.x += FastNoiseLite._Lerp(lx0x, lx1x, ys) * warpAmp;
            coord.y += FastNoiseLite._Lerp(ly0x, ly1x, ys) * warpAmp;
        };

        /**
         *
         * @param {number} seed
         * @param {number} warpAmp
         * @param {number} frequency
         * @param {Vector3} coord
         * @param {number} x
         * @param {number} y
         * @param {number} z
         */
        let R3 = (seed, warpAmp, frequency, coord, x, y, z) => {
            let xf = x * frequency;
            let yf = y * frequency;
            let zf = z * frequency;

            let x0 = Math.floor(xf);
            let y0 = Math.floor(yf);
            let z0 = Math.floor(zf);

            let xs = FastNoiseLite._InterpHermite(xf - x0);
            let ys = FastNoiseLite._InterpHermite(yf - y0);
            let zs = FastNoiseLite._InterpHermite(zf - z0);

            x0 = Math.imul(x0, this._PrimeX);
            y0 = Math.imul(y0, this._PrimeY);
            z0 = Math.imul(z0, this._PrimeZ);
            let x1 = x0 + this._PrimeX;
            let y1 = y0 + this._PrimeY;
            let z1 = z0 + this._PrimeZ;

            let hash0 = this._HashR3(seed, x0, y0, z0) & (255 << 2);
            let hash1 = this._HashR3(seed, x1, y0, z0) & (255 << 2);

            let lx0x = FastNoiseLite._Lerp(this._RandVecs3D[hash0], this._RandVecs3D[hash1], xs);
            let ly0x = FastNoiseLite._Lerp(this._RandVecs3D[hash0 | 1], this._RandVecs3D[hash1 | 1], xs);
            let lz0x = FastNoiseLite._Lerp(this._RandVecs3D[hash0 | 2], this._RandVecs3D[hash1 | 2], xs);

            hash0 = this._HashR3(seed, x0, y1, z0) & (255 << 2);
            hash1 = this._HashR3(seed, x1, y1, z0) & (255 << 2);

            let lx1x = FastNoiseLite._Lerp(this._RandVecs3D[hash0], this._RandVecs3D[hash1], xs);
            let ly1x = FastNoiseLite._Lerp(this._RandVecs3D[hash0 | 1], this._RandVecs3D[hash1 | 1], xs);
            let lz1x = FastNoiseLite._Lerp(this._RandVecs3D[hash0 | 2], this._RandVecs3D[hash1 | 2], xs);

            let lx0y = FastNoiseLite._Lerp(lx0x, lx1x, ys);
            let ly0y = FastNoiseLite._Lerp(ly0x, ly1x, ys);
            let lz0y = FastNoiseLite._Lerp(lz0x, lz1x, ys);

            hash0 = this._HashR3(seed, x0, y0, z1) & (255 << 2);
            hash1 = this._HashR3(seed, x1, y0, z1) & (255 << 2);

            lx0x = FastNoiseLite._Lerp(this._RandVecs3D[hash0], this._RandVecs3D[hash1], xs);
            ly0x = FastNoiseLite._Lerp(this._RandVecs3D[hash0 | 1], this._RandVecs3D[hash1 | 1], xs);
            lz0x = FastNoiseLite._Lerp(this._RandVecs3D[hash0 | 2], this._RandVecs3D[hash1 | 2], xs);

            hash0 = this._HashR3(seed, x0, y1, z1) & (255 << 2);
            hash1 = this._HashR3(seed, x1, y1, z1) & (255 << 2);

            lx1x = FastNoiseLite._Lerp(this._RandVecs3D[hash0], this._RandVecs3D[hash1], xs);
            ly1x = FastNoiseLite._Lerp(this._RandVecs3D[hash0 | 1], this._RandVecs3D[hash1 | 1], xs);
            lz1x = FastNoiseLite._Lerp(this._RandVecs3D[hash0 | 2], this._RandVecs3D[hash1 | 2], xs);

            coord.x += FastNoiseLite._Lerp(lx0y, FastNoiseLite._Lerp(lx0x, lx1x, ys), zs) * warpAmp;
            coord.y += FastNoiseLite._Lerp(ly0y, FastNoiseLite._Lerp(ly0x, ly1x, ys), zs) * warpAmp;
            coord.z += FastNoiseLite._Lerp(lz0y, FastNoiseLite._Lerp(lz0x, lz1x, ys), zs) * warpAmp;
        };

        if (arguments.length === 6 && arguments[3] instanceof Vector2) {
            R2(arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
        }

        if (arguments.length === 7 && arguments[3] instanceof Vector3) {
            R3(
                arguments[0],
                arguments[1],
                arguments[2],
                arguments[3],
                arguments[4],
                arguments[5],
                arguments[6]
            );
        }
    }

    /**
     * @private
     */
    _SingleDomainWarpOpenSimplex2Gradient() {
        /**
         *
         * @param {number} seed
         * @param {number} warpAmp
         * @param {number} frequency
         * @param {Vector2} coord
         * @param {boolean} outGradOnly
         * @param {number} x
         * @param {number} y
         */
        let R2 = (seed, warpAmp, frequency, coord, outGradOnly, x, y) => {
            const SQRT3 = 1.7320508075688772935274463415059;
            const G2 = (3 - SQRT3) / 6;

            x *= frequency;
            y *= frequency;

            let i = Math.floor(x);
            let j = Math.floor(y);
            let xi = x - i;
            let yi = y - j;

            let t = (xi + yi) * G2;
            let x0 = xi - t;
            let y0 = yi - t;

            i = Math.imul(i, this._PrimeX);
            j = Math.imul(j, this._PrimeY);

            let vx, vy;
            vx = vy = 0;

            let a = 0.5 - x0 * x0 - y0 * y0;
            if (a > 0) {
                let aaaa = a * a * (a * a);
                let xo, yo;
                if (outGradOnly) {
                    let hash = this._HashR2(seed, i, j) & (255 << 1);
                    xo = this._RandVecs2D[hash];
                    yo = this._RandVecs2D[hash | 1];
                } else {
                    let hash = this._HashR2(seed, i, j);
                    let index1 = hash & (127 << 1);
                    let index2 = (hash >> 7) & (255 << 1);
                    let xg = this._Gradients2D[index1];
                    let yg = this._Gradients2D[index1 | 1];
                    let value = x0 * xg + y0 * yg;
                    let xgo = this._RandVecs2D[index2];
                    let ygo = this._RandVecs2D[index2 | 1];
                    xo = value * xgo;
                    yo = value * ygo;
                }
                vx += aaaa * xo;
                vy += aaaa * yo;
            }

            let c = 2 * (1 - 2 * G2) * (1 / G2 - 2) * t + (-2 * (1 - 2 * G2) * (1 - 2 * G2) + a);
            if (c > 0) {
                let x2 = x0 + (2 * G2 - 1);
                let y2 = y0 + (2 * G2 - 1);
                let cccc = c * c * (c * c);
                let xo, yo;
                if (outGradOnly) {
                    let hash = this._HashR2(seed, i + this._PrimeX, j + this._PrimeY) & (255 << 1);
                    xo = this._RandVecs2D[hash];
                    yo = this._RandVecs2D[hash | 1];
                } else {
                    let hash = this._HashR2(seed, i + this._PrimeX, j + this._PrimeY);
                    let index1 = hash & (127 << 1);
                    let index2 = (hash >> 7) & (255 << 1);
                    let xg = this._Gradients2D[index1];
                    let yg = this._Gradients2D[index1 | 1];
                    let value = x2 * xg + y2 * yg;
                    let xgo = this._RandVecs2D[index2];
                    let ygo = this._RandVecs2D[index2 | 1];
                    xo = value * xgo;
                    yo = value * ygo;
                }
                vx += cccc * xo;
                vy += cccc * yo;
            }

            if (y0 > x0) {
                let x1 = x0 + G2;
                let y1 = y0 + (G2 - 1);
                let b = 0.5 - x1 * x1 - y1 * y1;
                if (b > 0) {
                    let bbbb = b * b * (b * b);
                    let xo, yo;
                    if (outGradOnly) {
                        let hash = this._HashR2(seed, i, j + this._PrimeY) & (255 << 1);
                        xo = this._RandVecs2D[hash];
                        yo = this._RandVecs2D[hash | 1];
                    } else {
                        let hash = this._HashR2(seed, i, j + this._PrimeY);
                        let index1 = hash & (127 << 1);
                        let index2 = (hash >> 7) & (255 << 1);
                        let xg = this._Gradients2D[index1];
                        let yg = this._Gradients2D[index1 | 1];
                        let value = x1 * xg + y1 * yg;
                        let xgo = this._RandVecs2D[index2];
                        let ygo = this._RandVecs2D[index2 | 1];
                        xo = value * xgo;
                        yo = value * ygo;
                    }
                    vx += bbbb * xo;
                    vy += bbbb * yo;
                }
            } else {
                let x1 = x0 + (G2 - 1);
                let y1 = y0 + G2;
                let b = 0.5 - x1 * x1 - y1 * y1;
                if (b > 0) {
                    let bbbb = b * b * (b * b);
                    let xo, yo;
                    if (outGradOnly) {
                        let hash = this._HashR2(seed, i + this._PrimeX, j) & (255 << 1);
                        xo = this._RandVecs2D[hash];
                        yo = this._RandVecs2D[hash | 1];
                    } else {
                        let hash = this._HashR2(seed, i + this._PrimeX, j);
                        let index1 = hash & (127 << 1);
                        let index2 = (hash >> 7) & (255 << 1);
                        let xg = this._Gradients2D[index1];
                        let yg = this._Gradients2D[index1 | 1];
                        let value = x1 * xg + y1 * yg;
                        let xgo = this._RandVecs2D[index2];
                        let ygo = this._RandVecs2D[index2 | 1];
                        xo = value * xgo;
                        yo = value * ygo;
                    }
                    vx += bbbb * xo;
                    vy += bbbb * yo;
                }
            }

            coord.x += vx * warpAmp;
            coord.y += vy * warpAmp;
        };

        /**
         *
         * @param {number} seed
         * @param {number} warpAmp
         * @param {number} frequency
         * @param {Vector3} coord
         * @param {boolean} outGradOnly
         * @param {number} x
         * @param {number} y
         * @param {number} z
         */
        let R3 = (seed, warpAmp, frequency, coord, outGradOnly, x, y, z) => {
            x *= frequency;
            y *= frequency;
            z *= frequency;

            let i = Math.round(x);
            let j = Math.round(y);
            let k = Math.round(z);
            let x0 = x - i;
            let y0 = y - j;
            let z0 = z - k;

            let xNSign = (-x0 - 1.0) | 1;
            let yNSign = (-y0 - 1.0) | 1;
            let zNSign = (-z0 - 1.0) | 1;

            let ax0 = xNSign * -x0;
            let ay0 = yNSign * -y0;
            let az0 = zNSign * -z0;

            i = Math.imul(i, this._PrimeX);
            j = Math.imul(j, this._PrimeY);
            k = Math.imul(k, this._PrimeZ);

            let vx, vy, vz;
            vx = vy = vz = 0;

            let a = 0.6 - x0 * x0 - (y0 * y0 + z0 * z0);
            for (let l = 0; ; l++) {
                if (a > 0) {
                    let aaaa = a * a * (a * a);
                    let xo, yo, zo;
                    if (outGradOnly) {
                        let hash = this._HashR3(seed, i, j, k) & (255 << 2);
                        xo = this._RandVecs3D[hash];
                        yo = this._RandVecs3D[hash | 1];
                        zo = this._RandVecs3D[hash | 2];
                    } else {
                        let hash = this._HashR3(seed, i, j, k);
                        let index1 = hash & (63 << 2);
                        let index2 = (hash >> 6) & (255 << 2);
                        let xg = this._Gradients3D[index1];
                        let yg = this._Gradients3D[index1 | 1];
                        let zg = this._Gradients3D[index1 | 2];
                        let value = x0 * xg + y0 * yg + z0 * zg;
                        let xgo = this._RandVecs3D[index2];
                        let ygo = this._RandVecs3D[index2 | 1];
                        let zgo = this._RandVecs3D[index2 | 2];
                        xo = value * xgo;
                        yo = value * ygo;
                        zo = value * zgo;
                    }
                    vx += aaaa * xo;
                    vy += aaaa * yo;
                    vz += aaaa * zo;
                }

                let b = a;
                let i1 = i;
                let j1 = j;
                let k1 = k;
                let x1 = x0;
                let y1 = y0;
                let z1 = z0;

                if (ax0 >= ay0 && ax0 >= az0) {
                    x1 += xNSign;
                    b = b + ax0 + ax0;
                    i1 -= xNSign * this._PrimeX;
                } else if (ay0 > ax0 && ay0 >= az0) {
                    y1 += yNSign;
                    b = b + ay0 + ay0;
                    j1 -= yNSign * this._PrimeY;
                } else {
                    z1 += zNSign;
                    b = b + az0 + az0;
                    k1 -= zNSign * this._PrimeZ;
                }

                if (b > 1) {
                    b -= 1;
                    let bbbb = b * b * (b * b);
                    let xo, yo, zo;
                    if (outGradOnly) {
                        let hash = this._HashR3(seed, i1, j1, k1) & (255 << 2);
                        xo = this._RandVecs3D[hash];
                        yo = this._RandVecs3D[hash | 1];
                        zo = this._RandVecs3D[hash | 2];
                    } else {
                        let hash = this._HashR3(seed, i1, j1, k1);
                        let index1 = hash & (63 << 2);
                        let index2 = (hash >> 6) & (255 << 2);
                        let xg = this._Gradients3D[index1];
                        let yg = this._Gradients3D[index1 | 1];
                        let zg = this._Gradients3D[index1 | 2];
                        let value = x1 * xg + y1 * yg + z1 * zg;
                        let xgo = this._RandVecs3D[index2];
                        let ygo = this._RandVecs3D[index2 | 1];
                        let zgo = this._RandVecs3D[index2 | 2];
                        xo = value * xgo;
                        yo = value * ygo;
                        zo = value * zgo;
                    }
                    vx += bbbb * xo;
                    vy += bbbb * yo;
                    vz += bbbb * zo;
                }

                if (l === 1) break;

                ax0 = 0.5 - ax0;
                ay0 = 0.5 - ay0;
                az0 = 0.5 - az0;

                x0 = xNSign * ax0;
                y0 = yNSign * ay0;
                z0 = zNSign * az0;

                a += 0.75 - ax0 - (ay0 + az0);

                i += (xNSign >> 1) & this._PrimeX;
                j += (yNSign >> 1) & this._PrimeY;
                k += (zNSign >> 1) & this._PrimeZ;

                xNSign = -xNSign;
                yNSign = -yNSign;
                zNSign = -zNSign;

                seed += 1293373;
            }

            coord.x += vx * warpAmp;
            coord.y += vy * warpAmp;
            coord.z += vz * warpAmp;
        };

        if (arguments.length === 7) {
            R2(
                arguments[0],
                arguments[1],
                arguments[2],
                arguments[3],
                arguments[4],
                arguments[5],
                arguments[6]
            );
        }

        if (arguments.length === 8) {
            R3(
                arguments[0],
                arguments[1],
                arguments[2],
                arguments[3],
                arguments[4],
                arguments[5],
                arguments[6],
                arguments[7]
            );
        }
    }
}

class Vector2 {
    /**
     * 2d Vector
     * @param {number} x
     * @param {number} y
     */
    constructor(x, y) {
        this.x = x;
        this.y = y;
    }
}

class Vector3 {
    /**
     * 3d Vector
     * @param {number} x
     * @param {number} y
     * @param {number} z
     */
    constructor(x, y, z) {
        this.x = x;
        this.y = y;
        this.z = z;
    }
}
