Struct NoiseBuilder

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pub struct NoiseBuilder {}

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impl NoiseBuilder

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

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

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

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

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

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

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

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

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pub fn fbm_1d(width: usize) -> FbmSettings

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

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

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

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

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

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

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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

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pub fn ridge_1d(width: usize) -> RidgeSettings

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

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

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

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

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

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

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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

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pub fn turbulence_1d(width: usize) -> TurbulenceSettings

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

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

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

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

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

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

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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

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pub fn gradient_1d(width: usize) -> GradientSettings

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

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

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

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

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

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

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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

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