pandemonium_engine/scene/3d/cpu_particles.h

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/*************************************************************************/
/* cpu_particles.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CPU_PARTICLES_H
#define CPU_PARTICLES_H
#include "core/rid.h"
#include "core/safe_refcount.h"
#include "scene/3d/visual_instance.h"
class CPUParticles : public GeometryInstance {
private:
GDCLASS(CPUParticles, GeometryInstance);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_VIEW_DEPTH,
DRAW_ORDER_MAX
};
enum Parameter {
PARAM_INITIAL_LINEAR_VELOCITY,
PARAM_ANGULAR_VELOCITY,
PARAM_ORBIT_VELOCITY,
PARAM_LINEAR_ACCEL,
PARAM_RADIAL_ACCEL,
PARAM_TANGENTIAL_ACCEL,
PARAM_DAMPING,
PARAM_ANGLE,
PARAM_SCALE,
PARAM_HUE_VARIATION,
PARAM_ANIM_SPEED,
PARAM_ANIM_OFFSET,
PARAM_MAX
};
enum Flags {
FLAG_ALIGN_Y_TO_VELOCITY,
FLAG_ROTATE_Y,
FLAG_DISABLE_Z,
FLAG_MAX
};
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_RING,
EMISSION_SHAPE_MAX
};
private:
bool emitting;
// Previous minimal data for the particle,
// for interpolation.
struct ParticleBase {
void blank() {
for (int n = 0; n < 4; n++) {
custom[n] = 0.0;
}
}
Transform transform;
Color color;
float custom[4];
};
struct Particle : public ParticleBase {
void copy_to(ParticleBase &r_o) {
r_o.transform = transform;
r_o.color = color;
memcpy(r_o.custom, custom, sizeof(custom));
}
Vector3 velocity;
bool active;
float angle_rand;
float scale_rand;
float hue_rot_rand;
float anim_offset_rand;
Color start_color_rand;
float time;
float lifetime;
Color base_color;
uint32_t seed;
};
float time;
float inactive_time;
float frame_remainder;
int cycle;
bool redraw;
RID multimesh;
PoolVector<Particle> particles;
LocalVector<ParticleBase> particles_prev;
PoolVector<float> particle_data;
PoolVector<float> particle_data_prev;
PoolVector<int> particle_order;
struct SortLifetime {
const Particle *particles;
bool operator()(int p_a, int p_b) const {
return particles[p_a].time > particles[p_b].time;
}
};
struct SortAxis {
const Particle *particles;
Vector3 axis;
bool operator()(int p_a, int p_b) const {
return axis.dot(particles[p_a].transform.origin) < axis.dot(particles[p_b].transform.origin);
}
};
//
bool one_shot;
float lifetime;
float pre_process_time;
float explosiveness_ratio;
float randomness_ratio;
float lifetime_randomness;
float speed_scale;
bool local_coords;
int fixed_fps;
bool fractional_delta;
SafeFlag can_update;
DrawOrder draw_order;
Ref<Mesh> mesh;
////////
Vector3 direction;
float spread;
float flatness;
float parameters[PARAM_MAX];
float randomness[PARAM_MAX];
Ref<Curve> curve_parameters[PARAM_MAX];
Color color;
Ref<Gradient> color_ramp;
Ref<Gradient> color_initial_ramp;
bool flags[FLAG_MAX];
EmissionShape emission_shape;
float emission_sphere_radius;
Vector3 emission_box_extents;
PoolVector<Vector3> emission_points;
PoolVector<Vector3> emission_normals;
PoolVector<Color> emission_colors;
int emission_point_count;
float emission_ring_height;
float emission_ring_inner_radius;
float emission_ring_radius;
Vector3 emission_ring_axis;
Vector3 gravity;
void _update_internal(bool p_on_physics_tick);
void _particles_process(float p_delta);
void _particle_process(Particle &r_p, const Transform &p_emission_xform, float p_local_delta, float &r_tv);
void _update_particle_data_buffer();
Mutex update_mutex;
bool _interpolated = false;
// Hard coded to true for now, if we decide after testing to always enable this
// when using interpolation we can remove the variable, else we can expose to the UI.
bool _streaky = true;
void _update_render_thread();
void _set_redraw(bool p_redraw);
void _refresh_interpolation_state();
void _fill_particle_data(const ParticleBase &p_source, float *r_dest, bool p_active) const {
const Transform &t = p_source.transform;
if (p_active) {
r_dest[0] = t.basis.elements[0][0];
r_dest[1] = t.basis.elements[0][1];
r_dest[2] = t.basis.elements[0][2];
r_dest[3] = t.origin.x;
r_dest[4] = t.basis.elements[1][0];
r_dest[5] = t.basis.elements[1][1];
r_dest[6] = t.basis.elements[1][2];
r_dest[7] = t.origin.y;
r_dest[8] = t.basis.elements[2][0];
r_dest[9] = t.basis.elements[2][1];
r_dest[10] = t.basis.elements[2][2];
r_dest[11] = t.origin.z;
} else {
memset(r_dest, 0, sizeof(float) * 12);
}
Color c = p_source.color;
uint8_t *data8 = (uint8_t *)&r_dest[12];
data8[0] = CLAMP(c.r * 255.0, 0, 255);
data8[1] = CLAMP(c.g * 255.0, 0, 255);
data8[2] = CLAMP(c.b * 255.0, 0, 255);
data8[3] = CLAMP(c.a * 255.0, 0, 255);
r_dest[13] = p_source.custom[0];
r_dest[14] = p_source.custom[1];
r_dest[15] = p_source.custom[2];
r_dest[16] = p_source.custom[3];
}
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const;
public:
AABB get_aabb() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(float p_lifetime);
void set_one_shot(bool p_one_shot);
void set_pre_process_time(float p_time);
void set_explosiveness_ratio(float p_ratio);
void set_randomness_ratio(float p_ratio);
void set_lifetime_randomness(float p_random);
void set_use_local_coordinates(bool p_enable);
void set_speed_scale(float p_scale);
bool is_emitting() const;
int get_amount() const;
float get_lifetime() const;
bool get_one_shot() const;
float get_pre_process_time() const;
float get_explosiveness_ratio() const;
float get_randomness_ratio() const;
float get_lifetime_randomness() const;
bool get_use_local_coordinates() const;
float get_speed_scale() const;
void set_fixed_fps(int p_count);
int get_fixed_fps() const;
void set_fractional_delta(bool p_enable);
bool get_fractional_delta() const;
void set_draw_order(DrawOrder p_order);
DrawOrder get_draw_order() const;
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
///////////////////
void set_direction(Vector3 p_direction);
Vector3 get_direction() const;
void set_spread(float p_spread);
float get_spread() const;
void set_flatness(float p_flatness);
float get_flatness() const;
void set_param(Parameter p_param, float p_value);
float get_param(Parameter p_param) const;
void set_param_randomness(Parameter p_param, float p_value);
float get_param_randomness(Parameter p_param) const;
void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve);
Ref<Curve> get_param_curve(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_ramp() const;
void set_color_initial_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_initial_ramp() const;
void set_particle_flag(Flags p_flag, bool p_enable);
bool get_particle_flag(Flags p_flag) const;
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(float p_radius);
void set_emission_box_extents(Vector3 p_extents);
void set_emission_points(const PoolVector<Vector3> &p_points);
void set_emission_normals(const PoolVector<Vector3> &p_normals);
void set_emission_colors(const PoolVector<Color> &p_colors);
void set_emission_ring_height(float p_height);
void set_emission_ring_inner_radius(float p_inner_radius);
void set_emission_ring_radius(float p_radius);
void set_emission_ring_axis(Vector3 p_axis);
EmissionShape get_emission_shape() const;
float get_emission_sphere_radius() const;
Vector3 get_emission_box_extents() const;
PoolVector<Vector3> get_emission_points() const;
PoolVector<Vector3> get_emission_normals() const;
PoolVector<Color> get_emission_colors() const;
float get_emission_ring_height() const;
float get_emission_ring_inner_radius() const;
float get_emission_ring_radius() const;
Vector3 get_emission_ring_axis() const;
void set_gravity(const Vector3 &p_gravity);
Vector3 get_gravity() const;
virtual String get_configuration_warning() const;
void restart();
void convert_from_particles(Node *p_particles);
CPUParticles();
~CPUParticles();
};
VARIANT_ENUM_CAST(CPUParticles::DrawOrder)
VARIANT_ENUM_CAST(CPUParticles::Parameter)
VARIANT_ENUM_CAST(CPUParticles::Flags)
VARIANT_ENUM_CAST(CPUParticles::EmissionShape)
#endif // CPU_PARTICLES_H