# orx-noise A collection of noisy functions ## Uniform random numbers ```kotlin val sua = Double.uniform() val sub = Double.uniform(-1.0, 1.0) val v2ua = Vector2.uniform() val v2ub = Vector2.uniform(-1.0, 1.0) val v2uc = Vector2.uniform(Vector2(0.0, 0.0), Vector2(1.0, 1.0)) val v2ur = Vector2.uniformRing(0.5, 1.0) val v3ua = Vector3.uniform() val v3ub = Vector3.uniform(-1.0, 1.0) val v3uc = Vector3.uniform(Vector3(0.0, 0.0, 0.0), Vector3(1.0, 1.0, 1.0)) val v3ur = Vector3.uniformRing(0.5, 1.0) val v4ua = Vector4.uniform() val v4ub = Vector4.uniform(-1.0, 1.0) val v4uc = Vector4.uniform(Vector4(0.0, 0.0, 0.0, 0.0), Vector4(1.0, 1.0, 1.0, 1.0)) val v4ur = Vector4.uniformRing(0.5, 1.0) val ringSamples = List(500) { Vector2.uniformRing() } ``` ## Multi-dimensional noise These are a mostly straight port from FastNoise-Java but have a slightly different interface. ### Perlin noise ``` // -- 2d val v0 = perlinLinear(seed, x, y) val v1 = perlinQuintic(seed, x, y) val v2 = perlinHermite(seed, x, y) // -- 3d val v3 = perlinLinear(seed, x, y, z) val v4 = perlinQuintic(seed, x, y, z) val v5 = perlinHermite(seed, x, y, z) ``` ### Value noise ``` // -- 2d val v0 = valueLinear(seed, x, y) val v1 = valueQuintic(seed, x, y) val v2 = valueHermite(seed, x, y) // -- 3d val v3 = valueLinear(seed, x, y, z) val v4 = valueQuintic(seed, x, y, z) val v5 = valueHermite(seed, x, y ,z) ``` ### Simplex noise ``` // -- 2d val v0 = simplexLinear(seed, x, y) val v1 = simplexQuintic(seed, x, y) val v2 = simplexHermite(seed, x, y) // -- 3d val v3 = simplexLinear(seed, x, y, z) val v4 = simplexQuintic(seed, x, y, z) val v5 = simplexHermite(seed, x, y ,z) // -- 4d val v6 = simplexLinear(seed, x, y, z, w) val v7 = simplexQuintic(seed, x, y, z, w) val v8 = simplexHermite(seed, x, y, z, w) ``` ### Cubic noise ``` // -- 2d val v0 = cubicLinear(seed, x, y) val v1 = cubicQuintic(seed, x, y) val v2 = cubicHermite(seed, x, y) // -- 3d val v3 = cubicLinear(seed, x, y, z) val v4 = cubicQuintic(seed, x, y, z) val v5 = cubicHermite(seed, x, y ,z) ``` ### Fractal noise The library provides 3 functions with which fractal noise can be composed. #### Fractal brownian motion (FBM) ``` val v0 = fbm(seed, x, y, ::perlinLinear, octaves, lacunarity, gain) val v1 = fbm(seed, x, y, ::simplexLinear, octaves, lacunarity, gain) val v2 = fbm(seed, x, y, ::valueLinear, octaves, lacunarity, gain) val v3 = fbm(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain) val v4 = fbm(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain) val v5 = fbm(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain) ``` #### Rigid ``` val v0 = rigid(seed, x, y, ::perlinLinear, octaves, lacunarity, gain) val v1 = rigid(seed, x, y, ::simplexLinear, octaves, lacunarity, gain) val v2 = rigid(seed, x, y, ::valueLinear, octaves, lacunarity, gain) val v3 = rigid(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain) val v4 = rigid(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain) val v5 = rigid(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain) ``` #### Billow ``` val v0 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain) val v1 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain) val v2 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain) val v3 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain) val v4 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain) val v5 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain) ```