Difference between revisions of "FastNoise"

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#REDIRECT [[Noise]]
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__NOTOC__
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<!--GIDEROSOBJ:FastNoise-->
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'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]][[File:Platform linux.png]]<br/>
 +
'''Available since:''' Gideros 2019.12<br/>
 +
 
 +
=== Description ===
 +
FastNoise is an open source noise generation library with a large collection of different noise algorithms.
 +
 
 +
'''[https://github.com/Auburns/FastNoise FastNoise home page]''' and its documentation '''https://github.com/Auburns/FastNoise/wiki'''
 +
 
 +
To add FastNoise plugin to your application you call:
 +
<syntaxhighlight lang="lua">
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require "FastNoise"
 +
</syntaxhighlight>
 +
 
 +
=== Features ===
 +
* Value Noise 2D, 3D
 +
* Perlin Noise 2D, 3D
 +
* Simplex Noise 2D, 3D, 4D
 +
* Cubic Noise 2D, 3D
 +
* Gradient Perturb 2D, 3D
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* Multiple fractal options for all of the above
 +
* Cellular (Voronoi) Noise 2D, 3D
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* White Noise 2D, 3D, 4D
 +
* Texture generation
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* Array generation
 +
 
 +
=== Examples ===
 +
'''2D noise'''
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<syntaxhighlight lang="lua">
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require "FastNoise"
 +
 +
local myNoise = Noise.new() -- create FastNoise instance
 +
 +
myNoise:setSeed(456) -- set generation seed
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myNoise:setFrequency(0.04) -- how coarse the noise output is
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myNoise:setInterp(Noise.HERMITE) -- set noise interpolation type
 +
myNoise:setNoiseType(Noise.SIMPLEX) -- set noise type
 +
 +
for y = 1, 4 do
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for x = 1, 4 do
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local v = myNoise:noise(x, y) -- generate 2D noise
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-- other possible function:
 +
-- myNoise:noise(x) -- 1D noise
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-- myNoise:noise(x, y, z) -- 3D noise
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-- myNoise:noise2D(x, y) -- true 2D noise
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-- myNoise:noise3D(x, y, z) -- true 3D noise
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-- difference between noise2D(x, y) and noise(x, y) is that "noise" function uses 3D noise with
 +
-- x = 0, y = 0, z = 0 by default 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
 +
</syntaxhighlight>
 +
 
 +
'''Grayscaled noise image'''
 +
<syntaxhighlight lang="lua">
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require "FastNoise"
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local n = Noise.new()
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-- generate 128x128 texture with filtering
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local tex = n:getTexture(128, 128, true)
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-- add it to scene
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stage:addChild(Bitmap.new(tex))
 +
</syntaxhighlight>
 +
 
 +
'''Colored seamless noise image'''
 +
<syntaxhighlight lang="lua">
 +
require "FastNoise"
 +
 
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local n = Noise.new()
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n:setFrequency(0.03)
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n:setFractalOctaves(5)
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n:setFractalLacunarity(2.5)
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n:setInterp(Noise.HERMITE)
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n:setFractalGain(0.6)
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n:setNoiseType(Noise.SIMPLEX_FRACTAL)
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-- set a color table used by noise
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-- first value - height (number), must be in range [0..1]
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-- second value - color (number) in hex format
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-- third value - alpha (number), must be in range [0..1] (optional, default - 1)
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n:setColorLookup{
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{0.3, 0x4b3c37, 1},
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{0.4, 0xffffff, 1},
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{0.45, 0x5c443d, 1},
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{0.55, 0x3f6a14, 1},
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{0.6, 0x589718, 1},
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{0.7, 0x3666c6, 1},
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{0.9, 0xd1d080, 1},
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{1, 0x3463c3, 1},
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}
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-- generate 128x128 texture
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local tex = n:getTileTexture(128, 128, false, {wrap=Texture.REPEAT})
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-- add it to scene
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stage:addChild(Pixel.new(tex, 256,256))
 +
</syntaxhighlight>
 +
 
 +
'''Some 3D examples [https://github.com/MultiPain/Gideros_examples here].'''
 +
 
 +
'''Plus [https://github.com/MultiPain/Gideros_examples/tree/master/NoiseFlowField Particles flow field].'''
 +
 
 +
{|-
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| style="width: 50%; vertical-align:top;"|
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=== Methods ===
 +
[[Noise.new]] ''creates a new Noise object''<br/><!--GIDEROSMTD:Noise.new() creates a new Noise object-->
 +
 
 +
[[Noise:getCellularDistanceFunction]] ''returns distance function type''<br/><!--GIDEROSMTD:Noise:getCellularDistanceFunction() returns distance function type-->
 +
[[Noise:getCellularJitter]] ''returns cellular jitter value''<br/><!--GIDEROSMTD:Noise:getCellularJitter() returns cellular jitter value-->
 +
[[Noise:getCellularNoiseLookup]] ''returns Noise object that was set by setCellularNoiseLookup() function''<br/><!--GIDEROSMTD:Noise:getCellularNoiseLookup() returns Noise object that was set by setCellularNoiseLookup() function-->
 +
[[Noise:getCellularReturnType]] ''returns cellular return type''<br/><!--GIDEROSMTD:Noise:getCellularReturnType() returns cellular return type-->
 +
[[Noise:getFractalGain]] ''returns noise gain''<br/><!--GIDEROSMTD:Noise:getFractalGain() returns noise gain-->
 +
[[Noise:getFractalLacunarity]] ''returns noise lacunarity''<br/><!--GIDEROSMTD:Noise:getFractalLacunarity() returns noise lacunarity-->
 +
[[Noise:getFractalOctaves]] ''returns number of fractal octaves''<br/><!--GIDEROSMTD:Noise:getFractalOctaves() returns number of fractal octaves-->
 +
[[Noise:getFractalType]] ''returns noise type''<br/><!--GIDEROSMTD:Noise:getFractalType() returns noise type-->
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[[Noise:getFrequency]] ''returns noise frequency''<br/><!--GIDEROSMTD:Noise:getFrequency() returns noise frequency-->
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[[Noise:getGradientPerturbAmp]] ''returns gradient perturb amplitude.''<br/><!--GIDEROSMTD:Noise:getGradientPerturbAmp() returns gradient perturb amplitude.-->
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[[Noise:getInterp]] ''returns interpolation type''<br/><!--GIDEROSMTD:Noise:getInterp() returns interpolation type-->
 +
[[Noise:getNoiseType]] ''returns noise type''<br/><!--GIDEROSMTD:Noise:getNoiseType() returns noise type-->
 +
[[Noise:getSeed]] ''returns generator's seed''<br/><!--GIDEROSMTD:Noise:getSeed() returns generator's seed-->
 +
[[Noise:getTexture]] ''gets noise texture''<br/><!--GIDEROSMTD:Noise:getTexture(width, height [, filtering, textureData]) gets noise texture-->
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[[Noise:getTileTexture]] ''gets tileable texture''<br/><!--GIDEROSMTD:Noise:getTileTexture(width, height [, filtering, textureData]) gets tileable texture-->
 +
[[Noise:gradientPerturb2D]] ''returns modified x, y''<br/><!--GIDEROSMTD:Noise:gradientPerturb2D(x,y) returns modified x, y-->
 +
[[Noise:gradientPerturb3D]] ''returns modified x, y, z''<br/><!--GIDEROSMTD:Noise:gradientPerturb3D(x,y,z) returns modified x, y, z-->
 +
[[Noise:gradientPerturbFractal2D]] ''returns modified x,y''<br/><!--GIDEROSMTD:Noise:gradientPerturbFractal2D(x,y) returns modified x,y-->
 +
[[Noise:gradientPerturbFractal3D]] ''returns modified x,y,z''<br/><!--GIDEROSMTD:Noise:gradientPerturbFractal3D(x,y,z) returns modified x,y,z-->
 +
[[Noise:noise]] ''gets noise value''<br/><!--GIDEROSMTD:Noise:noise([x,y,z]) gets noise value-->
 +
[[Noise:noise2D]] ''gets 2D noise value''<br/><!--GIDEROSMTD:Noise:noise2D(x,y) gets 2D noise value-->
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[[Noise:noise3D]] ''gets 3D noise value''<br/><!--GIDEROSMTD:Noise:noise3D(x,y,z) gets 3D noise value-->
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[[Noise:reset]] ''resets noise parameters to default''<br/><!--GIDEROSMTD:FastNoise:reset() resets noise parameters to default-->
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[[Noise:setCellularDistance2Indices]] ''sets the 2 distance indicies used for distance2 return types''<br/><!--GIDEROSMTD:Noise:setCellularDistance2Indices(index0, index1) sets the 2 distance indicies used for distance2 return types-->
 +
[[Noise:setCellularDistanceFunction]] ''the distance function used to calculate the cell for a given point''<br/><!--GIDEROSMTD:Noise:setCellularDistanceFunction(distanceFunctionType) the distance function used to calculate the cell for a given point-->
 +
[[Noise:setCellularJitter]] ''sets the maximum distance a cellular point can move from its grid position''<br/><!--GIDEROSMTD:Noise:setCellularJitter(jitter) sets the maximum distance a cellular point can move from its grid position-->
 +
[[Noise:setCellularNoiseLookup]] ''noise used to calculate a cell value''<br/><!--GIDEROSMTD:Noise:setCellularNoiseLookup(Noise) noise used to calculate a cell value-->
 +
[[Noise:setCellularReturnType]] ''what value does the cellular function returns from its calculations''<br/><!--GIDEROSMTD:Noise:setCellularReturnType(returnType) what value does the cellular function returns from its calculations-->
 +
[[Noise:setColorLookup]] ''sets color table used by "getTexture" and "getTileTexture"''<br/><!--GIDEROSMTD:Noise:setColorLookup(table) sets color table used by "Noise:getTexture()" and "Noise:getTileTexture()"-->
 +
[[Noise:setFractalGain]] ''the relative strength of noise from each layer when compared to the last''<br/><!--GIDEROSMTD:Noise:setFractalGain(gain) the relative strength of noise from each layer when compared to the last-->
 +
[[Noise:setFractalLacunarity]] ''the frequency multiplier between each octave''<br/><!--GIDEROSMTD:Noise:setFractalLacunarity(lacunarity) the frequency multiplier between each octave-->
 +
[[Noise:setFractalOctaves]] ''the amount of noise layers used to create the fractal''<br/><!--GIDEROSMTD:Noise:setFractalOctaves(n) the amount of noise layers used to create the fractal-->
 +
[[Noise:setFractalType]] ''used in all fractal noise generation''<br/><!--GIDEROSMTD:Noise:setFractalType(noiseType) used in all fractal noise generation-->
 +
[[Noise:setFrequency]] ''affects how coarse the noise output is''<br/><!--GIDEROSMTD:Noise:setFrequency(frequency) affects how coarse the noise output is-->
 +
[[Noise:setGradientPerturbAmp]] ''sets the maximum perturb distance from original location when using gradientPerturb()''<br/><!--GIDEROSMTD:Noise:setGradientPerturbAmp(amp) sets the maximum perturb distance from original location when using gradientPerturb()-->
 +
[[Noise:setInterp]] ''changes the interpolation method used to smooth between noise values''<br/><!--GIDEROSMTD:Noise:setInterp(interpolation) changes the interpolation method used to smooth between noise values-->
 +
[[Noise:setNoiseType]] ''sets the type of noise returned by noise()''<br/><!--GIDEROSMTD:Noise:setNoiseType(noiseType) sets the type of noise returned by noise()-->
 +
[[Noise:setSeed]] ''using different seeds will cause the noise output to change''<br/><!--GIDEROSMTD:Noise:setSeed() using different seeds will cause the noise output to change-->
 +
[[Noise:simplex4D]] ''gets 4D simplex noise value''<br/><!--GIDEROSMTD:Noise:simplex4D(x,y,z,w) gets 4D simplex noise value-->
 +
[[Noise:whiteNoise2DInt]] ''gets integer 2D white noise value''<br/><!--GIDEROSMTD:Noise:whiteNoise2DInt(x,y) gets integer 2D white noise value-->
 +
[[Noise:whiteNoise3DInt]] ''gets integer 3D white noise value''<br/><!--GIDEROSMTD:Noise:whiteNoise3DInt(x,y,z) gets integer 3D white noise value-->
 +
[[Noise:whiteNoise4D]] ''gets 4D white noise value''<br/><!--GIDEROSMTD:Noise:whiteNoise4D(x,y,z,w) gets 4D white noise value-->
 +
[[Noise:whiteNoise4DInt]] ''gets integer 4D white noise value''<br/><!--GIDEROSMTD:Noise:whiteNoise4DInt(x,y,z,w) gets integer 4D white noise value-->
 +
 
 +
| style="width: 50%; vertical-align:top;"|
 +
=== Events ===
 +
=== Constants ===
 +
[[FastNoise Constants]]<br/>
 +
<!--GIDEROSCST:Noise.BILLOW billow-->
 +
<!--GIDEROSCST:Noise.CELLULAR cellular-->
 +
<!--GIDEROSCST:Noise.CELL_VALUE cell_value-->
 +
<!--GIDEROSCST:Noise.CUBIC cubic-->
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<!--GIDEROSCST:Noise.CUBIC_FRACTAL cubic_fractal-->
 +
<!--GIDEROSCST:Noise.DISTANCE distance-->
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<!--GIDEROSCST:Noise.DISTANCE_2 distance_2-->
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<!--GIDEROSCST:Noise.DISTANCE_2_ADD distance_2_add-->
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<!--GIDEROSCST:Noise.DISTANCE_2_DIV distance_2_div-->
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<!--GIDEROSCST:Noise.DISTANCE_2_MUL distance_2_mul-->
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<!--GIDEROSCST:Noise.DISTANCE_2_SUB distance_2_sub-->
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<!--GIDEROSCST:Noise.EUCLIDEAN euclidean-->
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<!--GIDEROSCST:Noise.FBM fbm-->
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<!--GIDEROSCST:Noise.HERMITE hermite-->
 +
<!--GIDEROSCST:Noise.LINEAR linear-->
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<!--GIDEROSCST:Noise.MANHATTAN manhattan-->
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<!--GIDEROSCST:Noise.NATURAL natural-->
 +
<!--GIDEROSCST:Noise.NOISE_LOOKUP noise_lookup-->
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<!--GIDEROSCST:Noise.PERLIN perlin-->
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<!--GIDEROSCST:Noise.PERLIN_FRACTAL perlin_fractal-->
 +
<!--GIDEROSCST:Noise.QUINTIC quintic-->
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<!--GIDEROSCST:Noise.RIGID_MULTI rigid_multi-->
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<!--GIDEROSCST:Noise.SIMPLEX simplex-->
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<!--GIDEROSCST:Noise.SIMPLEX_FRACTAL simplex_fractal-->
 +
<!--GIDEROSCST:Noise.VALUE value-->
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<!--GIDEROSCST:Noise.VALUE_FRACTAL value_fractal-->
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<!--GIDEROSCST:Noise.WHITE_NOISE white_noise-->
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|}
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 +
{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 23:11, 28 July 2025

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.pngPlatform linux.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 and its documentation https://github.com/Auburns/FastNoise/wiki

To add FastNoise plugin to your application you call:

require "FastNoise"

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

Examples

2D noise

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 
		-- x = 0, y = 0, z = 0 by default 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

Grayscaled noise image

require "FastNoise"

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

Colored seamless 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)
-- set a color table used by noise
-- first value - height (number), must be in range [0..1]
-- second value - color (number) in hex format
-- third value - alpha (number), must be in range [0..1] (optional, default - 1)
n:setColorLookup{
	{0.3, 0x4b3c37, 1},
	{0.4, 0xffffff, 1},
	{0.45, 0x5c443d, 1},
	{0.55, 0x3f6a14, 1},
	{0.6, 0x589718, 1},
	{0.7, 0x3666c6, 1},
	{0.9, 0xd1d080, 1},
	{1, 0x3463c3, 1},
}
-- generate 128x128 texture
local tex = n:getTileTexture(128, 128, false, {wrap=Texture.REPEAT})
-- add it to scene
stage:addChild(Pixel.new(tex, 256,256))

Some 3D examples here.

Plus Particles flow field.

Methods

Noise.new creates a new Noise object

Noise:getCellularDistanceFunction returns distance function type
Noise:getCellularJitter returns cellular jitter value
Noise:getCellularNoiseLookup returns Noise object that was set by setCellularNoiseLookup() function
Noise:getCellularReturnType returns cellular return type
Noise:getFractalGain returns noise gain
Noise:getFractalLacunarity returns noise lacunarity
Noise:getFractalOctaves returns number of fractal octaves
Noise:getFractalType returns noise type
Noise:getFrequency returns noise frequency
Noise:getGradientPerturbAmp returns gradient perturb amplitude.
Noise:getInterp returns interpolation type
Noise:getNoiseType returns noise type
Noise:getSeed returns generator's seed
Noise:getTexture gets noise texture
Noise:getTileTexture gets tileable texture
Noise:gradientPerturb2D returns modified x, y
Noise:gradientPerturb3D returns modified x, y, z
Noise:gradientPerturbFractal2D returns modified x,y
Noise:gradientPerturbFractal3D returns modified x,y,z
Noise:noise gets noise value
Noise:noise2D gets 2D noise value
Noise:noise3D gets 3D noise value
Noise:reset resets noise parameters to default
Noise:setCellularDistance2Indices sets the 2 distance indicies used for distance2 return types
Noise:setCellularDistanceFunction the distance function used to calculate the cell for a given point
Noise:setCellularJitter sets the maximum distance a cellular point can move from its grid position
Noise:setCellularNoiseLookup noise used to calculate a cell value
Noise:setCellularReturnType what value does the cellular function returns from its calculations
Noise:setColorLookup sets color table used by "getTexture" and "getTileTexture"
Noise:setFractalGain the relative strength of noise from each layer when compared to the last
Noise:setFractalLacunarity the frequency multiplier between each octave
Noise:setFractalOctaves the amount of noise layers used to create the fractal
Noise:setFractalType used in all fractal noise generation
Noise:setFrequency affects how coarse the noise output is
Noise:setGradientPerturbAmp sets the maximum perturb distance from original location when using gradientPerturb()
Noise:setInterp changes the interpolation method used to smooth between noise values
Noise:setNoiseType sets the type of noise returned by noise()
Noise:setSeed using different seeds will cause the noise output to change
Noise:simplex4D gets 4D simplex noise value
Noise:whiteNoise2DInt gets integer 2D white noise value
Noise:whiteNoise3DInt gets integer 3D white noise value
Noise:whiteNoise4D gets 4D white noise value
Noise:whiteNoise4DInt gets integer 4D white noise value

Events

Constants

FastNoise Constants