Merge pull request #64566 from Mickeon/rename-particle-material

Rename ParticlesMaterial to ParticleProcessMaterial
This commit is contained in:
Rémi Verschelde 2022-08-26 07:48:23 +02:00 committed by GitHub
commit cd661d400e
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GPG key ID: 4AEE18F83AFDEB23
30 changed files with 291 additions and 289 deletions

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@ -7294,7 +7294,7 @@ EditorNode::EditorNode() {
canvas_item_mat_convert.instantiate();
resource_conversion_plugins.push_back(canvas_item_mat_convert);
Ref<ParticlesMaterialConversionPlugin> particles_mat_convert;
Ref<ParticleProcessMaterialConversionPlugin> particles_mat_convert;
particles_mat_convert.instantiate();
resource_conversion_plugins.push_back(particles_mat_convert);

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@ -37,7 +37,7 @@
#include "editor/editor_undo_redo_manager.h"
#include "scene/2d/cpu_particles_2d.h"
#include "scene/gui/separator.h"
#include "scene/resources/particles_material.h"
#include "scene/resources/particle_process_material.h"
void CPUParticles2DEditorPlugin::edit(Object *p_object) {
particles = Object::cast_to<CPUParticles2D>(p_object);

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@ -38,7 +38,7 @@
#include "editor/scene_tree_dock.h"
#include "scene/2d/cpu_particles_2d.h"
#include "scene/gui/separator.h"
#include "scene/resources/particles_material.h"
#include "scene/resources/particle_process_material.h"
void GPUParticles2DEditorPlugin::edit(Object *p_object) {
particles = Object::cast_to<GPUParticles2D>(p_object);
@ -167,9 +167,9 @@ void GPUParticles2DEditorPlugin::_generate_visibility_rect() {
}
void GPUParticles2DEditorPlugin::_generate_emission_mask() {
Ref<ParticlesMaterial> pm = particles->get_process_material();
Ref<ParticleProcessMaterial> pm = particles->get_process_material();
if (!pm.is_valid()) {
EditorNode::get_singleton()->show_warning(TTR("Can only set point into a ParticlesMaterial process material"));
EditorNode::get_singleton()->show_warning(TTR("Can only set point into a ParticleProcessMaterial process material"));
return;
}
@ -320,7 +320,7 @@ void GPUParticles2DEditorPlugin::_generate_emission_mask() {
}
if (valid_normals.size()) {
pm->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
pm->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
Vector<uint8_t> normdata;
normdata.resize(w * h * 2 * sizeof(float)); //use RG texture
@ -339,7 +339,7 @@ void GPUParticles2DEditorPlugin::_generate_emission_mask() {
pm->set_emission_normal_texture(ImageTexture::create_from_image(img));
} else {
pm->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_POINTS);
pm->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS);
}
}

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

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@ -36,7 +36,7 @@
#include "editor/editor_undo_redo_manager.h"
#include "scene/gui/subviewport_container.h"
#include "scene/resources/fog_material.h"
#include "scene/resources/particles_material.h"
#include "scene/resources/particle_process_material.h"
#include "scene/resources/sky_material.h"
void MaterialEditor::_notification(int p_what) {
@ -405,17 +405,17 @@ Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_reso
return smat;
}
String ParticlesMaterialConversionPlugin::converts_to() const {
String ParticleProcessMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ParticlesMaterial> mat = p_resource;
bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ParticleProcessMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ParticlesMaterial> mat = p_resource;
Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ParticleProcessMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
Ref<ShaderMaterial> smat;

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@ -122,8 +122,8 @@ public:
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const override;
};
class ParticlesMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ParticlesMaterialConversionPlugin, EditorResourceConversionPlugin);
class ParticleProcessMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(ParticleProcessMaterialConversionPlugin, EditorResourceConversionPlugin);
public:
virtual String converts_to() const override;

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@ -201,7 +201,7 @@ static const char *gdscript_function_renames[][2] = {
// { "set_color", "surface_set_color"}, // ImmediateMesh broke Light2D, Theme, SurfaceTool
// { "set_event", "set_shortcut" }, // BaseButton - Cyclic Rename
// { "set_extents", "set_size"}, // BoxShape, RectangleShape broke ReflectionProbe
// { "set_flag", "set_particle_flag"}, // ParticlesMaterial broke Window, HingeJoint3D
// { "set_flag", "set_particle_flag"}, // ParticleProcessMaterial broke Window, HingeJoint3D
// { "set_h_offset", "set_drag_horizontal_offset" }, // Camera2D broke Camera3D, PathFollow3D, PathFollow2D
// { "set_margin", "set_offset" }, // Control broke Shape3D, AtlasTexture
// { "set_mode", "set_mode_file_mode" }, // FileDialog broke Panel, Shader, CSGPolygon, Tilemap
@ -610,7 +610,7 @@ static const char *csharp_function_renames[][2] = {
// { "SetColor", "SurfaceSetColor"}, // ImmediateMesh broke Light2D, Theme, SurfaceTool
// { "SetEvent", "SetShortcut" }, // BaseButton - Cyclic Rename
// { "SetExtents", "SetSize"}, // BoxShape, RectangleShape broke ReflectionProbe
// { "SetFlag", "SetParticleFlag"}, // ParticlesMaterial broke Window, HingeJoint3D
// { "SetFlag", "SetParticleFlag"}, // ParticleProcessMaterial broke Window, HingeJoint3D
// { "SetHOffset", "SetDragHorizontalOffset" }, // Camera2D broke Camera3D, PathFollow3D, PathFollow2D
// { "SetMargin", "SetOffset" }, // Control broke Shape3D, AtlasTexture
// { "SetMode", "SetModeFileMode" }, // FileDialog broke Panel, Shader, CSGPolygon, Tilemap
@ -1357,6 +1357,7 @@ static const char *class_renames[][2] = {
{ "PanoramaSky", "Sky" },
{ "Particles", "GPUParticles3D" }, // Be careful, this will be used everywhere
{ "Particles2D", "GPUParticles2D" },
{ "ParticlesMaterial", "ParticleProcessMaterial" },
{ "Path", "Path3D" }, // Be careful, this will be used everywhere
{ "PathFollow", "PathFollow3D" },
{ "PhysicalBone", "PhysicalBone3D" },