diff options
author | JFonS <joan.fonssanchez@gmail.com> | 2018-09-27 13:05:57 +0200 |
---|---|---|
committer | JFonS <joan.fonssanchez@gmail.com> | 2018-11-04 15:58:12 +0100 |
commit | 85ce4a67ed37a2b38bc6d9e3f0211a9b73a8516d (patch) | |
tree | af25828c7f277efd609ce78cc7d68b14493f824f /scene/2d | |
parent | f84893f70901dfca356d949ea1585a56154cb59f (diff) |
Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/canvas_item.cpp | 106 | ||||
-rw-r--r-- | scene/2d/canvas_item.h | 26 | ||||
-rw-r--r-- | scene/2d/cpu_particles_2d.cpp | 89 | ||||
-rw-r--r-- | scene/2d/cpu_particles_2d.h | 14 | ||||
-rw-r--r-- | scene/2d/particles_2d.cpp | 36 | ||||
-rw-r--r-- | scene/2d/particles_2d.h | 8 |
6 files changed, 193 insertions, 86 deletions
diff --git a/scene/2d/canvas_item.cpp b/scene/2d/canvas_item.cpp index fab0b7d433..d6d190fe4a 100644 --- a/scene/2d/canvas_item.cpp +++ b/scene/2d/canvas_item.cpp @@ -44,12 +44,19 @@ Mutex *CanvasItemMaterial::material_mutex = NULL; SelfList<CanvasItemMaterial>::List CanvasItemMaterial::dirty_materials; Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map; +CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = NULL; void CanvasItemMaterial::init_shaders() { #ifndef NO_THREADS material_mutex = Mutex::create(); #endif + + shader_names = memnew(ShaderNames); + + shader_names->particles_anim_h_frames = "particles_anim_h_frames"; + shader_names->particles_anim_v_frames = "particles_anim_v_frames"; + shader_names->particles_anim_loop = "particles_anim_loop"; } void CanvasItemMaterial::finish_shaders() { @@ -102,7 +109,37 @@ void CanvasItemMaterial::_update_shader() { case LIGHT_MODE_UNSHADED: code += ",unshaded"; break; case LIGHT_MODE_LIGHT_ONLY: code += ",light_only"; break; } - code += ";\n"; //that's it. + + code += ";\n"; + + if (particles_animation) { + + code += "uniform int particles_anim_h_frames;\n"; + code += "uniform int particles_anim_v_frames;\n"; + code += "uniform bool particles_anim_loop;\n"; + + code += "void vertex() {\n"; + + code += "\tfloat h_frames = float(particles_anim_h_frames);\n"; + code += "\tfloat v_frames = float(particles_anim_v_frames);\n"; + + code += "\tVERTEX.xy /= TEXTURE_PIXEL_SIZE * vec2(h_frames, v_frames);\n"; + + code += "\tint total_frames = particles_anim_h_frames * particles_anim_v_frames;\n"; + code += "\tint frame = int(float(total_frames) * INSTANCE_CUSTOM.z);\n"; + code += "\tif (particles_anim_loop) {\n"; + code += "\t\tframe = abs(frame) % total_frames;\n"; + code += "\t} else {\n"; + code += "\t\tframe = clamp(frame, 0, total_frames - 1);\n"; + code += "\t}\n"; + + code += "\tfloat frame_w = 1.0 / h_frames;\n"; + code += "\tfloat frame_h = 1.0 / v_frames;\n"; + code += "\tUV.x = UV.x * frame_w + frame_w * float(frame % particles_anim_h_frames);\n"; + code += "\tUV.y = UV.y * frame_h + frame_h * float(frame / particles_anim_v_frames);\n"; + + code += "}\n"; + } ShaderData shader_data; shader_data.shader = VS::get_singleton()->shader_create(); @@ -177,7 +214,52 @@ CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const { return light_mode; } +void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) { + particles_animation = p_particles_anim; + _queue_shader_change(); + _change_notify(); +} + +bool CanvasItemMaterial::get_particles_animation() const { + return particles_animation; +} + +void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) { + + particles_anim_h_frames = p_frames; + VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames); +} + +int CanvasItemMaterial::get_particles_anim_h_frames() const { + + return particles_anim_h_frames; +} +void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) { + + particles_anim_v_frames = p_frames; + VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames); +} + +int CanvasItemMaterial::get_particles_anim_v_frames() const { + + return particles_anim_v_frames; +} + +void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) { + + particles_anim_loop = p_loop; + VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop); +} + +bool CanvasItemMaterial::get_particles_anim_loop() const { + + return particles_anim_loop; +} + void CanvasItemMaterial::_validate_property(PropertyInfo &property) const { + if (property.name.begins_with("particles_anim_") && !particles_animation) { + property.usage = 0; + } } RID CanvasItemMaterial::get_shader_rid() const { @@ -199,8 +281,25 @@ void CanvasItemMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode); ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode); + ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation); + ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation); + + ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames); + ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames); + + ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames); + ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames); + + ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop); + ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop); + ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul,Premult Alpha"), "set_blend_mode", "get_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation"); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop"); BIND_ENUM_CONSTANT(BLEND_MODE_MIX); BIND_ENUM_CONSTANT(BLEND_MODE_ADD); @@ -218,6 +317,11 @@ CanvasItemMaterial::CanvasItemMaterial() : blend_mode = BLEND_MODE_MIX; light_mode = LIGHT_MODE_NORMAL; + particles_animation = false; + + set_particles_anim_h_frames(1); + set_particles_anim_v_frames(1); + set_particles_anim_loop(false); current_key.key = 0; current_key.invalid_key = 1; diff --git a/scene/2d/canvas_item.h b/scene/2d/canvas_item.h index 36a0e4039a..9e2a93a8ee 100644 --- a/scene/2d/canvas_item.h +++ b/scene/2d/canvas_item.h @@ -70,6 +70,7 @@ private: struct { uint32_t blend_mode : 4; uint32_t light_mode : 4; + uint32_t particles_animation : 1; uint32_t invalid_key : 1; }; @@ -80,6 +81,14 @@ private: } }; + struct ShaderNames { + StringName particles_anim_h_frames; + StringName particles_anim_v_frames; + StringName particles_anim_loop; + }; + + static ShaderNames *shader_names; + struct ShaderData { RID shader; int users; @@ -95,6 +104,7 @@ private: mk.key = 0; mk.blend_mode = blend_mode; mk.light_mode = light_mode; + mk.particles_animation = particles_animation; return mk; } @@ -108,6 +118,11 @@ private: BlendMode blend_mode; LightMode light_mode; + bool particles_animation; + + int particles_anim_h_frames; + int particles_anim_v_frames; + bool particles_anim_loop; protected: static void _bind_methods(); @@ -120,6 +135,17 @@ public: void set_light_mode(LightMode p_light_mode); LightMode get_light_mode() const; + void set_particles_animation(bool p_particles_anim); + bool get_particles_animation() const; + + void set_particles_anim_h_frames(int p_frames); + int get_particles_anim_h_frames() const; + void set_particles_anim_v_frames(int p_frames); + int get_particles_anim_v_frames() const; + + void set_particles_anim_loop(bool p_frames); + bool get_particles_anim_loop() const; + static void init_shaders(); static void finish_shaders(); static void flush_changes(); diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp index e6dcd643be..b6e2f4f5cd 100644 --- a/scene/2d/cpu_particles_2d.cpp +++ b/scene/2d/cpu_particles_2d.cpp @@ -29,8 +29,9 @@ /*************************************************************************/ #include "cpu_particles_2d.h" - -//#include "scene/resources/particles_material.h" +#include "particles_2d.h" +#include "scene/2d/canvas_item.h" +#include "scene/resources/particles_material.h" #include "servers/visual_server.h" void CPUParticles2D::set_emitting(bool p_emitting) { @@ -152,19 +153,13 @@ CPUParticles2D::DrawOrder CPUParticles2D::get_draw_order() const { return draw_order; } -void CPUParticles2D::_update_mesh_texture() { +void CPUParticles2D::_generate_mesh_texture() { - Size2 tex_size; - if (texture.is_valid()) { - tex_size = texture->get_size(); - } else { - tex_size = Size2(1, 1); - } PoolVector<Vector2> vertices; - vertices.push_back(-tex_size * 0.5); - vertices.push_back(-tex_size * 0.5 + Vector2(tex_size.x, 0)); - vertices.push_back(-tex_size * 0.5 + Vector2(tex_size.x, tex_size.y)); - vertices.push_back(-tex_size * 0.5 + Vector2(0, tex_size.y)); + vertices.push_back(Vector2(-0.5, -0.5)); + vertices.push_back(Vector2(0.5, -0.5)); + vertices.push_back(Vector2(0.5, 0.5)); + vertices.push_back(Vector2(-0.5, 0.5)); PoolVector<Vector2> uvs; uvs.push_back(Vector2(0, 0)); uvs.push_back(Vector2(1, 0)); @@ -198,7 +193,6 @@ void CPUParticles2D::set_texture(const Ref<Texture> &p_texture) { texture = p_texture; update(); - _update_mesh_texture(); } Ref<Texture> CPUParticles2D::get_texture() const { @@ -237,6 +231,14 @@ String CPUParticles2D::get_configuration_warning() const { String warnings; + CanvasItemMaterial *mat = Object::cast_to<CanvasItemMaterial>(get_material().ptr()); + + if (get_material().is_null() || (mat && !mat->get_particles_animation())) { + if (warnings != String()) + warnings += "\n"; + warnings += "- " + TTR("CPUParticles2D animation requires the usage of a CanvasItemMaterial with \"Particles Animation\" enabled."); + } + return warnings; } @@ -396,6 +398,7 @@ bool CPUParticles2D::get_particle_flag(Flags p_flag) const { void CPUParticles2D::set_emission_shape(EmissionShape p_shape) { emission_shape = p_shape; + _change_notify(); } void CPUParticles2D::set_emission_sphere_radius(float p_radius) { @@ -479,6 +482,15 @@ void CPUParticles2D::_validate_property(PropertyInfo &property) const { if (property.name == "emission_normals" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) { property.usage = 0; } + + if (property.name == "emission_points" && emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) { + property.usage = 0; + } + + if (property.name == "emission_colors" && emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) { + property.usage = 0; + } + /* if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) { property.usage = 0; @@ -531,7 +543,7 @@ void CPUParticles2D::_particles_process(float p_delta) { if (!local_coords) { emission_xform = get_global_transform(); velocity_xform = emission_xform; - emission_xform[2] = Vector2(); + velocity_xform[2] = Vector2(); } for (int i = 0; i < pcount; i++) { @@ -618,9 +630,12 @@ void CPUParticles2D::_particles_process(float p_delta) { p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]); float base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp(1.0f, p.angle_rand, randomness[PARAM_ANGLE]); - p.custom[0] = Math::deg2rad(base_angle); //angle - p.custom[1] = 0.0; //phase - p.custom[2] = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]); //animation offset (0-1) + p.rotation = Math::deg2rad(base_angle); + + p.custom[0] = 0.0; // unused + p.custom[1] = 0.0; // phase [0..1] + p.custom[2] = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]); //animation phase [0..1] + p.custom[3] = 0.0; p.transform = Transform2D(); p.time = 0; p.base_color = Color(1, 1, 1, 1); @@ -767,14 +782,9 @@ void CPUParticles2D::_particles_process(float p_delta) { } float base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp(1.0f, p.angle_rand, randomness[PARAM_ANGLE]); base_angle += p.custom[1] * lifetime * (parameters[PARAM_ANGULAR_VELOCITY] + tex_angular_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed) * 2.0f - 1.0f, randomness[PARAM_ANGULAR_VELOCITY]); - p.custom[0] = Math::deg2rad(base_angle); //angle - p.custom[2] = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]) + p.custom[1] * (parameters[PARAM_ANIM_SPEED] + tex_anim_speed) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ANIM_SPEED]); //angle - if (flags[FLAG_ANIM_LOOP]) { - p.custom[2] = Math::fmod(p.custom[2], 1.0f); //loop - - } else { - p.custom[2] = CLAMP(p.custom[2], 0.0f, 1.0); //0 to 1 only - } + p.rotation = Math::deg2rad(base_angle); //angle + float animation_phase = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]) + p.custom[1] * (parameters[PARAM_ANIM_SPEED] + tex_anim_speed) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ANIM_SPEED]); + p.custom[2] = animation_phase; } //apply color //apply hue rotation @@ -825,8 +835,8 @@ void CPUParticles2D::_particles_process(float p_delta) { } } else { - p.transform.elements[0] = Vector2(Math::cos(p.custom[0]), -Math::sin(p.custom[0])); - p.transform.elements[1] = Vector2(Math::sin(p.custom[0]), Math::cos(p.custom[0])); + p.transform.elements[0] = Vector2(Math::cos(p.rotation), -Math::sin(p.rotation)); + p.transform.elements[1] = Vector2(Math::sin(p.rotation), Math::cos(p.rotation)); } //scale by scale @@ -1058,8 +1068,7 @@ void CPUParticles2D::_notification(int p_what) { } void CPUParticles2D::convert_from_particles(Node *p_particles) { -#if 0 - Particles *particles = Object::cast_to<Particles>(p_particles); + Particles2D *particles = Object::cast_to<Particles2D>(p_particles); ERR_FAIL_COND(!particles); set_emitting(particles->is_emitting()); @@ -1074,7 +1083,12 @@ void CPUParticles2D::convert_from_particles(Node *p_particles) { set_fractional_delta(particles->get_fractional_delta()); set_speed_scale(particles->get_speed_scale()); set_draw_order(DrawOrder(particles->get_draw_order())); - set_mesh(particles->get_draw_pass_mesh(0)); + set_texture(particles->get_texture()); + + Ref<Material> mat = particles->get_material(); + if (mat.is_valid()) { + set_material(mat); + } Ref<ParticlesMaterial> material = particles->get_process_material(); if (material.is_null()) @@ -1091,15 +1105,14 @@ void CPUParticles2D::convert_from_particles(Node *p_particles) { } set_particle_flag(FLAG_ALIGN_Y_TO_VELOCITY, material->get_flag(ParticlesMaterial::FLAG_ALIGN_Y_TO_VELOCITY)); - set_particle_flag(FLAG_ROTATE_Y, material->get_flag(ParticlesMaterial::FLAG_ROTATE_Y)); - set_particle_flag(FLAG_DISABLE_Z, material->get_flag(ParticlesMaterial::FLAG_DISABLE_Z)); - set_particle_flag(FLAG_ANIM_LOOP, material->get_flag(ParticlesMaterial::FLAG_ANIM_LOOP)); set_emission_shape(EmissionShape(material->get_emission_shape())); set_emission_sphere_radius(material->get_emission_sphere_radius()); - set_emission_rect_extents(material->get_emission_rect_extents()); + Vector2 rect_extents = Vector2(material->get_emission_box_extents().x, material->get_emission_box_extents().y); + set_emission_rect_extents(rect_extents); - set_gravity(material->get_gravity()); + Vector2 gravity = Vector2(material->get_gravity().x, material->get_gravity().y); + set_gravity(gravity); #define CONVERT_PARAM(m_param) \ set_param(m_param, material->get_param(ParticlesMaterial::m_param)); \ @@ -1123,7 +1136,6 @@ void CPUParticles2D::convert_from_particles(Node *p_particles) { CONVERT_PARAM(PARAM_ANIM_OFFSET); #undef CONVERT_PARAM -#endif } void CPUParticles2D::_bind_methods() { @@ -1301,7 +1313,6 @@ void CPUParticles2D::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_OFFSET); - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "anim_loop"), "set_particle_flag", "get_particle_flag", FLAG_ANIM_LOOP); BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY); BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY); @@ -1385,7 +1396,7 @@ CPUParticles2D::CPUParticles2D() { update_mutex = Mutex::create(); #endif - _update_mesh_texture(); + _generate_mesh_texture(); } CPUParticles2D::~CPUParticles2D() { diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h index 4f51eb1062..15b7642b5e 100644 --- a/scene/2d/cpu_particles_2d.h +++ b/scene/2d/cpu_particles_2d.h @@ -68,7 +68,6 @@ public: enum Flags { FLAG_ALIGN_Y_TO_VELOCITY, - FLAG_ANIM_LOOP, FLAG_MAX }; @@ -87,6 +86,7 @@ private: Transform2D transform; Color color; float custom[4]; + float rotation; Vector2 velocity; bool active; float angle_rand; @@ -168,7 +168,6 @@ private: PoolVector<Color> emission_colors; int emission_point_count; - bool anim_loop; Vector2 gravity; void _particles_process(float p_delta); @@ -178,7 +177,7 @@ private: void _update_render_thread(); - void _update_mesh_texture(); + void _generate_mesh_texture(); protected: static void _bind_methods(); @@ -223,6 +222,15 @@ public: void set_texture(const Ref<Texture> &p_texture); Ref<Texture> get_texture() const; + void set_h_frames(int p_frames); + int get_h_frames(); + + void set_v_frames(int p_frames); + int get_v_frames(); + + void set_loop_animation(bool p_loop); + bool get_loop_animation() const; + void set_normalmap(const Ref<Texture> &p_normalmap); Ref<Texture> get_normalmap() const; diff --git a/scene/2d/particles_2d.cpp b/scene/2d/particles_2d.cpp index 7e824cdf75..9c01d81c11 100644 --- a/scene/2d/particles_2d.cpp +++ b/scene/2d/particles_2d.cpp @@ -257,30 +257,6 @@ Ref<Texture> Particles2D::get_normal_map() const { void Particles2D::_validate_property(PropertyInfo &property) const { } -void Particles2D::set_v_frames(int p_count) { - - ERR_FAIL_COND(p_count < 1); - v_frames = p_count; - update(); -} - -int Particles2D::get_v_frames() const { - - return v_frames; -} - -void Particles2D::set_h_frames(int p_count) { - - ERR_FAIL_COND(p_count < 1); - h_frames = p_count; - update(); -} - -int Particles2D::get_h_frames() const { - - return h_frames; -} - void Particles2D::restart() { VS::get_singleton()->particles_restart(particles); } @@ -296,7 +272,7 @@ void Particles2D::_notification(int p_what) { if (normal_map.is_valid()) normal_rid = normal_map->get_rid(); - VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid, h_frames, v_frames); + VS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid, normal_rid); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_a_parent_of(this))) { @@ -361,12 +337,6 @@ void Particles2D::_bind_methods() { ClassDB::bind_method(D_METHOD("capture_rect"), &Particles2D::capture_rect); - ClassDB::bind_method(D_METHOD("set_v_frames", "frames"), &Particles2D::set_v_frames); - ClassDB::bind_method(D_METHOD("get_v_frames"), &Particles2D::get_v_frames); - - ClassDB::bind_method(D_METHOD("set_h_frames", "frames"), &Particles2D::set_h_frames); - ClassDB::bind_method(D_METHOD("get_h_frames"), &Particles2D::get_h_frames); - ClassDB::bind_method(D_METHOD("restart"), &Particles2D::restart); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting"); @@ -389,8 +359,6 @@ void Particles2D::_bind_methods() { ADD_GROUP("Textures", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "h_frames", PROPERTY_HINT_RANGE, "1,1024,1"), "set_h_frames", "get_h_frames"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "v_frames", PROPERTY_HINT_RANGE, "1,1024,1"), "set_v_frames", "get_v_frames"); BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX); BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME); @@ -413,8 +381,6 @@ Particles2D::Particles2D() { set_use_local_coordinates(true); set_draw_order(DRAW_ORDER_INDEX); set_speed_scale(1); - h_frames = 1; - v_frames = 1; } Particles2D::~Particles2D() { diff --git a/scene/2d/particles_2d.h b/scene/2d/particles_2d.h index af673841b1..6d52f8b28e 100644 --- a/scene/2d/particles_2d.h +++ b/scene/2d/particles_2d.h @@ -59,8 +59,6 @@ private: bool local_coords; int fixed_fps; bool fractional_delta; - int v_frames; - int h_frames; Ref<Material> process_material; @@ -118,12 +116,6 @@ public: virtual String get_configuration_warning() const; - void set_v_frames(int p_count); - int get_v_frames() const; - - void set_h_frames(int p_count); - int get_h_frames() const; - void restart(); Rect2 capture_rect() const; Particles2D(); |