class_docstr: OpenSimplex n-dimensional gradient noise functions.
class_docstr_tok: ["OpenSimplex","n-dimensional","gradient","noise","functions","."]
docstr: Generate 3D OpenSimplex noise from X,Y,Z coordinates.
docstr_tok: ["Generate","3D","OpenSimplex","noise","from","X",",","Y",",","Z","coordinates","."]
code: def noise3d(self, x, y, z):
      """
      Generate 3D OpenSimplex noise from X,Y,Z coordinates.
      """
      # Place input coordinates on simplectic honeycomb.
      stretch_offset = (x + y + z) * STRETCH_CONSTANT_3D
      xs = x + stretch_offset
      ys = y + stretch_offset
      zs = z + stretch_offset
  
      # Floor to get simplectic honeycomb coordinates of rhombohedron (stretched cube) super-cell origin.
      xsb = floor(xs)
      ysb = floor(ys)
      zsb = floor(zs)
  
      # Skew out to get actual coordinates of rhombohedron origin. We'll need these later.
      squish_offset = (xsb + ysb + zsb) * SQUISH_CONSTANT_3D
      xb = xsb + squish_offset
      yb = ysb + squish_offset
      zb = zsb + squish_offset
  
      # Compute simplectic honeycomb coordinates relative to rhombohedral origin.
      xins = xs - xsb
      yins = ys - ysb
      zins = zs - zsb
  
      # Sum those together to get a value that determines which region we're in.
      in_sum = xins + yins + zins
  
      # Positions relative to origin point.
      dx0 = x - xb
      dy0 = y - yb
      dz0 = z - zb
  
      value = 0
      extrapolate = self._extrapolate3d
      if (
          in_sum <= 1
      ):  # We're inside the tetrahedron (3-Simplex) at (0,0,0)
          # Determine which two of (0,0,1), (0,1,0), (1,0,0) are closest.
          a_point = 0x01
          a_score = xins
          b_point = 0x02
          b_score = yins
          if a_score >= b_score and zins > b_score:
              b_score = zins
              b_point = 0x04
          elif a_score < b_score and zins > a_score:
              a_score = zins
              a_point = 0x04
  
          # Now we determine the two lattice points not part of the tetrahedron that may contribute.
          # This depends on the closest two tetrahedral vertices, including (0,0,0)
          wins = 1 - in_sum
          if (
              wins > a_score or wins > b_score
          ):  # (0,0,0) is one of the closest two tetrahedral vertices.
              c = (
                  b_point if (b_score > a_score) else a_point
              )  # Our other closest vertex is the closest out of a and b.
  
              if (c & 0x01) == 0:
                  xsv_ext0 = xsb - 1
                  xsv_ext1 = xsb
                  dx_ext0 = dx0 + 1
                  dx_ext1 = dx0
              else:
                  xsv_ext0 = xsv_ext1 = xsb + 1
                  dx_ext0 = dx_ext1 = dx0 - 1
  
              if (c & 0x02) == 0:
                  ysv_ext0 = ysv_ext1 = ysb
                  dy_ext0 = dy_ext1 = dy0
                  if (c & 0x01) == 0:
                      ysv_ext1 -= 1
                      dy_ext1 += 1
                  else:
                      ysv_ext0 -= 1
                      dy_ext0 += 1
              else:
                  ysv_ext0 = ysv_ext1 = ysb + 1
                  dy_ext0 = dy_ext1 = dy0 - 1
  
              if (c & 0x04) == 0:
                  zsv_ext0 = zsb
                  zsv_ext1 = zsb - 1
                  dz_ext0 = dz0
                  dz_ext1 = dz0 + 1
              else:
                  zsv_ext0 = zsv_ext1 = zsb + 1
                  dz_ext0 = dz_ext1 = dz0 - 1
          else:  # (0,0,0) is not one of the closest two tetrahedral vertices.
              c = (
                  a_point | b_point
              )  # Our two extra vertices are determined by the closest two.
  
              if (c & 0x01) == 0:
                  xsv_ext0 = xsb
                  xsv_ext1 = xsb - 1
                  dx_ext0 = dx0 - 2 * SQUISH_CONSTANT_3D
                  dx_ext1 = dx0 + 1 - SQUISH_CONSTANT_3D
              else:
                  xsv_ext0 = xsv_ext1 = xsb + 1
                  dx_ext0 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D
                  dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D
  
              if (c & 0x02) == 0:
                  ysv_ext0 = ysb
                  ysv_ext1 = ysb - 1
                  dy_ext0 = dy0 - 2 * SQUISH_CONSTANT_3D
                  dy_ext1 = dy0 + 1 - SQUISH_CONSTANT_3D
              else:
                  ysv_ext0 = ysv_ext1 = ysb + 1
                  dy_ext0 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D
                  dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D
  
              if (c & 0x04) == 0:
                  zsv_ext0 = zsb
                  zsv_ext1 = zsb - 1
                  dz_ext0 = dz0 - 2 * SQUISH_CONSTANT_3D
                  dz_ext1 = dz0 + 1 - SQUISH_CONSTANT_3D
              else:
                  zsv_ext0 = zsv_ext1 = zsb + 1
                  dz_ext0 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D
                  dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D
  
          # Contribution (0,0,0)
          attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0
          if attn0 > 0:
              attn0 *= attn0
              value += (
                  attn0
                  * attn0
                  * extrapolate(
                      xsb + 0, ysb + 0, zsb + 0, dx0, dy0, dz0
                  )
              )
  
          # Contribution (1,0,0)
          dx1 = dx0 - 1 - SQUISH_CONSTANT_3D
          dy1 = dy0 - 0 - SQUISH_CONSTANT_3D
          dz1 = dz0 - 0 - SQUISH_CONSTANT_3D
          attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1
          if attn1 > 0:
              attn1 *= attn1
              value += (
                  attn1
                  * attn1
                  * extrapolate(
                      xsb + 1, ysb + 0, zsb + 0, dx1, dy1, dz1
                  )
              )
  
          # Contribution (0,1,0)
          dx2 = dx0 - 0 - SQUISH_CONSTANT_3D
          dy2 = dy0 - 1 - SQUISH_CONSTANT_3D
          dz2 = dz1
          attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2
          if attn2 > 0:
              attn2 *= attn2
              value += (
                  attn2
                  * attn2
                  * extrapolate(
                      xsb + 0, ysb + 1, zsb + 0, dx2, dy2, dz2
                  )
              )
  
          # Contribution (0,0,1)
          dx3 = dx2
          dy3 = dy1
          dz3 = dz0 - 1 - SQUISH_CONSTANT_3D
          attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3
          if attn3 > 0:
              attn3 *= attn3
              value += (
                  attn3
                  * attn3
                  * extrapolate(
                      xsb + 0, ysb + 0, zsb + 1, dx3, dy3, dz3
                  )
              )
      elif (
          in_sum >= 2
      ):  # We're inside the tetrahedron (3-Simplex) at (1,1,1)
          # Determine which two tetrahedral vertices are the closest, out of (1,1,0), (1,0,1), (0,1,1) but not (1,1,1).
          a_point = 0x06
          a_score = xins
          b_point = 0x05
          b_score = yins
          if a_score <= b_score and zins < b_score:
              b_score = zins
              b_point = 0x03
          elif a_score > b_score and zins < a_score:
              a_score = zins
              a_point = 0x03
  
          # Now we determine the two lattice points not part of the tetrahedron that may contribute.
          # This depends on the closest two tetrahedral vertices, including (1,1,1)
          wins = 3 - in_sum
          if (
              wins < a_score or wins < b_score
          ):  # (1,1,1) is one of the closest two tetrahedral vertices.
              c = (
                  b_point if (b_score < a_score) else a_point
              )  # Our other closest vertex is the closest out of a and b.
  
              if (c & 0x01) != 0:
                  xsv_ext0 = xsb + 2
                  xsv_ext1 = xsb + 1
                  dx_ext0 = dx0 - 2 - 3 * SQUISH_CONSTANT_3D
                  dx_ext1 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D
              else:
                  xsv_ext0 = xsv_ext1 = xsb
                  dx_ext0 = dx_ext1 = dx0 - 3 * SQUISH_CONSTANT_3D
  
              if (c & 0x02) != 0:
                  ysv_ext0 = ysv_ext1 = ysb + 1
                  dy_ext0 = dy_ext1 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D
                  if (c & 0x01) != 0:
                      ysv_ext1 += 1
                      dy_ext1 -= 1
                  else:
                      ysv_ext0 += 1
                      dy_ext0 -= 1
              else:
                  ysv_ext0 = ysv_ext1 = ysb
                  dy_ext0 = dy_ext1 = dy0 - 3 * SQUISH_CONSTANT_3D
  
              if (c & 0x04) != 0:
                  zsv_ext0 = zsb + 1
                  zsv_ext1 = zsb + 2
                  dz_ext0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D
                  dz_ext1 = dz0 - 2 - 3 * SQUISH_CONSTANT_3D
              else:
                  zsv_ext0 = zsv_ext1 = zsb
                  dz_ext0 = dz_ext1 = dz0 - 3 * SQUISH_CONSTANT_3D
          else:  # (1,1,1) is not one of the closest two tetrahedral vertices.
              c = (
                  a_point & b_point
              )  # Our two extra vertices are determined by the closest two.
  
              if (c & 0x01) != 0:
                  xsv_ext0 = xsb + 1
                  xsv_ext1 = xsb + 2
                  dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D
                  dx_ext1 = dx0 - 2 - 2 * SQUISH_CONSTANT_3D
              else:
                  xsv_ext0 = xsv_ext1 = xsb
                  dx_ext0 = dx0 - SQUISH_CONSTANT_3D
                  dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D
  
              if (c & 0x02) != 0:
                  ysv_ext0 = ysb + 1
                  ysv_ext1 = ysb + 2
                  dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D
                  dy_ext1 = dy0 - 2 - 2 * SQUISH_CONSTANT_3D
              else:
                  ysv_ext0 = ysv_ext1 = ysb
                  dy_ext0 = dy0 - SQUISH_CONSTANT_3D
                  dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D
  
              if (c & 0x04) != 0:
                  zsv_ext0 = zsb + 1
                  zsv_ext1 = zsb + 2
                  dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D
                  dz_ext1 = dz0 - 2 - 2 * SQUISH_CONSTANT_3D
              else:
                  zsv_ext0 = zsv_ext1 = zsb
                  dz_ext0 = dz0 - SQUISH_CONSTANT_3D
                  dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D
  
          # Contribution (1,1,0)
          dx3 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D
          dy3 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D
          dz3 = dz0 - 0 - 2 * SQUISH_CONSTANT_3D
          attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3
          if attn3 > 0:
              attn3 *= attn3
              value += (
                  attn3
                  * attn3
                  * extrapolate(
                      xsb + 1, ysb + 1, zsb + 0, dx3, dy3, dz3
                  )
              )
  
          # Contribution (1,0,1)
          dx2 = dx3
          dy2 = dy0 - 0 - 2 * SQUISH_CONSTANT_3D
          dz2 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D
          attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2
          if attn2 > 0:
              attn2 *= attn2
              value += (
                  attn2
                  * attn2
                  * extrapolate(
                      xsb + 1, ysb + 0, zsb + 1, dx2, dy2, dz2
                  )
              )
  
          # Contribution (0,1,1)
          dx1 = dx0 - 0 - 2 * SQUISH_CONSTANT_3D
          dy1 = dy3
          dz1 = dz2
          attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1
          if attn1 > 0:
              attn1 *= attn1
              value += (
                  attn1
                  * attn1
                  * extrapolate(
                      xsb + 0, ysb + 1, zsb + 1, dx1, dy1, dz1
                  )
              )
  
          # Contribution (1,1,1)
          dx0 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D
          dy0 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D
          dz0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D
          attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0
          if attn0 > 0:
              attn0 *= attn0
              value += (
                  attn0
                  * attn0
                  * extrapolate(
                      xsb + 1, ysb + 1, zsb + 1, dx0, dy0, dz0
                  )
              )
      else:  # We're inside the octahedron (Rectified 3-Simplex) in between.
          # Decide between point (0,0,1) and (1,1,0) as closest
          p1 = xins + yins
          if p1 > 1:
              a_score = p1 - 1
              a_point = 0x03
              a_is_further_side = True
          else:
              a_score = 1 - p1
              a_point = 0x04
              a_is_further_side = False
  
          # Decide between point (0,1,0) and (1,0,1) as closest
          p2 = xins + zins
          if p2 > 1:
              b_score = p2 - 1
              b_point = 0x05
              b_is_further_side = True
          else:
              b_score = 1 - p2
              b_point = 0x02
              b_is_further_side = False
  
          # The closest out of the two (1,0,0) and (0,1,1) will replace the furthest out of the two decided above, if closer.
          p3 = yins + zins
          if p3 > 1:
              score = p3 - 1
              if a_score <= b_score and a_score < score:
                  a_point = 0x06
                  a_is_further_side = True
              elif a_score > b_score and b_score < score:
                  b_point = 0x06
                  b_is_further_side = True
          else:
              score = 1 - p3
              if a_score <= b_score and a_score < score:
                  a_point = 0x01
                  a_is_further_side = False
              elif a_score > b_score and b_score < score:
                  b_point = 0x01
                  b_is_further_side = False
  
          # Where each of the two closest points are determines how the extra two vertices are calculated.
          if a_is_further_side == b_is_further_side:
              if (
                  a_is_further_side
              ):  # Both closest points on (1,1,1) side
                  # One of the two extra points is (1,1,1)
                  dx_ext0 = dx0 - 1 - 3 * SQUISH_CONSTANT_3D
                  dy_ext0 = dy0 - 1 - 3 * SQUISH_CONSTANT_3D
                  dz_ext0 = dz0 - 1 - 3 * SQUISH_CONSTANT_3D
                  xsv_ext0 = xsb + 1
                  ysv_ext0 = ysb + 1
                  zsv_ext0 = zsb + 1
  
                  # Other extra point is based on the shared axis.
                  c = a_point & b_point
                  if (c & 0x01) != 0:
                      dx_ext1 = dx0 - 2 - 2 * SQUISH_CONSTANT_3D
                      dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D
                      dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D
                      xsv_ext1 = xsb + 2
                      ysv_ext1 = ysb
                      zsv_ext1 = zsb
                  elif (c & 0x02) != 0:
                      dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D
                      dy_ext1 = dy0 - 2 - 2 * SQUISH_CONSTANT_3D
                      dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D
                      xsv_ext1 = xsb
                      ysv_ext1 = ysb + 2
                      zsv_ext1 = zsb
                  else:
                      dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D
                      dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D
                      dz_ext1 = dz0 - 2 - 2 * SQUISH_CONSTANT_3D
                      xsv_ext1 = xsb
                      ysv_ext1 = ysb
                      zsv_ext1 = zsb + 2
              else:  # Both closest points on (0,0,0) side
                  # One of the two extra points is (0,0,0)
                  dx_ext0 = dx0
                  dy_ext0 = dy0
                  dz_ext0 = dz0
                  xsv_ext0 = xsb
                  ysv_ext0 = ysb
                  zsv_ext0 = zsb
  
                  # Other extra point is based on the omitted axis.
                  c = a_point | b_point
                  if (c & 0x01) == 0:
                      dx_ext1 = dx0 + 1 - SQUISH_CONSTANT_3D
                      dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D
                      dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D
                      xsv_ext1 = xsb - 1
                      ysv_ext1 = ysb + 1
                      zsv_ext1 = zsb + 1
                  elif (c & 0x02) == 0:
                      dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D
                      dy_ext1 = dy0 + 1 - SQUISH_CONSTANT_3D
                      dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_3D
                      xsv_ext1 = xsb + 1
                      ysv_ext1 = ysb - 1
                      zsv_ext1 = zsb + 1
                  else:
                      dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_3D
                      dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_3D
                      dz_ext1 = dz0 + 1 - SQUISH_CONSTANT_3D
                      xsv_ext1 = xsb + 1
                      ysv_ext1 = ysb + 1
                      zsv_ext1 = zsb - 1
          else:  # One point on (0,0,0) side, one point on (1,1,1) side
              if a_is_further_side:
                  c1 = a_point
                  c2 = b_point
              else:
                  c1 = b_point
                  c2 = a_point
  
              # One contribution is a _permutation of (1,1,-1)
              if (c1 & 0x01) == 0:
                  dx_ext0 = dx0 + 1 - SQUISH_CONSTANT_3D
                  dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D
                  dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D
                  xsv_ext0 = xsb - 1
                  ysv_ext0 = ysb + 1
                  zsv_ext0 = zsb + 1
              elif (c1 & 0x02) == 0:
                  dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D
                  dy_ext0 = dy0 + 1 - SQUISH_CONSTANT_3D
                  dz_ext0 = dz0 - 1 - SQUISH_CONSTANT_3D
                  xsv_ext0 = xsb + 1
                  ysv_ext0 = ysb - 1
                  zsv_ext0 = zsb + 1
              else:
                  dx_ext0 = dx0 - 1 - SQUISH_CONSTANT_3D
                  dy_ext0 = dy0 - 1 - SQUISH_CONSTANT_3D
                  dz_ext0 = dz0 + 1 - SQUISH_CONSTANT_3D
                  xsv_ext0 = xsb + 1
                  ysv_ext0 = ysb + 1
                  zsv_ext0 = zsb - 1
  
              # One contribution is a _permutation of (0,0,2)
              dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_3D
              dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_3D
              dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_3D
              xsv_ext1 = xsb
              ysv_ext1 = ysb
              zsv_ext1 = zsb
              if (c2 & 0x01) != 0:
                  dx_ext1 -= 2
                  xsv_ext1 += 2
              elif (c2 & 0x02) != 0:
                  dy_ext1 -= 2
                  ysv_ext1 += 2
              else:
                  dz_ext1 -= 2
                  zsv_ext1 += 2
  
          # Contribution (1,0,0)
          dx1 = dx0 - 1 - SQUISH_CONSTANT_3D
          dy1 = dy0 - 0 - SQUISH_CONSTANT_3D
          dz1 = dz0 - 0 - SQUISH_CONSTANT_3D
          attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1
          if attn1 > 0:
              attn1 *= attn1
              value += (
                  attn1
                  * attn1
                  * extrapolate(
                      xsb + 1, ysb + 0, zsb + 0, dx1, dy1, dz1
                  )
              )
  
          # Contribution (0,1,0)
          dx2 = dx0 - 0 - SQUISH_CONSTANT_3D
          dy2 = dy0 - 1 - SQUISH_CONSTANT_3D
          dz2 = dz1
          attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2
          if attn2 > 0:
              attn2 *= attn2
              value += (
                  attn2
                  * attn2
                  * extrapolate(
                      xsb + 0, ysb + 1, zsb + 0, dx2, dy2, dz2
                  )
              )
  
          # Contribution (0,0,1)
          dx3 = dx2
          dy3 = dy1
          dz3 = dz0 - 1 - SQUISH_CONSTANT_3D
          attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3
          if attn3 > 0:
              attn3 *= attn3
              value += (
                  attn3
                  * attn3
                  * extrapolate(
                      xsb + 0, ysb + 0, zsb + 1, dx3, dy3, dz3
                  )
              )
  
          # Contribution (1,1,0)
          dx4 = dx0 - 1 - 2 * SQUISH_CONSTANT_3D
          dy4 = dy0 - 1 - 2 * SQUISH_CONSTANT_3D
          dz4 = dz0 - 0 - 2 * SQUISH_CONSTANT_3D
          attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4
          if attn4 > 0:
              attn4 *= attn4
              value += (
                  attn4
                  * attn4
                  * extrapolate(
                      xsb + 1, ysb + 1, zsb + 0, dx4, dy4, dz4
                  )
              )
  
          # Contribution (1,0,1)
          dx5 = dx4
          dy5 = dy0 - 0 - 2 * SQUISH_CONSTANT_3D
          dz5 = dz0 - 1 - 2 * SQUISH_CONSTANT_3D
          attn5 = 2 - dx5 * dx5 - dy5 * dy5 - dz5 * dz5
          if attn5 > 0:
              attn5 *= attn5
              value += (
                  attn5
                  * attn5
                  * extrapolate(
                      xsb + 1, ysb + 0, zsb + 1, dx5, dy5, dz5
                  )
              )
  
          # Contribution (0,1,1)
          dx6 = dx0 - 0 - 2 * SQUISH_CONSTANT_3D
          dy6 = dy4
          dz6 = dz5
          attn6 = 2 - dx6 * dx6 - dy6 * dy6 - dz6 * dz6
          if attn6 > 0:
              attn6 *= attn6
              value += (
                  attn6
                  * attn6
                  * extrapolate(
                      xsb + 0, ysb + 1, zsb + 1, dx6, dy6, dz6
                  )
              )
  
      # First extra vertex
      attn_ext0 = (
          2 - dx_ext0 * dx_ext0 - dy_ext0 * dy_ext0 - dz_ext0 * dz_ext0
      )
      if attn_ext0 > 0:
          attn_ext0 *= attn_ext0
          value += (
              attn_ext0
              * attn_ext0
              * extrapolate(
                  xsv_ext0,
                  ysv_ext0,
                  zsv_ext0,
                  dx_ext0,
                  dy_ext0,
                  dz_ext0,
              )
          )
  
      # Second extra vertex
      attn_ext1 = (
          2 - dx_ext1 * dx_ext1 - dy_ext1 * dy_ext1 - dz_ext1 * dz_ext1
      )
      if attn_ext1 > 0:
          attn_ext1 *= attn_ext1
          value += (
              attn_ext1
              * attn_ext1
              * extrapolate(
                  xsv_ext1,
                  ysv_ext1,
                  zsv_ext1,
                  dx_ext1,
                  dy_ext1,
                  dz_ext1,
              )
          )
  
      return value / NORM_CONSTANT_3D
  
file_path: imgaug/imgaug/external/opensimplex.py
imports: import sys
  from ctypes import c_long
  from math import floor
label_desc: Use image node_id 6 for calling the OpenSimplex obj's underlying member method code with example usage: obj.noise3d(x, y, z) and returns: unknown