Struct micro_games_kit::pcg::Grid
source · pub struct Grid<T: Copy> { /* private fields */ }Implementations§
source§impl<T: Copy> Grid<T>
impl<T: Copy> Grid<T>
pub fn new(size: Vec2<usize>, fill_value: T) -> Self
pub fn with_buffer(size: Vec2<usize>, buffer: Vec<T>) -> Option<Self>
sourcepub fn generate(size: Vec2<usize>, generator: impl GridGenetator<T>) -> Selfwhere
T: Default,
pub fn generate(size: Vec2<usize>, generator: impl GridGenetator<T>) -> Selfwhere
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()),
),
}
}pub fn fork(&self, fill_value: T) -> Self
pub fn fork_generate(&self, generator: impl GridGenetator<T>) -> Self
pub fn apply( &mut self, from: impl Into<Vec2<usize>>, to: impl Into<Vec2<usize>>, generator: impl GridGenetator<T> )
sourcepub fn apply_all(&mut self, generator: impl GridGenetator<T>)
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()),
),
}
}pub fn map<U: Copy>( &self, f: impl FnMut(Vec2<usize>, Vec2<usize>, T) -> U ) -> Grid<U>
sourcepub fn into_inner(self) -> (Vec2<usize>, Vec<T>)
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()),
),
}
}pub fn size(&self) -> Vec2<usize>
pub fn buffer(&self) -> &[T]
pub fn buffer_mut(&mut self) -> &mut [T]
pub fn iter(&self) -> impl Iterator<Item = (Vec2<usize>, usize, T)> + '_
pub fn index(&self, location: impl Into<Vec2<usize>>) -> usize
pub fn location(&self, index: usize) -> Vec2<usize>
pub fn location_offset( &self, location: Vec2<usize>, direction: GridDirection, distance: usize ) -> Option<Vec2<usize>>
pub fn neighbors( &self, location: impl Into<Vec2<usize>>, range: Range<usize> ) -> impl Iterator<Item = (GridDirection, Vec2<usize>, T)> + '_
pub fn get(&self, location: impl Into<Vec2<usize>>) -> Option<T>
pub fn set(&mut self, location: impl Into<Vec2<usize>>, value: T)
Trait Implementations§
Auto Trait Implementations§
impl<T> RefUnwindSafe for Grid<T>where
T: RefUnwindSafe,
impl<T> Send for Grid<T>where
T: Send,
impl<T> Sync for Grid<T>where
T: Sync,
impl<T> Unpin for Grid<T>where
T: Unpin,
impl<T> UnwindSafe for Grid<T>where
T: UnwindSafe,
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more