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Rename 2D NoiseTexture to NoiseTexture2D

Aaron Franke 3 年之前
父節點
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394d058420

+ 1 - 1
modules/noise/config.py

@@ -10,7 +10,7 @@ def get_doc_classes():
     return [
         "FastNoiseLite",
         "Noise",
-        "NoiseTexture",
+        "NoiseTexture2D",
     ]
 
 

+ 3 - 3
modules/noise/doc_classes/NoiseTexture.xml → modules/noise/doc_classes/NoiseTexture2D.xml

@@ -1,14 +1,14 @@
 <?xml version="1.0" encoding="UTF-8" ?>
-<class name="NoiseTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
+<class name="NoiseTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
 	<brief_description>
 		A texture filled with noise generated by a [Noise] object.
 	</brief_description>
 	<description>
 		Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
-		NoiseTexture can also generate normalmap textures.
+		NoiseTexture2D can also generate normalmap textures.
 		The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_image] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
 		[codeblock]
-		var texture = NoiseTexture.new()
+		var texture = NoiseTexture2D.new()
 		texture.noise = FastNoiseLite.new()
 		await texture.changed
 		var image = texture.get_image()

+ 2 - 2
modules/noise/editor/noise_editor_plugin.cpp

@@ -35,7 +35,7 @@
 #include "editor/editor_scale.h"
 
 #include "modules/noise/noise.h"
-#include "modules/noise/noise_texture.h"
+#include "modules/noise/noise_texture_2d.h"
 
 class NoisePreview : public Control {
 	GDCLASS(NoisePreview, Control)
@@ -102,7 +102,7 @@ private:
 
 	void update_preview() {
 		if (MIN(_preview_texture_size.width, _preview_texture_size.height) > 0) {
-			Ref<NoiseTexture> tex;
+			Ref<NoiseTexture2D> tex;
 			tex.instantiate();
 			tex->set_width(_preview_texture_size.width);
 			tex->set_height(_preview_texture_size.height);

+ 65 - 65
modules/noise/noise_texture.cpp → modules/noise/noise_texture_2d.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  noise_texture.cpp                                                    */
+/*  noise_texture_2d.cpp                                                 */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -28,58 +28,58 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 
-#include "noise_texture.h"
+#include "noise_texture_2d.h"
 
 #include "core/core_string_names.h"
 #include "noise.h"
 
-NoiseTexture::NoiseTexture() {
+NoiseTexture2D::NoiseTexture2D() {
 	noise = Ref<Noise>();
 
 	_queue_update();
 }
 
-NoiseTexture::~NoiseTexture() {
+NoiseTexture2D::~NoiseTexture2D() {
 	if (texture.is_valid()) {
 		RS::get_singleton()->free(texture);
 	}
 	noise_thread.wait_to_finish();
 }
 
-void NoiseTexture::_bind_methods() {
-	ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture::_update_texture);
-	ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture::_generate_texture);
-	ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture::_thread_done);
+void NoiseTexture2D::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture2D::_update_texture);
+	ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture2D::_generate_texture);
+	ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture2D::_thread_done);
 
-	ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture::set_width);
-	ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture::set_height);
+	ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture2D::set_width);
+	ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture2D::set_height);
 
-	ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture::set_invert);
-	ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture::get_invert);
+	ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture2D::set_invert);
+	ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture2D::get_invert);
 
-	ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture::set_in_3d_space);
-	ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture::is_in_3d_space);
+	ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture2D::set_in_3d_space);
+	ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture2D::is_in_3d_space);
 
-	ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture::set_generate_mipmaps);
-	ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture::is_generating_mipmaps);
+	ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture2D::set_generate_mipmaps);
+	ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture2D::is_generating_mipmaps);
 
-	ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
-	ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
+	ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture2D::set_seamless);
+	ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture2D::get_seamless);
 
-	ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture::set_seamless_blend_skirt);
-	ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture::get_seamless_blend_skirt);
+	ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture2D::set_seamless_blend_skirt);
+	ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture2D::get_seamless_blend_skirt);
 
-	ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture::set_as_normal_map);
-	ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture::is_normal_map);
+	ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture2D::set_as_normal_map);
+	ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture2D::is_normal_map);
 
-	ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture::set_bump_strength);
-	ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture::get_bump_strength);
+	ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture2D::set_bump_strength);
+	ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture2D::get_bump_strength);
 
-	ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture::set_color_ramp);
-	ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture::get_color_ramp);
+	ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture2D::set_color_ramp);
+	ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture2D::get_color_ramp);
 
-	ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
-	ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
+	ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture2D::set_noise);
+	ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture2D::get_noise);
 
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height");
@@ -94,7 +94,7 @@ void NoiseTexture::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
 }
 
-void NoiseTexture::_validate_property(PropertyInfo &p_property) const {
+void NoiseTexture2D::_validate_property(PropertyInfo &p_property) const {
 	if (p_property.name == "bump_strength") {
 		if (!as_normal_map) {
 			p_property.usage = PROPERTY_USAGE_NO_EDITOR;
@@ -108,7 +108,7 @@ void NoiseTexture::_validate_property(PropertyInfo &p_property) const {
 	}
 }
 
-void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
+void NoiseTexture2D::_set_texture_image(const Ref<Image> &p_image) {
 	image = p_image;
 	if (image.is_valid()) {
 		if (texture.is_valid()) {
@@ -121,7 +121,7 @@ void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
 	emit_changed();
 }
 
-void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
+void NoiseTexture2D::_thread_done(const Ref<Image> &p_image) {
 	_set_texture_image(p_image);
 	noise_thread.wait_to_finish();
 	if (regen_queued) {
@@ -130,12 +130,12 @@ void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
 	}
 }
 
-void NoiseTexture::_thread_function(void *p_ud) {
-	NoiseTexture *tex = static_cast<NoiseTexture *>(p_ud);
+void NoiseTexture2D::_thread_function(void *p_ud) {
+	NoiseTexture2D *tex = static_cast<NoiseTexture2D *>(p_ud);
 	tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
 }
 
-void NoiseTexture::_queue_update() {
+void NoiseTexture2D::_queue_update() {
 	if (update_queued) {
 		return;
 	}
@@ -144,7 +144,7 @@ void NoiseTexture::_queue_update() {
 	call_deferred(SNAME("_update_texture"));
 }
 
-Ref<Image> NoiseTexture::_generate_texture() {
+Ref<Image> NoiseTexture2D::_generate_texture() {
 	// Prevent memdelete due to unref() on other thread.
 	Ref<Noise> ref_noise = noise;
 
@@ -172,7 +172,7 @@ Ref<Image> NoiseTexture::_generate_texture() {
 	return image;
 }
 
-Ref<Image> NoiseTexture::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
+Ref<Image> NoiseTexture2D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
 	int width = p_image->get_width();
 	int height = p_image->get_height();
 
@@ -191,7 +191,7 @@ Ref<Image> NoiseTexture::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradien
 	return new_image;
 }
 
-void NoiseTexture::_update_texture() {
+void NoiseTexture2D::_update_texture() {
 	bool use_thread = true;
 	if (first_time) {
 		use_thread = false;
@@ -215,25 +215,25 @@ void NoiseTexture::_update_texture() {
 	update_queued = false;
 }
 
-void NoiseTexture::set_noise(Ref<Noise> p_noise) {
+void NoiseTexture2D::set_noise(Ref<Noise> p_noise) {
 	if (p_noise == noise) {
 		return;
 	}
 	if (noise.is_valid()) {
-		noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+		noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
 	}
 	noise = p_noise;
 	if (noise.is_valid()) {
-		noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+		noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
 	}
 	_queue_update();
 }
 
-Ref<Noise> NoiseTexture::get_noise() {
+Ref<Noise> NoiseTexture2D::get_noise() {
 	return noise;
 }
 
-void NoiseTexture::set_width(int p_width) {
+void NoiseTexture2D::set_width(int p_width) {
 	ERR_FAIL_COND(p_width <= 0);
 	if (p_width == size.x) {
 		return;
@@ -242,7 +242,7 @@ void NoiseTexture::set_width(int p_width) {
 	_queue_update();
 }
 
-void NoiseTexture::set_height(int p_height) {
+void NoiseTexture2D::set_height(int p_height) {
 	ERR_FAIL_COND(p_height <= 0);
 	if (p_height == size.y) {
 		return;
@@ -251,7 +251,7 @@ void NoiseTexture::set_height(int p_height) {
 	_queue_update();
 }
 
-void NoiseTexture::set_invert(bool p_invert) {
+void NoiseTexture2D::set_invert(bool p_invert) {
 	if (p_invert == invert) {
 		return;
 	}
@@ -259,22 +259,22 @@ void NoiseTexture::set_invert(bool p_invert) {
 	_queue_update();
 }
 
-bool NoiseTexture::get_invert() const {
+bool NoiseTexture2D::get_invert() const {
 	return invert;
 }
 
-void NoiseTexture::set_in_3d_space(bool p_enable) {
+void NoiseTexture2D::set_in_3d_space(bool p_enable) {
 	if (p_enable == in_3d_space) {
 		return;
 	}
 	in_3d_space = p_enable;
 	_queue_update();
 }
-bool NoiseTexture::is_in_3d_space() const {
+bool NoiseTexture2D::is_in_3d_space() const {
 	return in_3d_space;
 }
 
-void NoiseTexture::set_generate_mipmaps(bool p_enable) {
+void NoiseTexture2D::set_generate_mipmaps(bool p_enable) {
 	if (p_enable == generate_mipmaps) {
 		return;
 	}
@@ -282,11 +282,11 @@ void NoiseTexture::set_generate_mipmaps(bool p_enable) {
 	_queue_update();
 }
 
-bool NoiseTexture::is_generating_mipmaps() const {
+bool NoiseTexture2D::is_generating_mipmaps() const {
 	return generate_mipmaps;
 }
 
-void NoiseTexture::set_seamless(bool p_seamless) {
+void NoiseTexture2D::set_seamless(bool p_seamless) {
 	if (p_seamless == seamless) {
 		return;
 	}
@@ -295,11 +295,11 @@ void NoiseTexture::set_seamless(bool p_seamless) {
 	notify_property_list_changed();
 }
 
-bool NoiseTexture::get_seamless() {
+bool NoiseTexture2D::get_seamless() {
 	return seamless;
 }
 
-void NoiseTexture::set_seamless_blend_skirt(real_t p_blend_skirt) {
+void NoiseTexture2D::set_seamless_blend_skirt(real_t p_blend_skirt) {
 	ERR_FAIL_COND(p_blend_skirt < 0.05 || p_blend_skirt > 1);
 
 	if (p_blend_skirt == seamless_blend_skirt) {
@@ -308,11 +308,11 @@ void NoiseTexture::set_seamless_blend_skirt(real_t p_blend_skirt) {
 	seamless_blend_skirt = p_blend_skirt;
 	_queue_update();
 }
-real_t NoiseTexture::get_seamless_blend_skirt() {
+real_t NoiseTexture2D::get_seamless_blend_skirt() {
 	return seamless_blend_skirt;
 }
 
-void NoiseTexture::set_as_normal_map(bool p_as_normal_map) {
+void NoiseTexture2D::set_as_normal_map(bool p_as_normal_map) {
 	if (p_as_normal_map == as_normal_map) {
 		return;
 	}
@@ -321,11 +321,11 @@ void NoiseTexture::set_as_normal_map(bool p_as_normal_map) {
 	notify_property_list_changed();
 }
 
-bool NoiseTexture::is_normal_map() {
+bool NoiseTexture2D::is_normal_map() {
 	return as_normal_map;
 }
 
-void NoiseTexture::set_bump_strength(float p_bump_strength) {
+void NoiseTexture2D::set_bump_strength(float p_bump_strength) {
 	if (p_bump_strength == bump_strength) {
 		return;
 	}
@@ -335,37 +335,37 @@ void NoiseTexture::set_bump_strength(float p_bump_strength) {
 	}
 }
 
-float NoiseTexture::get_bump_strength() {
+float NoiseTexture2D::get_bump_strength() {
 	return bump_strength;
 }
 
-void NoiseTexture::set_color_ramp(const Ref<Gradient> &p_gradient) {
+void NoiseTexture2D::set_color_ramp(const Ref<Gradient> &p_gradient) {
 	if (p_gradient == color_ramp) {
 		return;
 	}
 	if (color_ramp.is_valid()) {
-		color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+		color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
 	}
 	color_ramp = p_gradient;
 	if (color_ramp.is_valid()) {
-		color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+		color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
 	}
 	_queue_update();
 }
 
-Ref<Gradient> NoiseTexture::get_color_ramp() const {
+Ref<Gradient> NoiseTexture2D::get_color_ramp() const {
 	return color_ramp;
 }
 
-int NoiseTexture::get_width() const {
+int NoiseTexture2D::get_width() const {
 	return size.x;
 }
 
-int NoiseTexture::get_height() const {
+int NoiseTexture2D::get_height() const {
 	return size.y;
 }
 
-RID NoiseTexture::get_rid() const {
+RID NoiseTexture2D::get_rid() const {
 	if (!texture.is_valid()) {
 		texture = RS::get_singleton()->texture_2d_placeholder_create();
 	}
@@ -373,6 +373,6 @@ RID NoiseTexture::get_rid() const {
 	return texture;
 }
 
-Ref<Image> NoiseTexture::get_image() const {
+Ref<Image> NoiseTexture2D::get_image() const {
 	return image;
 }

+ 8 - 8
modules/noise/noise_texture.h → modules/noise/noise_texture_2d.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
-/*  noise_texture.h                                                      */
+/*  noise_texture_2d.h                                                   */
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
@@ -28,16 +28,16 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 
-#ifndef NOISE_TEXTURE_H
-#define NOISE_TEXTURE_H
+#ifndef NOISE_TEXTURE_2D_H
+#define NOISE_TEXTURE_2D_H
 
 #include "noise.h"
 
 #include "core/object/ref_counted.h"
 #include "scene/resources/texture.h"
 
-class NoiseTexture : public Texture2D {
-	GDCLASS(NoiseTexture, Texture2D);
+class NoiseTexture2D : public Texture2D {
+	GDCLASS(NoiseTexture2D, Texture2D);
 
 private:
 	Ref<Image> image;
@@ -116,8 +116,8 @@ public:
 
 	virtual Ref<Image> get_image() const override;
 
-	NoiseTexture();
-	virtual ~NoiseTexture();
+	NoiseTexture2D();
+	virtual ~NoiseTexture2D();
 };
 
-#endif // NOISE_TEXTURE_H
+#endif // NOISE_TEXTURE_2D_H

+ 3 - 2
modules/noise/register_types.cpp

@@ -32,7 +32,7 @@
 
 #include "fastnoise_lite.h"
 #include "noise.h"
-#include "noise_texture.h"
+#include "noise_texture_2d.h"
 
 #ifdef TOOLS_ENABLED
 #include "editor/editor_plugin.h"
@@ -41,9 +41,10 @@
 
 void initialize_noise_module(ModuleInitializationLevel p_level) {
 	if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
-		GDREGISTER_CLASS(NoiseTexture);
+		GDREGISTER_CLASS(NoiseTexture2D);
 		GDREGISTER_ABSTRACT_CLASS(Noise);
 		GDREGISTER_CLASS(FastNoiseLite);
+		ClassDB::add_compatibility_class("NoiseTexture", "NoiseTexture2D");
 	}
 
 #ifdef TOOLS_ENABLED