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godot-docs/classes/class_fastnoiselite.rst
2024-05-07 11:26:31 +00:00

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/4.2/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/4.2/modules/noise/doc_classes/FastNoiseLite.xml.
.. _class_FastNoiseLite:
FastNoiseLite
=============
**Inherits:** :ref:`Noise<class_Noise>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
Generates noise using the FastNoiseLite library.
.. rst-class:: classref-introduction-group
Description
-----------
This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more.
Most generated noise values are in the range of ``[-1, 1]``, but not always. Some of the cellular noise algorithms return results above ``1``.
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` | :ref:`cellular_distance_function<class_FastNoiseLite_property_cellular_distance_function>` | ``0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`cellular_jitter<class_FastNoiseLite_property_cellular_jitter>` | ``1.0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` | :ref:`cellular_return_type<class_FastNoiseLite_property_cellular_return_type>` | ``1`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`domain_warp_amplitude<class_FastNoiseLite_property_domain_warp_amplitude>` | ``30.0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`bool<class_bool>` | :ref:`domain_warp_enabled<class_FastNoiseLite_property_domain_warp_enabled>` | ``false`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`domain_warp_fractal_gain<class_FastNoiseLite_property_domain_warp_fractal_gain>` | ``0.5`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`domain_warp_fractal_lacunarity<class_FastNoiseLite_property_domain_warp_fractal_lacunarity>` | ``6.0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`int<class_int>` | :ref:`domain_warp_fractal_octaves<class_FastNoiseLite_property_domain_warp_fractal_octaves>` | ``5`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` | :ref:`domain_warp_fractal_type<class_FastNoiseLite_property_domain_warp_fractal_type>` | ``1`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`domain_warp_frequency<class_FastNoiseLite_property_domain_warp_frequency>` | ``0.05`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` | :ref:`domain_warp_type<class_FastNoiseLite_property_domain_warp_type>` | ``0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`fractal_gain<class_FastNoiseLite_property_fractal_gain>` | ``0.5`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`fractal_lacunarity<class_FastNoiseLite_property_fractal_lacunarity>` | ``2.0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`int<class_int>` | :ref:`fractal_octaves<class_FastNoiseLite_property_fractal_octaves>` | ``5`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`fractal_ping_pong_strength<class_FastNoiseLite_property_fractal_ping_pong_strength>` | ``2.0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`FractalType<enum_FastNoiseLite_FractalType>` | :ref:`fractal_type<class_FastNoiseLite_property_fractal_type>` | ``1`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`fractal_weighted_strength<class_FastNoiseLite_property_fractal_weighted_strength>` | ``0.0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`frequency<class_FastNoiseLite_property_frequency>` | ``0.01`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`NoiseType<enum_FastNoiseLite_NoiseType>` | :ref:`noise_type<class_FastNoiseLite_property_noise_type>` | ``1`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`offset<class_FastNoiseLite_property_offset>` | ``Vector3(0, 0, 0)`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
| :ref:`int<class_int>` | :ref:`seed<class_FastNoiseLite_property_seed>` | ``0`` |
+------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------+----------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Enumerations
------------
.. _enum_FastNoiseLite_NoiseType:
.. rst-class:: classref-enumeration
enum **NoiseType**:
.. _class_FastNoiseLite_constant_TYPE_VALUE:
.. rst-class:: classref-enumeration-constant
:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **TYPE_VALUE** = ``5``
A lattice of points are assigned random values then interpolated based on neighboring values.
.. _class_FastNoiseLite_constant_TYPE_VALUE_CUBIC:
.. rst-class:: classref-enumeration-constant
:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **TYPE_VALUE_CUBIC** = ``4``
Similar to Value noise, but slower. Has more variance in peaks and valleys.
Cubic noise can be used to avoid certain artifacts when using value noise to create a bumpmap. In general, you should always use this mode if the value noise is being used for a heightmap or bumpmap.
.. _class_FastNoiseLite_constant_TYPE_PERLIN:
.. rst-class:: classref-enumeration-constant
:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **TYPE_PERLIN** = ``3``
A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.
.. _class_FastNoiseLite_constant_TYPE_CELLULAR:
.. rst-class:: classref-enumeration-constant
:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **TYPE_CELLULAR** = ``2``
Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.
.. _class_FastNoiseLite_constant_TYPE_SIMPLEX:
.. rst-class:: classref-enumeration-constant
:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **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.
.. _class_FastNoiseLite_constant_TYPE_SIMPLEX_SMOOTH:
.. rst-class:: classref-enumeration-constant
:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **TYPE_SIMPLEX_SMOOTH** = ``1``
Modified, higher quality version of :ref:`TYPE_SIMPLEX<class_FastNoiseLite_constant_TYPE_SIMPLEX>`, but slower.
.. rst-class:: classref-item-separator
----
.. _enum_FastNoiseLite_FractalType:
.. rst-class:: classref-enumeration
enum **FractalType**:
.. _class_FastNoiseLite_constant_FRACTAL_NONE:
.. rst-class:: classref-enumeration-constant
:ref:`FractalType<enum_FastNoiseLite_FractalType>` **FRACTAL_NONE** = ``0``
No fractal noise.
.. _class_FastNoiseLite_constant_FRACTAL_FBM:
.. rst-class:: classref-enumeration-constant
:ref:`FractalType<enum_FastNoiseLite_FractalType>` **FRACTAL_FBM** = ``1``
Method using Fractional Brownian Motion to combine octaves into a fractal.
.. _class_FastNoiseLite_constant_FRACTAL_RIDGED:
.. rst-class:: classref-enumeration-constant
:ref:`FractalType<enum_FastNoiseLite_FractalType>` **FRACTAL_RIDGED** = ``2``
Method of combining octaves into a fractal resulting in a "ridged" look.
.. _class_FastNoiseLite_constant_FRACTAL_PING_PONG:
.. rst-class:: classref-enumeration-constant
:ref:`FractalType<enum_FastNoiseLite_FractalType>` **FRACTAL_PING_PONG** = ``3``
Method of combining octaves into a fractal with a ping pong effect.
.. rst-class:: classref-item-separator
----
.. _enum_FastNoiseLite_CellularDistanceFunction:
.. rst-class:: classref-enumeration
enum **CellularDistanceFunction**:
.. _class_FastNoiseLite_constant_DISTANCE_EUCLIDEAN:
.. rst-class:: classref-enumeration-constant
:ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` **DISTANCE_EUCLIDEAN** = ``0``
Euclidean distance to the nearest point.
.. _class_FastNoiseLite_constant_DISTANCE_EUCLIDEAN_SQUARED:
.. rst-class:: classref-enumeration-constant
:ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` **DISTANCE_EUCLIDEAN_SQUARED** = ``1``
Squared Euclidean distance to the nearest point.
.. _class_FastNoiseLite_constant_DISTANCE_MANHATTAN:
.. rst-class:: classref-enumeration-constant
:ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` **DISTANCE_MANHATTAN** = ``2``
Manhattan distance (taxicab metric) to the nearest point.
.. _class_FastNoiseLite_constant_DISTANCE_HYBRID:
.. rst-class:: classref-enumeration-constant
:ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` **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
.. rst-class:: classref-item-separator
----
.. _enum_FastNoiseLite_CellularReturnType:
.. rst-class:: classref-enumeration
enum **CellularReturnType**:
.. _class_FastNoiseLite_constant_RETURN_CELL_VALUE:
.. rst-class:: classref-enumeration-constant
:ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **RETURN_CELL_VALUE** = ``0``
The cellular distance function will return the same value for all points within a cell.
.. _class_FastNoiseLite_constant_RETURN_DISTANCE:
.. rst-class:: classref-enumeration-constant
:ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **RETURN_DISTANCE** = ``1``
The cellular distance function will return a value determined by the distance to the nearest point.
.. _class_FastNoiseLite_constant_RETURN_DISTANCE2:
.. rst-class:: classref-enumeration-constant
:ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **RETURN_DISTANCE2** = ``2``
The cellular distance function returns the distance to the second-nearest point.
.. _class_FastNoiseLite_constant_RETURN_DISTANCE2_ADD:
.. rst-class:: classref-enumeration-constant
:ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **RETURN_DISTANCE2_ADD** = ``3``
The distance to the nearest point is added to the distance to the second-nearest point.
.. _class_FastNoiseLite_constant_RETURN_DISTANCE2_SUB:
.. rst-class:: classref-enumeration-constant
:ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **RETURN_DISTANCE2_SUB** = ``4``
The distance to the nearest point is subtracted from the distance to the second-nearest point.
.. _class_FastNoiseLite_constant_RETURN_DISTANCE2_MUL:
.. rst-class:: classref-enumeration-constant
:ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **RETURN_DISTANCE2_MUL** = ``5``
The distance to the nearest point is multiplied with the distance to the second-nearest point.
.. _class_FastNoiseLite_constant_RETURN_DISTANCE2_DIV:
.. rst-class:: classref-enumeration-constant
:ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **RETURN_DISTANCE2_DIV** = ``6``
The distance to the nearest point is divided by the distance to the second-nearest point.
.. rst-class:: classref-item-separator
----
.. _enum_FastNoiseLite_DomainWarpType:
.. rst-class:: classref-enumeration
enum **DomainWarpType**:
.. _class_FastNoiseLite_constant_DOMAIN_WARP_SIMPLEX:
.. rst-class:: classref-enumeration-constant
:ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` **DOMAIN_WARP_SIMPLEX** = ``0``
The domain is warped using the simplex noise algorithm.
.. _class_FastNoiseLite_constant_DOMAIN_WARP_SIMPLEX_REDUCED:
.. rst-class:: classref-enumeration-constant
:ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` **DOMAIN_WARP_SIMPLEX_REDUCED** = ``1``
The domain is warped using a simplified version of the simplex noise algorithm.
.. _class_FastNoiseLite_constant_DOMAIN_WARP_BASIC_GRID:
.. rst-class:: classref-enumeration-constant
:ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` **DOMAIN_WARP_BASIC_GRID** = ``2``
The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).
.. rst-class:: classref-item-separator
----
.. _enum_FastNoiseLite_DomainWarpFractalType:
.. rst-class:: classref-enumeration
enum **DomainWarpFractalType**:
.. _class_FastNoiseLite_constant_DOMAIN_WARP_FRACTAL_NONE:
.. rst-class:: classref-enumeration-constant
:ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` **DOMAIN_WARP_FRACTAL_NONE** = ``0``
No fractal noise for warping the space.
.. _class_FastNoiseLite_constant_DOMAIN_WARP_FRACTAL_PROGRESSIVE:
.. rst-class:: classref-enumeration-constant
:ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` **DOMAIN_WARP_FRACTAL_PROGRESSIVE** = ``1``
Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.
.. _class_FastNoiseLite_constant_DOMAIN_WARP_FRACTAL_INDEPENDENT:
.. rst-class:: classref-enumeration-constant
:ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` **DOMAIN_WARP_FRACTAL_INDEPENDENT** = ``2``
Warping the space independently for each octave, resulting in a more chaotic distortion.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Property Descriptions
---------------------
.. _class_FastNoiseLite_property_cellular_distance_function:
.. rst-class:: classref-property
:ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` **cellular_distance_function** = ``0``
.. rst-class:: classref-property-setget
- void **set_cellular_distance_function** **(** :ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` value **)**
- :ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` **get_cellular_distance_function** **(** **)**
Determines how the distance to the nearest/second-nearest point is computed. See :ref:`CellularDistanceFunction<enum_FastNoiseLite_CellularDistanceFunction>` for options.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_cellular_jitter:
.. rst-class:: classref-property
:ref:`float<class_float>` **cellular_jitter** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_cellular_jitter** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_cellular_jitter** **(** **)**
Maximum distance a point can move off of its grid position. Set to ``0`` for an even grid.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_cellular_return_type:
.. rst-class:: classref-property
:ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **cellular_return_type** = ``1``
.. rst-class:: classref-property-setget
- void **set_cellular_return_type** **(** :ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` value **)**
- :ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>` **get_cellular_return_type** **(** **)**
Return type from cellular noise calculations. See :ref:`CellularReturnType<enum_FastNoiseLite_CellularReturnType>`.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_domain_warp_amplitude:
.. rst-class:: classref-property
:ref:`float<class_float>` **domain_warp_amplitude** = ``30.0``
.. rst-class:: classref-property-setget
- void **set_domain_warp_amplitude** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_domain_warp_amplitude** **(** **)**
Sets the maximum warp distance from the origin.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_domain_warp_enabled:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **domain_warp_enabled** = ``false``
.. rst-class:: classref-property-setget
- void **set_domain_warp_enabled** **(** :ref:`bool<class_bool>` value **)**
- :ref:`bool<class_bool>` **is_domain_warp_enabled** **(** **)**
If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_domain_warp_fractal_gain:
.. rst-class:: classref-property
:ref:`float<class_float>` **domain_warp_fractal_gain** = ``0.5``
.. rst-class:: classref-property-setget
- void **set_domain_warp_fractal_gain** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_domain_warp_fractal_gain** **(** **)**
Determines the strength of each subsequent layer of the noise which is used to warp the space.
A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_domain_warp_fractal_lacunarity:
.. rst-class:: classref-property
:ref:`float<class_float>` **domain_warp_fractal_lacunarity** = ``6.0``
.. rst-class:: classref-property-setget
- void **set_domain_warp_fractal_lacunarity** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_domain_warp_fractal_lacunarity** **(** **)**
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.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_domain_warp_fractal_octaves:
.. rst-class:: classref-property
:ref:`int<class_int>` **domain_warp_fractal_octaves** = ``5``
.. rst-class:: classref-property-setget
- void **set_domain_warp_fractal_octaves** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_domain_warp_fractal_octaves** **(** **)**
The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_domain_warp_fractal_type:
.. rst-class:: classref-property
:ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` **domain_warp_fractal_type** = ``1``
.. rst-class:: classref-property-setget
- void **set_domain_warp_fractal_type** **(** :ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` value **)**
- :ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>` **get_domain_warp_fractal_type** **(** **)**
The method for combining octaves into a fractal which is used to warp the space. See :ref:`DomainWarpFractalType<enum_FastNoiseLite_DomainWarpFractalType>`.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_domain_warp_frequency:
.. rst-class:: classref-property
:ref:`float<class_float>` **domain_warp_frequency** = ``0.05``
.. rst-class:: classref-property-setget
- void **set_domain_warp_frequency** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_domain_warp_frequency** **(** **)**
Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_domain_warp_type:
.. rst-class:: classref-property
:ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` **domain_warp_type** = ``0``
.. rst-class:: classref-property-setget
- void **set_domain_warp_type** **(** :ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` value **)**
- :ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>` **get_domain_warp_type** **(** **)**
Sets the warp algorithm. See :ref:`DomainWarpType<enum_FastNoiseLite_DomainWarpType>`.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_fractal_gain:
.. rst-class:: classref-property
:ref:`float<class_float>` **fractal_gain** = ``0.5``
.. rst-class:: classref-property-setget
- void **set_fractal_gain** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fractal_gain** **(** **)**
Determines the strength of each subsequent layer of noise in fractal noise.
A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_fractal_lacunarity:
.. rst-class:: classref-property
:ref:`float<class_float>` **fractal_lacunarity** = ``2.0``
.. rst-class:: classref-property-setget
- void **set_fractal_lacunarity** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fractal_lacunarity** **(** **)**
Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_fractal_octaves:
.. rst-class:: classref-property
:ref:`int<class_int>` **fractal_octaves** = ``5``
.. rst-class:: classref-property-setget
- void **set_fractal_octaves** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_fractal_octaves** **(** **)**
The number of noise layers that are sampled to get the final value for fractal noise types.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_fractal_ping_pong_strength:
.. rst-class:: classref-property
:ref:`float<class_float>` **fractal_ping_pong_strength** = ``2.0``
.. rst-class:: classref-property-setget
- void **set_fractal_ping_pong_strength** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fractal_ping_pong_strength** **(** **)**
Sets the strength of the fractal ping pong type.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_fractal_type:
.. rst-class:: classref-property
:ref:`FractalType<enum_FastNoiseLite_FractalType>` **fractal_type** = ``1``
.. rst-class:: classref-property-setget
- void **set_fractal_type** **(** :ref:`FractalType<enum_FastNoiseLite_FractalType>` value **)**
- :ref:`FractalType<enum_FastNoiseLite_FractalType>` **get_fractal_type** **(** **)**
The method for combining octaves into a fractal. See :ref:`FractalType<enum_FastNoiseLite_FractalType>`.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_fractal_weighted_strength:
.. rst-class:: classref-property
:ref:`float<class_float>` **fractal_weighted_strength** = ``0.0``
.. rst-class:: classref-property-setget
- void **set_fractal_weighted_strength** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_fractal_weighted_strength** **(** **)**
Higher weighting means higher octaves have less impact if lower octaves have a large impact.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_frequency:
.. rst-class:: classref-property
:ref:`float<class_float>` **frequency** = ``0.01``
.. rst-class:: classref-property-setget
- void **set_frequency** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_frequency** **(** **)**
The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_noise_type:
.. rst-class:: classref-property
:ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **noise_type** = ``1``
.. rst-class:: classref-property-setget
- void **set_noise_type** **(** :ref:`NoiseType<enum_FastNoiseLite_NoiseType>` value **)**
- :ref:`NoiseType<enum_FastNoiseLite_NoiseType>` **get_noise_type** **(** **)**
The noise algorithm used. See :ref:`NoiseType<enum_FastNoiseLite_NoiseType>`.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_offset:
.. rst-class:: classref-property
:ref:`Vector3<class_Vector3>` **offset** = ``Vector3(0, 0, 0)``
.. rst-class:: classref-property-setget
- void **set_offset** **(** :ref:`Vector3<class_Vector3>` value **)**
- :ref:`Vector3<class_Vector3>` **get_offset** **(** **)**
Translate the noise input coordinates by the given :ref:`Vector3<class_Vector3>`.
.. rst-class:: classref-item-separator
----
.. _class_FastNoiseLite_property_seed:
.. rst-class:: classref-property
:ref:`int<class_int>` **seed** = ``0``
.. rst-class:: classref-property-setget
- void **set_seed** **(** :ref:`int<class_int>` value **)**
- :ref:`int<class_int>` **get_seed** **(** **)**
The random number seed for all noise types.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`