Index
Modules:
perlin
,
perlin/private/common
,
perlin/private/perlin
,
perlin/private/simplex
,
perlin/private/types
.
API symbols
AnyPoint:
types: type AnyPoint
buildPermutations:
types: proc buildPermutations(seed: uint32): array[0 .. 511, int]
calculatePerm:
common: proc calculatePerm(noise: Noise; coords: AnyPoint[int]): int
get:
perlin: proc get(self: Noise; typ: NoiseType; x, y: SomeNumber): float
perlin: proc get(self: Noise; typ: NoiseType; x, y, z: SomeNumber): float
grad:
common: proc grad(hash: int; p: Point2D[float]): float
common: proc grad(hash: int; p: Point3D[float]): float
common: proc grad(hash: int; p: Point4D[float]): float
hash:
common: proc hash(self: Noise; unit: AnyPoint[int]; u: AnyPoint[int]; pos: AnyPoint[float]): float
common: proc hash(self: Noise; unit: AnyPoint[int]; u: AnyPoint[int]; pos: AnyPoint[float]; g: AnyPoint): float
i:
types: proc i(point: AnyPoint): auto
j:
types: proc j(point: AnyPoint): auto
k:
types: proc k(point: Point3D): auto
mapIt:
common: template mapIt[S: static int; T](point: Point[S, T]; apply: untyped): untyped
newNoise:
types: proc newNoise(): Noise
types: proc newNoise(octaves: int; persistence: float): Noise
types: proc newNoise(seed: uint32; octaves: int = 1; persistence: float = 0.5): Noise
Noise:
types: object Noise
NoiseType:
types: enum NoiseType
octaves:
types: proc octaves(noise: Noise): auto
perlin:
perlin: proc perlin(self: Noise; x, y: SomeNumber): float
perlin: proc perlin(self: Noise; x, y, z: SomeNumber): float
perlin: proc perlin(self: Noise; x, y, z, w: SomeNumber): float
perlin2:
perlin: proc perlin2(self: Noise; point: Point2D[float]): float
perlin3:
perlin: proc perlin3(self: Noise; point: Point3D[float]): float
perlin4:
perlin: proc perlin4(self: Noise; point: Point4D[float]): float
persistence:
types: proc persistence(noise: Noise): auto
Point:
types: type Point
Point2D:
types: type Point2D
Point3D:
types: type Point3D
Point4D:
types: type Point4D
pureGet:
perlin: proc pureGet(self: Noise; typ: NoiseType; x, y: SomeNumber): float
perlin: proc pureGet(self: Noise; typ: NoiseType; x, y, z: SomeNumber): float
purePerlin:
perlin: proc purePerlin(self: Noise; x, y: SomeNumber): float
perlin: proc purePerlin(self: Noise; x, y, z: SomeNumber): float
perlin: proc purePerlin(self: Noise; x, y, z, w: SomeNumber): float
pureSimplex:
perlin: proc pureSimplex(self: Noise; x, y: SomeNumber): float
perlin: proc pureSimplex(self: Noise; x, y, z: SomeNumber): float
randomSeed:
perlin: proc randomSeed(): uint32
simplex:
perlin: proc simplex(self: Noise; x, y: SomeNumber): float
perlin: proc simplex(self: Noise; x, y, z: SomeNumber): float
simplex2:
simplex: proc simplex2(self: Noise; point: Point2D[float]): float
simplex3:
simplex: proc simplex3(self: Noise; point: Point3D[float]): float
w:
types: proc w(point: Point4D): auto
x:
types: proc x(point: AnyPoint): auto
y:
types: proc y(point: AnyPoint): auto
z:
types: proc z(point: Point3D | Point4D): auto
zipIt:
common: template zipIt[S: static int; A, B](pointA: Point[S, A]; pointB: Point[S, B]; apply: untyped): untyped