Struct NoiseGenerator

Source
pub struct NoiseGenerator<T: NoiseFn<f64, 2>> {
    pub noise: T,
    pub transform: Mat4<f64>,
}

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§noise: T§transform: Mat4<f64>

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impl<T: NoiseFn<f64, 2>> NoiseGenerator<T>

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pub fn new(noise: T) -> Self

Examples found in repository?
examples/pcg_island.rs (line 54)
51    fn default() -> Self {
52        let mut height = Grid::<f64>::generate(
53            SIZE.into(),
54            NoiseGenerator::new(Fbm::<SuperSimplex>::default().set_frequency(0.025)),
55        );
56        height.apply_all(RemapGenerator {
57            from: -1.0..1.0,
58            to: 0.0..1.0,
59        });
60
61        let gradient = Grid::<f64>::generate(
62            SIZE.into(),
63            |location: Vec2<usize>, size: Vec2<usize>, _| {
64                let center = size / 2;
65                let x = if location.x >= center.x {
66                    location.x - center.x
67                } else {
68                    center.x - location.x
69                } as f64;
70                let y = if location.y >= center.y {
71                    location.y - center.y
72                } else {
73                    center.y - location.y
74                } as f64;
75                let result = (x / center.x as f64).max(y / center.y as f64);
76                result * result
77            },
78        );
79        height.apply_all(SubGenerator { other: &gradient });
80
81        let mut biome = Grid::<f64>::generate(
82            SIZE.into(),
83            NoiseGenerator::new(Fbm::<SuperSimplex>::new(42).set_frequency(0.05)),
84        );
85        biome.apply_all(RemapGenerator {
86            from: -1.0..1.0,
87            to: 0.0..1.0,
88        });
89
90        let buffer = height
91            .into_inner()
92            .1
93            .into_iter()
94            .zip(biome.into_inner().1)
95            .map(|(height, biome)| {
96                if height > 0.75 {
97                    SNOW
98                } else if height > 0.6 {
99                    ROCK
100                } else if height > 0.1 {
101                    if biome > 0.8 {
102                        SAND
103                    } else if biome > 0.5 {
104                        GRASS
105                    } else {
106                        FOREST
107                    }
108                } else {
109                    WATER
110                }
111            })
112            .collect();
113
114        Self {
115            world: GridWorld::new(
116                10.0.into(),
117                TileSet::default()
118                    .shader(ShaderRef::name("color"))
119                    .mapping(WATER, TileSetItem::default().tint(Rgba::blue()))
120                    .mapping(
121                        FOREST,
122                        TileSetItem::default().tint(Rgba::new_opaque(0.0, 0.5, 0.0)),
123                    )
124                    .mapping(GRASS, TileSetItem::default().tint(Rgba::green()))
125                    .mapping(
126                        SAND,
127                        TileSetItem::default().tint(Rgba::new_opaque(1.0, 1.0, 0.5)),
128                    )
129                    .mapping(ROCK, TileSetItem::default().tint(Rgba::gray(0.5)))
130                    .mapping(SNOW, TileSetItem::default().tint(Rgba::white())),
131                GridWorldLayer::new(TileMap::with_buffer(SIZE.into(), buffer).unwrap()),
132            ),
133            weather_tileset: TileSet::default()
134                .shader(ShaderRef::name("color"))
135                .mapping(
136                    CLEAR_SKY,
137                    TileSetItem::default().tint(Rgba::new(1.0, 1.0, 1.0, 0.0)),
138                )
139                .mapping(
140                    CLOUD_SKY,
141                    TileSetItem::default().tint(Rgba::new(1.0, 1.0, 1.0, 0.8)),
142                )
143                .mapping(
144                    RAINY_SKY,
145                    TileSetItem::default().tint(Rgba::new(0.3, 0.3, 0.3, 0.8)),
146                ),
147            weather_noise: Fbm::<SuperSimplex>::default().set_frequency(0.03),
148            time: 0.0,
149            mouse_position: Default::default(),
150        }
151    }
Source

pub fn transform(self, transform: Mat4<f64>) -> Self

Trait Implementations§

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impl<T: NoiseFn<f64, 2>> GridGenetator<f64> for NoiseGenerator<T>

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fn generate( &mut self, location: Vec2<usize>, _: Vec2<usize>, _: f64, _: &Grid<f64>, ) -> f64

Auto Trait Implementations§

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impl<T> Freeze for NoiseGenerator<T>
where T: Freeze,

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impl<T> RefUnwindSafe for NoiseGenerator<T>
where T: RefUnwindSafe,

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impl<T> Send for NoiseGenerator<T>
where T: Send,

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impl<T> Sync for NoiseGenerator<T>
where T: Sync,

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impl<T> Unpin for NoiseGenerator<T>
where T: Unpin,

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impl<T> UnwindSafe for NoiseGenerator<T>
where T: UnwindSafe,

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impl<T> Any for T
where T: 'static + ?Sized,

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unsafe fn finalize_raw(data: *mut ())

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Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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