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
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
CellularReturnType
Return type from cellular noise calculations. See FastNoiseLite.CellularReturnTypeEnum.
public FastNoiseLite.CellularReturnTypeEnum CellularReturnType { get; set; }
Property Value
DomainWarpAmplitude
Sets the maximum warp distance from the origin.
public float DomainWarpAmplitude { get; set; }
Property Value
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
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
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
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
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
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
DomainWarpType
Sets the warp algorithm. See FastNoiseLite.DomainWarpTypeEnum.
public FastNoiseLite.DomainWarpTypeEnum DomainWarpType { get; set; }
Property Value
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
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
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
FractalPingPongStrength
Sets the strength of the fractal ping pong type.
public float FractalPingPongStrength { get; set; }
Property Value
FractalType
The method for combining octaves into a fractal. See FastNoiseLite.FractalTypeEnum.
public FastNoiseLite.FractalTypeEnum FractalType { get; set; }
Property Value
FractalWeightedStrength
Higher weighting means higher octaves have less impact if lower octaves have a large impact.
public float FractalWeightedStrength { get; set; }
Property Value
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
NoiseType
The noise algorithm used. See FastNoiseLite.NoiseTypeEnum.
public FastNoiseLite.NoiseTypeEnum NoiseType { get; set; }
Property Value
Offset
Translate the noise input coordinates by the given Vector3.
public Vector3 Offset { get; set; }
Property Value
Seed
The random number seed for all noise types.
public int Seed { get; set; }
Property Value
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_nameName of the method to check for.
Returns
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_nameName of the signal to check for.
Returns
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_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.