Package | Description |
---|---|
squidpony.squidmath |
A very broad package containing random number generators, geometry tools, data structures, and noise functions.
|
Modifier and Type | Class and Description |
---|---|
class |
ClassicNoise
"Classic Perlin" noise, as opposed to the Simplex Noise also created by Ken Perlin (which is produced by
SeededNoise ; both can be produced by FastNoise ). |
class |
CosmicNumbering
Like a kind of RNG, but fully deterministic in a way that depends on a "connected" double array.
|
class |
FastNoise
A wide range of noise functions that can all be called from one configurable object.
|
class |
FoalNoise
WIP edit of
FoamNoise that doesn't use domain warping. |
class |
FoamNoise
An unusual continuous noise generator that tends to produce organic-looking forms, currently supporting 2D, 3D, 4D
and 6D.
|
class |
FoamyNoise
A modification of
FoamNoise that allows specifying a Noise implementation (or implementations) to use in
place of the value noise that FoamNoise uses. |
class |
GlitchNoise
A noise generator for 1D, 2D, 3D, 4D, or 6D noise that should look "glitchy", with waves of changing values moving
through triangular shapes.
|
class |
JackNoise
Really weird experimental noise meant to be like
ValueNoise , but faster in higher dimensions by using the
simplex grid that SeededNoise uses. |
class |
JitterNoise
"Classic Perlin" noise with jitter applied to the grid it operates on.
|
class |
LumpNoise
A variant on the Simplex noise functions in
UnifiedNoise , using the hyperbolic tangent function to reduce the
result into the -1 to 1 range. |
class |
MasonNoise
Noise functions that delegate work to the best-suited noise type for the requested dimensionality, plus some extra
functions that affect a large multi-dimensional area at once.
|
static class |
Noise.Exponential6D |
static class |
Noise.InverseLayered6D |
static class |
Noise.Layered6D |
static class |
Noise.LayeredSpiral6D |
static class |
Noise.Maelstrom6D |
static class |
Noise.Ridged6D |
static class |
Noise.Scaled6D |
static class |
Noise.Slick6D |
static class |
Noise.Turbulent6D |
static class |
Noise.Viny6D |
static class |
Noise.Warped6D |
class |
OctopusNoise
Experimenting with something like
FoamNoise but using fewer value noise calls. |
class |
PyrlinNoise
A low-quality continuous noise generator with strong artifacts, meant to be used as a building block.
|
class |
PyrNoise
A low-quality continuous noise generator with strong artifacts, meant to be used as a building block.
|
class |
SeededNoise
Simplex noise functions, in 2D, 3D, 4D, 5D, and 6D, with 4D and 6D as options for generating seamlessly-tiling noise
using
Noise.seamless2D(double[][], long, int, Noise.Noise4D) and/or
Noise.seamless3D(double[][][], long, int, Noise.Noise6D) . |
class |
UnifiedNoise
Simplex noise functions, in 2D, 3D, 4D, 5D, and 6D, based on
SeededNoise but implemented more similarly
internally for 4D, 5D, and 6D noise. |
class |
ValueNoise
A low-quality continuous noise generator with strong grid artifacts, this is nonetheless useful as a building block.
|
class |
VastNoise
An experimental way of speeding up
FastNoise by using a large buffer of random bytes, and choosing a byte
from the buffer purely by the current seed and position (a simpler calculation than a hash). |
class |
WaveNoise
A variant on gradient or Perlin noise, explored by Inigo Quilez
here and initially discovered by "robobo1221".
|
class |
WeavingNoise
A low-quality continuous noise generator with strong artifacts, meant to be used as a building block.
|
class |
WhirlingNoise
A Noise class that's here for compatibility; it extends
SeededNoise and delegates to it for all methods
except WhirlingNoise.noiseAlt(double, double) and WhirlingNoise.noiseAlt(double, double, double) . |
class |
WhiteNoise
Performance-oriented white noise generator for 1D, 2D, 3D, 4D, and 6D.
|
Modifier and Type | Field and Description |
---|---|
protected Noise.Noise6D |
Noise.Layered6D.basis |
protected Noise.Noise6D |
Noise.InverseLayered6D.basis |
protected Noise.Noise6D |
Noise.Scaled6D.basis |
Noise.Noise6D |
Noise.Ridged6D.basis |
protected Noise.Noise6D |
Noise.Turbulent6D.basis |
protected Noise.Noise6D |
Noise.Viny6D.basis |
protected Noise.Noise6D |
Noise.Slick6D.basis |
protected Noise.Noise6D |
Noise.Exponential6D.basis |
protected Noise.Noise6D |
Noise.LayeredSpiral6D.basis |
protected Noise.Noise6D |
Noise.Turbulent6D.disturbance |
protected Noise.Noise6D |
Noise.Viny6D.disturbance |
protected Noise.Noise6D |
Noise.Slick6D.disturbance |
Noise.Noise6D |
FoamyNoise.n6 |
Modifier and Type | Method and Description |
---|---|
static double[][][] |
Noise.seamless3D(double[][][] fill,
long seed,
int octaves,
Noise.Noise6D generator)
Fills the given 3D array (modifying it) with noise, using values from -1.0 to 1.0, that is seamless on all
boundaries.
|
static double |
Noise.seamless3D(Noise.Noise6D noise,
double x,
double y,
double z,
double sizeX,
double sizeY,
double sizeZ,
long seed)
Like
Noise.seamless3D(double[][][], long, int, Noise6D) , but this doesn't precalculate noise into an array,
instead calculating just one 3D point so that later calls with different x, y, or z will tile seamlessly. |
Constructor and Description |
---|
Exponential6D(Noise.Noise6D basis) |
Exponential6D(Noise.Noise6D basis,
double sharpness) |
FoamyNoise(long seed,
Noise.Noise2D noise2D,
Noise.Noise3D noise3D,
Noise.Noise4D noise4D,
Noise.Noise5D noise5D,
Noise.Noise6D noise6D) |
InverseLayered6D(Noise.Noise6D basis) |
InverseLayered6D(Noise.Noise6D basis,
int octaves) |
InverseLayered6D(Noise.Noise6D basis,
int octaves,
double frequency) |
InverseLayered6D(Noise.Noise6D basis,
int octaves,
double frequency,
double lacunarity) |
Layered6D(Noise.Noise6D basis) |
Layered6D(Noise.Noise6D basis,
int octaves) |
Layered6D(Noise.Noise6D basis,
int octaves,
double frequency) |
Layered6D(Noise.Noise6D basis,
int octaves,
double frequency,
double lacunarity) |
LayeredSpiral6D(Noise.Noise6D basis) |
LayeredSpiral6D(Noise.Noise6D basis,
int octaves) |
LayeredSpiral6D(Noise.Noise6D basis,
int octaves,
double frequency) |
LayeredSpiral6D(Noise.Noise6D basis,
int octaves,
double frequency,
double lacunarity) |
Maelstrom6D(Noise.Noise6D basis) |
Maelstrom6D(Noise.Noise6D basis,
int octaves) |
Maelstrom6D(Noise.Noise6D basis,
int octaves,
double frequency) |
Maelstrom6D(Noise.Noise6D basis,
int octaves,
double frequency,
double lacunarity) |
Ridged6D(Noise.Noise6D basis) |
Ridged6D(Noise.Noise6D basis,
int octaves,
double frequency) |
Scaled6D(Noise.Noise6D basis) |
Scaled6D(Noise.Noise6D basis,
double scale) |
Scaled6D(Noise.Noise6D basis,
double scaleX,
double scaleY,
double scaleZ,
double scaleW,
double scaleU,
double scaleV) |
Slick6D(Noise.Noise6D basis,
Noise.Noise6D disturb) |
Slick6D(Noise.Noise6D basis,
Noise.Noise6D disturb,
int octaves) |
Turbulent6D(Noise.Noise6D basis,
Noise.Noise6D disturb) |
Turbulent6D(Noise.Noise6D basis,
Noise.Noise6D disturb,
int octaves) |
Turbulent6D(Noise.Noise6D basis,
Noise.Noise6D disturb,
int octaves,
double frequency) |
Viny6D(Noise.Noise6D basis,
Noise.Noise6D disturb) |
Viny6D(Noise.Noise6D basis,
Noise.Noise6D disturb,
int octaves) |
Viny6D(Noise.Noise6D basis,
Noise.Noise6D disturb,
int octaves,
double frequency) |
Warped6D(Noise.Noise6D basis) |
Warped6D(Noise.Noise6D basis,
int octaves) |
Warped6D(Noise.Noise6D basis,
int octaves,
double frequency) |
Warped6D(Noise.Noise6D basis,
int octaves,
double frequency,
double lacunarity) |
Copyright © Eben Howard 2012–2022. All rights reserved.