[−][src]Struct simdnoise::NoiseBuilder
Implementations
impl NoiseBuilder
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pub fn cellular_2d(width: usize, height: usize) -> CellularSettings
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pub fn cellular_2d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> CellularSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> CellularSettings
pub fn cellular_3d(
width: usize,
height: usize,
depth: usize
) -> CellularSettings
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width: usize,
height: usize,
depth: usize
) -> CellularSettings
pub fn cellular_3d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> CellularSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> CellularSettings
pub fn cellular2_2d(width: usize, height: usize) -> Cellular2Settings
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pub fn cellular2_2d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> Cellular2Settings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> Cellular2Settings
pub fn cellular2_3d(
width: usize,
height: usize,
depth: usize
) -> Cellular2Settings
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width: usize,
height: usize,
depth: usize
) -> Cellular2Settings
pub fn cellular2_3d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> Cellular2Settings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> Cellular2Settings
pub fn fbm_1d(width: usize) -> FbmSettings
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pub fn fbm_1d_offset(x_offset: f32, width: usize) -> FbmSettings
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pub fn fbm_2d(width: usize, height: usize) -> FbmSettings
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pub fn fbm_2d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> FbmSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> FbmSettings
pub fn fbm_3d(width: usize, height: usize, depth: usize) -> FbmSettings
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pub fn fbm_3d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> FbmSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> FbmSettings
pub fn fbm_4d(
width: usize,
height: usize,
depth: usize,
time: usize
) -> FbmSettings
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width: usize,
height: usize,
depth: usize,
time: usize
) -> FbmSettings
pub fn fbm_4d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize,
w_offset: f32,
time: usize
) -> FbmSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize,
w_offset: f32,
time: usize
) -> FbmSettings
pub fn ridge_1d(width: usize) -> RidgeSettings
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pub fn ridge_1d_offset(x_offset: f32, width: usize) -> RidgeSettings
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pub fn ridge_2d(width: usize, height: usize) -> RidgeSettings
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pub fn ridge_2d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> RidgeSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> RidgeSettings
pub fn ridge_3d(width: usize, height: usize, depth: usize) -> RidgeSettings
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pub fn ridge_3d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> RidgeSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> RidgeSettings
pub fn ridge_4d(
width: usize,
height: usize,
depth: usize,
time: usize
) -> RidgeSettings
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width: usize,
height: usize,
depth: usize,
time: usize
) -> RidgeSettings
pub fn ridge_4d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize,
w_offset: f32,
time: usize
) -> RidgeSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize,
w_offset: f32,
time: usize
) -> RidgeSettings
pub fn turbulence_1d(width: usize) -> TurbulenceSettings
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pub fn turbulence_1d_offset(x_offset: f32, width: usize) -> TurbulenceSettings
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pub fn turbulence_2d(width: usize, height: usize) -> TurbulenceSettings
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pub fn turbulence_2d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> TurbulenceSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> TurbulenceSettings
pub fn turbulence_3d(
width: usize,
height: usize,
depth: usize
) -> TurbulenceSettings
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width: usize,
height: usize,
depth: usize
) -> TurbulenceSettings
pub fn turbulence_3d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> TurbulenceSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> TurbulenceSettings
pub fn turbulence_4d(
width: usize,
height: usize,
depth: usize,
time: usize
) -> TurbulenceSettings
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width: usize,
height: usize,
depth: usize,
time: usize
) -> TurbulenceSettings
pub fn turbulence_4d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize,
w_offset: f32,
time: usize
) -> TurbulenceSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize,
w_offset: f32,
time: usize
) -> TurbulenceSettings
pub fn gradient_1d(width: usize) -> GradientSettings
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pub fn gradient_1d_offset(x_offset: f32, width: usize) -> GradientSettings
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pub fn gradient_2d(width: usize, height: usize) -> GradientSettings
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pub fn gradient_2d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> GradientSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize
) -> GradientSettings
pub fn gradient_3d(
width: usize,
height: usize,
depth: usize
) -> GradientSettings
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width: usize,
height: usize,
depth: usize
) -> GradientSettings
pub fn gradient_3d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> GradientSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize
) -> GradientSettings
pub fn gradient_4d(
width: usize,
height: usize,
depth: usize,
time: usize
) -> GradientSettings
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width: usize,
height: usize,
depth: usize,
time: usize
) -> GradientSettings
pub fn gradient_4d_offset(
x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize,
w_offset: f32,
time: usize
) -> GradientSettings
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x_offset: f32,
width: usize,
y_offset: f32,
height: usize,
z_offset: f32,
depth: usize,
w_offset: f32,
time: usize
) -> GradientSettings
Auto Trait Implementations
impl RefUnwindSafe for NoiseBuilder
impl Send for NoiseBuilder
impl Sync for NoiseBuilder
impl Unpin for NoiseBuilder
impl UnwindSafe for NoiseBuilder
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,