class_fastnoiselite.rst 27 KB

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  1. :github_url: hide
  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/master/modules/noise/doc_classes/FastNoiseLite.xml.
  6. .. _class_FastNoiseLite:
  7. FastNoiseLite
  8. =============
  9. **Inherits:** :ref:`Noise<class_Noise>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
  10. Generates noise using the FastNoiseLite library.
  11. Description
  12. -----------
  13. This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more.
  14. Most generated noise values are in the range of ``[-1,1]``, however not always. Some of the cellular noise algorithms return results above ``1``.
  15. Properties
  16. ----------
  17. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  18. | :ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` | :ref:`cellular_distance_function<class_FastNoiseLite_property_cellular_distance_function>` | ``0`` |
  19. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  20. | :ref:`float<class_float>` | :ref:`cellular_jitter<class_FastNoiseLite_property_cellular_jitter>` | ``0.45`` |
  21. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  22. | :ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` | :ref:`cellular_return_type<class_FastNoiseLite_property_cellular_return_type>` | ``1`` |
  23. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  24. | :ref:`float<class_float>` | :ref:`domain_warp_amplitude<class_FastNoiseLite_property_domain_warp_amplitude>` | ``30.0`` |
  25. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  26. | :ref:`bool<class_bool>` | :ref:`domain_warp_enabled<class_FastNoiseLite_property_domain_warp_enabled>` | ``false`` |
  27. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  28. | :ref:`float<class_float>` | :ref:`domain_warp_fractal_gain<class_FastNoiseLite_property_domain_warp_fractal_gain>` | ``0.5`` |
  29. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  30. | :ref:`float<class_float>` | :ref:`domain_warp_fractal_lacunarity<class_FastNoiseLite_property_domain_warp_fractal_lacunarity>` | ``6.0`` |
  31. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  32. | :ref:`int<class_int>` | :ref:`domain_warp_fractal_octaves<class_FastNoiseLite_property_domain_warp_fractal_octaves>` | ``5`` |
  33. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  34. | :ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` | :ref:`domain_warp_fractal_type<class_FastNoiseLite_property_domain_warp_fractal_type>` | ``1`` |
  35. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  36. | :ref:`float<class_float>` | :ref:`domain_warp_frequency<class_FastNoiseLite_property_domain_warp_frequency>` | ``0.05`` |
  37. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  38. | :ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` | :ref:`domain_warp_type<class_FastNoiseLite_property_domain_warp_type>` | ``0`` |
  39. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  40. | :ref:`float<class_float>` | :ref:`fractal_gain<class_FastNoiseLite_property_fractal_gain>` | ``0.5`` |
  41. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  42. | :ref:`float<class_float>` | :ref:`fractal_lacunarity<class_FastNoiseLite_property_fractal_lacunarity>` | ``2.0`` |
  43. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  44. | :ref:`int<class_int>` | :ref:`fractal_octaves<class_FastNoiseLite_property_fractal_octaves>` | ``5`` |
  45. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  46. | :ref:`float<class_float>` | :ref:`fractal_ping_pong_strength<class_FastNoiseLite_property_fractal_ping_pong_strength>` | ``2.0`` |
  47. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  48. | :ref:`FractalType<enum_FastNoiseLite_FractalType>` | :ref:`fractal_type<class_FastNoiseLite_property_fractal_type>` | ``1`` |
  49. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  50. | :ref:`float<class_float>` | :ref:`fractal_weighted_strength<class_FastNoiseLite_property_fractal_weighted_strength>` | ``0.0`` |
  51. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  52. | :ref:`float<class_float>` | :ref:`frequency<class_FastNoiseLite_property_frequency>` | ``0.01`` |
  53. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  54. | :ref:`NoiseType<enum_FastNoiseLite_NoiseType>` | :ref:`noise_type<class_FastNoiseLite_property_noise_type>` | ``1`` |
  55. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  56. | :ref:`Vector3<class_Vector3>` | :ref:`offset<class_FastNoiseLite_property_offset>` | ``Vector3(0, 0, 0)`` |
  57. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  58. | :ref:`int<class_int>` | :ref:`seed<class_FastNoiseLite_property_seed>` | ``0`` |
  59. +------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
  60. Enumerations
  61. ------------
  62. .. _enum_FastNoiseLite_NoiseType:
  63. .. _class_FastNoiseLite_constant_TYPE_VALUE:
  64. .. _class_FastNoiseLite_constant_TYPE_VALUE_CUBIC:
  65. .. _class_FastNoiseLite_constant_TYPE_PERLIN:
  66. .. _class_FastNoiseLite_constant_TYPE_CELLULAR:
  67. .. _class_FastNoiseLite_constant_TYPE_SIMPLEX:
  68. .. _class_FastNoiseLite_constant_TYPE_SIMPLEX_SMOOTH:
  69. enum **NoiseType**:
  70. - **TYPE_VALUE** = **5** --- A lattice of points are assigned random values then interpolated based on neighboring values.
  71. - **TYPE_VALUE_CUBIC** = **4** --- Similar to Value noise, but slower. Has more variance in peaks and valleys.
  72. 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.
  73. - **TYPE_PERLIN** = **3** --- A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.
  74. - **TYPE_CELLULAR** = **2** --- Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.
  75. - **TYPE_SIMPLEX** = **0** --- As opposed to :ref:`TYPE_PERLIN<class_FastNoiseLite_constant_TYPE_PERLIN>`, gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts.
  76. - **TYPE_SIMPLEX_SMOOTH** = **1** --- Modified, higher quality version of :ref:`TYPE_SIMPLEX<class_FastNoiseLite_constant_TYPE_SIMPLEX>`, but slower.
  77. ----
  78. .. _enum_FastNoiseLite_FractalType:
  79. .. _class_FastNoiseLite_constant_FRACTAL_NONE:
  80. .. _class_FastNoiseLite_constant_FRACTAL_FBM:
  81. .. _class_FastNoiseLite_constant_FRACTAL_RIDGED:
  82. .. _class_FastNoiseLite_constant_FRACTAL_PING_PONG:
  83. enum **FractalType**:
  84. - **FRACTAL_NONE** = **0** --- No fractal noise.
  85. - **FRACTAL_FBM** = **1** --- Method using Fractional Brownian Motion to combine octaves into a fractal.
  86. - **FRACTAL_RIDGED** = **2** --- Method of combining octaves into a fractal resulting in a "ridged" look.
  87. - **FRACTAL_PING_PONG** = **3** --- Method of combining octaves into a fractal with a ping pong effect.
  88. ----
  89. .. _enum_FastNoiseLite_CellularDistanceFunction:
  90. .. _class_FastNoiseLite_constant_DISTANCE_EUCLIDEAN:
  91. .. _class_FastNoiseLite_constant_DISTANCE_EUCLIDEAN_SQUARED:
  92. .. _class_FastNoiseLite_constant_DISTANCE_MANHATTAN:
  93. .. _class_FastNoiseLite_constant_DISTANCE_HYBRID:
  94. enum **CellularDistanceFunction**:
  95. - **DISTANCE_EUCLIDEAN** = **0** --- Euclidean distance to the nearest point.
  96. - **DISTANCE_EUCLIDEAN_SQUARED** = **1** --- Squared Euclidean distance to the nearest point.
  97. - **DISTANCE_MANHATTAN** = **2** --- Manhattan distance (taxicab metric) to the nearest point.
  98. - **DISTANCE_HYBRID** = **3** --- Blend of :ref:`DISTANCE_EUCLIDEAN<class_FastNoiseLite_constant_DISTANCE_EUCLIDEAN>` and :ref:`DISTANCE_MANHATTAN<class_FastNoiseLite_constant_DISTANCE_MANHATTAN>` to give curved cell boundaries
  99. ----
  100. .. _enum_FastNoiseLite_CellularReturnType:
  101. .. _class_FastNoiseLite_constant_RETURN_CELL_VALUE:
  102. .. _class_FastNoiseLite_constant_RETURN_DISTANCE:
  103. .. _class_FastNoiseLite_constant_RETURN_DISTANCE2:
  104. .. _class_FastNoiseLite_constant_RETURN_DISTANCE2_ADD:
  105. .. _class_FastNoiseLite_constant_RETURN_DISTANCE2_SUB:
  106. .. _class_FastNoiseLite_constant_RETURN_DISTANCE2_MUL:
  107. .. _class_FastNoiseLite_constant_RETURN_DISTANCE2_DIV:
  108. enum **CellularReturnType**:
  109. - **RETURN_CELL_VALUE** = **0** --- The cellular distance function will return the same value for all points within a cell.
  110. - **RETURN_DISTANCE** = **1** --- The cellular distance function will return a value determined by the distance to the nearest point.
  111. - **RETURN_DISTANCE2** = **2** --- The cellular distance function returns the distance to the second-nearest point.
  112. - **RETURN_DISTANCE2_ADD** = **3** --- The distance to the nearest point is added to the distance to the second-nearest point.
  113. - **RETURN_DISTANCE2_SUB** = **4** --- The distance to the nearest point is subtracted from the distance to the second-nearest point.
  114. - **RETURN_DISTANCE2_MUL** = **5** --- The distance to the nearest point is multiplied with the distance to the second-nearest point.
  115. - **RETURN_DISTANCE2_DIV** = **6** --- The distance to the nearest point is divided by the distance to the second-nearest point.
  116. ----
  117. .. _enum_FastNoiseLite_DomainWarpType:
  118. .. _class_FastNoiseLite_constant_DOMAIN_WARP_SIMPLEX:
  119. .. _class_FastNoiseLite_constant_DOMAIN_WARP_SIMPLEX_REDUCED:
  120. .. _class_FastNoiseLite_constant_DOMAIN_WARP_BASIC_GRID:
  121. enum **DomainWarpType**:
  122. - **DOMAIN_WARP_SIMPLEX** = **0** --- The domain is warped using the simplex noise algorithm.
  123. - **DOMAIN_WARP_SIMPLEX_REDUCED** = **1** --- The domain is warped using a simplified version of the simplex noise algorithm.
  124. - **DOMAIN_WARP_BASIC_GRID** = **2** --- The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).
  125. ----
  126. .. _enum_FastNoiseLite_DomainWarpFractalType:
  127. .. _class_FastNoiseLite_constant_DOMAIN_WARP_FRACTAL_NONE:
  128. .. _class_FastNoiseLite_constant_DOMAIN_WARP_FRACTAL_PROGRESSIVE:
  129. .. _class_FastNoiseLite_constant_DOMAIN_WARP_FRACTAL_INDEPENDENT:
  130. enum **DomainWarpFractalType**:
  131. - **DOMAIN_WARP_FRACTAL_NONE** = **0** --- No fractal noise for warping the space.
  132. - **DOMAIN_WARP_FRACTAL_PROGRESSIVE** = **1** --- Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.
  133. - **DOMAIN_WARP_FRACTAL_INDEPENDENT** = **2** --- Warping the space independently for each octave, resulting in a more chaotic distortion.
  134. Property Descriptions
  135. ---------------------
  136. .. _class_FastNoiseLite_property_cellular_distance_function:
  137. - :ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` **cellular_distance_function**
  138. +-----------+---------------------------------------+
  139. | *Default* | ``0`` |
  140. +-----------+---------------------------------------+
  141. | *Setter* | set_cellular_distance_function(value) |
  142. +-----------+---------------------------------------+
  143. | *Getter* | get_cellular_distance_function() |
  144. +-----------+---------------------------------------+
  145. Determines how the distance to the nearest/second-nearest point is computed. See :ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` for options.
  146. ----
  147. .. _class_FastNoiseLite_property_cellular_jitter:
  148. - :ref:`float<class_float>` **cellular_jitter**
  149. +-----------+----------------------------+
  150. | *Default* | ``0.45`` |
  151. +-----------+----------------------------+
  152. | *Setter* | set_cellular_jitter(value) |
  153. +-----------+----------------------------+
  154. | *Getter* | get_cellular_jitter() |
  155. +-----------+----------------------------+
  156. Maximum distance a point can move off of its grid position. Set to ``0`` for an even grid.
  157. ----
  158. .. _class_FastNoiseLite_property_cellular_return_type:
  159. - :ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **cellular_return_type**
  160. +-----------+---------------------------------+
  161. | *Default* | ``1`` |
  162. +-----------+---------------------------------+
  163. | *Setter* | set_cellular_return_type(value) |
  164. +-----------+---------------------------------+
  165. | *Getter* | get_cellular_return_type() |
  166. +-----------+---------------------------------+
  167. Return type from cellular noise calculations. See :ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>`.
  168. ----
  169. .. _class_FastNoiseLite_property_domain_warp_amplitude:
  170. - :ref:`float<class_float>` **domain_warp_amplitude**
  171. +-----------+----------------------------------+
  172. | *Default* | ``30.0`` |
  173. +-----------+----------------------------------+
  174. | *Setter* | set_domain_warp_amplitude(value) |
  175. +-----------+----------------------------------+
  176. | *Getter* | get_domain_warp_amplitude() |
  177. +-----------+----------------------------------+
  178. Sets the maximum warp distance from the origin.
  179. ----
  180. .. _class_FastNoiseLite_property_domain_warp_enabled:
  181. - :ref:`bool<class_bool>` **domain_warp_enabled**
  182. +-----------+--------------------------------+
  183. | *Default* | ``false`` |
  184. +-----------+--------------------------------+
  185. | *Setter* | set_domain_warp_enabled(value) |
  186. +-----------+--------------------------------+
  187. | *Getter* | is_domain_warp_enabled() |
  188. +-----------+--------------------------------+
  189. If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.
  190. ----
  191. .. _class_FastNoiseLite_property_domain_warp_fractal_gain:
  192. - :ref:`float<class_float>` **domain_warp_fractal_gain**
  193. +-----------+-------------------------------------+
  194. | *Default* | ``0.5`` |
  195. +-----------+-------------------------------------+
  196. | *Setter* | set_domain_warp_fractal_gain(value) |
  197. +-----------+-------------------------------------+
  198. | *Getter* | get_domain_warp_fractal_gain() |
  199. +-----------+-------------------------------------+
  200. Determines the strength of each subsequent layer of the noise which is used to warp the space.
  201. A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
  202. ----
  203. .. _class_FastNoiseLite_property_domain_warp_fractal_lacunarity:
  204. - :ref:`float<class_float>` **domain_warp_fractal_lacunarity**
  205. +-----------+-------------------------------------------+
  206. | *Default* | ``6.0`` |
  207. +-----------+-------------------------------------------+
  208. | *Setter* | set_domain_warp_fractal_lacunarity(value) |
  209. +-----------+-------------------------------------------+
  210. | *Getter* | get_domain_warp_fractal_lacunarity() |
  211. +-----------+-------------------------------------------+
  212. 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.
  213. ----
  214. .. _class_FastNoiseLite_property_domain_warp_fractal_octaves:
  215. - :ref:`int<class_int>` **domain_warp_fractal_octaves**
  216. +-----------+----------------------------------------+
  217. | *Default* | ``5`` |
  218. +-----------+----------------------------------------+
  219. | *Setter* | set_domain_warp_fractal_octaves(value) |
  220. +-----------+----------------------------------------+
  221. | *Getter* | get_domain_warp_fractal_octaves() |
  222. +-----------+----------------------------------------+
  223. The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.
  224. ----
  225. .. _class_FastNoiseLite_property_domain_warp_fractal_type:
  226. - :ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` **domain_warp_fractal_type**
  227. +-----------+-------------------------------------+
  228. | *Default* | ``1`` |
  229. +-----------+-------------------------------------+
  230. | *Setter* | set_domain_warp_fractal_type(value) |
  231. +-----------+-------------------------------------+
  232. | *Getter* | get_domain_warp_fractal_type() |
  233. +-----------+-------------------------------------+
  234. The method for combining octaves into a fractal which is used to warp the space. See :ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>`.
  235. ----
  236. .. _class_FastNoiseLite_property_domain_warp_frequency:
  237. - :ref:`float<class_float>` **domain_warp_frequency**
  238. +-----------+----------------------------------+
  239. | *Default* | ``0.05`` |
  240. +-----------+----------------------------------+
  241. | *Setter* | set_domain_warp_frequency(value) |
  242. +-----------+----------------------------------+
  243. | *Getter* | get_domain_warp_frequency() |
  244. +-----------+----------------------------------+
  245. Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
  246. ----
  247. .. _class_FastNoiseLite_property_domain_warp_type:
  248. - :ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` **domain_warp_type**
  249. +-----------+-----------------------------+
  250. | *Default* | ``0`` |
  251. +-----------+-----------------------------+
  252. | *Setter* | set_domain_warp_type(value) |
  253. +-----------+-----------------------------+
  254. | *Getter* | get_domain_warp_type() |
  255. +-----------+-----------------------------+
  256. Sets the warp algorithm. See :ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>`.
  257. ----
  258. .. _class_FastNoiseLite_property_fractal_gain:
  259. - :ref:`float<class_float>` **fractal_gain**
  260. +-----------+-------------------------+
  261. | *Default* | ``0.5`` |
  262. +-----------+-------------------------+
  263. | *Setter* | set_fractal_gain(value) |
  264. +-----------+-------------------------+
  265. | *Getter* | get_fractal_gain() |
  266. +-----------+-------------------------+
  267. Determines the strength of each subsequent layer of noise in fractal noise.
  268. A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
  269. ----
  270. .. _class_FastNoiseLite_property_fractal_lacunarity:
  271. - :ref:`float<class_float>` **fractal_lacunarity**
  272. +-----------+-------------------------------+
  273. | *Default* | ``2.0`` |
  274. +-----------+-------------------------------+
  275. | *Setter* | set_fractal_lacunarity(value) |
  276. +-----------+-------------------------------+
  277. | *Getter* | get_fractal_lacunarity() |
  278. +-----------+-------------------------------+
  279. Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
  280. ----
  281. .. _class_FastNoiseLite_property_fractal_octaves:
  282. - :ref:`int<class_int>` **fractal_octaves**
  283. +-----------+----------------------------+
  284. | *Default* | ``5`` |
  285. +-----------+----------------------------+
  286. | *Setter* | set_fractal_octaves(value) |
  287. +-----------+----------------------------+
  288. | *Getter* | get_fractal_octaves() |
  289. +-----------+----------------------------+
  290. The number of noise layers that are sampled to get the final value for fractal noise types.
  291. ----
  292. .. _class_FastNoiseLite_property_fractal_ping_pong_strength:
  293. - :ref:`float<class_float>` **fractal_ping_pong_strength**
  294. +-----------+---------------------------------------+
  295. | *Default* | ``2.0`` |
  296. +-----------+---------------------------------------+
  297. | *Setter* | set_fractal_ping_pong_strength(value) |
  298. +-----------+---------------------------------------+
  299. | *Getter* | get_fractal_ping_pong_strength() |
  300. +-----------+---------------------------------------+
  301. Sets the strength of the fractal ping pong type.
  302. ----
  303. .. _class_FastNoiseLite_property_fractal_type:
  304. - :ref:`FractalType<enum_FastNoiseLite_FractalType>` **fractal_type**
  305. +-----------+-------------------------+
  306. | *Default* | ``1`` |
  307. +-----------+-------------------------+
  308. | *Setter* | set_fractal_type(value) |
  309. +-----------+-------------------------+
  310. | *Getter* | get_fractal_type() |
  311. +-----------+-------------------------+
  312. The method for combining octaves into a fractal. See :ref:`FractalType<enum_FastNoiseLite_FractalType>`.
  313. ----
  314. .. _class_FastNoiseLite_property_fractal_weighted_strength:
  315. - :ref:`float<class_float>` **fractal_weighted_strength**
  316. +-----------+--------------------------------------+
  317. | *Default* | ``0.0`` |
  318. +-----------+--------------------------------------+
  319. | *Setter* | set_fractal_weighted_strength(value) |
  320. +-----------+--------------------------------------+
  321. | *Getter* | get_fractal_weighted_strength() |
  322. +-----------+--------------------------------------+
  323. Higher weighting means higher octaves have less impact if lower octaves have a large impact.
  324. ----
  325. .. _class_FastNoiseLite_property_frequency:
  326. - :ref:`float<class_float>` **frequency**
  327. +-----------+----------------------+
  328. | *Default* | ``0.01`` |
  329. +-----------+----------------------+
  330. | *Setter* | set_frequency(value) |
  331. +-----------+----------------------+
  332. | *Getter* | get_frequency() |
  333. +-----------+----------------------+
  334. The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
  335. ----
  336. .. _class_FastNoiseLite_property_noise_type:
  337. - :ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **noise_type**
  338. +-----------+-----------------------+
  339. | *Default* | ``1`` |
  340. +-----------+-----------------------+
  341. | *Setter* | set_noise_type(value) |
  342. +-----------+-----------------------+
  343. | *Getter* | get_noise_type() |
  344. +-----------+-----------------------+
  345. The noise algorithm used. See :ref:`NoiseType<enum_FastNoiseLite_NoiseType>`.
  346. ----
  347. .. _class_FastNoiseLite_property_offset:
  348. - :ref:`Vector3<class_Vector3>` **offset**
  349. +-----------+----------------------+
  350. | *Default* | ``Vector3(0, 0, 0)`` |
  351. +-----------+----------------------+
  352. | *Setter* | set_offset(value) |
  353. +-----------+----------------------+
  354. | *Getter* | get_offset() |
  355. +-----------+----------------------+
  356. Translate the noise input coordinates by the given :ref:`Vector3<class_Vector3>`.
  357. ----
  358. .. _class_FastNoiseLite_property_seed:
  359. - :ref:`int<class_int>` **seed**
  360. +-----------+-----------------+
  361. | *Default* | ``0`` |
  362. +-----------+-----------------+
  363. | *Setter* | set_seed(value) |
  364. +-----------+-----------------+
  365. | *Getter* | get_seed() |
  366. +-----------+-----------------+
  367. The random number seed for all noise types.
  368. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  369. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  370. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  371. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  372. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  373. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`