class_docstr: OpenSimplex n-dimensional gradient noise functions.
class_docstr_tok: ["OpenSimplex","n-dimensional","gradient","noise","functions","."]
docstr: Generate 4D OpenSimplex noise from X,Y,Z,W coordinates.
docstr_tok: ["Generate","4D","OpenSimplex","noise","from","X",",","Y",",","Z",",","W","coordinates","."]
code: def noise4d(self, x, y, z, w):
      """
      Generate 4D OpenSimplex noise from X,Y,Z,W coordinates.
      """
      # Place input coordinates on simplectic honeycomb.
      stretch_offset = (x + y + z + w) * STRETCH_CONSTANT_4D
      xs = x + stretch_offset
      ys = y + stretch_offset
      zs = z + stretch_offset
      ws = w + stretch_offset
  
      # Floor to get simplectic honeycomb coordinates of rhombo-hypercube super-cell origin.
      xsb = floor(xs)
      ysb = floor(ys)
      zsb = floor(zs)
      wsb = floor(ws)
  
      # Skew out to get actual coordinates of stretched rhombo-hypercube origin. We'll need these later.
      squish_offset = (xsb + ysb + zsb + wsb) * SQUISH_CONSTANT_4D
      xb = xsb + squish_offset
      yb = ysb + squish_offset
      zb = zsb + squish_offset
      wb = wsb + squish_offset
  
      # Compute simplectic honeycomb coordinates relative to rhombo-hypercube origin.
      xins = xs - xsb
      yins = ys - ysb
      zins = zs - zsb
      wins = ws - wsb
  
      # Sum those together to get a value that determines which region we're in.
      in_sum = xins + yins + zins + wins
  
      # Positions relative to origin po.
      dx0 = x - xb
      dy0 = y - yb
      dz0 = z - zb
      dw0 = w - wb
  
      value = 0
      extrapolate = self._extrapolate4d
      if (
          in_sum <= 1
      ):  # We're inside the pentachoron (4-Simplex) at (0,0,0,0)
          # Determine which two of (0,0,0,1), (0,0,1,0), (0,1,0,0), (1,0,0,0) are closest.
          a_po = 0x01
          a_score = xins
          b_po = 0x02
          b_score = yins
          if a_score >= b_score and zins > b_score:
              b_score = zins
              b_po = 0x04
          elif a_score < b_score and zins > a_score:
              a_score = zins
              a_po = 0x04
  
          if a_score >= b_score and wins > b_score:
              b_score = wins
              b_po = 0x08
          elif a_score < b_score and wins > a_score:
              a_score = wins
              a_po = 0x08
  
          # Now we determine the three lattice pos not part of the pentachoron that may contribute.
          # This depends on the closest two pentachoron vertices, including (0,0,0,0)
          uins = 1 - in_sum
          if (
              uins > a_score or uins > b_score
          ):  # (0,0,0,0) is one of the closest two pentachoron vertices.
              c = (
                  b_po if (b_score > a_score) else a_po
              )  # Our other closest vertex is the closest out of a and b.
              if (c & 0x01) == 0:
                  xsv_ext0 = xsb - 1
                  xsv_ext1 = xsv_ext2 = xsb
                  dx_ext0 = dx0 + 1
                  dx_ext1 = dx_ext2 = dx0
              else:
                  xsv_ext0 = xsv_ext1 = xsv_ext2 = xsb + 1
                  dx_ext0 = dx_ext1 = dx_ext2 = dx0 - 1
  
              if (c & 0x02) == 0:
                  ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb
                  dy_ext0 = dy_ext1 = dy_ext2 = dy0
                  if (c & 0x01) == 0x01:
                      ysv_ext0 -= 1
                      dy_ext0 += 1
                  else:
                      ysv_ext1 -= 1
                      dy_ext1 += 1
  
              else:
                  ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb + 1
                  dy_ext0 = dy_ext1 = dy_ext2 = dy0 - 1
  
              if (c & 0x04) == 0:
                  zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb
                  dz_ext0 = dz_ext1 = dz_ext2 = dz0
                  if (c & 0x03) != 0:
                      if (c & 0x03) == 0x03:
                          zsv_ext0 -= 1
                          dz_ext0 += 1
                      else:
                          zsv_ext1 -= 1
                          dz_ext1 += 1
  
                  else:
                      zsv_ext2 -= 1
                      dz_ext2 += 1
  
              else:
                  zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb + 1
                  dz_ext0 = dz_ext1 = dz_ext2 = dz0 - 1
  
              if (c & 0x08) == 0:
                  wsv_ext0 = wsv_ext1 = wsb
                  wsv_ext2 = wsb - 1
                  dw_ext0 = dw_ext1 = dw0
                  dw_ext2 = dw0 + 1
              else:
                  wsv_ext0 = wsv_ext1 = wsv_ext2 = wsb + 1
                  dw_ext0 = dw_ext1 = dw_ext2 = dw0 - 1
  
          else:  # (0,0,0,0) is not one of the closest two pentachoron vertices.
              c = (
                  a_po | b_po
              )  # Our three extra vertices are determined by the closest two.
  
              if (c & 0x01) == 0:
                  xsv_ext0 = xsv_ext2 = xsb
                  xsv_ext1 = xsb - 1
                  dx_ext0 = dx0 - 2 * SQUISH_CONSTANT_4D
                  dx_ext1 = dx0 + 1 - SQUISH_CONSTANT_4D
                  dx_ext2 = dx0 - SQUISH_CONSTANT_4D
              else:
                  xsv_ext0 = xsv_ext1 = xsv_ext2 = xsb + 1
                  dx_ext0 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dx_ext1 = dx_ext2 = dx0 - 1 - SQUISH_CONSTANT_4D
  
              if (c & 0x02) == 0:
                  ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb
                  dy_ext0 = dy0 - 2 * SQUISH_CONSTANT_4D
                  dy_ext1 = dy_ext2 = dy0 - SQUISH_CONSTANT_4D
                  if (c & 0x01) == 0x01:
                      ysv_ext1 -= 1
                      dy_ext1 += 1
                  else:
                      ysv_ext2 -= 1
                      dy_ext2 += 1
  
              else:
                  ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb + 1
                  dy_ext0 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dy_ext1 = dy_ext2 = dy0 - 1 - SQUISH_CONSTANT_4D
  
              if (c & 0x04) == 0:
                  zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb
                  dz_ext0 = dz0 - 2 * SQUISH_CONSTANT_4D
                  dz_ext1 = dz_ext2 = dz0 - SQUISH_CONSTANT_4D
                  if (c & 0x03) == 0x03:
                      zsv_ext1 -= 1
                      dz_ext1 += 1
                  else:
                      zsv_ext2 -= 1
                      dz_ext2 += 1
  
              else:
                  zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb + 1
                  dz_ext0 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dz_ext1 = dz_ext2 = dz0 - 1 - SQUISH_CONSTANT_4D
  
              if (c & 0x08) == 0:
                  wsv_ext0 = wsv_ext1 = wsb
                  wsv_ext2 = wsb - 1
                  dw_ext0 = dw0 - 2 * SQUISH_CONSTANT_4D
                  dw_ext1 = dw0 - SQUISH_CONSTANT_4D
                  dw_ext2 = dw0 + 1 - SQUISH_CONSTANT_4D
              else:
                  wsv_ext0 = wsv_ext1 = wsv_ext2 = wsb + 1
                  dw_ext0 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dw_ext1 = dw_ext2 = dw0 - 1 - SQUISH_CONSTANT_4D
  
          # Contribution (0,0,0,0)
          attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0 - dw0 * dw0
          if attn0 > 0:
              attn0 *= attn0
              value += (
                  attn0
                  * attn0
                  * extrapolate(
                      xsb + 0,
                      ysb + 0,
                      zsb + 0,
                      wsb + 0,
                      dx0,
                      dy0,
                      dz0,
                      dw0,
                  )
              )
  
          # Contribution (1,0,0,0)
          dx1 = dx0 - 1 - SQUISH_CONSTANT_4D
          dy1 = dy0 - 0 - SQUISH_CONSTANT_4D
          dz1 = dz0 - 0 - SQUISH_CONSTANT_4D
          dw1 = dw0 - 0 - SQUISH_CONSTANT_4D
          attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1 - dw1 * dw1
          if attn1 > 0:
              attn1 *= attn1
              value += (
                  attn1
                  * attn1
                  * extrapolate(
                      xsb + 1,
                      ysb + 0,
                      zsb + 0,
                      wsb + 0,
                      dx1,
                      dy1,
                      dz1,
                      dw1,
                  )
              )
  
          # Contribution (0,1,0,0)
          dx2 = dx0 - 0 - SQUISH_CONSTANT_4D
          dy2 = dy0 - 1 - SQUISH_CONSTANT_4D
          dz2 = dz1
          dw2 = dw1
          attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2 - dw2 * dw2
          if attn2 > 0:
              attn2 *= attn2
              value += (
                  attn2
                  * attn2
                  * extrapolate(
                      xsb + 0,
                      ysb + 1,
                      zsb + 0,
                      wsb + 0,
                      dx2,
                      dy2,
                      dz2,
                      dw2,
                  )
              )
  
          # Contribution (0,0,1,0)
          dx3 = dx2
          dy3 = dy1
          dz3 = dz0 - 1 - SQUISH_CONSTANT_4D
          dw3 = dw1
          attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3 - dw3 * dw3
          if attn3 > 0:
              attn3 *= attn3
              value += (
                  attn3
                  * attn3
                  * extrapolate(
                      xsb + 0,
                      ysb + 0,
                      zsb + 1,
                      wsb + 0,
                      dx3,
                      dy3,
                      dz3,
                      dw3,
                  )
              )
  
          # Contribution (0,0,0,1)
          dx4 = dx2
          dy4 = dy1
          dz4 = dz1
          dw4 = dw0 - 1 - SQUISH_CONSTANT_4D
          attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4 - dw4 * dw4
          if attn4 > 0:
              attn4 *= attn4
              value += (
                  attn4
                  * attn4
                  * extrapolate(
                      xsb + 0,
                      ysb + 0,
                      zsb + 0,
                      wsb + 1,
                      dx4,
                      dy4,
                      dz4,
                      dw4,
                  )
              )
  
      elif (
          in_sum >= 3
      ):  # We're inside the pentachoron (4-Simplex) at (1,1,1,1)
          # Determine which two of (1,1,1,0), (1,1,0,1), (1,0,1,1), (0,1,1,1) are closest.
          a_po = 0x0E
          a_score = xins
          b_po = 0x0D
          b_score = yins
          if a_score <= b_score and zins < b_score:
              b_score = zins
              b_po = 0x0B
          elif a_score > b_score and zins < a_score:
              a_score = zins
              a_po = 0x0B
  
          if a_score <= b_score and wins < b_score:
              b_score = wins
              b_po = 0x07
          elif a_score > b_score and wins < a_score:
              a_score = wins
              a_po = 0x07
  
          # Now we determine the three lattice pos not part of the pentachoron that may contribute.
          # This depends on the closest two pentachoron vertices, including (0,0,0,0)
          uins = 4 - in_sum
          if (
              uins < a_score or uins < b_score
          ):  # (1,1,1,1) is one of the closest two pentachoron vertices.
              c = (
                  b_po if (b_score < a_score) else a_po
              )  # Our other closest vertex is the closest out of a and b.
  
              if (c & 0x01) != 0:
                  xsv_ext0 = xsb + 2
                  xsv_ext1 = xsv_ext2 = xsb + 1
                  dx_ext0 = dx0 - 2 - 4 * SQUISH_CONSTANT_4D
                  dx_ext1 = dx_ext2 = dx0 - 1 - 4 * SQUISH_CONSTANT_4D
              else:
                  xsv_ext0 = xsv_ext1 = xsv_ext2 = xsb
                  dx_ext0 = dx_ext1 = dx_ext2 = (
                      dx0 - 4 * SQUISH_CONSTANT_4D
                  )
  
              if (c & 0x02) != 0:
                  ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb + 1
                  dy_ext0 = dy_ext1 = dy_ext2 = (
                      dy0 - 1 - 4 * SQUISH_CONSTANT_4D
                  )
                  if (c & 0x01) != 0:
                      ysv_ext1 += 1
                      dy_ext1 -= 1
                  else:
                      ysv_ext0 += 1
                      dy_ext0 -= 1
  
              else:
                  ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb
                  dy_ext0 = dy_ext1 = dy_ext2 = (
                      dy0 - 4 * SQUISH_CONSTANT_4D
                  )
  
              if (c & 0x04) != 0:
                  zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb + 1
                  dz_ext0 = dz_ext1 = dz_ext2 = (
                      dz0 - 1 - 4 * SQUISH_CONSTANT_4D
                  )
                  if (c & 0x03) != 0x03:
                      if (c & 0x03) == 0:
                          zsv_ext0 += 1
                          dz_ext0 -= 1
                      else:
                          zsv_ext1 += 1
                          dz_ext1 -= 1
  
                  else:
                      zsv_ext2 += 1
                      dz_ext2 -= 1
  
              else:
                  zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb
                  dz_ext0 = dz_ext1 = dz_ext2 = (
                      dz0 - 4 * SQUISH_CONSTANT_4D
                  )
  
              if (c & 0x08) != 0:
                  wsv_ext0 = wsv_ext1 = wsb + 1
                  wsv_ext2 = wsb + 2
                  dw_ext0 = dw_ext1 = dw0 - 1 - 4 * SQUISH_CONSTANT_4D
                  dw_ext2 = dw0 - 2 - 4 * SQUISH_CONSTANT_4D
              else:
                  wsv_ext0 = wsv_ext1 = wsv_ext2 = wsb
                  dw_ext0 = dw_ext1 = dw_ext2 = (
                      dw0 - 4 * SQUISH_CONSTANT_4D
                  )
  
          else:  # (1,1,1,1) is not one of the closest two pentachoron vertices.
              c = (
                  a_po & b_po
              )  # Our three extra vertices are determined by the closest two.
  
              if (c & 0x01) != 0:
                  xsv_ext0 = xsv_ext2 = xsb + 1
                  xsv_ext1 = xsb + 2
                  dx_ext0 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dx_ext1 = dx0 - 2 - 3 * SQUISH_CONSTANT_4D
                  dx_ext2 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D
              else:
                  xsv_ext0 = xsv_ext1 = xsv_ext2 = xsb
                  dx_ext0 = dx0 - 2 * SQUISH_CONSTANT_4D
                  dx_ext1 = dx_ext2 = dx0 - 3 * SQUISH_CONSTANT_4D
  
              if (c & 0x02) != 0:
                  ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb + 1
                  dy_ext0 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dy_ext1 = dy_ext2 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D
                  if (c & 0x01) != 0:
                      ysv_ext2 += 1
                      dy_ext2 -= 1
                  else:
                      ysv_ext1 += 1
                      dy_ext1 -= 1
  
              else:
                  ysv_ext0 = ysv_ext1 = ysv_ext2 = ysb
                  dy_ext0 = dy0 - 2 * SQUISH_CONSTANT_4D
                  dy_ext1 = dy_ext2 = dy0 - 3 * SQUISH_CONSTANT_4D
  
              if (c & 0x04) != 0:
                  zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb + 1
                  dz_ext0 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dz_ext1 = dz_ext2 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D
                  if (c & 0x03) != 0:
                      zsv_ext2 += 1
                      dz_ext2 -= 1
                  else:
                      zsv_ext1 += 1
                      dz_ext1 -= 1
  
              else:
                  zsv_ext0 = zsv_ext1 = zsv_ext2 = zsb
                  dz_ext0 = dz0 - 2 * SQUISH_CONSTANT_4D
                  dz_ext1 = dz_ext2 = dz0 - 3 * SQUISH_CONSTANT_4D
  
              if (c & 0x08) != 0:
                  wsv_ext0 = wsv_ext1 = wsb + 1
                  wsv_ext2 = wsb + 2
                  dw_ext0 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dw_ext1 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D
                  dw_ext2 = dw0 - 2 - 3 * SQUISH_CONSTANT_4D
              else:
                  wsv_ext0 = wsv_ext1 = wsv_ext2 = wsb
                  dw_ext0 = dw0 - 2 * SQUISH_CONSTANT_4D
                  dw_ext1 = dw_ext2 = dw0 - 3 * SQUISH_CONSTANT_4D
  
          # Contribution (1,1,1,0)
          dx4 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D
          dy4 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D
          dz4 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D
          dw4 = dw0 - 3 * SQUISH_CONSTANT_4D
          attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4 - dw4 * dw4
          if attn4 > 0:
              attn4 *= attn4
              value += (
                  attn4
                  * attn4
                  * extrapolate(
                      xsb + 1,
                      ysb + 1,
                      zsb + 1,
                      wsb + 0,
                      dx4,
                      dy4,
                      dz4,
                      dw4,
                  )
              )
  
          # Contribution (1,1,0,1)
          dx3 = dx4
          dy3 = dy4
          dz3 = dz0 - 3 * SQUISH_CONSTANT_4D
          dw3 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D
          attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3 - dw3 * dw3
          if attn3 > 0:
              attn3 *= attn3
              value += (
                  attn3
                  * attn3
                  * extrapolate(
                      xsb + 1,
                      ysb + 1,
                      zsb + 0,
                      wsb + 1,
                      dx3,
                      dy3,
                      dz3,
                      dw3,
                  )
              )
  
          # Contribution (1,0,1,1)
          dx2 = dx4
          dy2 = dy0 - 3 * SQUISH_CONSTANT_4D
          dz2 = dz4
          dw2 = dw3
          attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2 - dw2 * dw2
          if attn2 > 0:
              attn2 *= attn2
              value += (
                  attn2
                  * attn2
                  * extrapolate(
                      xsb + 1,
                      ysb + 0,
                      zsb + 1,
                      wsb + 1,
                      dx2,
                      dy2,
                      dz2,
                      dw2,
                  )
              )
  
          # Contribution (0,1,1,1)
          dx1 = dx0 - 3 * SQUISH_CONSTANT_4D
          dz1 = dz4
          dy1 = dy4
          dw1 = dw3
          attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1 - dw1 * dw1
          if attn1 > 0:
              attn1 *= attn1
              value += (
                  attn1
                  * attn1
                  * extrapolate(
                      xsb + 0,
                      ysb + 1,
                      zsb + 1,
                      wsb + 1,
                      dx1,
                      dy1,
                      dz1,
                      dw1,
                  )
              )
  
          # Contribution (1,1,1,1)
          dx0 = dx0 - 1 - 4 * SQUISH_CONSTANT_4D
          dy0 = dy0 - 1 - 4 * SQUISH_CONSTANT_4D
          dz0 = dz0 - 1 - 4 * SQUISH_CONSTANT_4D
          dw0 = dw0 - 1 - 4 * SQUISH_CONSTANT_4D
          attn0 = 2 - dx0 * dx0 - dy0 * dy0 - dz0 * dz0 - dw0 * dw0
          if attn0 > 0:
              attn0 *= attn0
              value += (
                  attn0
                  * attn0
                  * extrapolate(
                      xsb + 1,
                      ysb + 1,
                      zsb + 1,
                      wsb + 1,
                      dx0,
                      dy0,
                      dz0,
                      dw0,
                  )
              )
  
      elif (
          in_sum <= 2
      ):  # We're inside the first dispentachoron (Rectified 4-Simplex)
          a_is_bigger_side = True
          b_is_bigger_side = True
  
          # Decide between (1,1,0,0) and (0,0,1,1)
          if xins + yins > zins + wins:
              a_score = xins + yins
              a_po = 0x03
          else:
              a_score = zins + wins
              a_po = 0x0C
  
          # Decide between (1,0,1,0) and (0,1,0,1)
          if xins + zins > yins + wins:
              b_score = xins + zins
              b_po = 0x05
          else:
              b_score = yins + wins
              b_po = 0x0A
  
          # Closer between (1,0,0,1) and (0,1,1,0) will replace the further of a and b, if closer.
          if xins + wins > yins + zins:
              score = xins + wins
              if a_score >= b_score and score > b_score:
                  b_score = score
                  b_po = 0x09
              elif a_score < b_score and score > a_score:
                  a_score = score
                  a_po = 0x09
  
          else:
              score = yins + zins
              if a_score >= b_score and score > b_score:
                  b_score = score
                  b_po = 0x06
              elif a_score < b_score and score > a_score:
                  a_score = score
                  a_po = 0x06
  
          # Decide if (1,0,0,0) is closer.
          p1 = 2 - in_sum + xins
          if a_score >= b_score and p1 > b_score:
              b_score = p1
              b_po = 0x01
              b_is_bigger_side = False
          elif a_score < b_score and p1 > a_score:
              a_score = p1
              a_po = 0x01
              a_is_bigger_side = False
  
          # Decide if (0,1,0,0) is closer.
          p2 = 2 - in_sum + yins
          if a_score >= b_score and p2 > b_score:
              b_score = p2
              b_po = 0x02
              b_is_bigger_side = False
          elif a_score < b_score and p2 > a_score:
              a_score = p2
              a_po = 0x02
              a_is_bigger_side = False
  
          # Decide if (0,0,1,0) is closer.
          p3 = 2 - in_sum + zins
          if a_score >= b_score and p3 > b_score:
              b_score = p3
              b_po = 0x04
              b_is_bigger_side = False
          elif a_score < b_score and p3 > a_score:
              a_score = p3
              a_po = 0x04
              a_is_bigger_side = False
  
          # Decide if (0,0,0,1) is closer.
          p4 = 2 - in_sum + wins
          if a_score >= b_score and p4 > b_score:
              b_po = 0x08
              b_is_bigger_side = False
          elif a_score < b_score and p4 > a_score:
              a_po = 0x08
              a_is_bigger_side = False
  
          # Where each of the two closest pos are determines how the extra three vertices are calculated.
          if a_is_bigger_side == b_is_bigger_side:
              if (
                  a_is_bigger_side
              ):  # Both closest pos on the bigger side
                  c1 = a_po | b_po
                  c2 = a_po & b_po
                  if (c1 & 0x01) == 0:
                      xsv_ext0 = xsb
                      xsv_ext1 = xsb - 1
                      dx_ext0 = dx0 - 3 * SQUISH_CONSTANT_4D
                      dx_ext1 = dx0 + 1 - 2 * SQUISH_CONSTANT_4D
                  else:
                      xsv_ext0 = xsv_ext1 = xsb + 1
                      dx_ext0 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D
                      dx_ext1 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
  
                  if (c1 & 0x02) == 0:
                      ysv_ext0 = ysb
                      ysv_ext1 = ysb - 1
                      dy_ext0 = dy0 - 3 * SQUISH_CONSTANT_4D
                      dy_ext1 = dy0 + 1 - 2 * SQUISH_CONSTANT_4D
                  else:
                      ysv_ext0 = ysv_ext1 = ysb + 1
                      dy_ext0 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D
                      dy_ext1 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
  
                  if (c1 & 0x04) == 0:
                      zsv_ext0 = zsb
                      zsv_ext1 = zsb - 1
                      dz_ext0 = dz0 - 3 * SQUISH_CONSTANT_4D
                      dz_ext1 = dz0 + 1 - 2 * SQUISH_CONSTANT_4D
                  else:
                      zsv_ext0 = zsv_ext1 = zsb + 1
                      dz_ext0 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D
                      dz_ext1 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
  
                  if (c1 & 0x08) == 0:
                      wsv_ext0 = wsb
                      wsv_ext1 = wsb - 1
                      dw_ext0 = dw0 - 3 * SQUISH_CONSTANT_4D
                      dw_ext1 = dw0 + 1 - 2 * SQUISH_CONSTANT_4D
                  else:
                      wsv_ext0 = wsv_ext1 = wsb + 1
                      dw_ext0 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D
                      dw_ext1 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
  
                  # One combination is a _permutation of (0,0,0,2) based on c2
                  xsv_ext2 = xsb
                  ysv_ext2 = ysb
                  zsv_ext2 = zsb
                  wsv_ext2 = wsb
                  dx_ext2 = dx0 - 2 * SQUISH_CONSTANT_4D
                  dy_ext2 = dy0 - 2 * SQUISH_CONSTANT_4D
                  dz_ext2 = dz0 - 2 * SQUISH_CONSTANT_4D
                  dw_ext2 = dw0 - 2 * SQUISH_CONSTANT_4D
                  if (c2 & 0x01) != 0:
                      xsv_ext2 += 2
                      dx_ext2 -= 2
                  elif (c2 & 0x02) != 0:
                      ysv_ext2 += 2
                      dy_ext2 -= 2
                  elif (c2 & 0x04) != 0:
                      zsv_ext2 += 2
                      dz_ext2 -= 2
                  else:
                      wsv_ext2 += 2
                      dw_ext2 -= 2
  
              else:  # Both closest pos on the smaller side
                  # One of the two extra pos is (0,0,0,0)
                  xsv_ext2 = xsb
                  ysv_ext2 = ysb
                  zsv_ext2 = zsb
                  wsv_ext2 = wsb
                  dx_ext2 = dx0
                  dy_ext2 = dy0
                  dz_ext2 = dz0
                  dw_ext2 = dw0
  
                  # Other two pos are based on the omitted axes.
                  c = a_po | b_po
  
                  if (c & 0x01) == 0:
                      xsv_ext0 = xsb - 1
                      xsv_ext1 = xsb
                      dx_ext0 = dx0 + 1 - SQUISH_CONSTANT_4D
                      dx_ext1 = dx0 - SQUISH_CONSTANT_4D
                  else:
                      xsv_ext0 = xsv_ext1 = xsb + 1
                      dx_ext0 = dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_4D
  
                  if (c & 0x02) == 0:
                      ysv_ext0 = ysv_ext1 = ysb
                      dy_ext0 = dy_ext1 = dy0 - SQUISH_CONSTANT_4D
                      if (c & 0x01) == 0x01:
                          ysv_ext0 -= 1
                          dy_ext0 += 1
                      else:
                          ysv_ext1 -= 1
                          dy_ext1 += 1
  
                  else:
                      ysv_ext0 = ysv_ext1 = ysb + 1
                      dy_ext0 = dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_4D
  
                  if (c & 0x04) == 0:
                      zsv_ext0 = zsv_ext1 = zsb
                      dz_ext0 = dz_ext1 = dz0 - SQUISH_CONSTANT_4D
                      if (c & 0x03) == 0x03:
                          zsv_ext0 -= 1
                          dz_ext0 += 1
                      else:
                          zsv_ext1 -= 1
                          dz_ext1 += 1
  
                  else:
                      zsv_ext0 = zsv_ext1 = zsb + 1
                      dz_ext0 = dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_4D
  
                  if (c & 0x08) == 0:
                      wsv_ext0 = wsb
                      wsv_ext1 = wsb - 1
                      dw_ext0 = dw0 - SQUISH_CONSTANT_4D
                      dw_ext1 = dw0 + 1 - SQUISH_CONSTANT_4D
                  else:
                      wsv_ext0 = wsv_ext1 = wsb + 1
                      dw_ext0 = dw_ext1 = dw0 - 1 - SQUISH_CONSTANT_4D
  
          else:  # One po on each "side"
              if a_is_bigger_side:
                  c1 = a_po
                  c2 = b_po
              else:
                  c1 = b_po
                  c2 = a_po
  
              # Two contributions are the bigger-sided po with each 0 replaced with -1.
              if (c1 & 0x01) == 0:
                  xsv_ext0 = xsb - 1
                  xsv_ext1 = xsb
                  dx_ext0 = dx0 + 1 - SQUISH_CONSTANT_4D
                  dx_ext1 = dx0 - SQUISH_CONSTANT_4D
              else:
                  xsv_ext0 = xsv_ext1 = xsb + 1
                  dx_ext0 = dx_ext1 = dx0 - 1 - SQUISH_CONSTANT_4D
  
              if (c1 & 0x02) == 0:
                  ysv_ext0 = ysv_ext1 = ysb
                  dy_ext0 = dy_ext1 = dy0 - SQUISH_CONSTANT_4D
                  if (c1 & 0x01) == 0x01:
                      ysv_ext0 -= 1
                      dy_ext0 += 1
                  else:
                      ysv_ext1 -= 1
                      dy_ext1 += 1
  
              else:
                  ysv_ext0 = ysv_ext1 = ysb + 1
                  dy_ext0 = dy_ext1 = dy0 - 1 - SQUISH_CONSTANT_4D
  
              if (c1 & 0x04) == 0:
                  zsv_ext0 = zsv_ext1 = zsb
                  dz_ext0 = dz_ext1 = dz0 - SQUISH_CONSTANT_4D
                  if (c1 & 0x03) == 0x03:
                      zsv_ext0 -= 1
                      dz_ext0 += 1
                  else:
                      zsv_ext1 -= 1
                      dz_ext1 += 1
  
              else:
                  zsv_ext0 = zsv_ext1 = zsb + 1
                  dz_ext0 = dz_ext1 = dz0 - 1 - SQUISH_CONSTANT_4D
  
              if (c1 & 0x08) == 0:
                  wsv_ext0 = wsb
                  wsv_ext1 = wsb - 1
                  dw_ext0 = dw0 - SQUISH_CONSTANT_4D
                  dw_ext1 = dw0 + 1 - SQUISH_CONSTANT_4D
              else:
                  wsv_ext0 = wsv_ext1 = wsb + 1
                  dw_ext0 = dw_ext1 = dw0 - 1 - SQUISH_CONSTANT_4D
  
              # One contribution is a _permutation of (0,0,0,2) based on the smaller-sided po
              xsv_ext2 = xsb
              ysv_ext2 = ysb
              zsv_ext2 = zsb
              wsv_ext2 = wsb
              dx_ext2 = dx0 - 2 * SQUISH_CONSTANT_4D
              dy_ext2 = dy0 - 2 * SQUISH_CONSTANT_4D
              dz_ext2 = dz0 - 2 * SQUISH_CONSTANT_4D
              dw_ext2 = dw0 - 2 * SQUISH_CONSTANT_4D
              if (c2 & 0x01) != 0:
                  xsv_ext2 += 2
                  dx_ext2 -= 2
              elif (c2 & 0x02) != 0:
                  ysv_ext2 += 2
                  dy_ext2 -= 2
              elif (c2 & 0x04) != 0:
                  zsv_ext2 += 2
                  dz_ext2 -= 2
              else:
                  wsv_ext2 += 2
                  dw_ext2 -= 2
  
          # Contribution (1,0,0,0)
          dx1 = dx0 - 1 - SQUISH_CONSTANT_4D
          dy1 = dy0 - 0 - SQUISH_CONSTANT_4D
          dz1 = dz0 - 0 - SQUISH_CONSTANT_4D
          dw1 = dw0 - 0 - SQUISH_CONSTANT_4D
          attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1 - dw1 * dw1
          if attn1 > 0:
              attn1 *= attn1
              value += (
                  attn1
                  * attn1
                  * extrapolate(
                      xsb + 1,
                      ysb + 0,
                      zsb + 0,
                      wsb + 0,
                      dx1,
                      dy1,
                      dz1,
                      dw1,
                  )
              )
  
          # Contribution (0,1,0,0)
          dx2 = dx0 - 0 - SQUISH_CONSTANT_4D
          dy2 = dy0 - 1 - SQUISH_CONSTANT_4D
          dz2 = dz1
          dw2 = dw1
          attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2 - dw2 * dw2
          if attn2 > 0:
              attn2 *= attn2
              value += (
                  attn2
                  * attn2
                  * extrapolate(
                      xsb + 0,
                      ysb + 1,
                      zsb + 0,
                      wsb + 0,
                      dx2,
                      dy2,
                      dz2,
                      dw2,
                  )
              )
  
          # Contribution (0,0,1,0)
          dx3 = dx2
          dy3 = dy1
          dz3 = dz0 - 1 - SQUISH_CONSTANT_4D
          dw3 = dw1
          attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3 - dw3 * dw3
          if attn3 > 0:
              attn3 *= attn3
              value += (
                  attn3
                  * attn3
                  * extrapolate(
                      xsb + 0,
                      ysb + 0,
                      zsb + 1,
                      wsb + 0,
                      dx3,
                      dy3,
                      dz3,
                      dw3,
                  )
              )
  
          # Contribution (0,0,0,1)
          dx4 = dx2
          dy4 = dy1
          dz4 = dz1
          dw4 = dw0 - 1 - SQUISH_CONSTANT_4D
          attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4 - dw4 * dw4
          if attn4 > 0:
              attn4 *= attn4
              value += (
                  attn4
                  * attn4
                  * extrapolate(
                      xsb + 0,
                      ysb + 0,
                      zsb + 0,
                      wsb + 1,
                      dx4,
                      dy4,
                      dz4,
                      dw4,
                  )
              )
  
          # Contribution (1,1,0,0)
          dx5 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
          dy5 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
          dz5 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D
          dw5 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D
          attn5 = 2 - dx5 * dx5 - dy5 * dy5 - dz5 * dz5 - dw5 * dw5
          if attn5 > 0:
              attn5 *= attn5
              value += (
                  attn5
                  * attn5
                  * extrapolate(
                      xsb + 1,
                      ysb + 1,
                      zsb + 0,
                      wsb + 0,
                      dx5,
                      dy5,
                      dz5,
                      dw5,
                  )
              )
  
          # Contribution (1,0,1,0)
          dx6 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
          dy6 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D
          dz6 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
          dw6 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D
          attn6 = 2 - dx6 * dx6 - dy6 * dy6 - dz6 * dz6 - dw6 * dw6
          if attn6 > 0:
              attn6 *= attn6
              value += (
                  attn6
                  * attn6
                  * extrapolate(
                      xsb + 1,
                      ysb + 0,
                      zsb + 1,
                      wsb + 0,
                      dx6,
                      dy6,
                      dz6,
                      dw6,
                  )
              )
  
          # Contribution (1,0,0,1)
          dx7 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
          dy7 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D
          dz7 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D
          dw7 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
          attn7 = 2 - dx7 * dx7 - dy7 * dy7 - dz7 * dz7 - dw7 * dw7
          if attn7 > 0:
              attn7 *= attn7
              value += (
                  attn7
                  * attn7
                  * extrapolate(
                      xsb + 1,
                      ysb + 0,
                      zsb + 0,
                      wsb + 1,
                      dx7,
                      dy7,
                      dz7,
                      dw7,
                  )
              )
  
          # Contribution (0,1,1,0)
          dx8 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D
          dy8 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
          dz8 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
          dw8 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D
          attn8 = 2 - dx8 * dx8 - dy8 * dy8 - dz8 * dz8 - dw8 * dw8
          if attn8 > 0:
              attn8 *= attn8
              value += (
                  attn8
                  * attn8
                  * extrapolate(
                      xsb + 0,
                      ysb + 1,
                      zsb + 1,
                      wsb + 0,
                      dx8,
                      dy8,
                      dz8,
                      dw8,
                  )
              )
  
          # Contribution (0,1,0,1)
          dx9 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D
          dy9 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
          dz9 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D
          dw9 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
          attn9 = 2 - dx9 * dx9 - dy9 * dy9 - dz9 * dz9 - dw9 * dw9
          if attn9 > 0:
              attn9 *= attn9
              value += (
                  attn9
                  * attn9
                  * extrapolate(
                      xsb + 0,
                      ysb + 1,
                      zsb + 0,
                      wsb + 1,
                      dx9,
                      dy9,
                      dz9,
                      dw9,
                  )
              )
  
          # Contribution (0,0,1,1)
          dx10 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D
          dy10 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D
          dz10 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
          dw10 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
          attn10 = (
              2 - dx10 * dx10 - dy10 * dy10 - dz10 * dz10 - dw10 * dw10
          )
          if attn10 > 0:
              attn10 *= attn10
              value += (
                  attn10
                  * attn10
                  * extrapolate(
                      xsb + 0,
                      ysb + 0,
                      zsb + 1,
                      wsb + 1,
                      dx10,
                      dy10,
                      dz10,
                      dw10,
                  )
              )
  
      else:  # We're inside the second dispentachoron (Rectified 4-Simplex)
          a_is_bigger_side = True
          b_is_bigger_side = True
  
          # Decide between (0,0,1,1) and (1,1,0,0)
          if xins + yins < zins + wins:
              a_score = xins + yins
              a_po = 0x0C
          else:
              a_score = zins + wins
              a_po = 0x03
  
          # Decide between (0,1,0,1) and (1,0,1,0)
          if xins + zins < yins + wins:
              b_score = xins + zins
              b_po = 0x0A
          else:
              b_score = yins + wins
              b_po = 0x05
  
          # Closer between (0,1,1,0) and (1,0,0,1) will replace the further of a and b, if closer.
          if xins + wins < yins + zins:
              score = xins + wins
              if a_score <= b_score and score < b_score:
                  b_score = score
                  b_po = 0x06
              elif a_score > b_score and score < a_score:
                  a_score = score
                  a_po = 0x06
  
          else:
              score = yins + zins
              if a_score <= b_score and score < b_score:
                  b_score = score
                  b_po = 0x09
              elif a_score > b_score and score < a_score:
                  a_score = score
                  a_po = 0x09
  
          # Decide if (0,1,1,1) is closer.
          p1 = 3 - in_sum + xins
          if a_score <= b_score and p1 < b_score:
              b_score = p1
              b_po = 0x0E
              b_is_bigger_side = False
          elif a_score > b_score and p1 < a_score:
              a_score = p1
              a_po = 0x0E
              a_is_bigger_side = False
  
          # Decide if (1,0,1,1) is closer.
          p2 = 3 - in_sum + yins
          if a_score <= b_score and p2 < b_score:
              b_score = p2
              b_po = 0x0D
              b_is_bigger_side = False
          elif a_score > b_score and p2 < a_score:
              a_score = p2
              a_po = 0x0D
              a_is_bigger_side = False
  
          # Decide if (1,1,0,1) is closer.
          p3 = 3 - in_sum + zins
          if a_score <= b_score and p3 < b_score:
              b_score = p3
              b_po = 0x0B
              b_is_bigger_side = False
          elif a_score > b_score and p3 < a_score:
              a_score = p3
              a_po = 0x0B
              a_is_bigger_side = False
  
          # Decide if (1,1,1,0) is closer.
          p4 = 3 - in_sum + wins
          if a_score <= b_score and p4 < b_score:
              b_po = 0x07
              b_is_bigger_side = False
          elif a_score > b_score and p4 < a_score:
              a_po = 0x07
              a_is_bigger_side = False
  
          # Where each of the two closest pos are determines how the extra three vertices are calculated.
          if a_is_bigger_side == b_is_bigger_side:
              if (
                  a_is_bigger_side
              ):  # Both closest pos on the bigger side
                  c1 = a_po & b_po
                  c2 = a_po | b_po
  
                  # Two contributions are _permutations of (0,0,0,1) and (0,0,0,2) based on c1
                  xsv_ext0 = xsv_ext1 = xsb
                  ysv_ext0 = ysv_ext1 = ysb
                  zsv_ext0 = zsv_ext1 = zsb
                  wsv_ext0 = wsv_ext1 = wsb
                  dx_ext0 = dx0 - SQUISH_CONSTANT_4D
                  dy_ext0 = dy0 - SQUISH_CONSTANT_4D
                  dz_ext0 = dz0 - SQUISH_CONSTANT_4D
                  dw_ext0 = dw0 - SQUISH_CONSTANT_4D
                  dx_ext1 = dx0 - 2 * SQUISH_CONSTANT_4D
                  dy_ext1 = dy0 - 2 * SQUISH_CONSTANT_4D
                  dz_ext1 = dz0 - 2 * SQUISH_CONSTANT_4D
                  dw_ext1 = dw0 - 2 * SQUISH_CONSTANT_4D
                  if (c1 & 0x01) != 0:
                      xsv_ext0 += 1
                      dx_ext0 -= 1
                      xsv_ext1 += 2
                      dx_ext1 -= 2
                  elif (c1 & 0x02) != 0:
                      ysv_ext0 += 1
                      dy_ext0 -= 1
                      ysv_ext1 += 2
                      dy_ext1 -= 2
                  elif (c1 & 0x04) != 0:
                      zsv_ext0 += 1
                      dz_ext0 -= 1
                      zsv_ext1 += 2
                      dz_ext1 -= 2
                  else:
                      wsv_ext0 += 1
                      dw_ext0 -= 1
                      wsv_ext1 += 2
                      dw_ext1 -= 2
  
                  # One contribution is a _permutation of (1,1,1,-1) based on c2
                  xsv_ext2 = xsb + 1
                  ysv_ext2 = ysb + 1
                  zsv_ext2 = zsb + 1
                  wsv_ext2 = wsb + 1
                  dx_ext2 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dy_ext2 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dz_ext2 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
                  dw_ext2 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
                  if (c2 & 0x01) == 0:
                      xsv_ext2 -= 2
                      dx_ext2 += 2
                  elif (c2 & 0x02) == 0:
                      ysv_ext2 -= 2
                      dy_ext2 += 2
                  elif (c2 & 0x04) == 0:
                      zsv_ext2 -= 2
                      dz_ext2 += 2
                  else:
                      wsv_ext2 -= 2
                      dw_ext2 += 2
  
              else:  # Both closest pos on the smaller side
                  # One of the two extra pos is (1,1,1,1)
                  xsv_ext2 = xsb + 1
                  ysv_ext2 = ysb + 1
                  zsv_ext2 = zsb + 1
                  wsv_ext2 = wsb + 1
                  dx_ext2 = dx0 - 1 - 4 * SQUISH_CONSTANT_4D
                  dy_ext2 = dy0 - 1 - 4 * SQUISH_CONSTANT_4D
                  dz_ext2 = dz0 - 1 - 4 * SQUISH_CONSTANT_4D
                  dw_ext2 = dw0 - 1 - 4 * SQUISH_CONSTANT_4D
  
                  # Other two pos are based on the shared axes.
                  c = a_po & b_po
                  if (c & 0x01) != 0:
                      xsv_ext0 = xsb + 2
                      xsv_ext1 = xsb + 1
                      dx_ext0 = dx0 - 2 - 3 * SQUISH_CONSTANT_4D
                      dx_ext1 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D
                  else:
                      xsv_ext0 = xsv_ext1 = xsb
                      dx_ext0 = dx_ext1 = dx0 - 3 * SQUISH_CONSTANT_4D
  
                  if (c & 0x02) != 0:
                      ysv_ext0 = ysv_ext1 = ysb + 1
                      dy_ext0 = dy_ext1 = (
                          dy0 - 1 - 3 * SQUISH_CONSTANT_4D
                      )
                      if (c & 0x01) == 0:
                          ysv_ext0 += 1
                          dy_ext0 -= 1
                      else:
                          ysv_ext1 += 1
                          dy_ext1 -= 1
  
                  else:
                      ysv_ext0 = ysv_ext1 = ysb
                      dy_ext0 = dy_ext1 = dy0 - 3 * SQUISH_CONSTANT_4D
  
                  if (c & 0x04) != 0:
                      zsv_ext0 = zsv_ext1 = zsb + 1
                      dz_ext0 = dz_ext1 = (
                          dz0 - 1 - 3 * SQUISH_CONSTANT_4D
                      )
                      if (c & 0x03) == 0:
                          zsv_ext0 += 1
                          dz_ext0 -= 1
                      else:
                          zsv_ext1 += 1
                          dz_ext1 -= 1
  
                  else:
                      zsv_ext0 = zsv_ext1 = zsb
                      dz_ext0 = dz_ext1 = dz0 - 3 * SQUISH_CONSTANT_4D
  
                  if (c & 0x08) != 0:
                      wsv_ext0 = wsb + 1
                      wsv_ext1 = wsb + 2
                      dw_ext0 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D
                      dw_ext1 = dw0 - 2 - 3 * SQUISH_CONSTANT_4D
                  else:
                      wsv_ext0 = wsv_ext1 = wsb
                      dw_ext0 = dw_ext1 = dw0 - 3 * SQUISH_CONSTANT_4D
  
          else:  # One po on each "side"
              if a_is_bigger_side:
                  c1 = a_po
                  c2 = b_po
              else:
                  c1 = b_po
                  c2 = a_po
  
              # Two contributions are the bigger-sided po with each 1 replaced with 2.
              if (c1 & 0x01) != 0:
                  xsv_ext0 = xsb + 2
                  xsv_ext1 = xsb + 1
                  dx_ext0 = dx0 - 2 - 3 * SQUISH_CONSTANT_4D
                  dx_ext1 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D
              else:
                  xsv_ext0 = xsv_ext1 = xsb
                  dx_ext0 = dx_ext1 = dx0 - 3 * SQUISH_CONSTANT_4D
  
              if (c1 & 0x02) != 0:
                  ysv_ext0 = ysv_ext1 = ysb + 1
                  dy_ext0 = dy_ext1 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D
                  if (c1 & 0x01) == 0:
                      ysv_ext0 += 1
                      dy_ext0 -= 1
                  else:
                      ysv_ext1 += 1
                      dy_ext1 -= 1
  
              else:
                  ysv_ext0 = ysv_ext1 = ysb
                  dy_ext0 = dy_ext1 = dy0 - 3 * SQUISH_CONSTANT_4D
  
              if (c1 & 0x04) != 0:
                  zsv_ext0 = zsv_ext1 = zsb + 1
                  dz_ext0 = dz_ext1 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D
                  if (c1 & 0x03) == 0:
                      zsv_ext0 += 1
                      dz_ext0 -= 1
                  else:
                      zsv_ext1 += 1
                      dz_ext1 -= 1
  
              else:
                  zsv_ext0 = zsv_ext1 = zsb
                  dz_ext0 = dz_ext1 = dz0 - 3 * SQUISH_CONSTANT_4D
  
              if (c1 & 0x08) != 0:
                  wsv_ext0 = wsb + 1
                  wsv_ext1 = wsb + 2
                  dw_ext0 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D
                  dw_ext1 = dw0 - 2 - 3 * SQUISH_CONSTANT_4D
              else:
                  wsv_ext0 = wsv_ext1 = wsb
                  dw_ext0 = dw_ext1 = dw0 - 3 * SQUISH_CONSTANT_4D
  
              # One contribution is a _permutation of (1,1,1,-1) based on the smaller-sided po
              xsv_ext2 = xsb + 1
              ysv_ext2 = ysb + 1
              zsv_ext2 = zsb + 1
              wsv_ext2 = wsb + 1
              dx_ext2 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
              dy_ext2 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
              dz_ext2 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
              dw_ext2 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
              if (c2 & 0x01) == 0:
                  xsv_ext2 -= 2
                  dx_ext2 += 2
              elif (c2 & 0x02) == 0:
                  ysv_ext2 -= 2
                  dy_ext2 += 2
              elif (c2 & 0x04) == 0:
                  zsv_ext2 -= 2
                  dz_ext2 += 2
              else:
                  wsv_ext2 -= 2
                  dw_ext2 += 2
  
          # Contribution (1,1,1,0)
          dx4 = dx0 - 1 - 3 * SQUISH_CONSTANT_4D
          dy4 = dy0 - 1 - 3 * SQUISH_CONSTANT_4D
          dz4 = dz0 - 1 - 3 * SQUISH_CONSTANT_4D
          dw4 = dw0 - 3 * SQUISH_CONSTANT_4D
          attn4 = 2 - dx4 * dx4 - dy4 * dy4 - dz4 * dz4 - dw4 * dw4
          if attn4 > 0:
              attn4 *= attn4
              value += (
                  attn4
                  * attn4
                  * extrapolate(
                      xsb + 1,
                      ysb + 1,
                      zsb + 1,
                      wsb + 0,
                      dx4,
                      dy4,
                      dz4,
                      dw4,
                  )
              )
  
          # Contribution (1,1,0,1)
          dx3 = dx4
          dy3 = dy4
          dz3 = dz0 - 3 * SQUISH_CONSTANT_4D
          dw3 = dw0 - 1 - 3 * SQUISH_CONSTANT_4D
          attn3 = 2 - dx3 * dx3 - dy3 * dy3 - dz3 * dz3 - dw3 * dw3
          if attn3 > 0:
              attn3 *= attn3
              value += (
                  attn3
                  * attn3
                  * extrapolate(
                      xsb + 1,
                      ysb + 1,
                      zsb + 0,
                      wsb + 1,
                      dx3,
                      dy3,
                      dz3,
                      dw3,
                  )
              )
  
          # Contribution (1,0,1,1)
          dx2 = dx4
          dy2 = dy0 - 3 * SQUISH_CONSTANT_4D
          dz2 = dz4
          dw2 = dw3
          attn2 = 2 - dx2 * dx2 - dy2 * dy2 - dz2 * dz2 - dw2 * dw2
          if attn2 > 0:
              attn2 *= attn2
              value += (
                  attn2
                  * attn2
                  * extrapolate(
                      xsb + 1,
                      ysb + 0,
                      zsb + 1,
                      wsb + 1,
                      dx2,
                      dy2,
                      dz2,
                      dw2,
                  )
              )
  
          # Contribution (0,1,1,1)
          dx1 = dx0 - 3 * SQUISH_CONSTANT_4D
          dz1 = dz4
          dy1 = dy4
          dw1 = dw3
          attn1 = 2 - dx1 * dx1 - dy1 * dy1 - dz1 * dz1 - dw1 * dw1
          if attn1 > 0:
              attn1 *= attn1
              value += (
                  attn1
                  * attn1
                  * extrapolate(
                      xsb + 0,
                      ysb + 1,
                      zsb + 1,
                      wsb + 1,
                      dx1,
                      dy1,
                      dz1,
                      dw1,
                  )
              )
  
          # Contribution (1,1,0,0)
          dx5 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
          dy5 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
          dz5 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D
          dw5 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D
          attn5 = 2 - dx5 * dx5 - dy5 * dy5 - dz5 * dz5 - dw5 * dw5
          if attn5 > 0:
              attn5 *= attn5
              value += (
                  attn5
                  * attn5
                  * extrapolate(
                      xsb + 1,
                      ysb + 1,
                      zsb + 0,
                      wsb + 0,
                      dx5,
                      dy5,
                      dz5,
                      dw5,
                  )
              )
  
          # Contribution (1,0,1,0)
          dx6 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
          dy6 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D
          dz6 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
          dw6 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D
          attn6 = 2 - dx6 * dx6 - dy6 * dy6 - dz6 * dz6 - dw6 * dw6
          if attn6 > 0:
              attn6 *= attn6
              value += (
                  attn6
                  * attn6
                  * extrapolate(
                      xsb + 1,
                      ysb + 0,
                      zsb + 1,
                      wsb + 0,
                      dx6,
                      dy6,
                      dz6,
                      dw6,
                  )
              )
  
          # Contribution (1,0,0,1)
          dx7 = dx0 - 1 - 2 * SQUISH_CONSTANT_4D
          dy7 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D
          dz7 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D
          dw7 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
          attn7 = 2 - dx7 * dx7 - dy7 * dy7 - dz7 * dz7 - dw7 * dw7
          if attn7 > 0:
              attn7 *= attn7
              value += (
                  attn7
                  * attn7
                  * extrapolate(
                      xsb + 1,
                      ysb + 0,
                      zsb + 0,
                      wsb + 1,
                      dx7,
                      dy7,
                      dz7,
                      dw7,
                  )
              )
  
          # Contribution (0,1,1,0)
          dx8 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D
          dy8 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
          dz8 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
          dw8 = dw0 - 0 - 2 * SQUISH_CONSTANT_4D
          attn8 = 2 - dx8 * dx8 - dy8 * dy8 - dz8 * dz8 - dw8 * dw8
          if attn8 > 0:
              attn8 *= attn8
              value += (
                  attn8
                  * attn8
                  * extrapolate(
                      xsb + 0,
                      ysb + 1,
                      zsb + 1,
                      wsb + 0,
                      dx8,
                      dy8,
                      dz8,
                      dw8,
                  )
              )
  
          # Contribution (0,1,0,1)
          dx9 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D
          dy9 = dy0 - 1 - 2 * SQUISH_CONSTANT_4D
          dz9 = dz0 - 0 - 2 * SQUISH_CONSTANT_4D
          dw9 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
          attn9 = 2 - dx9 * dx9 - dy9 * dy9 - dz9 * dz9 - dw9 * dw9
          if attn9 > 0:
              attn9 *= attn9
              value += (
                  attn9
                  * attn9
                  * extrapolate(
                      xsb + 0,
                      ysb + 1,
                      zsb + 0,
                      wsb + 1,
                      dx9,
                      dy9,
                      dz9,
                      dw9,
                  )
              )
  
          # Contribution (0,0,1,1)
          dx10 = dx0 - 0 - 2 * SQUISH_CONSTANT_4D
          dy10 = dy0 - 0 - 2 * SQUISH_CONSTANT_4D
          dz10 = dz0 - 1 - 2 * SQUISH_CONSTANT_4D
          dw10 = dw0 - 1 - 2 * SQUISH_CONSTANT_4D
          attn10 = (
              2 - dx10 * dx10 - dy10 * dy10 - dz10 * dz10 - dw10 * dw10
          )
          if attn10 > 0:
              attn10 *= attn10
              value += (
                  attn10
                  * attn10
                  * extrapolate(
                      xsb + 0,
                      ysb + 0,
                      zsb + 1,
                      wsb + 1,
                      dx10,
                      dy10,
                      dz10,
                      dw10,
                  )
              )
  
      # First extra vertex
      attn_ext0 = (
          2
          - dx_ext0 * dx_ext0
          - dy_ext0 * dy_ext0
          - dz_ext0 * dz_ext0
          - dw_ext0 * dw_ext0
      )
      if attn_ext0 > 0:
          attn_ext0 *= attn_ext0
          value += (
              attn_ext0
              * attn_ext0
              * extrapolate(
                  xsv_ext0,
                  ysv_ext0,
                  zsv_ext0,
                  wsv_ext0,
                  dx_ext0,
                  dy_ext0,
                  dz_ext0,
                  dw_ext0,
              )
          )
  
      # Second extra vertex
      attn_ext1 = (
          2
          - dx_ext1 * dx_ext1
          - dy_ext1 * dy_ext1
          - dz_ext1 * dz_ext1
          - dw_ext1 * dw_ext1
      )
      if attn_ext1 > 0:
          attn_ext1 *= attn_ext1
          value += (
              attn_ext1
              * attn_ext1
              * extrapolate(
                  xsv_ext1,
                  ysv_ext1,
                  zsv_ext1,
                  wsv_ext1,
                  dx_ext1,
                  dy_ext1,
                  dz_ext1,
                  dw_ext1,
              )
          )
  
      # Third extra vertex
      attn_ext2 = (
          2
          - dx_ext2 * dx_ext2
          - dy_ext2 * dy_ext2
          - dz_ext2 * dz_ext2
          - dw_ext2 * dw_ext2
      )
      if attn_ext2 > 0:
          attn_ext2 *= attn_ext2
          value += (
              attn_ext2
              * attn_ext2
              * extrapolate(
                  xsv_ext2,
                  ysv_ext2,
                  zsv_ext2,
                  wsv_ext2,
                  dx_ext2,
                  dy_ext2,
                  dz_ext2,
                  dw_ext2,
              )
          )
  
      return value / NORM_CONSTANT_4D
  
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 7 for calling the OpenSimplex obj's underlying member method code with example usage: obj.noise4d(x, y, z, w) and returns: unknown