fast_noise library

This is a port of FastNoise, by Jordan Peck Please visit https://github.com/Auburns/FastNoise

Extensions

DoubleExtension on double

Constants

cell2d → const List<Float2>
cell3d → const List<Float3>
gradient2d → const List<Float2>
gradient3d → const List<Float3>

Functions

buildNoise({int seed = 1337, double frequency = .01, Interp interp = Interp.quintic, NoiseType noiseType = NoiseType.simplex, int octaves = 3, double lacunarity = 2.0, double gain = .5, FractalType fractalType = FractalType.fbm, CellularDistanceFunction cellularDistanceFunction = CellularDistanceFunction.euclidean, CellularReturnType cellularReturnType = CellularReturnType.cellValue}) Noise2And3
calculateFractalBounding(int octaves, double gain) double
gradCoord2D(int seed, int x, int y, double xd, double yd) double
gradCoord3D(int seed, int x, int y, int z, double xd, double yd, double zd) double
gradCoord4D(int seed, int x, int y, int z, int w, double xd, double yd, double zd, double wd) double
hash2D(int seed, int x, int y) int
hash3D(int seed, int x, int y, int z) int
noise2(int width, int height, {int seed = 1337, double frequency = .01, Interp interp = Interp.quintic, NoiseType noiseType = NoiseType.simplex, int octaves = 3, double lacunarity = 2.0, double gain = .5, FractalType fractalType = FractalType.fbm, CellularDistanceFunction cellularDistanceFunction = CellularDistanceFunction.euclidean, CellularReturnType cellularReturnType = CellularReturnType.cellValue}) List<List<double>>
Creates 2D noise
noise3(int width, int height, int depth, {int seed = 1337, double frequency = .01, Interp interp = Interp.quintic, NoiseType noiseType = NoiseType.simplex, int octaves = 3, double lacunarity = 2.0, double gain = .5, FractalType fractalType = FractalType.fbm, CellularDistanceFunction cellularDistanceFunction = CellularDistanceFunction.euclidean, CellularReturnType cellularReturnType = CellularReturnType.cellValue}) List<List<List<double>>>
Creates 3D noise
valCoord2D(int seed, int x, int y) double
valCoord3D(int seed, int x, int y, int z) double
valCoord4D(int seed, int x, int y, int z, int w) double