Struct micro_games_kit::pcg::NoiseGenerator
source · pub struct NoiseGenerator<T: NoiseFn<f64, 2>> {
pub noise: T,
pub transform: Mat4<f64>,
}Fields§
§noise: T§transform: Mat4<f64>Implementations§
source§impl<T: NoiseFn<f64, 2>> NoiseGenerator<T>
impl<T: NoiseFn<f64, 2>> NoiseGenerator<T>
sourcepub fn new(noise: T) -> Self
pub fn new(noise: T) -> Self
Examples found in repository?
examples/pcg_island.rs (line 35)
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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 transform(self, transform: Mat4<f64>) -> Self
Trait Implementations§
Auto Trait Implementations§
impl<T> RefUnwindSafe for NoiseGenerator<T>where
T: RefUnwindSafe,
impl<T> Send for NoiseGenerator<T>where
T: Send,
impl<T> Sync for NoiseGenerator<T>where
T: Sync,
impl<T> Unpin for NoiseGenerator<T>where
T: Unpin,
impl<T> UnwindSafe for NoiseGenerator<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