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Rename 2D NoiseTexture to NoiseTexture2D
This commit is contained in:
parent
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commit
394d058420
@ -10,7 +10,7 @@ def get_doc_classes():
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return [
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"FastNoiseLite",
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"Noise",
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"NoiseTexture",
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"NoiseTexture2D",
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]
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@ -1,14 +1,14 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NoiseTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<class name="NoiseTexture2D" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A texture filled with noise generated by a [Noise] object.
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</brief_description>
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<description>
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Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
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NoiseTexture can also generate normalmap textures.
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NoiseTexture2D can also generate normalmap textures.
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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:
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[codeblock]
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var texture = NoiseTexture.new()
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var texture = NoiseTexture2D.new()
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texture.noise = FastNoiseLite.new()
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await texture.changed
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var image = texture.get_image()
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@ -35,7 +35,7 @@
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#include "editor/editor_scale.h"
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#include "modules/noise/noise.h"
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#include "modules/noise/noise_texture.h"
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#include "modules/noise/noise_texture_2d.h"
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class NoisePreview : public Control {
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GDCLASS(NoisePreview, Control)
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@ -102,7 +102,7 @@ private:
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void update_preview() {
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if (MIN(_preview_texture_size.width, _preview_texture_size.height) > 0) {
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Ref<NoiseTexture> tex;
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Ref<NoiseTexture2D> tex;
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tex.instantiate();
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tex->set_width(_preview_texture_size.width);
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tex->set_height(_preview_texture_size.height);
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@ -1,5 +1,5 @@
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/*************************************************************************/
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/* noise_texture.cpp */
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/* noise_texture_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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@ -28,58 +28,58 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "noise_texture.h"
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#include "noise_texture_2d.h"
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#include "core/core_string_names.h"
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#include "noise.h"
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NoiseTexture::NoiseTexture() {
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NoiseTexture2D::NoiseTexture2D() {
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noise = Ref<Noise>();
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_queue_update();
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}
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NoiseTexture::~NoiseTexture() {
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NoiseTexture2D::~NoiseTexture2D() {
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if (texture.is_valid()) {
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RS::get_singleton()->free(texture);
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}
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noise_thread.wait_to_finish();
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}
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void NoiseTexture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture::_update_texture);
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ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture::_generate_texture);
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ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture::_thread_done);
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void NoiseTexture2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture2D::_update_texture);
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ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture2D::_generate_texture);
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ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture2D::_thread_done);
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ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture::set_width);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture::set_height);
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ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture2D::set_width);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture2D::set_height);
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ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture::set_invert);
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ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture::get_invert);
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ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture2D::set_invert);
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ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture2D::get_invert);
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ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture::set_in_3d_space);
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ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture::is_in_3d_space);
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ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture2D::set_in_3d_space);
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ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture2D::is_in_3d_space);
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ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture::set_generate_mipmaps);
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ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture::is_generating_mipmaps);
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ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture2D::set_generate_mipmaps);
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ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture2D::is_generating_mipmaps);
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ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
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ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
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ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture2D::set_seamless);
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ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture2D::get_seamless);
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ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture::set_seamless_blend_skirt);
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ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture::get_seamless_blend_skirt);
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ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture2D::set_seamless_blend_skirt);
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ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture2D::get_seamless_blend_skirt);
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ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture::set_as_normal_map);
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ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture::is_normal_map);
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ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture2D::set_as_normal_map);
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ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture2D::is_normal_map);
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ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture::set_bump_strength);
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ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture::get_bump_strength);
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ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture2D::set_bump_strength);
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ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture2D::get_bump_strength);
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ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture::set_color_ramp);
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ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture::get_color_ramp);
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ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture2D::set_color_ramp);
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ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture2D::get_color_ramp);
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ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
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ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
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ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture2D::set_noise);
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ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture2D::get_noise);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height");
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@ -94,7 +94,7 @@ void NoiseTexture::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
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}
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void NoiseTexture::_validate_property(PropertyInfo &p_property) const {
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void NoiseTexture2D::_validate_property(PropertyInfo &p_property) const {
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if (p_property.name == "bump_strength") {
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if (!as_normal_map) {
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p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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@ -108,7 +108,7 @@ void NoiseTexture::_validate_property(PropertyInfo &p_property) const {
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}
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}
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void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
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void NoiseTexture2D::_set_texture_image(const Ref<Image> &p_image) {
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image = p_image;
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if (image.is_valid()) {
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if (texture.is_valid()) {
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@ -121,7 +121,7 @@ void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
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emit_changed();
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}
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void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
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void NoiseTexture2D::_thread_done(const Ref<Image> &p_image) {
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_set_texture_image(p_image);
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noise_thread.wait_to_finish();
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if (regen_queued) {
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@ -130,12 +130,12 @@ void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
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}
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}
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void NoiseTexture::_thread_function(void *p_ud) {
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NoiseTexture *tex = static_cast<NoiseTexture *>(p_ud);
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void NoiseTexture2D::_thread_function(void *p_ud) {
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NoiseTexture2D *tex = static_cast<NoiseTexture2D *>(p_ud);
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tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
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}
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void NoiseTexture::_queue_update() {
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void NoiseTexture2D::_queue_update() {
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if (update_queued) {
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return;
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}
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@ -144,7 +144,7 @@ void NoiseTexture::_queue_update() {
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call_deferred(SNAME("_update_texture"));
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}
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Ref<Image> NoiseTexture::_generate_texture() {
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Ref<Image> NoiseTexture2D::_generate_texture() {
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// Prevent memdelete due to unref() on other thread.
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Ref<Noise> ref_noise = noise;
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@ -172,7 +172,7 @@ Ref<Image> NoiseTexture::_generate_texture() {
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return image;
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}
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Ref<Image> NoiseTexture::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
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Ref<Image> NoiseTexture2D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
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int width = p_image->get_width();
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int height = p_image->get_height();
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@ -191,7 +191,7 @@ Ref<Image> NoiseTexture::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradien
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return new_image;
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}
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void NoiseTexture::_update_texture() {
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void NoiseTexture2D::_update_texture() {
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bool use_thread = true;
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if (first_time) {
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use_thread = false;
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@ -215,25 +215,25 @@ void NoiseTexture::_update_texture() {
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update_queued = false;
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}
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void NoiseTexture::set_noise(Ref<Noise> p_noise) {
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void NoiseTexture2D::set_noise(Ref<Noise> p_noise) {
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if (p_noise == noise) {
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return;
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}
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if (noise.is_valid()) {
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noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
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noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
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}
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noise = p_noise;
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if (noise.is_valid()) {
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noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
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noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
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}
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_queue_update();
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}
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Ref<Noise> NoiseTexture::get_noise() {
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Ref<Noise> NoiseTexture2D::get_noise() {
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return noise;
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}
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void NoiseTexture::set_width(int p_width) {
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void NoiseTexture2D::set_width(int p_width) {
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ERR_FAIL_COND(p_width <= 0);
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if (p_width == size.x) {
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return;
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@ -242,7 +242,7 @@ void NoiseTexture::set_width(int p_width) {
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_queue_update();
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}
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void NoiseTexture::set_height(int p_height) {
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void NoiseTexture2D::set_height(int p_height) {
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ERR_FAIL_COND(p_height <= 0);
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if (p_height == size.y) {
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return;
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@ -251,7 +251,7 @@ void NoiseTexture::set_height(int p_height) {
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_queue_update();
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}
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void NoiseTexture::set_invert(bool p_invert) {
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void NoiseTexture2D::set_invert(bool p_invert) {
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if (p_invert == invert) {
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return;
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}
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@ -259,22 +259,22 @@ void NoiseTexture::set_invert(bool p_invert) {
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_queue_update();
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}
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bool NoiseTexture::get_invert() const {
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bool NoiseTexture2D::get_invert() const {
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return invert;
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}
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void NoiseTexture::set_in_3d_space(bool p_enable) {
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void NoiseTexture2D::set_in_3d_space(bool p_enable) {
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if (p_enable == in_3d_space) {
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return;
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}
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in_3d_space = p_enable;
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_queue_update();
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}
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bool NoiseTexture::is_in_3d_space() const {
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bool NoiseTexture2D::is_in_3d_space() const {
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return in_3d_space;
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}
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void NoiseTexture::set_generate_mipmaps(bool p_enable) {
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void NoiseTexture2D::set_generate_mipmaps(bool p_enable) {
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if (p_enable == generate_mipmaps) {
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return;
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}
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@ -282,11 +282,11 @@ void NoiseTexture::set_generate_mipmaps(bool p_enable) {
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_queue_update();
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}
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bool NoiseTexture::is_generating_mipmaps() const {
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bool NoiseTexture2D::is_generating_mipmaps() const {
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return generate_mipmaps;
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}
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void NoiseTexture::set_seamless(bool p_seamless) {
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void NoiseTexture2D::set_seamless(bool p_seamless) {
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if (p_seamless == seamless) {
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return;
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}
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@ -295,11 +295,11 @@ void NoiseTexture::set_seamless(bool p_seamless) {
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notify_property_list_changed();
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}
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bool NoiseTexture::get_seamless() {
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bool NoiseTexture2D::get_seamless() {
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return seamless;
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}
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void NoiseTexture::set_seamless_blend_skirt(real_t p_blend_skirt) {
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void NoiseTexture2D::set_seamless_blend_skirt(real_t p_blend_skirt) {
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ERR_FAIL_COND(p_blend_skirt < 0.05 || p_blend_skirt > 1);
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if (p_blend_skirt == seamless_blend_skirt) {
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@ -308,11 +308,11 @@ void NoiseTexture::set_seamless_blend_skirt(real_t p_blend_skirt) {
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seamless_blend_skirt = p_blend_skirt;
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_queue_update();
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}
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real_t NoiseTexture::get_seamless_blend_skirt() {
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real_t NoiseTexture2D::get_seamless_blend_skirt() {
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return seamless_blend_skirt;
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}
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void NoiseTexture::set_as_normal_map(bool p_as_normal_map) {
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void NoiseTexture2D::set_as_normal_map(bool p_as_normal_map) {
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if (p_as_normal_map == as_normal_map) {
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return;
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}
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@ -321,11 +321,11 @@ void NoiseTexture::set_as_normal_map(bool p_as_normal_map) {
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notify_property_list_changed();
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}
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bool NoiseTexture::is_normal_map() {
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bool NoiseTexture2D::is_normal_map() {
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return as_normal_map;
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}
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void NoiseTexture::set_bump_strength(float p_bump_strength) {
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void NoiseTexture2D::set_bump_strength(float p_bump_strength) {
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if (p_bump_strength == bump_strength) {
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return;
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}
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@ -335,37 +335,37 @@ void NoiseTexture::set_bump_strength(float p_bump_strength) {
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}
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}
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float NoiseTexture::get_bump_strength() {
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float NoiseTexture2D::get_bump_strength() {
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return bump_strength;
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}
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void NoiseTexture::set_color_ramp(const Ref<Gradient> &p_gradient) {
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void NoiseTexture2D::set_color_ramp(const Ref<Gradient> &p_gradient) {
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if (p_gradient == color_ramp) {
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return;
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}
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if (color_ramp.is_valid()) {
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color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
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color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
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}
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color_ramp = p_gradient;
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if (color_ramp.is_valid()) {
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color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
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color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update));
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}
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_queue_update();
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}
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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;
|
||||
}
|
@ -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
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user