<?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>