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-rw-r--r--scene/resources/animation.cpp140
-rw-r--r--scene/resources/animation.h10
-rw-r--r--scene/resources/capsule_shape_3d.cpp4
-rw-r--r--scene/resources/curve.cpp4
-rw-r--r--scene/resources/cylinder_shape_3d.cpp4
-rw-r--r--scene/resources/default_theme/default_theme.cpp4
-rw-r--r--scene/resources/default_theme/default_theme.h2
-rw-r--r--scene/resources/font.cpp62
-rw-r--r--scene/resources/font.h12
-rw-r--r--scene/resources/importer_mesh.cpp6
-rw-r--r--scene/resources/particle_process_material.cpp (renamed from scene/resources/particles_material.cpp)380
-rw-r--r--scene/resources/particle_process_material.h (renamed from scene/resources/particles_material.h)47
-rw-r--r--scene/resources/primitive_meshes.cpp636
-rw-r--r--scene/resources/primitive_meshes.h64
-rw-r--r--scene/resources/skeleton_modification_2d_ccdik.cpp8
-rw-r--r--scene/resources/skeleton_modification_2d_lookat.cpp12
-rw-r--r--scene/resources/skeleton_modification_3d_ccdik.cpp8
-rw-r--r--scene/resources/skeleton_modification_3d_fabrik.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_jiggle.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_lookat.cpp12
-rw-r--r--scene/resources/skeleton_modification_3d_twoboneik.cpp8
-rw-r--r--scene/resources/sky_material.cpp2
-rw-r--r--scene/resources/sphere_shape_3d.cpp4
-rw-r--r--scene/resources/visual_shader.cpp88
-rw-r--r--scene/resources/visual_shader.h4
25 files changed, 789 insertions, 740 deletions
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index da59c4dbd1..4197251d7e 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -2323,100 +2323,23 @@ Variant Animation::_interpolate(const Variant &p_a, const Variant &p_b, real_t p
}
real_t Animation::_interpolate(const real_t &p_a, const real_t &p_b, real_t p_c) const {
- return p_a * (1.0 - p_c) + p_b * p_c;
+ return Math::lerp(p_a, p_b, p_c);
}
-// Cubic interpolation for anytype.
-
-Vector3 Animation::_cubic_interpolate(const Vector3 &p_pre_a, const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_post_b, real_t p_c) const {
- return p_a.cubic_interpolate(p_b, p_pre_a, p_post_b, p_c);
-}
-
-Quaternion Animation::_cubic_interpolate(const Quaternion &p_pre_a, const Quaternion &p_a, const Quaternion &p_b, const Quaternion &p_post_b, real_t p_c) const {
- return p_a.spherical_cubic_interpolate(p_b, p_pre_a, p_post_b, p_c);
-}
-
-Variant Animation::_cubic_interpolate(const Variant &p_pre_a, const Variant &p_a, const Variant &p_b, const Variant &p_post_b, real_t p_c) const {
+Variant Animation::_interpolate_angle(const Variant &p_a, const Variant &p_b, real_t p_c) const {
Variant::Type type_a = p_a.get_type();
Variant::Type type_b = p_b.get_type();
- Variant::Type type_pa = p_pre_a.get_type();
- Variant::Type type_pb = p_post_b.get_type();
-
- //make int and real play along
-
uint32_t vformat = 1 << type_a;
vformat |= 1 << type_b;
- vformat |= 1 << type_pa;
- vformat |= 1 << type_pb;
-
if (vformat == ((1 << Variant::INT) | (1 << Variant::FLOAT)) || vformat == (1 << Variant::FLOAT)) {
- //mix of real and int
real_t a = p_a;
real_t b = p_b;
- real_t pa = p_pre_a;
- real_t pb = p_post_b;
-
- return Math::cubic_interpolate(a, b, pa, pb, p_c);
- } else if ((vformat & (vformat - 1))) {
- return p_a; //can't interpolate, mix of types
+ return Math::fposmod((float)Math::lerp_angle(a, b, p_c), (float)Math_TAU);
}
-
- switch (type_a) {
- case Variant::VECTOR2: {
- Vector2 a = p_a;
- Vector2 b = p_b;
- Vector2 pa = p_pre_a;
- Vector2 pb = p_post_b;
-
- return a.cubic_interpolate(b, pa, pb, p_c);
- }
- case Variant::RECT2: {
- Rect2 a = p_a;
- Rect2 b = p_b;
- Rect2 pa = p_pre_a;
- Rect2 pb = p_post_b;
-
- return Rect2(
- a.position.cubic_interpolate(b.position, pa.position, pb.position, p_c),
- a.size.cubic_interpolate(b.size, pa.size, pb.size, p_c));
- }
- case Variant::VECTOR3: {
- Vector3 a = p_a;
- Vector3 b = p_b;
- Vector3 pa = p_pre_a;
- Vector3 pb = p_post_b;
-
- return a.cubic_interpolate(b, pa, pb, p_c);
- }
- case Variant::QUATERNION: {
- Quaternion a = p_a;
- Quaternion b = p_b;
- Quaternion pa = p_pre_a;
- Quaternion pb = p_post_b;
-
- return a.spherical_cubic_interpolate(b, pa, pb, p_c);
- }
- case Variant::AABB: {
- AABB a = p_a;
- AABB b = p_b;
- AABB pa = p_pre_a;
- AABB pb = p_post_b;
-
- return AABB(
- a.position.cubic_interpolate(b.position, pa.position, pb.position, p_c),
- a.size.cubic_interpolate(b.size, pa.size, pb.size, p_c));
- }
- default: {
- return _interpolate(p_a, p_b, p_c);
- }
- }
-}
-
-real_t Animation::_cubic_interpolate(const real_t &p_pre_a, const real_t &p_a, const real_t &p_b, const real_t &p_post_b, real_t p_c) const {
return _interpolate(p_a, p_b, p_c);
}
-// Cubic interpolation in time for anytype.
+// Cubic interpolation for anytype.
Vector3 Animation::_cubic_interpolate_in_time(const Vector3 &p_pre_a, const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_post_b, real_t p_c, real_t p_pre_a_t, real_t p_b_t, real_t p_post_b_t) const {
return p_a.cubic_interpolate_in_time(p_b, p_pre_a, p_post_b, p_c, p_b_t, p_pre_a_t, p_post_b_t);
@@ -2503,6 +2426,25 @@ Variant Animation::_cubic_interpolate_in_time(const Variant &p_pre_a, const Vari
}
real_t Animation::_cubic_interpolate_in_time(const real_t &p_pre_a, const real_t &p_a, const real_t &p_b, const real_t &p_post_b, real_t p_c, real_t p_pre_a_t, real_t p_b_t, real_t p_post_b_t) const {
+ return Math::cubic_interpolate_in_time(p_a, p_b, p_pre_a, p_post_b, p_c, p_b_t, p_pre_a_t, p_post_b_t);
+}
+
+Variant Animation::_cubic_interpolate_angle_in_time(const Variant &p_pre_a, const Variant &p_a, const Variant &p_b, const Variant &p_post_b, real_t p_c, real_t p_pre_a_t, real_t p_b_t, real_t p_post_b_t) const {
+ Variant::Type type_a = p_a.get_type();
+ Variant::Type type_b = p_b.get_type();
+ Variant::Type type_pa = p_pre_a.get_type();
+ Variant::Type type_pb = p_post_b.get_type();
+ uint32_t vformat = 1 << type_a;
+ vformat |= 1 << type_b;
+ vformat |= 1 << type_pa;
+ vformat |= 1 << type_pb;
+ if (vformat == ((1 << Variant::INT) | (1 << Variant::FLOAT)) || vformat == (1 << Variant::FLOAT)) {
+ real_t a = p_a;
+ real_t b = p_b;
+ real_t pa = p_pre_a;
+ real_t pb = p_post_b;
+ return Math::fposmod((float)Math::cubic_interpolate_angle_in_time(a, b, pa, pb, p_c, p_b_t, p_pre_a_t, p_post_b_t), (float)Math_TAU);
+ }
return _interpolate(p_a, p_b, p_c);
}
@@ -2685,8 +2627,11 @@ T Animation::_interpolate(const Vector<TKey<T>> &p_keys, double p_time, Interpol
case INTERPOLATION_LINEAR: {
return _interpolate(p_keys[idx].value, p_keys[next].value, c);
} break;
+ case INTERPOLATION_LINEAR_ANGLE: {
+ return _interpolate_angle(p_keys[idx].value, p_keys[next].value, c);
+ } break;
case INTERPOLATION_CUBIC:
- case INTERPOLATION_CUBIC_IN_TIME: {
+ case INTERPOLATION_CUBIC_ANGLE: {
int pre = 0;
int post = 0;
if (!p_backward) {
@@ -2725,25 +2670,27 @@ T Animation::_interpolate(const Vector<TKey<T>> &p_keys, double p_time, Interpol
}
}
+ real_t pre_t = 0.0;
+ real_t to_t = 0.0;
+ real_t post_t = 0.0;
if (loop_mode == LOOP_LINEAR && p_loop_wrap) {
- if (p_interp == INTERPOLATION_CUBIC) {
- return _cubic_interpolate(p_keys[pre].value, p_keys[idx].value, p_keys[next].value, p_keys[post].value, c);
- }
- return _cubic_interpolate_in_time(
- p_keys[pre].value, p_keys[idx].value, p_keys[next].value, p_keys[post].value, c,
- pre > idx ? -length + p_keys[pre].time - p_keys[idx].time : p_keys[pre].time - p_keys[idx].time,
- next < idx ? length + p_keys[next].time - p_keys[idx].time : p_keys[next].time - p_keys[idx].time,
- next < idx || post <= idx ? length + p_keys[post].time - p_keys[idx].time : p_keys[post].time - p_keys[idx].time);
+ pre_t = pre > idx ? -length + p_keys[pre].time - p_keys[idx].time : p_keys[pre].time - p_keys[idx].time;
+ to_t = next < idx ? length + p_keys[next].time - p_keys[idx].time : p_keys[next].time - p_keys[idx].time;
+ post_t = next < idx || post <= idx ? length + p_keys[post].time - p_keys[idx].time : p_keys[post].time - p_keys[idx].time;
+ } else {
+ pre_t = p_keys[pre].time - p_keys[idx].time;
+ to_t = p_keys[next].time - p_keys[idx].time;
+ post_t = p_keys[post].time - p_keys[idx].time;
}
- if (p_interp == INTERPOLATION_CUBIC) {
- return _cubic_interpolate(p_keys[pre].value, p_keys[idx].value, p_keys[next].value, p_keys[post].value, c);
+ if (p_interp == INTERPOLATION_CUBIC_ANGLE) {
+ return _cubic_interpolate_angle_in_time(
+ p_keys[pre].value, p_keys[idx].value, p_keys[next].value, p_keys[post].value, c,
+ pre_t, to_t, post_t);
}
return _cubic_interpolate_in_time(
p_keys[pre].value, p_keys[idx].value, p_keys[next].value, p_keys[post].value, c,
- p_keys[pre].time - p_keys[idx].time,
- p_keys[next].time - p_keys[idx].time,
- p_keys[post].time - p_keys[idx].time);
+ pre_t, to_t, post_t);
} break;
default:
return p_keys[idx].value;
@@ -4073,7 +4020,8 @@ void Animation::_bind_methods() {
BIND_ENUM_CONSTANT(INTERPOLATION_NEAREST);
BIND_ENUM_CONSTANT(INTERPOLATION_LINEAR);
BIND_ENUM_CONSTANT(INTERPOLATION_CUBIC);
- BIND_ENUM_CONSTANT(INTERPOLATION_CUBIC_IN_TIME);
+ BIND_ENUM_CONSTANT(INTERPOLATION_LINEAR_ANGLE);
+ BIND_ENUM_CONSTANT(INTERPOLATION_CUBIC_ANGLE);
BIND_ENUM_CONSTANT(UPDATE_CONTINUOUS);
BIND_ENUM_CONSTANT(UPDATE_DISCRETE);
diff --git a/scene/resources/animation.h b/scene/resources/animation.h
index 5e88980397..8fa0275230 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -57,7 +57,8 @@ public:
INTERPOLATION_NEAREST,
INTERPOLATION_LINEAR,
INTERPOLATION_CUBIC,
- INTERPOLATION_CUBIC_IN_TIME,
+ INTERPOLATION_LINEAR_ANGLE,
+ INTERPOLATION_CUBIC_ANGLE,
};
enum UpdateMode {
@@ -237,16 +238,13 @@ private:
_FORCE_INLINE_ Quaternion _interpolate(const Quaternion &p_a, const Quaternion &p_b, real_t p_c) const;
_FORCE_INLINE_ Variant _interpolate(const Variant &p_a, const Variant &p_b, real_t p_c) const;
_FORCE_INLINE_ real_t _interpolate(const real_t &p_a, const real_t &p_b, real_t p_c) const;
-
- _FORCE_INLINE_ Vector3 _cubic_interpolate(const Vector3 &p_pre_a, const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_post_b, real_t p_c) const;
- _FORCE_INLINE_ Quaternion _cubic_interpolate(const Quaternion &p_pre_a, const Quaternion &p_a, const Quaternion &p_b, const Quaternion &p_post_b, real_t p_c) const;
- _FORCE_INLINE_ Variant _cubic_interpolate(const Variant &p_pre_a, const Variant &p_a, const Variant &p_b, const Variant &p_post_b, real_t p_c) const;
- _FORCE_INLINE_ real_t _cubic_interpolate(const real_t &p_pre_a, const real_t &p_a, const real_t &p_b, const real_t &p_post_b, real_t p_c) const;
+ _FORCE_INLINE_ Variant _interpolate_angle(const Variant &p_a, const Variant &p_b, real_t p_c) const;
_FORCE_INLINE_ Vector3 _cubic_interpolate_in_time(const Vector3 &p_pre_a, const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_post_b, real_t p_c, real_t p_pre_a_t, real_t p_b_t, real_t p_post_b_t) const;
_FORCE_INLINE_ Quaternion _cubic_interpolate_in_time(const Quaternion &p_pre_a, const Quaternion &p_a, const Quaternion &p_b, const Quaternion &p_post_b, real_t p_c, real_t p_pre_a_t, real_t p_b_t, real_t p_post_b_t) const;
_FORCE_INLINE_ Variant _cubic_interpolate_in_time(const Variant &p_pre_a, const Variant &p_a, const Variant &p_b, const Variant &p_post_b, real_t p_c, real_t p_pre_a_t, real_t p_b_t, real_t p_post_b_t) const;
_FORCE_INLINE_ real_t _cubic_interpolate_in_time(const real_t &p_pre_a, const real_t &p_a, const real_t &p_b, const real_t &p_post_b, real_t p_c, real_t p_pre_a_t, real_t p_b_t, real_t p_post_b_t) const;
+ _FORCE_INLINE_ Variant _cubic_interpolate_angle_in_time(const Variant &p_pre_a, const Variant &p_a, const Variant &p_b, const Variant &p_post_b, real_t p_c, real_t p_pre_a_t, real_t p_b_t, real_t p_post_b_t) const;
template <class T>
_FORCE_INLINE_ T _interpolate(const Vector<TKey<T>> &p_keys, double p_time, InterpolationType p_interp, bool p_loop_wrap, bool *p_ok, bool p_backward = false) const;
diff --git a/scene/resources/capsule_shape_3d.cpp b/scene/resources/capsule_shape_3d.cpp
index 214004824f..b0454004a0 100644
--- a/scene/resources/capsule_shape_3d.cpp
+++ b/scene/resources/capsule_shape_3d.cpp
@@ -40,8 +40,8 @@ Vector<Vector3> CapsuleShape3D::get_debug_mesh_lines() const {
Vector3 d(0, height * 0.5 - radius, 0);
for (int i = 0; i < 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp
index 1835604285..ee53578517 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -763,7 +763,7 @@ void Curve2D::_bake_segment2d(RBMap<real_t, Vector2> &r_bake, real_t p_begin, re
Vector2 nb = (end - mid).normalized();
real_t dp = na.dot(nb);
- if (dp < Math::cos(Math::deg2rad(p_tol))) {
+ if (dp < Math::cos(Math::deg_to_rad(p_tol))) {
r_bake[mp] = mid;
}
@@ -1352,7 +1352,7 @@ void Curve3D::_bake_segment3d(RBMap<real_t, Vector3> &r_bake, real_t p_begin, re
Vector3 nb = (end - mid).normalized();
real_t dp = na.dot(nb);
- if (dp < Math::cos(Math::deg2rad(p_tol))) {
+ if (dp < Math::cos(Math::deg_to_rad(p_tol))) {
r_bake[mp] = mid;
}
if (p_depth < p_max_depth) {
diff --git a/scene/resources/cylinder_shape_3d.cpp b/scene/resources/cylinder_shape_3d.cpp
index 345df5ffed..a5951db8ea 100644
--- a/scene/resources/cylinder_shape_3d.cpp
+++ b/scene/resources/cylinder_shape_3d.cpp
@@ -40,8 +40,8 @@ Vector<Vector3> CylinderShape3D::get_debug_mesh_lines() const {
Vector3 d(0, height * 0.5, 0);
for (int i = 0; i < 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 6d99073fa4..5bfa1adfe5 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -1053,7 +1053,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
default_style = make_flat_stylebox(Color(1, 0.365, 0.365), 4, 4, 4, 4, 0, false, 2);
}
-void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPositioning p_font_subpixel, TextServer::Hinting p_font_hinting, bool p_font_antialiased, bool p_font_msdf, bool p_font_generate_mipmaps) {
+void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPositioning p_font_subpixel, TextServer::Hinting p_font_hinting, TextServer::FontAntialiasing p_font_antialiasing, bool p_font_msdf, bool p_font_generate_mipmaps) {
Ref<Theme> t;
t.instantiate();
@@ -1077,7 +1077,7 @@ void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPos
dynamic_font->set_data_ptr(_font_OpenSans_SemiBold, _font_OpenSans_SemiBold_size);
dynamic_font->set_subpixel_positioning(p_font_subpixel);
dynamic_font->set_hinting(p_font_hinting);
- dynamic_font->set_antialiased(p_font_antialiased);
+ dynamic_font->set_antialiasing(p_font_antialiasing);
dynamic_font->set_multichannel_signed_distance_field(p_font_msdf);
dynamic_font->set_generate_mipmaps(p_font_generate_mipmaps);
diff --git a/scene/resources/default_theme/default_theme.h b/scene/resources/default_theme/default_theme.h
index 9b070a90cc..15be5e676f 100644
--- a/scene/resources/default_theme/default_theme.h
+++ b/scene/resources/default_theme/default_theme.h
@@ -36,7 +36,7 @@
const int default_font_size = 16;
void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const Ref<Font> &bold_font, const Ref<Font> &bold_italics_font, const Ref<Font> &italics_font, Ref<Texture2D> &default_icon, Ref<StyleBox> &default_style, float p_scale);
-void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPositioning p_font_subpixel = TextServer::SUBPIXEL_POSITIONING_AUTO, TextServer::Hinting p_font_hinting = TextServer::HINTING_LIGHT, bool p_font_antialiased = true, bool p_font_msdf = false, bool p_font_generate_mipmaps = false);
+void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPositioning p_font_subpixel = TextServer::SUBPIXEL_POSITIONING_AUTO, TextServer::Hinting p_font_hinting = TextServer::HINTING_LIGHT, TextServer::FontAntialiasing p_font_antialiased = TextServer::FONT_ANTIALIASING_GRAY, bool p_font_msdf = false, bool p_font_generate_mipmaps = false);
void clear_default_theme();
#endif // DEFAULT_THEME_H
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index f8651fecd6..be57d9c965 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -576,7 +576,7 @@ _FORCE_INLINE_ void FontFile::_ensure_rid(int p_cache_index) const {
if (unlikely(!cache[p_cache_index].is_valid())) {
cache.write[p_cache_index] = TS->create_font();
TS->font_set_data_ptr(cache[p_cache_index], data_ptr, data_size);
- TS->font_set_antialiased(cache[p_cache_index], antialiased);
+ TS->font_set_antialiasing(cache[p_cache_index], antialiasing);
TS->font_set_generate_mipmaps(cache[p_cache_index], mipmaps);
TS->font_set_multichannel_signed_distance_field(cache[p_cache_index], msdf);
TS->font_set_msdf_pixel_range(cache[p_cache_index], msdf_pixel_range);
@@ -875,8 +875,8 @@ void FontFile::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_font_style_name", "name"), &FontFile::set_font_style_name);
ClassDB::bind_method(D_METHOD("set_font_style", "style"), &FontFile::set_font_style);
- ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &FontFile::set_antialiased);
- ClassDB::bind_method(D_METHOD("is_antialiased"), &FontFile::is_antialiased);
+ ClassDB::bind_method(D_METHOD("set_antialiasing", "antialiasing"), &FontFile::set_antialiasing);
+ ClassDB::bind_method(D_METHOD("get_antialiasing"), &FontFile::get_antialiasing);
ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "generate_mipmaps"), &FontFile::set_generate_mipmaps);
ClassDB::bind_method(D_METHOD("get_generate_mipmaps"), &FontFile::get_generate_mipmaps);
@@ -996,7 +996,7 @@ void FontFile::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_data", "get_data");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_mipmaps", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_generate_mipmaps", "get_generate_mipmaps");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_antialiased", "is_antialiased");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "antialiasing", PROPERTY_HINT_ENUM, "None,Grayscale,LCD sub-pixel", PROPERTY_USAGE_STORAGE), "set_antialiasing", "get_antialiasing");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "font_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_font_name", "get_font_name");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "style_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_font_style_name", "get_font_style_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "font_style", PROPERTY_HINT_FLAGS, "Bold,Italic,Fixed Size", PROPERTY_USAGE_STORAGE), "set_font_style", "get_font_style");
@@ -1318,7 +1318,7 @@ void FontFile::reset_state() {
data_size = 0;
cache.clear();
- antialiased = true;
+ antialiasing = TextServer::FONT_ANTIALIASING_GRAY;
mipmaps = false;
msdf = false;
force_autohinter = false;
@@ -1337,7 +1337,7 @@ void FontFile::reset_state() {
Error FontFile::load_bitmap_font(const String &p_path) {
reset_state();
- antialiased = false;
+ antialiasing = TextServer::FONT_ANTIALIASING_NONE;
mipmaps = false;
msdf = false;
force_autohinter = false;
@@ -1817,11 +1817,9 @@ void FontFile::set_data_ptr(const uint8_t *p_data, size_t p_size) {
data_ptr = p_data;
data_size = p_size;
- if (data_ptr != nullptr) {
- for (int i = 0; i < cache.size(); i++) {
- if (cache[i].is_valid()) {
- TS->font_set_data_ptr(cache[i], data_ptr, data_size);
- }
+ for (int i = 0; i < cache.size(); i++) {
+ if (cache[i].is_valid()) {
+ TS->font_set_data_ptr(cache[i], data_ptr, data_size);
}
}
}
@@ -1831,11 +1829,9 @@ void FontFile::set_data(const PackedByteArray &p_data) {
data_ptr = data.ptr();
data_size = data.size();
- if (data_ptr != nullptr) {
- for (int i = 0; i < cache.size(); i++) {
- if (cache[i].is_valid()) {
- TS->font_set_data_ptr(cache[i], data_ptr, data_size);
- }
+ for (int i = 0; i < cache.size(); i++) {
+ if (cache[i].is_valid()) {
+ TS->font_set_data_ptr(cache[i], data_ptr, data_size);
}
}
}
@@ -1864,19 +1860,19 @@ void FontFile::set_font_style(BitField<TextServer::FontStyle> p_style) {
TS->font_set_style(cache[0], p_style);
}
-void FontFile::set_antialiased(bool p_antialiased) {
- if (antialiased != p_antialiased) {
- antialiased = p_antialiased;
+void FontFile::set_antialiasing(TextServer::FontAntialiasing p_antialiasing) {
+ if (antialiasing != p_antialiasing) {
+ antialiasing = p_antialiasing;
for (int i = 0; i < cache.size(); i++) {
_ensure_rid(i);
- TS->font_set_antialiased(cache[i], antialiased);
+ TS->font_set_antialiasing(cache[i], antialiasing);
}
emit_changed();
}
}
-bool FontFile::is_antialiased() const {
- return antialiased;
+TextServer::FontAntialiasing FontFile::get_antialiasing() const {
+ return antialiasing;
}
void FontFile::set_generate_mipmaps(bool p_generate_mipmaps) {
@@ -2699,8 +2695,8 @@ FontVariation::~FontVariation() {
/*************************************************************************/
void SystemFont::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &SystemFont::set_antialiased);
- ClassDB::bind_method(D_METHOD("is_antialiased"), &SystemFont::is_antialiased);
+ ClassDB::bind_method(D_METHOD("set_antialiasing", "antialiasing"), &SystemFont::set_antialiasing);
+ ClassDB::bind_method(D_METHOD("get_antialiasing"), &SystemFont::get_antialiasing);
ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "generate_mipmaps"), &SystemFont::set_generate_mipmaps);
ClassDB::bind_method(D_METHOD("get_generate_mipmaps"), &SystemFont::get_generate_mipmaps);
@@ -2727,7 +2723,7 @@ void SystemFont::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "font_names"), "set_font_names", "get_font_names");
ADD_PROPERTY(PropertyInfo(Variant::INT, "font_style", PROPERTY_HINT_FLAGS, "Bold,Italic"), "set_font_style", "get_font_style");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "is_antialiased");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "antialiasing", PROPERTY_HINT_ENUM, "None,Grayscale,LCD sub-pixel", PROPERTY_USAGE_STORAGE), "set_antialiasing", "get_antialiasing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_mipmaps"), "set_generate_mipmaps", "get_generate_mipmaps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "force_autohinter"), "set_force_autohinter", "is_force_autohinter");
ADD_PROPERTY(PropertyInfo(Variant::INT, "hinting", PROPERTY_HINT_ENUM, "None,Light,Normal"), "set_hinting", "get_hinting");
@@ -2804,7 +2800,7 @@ void SystemFont::_update_base_font() {
}
// Apply font rendering settings.
- file->set_antialiased(antialiased);
+ file->set_antialiasing(antialiasing);
file->set_generate_mipmaps(mipmaps);
file->set_force_autohinter(force_autohinter);
file->set_hinting(hinting);
@@ -2841,7 +2837,7 @@ void SystemFont::reset_state() {
ftr_weight = 0;
ftr_italic = 0;
style = 0;
- antialiased = true;
+ antialiasing = TextServer::FONT_ANTIALIASING_GRAY;
mipmaps = false;
force_autohinter = false;
hinting = TextServer::HINTING_LIGHT;
@@ -2907,18 +2903,18 @@ Ref<Font> SystemFont::_get_base_font_or_default() const {
return Ref<Font>();
}
-void SystemFont::set_antialiased(bool p_antialiased) {
- if (antialiased != p_antialiased) {
- antialiased = p_antialiased;
+void SystemFont::set_antialiasing(TextServer::FontAntialiasing p_antialiasing) {
+ if (antialiasing != p_antialiasing) {
+ antialiasing = p_antialiasing;
if (base_font.is_valid()) {
- base_font->set_antialiased(antialiased);
+ base_font->set_antialiasing(antialiasing);
}
emit_changed();
}
}
-bool SystemFont::is_antialiased() const {
- return antialiased;
+TextServer::FontAntialiasing SystemFont::get_antialiasing() const {
+ return antialiasing;
}
void SystemFont::set_generate_mipmaps(bool p_generate_mipmaps) {
diff --git a/scene/resources/font.h b/scene/resources/font.h
index decbcfbb69..5cf596b41d 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -141,7 +141,7 @@ class FontFile : public Font {
size_t data_size = 0;
PackedByteArray data;
- bool antialiased = true;
+ TextServer::FontAntialiasing antialiasing = TextServer::FONT_ANTIALIASING_GRAY;
bool mipmaps = false;
bool msdf = false;
int msdf_pixel_range = 16;
@@ -192,8 +192,8 @@ public:
virtual void set_font_style_name(const String &p_name);
virtual void set_font_style(BitField<TextServer::FontStyle> p_style);
- virtual void set_antialiased(bool p_antialiased);
- virtual bool is_antialiased() const;
+ virtual void set_antialiasing(TextServer::FontAntialiasing p_antialiasing);
+ virtual TextServer::FontAntialiasing get_antialiasing() const;
virtual void set_generate_mipmaps(bool p_generate_mipmaps);
virtual bool get_generate_mipmaps() const;
@@ -398,7 +398,7 @@ class SystemFont : public Font {
int ftr_weight = 0;
int ftr_italic = 0;
- bool antialiased = true;
+ TextServer::FontAntialiasing antialiasing = TextServer::FONT_ANTIALIASING_GRAY;
bool mipmaps = false;
bool force_autohinter = false;
TextServer::Hinting hinting = TextServer::HINTING_LIGHT;
@@ -417,8 +417,8 @@ protected:
public:
virtual Ref<Font> _get_base_font_or_default() const;
- virtual void set_antialiased(bool p_antialiased);
- virtual bool is_antialiased() const;
+ virtual void set_antialiasing(TextServer::FontAntialiasing p_antialiasing);
+ virtual TextServer::FontAntialiasing get_antialiasing() const;
virtual void set_generate_mipmaps(bool p_generate_mipmaps);
virtual bool get_generate_mipmaps() const;
diff --git a/scene/resources/importer_mesh.cpp b/scene/resources/importer_mesh.cpp
index 293fdd6f05..3638d1862c 100644
--- a/scene/resources/importer_mesh.cpp
+++ b/scene/resources/importer_mesh.cpp
@@ -301,9 +301,9 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
}
}
- float normal_merge_threshold = Math::cos(Math::deg2rad(p_normal_merge_angle));
- float normal_pre_split_threshold = Math::cos(Math::deg2rad(MIN(180.0f, p_normal_split_angle * 2.0f)));
- float normal_split_threshold = Math::cos(Math::deg2rad(p_normal_split_angle));
+ float normal_merge_threshold = Math::cos(Math::deg_to_rad(p_normal_merge_angle));
+ float normal_pre_split_threshold = Math::cos(Math::deg_to_rad(MIN(180.0f, p_normal_split_angle * 2.0f)));
+ float normal_split_threshold = Math::cos(Math::deg_to_rad(p_normal_split_angle));
const Vector3 *normals_ptr = normals.ptr();
HashMap<Vector3, LocalVector<Pair<int, int>>> unique_vertices;
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particle_process_material.cpp
index 0fe5c8f2db..ed19101de4 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particle_process_material.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* particles_material.cpp */
+/* particle_process_material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,17 +28,17 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "particles_material.h"
+#include "particle_process_material.h"
#include "core/version.h"
-Mutex ParticlesMaterial::material_mutex;
-SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = nullptr;
-HashMap<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData, ParticlesMaterial::MaterialKey> ParticlesMaterial::shader_map;
-ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = nullptr;
+Mutex ParticleProcessMaterial::material_mutex;
+SelfList<ParticleProcessMaterial>::List *ParticleProcessMaterial::dirty_materials = nullptr;
+HashMap<ParticleProcessMaterial::MaterialKey, ParticleProcessMaterial::ShaderData, ParticleProcessMaterial::MaterialKey> ParticleProcessMaterial::shader_map;
+ParticleProcessMaterial::ShaderNames *ParticleProcessMaterial::shader_names = nullptr;
-void ParticlesMaterial::init_shaders() {
- dirty_materials = memnew(SelfList<ParticlesMaterial>::List);
+void ParticleProcessMaterial::init_shaders() {
+ dirty_materials = memnew(SelfList<ParticleProcessMaterial>::List);
shader_names = memnew(ShaderNames);
@@ -121,14 +121,14 @@ void ParticlesMaterial::init_shaders() {
shader_names->collision_bounce = "collision_bounce";
}
-void ParticlesMaterial::finish_shaders() {
+void ParticleProcessMaterial::finish_shaders() {
memdelete(dirty_materials);
dirty_materials = nullptr;
memdelete(shader_names);
}
-void ParticlesMaterial::_update_shader() {
+void ParticleProcessMaterial::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
@@ -155,7 +155,7 @@ void ParticlesMaterial::_update_shader() {
//must create a shader!
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
- String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticlesMaterial.\n\n";
+ String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticleProcessMaterial.\n\n";
code += "shader_type particles;\n";
@@ -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) {
@@ -894,7 +908,7 @@ void ParticlesMaterial::_update_shader() {
RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
-void ParticlesMaterial::flush_changes() {
+void ParticleProcessMaterial::flush_changes() {
MutexLock lock(material_mutex);
while (dirty_materials->first()) {
@@ -902,7 +916,7 @@ void ParticlesMaterial::flush_changes() {
}
}
-void ParticlesMaterial::_queue_shader_change() {
+void ParticleProcessMaterial::_queue_shader_change() {
MutexLock lock(material_mutex);
if (is_initialized && !element.in_list()) {
@@ -910,40 +924,40 @@ void ParticlesMaterial::_queue_shader_change() {
}
}
-bool ParticlesMaterial::_is_shader_dirty() const {
+bool ParticleProcessMaterial::_is_shader_dirty() const {
MutexLock lock(material_mutex);
return element.in_list();
}
-void ParticlesMaterial::set_direction(Vector3 p_direction) {
+void ParticleProcessMaterial::set_direction(Vector3 p_direction) {
direction = p_direction;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
}
-Vector3 ParticlesMaterial::get_direction() const {
+Vector3 ParticleProcessMaterial::get_direction() const {
return direction;
}
-void ParticlesMaterial::set_spread(float p_spread) {
+void ParticleProcessMaterial::set_spread(float p_spread) {
spread = p_spread;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
}
-float ParticlesMaterial::get_spread() const {
+float ParticleProcessMaterial::get_spread() const {
return spread;
}
-void ParticlesMaterial::set_flatness(float p_flatness) {
+void ParticleProcessMaterial::set_flatness(float p_flatness) {
flatness = p_flatness;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
}
-float ParticlesMaterial::get_flatness() const {
+float ParticleProcessMaterial::get_flatness() const {
return flatness;
}
-void ParticlesMaterial::set_param_min(Parameter p_param, float p_value) {
+void ParticleProcessMaterial::set_param_min(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
params_min[p_param] = p_value;
@@ -1002,13 +1016,13 @@ void ParticlesMaterial::set_param_min(Parameter p_param, float p_value) {
}
}
-float ParticlesMaterial::get_param_min(Parameter p_param) const {
+float ParticleProcessMaterial::get_param_min(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return params_min[p_param];
}
-void ParticlesMaterial::set_param_max(Parameter p_param, float p_value) {
+void ParticleProcessMaterial::set_param_max(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
params_max[p_param] = p_value;
@@ -1067,7 +1081,7 @@ void ParticlesMaterial::set_param_max(Parameter p_param, float p_value) {
}
}
-float ParticlesMaterial::get_param_max(Parameter p_param) const {
+float ParticleProcessMaterial::get_param_max(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return params_max[p_param];
@@ -1082,7 +1096,7 @@ static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, fl
curve_tex->ensure_default_setup(p_min, p_max);
}
-void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
+void ParticleProcessMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
tex_parameters[p_param] = p_texture;
@@ -1153,22 +1167,22 @@ void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D
_queue_shader_change();
}
-Ref<Texture2D> ParticlesMaterial::get_param_texture(Parameter p_param) const {
+Ref<Texture2D> ParticleProcessMaterial::get_param_texture(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
return tex_parameters[p_param];
}
-void ParticlesMaterial::set_color(const Color &p_color) {
+void ParticleProcessMaterial::set_color(const Color &p_color) {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
color = p_color;
}
-Color ParticlesMaterial::get_color() const {
+Color ParticleProcessMaterial::get_color() const {
return color;
}
-void ParticlesMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
+void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
color_ramp = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid);
@@ -1176,11 +1190,11 @@ void ParticlesMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
notify_property_list_changed();
}
-Ref<Texture2D> ParticlesMaterial::get_color_ramp() const {
+Ref<Texture2D> ParticleProcessMaterial::get_color_ramp() const {
return color_ramp;
}
-void ParticlesMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {
+void ParticleProcessMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {
color_initial_ramp = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_initial_ramp, tex_rid);
@@ -1188,11 +1202,11 @@ void ParticlesMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture)
notify_property_list_changed();
}
-Ref<Texture2D> ParticlesMaterial::get_color_initial_ramp() const {
+Ref<Texture2D> ParticleProcessMaterial::get_color_initial_ramp() const {
return color_initial_ramp;
}
-void ParticlesMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {
+void ParticleProcessMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {
ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX);
particle_flags[p_particle_flag] = p_enable;
_queue_shader_change();
@@ -1201,165 +1215,165 @@ void ParticlesMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_
}
}
-bool ParticlesMaterial::get_particle_flag(ParticleFlags p_particle_flag) const {
+bool ParticleProcessMaterial::get_particle_flag(ParticleFlags p_particle_flag) const {
ERR_FAIL_INDEX_V(p_particle_flag, PARTICLE_FLAG_MAX, false);
return particle_flags[p_particle_flag];
}
-void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) {
+void ParticleProcessMaterial::set_emission_shape(EmissionShape p_shape) {
ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
emission_shape = p_shape;
notify_property_list_changed();
_queue_shader_change();
}
-void ParticlesMaterial::set_emission_sphere_radius(real_t p_radius) {
+void ParticleProcessMaterial::set_emission_sphere_radius(real_t p_radius) {
emission_sphere_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
-void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) {
+void ParticleProcessMaterial::set_emission_box_extents(Vector3 p_extents) {
emission_box_extents = p_extents;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
}
-void ParticlesMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
+void ParticleProcessMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
emission_point_texture = p_points;
RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid);
}
-void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
+void ParticleProcessMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
emission_normal_texture = p_normals;
RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid);
}
-void ParticlesMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
+void ParticleProcessMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
emission_color_texture = p_colors;
RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
_queue_shader_change();
}
-void ParticlesMaterial::set_emission_point_count(int p_count) {
+void ParticleProcessMaterial::set_emission_point_count(int p_count) {
emission_point_count = p_count;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
}
-void ParticlesMaterial::set_emission_ring_axis(Vector3 p_axis) {
+void ParticleProcessMaterial::set_emission_ring_axis(Vector3 p_axis) {
emission_ring_axis = p_axis;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_axis, p_axis);
}
-void ParticlesMaterial::set_emission_ring_height(real_t p_height) {
+void ParticleProcessMaterial::set_emission_ring_height(real_t p_height) {
emission_ring_height = p_height;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_height, p_height);
}
-void ParticlesMaterial::set_emission_ring_radius(real_t p_radius) {
+void ParticleProcessMaterial::set_emission_ring_radius(real_t p_radius) {
emission_ring_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_radius, p_radius);
}
-void ParticlesMaterial::set_emission_ring_inner_radius(real_t p_radius) {
+void ParticleProcessMaterial::set_emission_ring_inner_radius(real_t p_radius) {
emission_ring_inner_radius = p_radius;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_inner_radius, p_radius);
}
-ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const {
+ParticleProcessMaterial::EmissionShape ParticleProcessMaterial::get_emission_shape() const {
return emission_shape;
}
-real_t ParticlesMaterial::get_emission_sphere_radius() const {
+real_t ParticleProcessMaterial::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
-Vector3 ParticlesMaterial::get_emission_box_extents() const {
+Vector3 ParticleProcessMaterial::get_emission_box_extents() const {
return emission_box_extents;
}
-Ref<Texture2D> ParticlesMaterial::get_emission_point_texture() const {
+Ref<Texture2D> ParticleProcessMaterial::get_emission_point_texture() const {
return emission_point_texture;
}
-Ref<Texture2D> ParticlesMaterial::get_emission_normal_texture() const {
+Ref<Texture2D> ParticleProcessMaterial::get_emission_normal_texture() const {
return emission_normal_texture;
}
-Ref<Texture2D> ParticlesMaterial::get_emission_color_texture() const {
+Ref<Texture2D> ParticleProcessMaterial::get_emission_color_texture() const {
return emission_color_texture;
}
-int ParticlesMaterial::get_emission_point_count() const {
+int ParticleProcessMaterial::get_emission_point_count() const {
return emission_point_count;
}
-Vector3 ParticlesMaterial::get_emission_ring_axis() const {
+Vector3 ParticleProcessMaterial::get_emission_ring_axis() const {
return emission_ring_axis;
}
-real_t ParticlesMaterial::get_emission_ring_height() const {
+real_t ParticleProcessMaterial::get_emission_ring_height() const {
return emission_ring_height;
}
-real_t ParticlesMaterial::get_emission_ring_radius() const {
+real_t ParticleProcessMaterial::get_emission_ring_radius() const {
return emission_ring_radius;
}
-real_t ParticlesMaterial::get_emission_ring_inner_radius() const {
+real_t ParticleProcessMaterial::get_emission_ring_inner_radius() const {
return emission_ring_inner_radius;
}
-void ParticlesMaterial::set_turbulence_enabled(const bool p_turbulence_enabled) {
+void ParticleProcessMaterial::set_turbulence_enabled(const bool p_turbulence_enabled) {
turbulence_enabled = p_turbulence_enabled;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_enabled, turbulence_enabled);
_queue_shader_change();
notify_property_list_changed();
}
-bool ParticlesMaterial::get_turbulence_enabled() const {
+bool ParticleProcessMaterial::get_turbulence_enabled() const {
return turbulence_enabled;
}
-void ParticlesMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) {
+void ParticleProcessMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) {
turbulence_noise_strength = p_turbulence_noise_strength;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_strength, p_turbulence_noise_strength);
}
-float ParticlesMaterial::get_turbulence_noise_strength() const {
+float ParticleProcessMaterial::get_turbulence_noise_strength() const {
return turbulence_noise_strength;
}
-void ParticlesMaterial::set_turbulence_noise_scale(float p_turbulence_noise_scale) {
+void ParticleProcessMaterial::set_turbulence_noise_scale(float p_turbulence_noise_scale) {
turbulence_noise_scale = p_turbulence_noise_scale;
float shader_turbulence_noise_scale = (pow(p_turbulence_noise_scale, 0.25) * 5.6234 / 10.0) * 4.0 - 3.0;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_scale, shader_turbulence_noise_scale);
}
-float ParticlesMaterial::get_turbulence_noise_scale() const {
+float ParticleProcessMaterial::get_turbulence_noise_scale() const {
return turbulence_noise_scale;
}
-void ParticlesMaterial::set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random) {
+void ParticleProcessMaterial::set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random) {
turbulence_noise_speed_random = p_turbulence_noise_speed_random;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed_random, p_turbulence_noise_speed_random);
}
-float ParticlesMaterial::get_turbulence_noise_speed_random() const {
+float ParticleProcessMaterial::get_turbulence_noise_speed_random() const {
return turbulence_noise_speed_random;
}
-void ParticlesMaterial::set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed) {
+void ParticleProcessMaterial::set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed) {
turbulence_noise_speed = p_turbulence_noise_speed;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed, turbulence_noise_speed);
}
-Vector3 ParticlesMaterial::get_turbulence_noise_speed() const {
+Vector3 ParticleProcessMaterial::get_turbulence_noise_speed() const {
return turbulence_noise_speed;
}
-void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
+void ParticleProcessMaterial::set_gravity(const Vector3 &p_gravity) {
gravity = p_gravity;
Vector3 gset = gravity;
if (gset == Vector3()) {
@@ -1368,25 +1382,25 @@ void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) {
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
}
-Vector3 ParticlesMaterial::get_gravity() const {
+Vector3 ParticleProcessMaterial::get_gravity() const {
return gravity;
}
-void ParticlesMaterial::set_lifetime_randomness(double p_lifetime) {
+void ParticleProcessMaterial::set_lifetime_randomness(double p_lifetime) {
lifetime_randomness = p_lifetime;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
}
-double ParticlesMaterial::get_lifetime_randomness() const {
+double ParticleProcessMaterial::get_lifetime_randomness() const {
return lifetime_randomness;
}
-RID ParticlesMaterial::get_shader_rid() const {
+RID ParticleProcessMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
-void ParticlesMaterial::_validate_property(PropertyInfo &p_property) const {
+void ParticleProcessMaterial::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "emission_sphere_radius" && (emission_shape != EMISSION_SHAPE_SPHERE && emission_shape != EMISSION_SHAPE_SPHERE_SURFACE)) {
p_property.usage = PROPERTY_USAGE_NONE;
}
@@ -1436,204 +1450,213 @@ 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) {
+void ParticleProcessMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) {
sub_emitter_mode = p_sub_emitter_mode;
_queue_shader_change();
notify_property_list_changed();
}
-ParticlesMaterial::SubEmitterMode ParticlesMaterial::get_sub_emitter_mode() const {
+ParticleProcessMaterial::SubEmitterMode ParticleProcessMaterial::get_sub_emitter_mode() const {
return sub_emitter_mode;
}
-void ParticlesMaterial::set_sub_emitter_frequency(double p_frequency) {
+void ParticleProcessMaterial::set_sub_emitter_frequency(double p_frequency) {
sub_emitter_frequency = p_frequency;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); //pass delta instead of frequency, since its easier to compute
}
-double ParticlesMaterial::get_sub_emitter_frequency() const {
+double ParticleProcessMaterial::get_sub_emitter_frequency() const {
return sub_emitter_frequency;
}
-void ParticlesMaterial::set_sub_emitter_amount_at_end(int p_amount) {
+void ParticleProcessMaterial::set_sub_emitter_amount_at_end(int p_amount) {
sub_emitter_amount_at_end = p_amount;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_end, p_amount);
}
-int ParticlesMaterial::get_sub_emitter_amount_at_end() const {
+int ParticleProcessMaterial::get_sub_emitter_amount_at_end() const {
return sub_emitter_amount_at_end;
}
-void ParticlesMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
+void ParticleProcessMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
sub_emitter_keep_velocity = p_enable;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable);
}
-bool ParticlesMaterial::get_sub_emitter_keep_velocity() const {
+bool ParticleProcessMaterial::get_sub_emitter_keep_velocity() const {
return sub_emitter_keep_velocity;
}
-void ParticlesMaterial::set_attractor_interaction_enabled(bool p_enable) {
+void ParticleProcessMaterial::set_attractor_interaction_enabled(bool p_enable) {
attractor_interaction_enabled = p_enable;
_queue_shader_change();
}
-bool ParticlesMaterial::is_attractor_interaction_enabled() const {
+bool ParticleProcessMaterial::is_attractor_interaction_enabled() const {
return attractor_interaction_enabled;
}
-void ParticlesMaterial::set_collision_enabled(bool p_enabled) {
- collision_enabled = p_enabled;
+void ParticleProcessMaterial::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;
+ParticleProcessMaterial::CollisionMode ParticleProcessMaterial::get_collision_mode() const {
+ return collision_mode;
}
-void ParticlesMaterial::set_collision_use_scale(bool p_scale) {
+void ParticleProcessMaterial::set_collision_use_scale(bool p_scale) {
collision_scale = p_scale;
_queue_shader_change();
}
-bool ParticlesMaterial::is_collision_using_scale() const {
+bool ParticleProcessMaterial::is_collision_using_scale() const {
return collision_scale;
}
-void ParticlesMaterial::set_collision_friction(float p_friction) {
+void ParticleProcessMaterial::set_collision_friction(float p_friction) {
collision_friction = p_friction;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_friction, p_friction);
}
-float ParticlesMaterial::get_collision_friction() const {
+float ParticleProcessMaterial::get_collision_friction() const {
return collision_friction;
}
-void ParticlesMaterial::set_collision_bounce(float p_bounce) {
+void ParticleProcessMaterial::set_collision_bounce(float p_bounce) {
collision_bounce = p_bounce;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_bounce, p_bounce);
}
-float ParticlesMaterial::get_collision_bounce() const {
+float ParticleProcessMaterial::get_collision_bounce() const {
return collision_bounce;
}
-Shader::Mode ParticlesMaterial::get_shader_mode() const {
+Shader::Mode ParticleProcessMaterial::get_shader_mode() const {
return Shader::MODE_PARTICLES;
}
-void ParticlesMaterial::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticlesMaterial::set_direction);
- ClassDB::bind_method(D_METHOD("get_direction"), &ParticlesMaterial::get_direction);
+void ParticleProcessMaterial::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticleProcessMaterial::set_direction);
+ ClassDB::bind_method(D_METHOD("get_direction"), &ParticleProcessMaterial::get_direction);
- ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread);
- ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread);
+ ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticleProcessMaterial::set_spread);
+ ClassDB::bind_method(D_METHOD("get_spread"), &ParticleProcessMaterial::get_spread);
- 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_flatness", "amount"), &ParticleProcessMaterial::set_flatness);
+ ClassDB::bind_method(D_METHOD("get_flatness"), &ParticleProcessMaterial::get_flatness);
- 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_min", "param", "value"), &ParticleProcessMaterial::set_param_min);
+ ClassDB::bind_method(D_METHOD("get_param_min", "param"), &ParticleProcessMaterial::get_param_min);
- 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_max", "param", "value"), &ParticleProcessMaterial::set_param_max);
+ ClassDB::bind_method(D_METHOD("get_param_max", "param"), &ParticleProcessMaterial::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);
+ ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticleProcessMaterial::set_param_texture);
+ ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticleProcessMaterial::get_param_texture);
- ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color);
- ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color);
+ ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticleProcessMaterial::set_color);
+ ClassDB::bind_method(D_METHOD("get_color"), &ParticleProcessMaterial::get_color);
- ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp);
- ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp);
+ ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticleProcessMaterial::set_color_ramp);
+ ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticleProcessMaterial::get_color_ramp);
- ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &ParticlesMaterial::set_color_initial_ramp);
- ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticlesMaterial::get_color_initial_ramp);
+ ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &ParticleProcessMaterial::set_color_initial_ramp);
+ ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticleProcessMaterial::get_color_initial_ramp);
- ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticlesMaterial::set_particle_flag);
- ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticlesMaterial::get_particle_flag);
+ ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticleProcessMaterial::set_particle_flag);
+ ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticleProcessMaterial::get_particle_flag);
- ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape);
- ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape);
+ ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticleProcessMaterial::set_emission_shape);
+ ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticleProcessMaterial::get_emission_shape);
- ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius);
- ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius);
+ ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticleProcessMaterial::set_emission_sphere_radius);
+ ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticleProcessMaterial::get_emission_sphere_radius);
- ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents);
- ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents);
+ ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticleProcessMaterial::set_emission_box_extents);
+ ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticleProcessMaterial::get_emission_box_extents);
- ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticlesMaterial::set_emission_point_texture);
- ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticlesMaterial::get_emission_point_texture);
+ ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticleProcessMaterial::set_emission_point_texture);
+ ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticleProcessMaterial::get_emission_point_texture);
- ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticlesMaterial::set_emission_normal_texture);
- ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticlesMaterial::get_emission_normal_texture);
+ ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticleProcessMaterial::set_emission_normal_texture);
+ ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticleProcessMaterial::get_emission_normal_texture);
- ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticlesMaterial::set_emission_color_texture);
- ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticlesMaterial::get_emission_color_texture);
+ ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticleProcessMaterial::set_emission_color_texture);
+ ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticleProcessMaterial::get_emission_color_texture);
- ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count);
- ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count);
+ ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticleProcessMaterial::set_emission_point_count);
+ ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticleProcessMaterial::get_emission_point_count);
- ClassDB::bind_method(D_METHOD("set_emission_ring_axis", "axis"), &ParticlesMaterial::set_emission_ring_axis);
- ClassDB::bind_method(D_METHOD("get_emission_ring_axis"), &ParticlesMaterial::get_emission_ring_axis);
+ ClassDB::bind_method(D_METHOD("set_emission_ring_axis", "axis"), &ParticleProcessMaterial::set_emission_ring_axis);
+ ClassDB::bind_method(D_METHOD("get_emission_ring_axis"), &ParticleProcessMaterial::get_emission_ring_axis);
- ClassDB::bind_method(D_METHOD("set_emission_ring_height", "height"), &ParticlesMaterial::set_emission_ring_height);
- ClassDB::bind_method(D_METHOD("get_emission_ring_height"), &ParticlesMaterial::get_emission_ring_height);
+ ClassDB::bind_method(D_METHOD("set_emission_ring_height", "height"), &ParticleProcessMaterial::set_emission_ring_height);
+ ClassDB::bind_method(D_METHOD("get_emission_ring_height"), &ParticleProcessMaterial::get_emission_ring_height);
- ClassDB::bind_method(D_METHOD("set_emission_ring_radius", "radius"), &ParticlesMaterial::set_emission_ring_radius);
- ClassDB::bind_method(D_METHOD("get_emission_ring_radius"), &ParticlesMaterial::get_emission_ring_radius);
+ ClassDB::bind_method(D_METHOD("set_emission_ring_radius", "radius"), &ParticleProcessMaterial::set_emission_ring_radius);
+ ClassDB::bind_method(D_METHOD("get_emission_ring_radius"), &ParticleProcessMaterial::get_emission_ring_radius);
- ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticlesMaterial::set_emission_ring_inner_radius);
- ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticlesMaterial::get_emission_ring_inner_radius);
+ ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticleProcessMaterial::set_emission_ring_inner_radius);
+ ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticleProcessMaterial::get_emission_ring_inner_radius);
- ClassDB::bind_method(D_METHOD("get_turbulence_enabled"), &ParticlesMaterial::get_turbulence_enabled);
- ClassDB::bind_method(D_METHOD("set_turbulence_enabled", "turbulence_enabled"), &ParticlesMaterial::set_turbulence_enabled);
+ ClassDB::bind_method(D_METHOD("get_turbulence_enabled"), &ParticleProcessMaterial::get_turbulence_enabled);
+ ClassDB::bind_method(D_METHOD("set_turbulence_enabled", "turbulence_enabled"), &ParticleProcessMaterial::set_turbulence_enabled);
- ClassDB::bind_method(D_METHOD("get_turbulence_noise_strength"), &ParticlesMaterial::get_turbulence_noise_strength);
- ClassDB::bind_method(D_METHOD("set_turbulence_noise_strength", "turbulence_noise_strength"), &ParticlesMaterial::set_turbulence_noise_strength);
+ ClassDB::bind_method(D_METHOD("get_turbulence_noise_strength"), &ParticleProcessMaterial::get_turbulence_noise_strength);
+ ClassDB::bind_method(D_METHOD("set_turbulence_noise_strength", "turbulence_noise_strength"), &ParticleProcessMaterial::set_turbulence_noise_strength);
- ClassDB::bind_method(D_METHOD("get_turbulence_noise_scale"), &ParticlesMaterial::get_turbulence_noise_scale);
- ClassDB::bind_method(D_METHOD("set_turbulence_noise_scale", "turbulence_noise_scale"), &ParticlesMaterial::set_turbulence_noise_scale);
+ ClassDB::bind_method(D_METHOD("get_turbulence_noise_scale"), &ParticleProcessMaterial::get_turbulence_noise_scale);
+ ClassDB::bind_method(D_METHOD("set_turbulence_noise_scale", "turbulence_noise_scale"), &ParticleProcessMaterial::set_turbulence_noise_scale);
- ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed_random"), &ParticlesMaterial::get_turbulence_noise_speed_random);
- ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed_random", "turbulence_noise_speed_random"), &ParticlesMaterial::set_turbulence_noise_speed_random);
+ ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed_random"), &ParticleProcessMaterial::get_turbulence_noise_speed_random);
+ ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed_random", "turbulence_noise_speed_random"), &ParticleProcessMaterial::set_turbulence_noise_speed_random);
- ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed"), &ParticlesMaterial::get_turbulence_noise_speed);
- ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed", "turbulence_noise_speed"), &ParticlesMaterial::set_turbulence_noise_speed);
+ ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed"), &ParticleProcessMaterial::get_turbulence_noise_speed);
+ ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed", "turbulence_noise_speed"), &ParticleProcessMaterial::set_turbulence_noise_speed);
- ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity);
- ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity);
+ ClassDB::bind_method(D_METHOD("get_gravity"), &ParticleProcessMaterial::get_gravity);
+ ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticleProcessMaterial::set_gravity);
- ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "randomness"), &ParticlesMaterial::set_lifetime_randomness);
- ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &ParticlesMaterial::get_lifetime_randomness);
+ ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "randomness"), &ParticleProcessMaterial::set_lifetime_randomness);
+ ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &ParticleProcessMaterial::get_lifetime_randomness);
- ClassDB::bind_method(D_METHOD("get_sub_emitter_mode"), &ParticlesMaterial::get_sub_emitter_mode);
- ClassDB::bind_method(D_METHOD("set_sub_emitter_mode", "mode"), &ParticlesMaterial::set_sub_emitter_mode);
+ ClassDB::bind_method(D_METHOD("get_sub_emitter_mode"), &ParticleProcessMaterial::get_sub_emitter_mode);
+ ClassDB::bind_method(D_METHOD("set_sub_emitter_mode", "mode"), &ParticleProcessMaterial::set_sub_emitter_mode);
- ClassDB::bind_method(D_METHOD("get_sub_emitter_frequency"), &ParticlesMaterial::get_sub_emitter_frequency);
- ClassDB::bind_method(D_METHOD("set_sub_emitter_frequency", "hz"), &ParticlesMaterial::set_sub_emitter_frequency);
+ ClassDB::bind_method(D_METHOD("get_sub_emitter_frequency"), &ParticleProcessMaterial::get_sub_emitter_frequency);
+ ClassDB::bind_method(D_METHOD("set_sub_emitter_frequency", "hz"), &ParticleProcessMaterial::set_sub_emitter_frequency);
- ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticlesMaterial::get_sub_emitter_amount_at_end);
- ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticlesMaterial::set_sub_emitter_amount_at_end);
+ ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticleProcessMaterial::get_sub_emitter_amount_at_end);
+ ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticleProcessMaterial::set_sub_emitter_amount_at_end);
- ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticlesMaterial::get_sub_emitter_keep_velocity);
- ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticlesMaterial::set_sub_emitter_keep_velocity);
+ ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticleProcessMaterial::get_sub_emitter_keep_velocity);
+ ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticleProcessMaterial::set_sub_emitter_keep_velocity);
- 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_attractor_interaction_enabled", "enabled"), &ParticleProcessMaterial::set_attractor_interaction_enabled);
+ ClassDB::bind_method(D_METHOD("is_attractor_interaction_enabled"), &ParticleProcessMaterial::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"), &ParticleProcessMaterial::set_collision_mode);
+ ClassDB::bind_method(D_METHOD("get_collision_mode"), &ParticleProcessMaterial::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);
+ ClassDB::bind_method(D_METHOD("set_collision_use_scale", "radius"), &ParticleProcessMaterial::set_collision_use_scale);
+ ClassDB::bind_method(D_METHOD("is_collision_using_scale"), &ParticleProcessMaterial::is_collision_using_scale);
- ClassDB::bind_method(D_METHOD("set_collision_friction", "friction"), &ParticlesMaterial::set_collision_friction);
- ClassDB::bind_method(D_METHOD("get_collision_friction"), &ParticlesMaterial::get_collision_friction);
+ ClassDB::bind_method(D_METHOD("set_collision_friction", "friction"), &ParticleProcessMaterial::set_collision_friction);
+ ClassDB::bind_method(D_METHOD("get_collision_friction"), &ParticleProcessMaterial::get_collision_friction);
- ClassDB::bind_method(D_METHOD("set_collision_bounce", "bounce"), &ParticlesMaterial::set_collision_bounce);
- ClassDB::bind_method(D_METHOD("get_collision_bounce"), &ParticlesMaterial::get_collision_bounce);
+ ClassDB::bind_method(D_METHOD("set_collision_bounce", "bounce"), &ParticleProcessMaterial::set_collision_bounce);
+ ClassDB::bind_method(D_METHOD("get_collision_bounce"), &ParticleProcessMaterial::get_collision_bounce);
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
@@ -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");
@@ -1776,9 +1799,14 @@ 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() :
+ParticleProcessMaterial::ParticleProcessMaterial() :
element(this) {
set_direction(Vector3(1, 0, 0));
set_spread(45);
@@ -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);
@@ -1851,7 +1879,7 @@ ParticlesMaterial::ParticlesMaterial() :
_queue_shader_change();
}
-ParticlesMaterial::~ParticlesMaterial() {
+ParticleProcessMaterial::~ParticleProcessMaterial() {
MutexLock lock(material_mutex);
if (shader_map.has(current_key)) {
diff --git a/scene/resources/particles_material.h b/scene/resources/particle_process_material.h
index 116d8b7d06..fe4741d6e5 100644
--- a/scene/resources/particles_material.h
+++ b/scene/resources/particle_process_material.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* particles_material.h */
+/* particle_process_material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -31,8 +31,8 @@
#include "core/templates/rid.h"
#include "scene/resources/material.h"
-#ifndef PARTICLES_MATERIAL_H
-#define PARTICLES_MATERIAL_H
+#ifndef PARTICLE_PROCESS_MATERIAL_H
+#define PARTICLE_PROCESS_MATERIAL_H
/*
TODO:
@@ -41,8 +41,8 @@
-Proper trails
*/
-class ParticlesMaterial : public Material {
- GDCLASS(ParticlesMaterial, Material);
+class ParticleProcessMaterial : public Material {
+ GDCLASS(ParticleProcessMaterial, Material);
public:
enum Parameter {
@@ -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;
@@ -162,7 +170,7 @@ private:
}
static Mutex material_mutex;
- static SelfList<ParticlesMaterial>::List *dirty_materials;
+ static SelfList<ParticleProcessMaterial>::List *dirty_materials;
struct ShaderNames {
StringName direction;
@@ -246,7 +254,7 @@ private:
static ShaderNames *shader_names;
- SelfList<ParticlesMaterial> element;
+ SelfList<ParticleProcessMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
@@ -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;
@@ -417,13 +425,14 @@ public:
virtual Shader::Mode get_shader_mode() const override;
- ParticlesMaterial();
- ~ParticlesMaterial();
+ ParticleProcessMaterial();
+ ~ParticleProcessMaterial();
};
-VARIANT_ENUM_CAST(ParticlesMaterial::Parameter)
-VARIANT_ENUM_CAST(ParticlesMaterial::ParticleFlags)
-VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape)
-VARIANT_ENUM_CAST(ParticlesMaterial::SubEmitterMode)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::Parameter)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::ParticleFlags)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::EmissionShape)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::SubEmitterMode)
+VARIANT_ENUM_CAST(ParticleProcessMaterial::CollisionMode)
-#endif // PARTICLES_MATERIAL_H
+#endif // PARTICLE_PROCESS_MATERIAL_H
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index ec0212a727..e993936350 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -990,6 +990,13 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
Size2 start_pos = size * -0.5;
+ Vector3 normal = Vector3(0.0, 1.0, 0.0);
+ if (orientation == FACE_X) {
+ normal = Vector3(1.0, 0.0, 0.0);
+ } else if (orientation == FACE_Z) {
+ normal = Vector3(0.0, 0.0, 1.0);
+ }
+
Vector<Vector3> points;
Vector<Vector3> normals;
Vector<float> tangents;
@@ -1015,8 +1022,14 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
u /= (subdivide_w + 1.0);
v /= (subdivide_d + 1.0);
- points.push_back(Vector3(-x, 0.0, -z) + center_offset);
- normals.push_back(Vector3(0.0, 1.0, 0.0));
+ if (orientation == FACE_X) {
+ points.push_back(Vector3(0.0, z, x) + center_offset);
+ } else if (orientation == FACE_Y) {
+ points.push_back(Vector3(-x, 0.0, -z) + center_offset);
+ } else if (orientation == FACE_Z) {
+ points.push_back(Vector3(-x, z, 0.0) + center_offset);
+ }
+ normals.push_back(normal);
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
point++;
@@ -1053,13 +1066,22 @@ void PlaneMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PlaneMesh::get_subdivide_width);
ClassDB::bind_method(D_METHOD("set_subdivide_depth", "subdivide"), &PlaneMesh::set_subdivide_depth);
ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PlaneMesh::get_subdivide_depth);
+
ClassDB::bind_method(D_METHOD("set_center_offset", "offset"), &PlaneMesh::set_center_offset);
ClassDB::bind_method(D_METHOD("get_center_offset"), &PlaneMesh::get_center_offset);
+ ClassDB::bind_method(D_METHOD("set_orientation", "orientation"), &PlaneMesh::set_orientation);
+ ClassDB::bind_method(D_METHOD("get_orientation"), &PlaneMesh::get_orientation);
+
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_center_offset", "get_center_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "orientation", PROPERTY_HINT_ENUM, "Face X, Face Y, Face Z"), "set_orientation", "get_orientation");
+
+ BIND_ENUM_CONSTANT(FACE_X)
+ BIND_ENUM_CONSTANT(FACE_Y)
+ BIND_ENUM_CONSTANT(FACE_Z)
}
void PlaneMesh::set_size(const Size2 &p_size) {
@@ -1098,6 +1120,15 @@ Vector3 PlaneMesh::get_center_offset() const {
return center_offset;
}
+void PlaneMesh::set_orientation(const Orientation p_orientation) {
+ orientation = p_orientation;
+ _request_update();
+}
+
+PlaneMesh::Orientation PlaneMesh::get_orientation() const {
+ return orientation;
+}
+
PlaneMesh::PlaneMesh() {}
/**
@@ -1381,98 +1412,6 @@ int PrismMesh::get_subdivide_depth() const {
PrismMesh::PrismMesh() {}
/**
- QuadMesh
-*/
-
-void QuadMesh::_create_mesh_array(Array &p_arr) const {
- Vector<Vector3> faces;
- Vector<Vector3> normals;
- Vector<float> tangents;
- Vector<Vector2> uvs;
-
- faces.resize(6);
- normals.resize(6);
- tangents.resize(6 * 4);
- uvs.resize(6);
-
- Vector2 _size = Vector2(size.x / 2.0f, size.y / 2.0f);
-
- Vector3 quad_faces[4] = {
- Vector3(-_size.x, -_size.y, 0) + center_offset,
- Vector3(-_size.x, _size.y, 0) + center_offset,
- Vector3(_size.x, _size.y, 0) + center_offset,
- Vector3(_size.x, -_size.y, 0) + center_offset,
- };
-
- static const int indices[6] = {
- 0, 1, 2,
- 0, 2, 3
- };
-
- for (int i = 0; i < 6; i++) {
- int j = indices[i];
- faces.set(i, quad_faces[j]);
- normals.set(i, Vector3(0, 0, 1));
- tangents.set(i * 4 + 0, 1.0);
- tangents.set(i * 4 + 1, 0.0);
- tangents.set(i * 4 + 2, 0.0);
- tangents.set(i * 4 + 3, 1.0);
-
- static const Vector2 quad_uv[4] = {
- Vector2(0, 1),
- Vector2(0, 0),
- Vector2(1, 0),
- Vector2(1, 1),
- };
-
- uvs.set(i, quad_uv[j]);
- }
-
- p_arr[RS::ARRAY_VERTEX] = faces;
- p_arr[RS::ARRAY_NORMAL] = normals;
- p_arr[RS::ARRAY_TANGENT] = tangents;
- p_arr[RS::ARRAY_TEX_UV] = uvs;
-}
-
-void QuadMesh::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_size", "size"), &QuadMesh::set_size);
- ClassDB::bind_method(D_METHOD("get_size"), &QuadMesh::get_size);
- ClassDB::bind_method(D_METHOD("set_center_offset", "center_offset"), &QuadMesh::set_center_offset);
- ClassDB::bind_method(D_METHOD("get_center_offset"), &QuadMesh::get_center_offset);
-
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_center_offset", "get_center_offset");
-}
-
-uint32_t QuadMesh::surface_get_format(int p_idx) const {
- ERR_FAIL_INDEX_V(p_idx, 1, 0);
-
- return RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV;
-}
-
-QuadMesh::QuadMesh() {
- primitive_type = PRIMITIVE_TRIANGLES;
-}
-
-void QuadMesh::set_size(const Size2 &p_size) {
- size = p_size;
- _request_update();
-}
-
-Size2 QuadMesh::get_size() const {
- return size;
-}
-
-void QuadMesh::set_center_offset(Vector3 p_center_offset) {
- center_offset = p_center_offset;
- _request_update();
-}
-
-Vector3 QuadMesh::get_center_offset() const {
- return center_offset;
-}
-
-/**
SphereMesh
*/
@@ -2519,9 +2458,7 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
dirty_text = false;
dirty_font = false;
- if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
- TS->shaped_text_fit_to_width(text_rid, width, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
- }
+ dirty_lines = true;
} else if (dirty_font) {
int spans = TS->shaped_get_span_count(text_rid);
for (int i = 0; i < spans; i++) {
@@ -2532,81 +2469,138 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
}
dirty_font = false;
+ dirty_lines = true;
+ }
+
+ if (dirty_lines) {
+ for (int i = 0; i < lines_rid.size(); i++) {
+ TS->free_rid(lines_rid[i]);
+ }
+ lines_rid.clear();
+
+ BitField<TextServer::LineBreakFlag> autowrap_flags = TextServer::BREAK_MANDATORY;
+ switch (autowrap_mode) {
+ case TextServer::AUTOWRAP_WORD_SMART:
+ autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_ADAPTIVE | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_WORD:
+ autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_ARBITRARY:
+ autowrap_flags = TextServer::BREAK_GRAPHEME_BOUND | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_OFF:
+ break;
+ }
+ PackedInt32Array line_breaks = TS->shaped_text_get_line_breaks(text_rid, width, 0, autowrap_flags);
+
+ float max_line_w = 0.0;
+ for (int i = 0; i < line_breaks.size(); i = i + 2) {
+ RID line = TS->shaped_text_substr(text_rid, line_breaks[i], line_breaks[i + 1] - line_breaks[i]);
+ max_line_w = MAX(max_line_w, TS->shaped_text_get_width(line));
+ lines_rid.push_back(line);
+ }
+
if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
- TS->shaped_text_fit_to_width(text_rid, width, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
+ for (int i = 0; i < lines_rid.size() - 1; i++) {
+ TS->shaped_text_fit_to_width(lines_rid[i], (width > 0) ? width : max_line_w, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
+ }
}
+ dirty_lines = false;
}
- Vector2 offset;
- const Glyph *glyphs = TS->shaped_text_get_glyphs(text_rid);
- int gl_size = TS->shaped_text_get_glyph_count(text_rid);
- float line_width = TS->shaped_text_get_width(text_rid) * pixel_size;
-
- switch (horizontal_alignment) {
- case HORIZONTAL_ALIGNMENT_LEFT:
- offset.x = 0.0;
- break;
- case HORIZONTAL_ALIGNMENT_FILL:
- case HORIZONTAL_ALIGNMENT_CENTER: {
- offset.x = -line_width / 2.0;
+ float total_h = 0.0;
+ for (int i = 0; i < lines_rid.size(); i++) {
+ total_h += (TS->shaped_text_get_size(lines_rid[i]).y + line_spacing) * pixel_size;
+ }
+
+ float vbegin = 0.0;
+ switch (vertical_alignment) {
+ case VERTICAL_ALIGNMENT_FILL:
+ case VERTICAL_ALIGNMENT_TOP: {
+ // Nothing.
+ } break;
+ case VERTICAL_ALIGNMENT_CENTER: {
+ vbegin = (total_h - line_spacing * pixel_size) / 2.0;
} break;
- case HORIZONTAL_ALIGNMENT_RIGHT: {
- offset.x = -line_width;
+ case VERTICAL_ALIGNMENT_BOTTOM: {
+ vbegin = (total_h - line_spacing * pixel_size);
} break;
}
- bool has_depth = !Math::is_zero_approx(depth);
-
- // Generate glyph data, precalculate size of the arrays and mesh bounds for UV.
- int64_t p_size = 0;
- int64_t i_size = 0;
+ Vector<Vector3> vertices;
+ Vector<Vector3> normals;
+ Vector<float> tangents;
+ Vector<Vector2> uvs;
+ Vector<int32_t> indices;
Vector2 min_p = Vector2(INFINITY, INFINITY);
Vector2 max_p = Vector2(-INFINITY, -INFINITY);
- Vector2 offset_pre = offset;
- for (int i = 0; i < gl_size; i++) {
- if (glyphs[i].index == 0) {
- offset.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
- continue;
+ int32_t p_size = 0;
+ int32_t i_size = 0;
+
+ Vector2 offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
+ for (int i = 0; i < lines_rid.size(); i++) {
+ const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
+ int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
+ float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size;
+
+ switch (horizontal_alignment) {
+ case HORIZONTAL_ALIGNMENT_LEFT:
+ offset.x = 0.0;
+ break;
+ case HORIZONTAL_ALIGNMENT_FILL:
+ case HORIZONTAL_ALIGNMENT_CENTER: {
+ offset.x = -line_width / 2.0;
+ } break;
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
+ offset.x = -line_width;
+ } break;
}
- if (glyphs[i].font_rid != RID()) {
- GlyphMeshKey key = GlyphMeshKey(glyphs[i].font_rid.get_id(), glyphs[i].index);
- _generate_glyph_mesh_data(key, glyphs[i]);
- GlyphMeshData &gl_data = cache[key];
-
- p_size += glyphs[i].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
- i_size += glyphs[i].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
-
- if (has_depth) {
- for (int j = 0; j < gl_data.contours.size(); j++) {
- p_size += glyphs[i].repeat * gl_data.contours[j].size() * 4;
- i_size += glyphs[i].repeat * gl_data.contours[j].size() * 6;
- }
- }
+ offset.x += lbl_offset.x * pixel_size;
+ offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size;
- for (int j = 0; j < glyphs[i].repeat; j++) {
- min_p.x = MIN(gl_data.min_p.x + offset_pre.x, min_p.x);
- min_p.y = MIN(gl_data.min_p.y + offset_pre.y, min_p.y);
- max_p.x = MAX(gl_data.max_p.x + offset_pre.x, max_p.x);
- max_p.y = MAX(gl_data.max_p.y + offset_pre.y, max_p.y);
+ bool has_depth = !Math::is_zero_approx(depth);
- offset_pre.x += glyphs[i].advance * pixel_size;
+ for (int j = 0; j < gl_size; j++) {
+ if (glyphs[j].index == 0) {
+ offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
+ continue;
}
- } else {
- p_size += glyphs[i].repeat * 4;
- i_size += glyphs[i].repeat * 6;
+ if (glyphs[j].font_rid != RID()) {
+ GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index);
+ _generate_glyph_mesh_data(key, glyphs[j]);
+ GlyphMeshData &gl_data = cache[key];
+
+ p_size += glyphs[j].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
+ i_size += glyphs[j].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
- offset_pre.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
+ if (has_depth) {
+ for (int k = 0; k < gl_data.contours.size(); k++) {
+ p_size += glyphs[j].repeat * gl_data.contours[k].size() * 4;
+ i_size += glyphs[j].repeat * gl_data.contours[k].size() * 6;
+ }
+ }
+
+ for (int r = 0; r < glyphs[j].repeat; r++) {
+ min_p.x = MIN(gl_data.min_p.x + offset.x, min_p.x);
+ min_p.y = MIN(gl_data.min_p.y - offset.y, min_p.y);
+ max_p.x = MAX(gl_data.max_p.x + offset.x, max_p.x);
+ max_p.y = MAX(gl_data.max_p.y - offset.y, max_p.y);
+
+ offset.x += glyphs[j].advance * pixel_size;
+ }
+ } else {
+ p_size += glyphs[j].repeat * 4;
+ i_size += glyphs[j].repeat * 6;
+
+ offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
+ }
}
+ offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size;
}
- Vector<Vector3> vertices;
- Vector<Vector3> normals;
- Vector<float> tangents;
- Vector<Vector2> uvs;
- Vector<int32_t> indices;
-
vertices.resize(p_size);
normals.resize(p_size);
uvs.resize(p_size);
@@ -2622,149 +2616,176 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
// Generate mesh.
int32_t p_idx = 0;
int32_t i_idx = 0;
- for (int i = 0; i < gl_size; i++) {
- if (glyphs[i].index == 0) {
- offset.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
- continue;
+
+ offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
+ for (int i = 0; i < lines_rid.size(); i++) {
+ const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
+ int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
+ float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size;
+
+ switch (horizontal_alignment) {
+ case HORIZONTAL_ALIGNMENT_LEFT:
+ offset.x = 0.0;
+ break;
+ case HORIZONTAL_ALIGNMENT_FILL:
+ case HORIZONTAL_ALIGNMENT_CENTER: {
+ offset.x = -line_width / 2.0;
+ } break;
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
+ offset.x = -line_width;
+ } break;
}
- if (glyphs[i].font_rid != RID()) {
- GlyphMeshKey key = GlyphMeshKey(glyphs[i].font_rid.get_id(), glyphs[i].index);
- _generate_glyph_mesh_data(key, glyphs[i]);
- const GlyphMeshData &gl_data = cache[key];
-
- int64_t ts = gl_data.triangles.size();
- const Vector2 *ts_ptr = gl_data.triangles.ptr();
-
- for (int j = 0; j < glyphs[i].repeat; j++) {
- for (int k = 0; k < ts; k += 3) {
- // Add front face.
- for (int l = 0; l < 3; l++) {
- Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
- vertices_ptr[p_idx] = point;
- normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
- if (has_depth) {
- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
- } else {
- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
- }
- tangents_ptr[p_idx * 4 + 0] = 1.0;
- tangents_ptr[p_idx * 4 + 1] = 0.0;
- tangents_ptr[p_idx * 4 + 2] = 0.0;
- tangents_ptr[p_idx * 4 + 3] = 1.0;
- indices_ptr[i_idx++] = p_idx;
- p_idx++;
- }
- if (has_depth) {
- // Add back face.
- for (int l = 2; l >= 0; l--) {
- Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
+ offset.x += lbl_offset.x * pixel_size;
+ offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size;
+
+ bool has_depth = !Math::is_zero_approx(depth);
+
+ // Generate glyph data, precalculate size of the arrays and mesh bounds for UV.
+ for (int j = 0; j < gl_size; j++) {
+ if (glyphs[j].index == 0) {
+ offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
+ continue;
+ }
+ if (glyphs[j].font_rid != RID()) {
+ GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index);
+ _generate_glyph_mesh_data(key, glyphs[j]);
+ const GlyphMeshData &gl_data = cache[key];
+
+ int64_t ts = gl_data.triangles.size();
+ const Vector2 *ts_ptr = gl_data.triangles.ptr();
+
+ for (int r = 0; r < glyphs[j].repeat; r++) {
+ for (int k = 0; k < ts; k += 3) {
+ // Add front face.
+ for (int l = 0; l < 3; l++) {
+ Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
vertices_ptr[p_idx] = point;
- normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.4), real_t(0.8)));
- tangents_ptr[p_idx * 4 + 0] = -1.0;
+ normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
+ if (has_depth) {
+ uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
+ } else {
+ uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
+ }
+ tangents_ptr[p_idx * 4 + 0] = 1.0;
tangents_ptr[p_idx * 4 + 1] = 0.0;
tangents_ptr[p_idx * 4 + 2] = 0.0;
tangents_ptr[p_idx * 4 + 3] = 1.0;
indices_ptr[i_idx++] = p_idx;
p_idx++;
}
- }
- }
- // Add sides.
- if (has_depth) {
- for (int k = 0; k < gl_data.contours.size(); k++) {
- int64_t ps = gl_data.contours[k].size();
- const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
- const ContourInfo &ps_info = gl_data.contours_info[k];
- real_t length = 0.0;
- for (int l = 0; l < ps; l++) {
- int prev = (l == 0) ? (ps - 1) : (l - 1);
- int next = (l + 1 == ps) ? 0 : (l + 1);
- Vector2 d1;
- Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
- if (ps_ptr[l].sharp) {
- d1 = d2;
- } else {
- d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
+ if (has_depth) {
+ // Add back face.
+ for (int l = 2; l >= 0; l--) {
+ Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
+ vertices_ptr[p_idx] = point;
+ normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
+ uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -max_p.y, -min_p.y, real_t(0.8), real_t(0.4)));
+ tangents_ptr[p_idx * 4 + 0] = -1.0;
+ tangents_ptr[p_idx * 4 + 1] = 0.0;
+ tangents_ptr[p_idx * 4 + 2] = 0.0;
+ tangents_ptr[p_idx * 4 + 3] = 1.0;
+ indices_ptr[i_idx++] = p_idx;
+ p_idx++;
}
- real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
-
- Vector3 quad_faces[4] = {
- Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
- Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
- Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
- Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
- };
- for (int m = 0; m < 4; m++) {
- const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
- real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
- vertices_ptr[p_idx + m] = quad_faces[m];
- normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
- if (m < 2) {
- uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
+ }
+ }
+ // Add sides.
+ if (has_depth) {
+ for (int k = 0; k < gl_data.contours.size(); k++) {
+ int64_t ps = gl_data.contours[k].size();
+ const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
+ const ContourInfo &ps_info = gl_data.contours_info[k];
+ real_t length = 0.0;
+ for (int l = 0; l < ps; l++) {
+ int prev = (l == 0) ? (ps - 1) : (l - 1);
+ int next = (l + 1 == ps) ? 0 : (l + 1);
+ Vector2 d1;
+ Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
+ if (ps_ptr[l].sharp) {
+ d1 = d2;
} else {
- uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
+ d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
+ }
+ real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
+
+ Vector3 quad_faces[4] = {
+ Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
+ Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
+ Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
+ Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
+ };
+ for (int m = 0; m < 4; m++) {
+ const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
+ real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
+ vertices_ptr[p_idx + m] = quad_faces[m];
+ normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
+ if (m < 2) {
+ uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
+ } else {
+ uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
+ }
+ tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
+ tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
+ tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
+ tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
}
- tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
- tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
- tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
- tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
- }
- indices_ptr[i_idx++] = p_idx;
- indices_ptr[i_idx++] = p_idx + 1;
- indices_ptr[i_idx++] = p_idx + 2;
+ indices_ptr[i_idx++] = p_idx;
+ indices_ptr[i_idx++] = p_idx + 1;
+ indices_ptr[i_idx++] = p_idx + 2;
- indices_ptr[i_idx++] = p_idx + 1;
- indices_ptr[i_idx++] = p_idx + 3;
- indices_ptr[i_idx++] = p_idx + 2;
+ indices_ptr[i_idx++] = p_idx + 1;
+ indices_ptr[i_idx++] = p_idx + 3;
+ indices_ptr[i_idx++] = p_idx + 2;
- length += seg_len;
- p_idx += 4;
+ length += seg_len;
+ p_idx += 4;
+ }
}
}
+ offset.x += glyphs[j].advance * pixel_size;
}
- offset.x += glyphs[i].advance * pixel_size;
- }
- } else {
- // Add fallback quad for missing glyphs.
- for (int j = 0; j < glyphs[i].repeat; j++) {
- Size2 sz = TS->get_hex_code_box_size(glyphs[i].font_size, glyphs[i].index) * pixel_size;
- Vector3 quad_faces[4] = {
- Vector3(offset.x, offset.y, 0.0),
- Vector3(offset.x, sz.y + offset.y, 0.0),
- Vector3(sz.x + offset.x, sz.y + offset.y, 0.0),
- Vector3(sz.x + offset.x, offset.y, 0.0),
- };
- for (int k = 0; k < 4; k++) {
- vertices_ptr[p_idx + k] = quad_faces[k];
- normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0);
- if (has_depth) {
- uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
- } else {
- uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
+ } else {
+ // Add fallback quad for missing glyphs.
+ for (int r = 0; r < glyphs[j].repeat; r++) {
+ Size2 sz = TS->get_hex_code_box_size(glyphs[j].font_size, glyphs[j].index) * pixel_size;
+ Vector3 quad_faces[4] = {
+ Vector3(offset.x, offset.y, 0.0),
+ Vector3(offset.x, sz.y + offset.y, 0.0),
+ Vector3(sz.x + offset.x, sz.y + offset.y, 0.0),
+ Vector3(sz.x + offset.x, offset.y, 0.0),
+ };
+ for (int k = 0; k < 4; k++) {
+ vertices_ptr[p_idx + k] = quad_faces[k];
+ normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0);
+ if (has_depth) {
+ uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
+ } else {
+ uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
+ }
+ tangents_ptr[(p_idx + k) * 4 + 0] = 1.0;
+ tangents_ptr[(p_idx + k) * 4 + 1] = 0.0;
+ tangents_ptr[(p_idx + k) * 4 + 2] = 0.0;
+ tangents_ptr[(p_idx + k) * 4 + 3] = 1.0;
}
- tangents_ptr[(p_idx + k) * 4 + 0] = 1.0;
- tangents_ptr[(p_idx + k) * 4 + 1] = 0.0;
- tangents_ptr[(p_idx + k) * 4 + 2] = 0.0;
- tangents_ptr[(p_idx + k) * 4 + 3] = 1.0;
- }
- indices_ptr[i_idx++] = p_idx;
- indices_ptr[i_idx++] = p_idx + 1;
- indices_ptr[i_idx++] = p_idx + 2;
+ indices_ptr[i_idx++] = p_idx;
+ indices_ptr[i_idx++] = p_idx + 1;
+ indices_ptr[i_idx++] = p_idx + 2;
- indices_ptr[i_idx++] = p_idx + 0;
- indices_ptr[i_idx++] = p_idx + 2;
- indices_ptr[i_idx++] = p_idx + 3;
- p_idx += 4;
+ indices_ptr[i_idx++] = p_idx + 0;
+ indices_ptr[i_idx++] = p_idx + 2;
+ indices_ptr[i_idx++] = p_idx + 3;
+ p_idx += 4;
- offset.x += glyphs[i].advance * pixel_size;
+ offset.x += glyphs[j].advance * pixel_size;
+ }
}
}
+ offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size;
}
- if (p_size == 0) {
+ if (indices.is_empty()) {
// If empty, add single triangle to suppress errors.
vertices.push_back(Vector3());
normals.push_back(Vector3());
@@ -2789,6 +2810,9 @@ void TextMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &TextMesh::set_horizontal_alignment);
ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &TextMesh::get_horizontal_alignment);
+ ClassDB::bind_method(D_METHOD("set_vertical_alignment", "alignment"), &TextMesh::set_vertical_alignment);
+ ClassDB::bind_method(D_METHOD("get_vertical_alignment"), &TextMesh::get_vertical_alignment);
+
ClassDB::bind_method(D_METHOD("set_text", "text"), &TextMesh::set_text);
ClassDB::bind_method(D_METHOD("get_text"), &TextMesh::get_text);
@@ -2798,6 +2822,12 @@ void TextMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_font_size", "font_size"), &TextMesh::set_font_size);
ClassDB::bind_method(D_METHOD("get_font_size"), &TextMesh::get_font_size);
+ ClassDB::bind_method(D_METHOD("set_line_spacing", "line_spacing"), &TextMesh::set_line_spacing);
+ ClassDB::bind_method(D_METHOD("get_line_spacing"), &TextMesh::get_line_spacing);
+
+ ClassDB::bind_method(D_METHOD("set_autowrap_mode", "autowrap_mode"), &TextMesh::set_autowrap_mode);
+ ClassDB::bind_method(D_METHOD("get_autowrap_mode"), &TextMesh::get_autowrap_mode);
+
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &TextMesh::set_depth);
ClassDB::bind_method(D_METHOD("get_depth"), &TextMesh::get_depth);
@@ -2807,6 +2837,9 @@ void TextMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &TextMesh::set_pixel_size);
ClassDB::bind_method(D_METHOD("get_pixel_size"), &TextMesh::get_pixel_size);
+ ClassDB::bind_method(D_METHOD("set_offset", "offset"), &TextMesh::set_offset);
+ ClassDB::bind_method(D_METHOD("get_offset"), &TextMesh::get_offset);
+
ClassDB::bind_method(D_METHOD("set_curve_step", "curve_step"), &TextMesh::set_curve_step);
ClassDB::bind_method(D_METHOD("get_curve_step"), &TextMesh::get_curve_step);
@@ -2829,17 +2862,21 @@ void TextMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("_request_update"), &TextMesh::_request_update);
ADD_GROUP("Text", "");
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "text"), "set_text", "get_text");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "text", PROPERTY_HINT_MULTILINE_TEXT, ""), "set_text", "get_text");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_font", "get_font");
ADD_PROPERTY(PropertyInfo(Variant::INT, "font_size", PROPERTY_HINT_RANGE, "1,256,1,or_greater,suffix:px"), "set_font_size", "get_font_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "vertical_alignment", PROPERTY_HINT_ENUM, "Top,Center,Bottom"), "set_vertical_alignment", "get_vertical_alignment");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "line_spacing", PROPERTY_HINT_NONE, "suffix:px"), "set_line_spacing", "get_line_spacing");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "autowrap_mode", PROPERTY_HINT_ENUM, "Off,Arbitrary,Word,Word (Smart)"), "set_autowrap_mode", "get_autowrap_mode");
ADD_GROUP("Mesh", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001,suffix:m"), "set_pixel_size", "get_pixel_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "curve_step", PROPERTY_HINT_RANGE, "0.1,10,0.1,suffix:px"), "set_curve_step", "get_curve_step");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.0,100.0,0.001,or_greater,suffix:m"), "set_depth", "get_depth");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width", PROPERTY_HINT_NONE, "suffix:m"), "set_width", "get_width");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
ADD_GROUP("BiDi", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "text_direction", PROPERTY_HINT_ENUM, "Auto,Left-to-Right,Right-to-Left"), "set_text_direction", "get_text_direction");
@@ -2868,6 +2905,11 @@ TextMesh::TextMesh() {
}
TextMesh::~TextMesh() {
+ for (int i = 0; i < lines_rid.size(); i++) {
+ TS->free_rid(lines_rid[i]);
+ }
+ lines_rid.clear();
+
TS->free_rid(text_rid);
}
@@ -2875,7 +2917,7 @@ void TextMesh::set_horizontal_alignment(HorizontalAlignment p_alignment) {
ERR_FAIL_INDEX((int)p_alignment, 4);
if (horizontal_alignment != p_alignment) {
if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
- dirty_text = true;
+ dirty_lines = true;
}
horizontal_alignment = p_alignment;
_request_update();
@@ -2886,6 +2928,18 @@ HorizontalAlignment TextMesh::get_horizontal_alignment() const {
return horizontal_alignment;
}
+void TextMesh::set_vertical_alignment(VerticalAlignment p_alignment) {
+ ERR_FAIL_INDEX((int)p_alignment, 4);
+ if (vertical_alignment != p_alignment) {
+ vertical_alignment = p_alignment;
+ _request_update();
+ }
+}
+
+VerticalAlignment TextMesh::get_vertical_alignment() const {
+ return vertical_alignment;
+}
+
void TextMesh::set_text(const String &p_string) {
if (text != p_string) {
text = p_string;
@@ -2970,6 +3024,29 @@ int TextMesh::get_font_size() const {
return font_size;
}
+void TextMesh::set_line_spacing(float p_line_spacing) {
+ if (line_spacing != p_line_spacing) {
+ line_spacing = p_line_spacing;
+ _request_update();
+ }
+}
+
+float TextMesh::get_line_spacing() const {
+ return line_spacing;
+}
+
+void TextMesh::set_autowrap_mode(TextServer::AutowrapMode p_mode) {
+ if (autowrap_mode != p_mode) {
+ autowrap_mode = p_mode;
+ dirty_lines = true;
+ _request_update();
+ }
+}
+
+TextServer::AutowrapMode TextMesh::get_autowrap_mode() const {
+ return autowrap_mode;
+}
+
void TextMesh::set_depth(real_t p_depth) {
if (depth != p_depth) {
depth = MAX(p_depth, 0.0);
@@ -2984,9 +3061,7 @@ real_t TextMesh::get_depth() const {
void TextMesh::set_width(real_t p_width) {
if (width != p_width) {
width = p_width;
- if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
- dirty_text = true;
- }
+ dirty_lines = true;
_request_update();
}
}
@@ -3007,6 +3082,17 @@ real_t TextMesh::get_pixel_size() const {
return pixel_size;
}
+void TextMesh::set_offset(const Point2 &p_offset) {
+ if (lbl_offset != p_offset) {
+ lbl_offset = p_offset;
+ _request_update();
+ }
+}
+
+Point2 TextMesh::get_offset() const {
+ return lbl_offset;
+}
+
void TextMesh::set_curve_step(real_t p_step) {
if (curve_step != p_step) {
curve_step = CLAMP(p_step, 0.1, 10.0);
diff --git a/scene/resources/primitive_meshes.h b/scene/resources/primitive_meshes.h
index f5ed01a162..280477ebfa 100644
--- a/scene/resources/primitive_meshes.h
+++ b/scene/resources/primitive_meshes.h
@@ -217,17 +217,25 @@ public:
CylinderMesh();
};
-/**
- Similar to quadmesh but with tessellation support
+/*
+ A flat rectangle, can be used as quad or heightmap.
*/
class PlaneMesh : public PrimitiveMesh {
GDCLASS(PlaneMesh, PrimitiveMesh);
+public:
+ enum Orientation {
+ FACE_X,
+ FACE_Y,
+ FACE_Z,
+ };
+
private:
Size2 size = Size2(2.0, 2.0);
int subdivide_w = 0;
int subdivide_d = 0;
Vector3 center_offset;
+ Orientation orientation = FACE_Y;
protected:
static void _bind_methods();
@@ -246,9 +254,14 @@ public:
void set_center_offset(const Vector3 p_offset);
Vector3 get_center_offset() const;
+ void set_orientation(const Orientation p_orientation);
+ Orientation get_orientation() const;
+
PlaneMesh();
};
+VARIANT_ENUM_CAST(PlaneMesh::Orientation)
+
/**
A prism shapen, handy for ramps, triangles, etc.
*/
@@ -286,33 +299,6 @@ public:
};
/**
- Our original quadmesh...
-*/
-
-class QuadMesh : public PrimitiveMesh {
- GDCLASS(QuadMesh, PrimitiveMesh);
-
-private:
- Size2 size = Size2(1.0, 1.0);
- Vector3 center_offset;
-
-protected:
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const override;
-
-public:
- virtual uint32_t surface_get_format(int p_idx) const override;
-
- QuadMesh();
-
- void set_size(const Size2 &p_size);
- Size2 get_size() const;
-
- void set_center_offset(const Vector3 p_offset);
- Vector3 get_center_offset() const;
-};
-
-/**
A sphere..
*/
class SphereMesh : public PrimitiveMesh {
@@ -548,14 +534,21 @@ private:
mutable HashMap<GlyphMeshKey, GlyphMeshData, GlyphMeshKeyHasher> cache;
RID text_rid;
+ mutable Vector<RID> lines_rid;
+
String text;
String xl_text;
int font_size = 16;
Ref<Font> font_override;
+
+ TextServer::AutowrapMode autowrap_mode = TextServer::AUTOWRAP_OFF;
float width = 500.0;
+ float line_spacing = 0.f;
+ Point2 lbl_offset;
HorizontalAlignment horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER;
+ VerticalAlignment vertical_alignment = VERTICAL_ALIGNMENT_CENTER;
bool uppercase = false;
String language;
TextServer::Direction text_direction = TextServer::DIRECTION_AUTO;
@@ -566,6 +559,7 @@ private:
real_t pixel_size = 0.01;
real_t curve_step = 0.5;
+ mutable bool dirty_lines = true;
mutable bool dirty_text = true;
mutable bool dirty_font = true;
mutable bool dirty_cache = true;
@@ -588,6 +582,9 @@ public:
void set_horizontal_alignment(HorizontalAlignment p_alignment);
HorizontalAlignment get_horizontal_alignment() const;
+ void set_vertical_alignment(VerticalAlignment p_alignment);
+ VerticalAlignment get_vertical_alignment() const;
+
void set_text(const String &p_string);
String get_text() const;
@@ -598,6 +595,12 @@ public:
void set_font_size(int p_size);
int get_font_size() const;
+ void set_line_spacing(float p_size);
+ float get_line_spacing() const;
+
+ void set_autowrap_mode(TextServer::AutowrapMode p_mode);
+ TextServer::AutowrapMode get_autowrap_mode() const;
+
void set_text_direction(TextServer::Direction p_text_direction);
TextServer::Direction get_text_direction() const;
@@ -624,6 +627,9 @@ public:
void set_pixel_size(real_t p_amount);
real_t get_pixel_size() const;
+
+ void set_offset(const Point2 &p_offset);
+ Point2 get_offset() const;
};
VARIANT_ENUM_CAST(RibbonTrailMesh::Shape)
diff --git a/scene/resources/skeleton_modification_2d_ccdik.cpp b/scene/resources/skeleton_modification_2d_ccdik.cpp
index 7adaf1452c..96961a1fe4 100644
--- a/scene/resources/skeleton_modification_2d_ccdik.cpp
+++ b/scene/resources/skeleton_modification_2d_ccdik.cpp
@@ -52,9 +52,9 @@ bool SkeletonModification2DCCDIK::_set(const StringName &p_path, const Variant &
} else if (what == "enable_constraint") {
set_ccdik_joint_enable_constraint(which, p_value);
} else if (what == "constraint_angle_min") {
- set_ccdik_joint_constraint_angle_min(which, Math::deg2rad(float(p_value)));
+ set_ccdik_joint_constraint_angle_min(which, Math::deg_to_rad(float(p_value)));
} else if (what == "constraint_angle_max") {
- set_ccdik_joint_constraint_angle_max(which, Math::deg2rad(float(p_value)));
+ set_ccdik_joint_constraint_angle_max(which, Math::deg_to_rad(float(p_value)));
} else if (what == "constraint_angle_invert") {
set_ccdik_joint_constraint_angle_invert(which, p_value);
} else if (what == "constraint_in_localspace") {
@@ -96,9 +96,9 @@ bool SkeletonModification2DCCDIK::_get(const StringName &p_path, Variant &r_ret)
} else if (what == "enable_constraint") {
r_ret = get_ccdik_joint_enable_constraint(which);
} else if (what == "constraint_angle_min") {
- r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_min(which));
+ r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_min(which));
} else if (what == "constraint_angle_max") {
- r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_max(which));
+ r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_max(which));
} else if (what == "constraint_angle_invert") {
r_ret = get_ccdik_joint_constraint_angle_invert(which);
} else if (what == "constraint_in_localspace") {
diff --git a/scene/resources/skeleton_modification_2d_lookat.cpp b/scene/resources/skeleton_modification_2d_lookat.cpp
index 23e1c579dc..d3cfffb1de 100644
--- a/scene/resources/skeleton_modification_2d_lookat.cpp
+++ b/scene/resources/skeleton_modification_2d_lookat.cpp
@@ -41,15 +41,15 @@ bool SkeletonModification2DLookAt::_set(const StringName &p_path, const Variant
if (path.begins_with("enable_constraint")) {
set_enable_constraint(p_value);
} else if (path.begins_with("constraint_angle_min")) {
- set_constraint_angle_min(Math::deg2rad(float(p_value)));
+ set_constraint_angle_min(Math::deg_to_rad(float(p_value)));
} else if (path.begins_with("constraint_angle_max")) {
- set_constraint_angle_max(Math::deg2rad(float(p_value)));
+ set_constraint_angle_max(Math::deg_to_rad(float(p_value)));
} else if (path.begins_with("constraint_angle_invert")) {
set_constraint_angle_invert(p_value);
} else if (path.begins_with("constraint_in_localspace")) {
set_constraint_in_localspace(p_value);
} else if (path.begins_with("additional_rotation")) {
- set_additional_rotation(Math::deg2rad(float(p_value)));
+ set_additional_rotation(Math::deg_to_rad(float(p_value)));
}
#ifdef TOOLS_ENABLED
@@ -67,15 +67,15 @@ bool SkeletonModification2DLookAt::_get(const StringName &p_path, Variant &r_ret
if (path.begins_with("enable_constraint")) {
r_ret = get_enable_constraint();
} else if (path.begins_with("constraint_angle_min")) {
- r_ret = Math::rad2deg(get_constraint_angle_min());
+ r_ret = Math::rad_to_deg(get_constraint_angle_min());
} else if (path.begins_with("constraint_angle_max")) {
- r_ret = Math::rad2deg(get_constraint_angle_max());
+ r_ret = Math::rad_to_deg(get_constraint_angle_max());
} else if (path.begins_with("constraint_angle_invert")) {
r_ret = get_constraint_angle_invert();
} else if (path.begins_with("constraint_in_localspace")) {
r_ret = get_constraint_in_localspace();
} else if (path.begins_with("additional_rotation")) {
- r_ret = Math::rad2deg(get_additional_rotation());
+ r_ret = Math::rad_to_deg(get_additional_rotation());
}
#ifdef TOOLS_ENABLED
diff --git a/scene/resources/skeleton_modification_3d_ccdik.cpp b/scene/resources/skeleton_modification_3d_ccdik.cpp
index f19be47db2..3251ee4189 100644
--- a/scene/resources/skeleton_modification_3d_ccdik.cpp
+++ b/scene/resources/skeleton_modification_3d_ccdik.cpp
@@ -50,9 +50,9 @@ bool SkeletonModification3DCCDIK::_set(const StringName &p_path, const Variant &
} else if (what == "enable_joint_constraint") {
set_ccdik_joint_enable_constraint(which, p_value);
} else if (what == "joint_constraint_angle_min") {
- set_ccdik_joint_constraint_angle_min(which, Math::deg2rad(real_t(p_value)));
+ set_ccdik_joint_constraint_angle_min(which, Math::deg_to_rad(real_t(p_value)));
} else if (what == "joint_constraint_angle_max") {
- set_ccdik_joint_constraint_angle_max(which, Math::deg2rad(real_t(p_value)));
+ set_ccdik_joint_constraint_angle_max(which, Math::deg_to_rad(real_t(p_value)));
} else if (what == "joint_constraint_angles_invert") {
set_ccdik_joint_constraint_invert(which, p_value);
}
@@ -79,9 +79,9 @@ bool SkeletonModification3DCCDIK::_get(const StringName &p_path, Variant &r_ret)
} else if (what == "enable_joint_constraint") {
r_ret = get_ccdik_joint_enable_constraint(which);
} else if (what == "joint_constraint_angle_min") {
- r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_min(which));
+ r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_min(which));
} else if (what == "joint_constraint_angle_max") {
- r_ret = Math::rad2deg(get_ccdik_joint_constraint_angle_max(which));
+ r_ret = Math::rad_to_deg(get_ccdik_joint_constraint_angle_max(which));
} else if (what == "joint_constraint_angles_invert") {
r_ret = get_ccdik_joint_constraint_invert(which);
}
diff --git a/scene/resources/skeleton_modification_3d_fabrik.cpp b/scene/resources/skeleton_modification_3d_fabrik.cpp
index b62dda3f4f..4099208f44 100644
--- a/scene/resources/skeleton_modification_3d_fabrik.cpp
+++ b/scene/resources/skeleton_modification_3d_fabrik.cpp
@@ -58,7 +58,7 @@ bool SkeletonModification3DFABRIK::_set(const StringName &p_path, const Variant
} else if (what == "use_target_basis") {
set_fabrik_joint_use_target_basis(which, p_value);
} else if (what == "roll") {
- set_fabrik_joint_roll(which, Math::deg2rad(real_t(p_value)));
+ set_fabrik_joint_roll(which, Math::deg_to_rad(real_t(p_value)));
}
return true;
}
@@ -91,7 +91,7 @@ bool SkeletonModification3DFABRIK::_get(const StringName &p_path, Variant &r_ret
} else if (what == "use_target_basis") {
r_ret = get_fabrik_joint_use_target_basis(which);
} else if (what == "roll") {
- r_ret = Math::rad2deg(get_fabrik_joint_roll(which));
+ r_ret = Math::rad_to_deg(get_fabrik_joint_roll(which));
}
return true;
}
diff --git a/scene/resources/skeleton_modification_3d_jiggle.cpp b/scene/resources/skeleton_modification_3d_jiggle.cpp
index 3e36c241f7..64f26f3fda 100644
--- a/scene/resources/skeleton_modification_3d_jiggle.cpp
+++ b/scene/resources/skeleton_modification_3d_jiggle.cpp
@@ -58,7 +58,7 @@ bool SkeletonModification3DJiggle::_set(const StringName &p_path, const Variant
} else if (what == "gravity") {
set_jiggle_joint_gravity(which, p_value);
} else if (what == "roll") {
- set_jiggle_joint_roll(which, Math::deg2rad(real_t(p_value)));
+ set_jiggle_joint_roll(which, Math::deg_to_rad(real_t(p_value)));
}
return true;
} else {
@@ -98,7 +98,7 @@ bool SkeletonModification3DJiggle::_get(const StringName &p_path, Variant &r_ret
} else if (what == "gravity") {
r_ret = get_jiggle_joint_gravity(which);
} else if (what == "roll") {
- r_ret = Math::rad2deg(get_jiggle_joint_roll(which));
+ r_ret = Math::rad_to_deg(get_jiggle_joint_roll(which));
}
return true;
} else {
diff --git a/scene/resources/skeleton_modification_3d_lookat.cpp b/scene/resources/skeleton_modification_3d_lookat.cpp
index 3e8c1e3a77..69167cb308 100644
--- a/scene/resources/skeleton_modification_3d_lookat.cpp
+++ b/scene/resources/skeleton_modification_3d_lookat.cpp
@@ -39,9 +39,9 @@ bool SkeletonModification3DLookAt::_set(const StringName &p_path, const Variant
set_lock_rotation_plane(p_value);
} else if (p_path == "additional_rotation") {
Vector3 tmp = p_value;
- tmp.x = Math::deg2rad(tmp.x);
- tmp.y = Math::deg2rad(tmp.y);
- tmp.z = Math::deg2rad(tmp.z);
+ tmp.x = Math::deg_to_rad(tmp.x);
+ tmp.y = Math::deg_to_rad(tmp.y);
+ tmp.z = Math::deg_to_rad(tmp.z);
set_additional_rotation(tmp);
}
@@ -55,9 +55,9 @@ bool SkeletonModification3DLookAt::_get(const StringName &p_path, Variant &r_ret
r_ret = get_lock_rotation_plane();
} else if (p_path == "additional_rotation") {
Vector3 tmp = get_additional_rotation();
- tmp.x = Math::rad2deg(tmp.x);
- tmp.y = Math::rad2deg(tmp.y);
- tmp.z = Math::rad2deg(tmp.z);
+ tmp.x = Math::rad_to_deg(tmp.x);
+ tmp.y = Math::rad_to_deg(tmp.y);
+ tmp.z = Math::rad_to_deg(tmp.z);
r_ret = tmp;
}
diff --git a/scene/resources/skeleton_modification_3d_twoboneik.cpp b/scene/resources/skeleton_modification_3d_twoboneik.cpp
index acc5ff716c..366fcc30b7 100644
--- a/scene/resources/skeleton_modification_3d_twoboneik.cpp
+++ b/scene/resources/skeleton_modification_3d_twoboneik.cpp
@@ -54,13 +54,13 @@ bool SkeletonModification3DTwoBoneIK::_set(const StringName &p_path, const Varia
} else if (path == "joint_one/bone_idx") {
set_joint_one_bone_idx(p_value);
} else if (path == "joint_one/roll") {
- set_joint_one_roll(Math::deg2rad(real_t(p_value)));
+ set_joint_one_roll(Math::deg_to_rad(real_t(p_value)));
} else if (path == "joint_two/bone_name") {
set_joint_two_bone_name(p_value);
} else if (path == "joint_two/bone_idx") {
set_joint_two_bone_idx(p_value);
} else if (path == "joint_two/roll") {
- set_joint_two_roll(Math::deg2rad(real_t(p_value)));
+ set_joint_two_roll(Math::deg_to_rad(real_t(p_value)));
}
return true;
@@ -88,13 +88,13 @@ bool SkeletonModification3DTwoBoneIK::_get(const StringName &p_path, Variant &r_
} else if (path == "joint_one/bone_idx") {
r_ret = get_joint_one_bone_idx();
} else if (path == "joint_one/roll") {
- r_ret = Math::rad2deg(get_joint_one_roll());
+ r_ret = Math::rad_to_deg(get_joint_one_roll());
} else if (path == "joint_two/bone_name") {
r_ret = get_joint_two_bone_name();
} else if (path == "joint_two/bone_idx") {
r_ret = get_joint_two_bone_idx();
} else if (path == "joint_two/roll") {
- r_ret = Math::rad2deg(get_joint_two_roll());
+ r_ret = Math::rad_to_deg(get_joint_two_roll());
}
return true;
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 5d1a223cc7..737c50e570 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -128,7 +128,7 @@ float ProceduralSkyMaterial::get_ground_energy() const {
void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
sun_angle_max = p_angle;
- RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
+ RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg_to_rad(sun_angle_max));
}
float ProceduralSkyMaterial::get_sun_angle_max() const {
diff --git a/scene/resources/sphere_shape_3d.cpp b/scene/resources/sphere_shape_3d.cpp
index 92efe3ce6f..340d0fe370 100644
--- a/scene/resources/sphere_shape_3d.cpp
+++ b/scene/resources/sphere_shape_3d.cpp
@@ -38,8 +38,8 @@ Vector<Vector3> SphereShape3D::get_debug_mesh_lines() const {
Vector<Vector3> points;
for (int i = 0; i <= 360; i++) {
- float ra = Math::deg2rad((float)i);
- float rb = Math::deg2rad((float)i + 1);
+ float ra = Math::deg_to_rad((float)i);
+ float rb = Math::deg_to_rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 5e02aa4dd5..90f1a1bff1 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -2214,6 +2214,12 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_FLOAT:
global_code += "float ";
break;
+ case VaryingType::VARYING_TYPE_INT:
+ if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
+ global_code += "flat ";
+ }
+ global_code += "int ";
+ break;
case VaryingType::VARYING_TYPE_VECTOR_2D:
global_code += "vec2 ";
break;
@@ -2223,8 +2229,11 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_VECTOR_4D:
global_code += "vec4 ";
break;
- case VaryingType::VARYING_TYPE_COLOR:
- global_code += "vec4 ";
+ case VaryingType::VARYING_TYPE_BOOLEAN:
+ if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
+ global_code += "flat ";
+ }
+ global_code += "bool ";
break;
case VaryingType::VARYING_TYPE_TRANSFORM:
global_code += "mat4 ";
@@ -2277,6 +2286,9 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_FLOAT:
code2 += "0.0";
break;
+ case VaryingType::VARYING_TYPE_INT:
+ code2 += "0";
+ break;
case VaryingType::VARYING_TYPE_VECTOR_2D:
code2 += "vec2(0.0)";
break;
@@ -2286,8 +2298,8 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_VECTOR_4D:
code2 += "vec4(0.0)";
break;
- case VaryingType::VARYING_TYPE_COLOR:
- code2 += "vec4(0.0)";
+ case VaryingType::VARYING_TYPE_BOOLEAN:
+ code2 += "false";
break;
case VaryingType::VARYING_TYPE_TRANSFORM:
code2 += "mat4(1.0)";
@@ -2585,10 +2597,11 @@ void VisualShader::_bind_methods() {
BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
- BIND_ENUM_CONSTANT(VARYING_TYPE_COLOR);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
@@ -4632,21 +4645,23 @@ void VisualShaderNodeVarying::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Vector,Transform"), "set_varying_type", "get_varying_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
}
String VisualShaderNodeVarying::get_type_str() const {
switch (varying_type) {
case VisualShader::VARYING_TYPE_FLOAT:
return "float";
+ case VisualShader::VARYING_TYPE_INT:
+ return "int";
case VisualShader::VARYING_TYPE_VECTOR_2D:
return "vec2";
case VisualShader::VARYING_TYPE_VECTOR_3D:
return "vec3";
case VisualShader::VARYING_TYPE_VECTOR_4D:
return "vec4";
- case VisualShader::VARYING_TYPE_COLOR:
- return "vec4";
+ case VisualShader::VARYING_TYPE_BOOLEAN:
+ return "bool";
case VisualShader::VARYING_TYPE_TRANSFORM:
return "mat4";
default:
@@ -4657,17 +4672,16 @@ String VisualShaderNodeVarying::get_type_str() const {
VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
switch (p_type) {
+ case VisualShader::VARYING_TYPE_INT:
+ return PORT_TYPE_SCALAR_INT;
case VisualShader::VARYING_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case VisualShader::VARYING_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
case VisualShader::VARYING_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
- case VisualShader::VARYING_TYPE_COLOR:
- if (p_port == 1) {
- break; // scalar
- }
- return PORT_TYPE_VECTOR_3D;
+ case VisualShader::VARYING_TYPE_BOOLEAN:
+ return PORT_TYPE_BOOLEAN;
case VisualShader::VARYING_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
default:
@@ -4711,9 +4725,6 @@ String VisualShaderNodeVaryingSetter::get_caption() const {
}
int VisualShaderNodeVaryingSetter::get_input_port_count() const {
- if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
- return 2;
- }
return 1;
}
@@ -4722,13 +4733,6 @@ VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input
}
String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
- if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
- if (p_port == 0) {
- return "color";
- } else {
- return "alpha";
- }
- }
return "";
}
@@ -4744,20 +4748,12 @@ String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
return "";
}
-String VisualShaderNodeVaryingSetter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return vformat("varying %s %s;\n", get_type_str(), varying_name);
-}
-
String VisualShaderNodeVaryingSetter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
if (varying_name == "[None]") {
return code;
}
- if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
- code += vformat(" %s = vec4(%s, %s);\n", varying_name, p_input_vars[0], p_input_vars[1]);
- } else {
- code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
- }
+ code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
return code;
}
@@ -4783,9 +4779,6 @@ String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
}
int VisualShaderNodeVaryingGetter::get_output_port_count() const {
- if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
- return 2;
- }
return 1;
}
@@ -4794,13 +4787,6 @@ VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_outpu
}
String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
- if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
- if (p_port == 0) {
- return "color";
- } else {
- return "alpha";
- }
- }
return "";
}
@@ -4817,6 +4803,9 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS
case VisualShader::VARYING_TYPE_FLOAT:
from = "0.0";
break;
+ case VisualShader::VARYING_TYPE_INT:
+ from = "0";
+ break;
case VisualShader::VARYING_TYPE_VECTOR_2D:
from = "vec2(0.0)";
break;
@@ -4826,9 +4815,8 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS
case VisualShader::VARYING_TYPE_VECTOR_4D:
from = "vec4(0.0)";
break;
- case VisualShader::VARYING_TYPE_COLOR:
- from = "vec3(0.0)";
- from2 = "0.0";
+ case VisualShader::VARYING_TYPE_BOOLEAN:
+ from = "false";
break;
case VisualShader::VARYING_TYPE_TRANSFORM:
from = "mat4(1.0)";
@@ -4836,16 +4824,6 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS
default:
break;
}
- } else if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
- from = varying_name + ".rgb";
- from2 = varying_name + ".a";
- }
-
- if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
- String code;
- code += vformat(" %s = %s;\n", p_output_vars[0], from);
- code += vformat(" %s = %s;\n", p_output_vars[1], from2);
- return code;
}
return vformat(" %s = %s;\n", p_output_vars[0], from);
}
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 009decd9cb..09a3917a16 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -79,10 +79,11 @@ public:
enum VaryingType {
VARYING_TYPE_FLOAT,
+ VARYING_TYPE_INT,
VARYING_TYPE_VECTOR_2D,
VARYING_TYPE_VECTOR_3D,
VARYING_TYPE_VECTOR_4D,
- VARYING_TYPE_COLOR,
+ VARYING_TYPE_BOOLEAN,
VARYING_TYPE_TRANSFORM,
VARYING_TYPE_MAX,
};
@@ -828,7 +829,6 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeVaryingSetter();