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 54)
51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151
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()),
),
weather_tileset: TileSet::default()
.shader(ShaderRef::name("color"))
.mapping(
CLEAR_SKY,
TileSetItem::default().tint(Rgba::new(1.0, 1.0, 1.0, 0.0)),
)
.mapping(
CLOUD_SKY,
TileSetItem::default().tint(Rgba::new(1.0, 1.0, 1.0, 0.8)),
)
.mapping(
RAINY_SKY,
TileSetItem::default().tint(Rgba::new(0.3, 0.3, 0.3, 0.8)),
),
weather_noise: Fbm::<SuperSimplex>::default().set_frequency(0.03),
time: 0.0,
mouse_position: Default::default(),
}
}pub fn transform(self, transform: Mat4<f64>) -> Self
Trait Implementations§
Auto Trait Implementations§
impl<T> Freeze for NoiseGenerator<T>where
T: Freeze,
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
Source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more