pandemonium_engine/modules/material_maker/nodes/noise/fbm_noise.h

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#ifndef MM_FBM_NOISE_H
#define MM_FBM_NOISE_H
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#include "../mm_node.h"
#include "../mm_node_universal_property.h"
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class MMFbmNoise : public MMNode {
GDCLASS(MMFbmNoise, MMNode);
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public:
Ref<MMNodeUniversalProperty> get_image();
void set_image(const Ref<MMNodeUniversalProperty> &val);
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int get_type() const;
void set_type(const int val);
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Vector2 get_scale();
void set_scale(const Vector2 &val);
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int get_folds() const;
void set_folds(const int val);
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int get_iterations() const;
void set_iterations(const int val);
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float get_persistence() const;
void set_persistence(const float val);
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void _init_properties();
void _register_methods(MMGraphNode *mm_graph_node);
Color _get_value_for(const Vector2 &uv, const int pseed);
void _render(const Ref<MMMaterial> &material);
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MMFbmNoise();
~MMFbmNoise();
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protected:
static void _bind_methods();
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Ref<MMNodeUniversalProperty> image;
//export(int, "Value,Perlin,Simplex,Cellular1,Cellular2,Cellular3,Cellular4,Cellular5,Cellular6")
int type;
Vector2 scale;
int folds;
int iterations;
float persistence;
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};
#endif