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diff --git a/modules/noise/doc_classes/FastNoiseLite.xml b/modules/noise/doc_classes/FastNoiseLite.xml new file mode 100644 index 0000000000..6ca4ba2d46 --- /dev/null +++ b/modules/noise/doc_classes/FastNoiseLite.xml @@ -0,0 +1,163 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="FastNoiseLite" inherits="Noise" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> + <brief_description> + Generates noise using the FastNoiseLite library. + </brief_description> + <description> + This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more. + Most generated noise values are in the range of [code][-1,1][/code], however not always. Some of the cellular noise algorithms return results above [code]1[/code]. + </description> + <tutorials> + </tutorials> + <members> + <member name="cellular_distance_function" type="int" setter="set_cellular_distance_function" getter="get_cellular_distance_function" enum="FastNoiseLite.CellularDistanceFunction" default="0"> + Determines how the distance to the nearest/second-nearest point is computed. See [enum CellularDistanceFunction] for options. + </member> + <member name="cellular_jitter" type="float" setter="set_cellular_jitter" getter="get_cellular_jitter" default="0.45"> + Maximum distance a point can move off of its grid position. Set to [code]0[/code] for an even grid. + </member> + <member name="cellular_return_type" type="int" setter="set_cellular_return_type" getter="get_cellular_return_type" enum="FastNoiseLite.CellularReturnType" default="1"> + Return type from cellular noise calculations. See [enum CellularReturnType]. + </member> + <member name="domain_warp_amplitude" type="float" setter="set_domain_warp_amplitude" getter="get_domain_warp_amplitude" default="30.0"> + Sets the maximum warp distance from the origin. + </member> + <member name="domain_warp_enabled" type="bool" setter="set_domain_warp_enabled" getter="is_domain_warp_enabled" default="false"> + If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise. + </member> + <member name="domain_warp_fractal_gain" type="float" setter="set_domain_warp_fractal_gain" getter="get_domain_warp_fractal_gain" default="0.5"> + Determines the strength of each subsequent layer of the noise which is used to warp the space. + A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers. + </member> + <member name="domain_warp_fractal_lacunarity" type="float" setter="set_domain_warp_fractal_lacunarity" getter="get_domain_warp_fractal_lacunarity" default="6.0"> + Octave lacunarity of the fractal noise which warps the space. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance. + </member> + <member name="domain_warp_fractal_octaves" type="int" setter="set_domain_warp_fractal_octaves" getter="get_domain_warp_fractal_octaves" default="5"> + The number of noise layers that are sampled to get the final value for the fractal noise which warps the space. + </member> + <member name="domain_warp_fractal_type" type="int" setter="set_domain_warp_fractal_type" getter="get_domain_warp_fractal_type" enum="FastNoiseLite.DomainWarpFractalType" default="1"> + The method for combining octaves into a fractal which is used to warp the space. See [enum DomainWarpFractalType]. + </member> + <member name="domain_warp_frequency" type="float" setter="set_domain_warp_frequency" getter="get_domain_warp_frequency" default="0.05"> + Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise. + </member> + <member name="domain_warp_type" type="int" setter="set_domain_warp_type" getter="get_domain_warp_type" enum="FastNoiseLite.DomainWarpType" default="0"> + Sets the warp algorithm. See [enum DomainWarpType]. + </member> + <member name="fractal_gain" type="float" setter="set_fractal_gain" getter="get_fractal_gain" default="0.5"> + Determines the strength of each subsequent layer of noise in fractal noise. + A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers. + </member> + <member name="fractal_lacunarity" type="float" setter="set_fractal_lacunarity" getter="get_fractal_lacunarity" default="2.0"> + Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance. + </member> + <member name="fractal_octaves" type="int" setter="set_fractal_octaves" getter="get_fractal_octaves" default="5"> + The number of noise layers that are sampled to get the final value for fractal noise types. + </member> + <member name="fractal_ping_pong_strength" type="float" setter="set_fractal_ping_pong_strength" getter="get_fractal_ping_pong_strength" default="2.0"> + Sets the strength of the fractal ping pong type. + </member> + <member name="fractal_type" type="int" setter="set_fractal_type" getter="get_fractal_type" enum="FastNoiseLite.FractalType" default="1"> + The method for combining octaves into a fractal. See [enum FractalType]. + </member> + <member name="fractal_weighted_strength" type="float" setter="set_fractal_weighted_strength" getter="get_fractal_weighted_strength" default="0.0"> + Higher weighting means higher octaves have less impact if lower octaves have a large impact. + </member> + <member name="frequency" type="float" setter="set_frequency" getter="get_frequency" default="0.01"> + The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise. + </member> + <member name="noise_type" type="int" setter="set_noise_type" getter="get_noise_type" enum="FastNoiseLite.NoiseType" default="1"> + The noise algorithm used. See [enum NoiseType]. + </member> + <member name="offset" type="Vector3" setter="set_offset" getter="get_offset" default="Vector3(0, 0, 0)"> + Translate the noise input coordinates by the given [Vector3]. + </member> + <member name="seed" type="int" setter="set_seed" getter="get_seed" default="0"> + The random number seed for all noise types. + </member> + </members> + <constants> + <constant name="TYPE_VALUE" value="5" enum="NoiseType"> + A lattice of points are assigned random values then interpolated based on neighboring values. + </constant> + <constant name="TYPE_VALUE_CUBIC" value="4" enum="NoiseType"> + Similar to Value noise, but slower. Has more variance in peaks and valleys. + Cubic noise can be used to avoid certain artifacts when using value noise to create a bumpmap. In general, you should always use this mode if the value noise is being used for a heightmap or bumpmap. + </constant> + <constant name="TYPE_PERLIN" value="3" enum="NoiseType"> + A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices. + </constant> + <constant name="TYPE_CELLULAR" value="2" enum="NoiseType"> + Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value. + </constant> + <constant name="TYPE_SIMPLEX" value="0" enum="NoiseType"> + As opposed to [constant TYPE_PERLIN], gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts. + </constant> + <constant name="TYPE_SIMPLEX_SMOOTH" value="1" enum="NoiseType"> + Modified, higher quality version of [constant TYPE_SIMPLEX], but slower. + </constant> + <constant name="FRACTAL_NONE" value="0" enum="FractalType"> + No fractal noise. + </constant> + <constant name="FRACTAL_FBM" value="1" enum="FractalType"> + Method using Fractional Brownian Motion to combine octaves into a fractal. + </constant> + <constant name="FRACTAL_RIDGED" value="2" enum="FractalType"> + Method of combining octaves into a fractal resulting in a "ridged" look. + </constant> + <constant name="FRACTAL_PING_PONG" value="3" enum="FractalType"> + Method of combining octaves into a fractal with a ping pong effect. + </constant> + <constant name="DISTANCE_EUCLIDEAN" value="0" enum="CellularDistanceFunction"> + Euclidean distance to the nearest point. + </constant> + <constant name="DISTANCE_EUCLIDEAN_SQUARED" value="1" enum="CellularDistanceFunction"> + Squared Euclidean distance to the nearest point. + </constant> + <constant name="DISTANCE_MANHATTAN" value="2" enum="CellularDistanceFunction"> + Manhattan distance (taxicab metric) to the nearest point. + </constant> + <constant name="DISTANCE_HYBRID" value="3" enum="CellularDistanceFunction"> + Blend of [constant DISTANCE_EUCLIDEAN] and [constant DISTANCE_MANHATTAN] to give curved cell boundaries + </constant> + <constant name="RETURN_CELL_VALUE" value="0" enum="CellularReturnType"> + The cellular distance function will return the same value for all points within a cell. + </constant> + <constant name="RETURN_DISTANCE" value="1" enum="CellularReturnType"> + The cellular distance function will return a value determined by the distance to the nearest point. + </constant> + <constant name="RETURN_DISTANCE2" value="2" enum="CellularReturnType"> + The cellular distance function returns the distance to the second-nearest point. + </constant> + <constant name="RETURN_DISTANCE2_ADD" value="3" enum="CellularReturnType"> + The distance to the nearest point is added to the distance to the second-nearest point. + </constant> + <constant name="RETURN_DISTANCE2_SUB" value="4" enum="CellularReturnType"> + The distance to the nearest point is subtracted from the distance to the second-nearest point. + </constant> + <constant name="RETURN_DISTANCE2_MUL" value="5" enum="CellularReturnType"> + The distance to the nearest point is multiplied with the distance to the second-nearest point. + </constant> + <constant name="RETURN_DISTANCE2_DIV" value="6" enum="CellularReturnType"> + The distance to the nearest point is divided by the distance to the second-nearest point. + </constant> + <constant name="DOMAIN_WARP_SIMPLEX" value="0" enum="DomainWarpType"> + The domain is warped using the simplex noise algorithm. + </constant> + <constant name="DOMAIN_WARP_SIMPLEX_REDUCED" value="1" enum="DomainWarpType"> + The domain is warped using a simplified version of the simplex noise algorithm. + </constant> + <constant name="DOMAIN_WARP_BASIC_GRID" value="2" enum="DomainWarpType"> + The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant). + </constant> + <constant name="DOMAIN_WARP_FRACTAL_NONE" value="0" enum="DomainWarpFractalType"> + No fractal noise for warping the space. + </constant> + <constant name="DOMAIN_WARP_FRACTAL_PROGRESSIVE" value="1" enum="DomainWarpFractalType"> + Warping the space progressively, octave for octave, resulting in a more "liquified" distortion. + </constant> + <constant name="DOMAIN_WARP_FRACTAL_INDEPENDENT" value="2" enum="DomainWarpFractalType"> + Warping the space independently for each octave, resulting in a more chaotic distortion. + </constant> + </constants> +</class> |