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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="OpenSimplexNoise" inherits="Resource" category="Core" version="3.1">
+ <brief_description>
+ Noise generator based on Open Simplex.
+ </brief_description>
+ <description>
+ This resource allows you to configure and sample a fractal noise space. Here is a brief usage example that configures an OpenSimplexNoise and gets samples at various positions and dimensions:
+ [codeblock]
+ var noise = OpenSimplexNoise.new()
+
+ # Configure
+ noise.seed = randi()
+ noise.octaves = 4
+ noise.period = 20.0
+ noise.persistence = 0.8
+
+ # Sample
+ print("Values:")
+ print(noise.get_noise_2d(1.0, 1.0))
+ print(noise.get_noise_3d(0.5, 3.0, 15.0))
+ print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))
+ [/codeblock]
+ </description>
+ <tutorials>
+ </tutorials>
+ <demos>
+ </demos>
+ <methods>
+ <method name="get_image">
+ <return type="Image">
+ </return>
+ <argument index="0" name="width" type="int">
+ </argument>
+ <argument index="1" name="height" type="int">
+ </argument>
+ <description>
+ Generate a noise image with the requested [code]width[/code] and [code]height[/code], based on the current noise parameters.
+ </description>
+ </method>
+ <method name="get_noise_2d">
+ <return type="float">
+ </return>
+ <argument index="0" name="x" type="float">
+ </argument>
+ <argument index="1" name="y" type="float">
+ </argument>
+ <description>
+ Returns the 2D noise value [code][-1,1][/code] at the given position.
+ </description>
+ </method>
+ <method name="get_noise_2dv">
+ <return type="float">
+ </return>
+ <argument index="0" name="pos" type="Vector2">
+ </argument>
+ <description>
+ Returns the 2D noise value [code][-1,1][/code] at the given position.
+ </description>
+ </method>
+ <method name="get_noise_3d">
+ <return type="float">
+ </return>
+ <argument index="0" name="x" type="float">
+ </argument>
+ <argument index="1" name="y" type="float">
+ </argument>
+ <argument index="2" name="z" type="float">
+ </argument>
+ <description>
+ Returns the 3D noise value [code][-1,1][/code] at the given position.
+ </description>
+ </method>
+ <method name="get_noise_3dv">
+ <return type="float">
+ </return>
+ <argument index="0" name="pos" type="Vector3">
+ </argument>
+ <description>
+ Returns the 3D noise value [code][-1,1][/code] at the given position.
+ </description>
+ </method>
+ <method name="get_noise_4d">
+ <return type="float">
+ </return>
+ <argument index="0" name="x" type="float">
+ </argument>
+ <argument index="1" name="y" type="float">
+ </argument>
+ <argument index="2" name="z" type="float">
+ </argument>
+ <argument index="3" name="w" type="float">
+ </argument>
+ <description>
+ Returns the 4D noise value [code][-1,1][/code] at the given position.
+ </description>
+ </method>
+ <method name="get_seamless_image">
+ <return type="Image">
+ </return>
+ <argument index="0" name="size" type="int">
+ </argument>
+ <description>
+ Generate a tileable noise image, based on the current noise parameters. Generated seamless images are always square ([code]size[/code] x [code]size[/code]).
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="lacunarity" type="float" setter="set_lacunarity" getter="get_lacunarity">
+ Difference in period between [member octaves].
+ </member>
+ <member name="octaves" type="int" setter="set_octaves" getter="get_octaves">
+ Number of OpenSimplex noise layers that are sampled to get the fractal noise.
+ </member>
+ <member name="period" type="float" setter="set_period" getter="get_period">
+ Period of the base octave. A lower period results in a higher-frequency noise (more value changes across the same distance).
+ </member>
+ <member name="persistence" type="float" setter="set_persistence" getter="get_persistence">
+ Contribution factor of the different octaves. A [code]persistence[/code] value of 1 means all the octaves have the same contribution, a value of 0.5 means each octave contributes half as much as the previous one.
+ </member>
+ <member name="seed" type="int" setter="set_seed" getter="get_seed">
+ Seed used to generate random values, different seeds will generate different noise maps.
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>