Documentation
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Index ¶
- Variables
- func Blend(src, dest *image.RGBA, mode BlendMode) *image.RGBA
- func Constrain(val, low, high float64) float64
- func ConstrainInt(val, low, high int) int
- func ConvertCartesianToPixel(x, y, xaixs, yaixs float64, h, w int) (int, int)
- func ConvertCartesianToPolar(x, y float64) (float64, float64)
- func ConvertCartesianToPolarPixel(x, y, xaixs, yaixs float64, h, w int) (int, int)
- func ConvertPolarToPixel(r, theta, xaixs, yaixs float64, h, w int) (int, int)
- func Distance(x1, y1, x2, y2 float64) float64
- func LerpColor(c1, c2 color.RGBA, ratio float64) color.RGBA
- func Magnitude(x, y float64) float64
- func MaxInt(a, b int) int
- func MinInt(a, b int) int
- func ParseHexColor(s string) (color.RGBA, error)
- func RandomGaussian(mean, std float64) float64
- func RandomRangeFloat64(min, max float64) float64
- func RandomRangeInt(min, max int) int
- func Remap(n, start1, stop1, start2, stop2 float64) float64
- type BlendMode
- type HSV
- type PerlinNoise
- type Rect
- type Vector
Constants ¶
This section is empty.
Variables ¶
var ( MistyRose = color.RGBA{R: 0xFF, G: 0xE4, B: 0xE1, A: 0xFF} DarkSalmon = color.RGBA{R: 0xE9, G: 0x96, B: 0x7A, A: 0xFF} Tan = color.RGBA{R: 0xD2, G: 0xB4, B: 0x8C, A: 0xFF} Bisque = color.RGBA{R: 0xFF, G: 0xE4, B: 0xC4, A: 0xFF} Mintcream = color.RGBA{R: 0xF5, G: 0xFF, B: 0xFA, A: 0xFF} Aquamarine = color.RGBA{R: 0x7F, G: 0xFF, B: 0xD4, A: 0xFF} Azure = color.RGBA{R: 0xF0, G: 0xFF, B: 0xFF, A: 0xFF} Lavender = color.RGBA{R: 0xE6, G: 0xE6, B: 0xFA, A: 0xFF} Plum = color.RGBA{R: 0xDD, G: 0xA0, B: 0xDD, A: 0xFF} AntiqueWhite = color.RGBA{R: 0xFA, G: 0xEB, B: 0xD7, A: 0xFF} Moccasin = color.RGBA{R: 0xFF, G: 0xE4, B: 0xB5, A: 0xFF} MediumAquamarine = color.RGBA{R: 0x66, G: 0xCD, B: 0xAA, A: 0xFF} PaleTurquoise = color.RGBA{R: 0xAF, G: 0xEE, B: 0xEE, A: 0xFF} LightPink = color.RGBA{R: 0xFF, G: 0xB6, B: 0xC1, A: 0xFF} Tomato = color.RGBA{R: 0xFF, G: 0x63, B: 0x47, A: 0xFF} Orange = color.RGBA{R: 0xFF, G: 0xA5, A: 0xFF} Black = color.RGBA{A: 0xFF} White = color.RGBA{R: 0xFF, G: 0xFF, B: 0xFF, A: 0xFF} LightGray = color.RGBA{R: 200, G: 200, B: 200, A: 255} Outdoors = []color.RGBA{ {67, 110, 165, 255}, {47, 76, 114, 255}, {165, 138, 3, 255}, {242, 182, 4, 255}, {191, 131, 59, 255}, } Reddery = []color.RGBA{ {89, 2, 16, 255}, {37, 2, 5, 255}, {186, 7, 55, 255}, {253, 55, 51, 255}, {245, 169, 167, 255}, } DarkPink = []color.RGBA{ {2, 64, 89, 255}, {242, 131, 107, 255}, {140, 40, 31, 255}, {191, 69, 57, 255}, {13, 13, 13, 255}, } DarkRed = []color.RGBA{ {48, 19, 21, 255}, {71, 15, 16, 255}, {92, 10, 12, 255}, {115, 5, 4, 255}, {139, 0, 3, 255}, {163, 32, 1, 255}, {185, 66, 0, 255}, {208, 98, 1, 255}, {231, 133, 0, 255}, {254, 165, 0, 255}, } Sleek = []color.RGBA{ {R: 0x2C, G: 0x35, B: 0x31, A: 0xFF}, {R: 0x11, G: 0x64, B: 0x66, A: 0xFF}, {R: 0xD9, G: 0xB0, B: 0x8C, A: 0xFF}, {R: 0xFF, G: 0xCB, B: 0x9A, A: 0xFF}, {R: 0xD1, G: 0xE8, B: 0xE2, A: 0xFF}, } Energetic = []color.RGBA{ {R: 0x56, G: 0x80, B: 0xE9, A: 0xFF}, {R: 0x84, G: 0xCE, B: 0xEB, A: 0xFF}, {R: 0x5A, G: 0x89, B: 0xEA, A: 0xFF}, {R: 0xC1, G: 0xC8, B: 0xEA, A: 0xFF}, {R: 0x88, G: 0x60, B: 0xD0, A: 0xFF}, } Youthful = []color.RGBA{ {R: 0xA6, G: 0x4A, B: 0xC9, A: 0xFF}, {R: 0xFC, G: 0xCD, B: 0x04, A: 0xFF}, {R: 0xFF, G: 0xB4, B: 0x8F, A: 0xFF}, {R: 0xF5, G: 0xE6, B: 0xCC, A: 0xFF}, {R: 0x17, G: 0xE9, B: 0xE0, A: 0xFF}, } PinkPastel = []color.RGBA{ {R: 0xA1, G: 0xC3, B: 0xD1, A: 0xFF}, {R: 0xB3, G: 0x9B, B: 0xC8, A: 0xFF}, {R: 0xF0, G: 0xEB, B: 0xF4, A: 0xFF}, {R: 0xF1, G: 0x72, B: 0xA1, A: 0xFF}, {R: 0xE6, G: 0x43, B: 0x98, A: 0xFF}, } Citrus = []color.RGBA{ {R: 0x1F, G: 0x26, B: 0x05, A: 0xFF}, {R: 0x1F, G: 0x65, B: 0x21, A: 0xFF}, {R: 0x53, G: 0x90, B: 0x0F, A: 0xFF}, {R: 0xA4, G: 0xA7, B: 0x1E, A: 0xFF}, {R: 0xD6, G: 0xCE, B: 0x15, A: 0xFF}, } Cheerful = []color.RGBA{ {R: 0xFB, G: 0xE8, B: 0xA6, A: 0xFF}, {R: 0xF4, G: 0x97, B: 0x6C, A: 0xFF}, {R: 0x30, G: 0x3C, B: 0x6C, A: 0xFF}, {R: 0xB4, G: 0xDF, B: 0xE5, A: 0xFF}, {R: 0xD2, G: 0xFD, B: 0xFF, A: 0xFF}, } Earthy = []color.RGBA{ {R: 0x8D, G: 0x87, B: 0x41, A: 0xFF}, {R: 0xF4, G: 0x97, B: 0x6C, A: 0xFF}, {R: 0x30, G: 0x3C, B: 0x6C, A: 0xFF}, {R: 0xB4, G: 0xDF, B: 0xE5, A: 0xFF}, {R: 0xD2, G: 0xFD, B: 0xFF, A: 0xFF}, } )
Functions ¶
func ConstrainInt ¶
ConstrainInt returns a int value between a minimum and maximum value.
func ConvertCartesianToPixel ¶
ConvertCartesianToPixel converts cartesian coordinates to actual pixels in an image.
func ConvertCartesianToPolar ¶
ConvertCartesianToPolar converts points from cartesian coordinates to polar coordinates.
func ConvertPolarToPixel ¶
ConvertPolarToPixel converts polar coordinates to actual pixels in an image.
func ParseHexColor ¶
ParseHexColor parses color string likes #FFFFFF or #2398EFFF
func RandomGaussian ¶
RandomGaussian returns a gaussian random float64 number.
func RandomRangeFloat64 ¶
RandomRangeFloat64 returns a float64 number between min and max.
func RandomRangeInt ¶
RandomRangeInt returns a integer number between min and max.
Types ¶
type PerlinNoise ¶
type PerlinNoise struct {
// contains filtered or unexported fields
}
PerlinNoise is a perlin noise struct to generate perlin noise.
func NewPerlinNoise ¶
func NewPerlinNoise() *PerlinNoise
NewPerlinNoise returns a PerlinNoise object.
func (*PerlinNoise) Noise1D ¶
func (p *PerlinNoise) Noise1D(x float64) float64
Noise1D returns a float noise number on one dimension.
func (*PerlinNoise) Noise2D ¶
func (p *PerlinNoise) Noise2D(x, y float64) float64
Noise2D returns a float noise number on two dimensions.
func (*PerlinNoise) Noise3D ¶
func (p *PerlinNoise) Noise3D(x, y, z float64) float64
Noise3D returns a float noise number on three dimensions.