godot/modules/noise/noise_texture_3d.cpp

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/*  noise_texture_3d.cpp                                                  */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "noise_texture_3d.h"

#include "noise.h"

NoiseTexture3D::NoiseTexture3D() {}

NoiseTexture3D::~NoiseTexture3D() {}

void NoiseTexture3D::_bind_methods() {}

void NoiseTexture3D::_validate_property(PropertyInfo &p_property) const {}

void NoiseTexture3D::_set_texture_data(const TypedArray<Image> &p_data) {}

void NoiseTexture3D::_thread_done(const TypedArray<Image> &p_data) {}

void NoiseTexture3D::_thread_function(void *p_ud) {}

void NoiseTexture3D::_queue_update() {}

TypedArray<Image> NoiseTexture3D::_generate_texture() {}

Ref<Image> NoiseTexture3D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {}

void NoiseTexture3D::_update_texture() {}

void NoiseTexture3D::set_noise(Ref<Noise> p_noise) {}

Ref<Noise> NoiseTexture3D::get_noise() {}

void NoiseTexture3D::set_width(int p_width) {}

void NoiseTexture3D::set_height(int p_height) {}

void NoiseTexture3D::set_depth(int p_depth) {}

void NoiseTexture3D::set_invert(bool p_invert) {}

bool NoiseTexture3D::get_invert() const {}

void NoiseTexture3D::set_seamless(bool p_seamless) {}

bool NoiseTexture3D::get_seamless() {}

void NoiseTexture3D::set_seamless_blend_skirt(real_t p_blend_skirt) {}
real_t NoiseTexture3D::get_seamless_blend_skirt() {}

void NoiseTexture3D::set_color_ramp(const Ref<Gradient> &p_gradient) {}

void NoiseTexture3D::set_normalize(bool p_normalize) {}

bool NoiseTexture3D::is_normalized() const {}

Ref<Gradient> NoiseTexture3D::get_color_ramp() const {}

int NoiseTexture3D::get_width() const {}

int NoiseTexture3D::get_height() const {}

int NoiseTexture3D::get_depth() const {}

bool NoiseTexture3D::has_mipmaps() const {}

RID NoiseTexture3D::get_rid() const {}

Vector<Ref<Image>> NoiseTexture3D::get_data() const {}

Image::Format NoiseTexture3D::get_format() const {}