Merge pull request #63827 from fire-forge/particles
Rename `ParticlesMaterial.turbulence_active` to `turbulence_enabled`
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1839cae8a0
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@ -271,7 +271,7 @@
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<member name="tangential_accel_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
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Minimum equivalent of [member tangential_accel_max].
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</member>
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<member name="turbulence_active" type="bool" setter="set_turbulence_active" getter="get_turbulence_active" default="false">
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<member name="turbulence_enabled" type="bool" setter="set_turbulence_enabled" getter="get_turbulence_enabled" default="false">
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Enables and disables Turbulence for the particle system.
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</member>
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<member name="turbulence_influence_max" type="float" setter="set_param_max" getter="get_param_max" default="0.1">
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@ -98,7 +98,7 @@ void ParticlesMaterial::init_shaders() {
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shader_names->emission_ring_radius = "emission_ring_radius";
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shader_names->emission_ring_inner_radius = "emission_ring_inner_radius";
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shader_names->turbulence_active = "turbulence_active";
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shader_names->turbulence_enabled = "turbulence_enabled";
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shader_names->turbulence_noise_strength = "turbulence_noise_strength";
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shader_names->turbulence_noise_scale = "turbulence_noise_scale";
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shader_names->turbulence_noise_speed = "turbulence_noise_speed";
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@ -292,7 +292,7 @@ void ParticlesMaterial::_update_shader() {
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code += "uniform float collision_bounce;\n";
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}
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if (turbulence_active) {
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if (turbulence_enabled) {
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code += "uniform float turbulence_noise_strength;\n";
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code += "uniform float turbulence_noise_scale;\n";
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code += "uniform float turbulence_influence_min;\n";
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@ -546,7 +546,7 @@ void ParticlesMaterial::_update_shader() {
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}
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code += " if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
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// Apply noise/turbulence: initial displacement.
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if (turbulence_active) {
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if (turbulence_enabled) {
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if (get_turbulence_noise_speed_random() >= 0.0) {
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code += " vec3 time_noise = noise_3d( vec3(TIME) * turbulence_noise_speed_random ) * -turbulence_noise_speed;\n";
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} else {
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@ -680,7 +680,7 @@ void ParticlesMaterial::_update_shader() {
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}
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// Apply noise/turbulence.
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if (turbulence_active) {
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if (turbulence_enabled) {
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code += " // apply turbulence\n";
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if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) {
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code += " float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(tv, 0.0), 0.0).r;\n";
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@ -837,7 +837,7 @@ void ParticlesMaterial::_update_shader() {
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code += " } else {\n";
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code += " VELOCITY = vec3(0.0);\n";
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// If turbulence is enabled, set the noise direction to up so the turbulence color is "neutral"
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if (turbulence_active) {
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if (turbulence_enabled) {
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code += " noise_direction = vec3(1.0, 0.0, 0.0);\n";
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}
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code += " }\n";
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@ -1311,15 +1311,15 @@ real_t ParticlesMaterial::get_emission_ring_inner_radius() const {
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return emission_ring_inner_radius;
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}
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void ParticlesMaterial::set_turbulence_active(const bool p_turbulence_active) {
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turbulence_active = p_turbulence_active;
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_active, turbulence_active);
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void ParticlesMaterial::set_turbulence_enabled(const bool p_turbulence_enabled) {
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turbulence_enabled = p_turbulence_enabled;
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_enabled, turbulence_enabled);
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_queue_shader_change();
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notify_property_list_changed();
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}
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bool ParticlesMaterial::get_turbulence_active() const {
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return turbulence_active;
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bool ParticlesMaterial::get_turbulence_enabled() const {
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return turbulence_enabled;
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}
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void ParticlesMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) {
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@ -1423,7 +1423,7 @@ void ParticlesMaterial::_validate_property(PropertyInfo &property) const {
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property.usage = PROPERTY_USAGE_NONE;
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}
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if (!turbulence_active) {
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if (!turbulence_enabled) {
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if (property.name == "turbulence_noise_strength" ||
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property.name == "turbulence_noise_scale" ||
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property.name == "turbulence_noise_speed" ||
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@ -1587,8 +1587,8 @@ void ParticlesMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticlesMaterial::set_emission_ring_inner_radius);
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ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticlesMaterial::get_emission_ring_inner_radius);
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ClassDB::bind_method(D_METHOD("get_turbulence_active"), &ParticlesMaterial::get_turbulence_active);
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ClassDB::bind_method(D_METHOD("set_turbulence_active", "turbulence_active"), &ParticlesMaterial::set_turbulence_active);
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ClassDB::bind_method(D_METHOD("get_turbulence_enabled"), &ParticlesMaterial::get_turbulence_enabled);
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ClassDB::bind_method(D_METHOD("set_turbulence_enabled", "turbulence_enabled"), &ParticlesMaterial::set_turbulence_enabled);
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ClassDB::bind_method(D_METHOD("get_turbulence_noise_strength"), &ParticlesMaterial::get_turbulence_noise_strength);
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ClassDB::bind_method(D_METHOD("set_turbulence_noise_strength", "turbulence_noise_strength"), &ParticlesMaterial::set_turbulence_noise_strength);
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@ -1706,7 +1706,7 @@ void ParticlesMaterial::_bind_methods() {
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
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ADD_GROUP("Turbulence", "turbulence_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "turbulence_active"), "set_turbulence_active", "get_turbulence_active");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "turbulence_enabled"), "set_turbulence_enabled", "get_turbulence_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbulence_noise_strength", PROPERTY_HINT_RANGE, "0,20,0.01"), "set_turbulence_noise_strength", "get_turbulence_noise_strength");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbulence_noise_scale", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_turbulence_noise_scale", "get_turbulence_noise_scale");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "turbulence_noise_speed"), "set_turbulence_noise_speed", "get_turbulence_noise_speed");
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@ -1815,7 +1815,7 @@ ParticlesMaterial::ParticlesMaterial() :
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set_emission_ring_radius(1);
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set_emission_ring_inner_radius(0);
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set_turbulence_active(false);
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set_turbulence_enabled(false);
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set_turbulence_noise_speed(Vector3(0.5, 0.5, 0.5));
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set_turbulence_noise_strength(1);
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set_turbulence_noise_scale(9);
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@ -108,7 +108,7 @@ private:
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uint32_t attractor_enabled : 1;
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uint32_t collision_enabled : 1;
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uint32_t collision_scale : 1;
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uint32_t turbulence_active : 1;
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uint32_t turbulence_enabled : 1;
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};
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uint64_t key = 0;
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@ -156,7 +156,7 @@ private:
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mk.collision_enabled = collision_enabled;
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mk.attractor_enabled = attractor_interaction_enabled;
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mk.collision_scale = collision_scale;
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mk.turbulence_active = turbulence_active;
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mk.turbulence_enabled = turbulence_enabled;
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return mk;
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}
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@ -221,7 +221,7 @@ private:
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StringName emission_ring_radius;
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StringName emission_ring_inner_radius;
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StringName turbulence_active;
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StringName turbulence_enabled;
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StringName turbulence_noise_strength;
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StringName turbulence_noise_scale;
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StringName turbulence_noise_speed;
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@ -282,7 +282,7 @@ private:
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bool anim_loop = false;
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bool turbulence_active;
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bool turbulence_enabled;
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Vector3 turbulence_noise_speed;
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Ref<Texture2D> turbulence_color_ramp;
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float turbulence_noise_strength = 0.0f;
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@ -364,13 +364,13 @@ public:
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real_t get_emission_ring_inner_radius() const;
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int get_emission_point_count() const;
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void set_turbulence_active(bool p_turbulence_active);
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void set_turbulence_enabled(bool p_turbulence_enabled);
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void set_turbulence_noise_strength(float p_turbulence_noise_strength);
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void set_turbulence_noise_scale(float p_turbulence_noise_scale);
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void set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random);
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void set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed);
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bool get_turbulence_active() const;
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bool get_turbulence_enabled() const;
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float get_turbulence_noise_strength() const;
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float get_turbulence_noise_scale() const;
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float get_turbulence_noise_speed_random() const;
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