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Iris-Pack-Overworld/.iris/schema/expressions-schema.json
2021-08-30 12:19:31 -07:00

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "http://volmit.com/iris-schema/irisexpression.json",
"description": "Represents an Iris Expression",
"type": "object",
"properties": {
"preprocessors": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzscripts"},
"description": "preprocessors\nPreprocess this object in-memory when it's loaded, run scripts using the variable 'Iris.getPreprocessorObject()' and modify properties about this object before it's used.\n \nList<Script>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Script (use ctrl+space for auto complete!)"
},
"variables": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisexpressionload"},
"description": "variables\nVariables to use in this expression\n \nList of ExpressionLoads (Objects)\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"expression": {
"type": "string",
"description": "expression\nThe expression. Inherited variables are x, y and z. Avoid using those variable names.\n \nText\n"
}
},
"definitions": {
"oneof-enum-com-volmit-iris-engine-object-noisestyle": {"oneOf": [
{
"const": "STATIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BILINEAR",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BICUBIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_HERMITE",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "IRIS",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "CLOVER",
"description": "Clover Noise"
},
{
"const": "CLOVER_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BICUBIC",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "VASCULAR",
"description": "Vascular noise gets higher as the position nears a cell border."
},
{
"const": "FLAT",
"description": "It always returns 0.5"
},
{
"const": "CELLULAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BICUBIC",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "NOWHERE",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CELLULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CLOVER",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SIMPLEX",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_GLOB",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_VASCULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CUBIC",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SUPERFRACTAL",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_FRACTAL",
"description": "Classic German Engineering"
},
{
"const": "IRIS_DOUBLE",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_THICK",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_HALF",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise."
},
{
"const": "FRACTAL_SMOKE",
"description": "Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "VASCULAR_THIN",
"description": "Thinner Veins."
},
{
"const": "SIMPLEX_CELLS",
"description": "Cells of simplex noise"
},
{
"const": "SIMPLEX_VASCULAR",
"description": "Veins of simplex noise"
},
{
"const": "FRACTAL_WATER",
"description": "Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "PERLIN",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_HALF",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_DOUBLE",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_THICK",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise. 2 Octaves"
},
{
"const": "FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_HALF",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_HALF",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_THICK",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_THICK",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. Single octave."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 2 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 3 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 5 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 7 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 8 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 9 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 10 octaves."
},
{
"const": "BIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 2 octaves"
},
{
"const": "TRIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 3 octaves"
},
{
"const": "QUADOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 4 octaves"
},
{
"const": "QUINTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 5 octaves"
},
{
"const": "SEXOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 6 octaves"
},
{
"const": "SEPTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 7 octaves"
},
{
"const": "OCTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 8 octaves"
},
{
"const": "NONOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 9 octaves"
},
{
"const": "VIGOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 10 octaves"
},
{
"const": "GLOB",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_HALF",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_DOUBLE",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_THICK",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "CUBIC",
"description": "Cubic Noise"
},
{
"const": "FRACTAL_CUBIC",
"description": "Fractal Cubic Noise"
},
{
"const": "FRACTAL_CUBIC_IRIS",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_THICK",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_HALF",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_DOUBLE",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "BIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 2 Octaves"
},
{
"const": "TRIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 3 Octaves"
},
{
"const": "QUADOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 4 Octaves"
},
{
"const": "CUBIC_IRIS",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_HALF",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_DOUBLE",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_THICK",
"description": "Cubic Noise"
},
{
"const": "CELLULAR_IRIS",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_THICK",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_DOUBLE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_HALF",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_HEIGHT",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell"
},
{
"const": "CELLULAR_HEIGHT_IRIS",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_DOUBLE",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_THICK",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_HALF",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "VASCULAR_IRIS",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_DOUBLE",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_THICK",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_HALF",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
}
]},
"obj-com-volmit-iris-engine-object-irisexpressionload": {"anyOf": [
{
"description": "Represents a variable to use in your expression. Do not set the name to x, y, or z, also don't duplicate names.",
"type": "object",
"properties": {
"name": {
"type": "string",
"description": "name\nThe variable to assign this value to. Do not set the name to x, y, or z\n \nText\n\n \n* Default Value is "
},
"staticValue": {
"type": "number",
"description": "staticValue\nIf the style value is not defined, this value will be used\n \nNumber\n\n \n* Default Value is -1.0"
},
"styleValue": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "styleValue\nIf defined, this variable will use a generator style as it's value\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "styleValue\nIf defined, this variable will use a generator style as it's value\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "styleValue\nIf defined, this variable will use a generator style as it's value\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"engineStreamValue": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisenginestreamtype",
"description": "engineStreamValue\nIf defined, iris will use an internal stream from the engine as it's value\n \nEngineStreamType\nRepresents a stream from the engine\nMust be a valid EngineStreamType (use ctrl+space for auto complete!)"
},
"engineValue": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisenginevaluetype",
"description": "engineValue\nIf defined, iris will use an internal value from the engine as it's value\n \nEngineValueType\nRepresents a value from the engine\nMust be a valid EngineValueType (use ctrl+space for auto complete!)"
}
}
},
{"type": "string"}
]},
"erzexpressions": {"enum": []},
"enum-snippet-style": {"enum": []},
"erzscripts": {"enum": []},
"oneof-enum-com-volmit-iris-engine-object-irisenginestreamtype": {"oneOf": [
{
"const": "SLOPE",
"description": "Represents the given slope at the x, z coordinates"
},
{
"const": "TRUE_HEIGHT",
"description": "Represents the real terrain height ignoring fluid, this includes carving, caves & noise features into this stream."
},
{
"const": "TRUE_HEIGHT_OR_FLUID",
"description": "Represents the real terrain height including fluid, this includes carving, caves & noise features into this stream."
},
{
"const": "HEIGHT",
"description": "Represents the base generator height at the given position. This includes only the biome generators / interpolation and noise features but does not include carving, caves."
},
{
"const": "HEIGHT_OR_FLUID",
"description": "Represents the base generator height at the given position. This includes only the biome generators / interpolation and noise features but does not include carving, caves. with Max(height, fluidHeight)."
},
{
"const": "OVERLAY_NOISE",
"description": "Represents the overlay noise generators summed (dimension setting)"
},
{
"const": "HEIGHT_NO_FEATURES",
"description": "Represents the overlay noise generators summed (dimension setting)"
},
{
"const": "OBJECT_CHANCE_CLIP",
"description": "Represents the object chance clip. If a noise feature alters the object chance in this area this number will drop below 1. (100%)"
},
{
"const": "REGION_STYLE",
"description": "Represents the noise style of regions"
},
{
"const": "REGION_IDENTITY",
"description": "Represents the identity of regions. Each region has a unique number (very large numbers)"
}
]},
"obj-com-volmit-iris-engine-object-irisgeneratorstyle": {"anyOf": [
{
"description": "A gen style",
"type": "object",
"properties": {
"style": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "style\nThe chance is 1 in CHANCE per interval\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"zoom": {
"type": "number",
"minimum": 1.0E-5,
"description": "zoom\nThe zoom of this style\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"expression": {
"type": "string",
"$ref": "#/definitions/erzexpressions",
"description": "expression\nInstead of using the style property, use a custom expression to represent this style.\n \nIris Expression\n\nMust be a valid expressions (use ctrl+space for auto complete!)"
},
"multiplier": {
"type": "number",
"minimum": 1.0E-5,
"description": "multiplier\nThe Output multiplier. Only used if parent is fracture.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"axialFracturing": {
"type": "boolean",
"description": "axialFracturing\nIf set to true, each dimension will be fractured with a different order of input coordinates. This is usually 2 or 3 times slower than normal.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"fracture": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"exponent": {
"type": "number",
"minimum": 0.01562,
"maximum": 64,
"description": "exponent\nThe exponent\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01562\n* Maximum allowed is 64.0"
}
}
},
{"type": "string"}
]},
"oneof-enum-com-volmit-iris-engine-object-irisenginevaluetype": {"oneOf": [
{
"const": "ENGINE_HEIGHT",
"description": "Represents actual height of the engine"
},
{
"const": "ENGINE_MIN_HEIGHT",
"description": "Represents virtual bottom of the engine in the compound. If this engine is on top of another engine, it's min height would be at the maxHeight of the previous engine + 1"
},
{
"const": "ENGINE_MAX_HEIGHT",
"description": "Represents virtual top of the engine in the compound. If this engine is below another engine, it's max height would be at the minHeight of the next engine - 1"
},
{
"const": "FLUID_HEIGHT",
"description": "The fluid height defined in the dimension file"
}
]}
}
}