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