diff --git a/Rust/Cargo.lock b/Rust/Cargo.lock index 1ca2513..5743f2f 100644 --- a/Rust/Cargo.lock +++ b/Rust/Cargo.lock @@ -2,6 +2,31 @@ # It is not intended for manual editing. version = 3 +[[package]] +name = "autocfg" +version = "1.1.0" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = "d468802bab17cbc0cc575e9b053f41e72aa36bfa6b7f55e3529ffa43161b97fa" + [[package]] name = "fastnoise-lite" -version = "1.0.1" +version = "1.1.0" +dependencies = [ + "num-traits", +] + +[[package]] +name = "libm" +version = "0.2.8" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = "4ec2a862134d2a7d32d7983ddcdd1c4923530833c9f2ea1a44fc5fa473989058" + +[[package]] +name = "num-traits" +version = "0.2.16" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = "f30b0abd723be7e2ffca1272140fac1a2f084c77ec3e123c192b66af1ee9e6c2" +dependencies = [ + "autocfg", + "libm", +] diff --git a/Rust/Cargo.toml b/Rust/Cargo.toml index 82c3a5f..a9141b7 100644 --- a/Rust/Cargo.toml +++ b/Rust/Cargo.toml @@ -7,6 +7,40 @@ description = "FastNoiseLite is an extremely portable open source noise generati repository = "https://github.com/Auburn/FastNoiseLite" readme = "README.md" authors = ["Jordan Peck", "Keavon Chambers"] +categories = [ + "algorithms", + "game-development", + "graphics", + "multimedia::images", + "rendering", +] +keywords = [ + "noise", + "fastnoise", + "procedural", + "simplex", + "opensimplex", + "cellular", + "voronoi", + "perlin", + "value", + "cubic", + "fractal", + "domain-warping", + "2D", + "3D", + "heightmap", + "terrain", + "texture", + "random", + "generative", +] [features] f64 = [] +std = ["num-traits/std"] +libm = ["num-traits/libm"] +default = ["std"] + +[dependencies] +num-traits = { version = "0.2.16", optional = true, default-features = false } diff --git a/Rust/src/lib.rs b/Rust/src/lib.rs index 0005f3c..de81a92 100644 --- a/Rust/src/lib.rs +++ b/Rust/src/lib.rs @@ -51,6 +51,7 @@ // Ported to Rust by Keavon Chambers: // Discord: Keavon (preferred) | Email: see for the address | GitHub: Keavon (https://github.com/Keavon) +#![cfg_attr(not(feature = "std"), no_std)] #![allow(clippy::excessive_precision)] // Switch between using floats or doubles for input position @@ -59,6 +60,32 @@ type Float = f32; #[cfg(feature = "f64")] type Float = f64; +#[cfg(feature = "libm")] +use num_traits::float::Float as NumFloat; + +#[cfg(all(feature = "std", not(feature = "libm")))] +use Float as NumFloat; + +#[cfg(all(not(feature = "std"), not(feature = "libm")))] +compile_error!("Either the std or libm feature must be enabled"); +#[cfg(all(not(feature = "std"), not(feature = "libm")))] +use Float as NumFloat; +#[cfg(all(not(feature = "std"), not(feature = "libm")))] +impl DummyFloatExt for Float {} + +// Dummy trait to allow compilation without std or libm +trait DummyFloatExt: Sized { + fn sqrt(self) -> Self { + unimplemented!() + } + fn trunc(self) -> Self { + unimplemented!() + } + fn abs(self) -> Self { + unimplemented!() + } +} + #[derive(Copy, Clone, Debug, PartialEq)] pub enum NoiseType { OpenSimplex2, @@ -175,99 +202,101 @@ impl Default for FastNoiseLite { } impl FastNoiseLite { - /// Create new FastNoise object with optional seed + /// Create new FastNoise object with the default seed of `1337`. pub fn new() -> Self { Self::default() } - /// Create new FastNoise object with optional seed + /// Create new FastNoise object with a specific seed. pub fn with_seed(seed: i32) -> Self { let mut fnl = Self::default(); fnl.set_seed(Some(seed)); fnl } - /// Sets seed used for all noise types + /// Sets seed used for all noise types. /// - /// Default: 1337 + /// If set to [`None`], it is reset to its default: `1337`. pub fn set_seed(&mut self, seed: Option) { self.seed = seed.unwrap_or(1337); } - /// Sets frequency for all noise types + /// Sets frequency used for all noise types. /// - /// Default: 0.01 + /// If set to [`None`], it is reset to its default: `0.01`. pub fn set_frequency(&mut self, frequency: Option) { self.frequency = frequency.unwrap_or(0.01); } - /// Sets noise algorithm used for get_noise_2d(...)/get_noise_3d(...) + /// Sets noise algorithm used for [`get_noise_2d`](Self::get_noise_2d)/[`get_noise_3d`](Self::get_noise_3d). /// - /// Default: OpenSimplex2 + /// If set to [`None`], it is reset to its default: [`NoiseType::OpenSimplex2`]. pub fn set_noise_type(&mut self, noise_type: Option) { self.noise_type = noise_type.unwrap_or(NoiseType::OpenSimplex2); self.update_transform_type_3d(); } /// Sets domain rotation type for 3D Noise and 3D DomainWarp. - /// Can aid in reducing directional artifacts when sampling a 2D plane in 3D + /// Can aid in reducing directional artifacts when sampling a 2D plane in 3D. /// - /// Default: None + /// If set to [`None`], it is reset to its default: [`RotationType3D::None`]. pub fn set_rotation_type_3d(&mut self, rotation_type_3d: Option) { self.rotation_type_3d = rotation_type_3d.unwrap_or(RotationType3D::None); self.update_transform_type_3d(); self.update_warp_transform_type_3d(); } - /// Sets method for combining octaves in all fractal noise types + /// Sets method for combining octaves in all fractal noise types. + /// + /// If set to [`None`], it is reset to its default: [`FractalType::None`]. /// - /// Default: None - /// Note: FractalType::DomainWarp... only affects domain_warp(...) + /// Note: [`FractalType::DomainWarpProgressive`]/[`FractalType::DomainWarpIndependent`] only affects [`domain_warp_2d`](Self::domain_warp_2d). pub fn set_fractal_type(&mut self, fractal_type: Option) { self.fractal_type = fractal_type.unwrap_or(FractalType::None); } - /// Sets octave count for all fractal noise types + /// Sets octave count for all fractal noise types. /// - /// Default: 3 + /// If set to [`None`], it is reset to its default: `3`. pub fn set_fractal_octaves(&mut self, octaves: Option) { self.octaves = octaves.unwrap_or(3); self.calculate_fractal_bounding(); } - /// Sets octave lacunarity for all fractal noise types + /// Sets octave lacunarity for all fractal noise types. /// - /// Default: 2.0 + /// If set to [`None`], it is reset to its default: `2.0`. pub fn set_fractal_lacunarity(&mut self, lacunarity: Option) { self.lacunarity = lacunarity.unwrap_or(2.); } - /// Sets octave gain for all fractal noise types + /// Sets octave gain for all fractal noise types. /// - /// Default: 0.5 + /// If set to [`None`], it is reset to its default: `0.5`. pub fn set_fractal_gain(&mut self, gain: Option) { self.gain = gain.unwrap_or(0.5); self.calculate_fractal_bounding(); } - /// Sets octave weighting for all none DomainWarp fratal types + /// Sets octave weighting for all none DomainWarp fractal types. /// - /// Default: 0.0 - /// Note: Keep between 0...1 to maintain -1...1 output bounding + /// If set to [`None`], it is reset to its default: `0.0`. + /// + /// Note: Keep between 0..1 to maintain -1..1 output bounding. pub fn set_fractal_weighted_strength(&mut self, weighted_strength: Option) { self.weighted_strength = weighted_strength.unwrap_or(0.); } - /// Sets strength of the fractal ping pong effect + /// Sets strength of the fractal ping pong effect. /// - /// Default: 2.0 + /// If set to [`None`], it is reset to its default: `2.0`. pub fn set_fractal_ping_pong_strength(&mut self, ping_pong_strength: Option) { self.ping_pong_strength = ping_pong_strength.unwrap_or(2.); } - /// Sets distance function used in cellular noise calculations + /// Sets distance function used in cellular noise calculations. /// - /// Default: EuclideanSq + /// If set to [`None`], it is reset to its default: [`CellularDistanceFunction::EuclideanSq`]. pub fn set_cellular_distance_function( &mut self, cellular_distance_function: Option, @@ -276,39 +305,40 @@ impl FastNoiseLite { cellular_distance_function.unwrap_or(CellularDistanceFunction::EuclideanSq); } - /// Sets return type from cellular noise calculations + /// Sets return type from cellular noise calculations. /// - /// Default: Distance + /// If set to [`None`], it is reset to its default: [`CellularReturnType::Distance`]. pub fn set_cellular_return_type(&mut self, cellular_return_type: Option) { self.cellular_return_type = cellular_return_type.unwrap_or(CellularReturnType::Distance); } - /// Sets the maximum distance a cellular point can move from it's grid position + /// Sets the maximum distance a cellular point can move from its grid position. + /// + /// If set to [`None`], it is reset to its default: `1.0`. /// - /// Default: 1.0 - /// Note: Setting this higher than 1 will cause artifacts + /// Note: Setting this higher than 1 will cause artifacts. pub fn set_cellular_jitter(&mut self, cellular_jitter: Option) { self.cellular_jitter_modifier = cellular_jitter.unwrap_or(1.); } - /// Sets the warp algorithm when using domain_warp(...) + /// Sets the warp algorithm when using [`domain_warp_2d`](Self::domain_warp_2d). /// - /// Default: OpenSimplex2 + /// If set to [`None`], it is reset to its default: [`DomainWarpType::OpenSimplex2`]. pub fn set_domain_warp_type(&mut self, domain_warp_type: Option) { self.domain_warp_type = domain_warp_type.unwrap_or(DomainWarpType::OpenSimplex2); self.update_warp_transform_type_3d(); } - /// Sets the maximum warp distance from original position when using domain_warp(...) + /// Sets the maximum warp distance from original position when using [`domain_warp_2d`](Self::domain_warp_2d). /// - /// Default: 1.0 + /// If set to [`None`], it is reset to its default: `1.0`. pub fn set_domain_warp_amp(&mut self, domain_warp_amp: Option) { self.domain_warp_amp = domain_warp_amp.unwrap_or(1.); } - /// 2D noise at given position using current settings. Use [`get_noise_3d`] for 3D noise. + /// 2D noise at given position using current settings. /// - /// Noise output bounded between -1...1 + /// Noise output bounded between -1..1. pub fn get_noise_2d(&mut self, x: Float, y: Float) -> f32 { let (x, y) = self.transform_noise_coordinate_2d(x, y); @@ -320,9 +350,9 @@ impl FastNoiseLite { } } - /// 3D noise at given position using current settings. Use [`get_noise_2d`] for 2D noise. + /// 3D noise at given position using current settings. /// - /// Noise output bounded between -1...1 + /// Noise output is bounded between -1..1. pub fn get_noise_3d(&mut self, x: Float, y: Float, z: Float) -> f32 { let (x, y, z) = self.transform_noise_coordinate_3d(x, y, z); @@ -334,12 +364,12 @@ impl FastNoiseLite { } } - /// 2D warps the input position using current domain warp settings. Use [`domain_warp_3d`] for 3D domain warp. + /// 2D warps the input position using current domain warp settings. /// - /// Example usage with get_noise_2d - /// ``` + /// Example usage: + /// ```rs /// let (x, y) = domain_warp_2d(x, y); - /// let noise = get_noise_2d(x, y); + /// let noise = get_noise_2d(x, y); // Value in the -1..1 range /// ``` pub fn domain_warp_2d(&mut self, x: Float, y: Float) -> (Float, Float) { match self.fractal_type { @@ -349,12 +379,12 @@ impl FastNoiseLite { } } - /// 3D warps the input position using current domain warp settings. Use [`domain_warp`] for 2D domain warp. + /// 3D warps the input position using current domain warp settings. /// - /// Example usage with get_noise_3d - /// ``` + /// Example usage: + /// ```rs /// let (x, y, z) = domain_warp_3d(x, y, z); - /// let noise = get_noise_3d(x, y, z); + /// let noise = get_noise_3d(x, y, z); // Value in the -1..1 range /// ``` pub fn domain_warp_3d(&mut self, x: Float, y: Float, z: Float) -> (Float, Float, Float) { match self.fractal_type { @@ -533,7 +563,8 @@ impl FastNoiseLite { #[inline(always)] fn ping_pong(t: f32) -> f32 { - let t = t - (t * 0.5).trunc() * 2.; + let t = t - NumFloat::trunc(t * 0.5) * 2.; + if t < 1. { t } else { @@ -542,7 +573,7 @@ impl FastNoiseLite { } fn calculate_fractal_bounding(&mut self) { - let gain = self.gain.abs(); + let gain = NumFloat::abs(self.gain); let mut amp = gain; let mut amp_fractal = 1.; for _ in 1..self.octaves { @@ -941,7 +972,7 @@ impl FastNoiseLite { let mut amp = self.fractal_bounding; for _ in 0..self.octaves { - let noise = self.gen_noise_single_2d(seed, x, y).abs(); + let noise = NumFloat::abs(self.gen_noise_single_2d(seed, x, y)); seed += 1; sum += (noise * -2. + 1.) * amp; @@ -965,7 +996,7 @@ impl FastNoiseLite { let mut amp = self.fractal_bounding; for _ in 0..self.octaves { - let noise = self.gen_noise_single_3d(seed, x, y, z).abs(); + let noise = NumFloat::abs(self.gen_noise_single_3d(seed, x, y, z)); seed += 1; sum += (noise * -2. + 1.) * amp; @@ -1737,7 +1768,7 @@ impl FastNoiseLite { let vec_y = (yi as Float - y) as f32 + Self::RAND_VECS_2D[(idx | 1) as usize] * cellular_jitter; - let new_distance = vec_x.abs() + vec_y.abs(); + let new_distance = NumFloat::abs(vec_x) + NumFloat::abs(vec_y); distance1 = distance1.min(new_distance).max(distance0); if new_distance < distance0 { @@ -1764,8 +1795,8 @@ impl FastNoiseLite { let vec_y = (yi as Float - y) as f32 + Self::RAND_VECS_2D[(idx | 1) as usize] * cellular_jitter; - let new_distance = - (vec_x.abs() + vec_y.abs()) + (vec_x * vec_x + vec_y * vec_y); + let new_distance = (NumFloat::abs(vec_x) + NumFloat::abs(vec_y)) + + (vec_x * vec_x + vec_y * vec_y); distance1 = distance1.min(new_distance).max(distance0); if new_distance < distance0 { @@ -1782,10 +1813,10 @@ impl FastNoiseLite { if self.cellular_distance_function == CellularDistanceFunction::Euclidean && self.cellular_return_type >= CellularReturnType::Distance { - distance0 = distance0.sqrt(); + distance0 = NumFloat::sqrt(distance0); if self.cellular_return_type >= CellularReturnType::Distance2 { - distance1 = distance1.sqrt(); + distance1 = NumFloat::sqrt(distance1); } } @@ -1872,7 +1903,8 @@ impl FastNoiseLite { let vec_z = (zi as Float - z) as f32 + Self::RAND_VECS_3D[(idx | 2) as usize] * cellular_jitter; - let new_distance = vec_x.abs() + vec_y.abs() + vec_z.abs(); + let new_distance = + NumFloat::abs(vec_x) + NumFloat::abs(vec_y) + NumFloat::abs(vec_z); distance1 = distance1.min(new_distance).max(distance0); if new_distance < distance0 { @@ -1907,7 +1939,9 @@ impl FastNoiseLite { let vec_z = (zi as Float - z) as f32 + Self::RAND_VECS_3D[(idx | 2) as usize] * cellular_jitter; - let new_distance = (vec_x.abs() + vec_y.abs() + vec_z.abs()) + let new_distance = (NumFloat::abs(vec_x) + + NumFloat::abs(vec_y) + + NumFloat::abs(vec_z)) + (vec_x * vec_x + vec_y * vec_y + vec_z * vec_z); distance1 = distance1.min(new_distance).max(distance0); @@ -1927,10 +1961,10 @@ impl FastNoiseLite { if self.cellular_distance_function == CellularDistanceFunction::Euclidean && self.cellular_return_type >= CellularReturnType::Distance { - distance0 = distance0.sqrt(); + distance0 = NumFloat::sqrt(distance0); if self.cellular_return_type >= CellularReturnType::Distance2 { - distance1 = distance1.sqrt(); + distance1 = NumFloat::sqrt(distance1); } }