Backporting #76859 to 3.x
Co-authored-by: HolonProduction <holonproduction@gmail.com>
This commit is contained in:
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4461f38c0b
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2a319ab6fc
8 changed files with 132 additions and 15 deletions
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@ -105,6 +105,14 @@
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[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.
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</member>
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</members>
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<signals>
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<signal name="finished">
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<description>
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Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
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[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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@ -21,6 +21,7 @@
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<return type="Rect2" />
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<description>
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Returns a rectangle containing the positions of all existing particles.
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[b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
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</description>
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</method>
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<method name="restart">
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@ -83,6 +84,14 @@
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Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
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</member>
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</members>
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<signals>
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<signal name="finished">
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<description>
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Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted.
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[b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="DRAW_ORDER_INDEX" value="0" enum="DrawOrder">
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Particles are drawn in the order emitted.
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@ -39,15 +39,32 @@
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#endif
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void Particles2D::set_emitting(bool p_emitting) {
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VS::get_singleton()->particles_set_emitting(particles, p_emitting);
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// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
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if (p_emitting && one_shot) {
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if (!active && !emitting) {
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// Last cycle ended.
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active = true;
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time = 0;
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signal_canceled = false;
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emission_time = lifetime;
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active_time = lifetime * (2 - explosiveness_ratio);
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} else {
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signal_canceled = true;
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}
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set_process_internal(true);
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} else if (!p_emitting) {
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if (one_shot) {
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set_process_internal(true);
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} else {
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set_process_internal(false);
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}
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}
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emitting = p_emitting;
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VS::get_singleton()->particles_set_emitting(particles, p_emitting);
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}
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void Particles2D::set_amount(int p_amount) {
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ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
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amount = p_amount;
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@ -148,7 +165,7 @@ void Particles2D::set_show_visibility_rect(bool p_show_visibility_rect) {
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#endif
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bool Particles2D::is_emitting() const {
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return VS::get_singleton()->particles_get_emitting(particles);
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return emitting;
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}
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int Particles2D::get_amount() const {
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return amount;
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@ -287,6 +304,16 @@ void Particles2D::_validate_property(PropertyInfo &property) const {
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void Particles2D::restart() {
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VS::get_singleton()->particles_restart(particles);
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VS::get_singleton()->particles_set_emitting(particles, true);
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emitting = true;
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active = true;
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signal_canceled = false;
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time = 0;
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emission_time = lifetime;
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active_time = lifetime * (2 - explosiveness_ratio);
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if (one_shot) {
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set_process_internal(true);
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}
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}
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void Particles2D::_notification(int p_what) {
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@ -322,11 +349,25 @@ void Particles2D::_notification(int p_what) {
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}
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if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
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if (one_shot && !is_emitting()) {
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_change_notify();
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if (one_shot) {
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time += get_process_delta_time();
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if (time > emission_time) {
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emitting = false;
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if (!active) {
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set_process_internal(false);
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}
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}
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if (time > active_time) {
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if (active && !signal_canceled) {
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emit_signal(SceneStringNames::get_singleton()->finished);
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}
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active = false;
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if (!emitting) {
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set_process_internal(false);
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}
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}
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}
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}
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}
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void Particles2D::_bind_methods() {
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@ -371,6 +412,8 @@ void Particles2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("restart"), &Particles2D::restart);
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ADD_SIGNAL(MethodInfo("finished"));
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
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ADD_GROUP("Time", "");
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@ -48,7 +48,10 @@ public:
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private:
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RID particles;
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bool one_shot;
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bool emitting = false;
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bool active = false;
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bool signal_canceled = false;
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bool one_shot = false;
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int amount;
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float lifetime;
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float pre_process_time;
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@ -73,6 +76,10 @@ private:
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void _update_particle_emission_transform();
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double time = 0.0;
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double emission_time = 0.0;
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double active_time = 0.0;
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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@ -32,6 +32,7 @@
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#include "core/os/os.h"
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#include "scene/resources/particles_material.h"
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#include "scene/scene_string_names.h"
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#include "servers/visual_server.h"
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@ -43,15 +44,33 @@ PoolVector<Face3> Particles::get_faces(uint32_t p_usage_flags) const {
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}
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void Particles::set_emitting(bool p_emitting) {
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VS::get_singleton()->particles_set_emitting(particles, p_emitting);
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// Do not return even if `p_emitting == emitting` because `emitting` is just an approximation.
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if (p_emitting && one_shot) {
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if (!active && !emitting) {
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// Last cycle ended.
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active = true;
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time = 0;
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signal_canceled = false;
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emission_time = lifetime;
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active_time = lifetime * (2 - explosiveness_ratio);
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} else {
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signal_canceled = true;
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}
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set_process_internal(true);
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} else if (!p_emitting) {
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set_process_internal(false);
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if (one_shot) {
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set_process_internal(true);
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} else {
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set_process_internal(false);
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}
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}
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emitting = p_emitting;
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VS::get_singleton()->particles_set_emitting(particles, p_emitting);
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}
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void Particles::set_amount(int p_amount) {
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ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles cannot be smaller than 1.");
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amount = p_amount;
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@ -118,7 +137,7 @@ void Particles::set_speed_scale(float p_scale) {
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}
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bool Particles::is_emitting() const {
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return VS::get_singleton()->particles_get_emitting(particles);
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return emitting;
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}
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int Particles::get_amount() const {
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return amount;
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@ -281,6 +300,16 @@ String Particles::get_configuration_warning() const {
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void Particles::restart() {
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VisualServer::get_singleton()->particles_restart(particles);
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VisualServer::get_singleton()->particles_set_emitting(particles, true);
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emitting = true;
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active = true;
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signal_canceled = false;
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time = 0;
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emission_time = lifetime * (1 - explosiveness_ratio);
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active_time = lifetime * (2 - explosiveness_ratio);
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if (one_shot) {
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set_process_internal(true);
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}
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}
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AABB Particles::capture_aabb() const {
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@ -309,11 +338,25 @@ void Particles::_notification(int p_what) {
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// Use internal process when emitting and one_shot are on so that when
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// the shot ends the editor can properly update
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if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
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if (one_shot && !is_emitting()) {
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_change_notify();
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if (one_shot) {
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time += get_process_delta_time();
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if (time > emission_time) {
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emitting = false;
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if (!active) {
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set_process_internal(false);
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}
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}
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if (time > active_time) {
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if (active && !signal_canceled) {
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emit_signal(SceneStringNames::get_singleton()->finished);
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}
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active = false;
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if (!emitting) {
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set_process_internal(false);
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}
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}
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}
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}
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if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
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// make sure particles are updated before rendering occurs if they were active before
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@ -365,6 +408,8 @@ void Particles::_bind_methods() {
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ClassDB::bind_method(D_METHOD("restart"), &Particles::restart);
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ClassDB::bind_method(D_METHOD("capture_aabb"), &Particles::capture_aabb);
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ADD_SIGNAL(MethodInfo("finished"));
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
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ADD_GROUP("Time", "");
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@ -53,7 +53,10 @@ public:
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private:
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RID particles;
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bool one_shot;
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bool emitting = false;
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bool active = false;
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bool signal_canceled = false;
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bool one_shot = false;
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int amount;
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float lifetime;
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float pre_process_time;
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@ -71,6 +74,10 @@ private:
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Vector<Ref<Mesh>> draw_passes;
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double time = 0.0;
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double emission_time = 0.0;
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double active_time = 0.0;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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@ -61,7 +61,6 @@ SceneStringNames::SceneStringNames() {
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finished = StaticCString::create("finished");
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loop_finished = StaticCString::create("loop_finished");
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step_finished = StaticCString::create("step_finished");
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emission_finished = StaticCString::create("emission_finished");
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animation_finished = StaticCString::create("animation_finished");
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animation_changed = StaticCString::create("animation_changed");
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animation_started = StaticCString::create("animation_started");
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@ -93,7 +93,6 @@ public:
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StringName finished;
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StringName loop_finished;
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StringName step_finished;
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StringName emission_finished;
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StringName animation_finished;
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StringName animation_changed;
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StringName animation_started;
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