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-rw-r--r--scene/resources/particles_material.cpp347
1 files changed, 182 insertions, 165 deletions
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index 34f4142a14..d9ec0bfd69 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -45,31 +45,31 @@ void ParticlesMaterial::init_shaders() {
shader_names->direction = "direction";
shader_names->spread = "spread";
shader_names->flatness = "flatness";
- shader_names->initial_linear_velocity = "initial_linear_velocity";
- shader_names->initial_angle = "initial_angle";
- shader_names->angular_velocity = "angular_velocity";
- shader_names->orbit_velocity = "orbit_velocity";
- shader_names->linear_accel = "linear_accel";
- shader_names->radial_accel = "radial_accel";
- shader_names->tangent_accel = "tangent_accel";
- shader_names->damping = "damping";
- shader_names->scale = "scale";
- shader_names->hue_variation = "hue_variation";
- shader_names->anim_speed = "anim_speed";
- shader_names->anim_offset = "anim_offset";
-
- shader_names->initial_linear_velocity_random = "initial_linear_velocity_random";
- shader_names->initial_angle_random = "initial_angle_random";
- shader_names->angular_velocity_random = "angular_velocity_random";
- shader_names->orbit_velocity_random = "orbit_velocity_random";
- shader_names->linear_accel_random = "linear_accel_random";
- shader_names->radial_accel_random = "radial_accel_random";
- shader_names->tangent_accel_random = "tangent_accel_random";
- shader_names->damping_random = "damping_random";
- shader_names->scale_random = "scale_random";
- shader_names->hue_variation_random = "hue_variation_random";
- shader_names->anim_speed_random = "anim_speed_random";
- shader_names->anim_offset_random = "anim_offset_random";
+ shader_names->initial_linear_velocity_min = "initial_linear_velocity_min";
+ shader_names->initial_angle_min = "initial_angle_min";
+ shader_names->angular_velocity_min = "angular_velocity_min";
+ shader_names->orbit_velocity_min = "orbit_velocity_min";
+ shader_names->linear_accel_min = "linear_accel_min";
+ shader_names->radial_accel_min = "radial_accel_min";
+ shader_names->tangent_accel_min = "tangent_accel_min";
+ shader_names->damping_min = "damping_min";
+ shader_names->scale_min = "scale_min";
+ shader_names->hue_variation_min = "hue_variation_min";
+ shader_names->anim_speed_min = "anim_speed_min";
+ shader_names->anim_offset_min = "anim_offset_min";
+
+ shader_names->initial_linear_velocity_max = "initial_linear_velocity_max";
+ shader_names->initial_angle_max = "initial_angle_max";
+ shader_names->angular_velocity_max = "angular_velocity_max";
+ shader_names->orbit_velocity_max = "orbit_velocity_max";
+ shader_names->linear_accel_max = "linear_accel_max";
+ shader_names->radial_accel_max = "radial_accel_max";
+ shader_names->tangent_accel_max = "tangent_accel_max";
+ shader_names->damping_max = "damping_max";
+ shader_names->scale_max = "scale_max";
+ shader_names->hue_variation_max = "hue_variation_max";
+ shader_names->anim_speed_max = "anim_speed_max";
+ shader_names->anim_offset_max = "anim_offset_max";
shader_names->angle_texture = "angle_texture";
shader_names->angular_velocity_texture = "angular_velocity_texture";
@@ -155,31 +155,31 @@ void ParticlesMaterial::_update_shader() {
code += "uniform vec3 direction;\n";
code += "uniform float spread;\n";
code += "uniform float flatness;\n";
- code += "uniform float initial_linear_velocity;\n";
- code += "uniform float initial_angle;\n";
- code += "uniform float angular_velocity;\n";
- code += "uniform float orbit_velocity;\n";
- code += "uniform float linear_accel;\n";
- code += "uniform float radial_accel;\n";
- code += "uniform float tangent_accel;\n";
- code += "uniform float damping;\n";
- code += "uniform float scale;\n";
- code += "uniform float hue_variation;\n";
- code += "uniform float anim_speed;\n";
- code += "uniform float anim_offset;\n";
-
- code += "uniform float initial_linear_velocity_random;\n";
- code += "uniform float initial_angle_random;\n";
- code += "uniform float angular_velocity_random;\n";
- code += "uniform float orbit_velocity_random;\n";
- code += "uniform float linear_accel_random;\n";
- code += "uniform float radial_accel_random;\n";
- code += "uniform float tangent_accel_random;\n";
- code += "uniform float damping_random;\n";
- code += "uniform float scale_random;\n";
- code += "uniform float hue_variation_random;\n";
- code += "uniform float anim_speed_random;\n";
- code += "uniform float anim_offset_random;\n";
+ code += "uniform float initial_linear_velocity_min;\n";
+ code += "uniform float initial_angle_min;\n";
+ code += "uniform float angular_velocity_min;\n";
+ code += "uniform float orbit_velocity_min;\n";
+ code += "uniform float linear_accel_min;\n";
+ code += "uniform float radial_accel_min;\n";
+ code += "uniform float tangent_accel_min;\n";
+ code += "uniform float damping_min;\n";
+ code += "uniform float scale_min;\n";
+ code += "uniform float hue_variation_min;\n";
+ code += "uniform float anim_speed_min;\n";
+ code += "uniform float anim_offset_min;\n";
+
+ code += "uniform float initial_linear_velocity_max;\n";
+ code += "uniform float initial_angle_max;\n";
+ code += "uniform float angular_velocity_max;\n";
+ code += "uniform float orbit_velocity_max;\n";
+ code += "uniform float linear_accel_max;\n";
+ code += "uniform float radial_accel_max;\n";
+ code += "uniform float tangent_accel_max;\n";
+ code += "uniform float damping_max;\n";
+ code += "uniform float scale_max;\n";
+ code += "uniform float hue_variation_max;\n";
+ code += "uniform float anim_speed_max;\n";
+ code += "uniform float anim_offset_max;\n";
code += "uniform float lifetime_randomness;\n";
switch (emission_shape) {
@@ -329,7 +329,7 @@ void ParticlesMaterial::_update_shader() {
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(0.0, 0.0), 0.0).r;\n";
} else {
- code += " float tex_anim_offset = 0.0;\n";
+ code += " float tex_anim_offset = 1.0;\n";
}
code += " float spread_rad = spread * degree_to_rad;\n";
@@ -339,7 +339,7 @@ void ParticlesMaterial::_update_shader() {
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n";
} else {
- code += " float tex_linear_velocity = 0.0;\n";
+ code += " float tex_linear_velocity = 1.0;\n";
}
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
@@ -347,7 +347,7 @@ void ParticlesMaterial::_update_shader() {
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
- code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
+ code += " VELOCITY = rot * mix(initial_linear_velocity_min,initial_linear_velocity_max, rand_from_seed(alt_seed));\n";
code += " }\n";
} else {
@@ -369,16 +369,16 @@ void ParticlesMaterial::_update_shader() {
code += " binormal = normalize(binormal);\n";
code += " vec3 normal = cross(binormal, direction_nrm);\n";
code += " spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
- code += " VELOCITY = spread_direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n";
+ code += " VELOCITY = spread_direction * mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed));\n";
code += " }\n";
}
code += " }\n";
- code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";
+ code += " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
code += " CUSTOM.y = 0.0;\n"; // phase
code += " CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
- code += " CUSTOM.z = (anim_offset + tex_anim_offset) * mix(1.0, anim_offset_rand, anim_offset_random);\n"; // animation offset (0-1)
+ code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n"; // animation offset (0-1)
code += " if (RESTART_POSITION) {\n";
@@ -471,63 +471,63 @@ void ParticlesMaterial::_update_shader() {
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_linear_velocity = 0.0;\n";
+ code += " float tex_linear_velocity = 1.0;\n";
}
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_orbit_velocity = 0.0;\n";
+ code += " float tex_orbit_velocity = 1.0;\n";
}
}
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
code += " float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_angular_velocity = 0.0;\n";
+ code += " float tex_angular_velocity = 1.0;\n";
}
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
code += " float tex_linear_accel = textureLod(linear_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_linear_accel = 0.0;\n";
+ code += " float tex_linear_accel = 1.0;\n";
}
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
code += " float tex_radial_accel = textureLod(radial_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_radial_accel = 0.0;\n";
+ code += " float tex_radial_accel = 1.0;\n";
}
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
code += " float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_tangent_accel = 0.0;\n";
+ code += " float tex_tangent_accel = 1.0;\n";
}
if (tex_parameters[PARAM_DAMPING].is_valid()) {
code += " float tex_damping = textureLod(damping_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_damping = 0.0;\n";
+ code += " float tex_damping = 1.0;\n";
}
if (tex_parameters[PARAM_ANGLE].is_valid()) {
code += " float tex_angle = textureLod(angle_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_angle = 0.0;\n";
+ code += " float tex_angle = 1.0;\n";
}
if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
code += " float tex_anim_speed = textureLod(anim_speed_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_anim_speed = 0.0;\n";
+ code += " float tex_anim_speed = 1.0;\n";
}
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_anim_offset = 0.0;\n";
+ code += " float tex_anim_offset = 1.0;\n";
}
code += " vec3 force = gravity;\n";
@@ -536,18 +536,19 @@ void ParticlesMaterial::_update_shader() {
code += " pos.z = 0.0;\n";
}
code += " // apply linear acceleration\n";
- code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * (linear_accel + tex_linear_accel) * mix(1.0, rand_from_seed(alt_seed), linear_accel_random) : vec3(0.0);\n";
+ code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
code += " // apply radial acceleration\n";
code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
code += " vec3 diff = pos - org;\n";
- code += " force += length(diff) > 0.0 ? normalize(diff) * (radial_accel + tex_radial_accel) * mix(1.0, rand_from_seed(alt_seed), radial_accel_random) : vec3(0.0);\n";
+ code += " force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
code += " // apply tangential acceleration;\n";
+ code += " float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed))\n;";
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
- code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * ((tangent_accel + tex_tangent_accel) * mix(1.0, rand_from_seed(alt_seed), tangent_accel_random)) : vec3(0.0);\n";
+ code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n";
} else {
code += " vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n";
- code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel + tex_tangent_accel) * mix(1.0, rand_from_seed(alt_seed), tangent_accel_random)) : vec3(0.0);\n";
+ code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0);\n";
}
if (attractor_interaction_enabled) {
code += " force += ATTRACTOR_FORCE;\n\n";
@@ -557,7 +558,7 @@ void ParticlesMaterial::_update_shader() {
code += " VELOCITY += force * DELTA;\n";
code += " // orbit velocity\n";
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
- code += " float orbit_amount = (orbit_velocity + tex_orbit_velocity) * mix(1.0, rand_from_seed(alt_seed), orbit_velocity_random);\n";
+ code += " float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\n";
code += " if (orbit_amount != 0.0) {\n";
code += " float ang = orbit_amount * DELTA * pi * 2.0;\n";
code += " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
@@ -569,9 +570,10 @@ void ParticlesMaterial::_update_shader() {
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += " VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n";
}
- code += " if (damping + tex_damping > 0.0) {\n";
+ code += " float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n";
+ code += " if (dmp * tex_damping > 0.0) {\n";
code += " float v = length(VELOCITY);\n";
- code += " float damp = (damping + tex_damping) * mix(1.0, rand_from_seed(alt_seed), damping_random);\n";
+ code += " float damp = tex_damping * dmp;\n";
code += " v -= damp * DELTA;\n";
code += " if (v < 0.0) {\n";
code += " VELOCITY = vec3(0.0);\n";
@@ -579,26 +581,26 @@ void ParticlesMaterial::_update_shader() {
code += " VELOCITY = normalize(VELOCITY) * v;\n";
code += " }\n";
code += " }\n";
- code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n";
- code += " base_angle += CUSTOM.y * LIFETIME * (angular_velocity + tex_angular_velocity) * mix(1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, angular_velocity_random);\n";
+ code += " float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, rand_from_seed(alt_seed));\n";
+ code += " base_angle += CUSTOM.y * LIFETIME * (tex_angular_velocity) * mix(angular_velocity_min,angular_velocity_max, rand_from_seed(alt_seed));\n";
code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle
- code += " CUSTOM.z = (anim_offset + tex_anim_offset) * mix(1.0, anim_offset_rand, anim_offset_random) + CUSTOM.y * (anim_speed + tex_anim_speed) * mix(1.0, rand_from_seed(alt_seed), anim_speed_random);\n"; // angle
+ code += " CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)) + CUSTOM.y * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n"; // angle
// apply color
// apply hue rotation
if (tex_parameters[PARAM_SCALE].is_valid()) {
- code += " float tex_scale = textureLod(scale_texture, vec2(tv, 0.0), 0.0).r;\n";
+ code += " vec3 tex_scale = textureLod(scale_texture, vec2(tv, 0.0), 0.0).rgb;\n";
} else {
- code += " float tex_scale = 1.0;\n";
+ code += " vec3 tex_scale = vec3(1.0);\n";
}
if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
code += " float tex_hue_variation = textureLod(hue_variation_texture, vec2(tv, 0.0), 0.0).r;\n";
} else {
- code += " float tex_hue_variation = 0.0;\n";
+ code += " float tex_hue_variation = 1.0;\n";
}
- code += " float hue_rot_angle = (hue_variation + tex_hue_variation) * pi * 2.0 * mix(1.0, hue_rot_rand * 2.0 - 1.0, hue_variation_random);\n";
+ code += " float hue_rot_angle = (tex_hue_variation) * pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed));\n";
code += " float hue_rot_c = cos(hue_rot_angle);\n";
code += " float hue_rot_s = sin(hue_rot_angle);\n";
code += " mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0),\n";
@@ -660,18 +662,18 @@ void ParticlesMaterial::_update_shader() {
}
// turn particle by rotation in Y
if (particle_flags[PARTICLE_FLAG_ROTATE_Y]) {
+ code += " vec4 origin = TRANSFORM[3];\n";
code += " TRANSFORM = mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " TRANSFORM[3] = origin;\n";
}
}
//scale by scale
- code += " float base_scale = tex_scale * mix(scale, 1.0, scale_random * scale_rand);\n";
- code += " if (base_scale < 0.000001) {\n";
- code += " base_scale = 0.000001;\n";
- code += " }\n";
+ code += " float base_scale = mix(scale_min, scale_max, scale_rand);\n";
+ code += " base_scale = sign(base_scale) * max(abs(base_scale), 0.001);\n";
- code += " TRANSFORM[0].xyz *= base_scale;\n";
- code += " TRANSFORM[1].xyz *= base_scale;\n";
- code += " TRANSFORM[2].xyz *= base_scale;\n";
+ code += " TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n";
+ 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 (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
code += " VELOCITY.z = 0.0;\n";
code += " TRANSFORM[3].z = 0.0;\n";
@@ -739,7 +741,7 @@ void ParticlesMaterial::flush_changes() {
void ParticlesMaterial::_queue_shader_change() {
MutexLock lock(material_mutex);
- if (!element.in_list()) {
+ if (is_initialized && !element.in_list()) {
dirty_materials->add(&element);
}
}
@@ -777,110 +779,116 @@ float ParticlesMaterial::get_flatness() const {
return flatness;
}
-void ParticlesMaterial::set_param(Parameter p_param, float p_value) {
+void ParticlesMaterial::set_param_min(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
- parameters[p_param] = p_value;
+ params_min[p_param] = p_value;
+ if (params_min[p_param] > params_max[p_param]) {
+ set_param_max(p_param, p_value);
+ }
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_min, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_min, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_min, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_min, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_min, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_min, p_value);
} break;
case PARAM_DAMPING: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_min, p_value);
} break;
case PARAM_ANGLE: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_min, p_value);
} break;
case PARAM_SCALE: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_min, p_value);
} break;
case PARAM_HUE_VARIATION: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_min, p_value);
} break;
case PARAM_ANIM_SPEED: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_min, p_value);
} break;
case PARAM_ANIM_OFFSET: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_min, p_value);
} break;
case PARAM_MAX:
break; // Can't happen, but silences warning
}
}
-float ParticlesMaterial::get_param(Parameter p_param) const {
+float ParticlesMaterial::get_param_min(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
- return parameters[p_param];
+ return params_min[p_param];
}
-void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) {
+void ParticlesMaterial::set_param_max(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
- randomness[p_param] = p_value;
+ params_max[p_param] = p_value;
+ if (params_min[p_param] > params_max[p_param]) {
+ set_param_min(p_param, p_value);
+ }
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_max, p_value);
} break;
case PARAM_ANGULAR_VELOCITY: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_max, p_value);
} break;
case PARAM_ORBIT_VELOCITY: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_max, p_value);
} break;
case PARAM_LINEAR_ACCEL: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_max, p_value);
} break;
case PARAM_RADIAL_ACCEL: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_max, p_value);
} break;
case PARAM_TANGENTIAL_ACCEL: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_max, p_value);
} break;
case PARAM_DAMPING: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_max, p_value);
} break;
case PARAM_ANGLE: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_max, p_value);
} break;
case PARAM_SCALE: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_max, p_value);
} break;
case PARAM_HUE_VARIATION: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_max, p_value);
} break;
case PARAM_ANIM_SPEED: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_max, p_value);
} break;
case PARAM_ANIM_OFFSET: {
- RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value);
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_max, p_value);
} break;
case PARAM_MAX:
break; // Can't happen, but silences warning
}
}
-float ParticlesMaterial::get_param_randomness(Parameter p_param) const {
+float ParticlesMaterial::get_param_max(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
- return randomness[p_param];
+ return params_max[p_param];
}
static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {
@@ -1259,11 +1267,11 @@ void ParticlesMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness);
ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness);
- ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param);
- ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param);
+ ClassDB::bind_method(D_METHOD("set_param_min", "param", "value"), &ParticlesMaterial::set_param_min);
+ ClassDB::bind_method(D_METHOD("get_param_min", "param"), &ParticlesMaterial::get_param_min);
- ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness);
- ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness);
+ ClassDB::bind_method(D_METHOD("set_param_max", "param", "value"), &ParticlesMaterial::set_param_max);
+ ClassDB::bind_method(D_METHOD("get_param_max", "param"), &ParticlesMaterial::get_param_max);
ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture);
ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture);
@@ -1369,54 +1377,54 @@ void ParticlesMaterial::_bind_methods() {
ADD_GROUP("Gravity", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("Initial Velocity", "initial_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_min", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_INITIAL_LINEAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_max", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_GROUP("Angular Velocity", "angular_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_min", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANGULAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_max", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY);
ADD_GROUP("Orbit Velocity", "orbit_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_min", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ORBIT_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_max", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY);
ADD_GROUP("Linear Accel", "linear_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_LINEAR_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL);
ADD_GROUP("Radial Accel", "radial_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_RADIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL);
ADD_GROUP("Tangential Accel", "tangential_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_TANGENTIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL);
ADD_GROUP("Damping", "");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_min", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param_min", "get_param_min", PARAM_DAMPING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_max", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param_max", "get_param_max", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING);
ADD_GROUP("Angle", "");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param", "get_param", PARAM_ANGLE);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_min", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param_min", "get_param_min", PARAM_ANGLE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_max", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param_max", "get_param_max", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE);
ADD_GROUP("Scale", "");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_min", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_min", "get_param_min", PARAM_SCALE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_max", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_max", "get_param_max", PARAM_SCALE);
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture,CurveXYZTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE);
ADD_GROUP("Color", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp");
ADD_GROUP("Hue Variation", "hue_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_max", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_max", "get_param_max", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION);
ADD_GROUP("Animation", "anim_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_min", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANIM_SPEED);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_max", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_min", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANIM_OFFSET);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_max", PROPERTY_HINT_RANGE, "0,16,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET);
ADD_GROUP("Sub Emitter", "sub_emitter_");
@@ -1472,18 +1480,30 @@ ParticlesMaterial::ParticlesMaterial() :
set_direction(Vector3(1, 0, 0));
set_spread(45);
set_flatness(0);
- set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0);
- set_param(PARAM_ANGULAR_VELOCITY, 0);
- set_param(PARAM_ORBIT_VELOCITY, 0);
- set_param(PARAM_LINEAR_ACCEL, 0);
- set_param(PARAM_RADIAL_ACCEL, 0);
- set_param(PARAM_TANGENTIAL_ACCEL, 0);
- set_param(PARAM_DAMPING, 0);
- set_param(PARAM_ANGLE, 0);
- set_param(PARAM_SCALE, 1);
- set_param(PARAM_HUE_VARIATION, 0);
- set_param(PARAM_ANIM_SPEED, 0);
- set_param(PARAM_ANIM_OFFSET, 0);
+ set_param_min(PARAM_INITIAL_LINEAR_VELOCITY, 0);
+ set_param_min(PARAM_ANGULAR_VELOCITY, 0);
+ set_param_min(PARAM_ORBIT_VELOCITY, 0);
+ set_param_min(PARAM_LINEAR_ACCEL, 0);
+ set_param_min(PARAM_RADIAL_ACCEL, 0);
+ set_param_min(PARAM_TANGENTIAL_ACCEL, 0);
+ set_param_min(PARAM_DAMPING, 0);
+ set_param_min(PARAM_ANGLE, 0);
+ set_param_min(PARAM_SCALE, 1);
+ set_param_min(PARAM_HUE_VARIATION, 0);
+ set_param_min(PARAM_ANIM_SPEED, 0);
+ set_param_min(PARAM_ANIM_OFFSET, 0);
+ set_param_max(PARAM_INITIAL_LINEAR_VELOCITY, 0);
+ set_param_max(PARAM_ANGULAR_VELOCITY, 0);
+ set_param_max(PARAM_ORBIT_VELOCITY, 0);
+ set_param_max(PARAM_LINEAR_ACCEL, 0);
+ set_param_max(PARAM_RADIAL_ACCEL, 0);
+ set_param_max(PARAM_TANGENTIAL_ACCEL, 0);
+ set_param_max(PARAM_DAMPING, 0);
+ set_param_max(PARAM_ANGLE, 0);
+ set_param_max(PARAM_SCALE, 1);
+ set_param_max(PARAM_HUE_VARIATION, 0);
+ set_param_max(PARAM_ANIM_SPEED, 0);
+ set_param_max(PARAM_ANIM_OFFSET, 0);
set_emission_shape(EMISSION_SHAPE_POINT);
set_emission_sphere_radius(1);
set_emission_box_extents(Vector3(1, 1, 1));
@@ -1505,10 +1525,6 @@ ParticlesMaterial::ParticlesMaterial() :
set_collision_friction(0.0);
set_collision_use_scale(false);
- for (int i = 0; i < PARAM_MAX; i++) {
- set_param_randomness(Parameter(i), 0);
- }
-
for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
particle_flags[i] = false;
}
@@ -1517,6 +1533,7 @@ ParticlesMaterial::ParticlesMaterial() :
current_key.invalid_key = 1;
+ is_initialized = true;
_queue_shader_change();
}