Noise

From GiderosMobile
Revision as of 07:12, 14 December 2019 by Rrraptor (talk | contribs)


Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2019.12

Description

FastNoise is an open source noise generation library with a large collection of different noise algorithms. [FastNoise home page]

Features

  • Value Noise 2D, 3D
  • Perlin Noise 2D, 3D
  • Simplex Noise 2D, 3D, 4D
  • Cubic Noise 2D, 3D
  • Gradient Perturb 2D, 3D
  • Multiple fractal options for all of the above
  • Cellular (Voronoi) Noise 2D, 3D
  • White Noise 2D, 3D, 4D
  • Texture generation
  • Array generation

Orignal documentation: https://github.com/Auburns/FastNoise/wiki

Examples

Example 1.

require "FastNoise"
 
local myNoise = Noise.new() -- create FastNoise instance
 
myNoise:setSeed(456) -- set generation seed
myNoise:setFrequency(0.04) -- how coarse the noise output is
myNoise:setInterp(Noise.HERMITE) -- set noise interpolation type
myNoise:setNoiseType(Noise.SIMPLEX) -- set noise type
 
for y = 1, 4 do 
	for x = 1, 4 do 
		local v = myNoise:noise(x, y) -- generate 2D noise
		-- other possible function:
		-- myNoise:noise(x) -- 1D noise
		-- myNoise:noise(x, y, z) -- 3D noise
		-- myNoise:noise2D(x, y) -- true 2D noise
		-- myNoise:noise3D(x, y, z) -- true 3D noise
		-- difference between noise2D(x, y) and noise(x, y) is that "noise" function uses 3D noise with z = 0, where noise2D uses only 2 values. In other words: noise(x) == noise(x,0,0); noise(x, y) == noise(x,y,0); noise(x,y) == noise2D(x,y); noise(x,y,z) == noise3D(x,y,z)
		print(v)
	end
end

Example 2. Grayscaled noise image

require "FastNoise"

local n = Noise.new() 
-- generate 128x128 texture
local tex = n:generateTexture(128, 128)
-- add it to scene
stage:addChild(Bitmap.new(tex))

Example 3. Colored noise image

require "FastNoise"

local n = Noise.new() 
n:setFrequency(0.03)
n:setFractalOctaves(5)
n:setFractalLacunarity(2.5)
n:setInterp(Noise.HERMITE)
n:setFractalGain(0.6)
n:setNoiseType(Noise.SIMPLEX_FRACTAL)
-- create a color table used by noise
-- h: height value in range [0..1]
-- color: in RGBA format
local colors = {
	{h = 0.3, color = {52,99,195,255}},
	{h = 0.4, color = {54,102,198,255}},
	{h = 0.45, color = {209,208,128,255}},
	{h = 0.55, color = {88,151,24,255}},
	{h = 0.6, color = {63,106,20,255}},
	{h = 0.7, color = {92,68,61,255}},
	{h = 0.9, color = {75,60,55,255}},
	{h = 1, color = {255,255,255,255}},
}
-- generate 128x128 texture
local tex = n:generateTexture(128, 128, false, {wrap=Texture.REPEAT}, {tileable = true, colors = colors})
-- add it to scene
stage:addChild(Bitmap.new(tex))

Notes

Methods

FastNoise:reset reset noise parameters to default

Events

Constants