/**************************************************************************/ /* noise.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include namespace godot { class Image; struct Vector2; struct Vector3; class Noise : public Resource { GDEXTENSION_CLASS(Noise, Resource) public: float get_noise_1d(float p_x) const; float get_noise_2d(float p_x, float p_y) const; float get_noise_2dv(const Vector2 &p_v) const; float get_noise_3d(float p_x, float p_y, float p_z) const; float get_noise_3dv(const Vector3 &p_v) const; Ref get_image(int32_t p_width, int32_t p_height, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const; Ref get_seamless_image(int32_t p_width, int32_t p_height, bool p_invert = false, bool p_in_3d_space = false, float p_skirt = 0.1, bool p_normalize = true) const; TypedArray> get_image_3d(int32_t p_width, int32_t p_height, int32_t p_depth, bool p_invert = false, bool p_normalize = true) const; TypedArray> get_seamless_image_3d(int32_t p_width, int32_t p_height, int32_t p_depth, bool p_invert = false, float p_skirt = 0.1, bool p_normalize = true) const; protected: template static void register_virtuals() { Resource::register_virtuals(); } public: }; } // namespace godot