feat: godot-engine-source-4.3-stable
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engine/modules/noise/doc_classes/FastNoiseLite.xml
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163
engine/modules/noise/doc_classes/FastNoiseLite.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="FastNoiseLite" inherits="Noise" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Generates noise using the FastNoiseLite library.
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</brief_description>
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<description>
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This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more.
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Most generated noise values are in the range of [code][-1, 1][/code], but not always. Some of the cellular noise algorithms return results above [code]1[/code].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="cellular_distance_function" type="int" setter="set_cellular_distance_function" getter="get_cellular_distance_function" enum="FastNoiseLite.CellularDistanceFunction" default="0">
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Determines how the distance to the nearest/second-nearest point is computed. See [enum CellularDistanceFunction] for options.
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</member>
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<member name="cellular_jitter" type="float" setter="set_cellular_jitter" getter="get_cellular_jitter" default="1.0">
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Maximum distance a point can move off of its grid position. Set to [code]0[/code] for an even grid.
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</member>
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<member name="cellular_return_type" type="int" setter="set_cellular_return_type" getter="get_cellular_return_type" enum="FastNoiseLite.CellularReturnType" default="1">
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Return type from cellular noise calculations. See [enum CellularReturnType].
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</member>
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<member name="domain_warp_amplitude" type="float" setter="set_domain_warp_amplitude" getter="get_domain_warp_amplitude" default="30.0">
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Sets the maximum warp distance from the origin.
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</member>
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<member name="domain_warp_enabled" type="bool" setter="set_domain_warp_enabled" getter="is_domain_warp_enabled" default="false">
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If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.
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</member>
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<member name="domain_warp_fractal_gain" type="float" setter="set_domain_warp_fractal_gain" getter="get_domain_warp_fractal_gain" default="0.5">
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Determines the strength of each subsequent layer of the noise which is used to warp the space.
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A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
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</member>
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<member name="domain_warp_fractal_lacunarity" type="float" setter="set_domain_warp_fractal_lacunarity" getter="get_domain_warp_fractal_lacunarity" default="6.0">
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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.
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</member>
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<member name="domain_warp_fractal_octaves" type="int" setter="set_domain_warp_fractal_octaves" getter="get_domain_warp_fractal_octaves" default="5">
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The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.
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</member>
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<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">
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The method for combining octaves into a fractal which is used to warp the space. See [enum DomainWarpFractalType].
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</member>
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<member name="domain_warp_frequency" type="float" setter="set_domain_warp_frequency" getter="get_domain_warp_frequency" default="0.05">
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Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
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</member>
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<member name="domain_warp_type" type="int" setter="set_domain_warp_type" getter="get_domain_warp_type" enum="FastNoiseLite.DomainWarpType" default="0">
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Sets the warp algorithm. See [enum DomainWarpType].
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</member>
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<member name="fractal_gain" type="float" setter="set_fractal_gain" getter="get_fractal_gain" default="0.5">
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Determines the strength of each subsequent layer of noise in fractal noise.
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A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
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</member>
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<member name="fractal_lacunarity" type="float" setter="set_fractal_lacunarity" getter="get_fractal_lacunarity" default="2.0">
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Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
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</member>
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<member name="fractal_octaves" type="int" setter="set_fractal_octaves" getter="get_fractal_octaves" default="5">
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The number of noise layers that are sampled to get the final value for fractal noise types.
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</member>
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<member name="fractal_ping_pong_strength" type="float" setter="set_fractal_ping_pong_strength" getter="get_fractal_ping_pong_strength" default="2.0">
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Sets the strength of the fractal ping pong type.
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</member>
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<member name="fractal_type" type="int" setter="set_fractal_type" getter="get_fractal_type" enum="FastNoiseLite.FractalType" default="1">
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The method for combining octaves into a fractal. See [enum FractalType].
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</member>
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<member name="fractal_weighted_strength" type="float" setter="set_fractal_weighted_strength" getter="get_fractal_weighted_strength" default="0.0">
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Higher weighting means higher octaves have less impact if lower octaves have a large impact.
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</member>
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<member name="frequency" type="float" setter="set_frequency" getter="get_frequency" default="0.01">
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The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
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</member>
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<member name="noise_type" type="int" setter="set_noise_type" getter="get_noise_type" enum="FastNoiseLite.NoiseType" default="1">
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The noise algorithm used. See [enum NoiseType].
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</member>
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<member name="offset" type="Vector3" setter="set_offset" getter="get_offset" default="Vector3(0, 0, 0)">
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Translate the noise input coordinates by the given [Vector3].
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</member>
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<member name="seed" type="int" setter="set_seed" getter="get_seed" default="0">
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The random number seed for all noise types.
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</member>
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</members>
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<constants>
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<constant name="TYPE_VALUE" value="5" enum="NoiseType">
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A lattice of points are assigned random values then interpolated based on neighboring values.
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</constant>
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<constant name="TYPE_VALUE_CUBIC" value="4" enum="NoiseType">
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Similar to Value noise, but slower. Has more variance in peaks and valleys.
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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.
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</constant>
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<constant name="TYPE_PERLIN" value="3" enum="NoiseType">
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A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.
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</constant>
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<constant name="TYPE_CELLULAR" value="2" enum="NoiseType">
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Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.
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</constant>
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<constant name="TYPE_SIMPLEX" value="0" enum="NoiseType">
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As opposed to [constant TYPE_PERLIN], gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts.
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</constant>
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<constant name="TYPE_SIMPLEX_SMOOTH" value="1" enum="NoiseType">
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Modified, higher quality version of [constant TYPE_SIMPLEX], but slower.
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</constant>
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<constant name="FRACTAL_NONE" value="0" enum="FractalType">
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No fractal noise.
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</constant>
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<constant name="FRACTAL_FBM" value="1" enum="FractalType">
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Method using Fractional Brownian Motion to combine octaves into a fractal.
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</constant>
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<constant name="FRACTAL_RIDGED" value="2" enum="FractalType">
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Method of combining octaves into a fractal resulting in a "ridged" look.
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</constant>
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<constant name="FRACTAL_PING_PONG" value="3" enum="FractalType">
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Method of combining octaves into a fractal with a ping pong effect.
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</constant>
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<constant name="DISTANCE_EUCLIDEAN" value="0" enum="CellularDistanceFunction">
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Euclidean distance to the nearest point.
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</constant>
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<constant name="DISTANCE_EUCLIDEAN_SQUARED" value="1" enum="CellularDistanceFunction">
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Squared Euclidean distance to the nearest point.
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</constant>
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<constant name="DISTANCE_MANHATTAN" value="2" enum="CellularDistanceFunction">
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Manhattan distance (taxicab metric) to the nearest point.
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</constant>
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<constant name="DISTANCE_HYBRID" value="3" enum="CellularDistanceFunction">
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Blend of [constant DISTANCE_EUCLIDEAN] and [constant DISTANCE_MANHATTAN] to give curved cell boundaries
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</constant>
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<constant name="RETURN_CELL_VALUE" value="0" enum="CellularReturnType">
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The cellular distance function will return the same value for all points within a cell.
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</constant>
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<constant name="RETURN_DISTANCE" value="1" enum="CellularReturnType">
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The cellular distance function will return a value determined by the distance to the nearest point.
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</constant>
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<constant name="RETURN_DISTANCE2" value="2" enum="CellularReturnType">
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The cellular distance function returns the distance to the second-nearest point.
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</constant>
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<constant name="RETURN_DISTANCE2_ADD" value="3" enum="CellularReturnType">
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The distance to the nearest point is added to the distance to the second-nearest point.
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</constant>
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<constant name="RETURN_DISTANCE2_SUB" value="4" enum="CellularReturnType">
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The distance to the nearest point is subtracted from the distance to the second-nearest point.
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</constant>
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<constant name="RETURN_DISTANCE2_MUL" value="5" enum="CellularReturnType">
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The distance to the nearest point is multiplied with the distance to the second-nearest point.
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</constant>
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<constant name="RETURN_DISTANCE2_DIV" value="6" enum="CellularReturnType">
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The distance to the nearest point is divided by the distance to the second-nearest point.
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</constant>
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<constant name="DOMAIN_WARP_SIMPLEX" value="0" enum="DomainWarpType">
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The domain is warped using the simplex noise algorithm.
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</constant>
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<constant name="DOMAIN_WARP_SIMPLEX_REDUCED" value="1" enum="DomainWarpType">
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The domain is warped using a simplified version of the simplex noise algorithm.
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</constant>
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<constant name="DOMAIN_WARP_BASIC_GRID" value="2" enum="DomainWarpType">
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The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).
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</constant>
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<constant name="DOMAIN_WARP_FRACTAL_NONE" value="0" enum="DomainWarpFractalType">
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No fractal noise for warping the space.
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</constant>
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<constant name="DOMAIN_WARP_FRACTAL_PROGRESSIVE" value="1" enum="DomainWarpFractalType">
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Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.
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</constant>
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<constant name="DOMAIN_WARP_FRACTAL_INDEPENDENT" value="2" enum="DomainWarpFractalType">
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Warping the space independently for each octave, resulting in a more chaotic distortion.
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</constant>
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</constants>
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</class>
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103
engine/modules/noise/doc_classes/Noise.xml
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engine/modules/noise/doc_classes/Noise.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Noise" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Abstract base class for noise generators.
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</brief_description>
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<description>
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This class defines the interface for noise generation libraries to inherit from.
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A default [method get_seamless_image] implementation is provided for libraries that do not provide seamless noise. This function requests a larger image from the [method get_image] method, reverses the quadrants of the image, then uses the strips of extra width to blend over the seams.
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Inheriting noise classes can optionally override this function to provide a more optimal algorithm.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_image" qualifiers="const">
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<return type="Image" />
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<param index="0" name="width" type="int" />
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<param index="1" name="height" type="int" />
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<param index="2" name="invert" type="bool" default="false" />
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<param index="3" name="in_3d_space" type="bool" default="false" />
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<param index="4" name="normalize" type="bool" default="true" />
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<description>
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Returns an [Image] containing 2D noise values.
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[b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
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</description>
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</method>
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<method name="get_image_3d" qualifiers="const">
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<return type="Image[]" />
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<param index="0" name="width" type="int" />
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<param index="1" name="height" type="int" />
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<param index="2" name="depth" type="int" />
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<param index="3" name="invert" type="bool" default="false" />
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<param index="4" name="normalize" type="bool" default="true" />
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<description>
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Returns an [Array] of [Image]s containing 3D noise values for use with [method ImageTexture3D.create].
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[b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
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</description>
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</method>
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<method name="get_noise_1d" qualifiers="const">
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<return type="float" />
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<param index="0" name="x" type="float" />
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<description>
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Returns the 1D noise value at the given (x) coordinate.
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</description>
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</method>
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<method name="get_noise_2d" qualifiers="const">
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<return type="float" />
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<param index="0" name="x" type="float" />
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<param index="1" name="y" type="float" />
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<description>
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Returns the 2D noise value at the given position.
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</description>
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</method>
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<method name="get_noise_2dv" qualifiers="const">
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<return type="float" />
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<param index="0" name="v" type="Vector2" />
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<description>
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Returns the 2D noise value at the given position.
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</description>
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</method>
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<method name="get_noise_3d" qualifiers="const">
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<return type="float" />
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<param index="0" name="x" type="float" />
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<param index="1" name="y" type="float" />
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<param index="2" name="z" type="float" />
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<description>
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Returns the 3D noise value at the given position.
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</description>
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</method>
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<method name="get_noise_3dv" qualifiers="const">
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<return type="float" />
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<param index="0" name="v" type="Vector3" />
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<description>
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Returns the 3D noise value at the given position.
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</description>
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</method>
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<method name="get_seamless_image" qualifiers="const">
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<return type="Image" />
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<param index="0" name="width" type="int" />
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<param index="1" name="height" type="int" />
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<param index="2" name="invert" type="bool" default="false" />
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<param index="3" name="in_3d_space" type="bool" default="false" />
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<param index="4" name="skirt" type="float" default="0.1" />
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<param index="5" name="normalize" type="bool" default="true" />
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<description>
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Returns an [Image] containing seamless 2D noise values.
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[b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
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</description>
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</method>
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<method name="get_seamless_image_3d" qualifiers="const">
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<return type="Image[]" />
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<param index="0" name="width" type="int" />
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<param index="1" name="height" type="int" />
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<param index="2" name="depth" type="int" />
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<param index="3" name="invert" type="bool" default="false" />
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<param index="4" name="skirt" type="float" default="0.1" />
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<param index="5" name="normalize" type="bool" default="true" />
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<description>
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Returns an [Array] of [Image]s containing seamless 3D noise values for use with [method ImageTexture3D.create].
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[b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
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</description>
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</method>
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</methods>
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</class>
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63
engine/modules/noise/doc_classes/NoiseTexture2D.xml
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63
engine/modules/noise/doc_classes/NoiseTexture2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NoiseTexture2D" inherits="Texture2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A 2D texture filled with noise generated by a [Noise] object.
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</brief_description>
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<description>
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Uses the [FastNoiseLite] library or other noise generators to fill the texture data of your desired size. [NoiseTexture2D] can also generate normal map textures.
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The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_image] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
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[codeblock]
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var texture = NoiseTexture2D.new()
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texture.noise = FastNoiseLite.new()
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await texture.changed
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var image = texture.get_image()
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var data = image.get_data()
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[/codeblock]
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="as_normal_map" type="bool" setter="set_as_normal_map" getter="is_normal_map" default="false">
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If [code]true[/code], the resulting texture contains a normal map created from the original noise interpreted as a bump map.
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</member>
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<member name="bump_strength" type="float" setter="set_bump_strength" getter="get_bump_strength" default="8.0">
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Strength of the bump maps used in this texture. A higher value will make the bump maps appear larger while a lower value will make them appear softer.
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</member>
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<member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp">
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A [Gradient] which is used to map the luminance of each pixel to a color value.
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</member>
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<member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="is_generating_mipmaps" default="true">
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Determines whether mipmaps are generated for this texture. Enabling this results in less texture aliasing in the distance, at the cost of increasing memory usage by roughly 33% and making the noise texture generation take longer.
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[b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be enabled on the material using the [NoiseTexture2D] to have an effect.
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</member>
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<member name="height" type="int" setter="set_height" getter="get_height" default="512">
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Height of the generated texture (in pixels).
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</member>
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<member name="in_3d_space" type="bool" setter="set_in_3d_space" getter="is_in_3d_space" default="false">
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Determines whether the noise image is calculated in 3D space. May result in reduced contrast.
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</member>
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<member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false">
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If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
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</member>
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<member name="noise" type="Noise" setter="set_noise" getter="get_noise">
|
||||
The instance of the [Noise] object.
|
||||
</member>
|
||||
<member name="normalize" type="bool" setter="set_normalize" getter="is_normalized" default="true">
|
||||
If [code]true[/code], the noise image coming from the noise generator is normalized to the range [code]0.0[/code] to [code]1.0[/code].
|
||||
Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
|
||||
</member>
|
||||
<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
|
||||
<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
|
||||
If [code]true[/code], a seamless texture is requested from the [Noise] resource.
|
||||
[b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise.
|
||||
[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
|
||||
</member>
|
||||
<member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
|
||||
Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details.
|
||||
[b]Note:[/b] If using a [member width] or [member height] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
|
||||
</member>
|
||||
<member name="width" type="int" setter="set_width" getter="get_width" default="512">
|
||||
Width of the generated texture (in pixels).
|
||||
</member>
|
||||
</members>
|
||||
</class>
|
||||
51
engine/modules/noise/doc_classes/NoiseTexture3D.xml
Normal file
51
engine/modules/noise/doc_classes/NoiseTexture3D.xml
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<class name="NoiseTexture3D" inherits="Texture3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
|
||||
<brief_description>
|
||||
A 3D texture filled with noise generated by a [Noise] object.
|
||||
</brief_description>
|
||||
<description>
|
||||
Uses the [FastNoiseLite] library or other noise generators to fill the texture data of your desired size.
|
||||
The class uses [Thread]s to generate the texture data internally, so [method Texture3D.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image:
|
||||
[codeblock]
|
||||
var texture = NoiseTexture3D.new()
|
||||
texture.noise = FastNoiseLite.new()
|
||||
await texture.changed
|
||||
var data = texture.get_data()
|
||||
[/codeblock]
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
<members>
|
||||
<member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp">
|
||||
A [Gradient] which is used to map the luminance of each pixel to a color value.
|
||||
</member>
|
||||
<member name="depth" type="int" setter="set_depth" getter="get_depth" default="64">
|
||||
Depth of the generated texture (in pixels).
|
||||
</member>
|
||||
<member name="height" type="int" setter="set_height" getter="get_height" default="64">
|
||||
Height of the generated texture (in pixels).
|
||||
</member>
|
||||
<member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false">
|
||||
If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
|
||||
</member>
|
||||
<member name="noise" type="Noise" setter="set_noise" getter="get_noise">
|
||||
The instance of the [Noise] object.
|
||||
</member>
|
||||
<member name="normalize" type="bool" setter="set_normalize" getter="is_normalized" default="true">
|
||||
If [code]true[/code], the noise image coming from the noise generator is normalized to the range [code]0.0[/code] to [code]1.0[/code].
|
||||
Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
|
||||
</member>
|
||||
<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
|
||||
If [code]true[/code], a seamless texture is requested from the [Noise] resource.
|
||||
[b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise.
|
||||
[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback path for seamless generation. If using a [member width], [member height] or [member depth] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
|
||||
</member>
|
||||
<member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
|
||||
Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details.
|
||||
[b]Note:[/b] If using a [member width], [member height] or [member depth] lower than the default, you may need to increase [member seamless_blend_skirt] to make seamless blending more effective.
|
||||
</member>
|
||||
<member name="width" type="int" setter="set_width" getter="get_width" default="64">
|
||||
Width of the generated texture (in pixels).
|
||||
</member>
|
||||
</members>
|
||||
</class>
|
||||
Loading…
Add table
Add a link
Reference in a new issue