Table of Contents

Class FastNoiseLite

Namespace
Godot
Assembly
GodotSharp.dll

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.

public class FastNoiseLite : Noise, IDisposable
Inheritance
FastNoiseLite
Implements
Inherited Members

Constructors

FastNoiseLite()

public FastNoiseLite()

Properties

CellularDistanceFunction

Determines how the distance to the nearest/second-nearest point is computed. See FastNoiseLite.CellularDistanceFunctionEnum for options.

public FastNoiseLite.CellularDistanceFunctionEnum CellularDistanceFunction { get; set; }

Property Value

FastNoiseLite.CellularDistanceFunctionEnum

CellularJitter

Maximum distance a point can move off of its grid position. Set to 0 for an even grid.

public float CellularJitter { get; set; }

Property Value

float

CellularReturnType

Return type from cellular noise calculations. See FastNoiseLite.CellularReturnTypeEnum.

public FastNoiseLite.CellularReturnTypeEnum CellularReturnType { get; set; }

Property Value

FastNoiseLite.CellularReturnTypeEnum

DomainWarpAmplitude

Sets the maximum warp distance from the origin.

public float DomainWarpAmplitude { get; set; }

Property Value

float

DomainWarpEnabled

If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.

public bool DomainWarpEnabled { get; set; }

Property Value

bool

DomainWarpFractalGain

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.

public float DomainWarpFractalGain { get; set; }

Property Value

float

DomainWarpFractalLacunarity

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.

public float DomainWarpFractalLacunarity { get; set; }

Property Value

float

DomainWarpFractalOctaves

The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.

public int DomainWarpFractalOctaves { get; set; }

Property Value

int

DomainWarpFractalType

The method for combining octaves into a fractal which is used to warp the space. See FastNoiseLite.DomainWarpFractalTypeEnum.

public FastNoiseLite.DomainWarpFractalTypeEnum DomainWarpFractalType { get; set; }

Property Value

FastNoiseLite.DomainWarpFractalTypeEnum

DomainWarpFrequency

Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.

public float DomainWarpFrequency { get; set; }

Property Value

float

DomainWarpType

Sets the warp algorithm. See FastNoiseLite.DomainWarpTypeEnum.

public FastNoiseLite.DomainWarpTypeEnum DomainWarpType { get; set; }

Property Value

FastNoiseLite.DomainWarpTypeEnum

FractalGain

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.

public float FractalGain { get; set; }

Property Value

float

FractalLacunarity

Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.

public float FractalLacunarity { get; set; }

Property Value

float

FractalOctaves

The number of noise layers that are sampled to get the final value for fractal noise types.

public int FractalOctaves { get; set; }

Property Value

int

FractalPingPongStrength

Sets the strength of the fractal ping pong type.

public float FractalPingPongStrength { get; set; }

Property Value

float

FractalType

The method for combining octaves into a fractal. See FastNoiseLite.FractalTypeEnum.

public FastNoiseLite.FractalTypeEnum FractalType { get; set; }

Property Value

FastNoiseLite.FractalTypeEnum

FractalWeightedStrength

Higher weighting means higher octaves have less impact if lower octaves have a large impact.

public float FractalWeightedStrength { get; set; }

Property Value

float

Frequency

The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.

public float Frequency { get; set; }

Property Value

float

NoiseType

The noise algorithm used. See FastNoiseLite.NoiseTypeEnum.

public FastNoiseLite.NoiseTypeEnum NoiseType { get; set; }

Property Value

FastNoiseLite.NoiseTypeEnum

Offset

Translate the noise input coordinates by the given Vector3.

public Vector3 Offset { get; set; }

Property Value

Vector3

Seed

The random number seed for all noise types.

public int Seed { get; set; }

Property Value

int

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool