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Prevent invisible/inactive cpuparticles to redraw(3d)
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608af1a786
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1edc2134c9
@ -47,20 +47,7 @@ PoolVector<Face3> CPUParticles::get_faces(uint32_t p_usage_flags) const {
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void CPUParticles::set_emitting(bool p_emitting) {
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emitting = p_emitting;
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if (!is_processing_internal()) {
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set_process_internal(true);
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if (is_inside_tree()) {
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#ifndef NO_THREADS
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update_mutex->lock();
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#endif
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VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
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#ifndef NO_THREADS
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update_mutex->unlock();
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#endif
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}
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}
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set_process_internal(true);
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}
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void CPUParticles::set_amount(int p_amount) {
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@ -343,7 +330,8 @@ void CPUParticles::set_param_curve(Parameter p_param, const Ref<Curve> &p_curve)
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} break;
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case PARAM_ANIM_OFFSET: {
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} break;
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default: {}
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default: {
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}
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}
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}
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Ref<Curve> CPUParticles::get_param_curve(Parameter p_param) const {
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@ -1004,6 +992,25 @@ void CPUParticles::_update_particle_data_buffer() {
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#endif
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}
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void CPUParticles::_set_redraw(bool p_redraw) {
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if (redraw == p_redraw)
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return;
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redraw = p_redraw;
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#ifndef NO_THREADS
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update_mutex->lock();
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#endif
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if (redraw) {
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VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
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} else {
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VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
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}
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#ifndef NO_THREADS
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update_mutex->unlock();
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#endif
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}
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void CPUParticles::_update_render_thread() {
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#ifndef NO_THREADS
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@ -1022,31 +1029,11 @@ void CPUParticles::_update_render_thread() {
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void CPUParticles::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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if (is_processing_internal()) {
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#ifndef NO_THREADS
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update_mutex->lock();
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#endif
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VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
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#ifndef NO_THREADS
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update_mutex->unlock();
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#endif
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}
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_set_redraw(true);
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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if (is_processing_internal()) {
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#ifndef NO_THREADS
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update_mutex->lock();
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#endif
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VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
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#ifndef NO_THREADS
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update_mutex->unlock();
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#endif
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}
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_set_redraw(false);
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}
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if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
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@ -1054,26 +1041,22 @@ void CPUParticles::_notification(int p_what) {
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if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
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if (particles.size() == 0 || !is_visible_in_tree())
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if (particles.size() == 0 || !is_visible_in_tree()) {
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_set_redraw(false);
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return;
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}
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float delta = get_process_delta_time();
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if (emitting) {
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_set_redraw(true);
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inactive_time = 0;
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} else {
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inactive_time += delta;
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if (inactive_time > lifetime * 1.2) {
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set_process_internal(false);
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#ifndef NO_THREADS
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update_mutex->lock();
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#endif
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VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
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_set_redraw(false);
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#ifndef NO_THREADS
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update_mutex->unlock();
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#endif
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//reset variables
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time = 0;
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inactive_time = 0;
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@ -1406,6 +1389,7 @@ CPUParticles::CPUParticles() {
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inactive_time = 0;
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frame_remainder = 0;
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cycle = 0;
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redraw = false;
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multimesh = VisualServer::get_singleton()->multimesh_create();
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set_base(multimesh);
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@ -104,6 +104,7 @@ private:
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float inactive_time;
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float frame_remainder;
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int cycle;
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bool redraw;
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RID multimesh;
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@ -178,6 +179,8 @@ private:
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void _update_render_thread();
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void _set_redraw(bool p_redraw);
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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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