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Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
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@@ -36,7 +36,7 @@
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "editor/scene_tree_dock.h"
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#include "scene/3d/cpu_particles_3d.h"
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#include "scene/resources/particles_material.h"
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#include "scene/resources/particle_process_material.h"
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bool GPUParticles3DEditorBase::_generate(Vector<Vector3> &points, Vector<Vector3> &normals) {
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bool use_normals = emission_fill->get_selected() == 1;
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@@ -255,9 +255,9 @@ void GPUParticles3DEditor::_menu_option(int p_option) {
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}
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} break;
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case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: {
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Ref<ParticlesMaterial> material = node->get_process_material();
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Ref<ParticleProcessMaterial> material = node->get_process_material();
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if (material.is_null()) {
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EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticlesMaterial' is required."));
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EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticleProcessMaterial' is required."));
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return;
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}
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@@ -366,11 +366,11 @@ void GPUParticles3DEditor::_generate_emission_points() {
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Ref<Image> image = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img));
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Ref<ImageTexture> tex = ImageTexture::create_from_image(image);
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Ref<ParticlesMaterial> material = node->get_process_material();
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Ref<ParticleProcessMaterial> material = node->get_process_material();
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ERR_FAIL_COND(material.is_null());
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if (normals.size() > 0) {
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material->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
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material->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
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material->set_emission_point_count(point_count);
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material->set_emission_point_texture(tex);
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@@ -392,7 +392,7 @@ void GPUParticles3DEditor::_generate_emission_points() {
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Ref<Image> image2 = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img2));
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material->set_emission_normal_texture(ImageTexture::create_from_image(image2));
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} else {
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material->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_POINTS);
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material->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS);
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material->set_emission_point_count(point_count);
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material->set_emission_point_texture(tex);
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}
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