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use math::{Point2, Point3, Point4};
use noise_fns::NoiseFn;

/// Noise function that outputs concentric cylinders.
///
/// This noise function outputs concentric cylinders centered on the origin. The
/// cylinders are oriented along the z axis similar to the concentric rings of
/// a tree. Each cylinder extends infinitely along the z axis.
#[derive(Clone, Copy, Debug)]
pub struct Cylinders {
    /// Frequency of the concentric objects.
    pub frequency: f64,
}

impl Cylinders {
    pub const DEFAULT_FREQUENCY: f64 = 1.0;

    pub fn new() -> Self {
        Self {
            frequency: Self::DEFAULT_FREQUENCY,
        }
    }

    pub fn set_frequency(self, frequency: f64) -> Self {
        Self { frequency }
    }
}

impl Default for Cylinders {
    fn default() -> Self {
        Self::new()
    }
}

impl NoiseFn<Point2<f64>> for Cylinders {
    fn get(&self, point: Point2<f64>) -> f64 {
        calculate_cylinders(&point, self.frequency)
    }
}

impl NoiseFn<Point3<f64>> for Cylinders {
    fn get(&self, point: Point3<f64>) -> f64 {
        calculate_cylinders(&point, self.frequency)
    }
}

impl NoiseFn<Point4<f64>> for Cylinders {
    fn get(&self, point: Point4<f64>) -> f64 {
        calculate_cylinders(&point, self.frequency)
    }
}

fn calculate_cylinders(point: &[f64], frequency: f64) -> f64 {
    // Scale the inputs by the frequency.
    let x = point[0] * frequency;
    let y = point[1] * frequency;

    // Calculate the distance of the point from the origin.
    let dist_from_center = (x.powi(2) + y.powi(2)).sqrt();

    let dist_from_smaller_sphere = dist_from_center - dist_from_center.floor();
    let dist_from_larger_sphere = 1.0 - dist_from_smaller_sphere;
    let nearest_dist = dist_from_smaller_sphere.min(dist_from_larger_sphere);

    // Shift the result to be in the -1.0 to +1.0 range.
    1.0 - (nearest_dist * 4.0)
}