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297 lines
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ReStructuredText
297 lines
15 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/noise/doc_classes/NoiseTexture2D.xml.
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.. _class_NoiseTexture2D:
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NoiseTexture2D
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==============
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**继承:** :ref:`Texture2D<class_Texture2D>` **<** :ref:`Texture<class_Texture>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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由 :ref:`Noise<class_Noise>` 对象生成的噪声所填充的 2D 纹理。
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.. rst-class:: classref-introduction-group
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描述
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----
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使用 :ref:`FastNoiseLite<class_FastNoiseLite>` 库或其他噪声生成器来填充所需大小的纹理数据。\ **NoiseTexture2D** 还能生成法线贴图纹理。
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该类在内部使用 :ref:`Thread<class_Thread>` 生成纹理数据,因此如果生成过程尚未完成,\ :ref:`Texture2D.get_image<class_Texture2D_method_get_image>` 可能会返回 ``null``\ 。在这种情况下,需要等待纹理生成后再访问图像和生成的字节数据:
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::
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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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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`as_normal_map<class_NoiseTexture2D_property_as_normal_map>` | ``false`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`bump_strength<class_NoiseTexture2D_property_bump_strength>` | ``8.0`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`Gradient<class_Gradient>` | :ref:`color_ramp<class_NoiseTexture2D_property_color_ramp>` | |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`generate_mipmaps<class_NoiseTexture2D_property_generate_mipmaps>` | ``true`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`height<class_NoiseTexture2D_property_height>` | ``512`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`in_3d_space<class_NoiseTexture2D_property_in_3d_space>` | ``false`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`invert<class_NoiseTexture2D_property_invert>` | ``false`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`Noise<class_Noise>` | :ref:`noise<class_NoiseTexture2D_property_noise>` | |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`normalize<class_NoiseTexture2D_property_normalize>` | ``true`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | resource_local_to_scene | ``false`` (overrides :ref:`Resource<class_Resource_property_resource_local_to_scene>`) |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`seamless<class_NoiseTexture2D_property_seamless>` | ``false`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`seamless_blend_skirt<class_NoiseTexture2D_property_seamless_blend_skirt>` | ``0.1`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`width<class_NoiseTexture2D_property_width>` | ``512`` |
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+---------------------------------+---------------------------------------------------------------------------------+----------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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属性说明
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--------
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.. _class_NoiseTexture2D_property_as_normal_map:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **as_normal_map** = ``false`` :ref:`🔗<class_NoiseTexture2D_property_as_normal_map>`
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.. rst-class:: classref-property-setget
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- |void| **set_as_normal_map**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_normal_map**\ (\ )
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如果为 ``true``\ ,产生的纹理包含一个由原始噪声创建的法线贴图,解释为凹凸贴图。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_bump_strength:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **bump_strength** = ``8.0`` :ref:`🔗<class_NoiseTexture2D_property_bump_strength>`
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.. rst-class:: classref-property-setget
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- |void| **set_bump_strength**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_bump_strength**\ (\ )
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该纹理中使用的凹凸贴图的强度。更高的值会使凹凸贴图看起来更大,而更低的值会使它们看起来更柔和。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_color_ramp:
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.. rst-class:: classref-property
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:ref:`Gradient<class_Gradient>` **color_ramp** :ref:`🔗<class_NoiseTexture2D_property_color_ramp>`
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.. rst-class:: classref-property-setget
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- |void| **set_color_ramp**\ (\ value\: :ref:`Gradient<class_Gradient>`\ )
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- :ref:`Gradient<class_Gradient>` **get_color_ramp**\ (\ )
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:ref:`Gradient<class_Gradient>`\ ,用于将每个像素的亮度映射到一个颜色值。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_generate_mipmaps:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **generate_mipmaps** = ``true`` :ref:`🔗<class_NoiseTexture2D_property_generate_mipmaps>`
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.. rst-class:: classref-property-setget
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- |void| **set_generate_mipmaps**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_generating_mipmaps**\ (\ )
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决定是否为该纹理生成 mipmap。启用该属性可减少纹理锯齿,但会增加约 33% 的内存占用,生成噪声纹理也可能需要更长的时间。
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\ **注意:**\ 使用该 **NoiseTexture2D** 的材质需要启用 mipmap 过滤才能让 :ref:`generate_mipmaps<class_NoiseTexture2D_property_generate_mipmaps>` 生效。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_height:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **height** = ``512`` :ref:`🔗<class_NoiseTexture2D_property_height>`
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.. rst-class:: classref-property-setget
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- |void| **set_height**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_height**\ (\ )
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生成的纹理的高度(单位为像素)。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_in_3d_space:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **in_3d_space** = ``false`` :ref:`🔗<class_NoiseTexture2D_property_in_3d_space>`
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.. rst-class:: classref-property-setget
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- |void| **set_in_3d_space**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_in_3d_space**\ (\ )
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决定是否在 3D 空间中计算噪声图像。可能会导致对比度降低。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_invert:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **invert** = ``false`` :ref:`🔗<class_NoiseTexture2D_property_invert>`
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.. rst-class:: classref-property-setget
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- |void| **set_invert**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **get_invert**\ (\ )
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如果为 ``true``\ ,则反转该噪声纹理。白变黑,黑变白。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_noise:
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.. rst-class:: classref-property
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:ref:`Noise<class_Noise>` **noise** :ref:`🔗<class_NoiseTexture2D_property_noise>`
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.. rst-class:: classref-property-setget
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- |void| **set_noise**\ (\ value\: :ref:`Noise<class_Noise>`\ )
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- :ref:`Noise<class_Noise>` **get_noise**\ (\ )
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:ref:`Noise<class_Noise>` 对象的实例。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_normalize:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **normalize** = ``true`` :ref:`🔗<class_NoiseTexture2D_property_normalize>`
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.. rst-class:: classref-property-setget
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- |void| **set_normalize**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_normalized**\ (\ )
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如果为 ``true``\ ,来自噪声发生器的噪声图像,将被归一化到范围 ``0.0`` 到 ``1.0``\ 。
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关闭归一化会影响对比度,并允许生成非重复的可平铺噪声纹理。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_seamless:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **seamless** = ``false`` :ref:`🔗<class_NoiseTexture2D_property_seamless>`
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.. rst-class:: classref-property-setget
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- |void| **set_seamless**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **get_seamless**\ (\ )
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如果为 ``true``\ ,则从 :ref:`Noise<class_Noise>` 资源请求无缝纹理。
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\ **注意:**\ 与非无缝噪声相比,无缝噪声纹理可能需要更长的时间来生成,并且/或者可能具有较低的对比度,具体取决于所使用的 :ref:`Noise<class_Noise>` 资源。这是因为一些实现使用更高的维度来生成无缝噪声。
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\ **注意:**\ 默认的 :ref:`FastNoiseLite<class_FastNoiseLite>` 实现在生成无缝纹理时使用回退路径。如果使用的 :ref:`width<class_NoiseTexture2D_property_width>` 或 :ref:`height<class_NoiseTexture2D_property_height>` 小于默认值,你可能需要通过增大 :ref:`seamless_blend_skirt<class_NoiseTexture2D_property_seamless_blend_skirt>` 来让无缝混合更高效。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_seamless_blend_skirt:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **seamless_blend_skirt** = ``0.1`` :ref:`🔗<class_NoiseTexture2D_property_seamless_blend_skirt>`
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.. rst-class:: classref-property-setget
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- |void| **set_seamless_blend_skirt**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_seamless_blend_skirt**\ (\ )
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用于无缝纹理生成的默认/回退实现。它决定接缝混合的距离。较高的值可能会导致较少的细节和对比度。详情见 :ref:`Noise<class_Noise>`\ 。
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\ **注意:**\ 如果使用的 :ref:`width<class_NoiseTexture2D_property_width>` 或 :ref:`height<class_NoiseTexture2D_property_height>` 小于默认值,你可能需要通过增大 :ref:`seamless_blend_skirt<class_NoiseTexture2D_property_seamless_blend_skirt>` 来让无缝混合更高效。
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.. rst-class:: classref-item-separator
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----
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.. _class_NoiseTexture2D_property_width:
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.. rst-class:: classref-property
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:ref:`int<class_int>` **width** = ``512`` :ref:`🔗<class_NoiseTexture2D_property_width>`
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.. rst-class:: classref-property-setget
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- |void| **set_width**\ (\ value\: :ref:`int<class_int>`\ )
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- :ref:`int<class_int>` **get_width**\ (\ )
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生成的纹理的宽度(单位为像素)。
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.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
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.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
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.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
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.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
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.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
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.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
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.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
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.. |void| replace:: :abbr:`void (无返回值。)`
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