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

66 lines
1.3 KiB
C++

#ifndef FBM_NOISE_H
#define FBM_NOISE_H
class FbmNoise : public MMNode {
GDCLASS(FbmNoise, MMNode);
public:
Ref<Resource> get_image();
void set_image(const Ref<Resource> &val);
int get_type() const;
void set_type(const int val);
Vector2 get_scale();
void set_scale(const Vector2 &val);
int get_folds() const;
void set_folds(const int val);
int get_iterations() const;
void set_iterations(const int val);
float get_persistence() const;
void set_persistence(const float val);
void _init_properties();
void _register_methods(const Variant &mm_graph_node);
Color _get_value_for(const Vector2 &uv, const int pseed);
void _render(const Variant &material);
int get_type();
void set_type(const int val);
Vector2 get_scale();
void set_scale(const Vector2 &val);
int get_folds();
void set_folds(const int val);
int get_iterations();
void set_iterations(const int val);
float get_persistence();
void set_persistence(const float val);
FbmNoise();
~FbmNoise();
protected:
static void _bind_methods();
//tool
//export(Resource)
Ref<Resource> image;
//export(int, "Value,Perlin,Simplex,Cellular1,Cellular2,Cellular3,Cellular4,Cellular5,Cellular6")
int type = 0;
//export(Vector2)
Vector2 scale = Vector2(2, 2);
//export(int)
int folds = 0;
//export(int)
int iterations = 5;
//export(float)
float persistence = 0.5;
};
#endif