rigid

inline fun rigid(seed: Int, position: Vector4, crossinline noise: (Int, Double, Double, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a 4D rigid multi-octave noise value based on the provided parameters and noise function.

Parameters

seed

A base value used to seed the noise function.

position

A 4D vector specifying the coordinates (x, y, z, w) of the input point.

noise

A callback function that generates a noise value based on the given parameters: seed, x, y, z, and w.

octaves

The number of noise layers (octaves) to combine to achieve the rigid appearance. Defaults to 8.

lacunarity

The factor by which the frequency increases between successive octaves. Defaults to 0.5.

gain

The factor by which the amplitude decreases between successive octaves. Defaults to 0.5.


inline fun rigid(seed: Int, x: Double, y: Double, z: Double, w: Double, crossinline noise: (Int, Double, Double, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a 4D rigid multi-octave noise value based on the provided parameters and noise function.

Return

A double precision value representing the computed rigid multi-octave noise.

Parameters

seed

A base value used to seed the noise function.

x

The x-coordinate of the input point.

y

The y-coordinate of the input point.

z

The z-coordinate of the input point.

w

The w-coordinate of the input point.

noise

A callback function that generates a noise value based on the given parameters: seed, x, y, z, and w.

octaves

The number of noise layers (octaves) to combine to achieve the rigid appearance. Defaults to 8.

lacunarity

The factor by which the frequency increases between successive octaves. Defaults to 0.5.

gain

The factor by which the amplitude decreases between successive octaves. Defaults to 0.5.


inline fun rigid(seed: Int, position: Vector3, crossinline noise: (Int, Double, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Computes a multi-octave rigid noise value for a given position.

Return

The computed rigid noise value.

Parameters

seed

The seed value for the noise generation.

position

A 3D vector representing the spatial coordinates.

noise

A function for generating noise, taking seed and three Double coordinates (x, y, z).

octaves

The number of noise octaves to compute. Defaults to 8.

lacunarity

The frequency multiplier between successive octaves. Defaults to 0.5.

gain

The amplitude multiplier between successive octaves. Defaults to 0.5.


inline fun rigid(seed: Int, x: Double, y: Double, z: Double, crossinline noise: (Int, Double, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a rigid multi-fractal noise value based on the given parameters.

Return

The computed rigid multi-fractal noise value.

Parameters

seed

The seed value for the noise generation.

x

The x-coordinate of the point for noise calculation.

y

The y-coordinate of the point for noise calculation.

z

The z-coordinate of the point for noise calculation.

noise

A function that generates noise values based on the given seed and coordinates.

octaves

The number of iterations or layers to apply for generating the noise. Default is 8.

lacunarity

The frequency multiplier for each octave. Default is 0.5.

gain

The amplitude multiplier for each octave. Default is 0.5.


inline fun rigid(seed: Int, position: Vector2, crossinline noise: (Int, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Computes a value based on a rigid multi-fractal noise function using a 2D position.

Return

The computed rigid fractal noise value.

Parameters

seed

The seed value for the noise function.

position

The 2D vector representing the position for the noise function.

noise

A higher-order function that generates noise values based on a seed, x-coordinate, and y-coordinate.

octaves

The number of iterations to compute the rigid fractal noise, default is 8.

lacunarity

The frequency multiplier for each octave, default is 0.5.

gain

The amplitude multiplier for each octave, default is 0.5.


inline fun rigid(seed: Int, x: Double, y: Double, crossinline noise: (Int, Double, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Computes a value based on a rigid multi-fractal noise function.

Return

The computed rigid fractal noise value.

Parameters

seed

The seed value for the noise function.

x

The x-coordinate for the noise function.

y

The y-coordinate for the noise function.

noise

A higher-order function that generates noise values based on a seed, x, and y.

octaves

The number of iterations to compute the rigid fractal noise, default is 8.

lacunarity

The frequency multiplier for each octave, default is 0.5.

gain

The amplitude multiplier for each octave, default is 0.5.


inline fun rigid(seed: Int, x: Double, crossinline noise: (Int, Double) -> Double, octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): Double(source)

Generates a rigid noise value using fractional Brownian motion (fBm) by combining multiple layers of noise.

Return

A double value representing the computed rigid noise value.

Parameters

seed

An integer value used to seed the noise generation for reproducibility.

x

The input coordinate for which the noise value is computed.

noise

A function that generates the base noise value, taking an integer seed and a double coordinate as input.

octaves

The number of layers of noise to combine. Default is 8.

lacunarity

The factor by which the frequency increases for each subsequent layer of noise. Default is 0.5.

gain

The factor by which the amplitude decreases for each subsequent layer of noise. Default is 0.5.


fun (Int, Double) -> Double.rigid(octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): (Int, Double) -> Double(source)
fun (Int, Double, Double) -> Double.rigid(octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): (Int, Double, Double) -> Double(source)
fun (Int, Double, Double, Double) -> Double.rigid(octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): (Int, Double, Double, Double) -> Double(source)
fun (Int, Double, Double, Double, Double) -> Double.rigid(octaves: Int = 8, lacunarity: Double = 0.5, gain: Double = 0.5): (Int, Double, Double, Double, Double) -> Double(source)