Open Class Propertymigueldeicaza.swiftgodot 0.45.0SwiftGodot
godotClassName
FastNoiseLite.swift:15override class var godotClassName: StringName { get }
Overrides
Other members in extension
Types
enum CellularDistanceFunction
enum CellularReturnType
enum DomainWarpFractalType
enum DomainWarpType
enum FractalType
enum NoiseType
Instance members
var cellularDistanceFunction: FastNoiseLite.CellularDistanceFunction
Determines how the distance to the nearest/second-nearest point is computed. See
CellularDistanceFunction
for options.var cellularJitter: Double
Maximum distance a point can move off of its grid position. Set to
0
for an even grid.var cellularReturnType: FastNoiseLite.CellularReturnType
Return type from cellular noise calculations. See
CellularReturnType
.var domainWarpAmplitude: Double
Sets the maximum warp distance from the origin.
var domainWarpEnabled: Bool
If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.
var domainWarpFractalGain: Double
Determines the strength of each subsequent layer of the noise which is used to warp the space.
var domainWarpFractalLacunarity: Double
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.
var domainWarpFractalOctaves: Int32
The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.
var domainWarpFractalType: FastNoiseLite.DomainWarpFractalType
The method for combining octaves into a fractal which is used to warp the space. See
DomainWarpFractalType
.var domainWarpFrequency: Double
Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
var domainWarpType: FastNoiseLite.DomainWarpType
Sets the warp algorithm. See
DomainWarpType
.var fractalGain: Double
Determines the strength of each subsequent layer of noise in fractal noise.
var fractalLacunarity: Double
Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
var fractalOctaves: Int32
The number of noise layers that are sampled to get the final value for fractal noise types.
var fractalPingPongStrength: Double
Sets the strength of the fractal ping pong type.
var fractalType: FastNoiseLite.FractalType
The method for combining octaves into a fractal. See
FractalType
.var fractalWeightedStrength: Double
Higher weighting means higher octaves have less impact if lower octaves have a large impact.
var frequency: Double
The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
var noiseType: FastNoiseLite.NoiseType
The noise algorithm used. See
NoiseType
.var offset: Vector3
Translate the noise input coordinates by the given
Vector3
.var seed: Int32
The random number seed for all noise types.