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@ -15,10 +15,12 @@ const (
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perlinAmpFalloff = 0.5
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)
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// PerlinNoise is a perline noise struct to generate perlin noise.
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type PerlinNoise struct {
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perlin []float64
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}
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// NewPerlinNoise returns a PerlinNoise object.
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func NewPerlinNoise() *PerlinNoise {
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perlin := &PerlinNoise{perlin: nil}
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perlin.perlin = make([]float64, perlinSize+1)
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@ -29,14 +31,17 @@ func NewPerlinNoise() *PerlinNoise {
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return perlin
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}
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// Noise1D returns a float noise number on one dimension.
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func (p *PerlinNoise) Noise1D(x float64) float64 {
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return p.noise(x, 0, 0)
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}
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// Noise1D returns a float noise number on two dimensions.
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func (p *PerlinNoise) Noise2D(x, y float64) float64 {
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return p.noise(x, y, 0)
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}
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// Noise1D returns a float noise number on three dimensions.
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func (p *PerlinNoise) Noise3D(x, y, z float64) float64 {
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return p.noise(x, y, z)
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}
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@ -10,6 +10,8 @@ type HSV struct {
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H, S, V int
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}
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// ToRGB converts a HSV color mode to RGB mode
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// mh, ms, mv are used to set the maximum number for HSV.
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func (hs HSV) ToRGB(mh, ms, mv int) color.RGBA {
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if hs.H > mh {
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hs.H = mh
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@ -111,18 +113,22 @@ func ConvertPolarToPixel(r, theta, xaixs, yaixs float64, h, w int) (int, int) {
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return i, j
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}
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// Distance returns the Euclidean distance between two point on 2D dimension.
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func Distance(x1, y1, x2, y2 float64) float64 {
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return math.Sqrt(math.Pow(x1-x2, 2.0) + math.Pow(y1-y2, 2.0))
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}
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// RandomRangeInt returns a integer number between min and max.
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func RandomRangeInt(min, max int) int {
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return rand.Intn(max-min) + min
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}
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// RandomRangeFloat64 returns a float64 number between min and max.
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func RandomRangeFloat64(min, max float64) float64 {
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return min + rand.Float64()*(max-min)
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}
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// RandomGaussian returns a gaussian random float64 number.
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func RandomGaussian(mean, std float64) float64 {
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return rand.NormFloat64()*std + mean
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}
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