Pixelpart 1.8.2
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godot::PixelpartNoiseField Class Reference

Force field that generates random turbulent motion. More...

Inheritance diagram for godot::PixelpartNoiseField:
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Public Member Functions

Ref< PixelpartStaticPropertyIntget_noise_octaves () const
 How many layers of noise are blended together to produce the final velocity vector.
 
Ref< PixelpartAnimatedPropertyFloatget_noise_frequency () const
 Base frequency of the noise generation.
 
Ref< PixelpartAnimatedPropertyFloatget_noise_persistence () const
 How much the amplitude changes after each noise octave.
 
Ref< PixelpartAnimatedPropertyFloatget_noise_lacunarity () const
 How much the frequency changes after each noise octave.
 
void set_noise_animated (bool animated)
 Set whether the noise field is animated.
 
bool is_noise_animated () const
 Whether the noise field is animated.
 
Ref< PixelpartStaticPropertyFloatget_noise_animation_time_scale () const
 How fast the noise field changes.
 
Ref< PixelpartStaticPropertyFloatget_noise_animation_time_base () const
 Time offset of the noise animation.
 
- Public Member Functions inherited from godot::PixelpartForceField
void set_infinite (bool mode)
 Set whether the force field has an infinite area of effect.
 
bool is_infinite () const
 Whether the force field has an infinite area of effect.
 
Ref< PixelpartAnimatedPropertyFloatget_strength () const
 How strongly particles are affected by the force field.
 
- Public Member Functions inherited from godot::PixelpartNode
int get_id () const
 ID of the node.
 
int get_parent_id () const
 ID of the node's parent.
 
String get_name () const
 Name of the node.
 
void set_lifetime_start (float time)
 Set time until the node becomes active.
 
void set_lifetime_duration (float time)
 Set how long the node stays active in seconds.
 
void set_repeat (bool value)
 Set whether the node repeats its behavior after its lifetime is over.
 
float get_lifetime_start () const
 Time in seconds until the node becomes active.
 
float get_lifetime_duration () const
 How long the node is active in seconds.
 
bool get_repeat () const
 Wether the node repeats its behavior after its lifetime is over.
 
bool is_active () const
 Return whether the node is active at the current point in time.
 
float get_local_time () const
 Return the time fraction the emitter has been active for, in range 0.0 (0%) to 1.0 (100%).
 
Ref< PixelpartAnimatedPropertyFloat3get_position () const
 Position of the node.
 
Ref< PixelpartAnimatedPropertyFloat3get_rotation () const
 Rotation of the node in degrees.
 
Ref< PixelpartAnimatedPropertyFloat3get_scale () const
 Size of the node.
 

Public Attributes

bool noise_animated
 Whether the noise field is animated.
 
- Public Attributes inherited from godot::PixelpartForceField
bool infinite
 Whether the force field has an infinite area of effect.
 
- Public Attributes inherited from godot::PixelpartNode
float lifetime_start
 Time in seconds until the node becomes active.
 
float lifetime_duration
 How long the node stays active in seconds.
 
bool repeat
 Wether the node repeats its behavior after its lifetime is over.
 

Detailed Description

Force field that generates random turbulent motion.

Noise fields are perfect for creating organic and unpredictable patterns.

Member Function Documentation

◆ get_noise_animation_time_base()

Ref< PixelpartStaticPropertyFloat > godot::PixelpartNoiseField::get_noise_animation_time_base ( ) const

Time offset of the noise animation.

Returns
Noise animation time base property

◆ get_noise_animation_time_scale()

Ref< PixelpartStaticPropertyFloat > godot::PixelpartNoiseField::get_noise_animation_time_scale ( ) const

How fast the noise field changes.

Returns
Noise animation time scale property

◆ get_noise_frequency()

Ref< PixelpartAnimatedPropertyFloat > godot::PixelpartNoiseField::get_noise_frequency ( ) const

Base frequency of the noise generation.

Higher values produce more turbulent noise fields.

Returns
Noise frequency property

◆ get_noise_lacunarity()

Ref< PixelpartAnimatedPropertyFloat > godot::PixelpartNoiseField::get_noise_lacunarity ( ) const

How much the frequency changes after each noise octave.

Returns
Noise lacunarity property

◆ get_noise_octaves()

Ref< PixelpartStaticPropertyInt > godot::PixelpartNoiseField::get_noise_octaves ( ) const

How many layers of noise are blended together to produce the final velocity vector.

Returns
Noise octaves property

◆ get_noise_persistence()

Ref< PixelpartAnimatedPropertyFloat > godot::PixelpartNoiseField::get_noise_persistence ( ) const

How much the amplitude changes after each noise octave.

Returns
Noise persistence property

◆ is_noise_animated()

bool godot::PixelpartNoiseField::is_noise_animated ( ) const

Whether the noise field is animated.

Returns
Whether the noise field is animated

◆ set_noise_animated()

void godot::PixelpartNoiseField::set_noise_animated ( bool animated)

Set whether the noise field is animated.

Parameters
animatedWhether the noise field is animated

The documentation for this class was generated from the following files: