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Added get_noise_1d
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@@ -173,6 +173,7 @@ void OpenSimplexNoise::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_image", "width", "height"), &OpenSimplexNoise::get_image);
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ClassDB::bind_method(D_METHOD("get_image", "width", "height"), &OpenSimplexNoise::get_image);
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ClassDB::bind_method(D_METHOD("get_seamless_image", "size"), &OpenSimplexNoise::get_seamless_image);
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ClassDB::bind_method(D_METHOD("get_seamless_image", "size"), &OpenSimplexNoise::get_seamless_image);
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ClassDB::bind_method(D_METHOD("get_noise_1d", "x"), &OpenSimplexNoise::get_noise_1d);
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ClassDB::bind_method(D_METHOD("get_noise_2d", "x", "y"), &OpenSimplexNoise::get_noise_2d);
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ClassDB::bind_method(D_METHOD("get_noise_2d", "x", "y"), &OpenSimplexNoise::get_noise_2d);
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ClassDB::bind_method(D_METHOD("get_noise_3d", "x", "y", "z"), &OpenSimplexNoise::get_noise_3d);
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ClassDB::bind_method(D_METHOD("get_noise_3d", "x", "y", "z"), &OpenSimplexNoise::get_noise_3d);
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ClassDB::bind_method(D_METHOD("get_noise_4d", "x", "y", "z", "w"), &OpenSimplexNoise::get_noise_4d);
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ClassDB::bind_method(D_METHOD("get_noise_4d", "x", "y", "z", "w"), &OpenSimplexNoise::get_noise_4d);
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@@ -187,6 +188,11 @@ void OpenSimplexNoise::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "lacunarity", PROPERTY_HINT_RANGE, "0.1,4.0,0.01"), "set_lacunarity", "get_lacunarity");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "lacunarity", PROPERTY_HINT_RANGE, "0.1,4.0,0.01"), "set_lacunarity", "get_lacunarity");
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}
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}
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float OpenSimplexNoise::get_noise_1d(float x) {
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return get_noise_2d(x, 1.0);
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}
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float OpenSimplexNoise::get_noise_2d(float x, float y) {
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float OpenSimplexNoise::get_noise_2d(float x, float y) {
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x /= period;
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x /= period;
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@@ -73,6 +73,7 @@ public:
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Ref<Image> get_image(int p_width, int p_height);
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Ref<Image> get_image(int p_width, int p_height);
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Ref<Image> get_seamless_image(int p_size);
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Ref<Image> get_seamless_image(int p_size);
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float get_noise_1d(float x);
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float get_noise_2d(float x, float y);
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float get_noise_2d(float x, float y);
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float get_noise_3d(float x, float y, float z);
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float get_noise_3d(float x, float y, float z);
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float get_noise_4d(float x, float y, float z, float w);
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float get_noise_4d(float x, float y, float z, float w);
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