godot/modules/noise/fastnoise_lite.cpp
2022-04-16 23:51:23 -05:00

578 lines
22 KiB
C++

/*************************************************************************/
/* fastnoise_lite.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "fastnoise_lite.h"
FastNoiseLite::FastNoiseLite() {
// Most defaults copied from the library.
set_noise_type(TYPE_SIMPLEX_SMOOTH);
set_seed(0);
set_frequency(0.01);
set_in_3d_space(false);
set_fractal_type(FRACTAL_FBM);
set_fractal_octaves(5);
set_fractal_lacunarity(2.0);
set_fractal_gain(0.5);
set_fractal_weighted_strength(0.0);
set_fractal_ping_pong_strength(2.0);
set_cellular_distance_function(DISTANCE_EUCLIDEAN);
set_cellular_return_type(RETURN_CELL_VALUE);
set_cellular_jitter(0.45);
set_domain_warp_enabled(false);
set_domain_warp_type(DOMAIN_WARP_SIMPLEX);
set_domain_warp_amplitude(30.0);
set_domain_warp_frequency(0.05);
set_domain_warp_fractal_type(DOMAIN_WARP_FRACTAL_PROGRESSIVE);
set_domain_warp_fractal_octaves(5);
set_domain_warp_fractal_lacunarity(6);
set_domain_warp_fractal_gain(0.5);
}
FastNoiseLite::~FastNoiseLite() {
}
// General settings.
void FastNoiseLite::set_noise_type(NoiseType p_noise_type) {
noise_type = p_noise_type;
_noise.SetNoiseType((_FastNoiseLite::NoiseType)p_noise_type);
emit_changed();
notify_property_list_changed();
}
FastNoiseLite::NoiseType FastNoiseLite::get_noise_type() const {
return noise_type;
}
void FastNoiseLite::set_seed(int p_seed) {
seed = p_seed;
_noise.SetSeed(p_seed);
emit_changed();
}
int FastNoiseLite::get_seed() const {
return seed;
}
void FastNoiseLite::set_frequency(real_t p_freq) {
frequency = p_freq;
_noise.SetFrequency(p_freq);
emit_changed();
}
real_t FastNoiseLite::get_frequency() const {
return frequency;
}
void FastNoiseLite::set_in_3d_space(bool p_enable) {
in_3d_space = p_enable;
emit_changed();
}
bool FastNoiseLite::is_in_3d_space() const {
return in_3d_space;
}
void FastNoiseLite::set_offset(Vector3 p_offset) {
offset = p_offset;
emit_changed();
}
Vector3 FastNoiseLite::get_offset() const {
return offset;
}
void FastNoiseLite::set_color_ramp(const Ref<Gradient> &p_gradient) {
color_ramp = p_gradient;
if (color_ramp.is_valid()) {
color_ramp->connect(SNAME("changed"), callable_mp(this, &FastNoiseLite::_changed));
emit_changed();
}
}
Ref<Gradient> FastNoiseLite::get_color_ramp() const {
return color_ramp;
}
// Noise functions.
real_t FastNoiseLite::get_noise_1d(real_t p_x) {
return get_noise_2d(p_x, 0.0);
}
real_t FastNoiseLite::get_noise_2dv(Vector2 p_v) {
return get_noise_2d(p_v.x, p_v.y);
}
real_t FastNoiseLite::get_noise_2d(real_t p_x, real_t p_y) {
if (domain_warp_enabled) {
_domain_warp_noise.DomainWarp(p_x, p_y);
}
return _noise.GetNoise(p_x + offset.x, p_y + offset.y);
}
real_t FastNoiseLite::get_noise_3dv(Vector3 p_v) {
return get_noise_3d(p_v.x, p_v.y, p_v.z);
}
real_t FastNoiseLite::get_noise_3d(real_t p_x, real_t p_y, real_t p_z) {
if (domain_warp_enabled) {
_domain_warp_noise.DomainWarp(p_x, p_y, p_z);
}
return _noise.GetNoise(p_x + offset.x, p_y + offset.y, p_z + offset.z);
}
// Fractal.
void FastNoiseLite::set_fractal_type(FractalType p_type) {
fractal_type = p_type;
_noise.SetFractalType((_FastNoiseLite::FractalType)p_type);
emit_changed();
notify_property_list_changed();
}
FastNoiseLite::FractalType FastNoiseLite::get_fractal_type() const {
return fractal_type;
}
void FastNoiseLite::set_fractal_octaves(int p_octaves) {
fractal_octaves = p_octaves;
_noise.SetFractalOctaves(p_octaves);
emit_changed();
}
int FastNoiseLite::get_fractal_octaves() const {
return fractal_octaves;
}
void FastNoiseLite::set_fractal_lacunarity(real_t p_lacunarity) {
fractal_lacunarity = p_lacunarity;
_noise.SetFractalLacunarity(p_lacunarity);
emit_changed();
}
real_t FastNoiseLite::get_fractal_lacunarity() const {
return fractal_lacunarity;
}
void FastNoiseLite::set_fractal_gain(real_t p_gain) {
fractal_gain = p_gain;
_noise.SetFractalGain(p_gain);
emit_changed();
}
real_t FastNoiseLite::get_fractal_gain() const {
return fractal_gain;
}
void FastNoiseLite::set_fractal_weighted_strength(real_t p_weighted_strength) {
fractal_weighted_strength = p_weighted_strength;
_noise.SetFractalWeightedStrength(p_weighted_strength);
emit_changed();
}
real_t FastNoiseLite::get_fractal_weighted_strength() const {
return fractal_weighted_strength;
}
void FastNoiseLite::set_fractal_ping_pong_strength(real_t p_ping_pong_strength) {
fractal_pinp_pong_strength = p_ping_pong_strength;
_noise.SetFractalPingPongStrength(p_ping_pong_strength);
emit_changed();
}
real_t FastNoiseLite::get_fractal_ping_pong_strength() const {
return fractal_pinp_pong_strength;
}
// Cellular.
void FastNoiseLite::set_cellular_distance_function(CellularDistanceFunction p_func) {
cellular_distance_function = p_func;
_noise.SetCellularDistanceFunction((_FastNoiseLite::CellularDistanceFunction)p_func);
emit_changed();
}
FastNoiseLite::CellularDistanceFunction FastNoiseLite::get_cellular_distance_function() const {
return cellular_distance_function;
}
void FastNoiseLite::set_cellular_jitter(real_t p_jitter) {
cellular_jitter = p_jitter;
_noise.SetCellularJitter(p_jitter);
emit_changed();
}
real_t FastNoiseLite::get_cellular_jitter() const {
return cellular_jitter;
}
void FastNoiseLite::set_cellular_return_type(CellularReturnType p_ret) {
cellular_return_type = p_ret;
_noise.SetCellularReturnType((_FastNoiseLite::CellularReturnType)p_ret);
emit_changed();
}
FastNoiseLite::CellularReturnType FastNoiseLite::get_cellular_return_type() const {
return cellular_return_type;
}
// Domain warp specific.
void FastNoiseLite::set_domain_warp_enabled(bool p_enabled) {
if (domain_warp_enabled != p_enabled) {
domain_warp_enabled = p_enabled;
emit_changed();
notify_property_list_changed();
}
}
bool FastNoiseLite::is_domain_warp_enabled() const {
return domain_warp_enabled;
}
void FastNoiseLite::set_domain_warp_type(DomainWarpType p_domain_warp_type) {
domain_warp_type = p_domain_warp_type;
_domain_warp_noise.SetDomainWarpType((_FastNoiseLite::DomainWarpType)p_domain_warp_type);
emit_changed();
}
FastNoiseLite::DomainWarpType FastNoiseLite::get_domain_warp_type() const {
return domain_warp_type;
}
void FastNoiseLite::set_domain_warp_amplitude(real_t p_amplitude) {
domain_warp_amplitude = p_amplitude;
_domain_warp_noise.SetDomainWarpAmp(p_amplitude);
emit_changed();
}
real_t FastNoiseLite::get_domain_warp_amplitude() const {
return domain_warp_amplitude;
}
void FastNoiseLite::set_domain_warp_frequency(real_t p_frequency) {
domain_warp_frequency = p_frequency;
_domain_warp_noise.SetFrequency(p_frequency);
emit_changed();
}
real_t FastNoiseLite::get_domain_warp_frequency() const {
return domain_warp_frequency;
}
void FastNoiseLite::set_domain_warp_fractal_type(DomainWarpFractalType p_domain_warp_fractal_type) {
domain_warp_fractal_type = p_domain_warp_fractal_type;
// This needs manual conversion because Godots Inspector property API does not support discontiguous enum indices.
_FastNoiseLite::FractalType type;
switch (p_domain_warp_fractal_type) {
case DOMAIN_WARP_FRACTAL_NONE:
type = _FastNoiseLite::FractalType_None;
break;
case DOMAIN_WARP_FRACTAL_PROGRESSIVE:
type = _FastNoiseLite::FractalType_DomainWarpProgressive;
break;
case DOMAIN_WARP_FRACTAL_INDEPENDENT:
type = _FastNoiseLite::FractalType_DomainWarpIndependent;
break;
default:
type = _FastNoiseLite::FractalType_None;
}
_domain_warp_noise.SetFractalType(type);
emit_changed();
}
FastNoiseLite::DomainWarpFractalType FastNoiseLite::get_domain_warp_fractal_type() const {
return domain_warp_fractal_type;
}
void FastNoiseLite::set_domain_warp_fractal_octaves(int p_octaves) {
domain_warp_fractal_octaves = p_octaves;
_domain_warp_noise.SetFractalOctaves(p_octaves);
emit_changed();
}
int FastNoiseLite::get_domain_warp_fractal_octaves() const {
return domain_warp_fractal_octaves;
}
void FastNoiseLite::set_domain_warp_fractal_lacunarity(real_t p_lacunarity) {
domain_warp_fractal_lacunarity = p_lacunarity;
_domain_warp_noise.SetFractalLacunarity(p_lacunarity);
emit_changed();
}
real_t FastNoiseLite::get_domain_warp_fractal_lacunarity() const {
return domain_warp_fractal_lacunarity;
}
void FastNoiseLite::set_domain_warp_fractal_gain(real_t p_gain) {
domain_warp_fractal_gain = p_gain;
_domain_warp_noise.SetFractalGain(p_gain);
emit_changed();
}
real_t FastNoiseLite::get_domain_warp_fractal_gain() const {
return domain_warp_fractal_gain;
}
// Textures.
Ref<Image> FastNoiseLite::get_image(int p_width, int p_height, bool p_invert) {
bool grayscale = color_ramp.is_null();
Vector<uint8_t> data;
data.resize(p_width * p_height * (grayscale ? 1 : 4));
uint8_t *wd8 = data.ptrw();
// Get all values and identify min/max values.
Vector<real_t> values;
values.resize(p_width * p_height);
real_t min_val = 100;
real_t max_val = -100;
for (int y = 0, i = 0; y < p_height; y++) {
for (int x = 0; x < p_width; x++, i++) {
values.set(i, is_in_3d_space() ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
if (values[i] > max_val) {
max_val = values[i];
}
if (values[i] < min_val) {
min_val = values[i];
}
}
}
// Normalize values and write to texture.
uint8_t value;
for (int i = 0, x = 0; i < p_height; i++) {
for (int j = 0; j < p_width; j++, x++) {
if (max_val == min_val) {
value = 0;
} else {
value = uint8_t(CLAMP((values[x] - min_val) / (max_val - min_val) * 255.f, 0, 255));
}
if (p_invert) {
value = 255 - value;
}
if (grayscale) {
wd8[x] = value;
} else {
float luminance = value / 255.0;
Color ramp_color = color_ramp->get_color_at_offset(luminance);
wd8[x * 4 + 0] = uint8_t(CLAMP(ramp_color.r * 255, 0, 255));
wd8[x * 4 + 1] = uint8_t(CLAMP(ramp_color.g * 255, 0, 255));
wd8[x * 4 + 2] = uint8_t(CLAMP(ramp_color.b * 255, 0, 255));
wd8[x * 4 + 3] = uint8_t(CLAMP(ramp_color.a * 255, 0, 255));
}
}
}
if (grayscale) {
return memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data));
} else {
return memnew(Image(p_width, p_height, false, Image::FORMAT_RGBA8, data));
}
}
Ref<Image> FastNoiseLite::get_seamless_image(int p_width, int p_height, bool p_invert, real_t p_blend_skirt) {
// Just return parent function. This is here only so Godot will properly document this function.
return Noise::get_seamless_image(p_width, p_height, p_invert, p_blend_skirt);
}
void FastNoiseLite::_changed() {
emit_changed();
}
void FastNoiseLite::_bind_methods() {
// General settings.
ClassDB::bind_method(D_METHOD("set_noise_type", "type"), &FastNoiseLite::set_noise_type);
ClassDB::bind_method(D_METHOD("get_noise_type"), &FastNoiseLite::get_noise_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "noise_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Smooth,Cellular,Perlin,Value Cubic,Value"), "set_noise_type", "get_noise_type");
ClassDB::bind_method(D_METHOD("set_seed", "seed"), &FastNoiseLite::set_seed);
ClassDB::bind_method(D_METHOD("get_seed"), &FastNoiseLite::get_seed);
ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed");
ClassDB::bind_method(D_METHOD("set_frequency", "freq"), &FastNoiseLite::set_frequency);
ClassDB::bind_method(D_METHOD("get_frequency"), &FastNoiseLite::get_frequency);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frequency", PROPERTY_HINT_RANGE, ".001,1"), "set_frequency", "get_frequency");
ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &FastNoiseLite::set_in_3d_space);
ClassDB::bind_method(D_METHOD("is_in_3d_space"), &FastNoiseLite::is_in_3d_space);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "in_3d_space"), "set_in_3d_space", "is_in_3d_space");
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &FastNoiseLite::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &FastNoiseLite::get_offset);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "offset", PROPERTY_HINT_RANGE, "-999999999,999999999,1"), "set_offset", "get_offset");
ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &FastNoiseLite::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &FastNoiseLite::get_color_ramp);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
// Fractal.
ADD_GROUP("Fractal", "fractal_");
ClassDB::bind_method(D_METHOD("set_fractal_type", "type"), &FastNoiseLite::set_fractal_type);
ClassDB::bind_method(D_METHOD("get_fractal_type"), &FastNoiseLite::get_fractal_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_type", PROPERTY_HINT_ENUM, "None,FBM,Ridged,Ping-Pong"), "set_fractal_type", "get_fractal_type");
ClassDB::bind_method(D_METHOD("set_fractal_octaves", "octave_count"), &FastNoiseLite::set_fractal_octaves);
ClassDB::bind_method(D_METHOD("get_fractal_octaves"), &FastNoiseLite::get_fractal_octaves);
ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_fractal_octaves", "get_fractal_octaves");
ClassDB::bind_method(D_METHOD("set_fractal_lacunarity", "lacunarity"), &FastNoiseLite::set_fractal_lacunarity);
ClassDB::bind_method(D_METHOD("get_fractal_lacunarity"), &FastNoiseLite::get_fractal_lacunarity);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_lacunarity"), "set_fractal_lacunarity", "get_fractal_lacunarity");
ClassDB::bind_method(D_METHOD("set_fractal_gain", "gain"), &FastNoiseLite::set_fractal_gain);
ClassDB::bind_method(D_METHOD("get_fractal_gain"), &FastNoiseLite::get_fractal_gain);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_gain"), "set_fractal_gain", "get_fractal_gain");
ClassDB::bind_method(D_METHOD("set_fractal_weighted_strength", "weighted_strength"), &FastNoiseLite::set_fractal_weighted_strength);
ClassDB::bind_method(D_METHOD("get_fractal_weighted_strength"), &FastNoiseLite::get_fractal_weighted_strength);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_weighted_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fractal_weighted_strength", "get_fractal_weighted_strength");
ClassDB::bind_method(D_METHOD("set_fractal_ping_pong_strength", "ping_pong_strength"), &FastNoiseLite::set_fractal_ping_pong_strength);
ClassDB::bind_method(D_METHOD("get_fractal_ping_pong_strength"), &FastNoiseLite::get_fractal_ping_pong_strength);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_ping_pong_strength"), "set_fractal_ping_pong_strength", "get_fractal_ping_pong_strength");
// Cellular.
ADD_GROUP("Cellular", "cellular_");
ClassDB::bind_method(D_METHOD("set_cellular_distance_function", "func"), &FastNoiseLite::set_cellular_distance_function);
ClassDB::bind_method(D_METHOD("get_cellular_distance_function"), &FastNoiseLite::get_cellular_distance_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_distance_function", PROPERTY_HINT_ENUM, "Euclidean,Euclidean Squared,Manhattan,Hybrid"), "set_cellular_distance_function", "get_cellular_distance_function");
ClassDB::bind_method(D_METHOD("set_cellular_jitter", "jitter"), &FastNoiseLite::set_cellular_jitter);
ClassDB::bind_method(D_METHOD("get_cellular_jitter"), &FastNoiseLite::get_cellular_jitter);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cellular_jitter"), "set_cellular_jitter", "get_cellular_jitter");
ClassDB::bind_method(D_METHOD("set_cellular_return_type", "ret"), &FastNoiseLite::set_cellular_return_type);
ClassDB::bind_method(D_METHOD("get_cellular_return_type"), &FastNoiseLite::get_cellular_return_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_return_type", PROPERTY_HINT_ENUM, "Cell Value,Distance,Distance2,Distance2Add,Distance2Sub,Distance2Mul,Distance2Div"), "set_cellular_return_type", "get_cellular_return_type");
// Domain warp.
ADD_GROUP("Domain Warp", "domain_warp_");
ClassDB::bind_method(D_METHOD("set_domain_warp_enabled", "domain_warp_enabled"), &FastNoiseLite::set_domain_warp_enabled);
ClassDB::bind_method(D_METHOD("is_domain_warp_enabled"), &FastNoiseLite::is_domain_warp_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "domain_warp_enabled"), "set_domain_warp_enabled", "is_domain_warp_enabled");
ClassDB::bind_method(D_METHOD("set_domain_warp_type", "domain_warp_type"), &FastNoiseLite::set_domain_warp_type);
ClassDB::bind_method(D_METHOD("get_domain_warp_type"), &FastNoiseLite::get_domain_warp_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Reduced,Basic Grid"), "set_domain_warp_type", "get_domain_warp_type");
ClassDB::bind_method(D_METHOD("set_domain_warp_amplitude", "domain_warp_amplitude"), &FastNoiseLite::set_domain_warp_amplitude);
ClassDB::bind_method(D_METHOD("get_domain_warp_amplitude"), &FastNoiseLite::get_domain_warp_amplitude);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_amplitude"), "set_domain_warp_amplitude", "get_domain_warp_amplitude");
ClassDB::bind_method(D_METHOD("set_domain_warp_frequency", "domain_warp_frequency"), &FastNoiseLite::set_domain_warp_frequency);
ClassDB::bind_method(D_METHOD("get_domain_warp_frequency"), &FastNoiseLite::get_domain_warp_frequency);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_frequency"), "set_domain_warp_frequency", "get_domain_warp_frequency");
ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_type", "domain_warp_fractal_type"), &FastNoiseLite::set_domain_warp_fractal_type);
ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_type"), &FastNoiseLite::get_domain_warp_fractal_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_type", PROPERTY_HINT_ENUM, "None,Progressive,Independent"), "set_domain_warp_fractal_type", "get_domain_warp_fractal_type");
ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_octaves", "domain_warp_octave_count"), &FastNoiseLite::set_domain_warp_fractal_octaves);
ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_octaves"), &FastNoiseLite::get_domain_warp_fractal_octaves);
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_domain_warp_fractal_octaves", "get_domain_warp_fractal_octaves");
ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_lacunarity", "domain_warp_lacunarity"), &FastNoiseLite::set_domain_warp_fractal_lacunarity);
ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_lacunarity"), &FastNoiseLite::get_domain_warp_fractal_lacunarity);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_lacunarity"), "set_domain_warp_fractal_lacunarity", "get_domain_warp_fractal_lacunarity");
ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_gain", "domain_warp_gain"), &FastNoiseLite::set_domain_warp_fractal_gain);
ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_gain"), &FastNoiseLite::get_domain_warp_fractal_gain);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_gain"), "set_domain_warp_fractal_gain", "get_domain_warp_fractal_gain");
ClassDB::bind_method(D_METHOD("_changed"), &FastNoiseLite::_changed);
BIND_ENUM_CONSTANT(TYPE_VALUE);
BIND_ENUM_CONSTANT(TYPE_VALUE_CUBIC);
BIND_ENUM_CONSTANT(TYPE_PERLIN);
BIND_ENUM_CONSTANT(TYPE_CELLULAR);
BIND_ENUM_CONSTANT(TYPE_SIMPLEX);
BIND_ENUM_CONSTANT(TYPE_SIMPLEX_SMOOTH);
BIND_ENUM_CONSTANT(FRACTAL_NONE);
BIND_ENUM_CONSTANT(FRACTAL_FBM);
BIND_ENUM_CONSTANT(FRACTAL_RIDGED);
BIND_ENUM_CONSTANT(FRACTAL_PING_PONG);
BIND_ENUM_CONSTANT(DISTANCE_EUCLIDEAN);
BIND_ENUM_CONSTANT(DISTANCE_EUCLIDEAN_SQUARED);
BIND_ENUM_CONSTANT(DISTANCE_MANHATTAN);
BIND_ENUM_CONSTANT(DISTANCE_HYBRID);
BIND_ENUM_CONSTANT(RETURN_CELL_VALUE);
BIND_ENUM_CONSTANT(RETURN_DISTANCE);
BIND_ENUM_CONSTANT(RETURN_DISTANCE2);
BIND_ENUM_CONSTANT(RETURN_DISTANCE2_ADD);
BIND_ENUM_CONSTANT(RETURN_DISTANCE2_SUB);
BIND_ENUM_CONSTANT(RETURN_DISTANCE2_MUL);
BIND_ENUM_CONSTANT(RETURN_DISTANCE2_DIV);
BIND_ENUM_CONSTANT(DOMAIN_WARP_SIMPLEX);
BIND_ENUM_CONSTANT(DOMAIN_WARP_SIMPLEX_REDUCED);
BIND_ENUM_CONSTANT(DOMAIN_WARP_BASIC_GRID);
BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_NONE);
BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_PROGRESSIVE);
BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_INDEPENDENT);
}
void FastNoiseLite::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("cellular") && get_noise_type() != TYPE_CELLULAR) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
return;
}
if (property.name != "fractal_type" && property.name.begins_with("fractal") && get_fractal_type() == FRACTAL_NONE) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
return;
}
if (property.name == "fractal_ping_pong_strength" && get_fractal_type() != FRACTAL_PING_PONG) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
return;
}
if (property.name != "domain_warp_enabled" && property.name.begins_with("domain_warp") && !domain_warp_enabled) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
return;
}
}