#include "fastnoise_lite.h"
_FastNoiseLite::FractalType FastNoiseLite::_convert_domain_warp_fractal_type_enum(DomainWarpFractalType p_domain_warp_fractal_type) { … }
FastNoiseLite::FastNoiseLite() { … }
FastNoiseLite::~FastNoiseLite() { … }
void FastNoiseLite::set_noise_type(NoiseType p_noise_type) { … }
FastNoiseLite::NoiseType FastNoiseLite::get_noise_type() const { … }
void FastNoiseLite::set_seed(int p_seed) { … }
int FastNoiseLite::get_seed() const { … }
void FastNoiseLite::set_frequency(real_t p_freq) { … }
real_t FastNoiseLite::get_frequency() const { … }
void FastNoiseLite::set_offset(Vector3 p_offset) { … }
Vector3 FastNoiseLite::get_offset() const { … }
void FastNoiseLite::set_fractal_type(FractalType p_type) { … }
FastNoiseLite::FractalType FastNoiseLite::get_fractal_type() const { … }
void FastNoiseLite::set_fractal_octaves(int p_octaves) { … }
int FastNoiseLite::get_fractal_octaves() const { … }
void FastNoiseLite::set_fractal_lacunarity(real_t p_lacunarity) { … }
real_t FastNoiseLite::get_fractal_lacunarity() const { … }
void FastNoiseLite::set_fractal_gain(real_t p_gain) { … }
real_t FastNoiseLite::get_fractal_gain() const { … }
void FastNoiseLite::set_fractal_weighted_strength(real_t p_weighted_strength) { … }
real_t FastNoiseLite::get_fractal_weighted_strength() const { … }
void FastNoiseLite::set_fractal_ping_pong_strength(real_t p_ping_pong_strength) { … }
real_t FastNoiseLite::get_fractal_ping_pong_strength() const { … }
void FastNoiseLite::set_cellular_distance_function(CellularDistanceFunction p_func) { … }
FastNoiseLite::CellularDistanceFunction FastNoiseLite::get_cellular_distance_function() const { … }
void FastNoiseLite::set_cellular_jitter(real_t p_jitter) { … }
real_t FastNoiseLite::get_cellular_jitter() const { … }
void FastNoiseLite::set_cellular_return_type(CellularReturnType p_ret) { … }
FastNoiseLite::CellularReturnType FastNoiseLite::get_cellular_return_type() const { … }
void FastNoiseLite::set_domain_warp_enabled(bool p_enabled) { … }
bool FastNoiseLite::is_domain_warp_enabled() const { … }
void FastNoiseLite::set_domain_warp_type(DomainWarpType p_domain_warp_type) { … }
FastNoiseLite::DomainWarpType FastNoiseLite::get_domain_warp_type() const { … }
void FastNoiseLite::set_domain_warp_amplitude(real_t p_amplitude) { … }
real_t FastNoiseLite::get_domain_warp_amplitude() const { … }
void FastNoiseLite::set_domain_warp_frequency(real_t p_frequency) { … }
real_t FastNoiseLite::get_domain_warp_frequency() const { … }
void FastNoiseLite::set_domain_warp_fractal_type(DomainWarpFractalType p_domain_warp_fractal_type) { … }
FastNoiseLite::DomainWarpFractalType FastNoiseLite::get_domain_warp_fractal_type() const { … }
void FastNoiseLite::set_domain_warp_fractal_octaves(int p_octaves) { … }
int FastNoiseLite::get_domain_warp_fractal_octaves() const { … }
void FastNoiseLite::set_domain_warp_fractal_lacunarity(real_t p_lacunarity) { … }
real_t FastNoiseLite::get_domain_warp_fractal_lacunarity() const { … }
void FastNoiseLite::set_domain_warp_fractal_gain(real_t p_gain) { … }
real_t FastNoiseLite::get_domain_warp_fractal_gain() const { … }
real_t FastNoiseLite::get_noise_1d(real_t p_x) const { … }
real_t FastNoiseLite::get_noise_2dv(Vector2 p_v) const { … }
real_t FastNoiseLite::get_noise_2d(real_t p_x, real_t p_y) const { … }
real_t FastNoiseLite::get_noise_3dv(Vector3 p_v) const { … }
real_t FastNoiseLite::get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const { … }
void FastNoiseLite::_changed() { … }
void FastNoiseLite::_bind_methods() { … }
void FastNoiseLite::_validate_property(PropertyInfo &p_property) const { … }