godot/modules/opensimplex/doc_classes/OpenSimplexNoise.xml
santouits 2694053be3 Renaming SimplexNoise refs to OpenSimplexNoise
Because I think github doesn't show history of renamed files
- The original work is done in commit f12a1b8
by JFonS
- Improved Documentation in commit a386af6
- Last change on the files was in commit 463af5b
- and Fixed compiler warnings in commit e5bbcb8bcf
2018-09-28 14:31:36 +03:00

127 lines
4.2 KiB
XML

<?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>