diff options
-rw-r--r-- | core/io/file_access.cpp | 4 | ||||
-rw-r--r-- | core/io/file_access.h | 1 | ||||
-rw-r--r-- | doc/classes/GPUParticlesCollision3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/GPUParticlesCollisionBox3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/GPUParticlesCollisionHeightField3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/GPUParticlesCollisionSDF3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/GPUParticlesCollisionSphere3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/ParticlesMaterial.xml | 25 | ||||
-rw-r--r-- | scene/gui/control.cpp | 21 | ||||
-rw-r--r-- | scene/gui/control.h | 1 | ||||
-rw-r--r-- | scene/main/multiplayer_api.cpp | 22 | ||||
-rw-r--r-- | scene/resources/particles_material.cpp | 52 | ||||
-rw-r--r-- | scene/resources/particles_material.h | 19 |
13 files changed, 117 insertions, 40 deletions
diff --git a/core/io/file_access.cpp b/core/io/file_access.cpp index 8ed3d40c22..72c00bd678 100644 --- a/core/io/file_access.cpp +++ b/core/io/file_access.cpp @@ -115,6 +115,10 @@ FileAccess::CreateFunc FileAccess::get_create_func(AccessType p_access) { return create_func[p_access]; } +FileAccess::AccessType FileAccess::get_access_type() const { + return _access_type; +} + String FileAccess::fix_path(const String &p_path) const { //helper used by file accesses that use a single filesystem diff --git a/core/io/file_access.h b/core/io/file_access.h index 3386800686..fc0eb95d44 100644 --- a/core/io/file_access.h +++ b/core/io/file_access.h @@ -60,6 +60,7 @@ public: virtual Error _set_unix_permissions(const String &p_file, uint32_t p_permissions) = 0; protected: + AccessType get_access_type() const; String fix_path(const String &p_path) const; virtual Error _open(const String &p_path, int p_mode_flags) = 0; ///< open a file virtual uint64_t _get_modified_time(const String &p_file) = 0; diff --git a/doc/classes/GPUParticlesCollision3D.xml b/doc/classes/GPUParticlesCollision3D.xml index 435f9781f0..27e3590e75 100644 --- a/doc/classes/GPUParticlesCollision3D.xml +++ b/doc/classes/GPUParticlesCollision3D.xml @@ -7,7 +7,7 @@ Particle collision shapes can be used to make particles stop or bounce against them. Particle collision shapes in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is [i]not[/i] supported. Particle collision shapes can be temporarily disabled by hiding them. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. [b]Note:[/b] Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value that matches or exceeds the target framerate. </description> @@ -15,7 +15,7 @@ </tutorials> <members> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> - The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticlesMaterial.collision_enabled] set to [code]true[/code] will be affected by a collision shape. + The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticlesMaterial.collision_mode] set to [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape. After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position. Particle attraction can also be disabled on a per-process material basis by setting [member ParticlesMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node. </member> diff --git a/doc/classes/GPUParticlesCollisionBox3D.xml b/doc/classes/GPUParticlesCollisionBox3D.xml index 60d66ca682..65b69c0098 100644 --- a/doc/classes/GPUParticlesCollisionBox3D.xml +++ b/doc/classes/GPUParticlesCollisionBox3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> diff --git a/doc/classes/GPUParticlesCollisionHeightField3D.xml b/doc/classes/GPUParticlesCollisionHeightField3D.xml index 3fcad43efb..72d273112e 100644 --- a/doc/classes/GPUParticlesCollisionHeightField3D.xml +++ b/doc/classes/GPUParticlesCollisionHeightField3D.xml @@ -7,7 +7,7 @@ Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes. Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking step. [GPUParticlesCollisionHeightField3D] can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes [GPUParticlesCollisionHeightField3D] a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, since heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] is not suited for indoor particle collision. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> diff --git a/doc/classes/GPUParticlesCollisionSDF3D.xml b/doc/classes/GPUParticlesCollisionSDF3D.xml index 29adf4fbc1..0e7640ba89 100644 --- a/doc/classes/GPUParticlesCollisionSDF3D.xml +++ b/doc/classes/GPUParticlesCollisionSDF3D.xml @@ -8,7 +8,7 @@ Signed distance fields (SDF) allow for efficiently representing approximate collision shapes for convex and concave objects of any shape. This is more flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking step. [b]Baking:[/b] The signed distance field texture can be baked by selecting the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s touching the [member extents] will be taken into account for baking, regardless of their [member GeometryInstance3D.gi_mode]. [b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only possible within the editor, as there is no bake method exposed for use in exported projects. However, it's still possible to load pre-baked [Texture3D]s into its [member texture] property in an exported project. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> diff --git a/doc/classes/GPUParticlesCollisionSphere3D.xml b/doc/classes/GPUParticlesCollisionSphere3D.xml index 6651a732da..bfebe05005 100644 --- a/doc/classes/GPUParticlesCollisionSphere3D.xml +++ b/doc/classes/GPUParticlesCollisionSphere3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes. - [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work. + [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work. [b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D]. </description> <tutorials> diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index fe4caaa10c..55f4c4dcdd 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -115,14 +115,15 @@ <member name="attractor_interaction_enabled" type="bool" setter="set_attractor_interaction_enabled" getter="is_attractor_interaction_enabled" default="true"> True if the interaction with particle attractors is enabled. </member> - <member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0"> - Collision bounciness. + <member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce"> + The particles' bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). Only effective if [member collision_mode] is [constant COLLISION_RIGID]. </member> - <member name="collision_enabled" type="bool" setter="set_collision_enabled" getter="is_collision_enabled" default="false"> - True if collisions are enabled for this particle system. + <member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction"> + The particles' friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Only effective if [member collision_mode] is [constant COLLISION_RIGID]. </member> - <member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction" default="0.0"> - Collision friction. + <member name="collision_mode" type="int" setter="set_collision_mode" getter="get_collision_mode" enum="ParticlesMaterial.CollisionMode" default="0"> + The particles' collision mode. + [b]Note:[/b] Particles can only collide with [GPUParticlesCollision3D] nodes, not [PhysicsBody3D] nodes. To make particles collide with various objects, you can add [GPUParticlesCollision3D] nodes as children of [PhysicsBody3D] nodes. </member> <member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false"> Should collision take scale into account. @@ -404,5 +405,17 @@ <constant name="SUB_EMITTER_MAX" value="4" enum="SubEmitterMode"> Represents the size of the [enum SubEmitterMode] enum. </constant> + <constant name="COLLISION_DISABLED" value="0" enum="CollisionMode"> + No collision for particles. Particles will go through [GPUParticlesCollision3D] nodes. + </constant> + <constant name="COLLISION_RIGID" value="1" enum="CollisionMode"> + [RigidDynamicBody3D]-style collision for particles using [GPUParticlesCollision3D] nodes. + </constant> + <constant name="COLLISION_HIDE_ON_CONTACT" value="2" enum="CollisionMode"> + Hide particles instantly when colliding with a [GPUParticlesCollision3D] node. This can be combined with a subemitter that uses the [constant COLLISION_RIGID] collision mode to "replace" the parent particle with the subemitter on impact. + </constant> + <constant name="COLLISION_MAX" value="3" enum="CollisionMode"> + Represents the size of the [enum CollisionMode] enum. + </constant> </constants> </class> diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp index 66cb41ee65..03fcef17f5 100644 --- a/scene/gui/control.cpp +++ b/scene/gui/control.cpp @@ -3622,3 +3622,24 @@ void Control::_bind_methods() { GDVIRTUAL_BIND(_gui_input, "event"); } + +Control::~Control() { + // Resources need to be disconnected. + for (KeyValue<StringName, Ref<Texture2D>> &E : data.icon_override) { + E.value->disconnect("changed", callable_mp(this, &Control::_theme_property_override_changed)); + } + for (KeyValue<StringName, Ref<StyleBox>> &E : data.style_override) { + E.value->disconnect("changed", callable_mp(this, &Control::_theme_property_override_changed)); + } + for (KeyValue<StringName, Ref<Font>> &E : data.font_override) { + E.value->disconnect("changed", callable_mp(this, &Control::_theme_property_override_changed)); + } + + // Then override maps can be simply cleared. + data.icon_override.clear(); + data.style_override.clear(); + data.font_override.clear(); + data.font_size_override.clear(); + data.color_override.clear(); + data.constant_override.clear(); +} diff --git a/scene/gui/control.h b/scene/gui/control.h index d7e120260c..c69067f82f 100644 --- a/scene/gui/control.h +++ b/scene/gui/control.h @@ -610,6 +610,7 @@ public: virtual Control *make_custom_tooltip(const String &p_text) const; Control() {} + ~Control(); }; VARIANT_ENUM_CAST(Control::FocusMode); diff --git a/scene/main/multiplayer_api.cpp b/scene/main/multiplayer_api.cpp index 95574042a8..2d2103f031 100644 --- a/scene/main/multiplayer_api.cpp +++ b/scene/main/multiplayer_api.cpp @@ -59,18 +59,18 @@ Ref<MultiplayerAPI> MultiplayerAPI::create_default_interface() { // The variant is compressed and encoded; The first byte contains all the meta // information and the format is: -// - The first LSB 5 bits are used for the variant type. +// - The first LSB 6 bits are used for the variant type. // - The next two bits are used to store the encoding mode. -// - The most significant is used to store the boolean value. -#define VARIANT_META_TYPE_MASK 0x1F -#define VARIANT_META_EMODE_MASK 0x60 +// - Boolean values uses the encoding mode to store the value. +#define VARIANT_META_TYPE_MASK 0x3F +#define VARIANT_META_EMODE_MASK 0xC0 #define VARIANT_META_BOOL_MASK 0x80 -#define ENCODE_8 0 << 5 -#define ENCODE_16 1 << 5 -#define ENCODE_32 2 << 5 -#define ENCODE_64 3 << 5 +#define ENCODE_8 0 << 6 +#define ENCODE_16 1 << 6 +#define ENCODE_32 2 << 6 +#define ENCODE_64 3 << 6 Error MultiplayerAPI::encode_and_compress_variant(const Variant &p_variant, uint8_t *r_buffer, int &r_len, bool p_allow_object_decoding) { - // Unreachable because `VARIANT_MAX` == 27 and `ENCODE_VARIANT_MASK` == 31 + // Unreachable because `VARIANT_MAX` == 38 and `ENCODE_VARIANT_MASK` == 77 CRASH_COND(p_variant.get_type() > VARIANT_META_TYPE_MASK); uint8_t *buf = r_buffer; @@ -80,9 +80,9 @@ Error MultiplayerAPI::encode_and_compress_variant(const Variant &p_variant, uint switch (p_variant.get_type()) { case Variant::BOOL: { if (buf) { - // We still have 1 free bit in the meta, so let's use it. + // We don't use encode_mode for booleans, so we can use it to store the value. buf[0] = (p_variant.operator bool()) ? (1 << 7) : 0; - buf[0] |= encode_mode | p_variant.get_type(); + buf[0] |= p_variant.get_type(); } r_len += 1; } break; diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 0fe5c8f2db..29a06622a3 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -287,7 +287,7 @@ void ParticlesMaterial::_update_shader() { code += "uniform sampler2D anim_offset_texture : repeat_disable;\n"; } - if (collision_enabled) { + if (collision_mode == COLLISION_RIGID) { code += "uniform float collision_friction;\n"; code += "uniform float collision_bounce;\n"; } @@ -695,8 +695,10 @@ void ParticlesMaterial::_update_shader() { } code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz, EMISSION_TRANSFORM[3].xyz, time_noise);\n"; // If collision happened, turbulence is no longer applied. + // We don't need this check when the collision mode is "hide on contact", + // as the particle will be hidden anyway. String extra_tab = ""; - if (collision_enabled) { + if (collision_mode != COLLISION_RIGID) { code += " if (!COLLIDED) {\n"; extra_tab = " "; } @@ -704,7 +706,7 @@ void ParticlesMaterial::_update_shader() { code += extra_tab + " float vel_mag = length(VELOCITY);\n"; code += extra_tab + " float vel_infl = clamp(mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed)) * turbulence_influence, 0.0, 1.0);\n"; code += extra_tab + " VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n"; - if (collision_enabled) { + if (collision_mode != COLLISION_RIGID) { code += " }"; } } @@ -828,7 +830,7 @@ void ParticlesMaterial::_update_shader() { code += " TRANSFORM[3].z = 0.0;\n"; } - if (collision_enabled) { + if (collision_mode == COLLISION_RIGID) { code += " if (COLLIDED) {\n"; code += " if (length(VELOCITY) > 3.0) {\n"; code += " TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n"; @@ -851,6 +853,18 @@ void ParticlesMaterial::_update_shader() { code += " TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n"; code += " TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n"; + if (collision_mode == COLLISION_RIGID) { + code += " if (COLLIDED) {\n"; + code += " TRANSFORM[3].xyz+=COLLISION_NORMAL * COLLISION_DEPTH;\n"; + code += " VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n"; + code += " VELOCITY = mix(VELOCITY,vec3(0.0),collision_friction * DELTA * 100.0);\n"; + code += " }\n"; + } else if (collision_mode == COLLISION_HIDE_ON_CONTACT) { + code += " if (COLLIDED) {\n"; + code += " ACTIVE = false;\n"; + code += " }\n"; + } + if (sub_emitter_mode != SUB_EMITTER_DISABLED) { code += " int emit_count = 0;\n"; switch (sub_emitter_mode) { @@ -1436,6 +1450,14 @@ void ParticlesMaterial::_validate_property(PropertyInfo &p_property) const { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } + + if (p_property.name == "collision_friction" && collision_mode != COLLISION_RIGID) { + p_property.usage = PROPERTY_USAGE_NONE; + } + + if (p_property.name == "collision_bounce" && collision_mode != COLLISION_RIGID) { + p_property.usage = PROPERTY_USAGE_NONE; + } } void ParticlesMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) { @@ -1483,13 +1505,14 @@ bool ParticlesMaterial::is_attractor_interaction_enabled() const { return attractor_interaction_enabled; } -void ParticlesMaterial::set_collision_enabled(bool p_enabled) { - collision_enabled = p_enabled; +void ParticlesMaterial::set_collision_mode(CollisionMode p_collision_mode) { + collision_mode = p_collision_mode; _queue_shader_change(); + notify_property_list_changed(); } -bool ParticlesMaterial::is_collision_enabled() const { - return collision_enabled; +ParticlesMaterial::CollisionMode ParticlesMaterial::get_collision_mode() const { + return collision_mode; } void ParticlesMaterial::set_collision_use_scale(bool p_scale) { @@ -1623,8 +1646,8 @@ void ParticlesMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_attractor_interaction_enabled", "enabled"), &ParticlesMaterial::set_attractor_interaction_enabled); ClassDB::bind_method(D_METHOD("is_attractor_interaction_enabled"), &ParticlesMaterial::is_attractor_interaction_enabled); - ClassDB::bind_method(D_METHOD("set_collision_enabled", "enabled"), &ParticlesMaterial::set_collision_enabled); - ClassDB::bind_method(D_METHOD("is_collision_enabled"), &ParticlesMaterial::is_collision_enabled); + ClassDB::bind_method(D_METHOD("set_collision_mode", "mode"), &ParticlesMaterial::set_collision_mode); + ClassDB::bind_method(D_METHOD("get_collision_mode"), &ParticlesMaterial::get_collision_mode); ClassDB::bind_method(D_METHOD("set_collision_use_scale", "radius"), &ParticlesMaterial::set_collision_use_scale); ClassDB::bind_method(D_METHOD("is_collision_using_scale"), &ParticlesMaterial::is_collision_using_scale); @@ -1734,7 +1757,7 @@ void ParticlesMaterial::_bind_methods() { ADD_GROUP("Attractor Interaction", "attractor_interaction_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "attractor_interaction_enabled"), "set_attractor_interaction_enabled", "is_attractor_interaction_enabled"); ADD_GROUP("Collision", "collision_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_enabled"), "set_collision_enabled", "is_collision_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mode", PROPERTY_HINT_ENUM, "Disabled,Rigid,Hide On Contact"), "set_collision_mode", "get_collision_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_friction", "get_collision_friction"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_bounce", "get_collision_bounce"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_scale"), "set_collision_use_scale", "is_collision_using_scale"); @@ -1776,6 +1799,11 @@ void ParticlesMaterial::_bind_methods() { BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END); BIND_ENUM_CONSTANT(SUB_EMITTER_AT_COLLISION); BIND_ENUM_CONSTANT(SUB_EMITTER_MAX); + + BIND_ENUM_CONSTANT(COLLISION_DISABLED); + BIND_ENUM_CONSTANT(COLLISION_RIGID); + BIND_ENUM_CONSTANT(COLLISION_HIDE_ON_CONTACT); + BIND_ENUM_CONSTANT(COLLISION_MAX); } ParticlesMaterial::ParticlesMaterial() : @@ -1834,7 +1862,7 @@ ParticlesMaterial::ParticlesMaterial() : set_sub_emitter_keep_velocity(false); set_attractor_interaction_enabled(true); - set_collision_enabled(false); + set_collision_mode(COLLISION_DISABLED); set_collision_bounce(0.0); set_collision_friction(0.0); set_collision_use_scale(false); diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h index 116d8b7d06..2e94e7e01a 100644 --- a/scene/resources/particles_material.h +++ b/scene/resources/particles_material.h @@ -93,6 +93,14 @@ public: SUB_EMITTER_MAX }; + // When extending, make sure not to overflow the size of the MaterialKey below. + enum CollisionMode { + COLLISION_DISABLED, + COLLISION_RIGID, + COLLISION_HIDE_ON_CONTACT, + COLLISION_MAX + }; + private: union MaterialKey { // The bit size of the struct must be kept below or equal to 32 bits. @@ -106,7 +114,7 @@ private: uint32_t has_emission_color : 1; uint32_t sub_emitter : 2; uint32_t attractor_enabled : 1; - uint32_t collision_enabled : 1; + uint32_t collision_mode : 2; uint32_t collision_scale : 1; uint32_t turbulence_enabled : 1; }; @@ -153,7 +161,7 @@ private: mk.emission_shape = emission_shape; mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid(); mk.sub_emitter = sub_emitter_mode; - mk.collision_enabled = collision_enabled; + mk.collision_mode = collision_mode; mk.attractor_enabled = attractor_interaction_enabled; mk.collision_scale = collision_scale; mk.turbulence_enabled = turbulence_enabled; @@ -300,7 +308,7 @@ private: //do not save emission points here bool attractor_interaction_enabled = false; - bool collision_enabled = false; + CollisionMode collision_mode; bool collision_scale = false; float collision_friction = 0.0f; float collision_bounce = 0.0f; @@ -385,8 +393,8 @@ public: void set_attractor_interaction_enabled(bool p_enable); bool is_attractor_interaction_enabled() const; - void set_collision_enabled(bool p_enabled); - bool is_collision_enabled() const; + void set_collision_mode(CollisionMode p_collision_mode); + CollisionMode get_collision_mode() const; void set_collision_use_scale(bool p_scale); bool is_collision_using_scale() const; @@ -425,5 +433,6 @@ VARIANT_ENUM_CAST(ParticlesMaterial::Parameter) VARIANT_ENUM_CAST(ParticlesMaterial::ParticleFlags) VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape) VARIANT_ENUM_CAST(ParticlesMaterial::SubEmitterMode) +VARIANT_ENUM_CAST(ParticlesMaterial::CollisionMode) #endif // PARTICLES_MATERIAL_H |