Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D

- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility

Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
This commit is contained in:
Marius Hanl
2022-07-12 08:43:01 +01:00
parent e93266b9ff
commit a59819630d
55 changed files with 573 additions and 371 deletions
@@ -13,9 +13,6 @@
<tutorials>
</tutorials>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(1, 1, 1)">
The collision heightmap's extents in 3D units. To improve heightmap quality, [member extents] should be set as small as possible while covering the parts of the scene you need.
</member>
<member name="follow_camera_enabled" type="bool" setter="set_follow_camera_enabled" getter="is_follow_camera_enabled" default="false">
If [code]true[/code], the [GPUParticlesCollisionHeightField3D] will follow the current camera in global space. The [GPUParticlesCollisionHeightField3D] does not need to be a child of the [Camera3D] node for this to work.
Following the camera has a performance cost, as it will force the heightmap to update whenever the camera moves. Consider lowering [member resolution] to improve performance if [member follow_camera_enabled] is [code]true[/code].
@@ -23,6 +20,9 @@
<member name="resolution" type="int" setter="set_resolution" getter="get_resolution" enum="GPUParticlesCollisionHeightField3D.Resolution" default="2">
Higher resolutions can represent small details more accurately in large scenes, at the cost of lower performance. If [member update_mode] is [constant UPDATE_MODE_ALWAYS], consider using the lowest resolution possible.
</member>
<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(2, 2, 2)">
The collision heightmap's size in 3D units. To improve heightmap quality, [member size] should be set as small as possible while covering the parts of the scene you need.
</member>
<member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="GPUParticlesCollisionHeightField3D.UpdateMode" default="0">
The update policy to use for the generated heightmap.
</member>