[][src]Struct simdnoise::NoiseBuilder

pub struct NoiseBuilder {}

Implementations

impl NoiseBuilder[src]

pub fn cellular_2d(width: usize, height: usize) -> CellularSettings[src]

pub fn cellular_2d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize
) -> CellularSettings
[src]

pub fn cellular_3d(
    width: usize,
    height: usize,
    depth: usize
) -> CellularSettings
[src]

pub fn cellular_3d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize
) -> CellularSettings
[src]

pub fn cellular2_2d(width: usize, height: usize) -> Cellular2Settings[src]

pub fn cellular2_2d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize
) -> Cellular2Settings
[src]

pub fn cellular2_3d(
    width: usize,
    height: usize,
    depth: usize
) -> Cellular2Settings
[src]

pub fn cellular2_3d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize
) -> Cellular2Settings
[src]

pub fn fbm_1d(width: usize) -> FbmSettings[src]

pub fn fbm_1d_offset(x_offset: f32, width: usize) -> FbmSettings[src]

pub fn fbm_2d(width: usize, height: usize) -> FbmSettings[src]

pub fn fbm_2d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize
) -> FbmSettings
[src]

pub fn fbm_3d(width: usize, height: usize, depth: usize) -> FbmSettings[src]

pub fn fbm_3d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize
) -> FbmSettings
[src]

pub fn fbm_4d(
    width: usize,
    height: usize,
    depth: usize,
    time: usize
) -> FbmSettings
[src]

pub fn fbm_4d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize,
    w_offset: f32,
    time: usize
) -> FbmSettings
[src]

pub fn ridge_1d(width: usize) -> RidgeSettings[src]

pub fn ridge_1d_offset(x_offset: f32, width: usize) -> RidgeSettings[src]

pub fn ridge_2d(width: usize, height: usize) -> RidgeSettings[src]

pub fn ridge_2d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize
) -> RidgeSettings
[src]

pub fn ridge_3d(width: usize, height: usize, depth: usize) -> RidgeSettings[src]

pub fn ridge_3d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize
) -> RidgeSettings
[src]

pub fn ridge_4d(
    width: usize,
    height: usize,
    depth: usize,
    time: usize
) -> RidgeSettings
[src]

pub fn ridge_4d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize,
    w_offset: f32,
    time: usize
) -> RidgeSettings
[src]

pub fn turbulence_1d(width: usize) -> TurbulenceSettings[src]

pub fn turbulence_1d_offset(x_offset: f32, width: usize) -> TurbulenceSettings[src]

pub fn turbulence_2d(width: usize, height: usize) -> TurbulenceSettings[src]

pub fn turbulence_2d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize
) -> TurbulenceSettings
[src]

pub fn turbulence_3d(
    width: usize,
    height: usize,
    depth: usize
) -> TurbulenceSettings
[src]

pub fn turbulence_3d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize
) -> TurbulenceSettings
[src]

pub fn turbulence_4d(
    width: usize,
    height: usize,
    depth: usize,
    time: usize
) -> TurbulenceSettings
[src]

pub fn turbulence_4d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize,
    w_offset: f32,
    time: usize
) -> TurbulenceSettings
[src]

pub fn gradient_1d(width: usize) -> GradientSettings[src]

pub fn gradient_1d_offset(x_offset: f32, width: usize) -> GradientSettings[src]

pub fn gradient_2d(width: usize, height: usize) -> GradientSettings[src]

pub fn gradient_2d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize
) -> GradientSettings
[src]

pub fn gradient_3d(
    width: usize,
    height: usize,
    depth: usize
) -> GradientSettings
[src]

pub fn gradient_3d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize
) -> GradientSettings
[src]

pub fn gradient_4d(
    width: usize,
    height: usize,
    depth: usize,
    time: usize
) -> GradientSettings
[src]

pub fn gradient_4d_offset(
    x_offset: f32,
    width: usize,
    y_offset: f32,
    height: usize,
    z_offset: f32,
    depth: usize,
    w_offset: f32,
    time: usize
) -> GradientSettings
[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.