Struct micro_games_kit::pcg::Grid

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pub struct Grid<T: Copy> { /* private fields */ }

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impl<T: Copy> Grid<T>

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pub fn new(size: Vec2<usize>, fill_value: T) -> Self

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pub fn with_buffer(size: Vec2<usize>, buffer: Vec<T>) -> Option<Self>

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pub fn generate(size: Vec2<usize>, generator: impl GridGenetator<T>) -> Self
where T: Default,

Examples found in repository?
examples/pcg_island.rs (lines 33-36)
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    fn default() -> Self {
        let mut height = Grid::<f64>::generate(
            SIZE.into(),
            NoiseGenerator::new(Fbm::<SuperSimplex>::default().set_frequency(0.025)),
        );
        height.apply_all(RemapGenerator {
            from: -1.0..1.0,
            to: 0.0..1.0,
        });

        let gradient = Grid::<f64>::generate(
            SIZE.into(),
            |location: Vec2<usize>, size: Vec2<usize>, _| {
                let center = size / 2;
                let x = if location.x >= center.x {
                    location.x - center.x
                } else {
                    center.x - location.x
                } as f64;
                let y = if location.y >= center.y {
                    location.y - center.y
                } else {
                    center.y - location.y
                } as f64;
                let result = (x / center.x as f64).max(y / center.y as f64);
                result * result
            },
        );
        height.apply_all(SubGenerator { other: &gradient });

        let mut biome = Grid::<f64>::generate(
            SIZE.into(),
            NoiseGenerator::new(Fbm::<SuperSimplex>::new(42).set_frequency(0.05)),
        );
        biome.apply_all(RemapGenerator {
            from: -1.0..1.0,
            to: 0.0..1.0,
        });

        let buffer = height
            .into_inner()
            .1
            .into_iter()
            .zip(biome.into_inner().1)
            .map(|(height, biome)| {
                if height > 0.75 {
                    SNOW
                } else if height > 0.6 {
                    ROCK
                } else if height > 0.1 {
                    if biome > 0.8 {
                        SAND
                    } else if biome > 0.5 {
                        GRASS
                    } else {
                        FOREST
                    }
                } else {
                    WATER
                }
            })
            .collect();

        Self {
            world: GridWorld::new(
                10.0.into(),
                TileSet::default()
                    .shader(ShaderRef::name("color"))
                    .mapping(WATER, TileSetItem::default().tint(Rgba::blue()))
                    .mapping(
                        FOREST,
                        TileSetItem::default().tint(Rgba::new_opaque(0.0, 0.5, 0.0)),
                    )
                    .mapping(GRASS, TileSetItem::default().tint(Rgba::green()))
                    .mapping(
                        SAND,
                        TileSetItem::default().tint(Rgba::new_opaque(1.0, 1.0, 0.5)),
                    )
                    .mapping(ROCK, TileSetItem::default().tint(Rgba::gray(0.5)))
                    .mapping(SNOW, TileSetItem::default().tint(Rgba::white())),
                GridWorldLayer::new(TileMap::with_buffer(SIZE.into(), buffer).unwrap()),
            ),
        }
    }
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pub fn fork(&self, fill_value: T) -> Self

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pub fn fork_generate(&self, generator: impl GridGenetator<T>) -> Self

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pub fn apply( &mut self, from: impl Into<Vec2<usize>>, to: impl Into<Vec2<usize>>, generator: impl GridGenetator<T> )

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pub fn apply_all(&mut self, generator: impl GridGenetator<T>)

Examples found in repository?
examples/pcg_island.rs (lines 37-40)
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    fn default() -> Self {
        let mut height = Grid::<f64>::generate(
            SIZE.into(),
            NoiseGenerator::new(Fbm::<SuperSimplex>::default().set_frequency(0.025)),
        );
        height.apply_all(RemapGenerator {
            from: -1.0..1.0,
            to: 0.0..1.0,
        });

        let gradient = Grid::<f64>::generate(
            SIZE.into(),
            |location: Vec2<usize>, size: Vec2<usize>, _| {
                let center = size / 2;
                let x = if location.x >= center.x {
                    location.x - center.x
                } else {
                    center.x - location.x
                } as f64;
                let y = if location.y >= center.y {
                    location.y - center.y
                } else {
                    center.y - location.y
                } as f64;
                let result = (x / center.x as f64).max(y / center.y as f64);
                result * result
            },
        );
        height.apply_all(SubGenerator { other: &gradient });

        let mut biome = Grid::<f64>::generate(
            SIZE.into(),
            NoiseGenerator::new(Fbm::<SuperSimplex>::new(42).set_frequency(0.05)),
        );
        biome.apply_all(RemapGenerator {
            from: -1.0..1.0,
            to: 0.0..1.0,
        });

        let buffer = height
            .into_inner()
            .1
            .into_iter()
            .zip(biome.into_inner().1)
            .map(|(height, biome)| {
                if height > 0.75 {
                    SNOW
                } else if height > 0.6 {
                    ROCK
                } else if height > 0.1 {
                    if biome > 0.8 {
                        SAND
                    } else if biome > 0.5 {
                        GRASS
                    } else {
                        FOREST
                    }
                } else {
                    WATER
                }
            })
            .collect();

        Self {
            world: GridWorld::new(
                10.0.into(),
                TileSet::default()
                    .shader(ShaderRef::name("color"))
                    .mapping(WATER, TileSetItem::default().tint(Rgba::blue()))
                    .mapping(
                        FOREST,
                        TileSetItem::default().tint(Rgba::new_opaque(0.0, 0.5, 0.0)),
                    )
                    .mapping(GRASS, TileSetItem::default().tint(Rgba::green()))
                    .mapping(
                        SAND,
                        TileSetItem::default().tint(Rgba::new_opaque(1.0, 1.0, 0.5)),
                    )
                    .mapping(ROCK, TileSetItem::default().tint(Rgba::gray(0.5)))
                    .mapping(SNOW, TileSetItem::default().tint(Rgba::white())),
                GridWorldLayer::new(TileMap::with_buffer(SIZE.into(), buffer).unwrap()),
            ),
        }
    }
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pub fn map<U: Copy>( &self, f: impl FnMut(Vec2<usize>, Vec2<usize>, T) -> U ) -> Grid<U>

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pub fn into_inner(self) -> (Vec2<usize>, Vec<T>)

Examples found in repository?
examples/pcg_island.rs (line 72)
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    fn default() -> Self {
        let mut height = Grid::<f64>::generate(
            SIZE.into(),
            NoiseGenerator::new(Fbm::<SuperSimplex>::default().set_frequency(0.025)),
        );
        height.apply_all(RemapGenerator {
            from: -1.0..1.0,
            to: 0.0..1.0,
        });

        let gradient = Grid::<f64>::generate(
            SIZE.into(),
            |location: Vec2<usize>, size: Vec2<usize>, _| {
                let center = size / 2;
                let x = if location.x >= center.x {
                    location.x - center.x
                } else {
                    center.x - location.x
                } as f64;
                let y = if location.y >= center.y {
                    location.y - center.y
                } else {
                    center.y - location.y
                } as f64;
                let result = (x / center.x as f64).max(y / center.y as f64);
                result * result
            },
        );
        height.apply_all(SubGenerator { other: &gradient });

        let mut biome = Grid::<f64>::generate(
            SIZE.into(),
            NoiseGenerator::new(Fbm::<SuperSimplex>::new(42).set_frequency(0.05)),
        );
        biome.apply_all(RemapGenerator {
            from: -1.0..1.0,
            to: 0.0..1.0,
        });

        let buffer = height
            .into_inner()
            .1
            .into_iter()
            .zip(biome.into_inner().1)
            .map(|(height, biome)| {
                if height > 0.75 {
                    SNOW
                } else if height > 0.6 {
                    ROCK
                } else if height > 0.1 {
                    if biome > 0.8 {
                        SAND
                    } else if biome > 0.5 {
                        GRASS
                    } else {
                        FOREST
                    }
                } else {
                    WATER
                }
            })
            .collect();

        Self {
            world: GridWorld::new(
                10.0.into(),
                TileSet::default()
                    .shader(ShaderRef::name("color"))
                    .mapping(WATER, TileSetItem::default().tint(Rgba::blue()))
                    .mapping(
                        FOREST,
                        TileSetItem::default().tint(Rgba::new_opaque(0.0, 0.5, 0.0)),
                    )
                    .mapping(GRASS, TileSetItem::default().tint(Rgba::green()))
                    .mapping(
                        SAND,
                        TileSetItem::default().tint(Rgba::new_opaque(1.0, 1.0, 0.5)),
                    )
                    .mapping(ROCK, TileSetItem::default().tint(Rgba::gray(0.5)))
                    .mapping(SNOW, TileSetItem::default().tint(Rgba::white())),
                GridWorldLayer::new(TileMap::with_buffer(SIZE.into(), buffer).unwrap()),
            ),
        }
    }
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pub fn size(&self) -> Vec2<usize>

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pub fn buffer(&self) -> &[T]

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pub fn buffer_mut(&mut self) -> &mut [T]

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pub fn iter(&self) -> impl Iterator<Item = (Vec2<usize>, usize, T)> + '_

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pub fn index(&self, location: impl Into<Vec2<usize>>) -> usize

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pub fn location(&self, index: usize) -> Vec2<usize>

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pub fn location_offset( &self, location: Vec2<usize>, direction: GridDirection, distance: usize ) -> Option<Vec2<usize>>

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pub fn neighbors( &self, location: impl Into<Vec2<usize>>, range: Range<usize> ) -> impl Iterator<Item = (GridDirection, Vec2<usize>, T)> + '_

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pub fn get(&self, location: impl Into<Vec2<usize>>) -> Option<T>

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pub fn set(&mut self, location: impl Into<Vec2<usize>>, value: T)

Trait Implementations§

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impl<T: Clone + Copy> Clone for Grid<T>

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fn clone(&self) -> Grid<T>

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

Auto Trait Implementations§

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

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

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

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

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

Blanket Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Finalize for T

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unsafe fn finalize_raw(data: *mut ())

Safety Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

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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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,